texts: Add-on Dev: Extract int value from Blender's enum flag set?

texts:
Is there any way to extract an int value from one of Blender's ENUM_FLAG properties? Here are the definitions I have:

# binary flag values
class OpFlag:
    GA = 1<<0 # activator for asset mode
    LP = 1<<1 # activator for low poly mode
    HP = 1<<2 # activator for high poly mode
    CU = 1<<3 # activator for custom mode

# string based flag values for Blender controls
opflags=[
            ('GA', "Asset", "desc", OpFlag.GA ),
            ('LP', "Low", "desc", OpFlag.LP ),
            ('HP', "High", "desc", OpFlag.HP ),
            ('CU', "Custom", "desc", OpFlag.CU )
        ]

# property using flags
modes : EnumProperty(
    name = "Modes",
    options = {'ENUM_FLAG'},
    items = opflags,
    default={'GA','LP','HP','CU'}
    )

This is what I would like to be able to do, if possible:

control_op_flags = int( 0 ) # just to make it obvious this is an int
control_op_flags |= int( modes )

I read somewhere online that you can cast a Blender string-based enum value to int, but it doesn't seem to work with an enum-flags set. This is the error I get:

TypeError: int() argument must be a string, a bytes-like object or a number, not 'set'

Does anyone know how to convert an enum-flags set into a single int? I didn't consider it until just now, but is it possible to iterate the set and convert/OR all of the values together myself? Would that be the proper way to handle this? I've never iterated a set before, so going to investigate that now.

Edit Update: When I try to iterate the set and OR in one entry from it, I get the error ValueError: invalid literal for int() with base 10: 'GA'.. Sounds like it is dealing with it purely as a string. I'm not sure how to associate it with my opflags list.

Thanks for any advice


texts: Adding 'stretch to' constraint on spring with target will change direction of spring

texts: I am trying to add a spring to my object's armature that will stretch and shrink. But when I apply the 'stretch to' constraint in the 'Apply constraint (with targets)' section, the spring suddenly changes the direction and is not aligned with its target (shown in pictures below). Could anyone fill me in on what I missed to have the spring align with the target?


texts: print number and index of selected lines in text editor

texts:
I try to improve my "comment", uncomment", "copy" and "cut" command in the text editor and i'd like to know if it was possible to print the number and the index of selected lines in the text editor.
I'd like to comment or uncomment all selected lines.
This is the code i'm using to comment:

class CustomComment(bpy.types.Operator):
    ''' Auto comment with a space after # '''
    bl_idname = "text.custom_comment"
    bl_label = "Custom comment"

    def execute(self, context):

        base = context.space_data.text.current_line.body
        bpy.ops.text.select_line()
        if "    " in base:
            bpy.ops.text.move(type='LINE_BEGIN')
            bpy.ops.text.move(type='NEXT_WORD')
            bpy.ops.text.insert(text="# ")
        else:
            bpy.ops.text.move(type='LINE_BEGIN')
            bpy.ops.text.insert(text="# ")
        return {'FINISHED'}


texts: object snaps to absolute zero when switching between axis during translation - help!

texts: When we are translating an object using the middle mouse button - we can move it in a specific direction (x,y,z) but then when we redirect it to a different axis using middle mouse, the object snaps back to absolute zero. It will travel in the desired axis - but starts from absolute zero as opposed to where we currently are. Any clue why this happens?


texts: Why is there a difference in coordinate system Cycles obj normals vs. Blender Render obj normals?

texts:
Baking normals of a geometry in Cycles and in Blender Render results in two different colours (coordinate systems), although both are set to "object space".
When I calculate normals with C++ code, I get same result image as in Cycles.

Blender Render baking.

Cycles baking.

C++ VTK class vtkPolyDataNormals.

Why is that? What does Blender Render do differently?


texts: Can I import DXF files,exported from Gerber? The DXF file is AAMA file

texts:
I am trying to import DXF files exported from Gerber but it is not importing the content.
I used following settings:
- Replace scene
- Remove duplicates, Limit 1.00
- Merge All
- Thick ON
- Codec- ASCII

Do I need to choose a different settings?


texts:
My problem is this: I try and run the script in Blender's text editor and the script fails to math functions, cos() does not work.

When I run the same code in Blender's Python console my pasting it directly, there is no problem

What is the reason / how to get it work from the Text Editor?


texts: Character Solid view for Rain v2 has a weird glitch

texts:
So I downloaded Rain v2
https://cloud.blender.org/p/characters/5f04a68bb5f1a2612f7b29da
Model looks fine in all the other views except Solid View. If I move around Solid View the glitch like spreads across the screen... will try update GPU drivers now, not too sure what's up. My specs
Win10
18GB DDR3 Ram
4GB MSI Gaming RX570
Dell Pricision T16000 Mobo
Intel Xeon E31270 3.4GHZ


texts: Can't illuminate object from below nor changing light source from script

texts:
I've been using blender and its scripting capabilities for a machine learning project. The script generates a bunch of different sun objects and cameras (positioned close to the lighting directions) and then cycles through each combination to render the image.

I'm dealing with two problems:
1) The first question is for artists too. My object, being a satellite, is free floating in the model space and there's no obstruction of any kind for the light rays to reach it. Somehow, however, although everything is fine when the light comes from above the model, when the direction of the sun comes from below, the model is not illuminated at all. I really can't figure out what's wrong with it.

2) The other question is about the script. I have to activate the lighting one at a time, one for each iteration over the related cameras, just like each of the others were switched off. I've tried many solutions: when I try to deactivate and reactivate the light object according to my needs, renders seem to show like the last generated light always stay active and the others are unaffected; when I try to put to zero the energy of all the lights but the one I'm interested in, instead, rendered images are all dark.

Any suggestion would be greatly appreciated. Thank you everybody!

EDIT:
Sorry for not immediately providing the .blend file, but I didn't know how to do it. Here you have, thank you!

For those willing to take a look at the code, here are the relevant pieces. The code is not very clean, but there you can see (commented out) some of the strategies I've tried. I think, anyway, it is quite useless to read it since the question is quite straightforward: I just need to know how to turn on and off a light source from the command line, if it is even possible.

EDIT 2: To better explain how the script should work, as requested.

I'm dealing with a machine learning project: that means that I'm NOT interested in any kind of animation or anything similar, I just need to produce many static images of the model at hand in different lighting conditions and from different POVs. With "many" I mean thousands of them, that's why I need to automate everything through a script.
So, the script I wrote should work like this: a certain number of light sources (Sun objects) is created and linked to the scene, by default they should all be switched off. Then the script cycles through them. In each iteration, one of the light sources is activated and a certain number of cameras are introduced. A nested for cycle then goes through all of the cameras, sets the compositing nodes to output the ID masks of the objects that compose the satellite (I need them too), and renders the different images. Than, the light source is switched off and the primary for cycle proceeds to the next iteration with another light source.
As simple as that, no need for fancy animations or anything. And everything works just fine but for the switching on and off the lights.


texts: How to add images from selected folder via Python

texts:
In my Panel class I use:

col.prop(context.scene, 'path')

I also have:

def register():
bpy.utils.register_class(PBRGROUP)
bpy.utils.register_module(__name__)
bpy.types.Scene.path = bpy.props.StringProperty \
  (
  name = "Folder with textures",
  default = "",
  description = "Select folder with images to import",
  subtype = 'DIR_PATH'
  )

def unregister():
bpy.utils.unregister_class(PBRGROUP)
bpy.utils.unregister_module(__name__)
del bpy.types.Scene.path

The above gives me:

How to add all images from selected folder to my .blend file?

I know how to create a button, but I don't know how to add files from directory.


texts: parent object to vertex in python - transformation change

texts:
I've tried parenting object to vertex in python.
However, when I change the object, the object transformed to another location.
I found the related post:
Python automate Assign parent relation and keep transform
which suggests to do the following:
obj1.parent= obj2
obj1.matrix_parent_inverse = obj2.matrix_world.inverted()

It works, However, when I change parent type to vertex:
obj.parent_type = 'VERTEX'

It changes it again to another location.
Someone knows what is the correction to vertex type?


texts: When I grab one object to move, the world background moves and the object remains in place in the 3d view. And when I move another object it moves across my screen while the world background stands still in the 3d view. Why is that so?


texts:
I know it's a very new thing (post 2.4 era anyways) but there seems to be very little documentation and examples for PyNodes in general, and the little there is doesn't seem to work in latest SVN (currently r57165).

My idea is to make a Cycles material node that has a vector output socket for each of the object(s) UV Maps, so that I don't need to look up what the name of the UV Map is in the Object Data Properties and copy-paste that into the Attribute node each time. This seems like a reasonably easy node to code, failing that even just a node like the Attribute one that can fetch an objects Custom Property to be used in the material.

Either way, I'd like some help in setting up a simple PyNode like that. Is it possible? Can someone provide example code of simple working PyNodes?


texts: How to copy indices from one mesh to another ? (vertex numbers/index/id) (the same uv)

texts: I have two objects with the same number of vertices. I dont know how, but one object got its vertex numbers  changed (indices) As you see on the picture numbers on one are diferent than on the other. Is there a way to transfer these numbers to another mesh so they both could be the same? I have the same working UV ready for both meshes, will it help somehow to establish the numbers ?


texts: Have Lamp/Light automatically rotate towards an object or the 3D cursor

texts:
How can I rotate a Hermi light source so that it shines towards a specific object or the location of the 3D cursor?

Bonus if the light source adjusts its orientation if I manually move the tracked object.

It don't have to work for animations, I've got only a static scene.

I already tried the Object Constraints "Track To" which was mentioned in a similar question but I have to choose between X, Y, Z axis but I want all three?! Am I just using it wrong?


texts:
I just want to get the pivot location of the 3d model!

I tried to set the cursor to pivot position and print the cursor location
import bpy

bpy.ops.view3d.snap_cursor_to_selected()
print(bpy.context.scene.cursor.location)

I had this error:
RuntimeError: Operator bpy.ops.view3d.snap_cursor_to_selected.poll() failed, context is incorrect
Error: Python script failed, check the message in the system console


texts:
My pointer keeps changing into a crosshairs and I then cannot select anything on the screen. I keep getting a coloured circled when I try to select. How do I get the regular mouse pointer back??

Also. looking for the steps to group objects on the screen, examples: curves in svg.


texts: What is the selection order for parenting?

texts: So another question pooped into my brain while working on the same character that prompted my last question: So I have a character that I want to port into a game engine (unity), How does bone roll affect the rig importing into the game engine if at all? This one should be fairly basic.  What is the selection order for establishing a parent-child relationship? Do you select the object you intend to be the parent first, or do you select the child first?  Coming from 3ds max and the link tool, still adapting.


texts: Creating an Unwrapping Animation (NOT texturing)

texts:
As a new-ish Blender user, I'm still not entirely familiar with how to do everything in Blender. I've been attempting to create an animation of the lateral area of a cone unwrapping into a 2-D semicircle thing: however, I've found no good way to separate out each area of the cone for rigid-body bound animation. Any and all help is appreciated: if you need a .blend, just ask, but it's really just a cone on an otherwise blank area, so I don't think it's necessary.

Thanks.


texts:
I want to make some cool items for Dota 2 and I'm reading a guide. There are some tips about baking  etc. but I can't use them, because I don't even know what baking means. Can somebody explain this, please?

Thanks for all answers.


texts: What are the security risks of leaving "Trusted Source" checked?

texts:
I rarely uncheck "Trusted Source" (even when opening files downloaded from sites like this one), what sort of security risks am I leaving my self open to?

I know that with trusted source checked python scripts can automatically run, but what sort of nefarious things can happen?
This question does not shed much light on what could potentially happen.

Is it possible that just by oping a blend file that a virus could get installed?
Examples are welcome.


texts: Objects are completely invisible in Object Mode

texts:
I started learning Blender the other week and was following a tutorial to learn the basics of it. When I opened Blender back up, every object I bring in is invisible in object mode, and the material preview mode is completely broken. Edit mode works just fine. I have no clue what's happening, any help would be appreciated.
Selected in object mode.

Deselected in object mode.

Selected in edit mode.

What happens when I move around my camera in material preview mode.


texts: How to remove connected intersecting geometry?

texts:
I'm using the Skin modifier to make the base mesh for a creature, to sculpt on later. But I have some self-intersections, and would like to remove all the internal geometry -- kind of like a boolean union on itself.

Here's a small example, created by using the Skin modifier on three edges of a plane:

I tried the Remesh modifier, but it just kept the internal geometry.

The Intersect (Knife) tool in Self Intersect mode easily selects the boundaries of the interior geometry, but I don't know how to go from there to the interior faces I want to delete.

(I'd upload the .blend file of this example, but I'm not comfortable with blend-exchange's terms. Yes, with this file it doesn't really matter, but it's more of a statement than anything else. I uploaded it to Github's Gist service, but I had to Base64-encode it which means Windows users are out of luck.)


texts: How to prevent Subdivision Surface from changing the size of a loop

texts: I modelled this hole but when I turn SS on, it becomes too small. Adding geometry around it isnt an option, since I want everything to be as smooth as possible. Scaling it up doesnt work, because this destroys the "normal" geometry.


texts: How to change display/render order of several grease pencil objects in Blender 2.82?

texts: I have 4 grease pencil objects. I am trying to get one to be displayed in front of the other ones but I can't find a way to do it. I could just pull it closer to the camera in the 3D space but then sometimes I get ugly white lines around the object. I don't understand how blender decides which grease pencil object to be on top and which one to be on the bottom. (not talking about the grease pencil layer order!)


texts:
we have a "Blender Farm" with a master and a few slaves. Now we try to use SSL. I configured the path of the certificate and the key, but the Blender-Master crashes with the following error:

read blend: /home/renderuser/blender/master-int.blend
Error: wrap_socket() missing 1 required positional argument: 'sock'
Error: Traceback (most recent call last):
File "/home/renderuser/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/netrender/client.py", line 367, in render
raise e
File "/home/renderuser/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/netrender/client.py", line 362, in render
self.render_master(scene)
File "/home/renderuser/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/netrender/client.py", line 383, in render_master
key_path=netsettings.key_path)
File "/home/renderuser/blender-2.74-linux-glibc211-x86_64/2.74/scripts/addons/netrender/master.py", line 1165, in runMaster
ssl_version=ssl.PROTOCOL_SSLv23,
TypeError: wrap_socket() missing 1 required positional argument: 'sock'
location: <unknown location>:-1
Traceback (most recent call last):

On all systems is CentOS7 and Blender 2.74 installed. Unfortunately I am not a python specialist. Maybe there is an error in the python-script master.py? Has anyone experience with Network Rendering and SSL?

Thanks in advance


texts: Why is my Point Light not creating shadows?

texts: I cannot get the shadows to work for this coin. The Power is at 1000000, and the radius is 0.1. I've tried moving the light source, changing the radius, changing the power amount. Nothing has worked so far.


texts: Spotlight's radius doesn't work in eevee 2.8(official release)

texts:
I am following a tutorial and i am setting up the lighting. I want to hide the spotlights inside my lamps and torch so that it seems more realistic. The thing is that no matter how big the radius is, no light is coming out. I've searched online, but i can't find anything related. Here is the problem.

As you can see, the radius is bigger than the torch but no light is coming out.
If i remove the torch, it works perfectly.

I tried changing the light type to point and area and the radius setting works fine, even in cycles. But when i set it back to spotlight, i still have the same issue.

Is there something i don't understand in the radius setting? I'm pretty sure it is not a bug, since the radius worked in the tutorial i saw.

(disclaimer: this is my first post, i don't know if the formatting is right)

Edit: The light in the pic is from an other spotlight with the same issue, I just places it outside the object in order for it to work.


texts: Can I use both GPU and CPU together when I render with Cycles to decrease render time?

texts:
Is it possible to use both GPU and CPU on a single render? I guess that the GPU and CPU should render the whole frame so it doesn't have different pieces rendered by CPU and a few other by GPU so the image looks weird because of the differences in the two render methods.
I don't want to run two independent instances of blender that might crash the other with 100%lode problems, or just end a half hour before the other.
The other is how do I make the GPU and CPU render the same style, I know i have seen very different result between CPU and CUDA render.

if you are working on a animation you shulde reed this also, the method disused ther is runing two independent rendering on the same time.
Cycles hybrid rendering


texts: Scale-able/rotate-able 2x4 wood plank with 45-degree cut end - is there a better way?

texts:
I'm using Blender to do some architectural modelling for a house.  (Yes, I know Blender isn't really designed for architectural modelling, and there are probably better tools, but it's what I'm using for now.)  This model is going to be "hyper-accurate" in the sense that I'm planning (hoping / trying) to have every single concrete brick and every single 2x4, 2x6, etc, modeled one way or another (although I'm drawing the line at nails and dustbunnies - not including those!)  Just to give you a sense of what I mean, here's what I have so far:

For the 2x4s with square-cut ends, I created a simple cube mesh with the long-dimension along the Z-axis, and placed the object origin at the center of the 2x4 face at one end of the plank mesh (nominally at 0,0,0).  I also lock the X and Y scale in the "Transform Locks" section of the object data.  This allows me to place the 2x4 by using vertex snapping, and then subsequently use the scale tool to adjust the length of the 2x4 as needed, even on objects that use a linked mesh (that is, I always create new 2x4s by using Alt-D on an existing 2x4).  No problem so far.

But now, I'm trying to create 2x4s with a 45-degree cut on one side, and running into difficulties getting it to work simply.  Here's what I've tried:

Create a mesh that has the expected 45-degree cut on one end.  Rotations of the object (which I do often) work great.  However, when I try to scale the length of the plank, the scaling also affects the cut-end disproportionately, so that it is no longer a 45-degree cut.  I've tried putting the object origin at the center of both the face that is far away from the 45-degree end and the center of the face that makes the 45-degree cut - both have the same problem.  I'm not looking for an explanation of why this is happening - I think I understand pretty well.
"Locking the vertices" on the mesh by using a Mask, and also using Shape Keys, as described in this article, but this seems to be relevant only to sculpting, as when I tried it, scaling the object still deformed the 45-degree angle cut.  However, I'll admit that those techniques may have been a bit over my head, so I may not have implemented them properly.
I've created a simple 45-degree triangular object, and parented it to the 2x4, placing the triangular cap at the appropriate end of the square-end 2x4.  In this case also, rotations work very well.  However, scaling the parent 2x4 (to adjust its length) still affect the scale of the triangular cap, even if I lock all three scale settings for the cap, resulting in a cap that isn't 45 degrees.  (Note that this is a visual effect - the numerical values of the scale setting for the triangular cap object do not change!)
Instead of parenting the triangular cap to the 2x4, I've tried adding two constraints: Copy Location and Copy Rotation.  This works, but is cumbersome because I have to do this for every cap I add.  So far, this is my preferred solution.
Skipping any kind of linking, and just representing caps as separate objects that get placed in the right spot.  This will also work, but is also cumbersome because if I move or rotate or re-scale a plank, I now have to move the cap as well.

As I said above, the method I like best so far is to add the two constraints, even though it's a bit of a pain.  Also, I think that technique will only work for a 45-degree cut on one end - there are some cases where I need 45 degree cuts on both ends (but not many).  But being a bit of a Blender n00b, I don't want to assume that there are other better ways to achieve what I'm trying to do.  Please remember my key objectives for an ideal solution (which may not be possible): I would like to end up with a single object that can be duplicated using Alt-D and that I can scale the length of the object without deforming the 45-degree angle at one or both ends.  If I can't get that, I'll take the best I can find.

Thanks in advance for any and all suggestions!!


texts: How can I send someone a .blend file with cache folder included?

texts: I've been trying to send a person my .blend file with an external cache folder (.bphys format) to render a fire for me, and when he opens it, he can't connect the two. Any solutions?


texts:
Ok so I've got a quick question, is it possible to have particles render when they make contact with a specific object? Essentially make the highlighted object in my scene a domain for the particles, so that when they fall into that area they become visible.

P.s. I'm working in blender render.


texts: How can I turn off mirroring in sculpt mode?

texts: So, I am extremely new to blender, I am going to say outright. I have tried to fix this, but i can't seem to find any option that would fix the problem. When I sculpt on an object, it directly mirrors it, even though i have not enabled the mirror function, let alone touch it. I have double checked to make sure mirror wasn't on and it wasn't. and so on and so forth. I pretty much haven't changed any options or anything. if you could help me figure this out, that would be nice.


texts: Can I move the name of a VSE strip (video or sound) under the strip?

texts:
In the sequencer the file name of the strip (video or sound) is written in the middle of the strip. It's annoying on a sound strip where the name hides the waveform. Can I use the Python API to write this name under the strip inside the same channel?

Can I suppress the path of the file (I can find it if needed in the properties of the strip)?

I tried 2.78 but there is no difference with 2.77. Is there a setting I don't know?

What I want: writing under the strips

What I have with 2.78


texts:
Different values are required to balance forces in the physics tab with the force of gravity. For example, if the force of gravity is defined as -9.8, a force field setting of about 234 is required to counter the effect of gravity for an object with a mass of 1.

My expectation was that the force-field setting of 9.8 should counter gravity. However, the required setting is far away from that. Changing units from None to Metric did not affect the ratio.

How is the force necessary to counter gravity calculated in Blender?

For example, create a simple scene with a cube, a plane, and an empty. Enable rigid-body dynamics for the cube. Enable a force-field for the empty on the physics tab.

The gravity is left at the default setting.

By experimentation, the counter acting force-field is found to be about 234 to balance the cube.

This setup results in the cube staying almost still. It would be useful to be able to calculate the force-field setting required to calculate the balance force rather than use experimentation.

The blend file with this setup is located at:


texts:
Ok, so lets say I have a mesh like the one on the left, and I want to make a hole in it like the one on the right, as illustrated here:

but, using the methods I can think of, you end up with  inner vertices that are out of alignment with the outer edge, thus producing a non-flat surface as you can kind of see here:

also, as I just eyeballed it, the shape and curves of the hole are not totally symmetrical at each corner, so, what is the best way to cut a hole like this, with symmetrical measurements, in a surface that is at an angle, and keeping everything in perfect alignment with the surface itself without creating any n-gons and having clean topology?


texts: In the addon ArchiMesh there is a Japaneses curtain feature, but, it looks straight and does not have the fold that I want in it. Is there an addon that can do this for me? If not, how can I make a curtain (like in the images below)?


texts: I want to save material in library. i have install Material library vx addon but i want to add other material to that addon how can in add. Plz explain brief. Or is there other addon present that can save my material in library


texts: Why is my cloth material not rendering properly?

texts:
I'm trying to get a background material (flag) to move with the wind and whenever I render a specific frame, it's OK.  But if I render as a video (xvid), it stays completely still.  Any idea why this might be?  Attached is the .blend file.

Thanks


texts: Approach to get the effect of Mixing Fluids - texture distortion or mantaflow/particles?

texts:
I'm trying to get the effect of mixing the fluids of different colors. First I was trying to get it done with mantaflow. But cant get to assign different colors to inflows. But there is another problem - getting those different colors to mix and dissolve in each other.
The second approach I thought about was to just get it done by distorting the texture coordinates. I was thinking to swirl the particles in a certain way and then use the velocity of those particles to distort the texture, but as I understood Particle Info node works only with particles and does not affect the texture coordinates.
Has anyone ever done anything like this? Which approach is more viable? I would appreciate if someone could share an insight in getting this effect. Thank you in advance.


texts: How to get bpy.data.is_dirty updating when changes are done by script?

texts:
My addon relies on checking bpy.data.is_dirty. This seems to work fine in interactive mode, however when I tried adding automated tests for my addon I have faced issue with bpy.data.is_dirty not updating correctly when things are getting changed from my tests (Python script).

Example script to reproduce (on Blender 2.79):

>>> bpy.data.scenes[0].frame_start = bpy.data.scenes[0].frame_start + 1
>>> bpy.data.is_dirty
False

I can see starting frame change on the timeline, however there is no asterisk "*" visible in title (which generally indicates unsaved changes).
If I change starting frame by clicking on small arrow by number it marks the file correctly as changed (both the asterisk appears and bpy.data.is_dirty returns `True).

I have also managed to get a state in tests that have bpy.data.is_dirty returns True even on the next line just after call to bpy.ops.wm.save_mainfile().

Is there some function I need to call to get Blender's internal state to update bpy.data.is_dirty?

Alternatively, as I need it only for tests, is there some way to make sure that bpy.data.is_dirty is in a desired state? (i.e. I need to be able to set it both to True and False depending on scenario)

I read https://docs.blender.org/api/2.79/info_gotcha.html#no-updates-after-setting-values and tried using bpy.context.scene.update(), but it doesn't seem to impact bpy.data.is_dirty.


texts:
I have modeled some marbles, shown here in the picture.

But I need to texture it to look like these:

I have no clue on how to texture these, so any help on this would be greatly appreciated.


texts: Render layers not appearing in the compositor

texts:
I am trying to follow the Kenan Proffitt tutorial on YouTube for two point motion tracking but the Foreground and Background layers are not appearing in the compositor.
When I add the video input node and select the video I get a small square in the node with the video.
When I add the two Render Layer nodes (for my two layers) and select my scene I don't get that small preview square - and there is nothing from these layers in my final render.  I also get nothing if I plug the Render Layer node(s) directly into the viewer or composite node.
Picture of nodes without little window:

Blend file


texts: How do you restore previously tracked footage?

texts:
I've recently reformatted my PC, and once I reinstalled and loaded my Blender file back up, the trackers were still there, but the footage wasn't. I tried to reload the sequence back up, but now that the footage is there, the trackers aren't. Though they do appear in the camera's view in Object Mode. How do I go about reasigning those trackers to the footage?

Thanks


texts: I made a simple layout to blur the output AND checked if compositing is toggled in postprocessing, yet Render only outputs the basic render (I checked with the Composite node disconnected). What am I missing?


texts: node.add_node by code -> use_transform doesn't work

texts:
Cycles Render, Node Editor,

I want to add a tooltip for the shader buttons in the node toolshelf. I create a class for that that contains the tooltip and creates the node. And call it by a button then.

It works somehow. I have my tooltip and the class adds the node. But the use_transform setting gets ignored. Means the created node is stuck under the tool shelf or where ever it gets created, which is somehow random. I have to pick it up again.

What do i overlook here? Why is use_transform=True ignored?

Examplecode. First button is the one with my tooltip. The second one works directly. Note that you need to have an object and a material to get the first button to work. I haven't solved that part yet:

import bpy
import os
import bpy.utils.previews

################ Tooltip class ###############################

# Tooltip
class NODEEDITOR_texture_image(bpy.types.Operator):
    """Image Texture\nHere you can load an image as a texture"""
    bl_idname = "node.texture_image"
    bl_label = "texture image"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.node.add_node(type="ShaderNodeTexImage", use_transform=True)
        return {'FINISHED'}

###########################################################################

class NodesIconPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "All Nodes"
    bl_idname = "nodes.common_buttons"
    bl_space_type = 'NODE_EDITOR'
    bl_region_type = 'TOOLS'
    bl_category = "All Nodes"

    @staticmethod
    def draw(self, context):
        layout = self.layout
        default_context = bpy.app.translations.contexts.default

        ##### Textbutton with Tooltip

        layout.operator("node.texture_image", text="Image Texture with Tooltip")

        #### Textbutton usual
        props = layout.operator("node.add_node", text="Image Texture")
        props.use_transform = True
        props.type = "ShaderNodeTexImage"

 # -----------------------------------------------------------

def register():

    # Register all classes

    bpy.utils.register_module(__name__)

def unregister():

    # Unregister all classes

    bpy.utils.unregister_module(__name__)

# This allows you to run the script directly from blenders text editor
# to test the addon without having to install it.

if __name__ == "__main__":
    register()


texts:
Ok guys. I have a question I hope you can help me with. I will use the image below to illustrate what I want.
I want to use Displacement on the man (I like the blobby effect it makes, and thats the one and only reason, so an alternative to displacement if it exists is also totally ok). I want to drag the weight-slider to preferred size, but I want the blow-up-effect to be affected by the ring around his waist.
In other words, I want to expand him around the ring. Kinda like having a rope around a balloon while you blow it up.
I hope you guys can help and I hope I explained my problem in an understandable fashion(I'm Norwegian).


texts: What color space should I use for 16bit sculpting brush alphas?

texts:
Since starting to learn sculpting, I've been saving most of my brush alphas as 16bit PSDs.
I've noticed though that using the non-color color space instead of sRGB seems to increase fidelity for my brushes.
Here's an example:
sRGB Color space:

Non-Color Color space:

The first image has a lot less detail than the second, leaving me completely confused. Why is the sRGB color space "limiting" the detail of my brushes so much? Why does this not occur when using either RAW or Non-Color color spaces?
Can someone here possibly guide me on what the best pipeline is for creating and store sculpting brush alphas?
Thanks much.
Edit: Someone knowledgeable in the comments section suggested I go with EXR for all my brushes. This sounds like a great idea, but I'd like to know what the difference is compared to PSD. Every third party brush set I've ever downloaded is usually PSD. What do I gain by converting from PSD to EXR?


texts:
I have a double curved mesh, which I UV unwrapped, exported as SVG, imported back into Blender, cleaned up, and scaled up to achieve an unrolled, flat mesh. How could the original mesh be morphed into the flat one?

I have tried shrinkwrap as suggested in this question, but unfortunately, it doesn't produce the desired result.


texts: splitting UV islands to have each face separated by small amount

texts:
Please note that I am still a beginner.

I have seams and UVs aligned so that the default Blender color texture looks perfect on my low-poly model. When I bake normal maps from higher res models (texture not high-res), I see seams on the borders of faces leaking onto the nearby faces (within the bounds of their island) and this creates very obvious seams when looking at the model with normal map. I though the solution to this would be to scale all UVs but without any face changing size -- to separate them by a small amount.

Is there a script for this or maybe another solution to the problem visible below?

This is my model with normal maps, created in Blender and seen here in 3DCoat.

This is my current UV layout.


texts: How to define and access a list property for a game object in BGE

texts:
I am making a game with BGE.
It is turn based, so I want to save a sequence of key strokes in a list.
The problem is that the list is not preserved the next time a key stroke is entered, as the script is run on every key event.

My logic:

The way I have solved this til now is to convert the list to a JSON string and save it as a string property. However this is a very dirty way to do something like this.

How can I do this in a nice elegant way?


texts: How to cut extra piece of face on intersection with other face?

texts: There is no common edges or vertices on intersection


texts: Is it possible to blend from two textures based on XYZ coordinates of object?

texts:
Quick texture/materials question.

I know you can set up a ColorRamp to respond to XYZ coordinates - for instance, I can create a ColorRamp that blends from blue to red and control it with XYZ, so however higher or lower the object is on the Z axis the color changes.

I am curious how I could do something like this with two separate textures. For instance, having a waterfall blend from a material like sand to a water-node setup.


texts: How can I stretch portion of a model along a plane/axis?

texts:
Please see image here for what I'd like to do:

I want to add stretch a portion of the part by 1mm-2mm right at the location of the plane in the image, along the Y (green) axis. This will increase the distance between the screw hole and the cylindrical portion of the part.

What is the easiest way to go about this? I've used a lot of CAD software in my time but learning Blender seems a bit more challenging. I've messed with a few things but the operation I want doesn't seem to be called what I think it'd be, or I'm just doing it wrong.

Help would be appreciated! :)


texts:
I am trying to change the colors of an image texture separately but I can't figure out how to do this.
Every color correction I make results in a color change for the other color as well.

What can I do to change for example the greens to blue and Reds to yellow?

Also, is it possible to do this for an image containing 3-4 different colors?


texts:
I have a small trouble with viewport rendering in Cycles (b2.82a) + Optix [RTX 2070].

As you can see on the screenshot, it is "cancel", so objects in one of my scenes appears just gray in gray space, no matter if I created material now or it was added before. For other scenes (all of them was created in Blender 2.81 on old PC and transferred to the new PC), CUDA rendering and in Eevee+OptiX it works properly, though.

I checked ray visibility for objects and tried b2.83, where it sometimes render, sometimes cancel.

I have no idea what can cause this problem.


texts:
My problem is that the emitted particles don't lock with object (in animate modifier wave, solidify, lattice etc),

in frame 30 particle get wind and turbulance


texts: Class already registered as subclass (module structure for addon)

texts:
I am working on creating an addon and I have a main __init__.py file and then I have a another file we will call utils.py. __init__ registers all the classes in utils by import utils and then bpy.utils.register_class(utils.CLASS), it has several classes and that file registers them all.

If you run the file once it works fine, but if you run it again it gives the error that the class is already registered as a subclass.

utils contains a bpy.types.Panel and bpy.types.Operator class. It is almost like the bpy.utils.unregister_class(utils.CLASS) isn't working. File


texts:
How can I get any render passes of the monkey object which is placed into glass sphere.

pic.1 - combined view

pic.2 - IndexObj

pic.3 - IndexMA

pic.4 - AOV Output - color

pic.5 - AOV Output - value

pic.6 - Cryptomate - assets

pic.7 - Cryptomate - material

pic.8 - Cryptomate - objects


texts: Help with displacement modifier application with an array modifier for a random result

texts: I have a scene consists of plenty of steps which I modelled one and used  array and displacement modifier over it. I tried many options with displacement modifier in order to get random distribution of the musgrave texture individually for each steps, however from distance it looks like the same musgrave texture patterns layered over the overall shape, not spread on individual steps.I have tried the local and global texture coordinate option, but this doesn't change the end result as well. I was wondering if you could help me how can I make this work. thanks


texts: (2.8/9XX) Addons show up in the list but not in the interface!

texts:
I read lot of questions on forums and all, but mine is slightly different.
Sometimes I click install, choose the addon etc. Most of the time it appears in the list, but sometimes I only get a notification in the status bar "module installed..."
Now my real problem is that while it is installed in the preferences, it doesnt show up anywhere!
Just cant use it!
It was happening in 2.8x and still does in 2.9x (I tried the beta and 2.92 alpha as well)
I did not mind so much but I really need some of those now...
Which ones I tried?

Sverchok
2 addons for more sculpting brushes
animation nodes...

Any idea for me? :)
EDIT: I also tried while running blender as administrator (I am on windows 10)
Thx
pyrrhon


texts: How to make a grid properly and render it faster?

texts: Should I use grid fill tool and then use wireframe modifier, or subdivide the mesh? I want to make a grid and then use wireframe modifier.


texts: How to reopen the panel that shows when creating objects?

texts:
When creating objects a panel shows on the left bottom side, like this.

And sometimes I click other objects or hit Tab going to edit mode then realize I need to tweak some properties on that panel. But it's already gone. Is there any way to bring it back? Thanks in advance.


texts:
I do this round window according the tutorial, but in his case everything is working and in my case while extruding the circle mesh nothing happens, it only moves

1st picture is tutorial,2nd is mine


texts: How can i export cycles materials to UNITY 3D with Correct UV

texts:
Ok, I fianlly success what make uv with 2 or more materials in an object

It is fine in blender, but when i export to unity, and apply the image of texture,

the green part of texture run away from correct displacement.....
what is problem?

-------UPDATE--------

It was because of wrong Material Dimension

You must export each uv images separately.

And in Unity, add materials correctly in renderer component.

Done!

Thank you.


texts: Help with exporting a 3d model in ~.stl format and adding colour data

texts:
I am using matlab for a university project to create a simulation of an aerial package drop using 3d models that I made in Blender. I am exporting from blender in ~.stl format (binary form) and importing the file using a matlab script to use in a 3d graph.

Now comes the part I need help with. Rhe script I'm using in matlab can also extract colour data (if any) from the file and apply it to the model. However, a standard stl file only contains info on vertices and faces, but I know from a little research that it is pssible to create ~.stl files with colour data included.

While I could either artificially create the colour data in matlab or just give each model one colour, I'd like to be able to just import the data from blender. Therefore, I've come up with a couple of ideas and was wondering if anyone knows the method/related scripts to achieving one of these solutions? They are:

export model in a different file type that contains colour, to do this I would (probably) need a different matlab import script relating specifically to that file type;
find the correct settings or find a python script that allows blender to attach colour data to an exported ~.stl file; and,
export each different coloured part of each model as it's own model and relate their position to each other in matlab. this I know how to do, but it's tedius and would slow down the simulation unnecessarily.

Also, two other quick things. I'm currently creating the models using cycles engine, in terms of exporting (colour) model data would it be easier to switch to blender render? Also, out of curiosity, to what extent can the material effect from blender be exported? Obviously diffuse can be exported cause it's just applying model colour, but what about effects like gloss, transparency, reflections, etc?

Thank you for your time.


texts:
New to blender, got a question about window glass.

I have tried several examples but can't get it to do what I want.

The problem is that the background which I have set in the world settings is getting blurred when viewed through the glass material.

I have attached a screenshot. The selected object is a plane to which I have assigned the glass material. As you can see the background through the plane is being blurred.

I have no idea which setting is getting me this effect.
I have tried a lot of sliders :-)

Hopefully someone can shed some light on this.

Edit:

I tried using IOR 1.0. Still the same issue.
Although when rendered with cycles (which I don't use on osx) the blur was gone.

So it seems to be an Eevee setting or issue.

Any idea what can affect this in Eevee?


texts: I have downloaded a metal node setup from Chocofur.com and when I open their blend file, I can access all their nodes. However when I try to copy paste them into my file, it does not work. How can I get their node setup to mine?


texts: How to scale a mesh selection to exact dimensions?

texts:
(Absolute Blender beginner...)

I've imported an obj model and I'm trying to scale up 2 specific regions of it. I've selected one area of the model that I want and have figured out how to scale it with the scale tool.

But since I need to replicate the exact scaling parameters in a few different selections, I'm trying to find out how to edit the scaling properties directly rather than dragging around with the mouse.

Been digging through docs, youtube videos, and UI but haven't been able to find out how to show the scaling options window. Could someone point out how to display the options window?

Have attached a screenshot of where I'm currently at.


texts: Car topology problem: front quarter panel

texts:
Well, I'm making this car that will be exported to a game, but I'm having problems with topology.
Everything looks great, but these front quarter panels have very different tones of shades between the faces.
When I render, everything looks good, except in the game, the car look very bad


texts: Keep an object's origin at 0 during an animation?

texts:
This is difficult for me to explain, unfortunately.. Please bear with me.

I would like to use simulated physics on an object and bake the physics into keyframes for that object, which i have done. But is there a way for me to keep the object's XYZ locations and rotations in object mode at 0 while only the mesh moves?

I'm basically trying to create something like, for example, a model of a brick wall that breaks apart to be used in a video game to give the illusion of real time physics in that game. I figured I could simulate physics for the model and bake to keyframes, and then use those keyframes on the bones that the model will be rigged to. But I need everything's XYZ at 0 in object mode. But I'm a newbie so I don't know how to accomplish this.

So to simplify the question as much as I can: how can I transfer the keyframes from the simulated physics from the object to the bone but keep their origins at 0.


texts:
For example a material I'm working on a material that has a total of three links (a 3 in the texture name field).  Is there a way to discover which objects have the other two shared links.  This is driving me nuts.  I have over 200 objects in my model and I have no idea which objects are sharing links.  I need to make them discreet.  So I click and make it discreet but every time I enter the material, it shows up as "3" again.

I'd love a capability to right click (or something) on an object and see which other objects are sharing those materials.

But I don't think that feature exist, so where can I find the other two objects using the material so I can make them unique and texture each individually?????

I believe this happened when I accidentally joined objects that were accidentally selected and all the materials in joined objects now share the materials.  But when you separate the joined objects, each of the separated object have all the materials of the originally joined objects.

This is nuts.

OK, all joined object keep their materials.  I get it.  But at the same token, when you separate an object "P-by selection" it would be helpful (incredibly helpful) if the separated object only kept the materials it originally had and the remaining joined objects no longer included those materials.

I can't tell you how many times I've joined object that were that were accidentally selected behind the object I was trying to join.  Later, I now see I have multiple links and I have no idea which objects share those links so I can make them unique and move on with texturing.

Instead, I'm playing were in the world is Waldo with materials without knowing which are the ones that are linked.

Is there a way to identify which objects are sharing the same material??

Thanks


texts: Problems with subdivision surface on a mesh

texts:
I'm new in Blender, i'm doing a dome with tow windows, but i have problems solving the boolean between the dome and the window.

When i apply the subdivision surface it goes bad, i know tehere are prblems with the topolgy.

Please, any advice? Thanks!

Bad mesh


texts: How to animate the visibility of a constraint?

texts: How to animate the "Copy location" constraint visibility?


texts: Modelling problem: How to get rid of "Edgeless Edge"

texts:
Okay, so when I'm modelling and making the general shape (or any shape) from my mesh, sometimes when I would form it into a certain way it would act like it was "inverted" or something and make this "Edgeless Edge". It shows no actual edge line. Is there anyway to get rid of these edges or faces?

Pic for reference on what I mean below.

Thanks]1


texts: Camera Prespective under Animation screen layout showing mirror Image

texts:
Under Animation Screen layout when I position camera towards my model and render the image.It's not as I expected.

Example: Suppose If I lift my right leg,in Rendered Image it's showing as left leg. Further if I need to see right body of my model I need to place camera on left side.Help me in rectifying it.

If you mark this question as duplicate please guide me to the correct answer i.e. share link of it if you knew. Thanks in advance.


texts: Edit mode performance problem with using n

texts:
I'm not entirely sure what caused this, but I was playing with a point light and the Eevee settings for shadows. Then I did an indirect lighting bake but deleted it afterward. More I can't remember. I tried all of these things and it persists. As soon I unplug the normal, everything's fine. I didn't enable high-quality normals in Eevee.
Edit 1: I now appended all objects into a new file, and the problem still persists - with normal map, edit mode is unusable.
Edit 2: I'm using a quixel standard material setup - when I switch from tangent to object space in the normal map node, the issue is resolved. But other meshes using the same material in tangent space, don't have the same issue.
Anybody got any idea what could be causing this?
Thanks in advance!


texts: Rigid Body - Active objects pass thru my passive object's sides

texts:
Just followed one of the simple 'Wrecking ball smashes cubes" tutorials.  My little cubes respect the 'floor' but not the side walls - the small cubes rest on the floor but slide right thru the walls.  Why would rigid body respect one part of my object 'floor' but not other part of the same object, 'walls'?  I even tried adding a solidify modifier to the object, but of course that didn't change anything, it's already solid.
I've removed and re-added rigid body to the floor object but it did not help.  Originally the floor was just a plane that I thickened by extruding and the side walls were extruded as well.  Does the rigid body sim still think the floor is a plane?
See image


texts:
Does anyone know of a way to add False Colour back into Blender when switching to ACES Colour Management?
Thanks,
Mitchell


texts: How do I make this sphere follow this bezier curve

texts: Please help I cant find how to move the ball along the path! any help would be huge thanks!


texts: Luxrender - Mixing materials using layer weight

texts:
Please can someone explain how to mix materials based on viewing angle in luxrender in a similar way to Cycles which uses the layer weight node. I would like to be able to combine several materials with the mix defined by the angle of the camera to the objects surface. Unfortunately Luxrender doesn't seem to have a layer weight node and I can't get the fresnel nodes to work to control a mix material.

Thanks


texts: Record water / liquid simulation animation to then transform it?

texts:
is it possible to record an animation created through water liquid simulation on a plane. Then fix this transformations that where recorded so you can transform the object without recalculation the water simulation.
Example:

I have a ball falling onto a horizontal plane causing a wave animation.
Then I rotate the plane 90deg to make it vertical. But the simulated wave, stays exactly as it was (and is now horizontal)

Is there a way to achieve this?


texts: Why does Blender allow faces whose vertices are not on a single plane?

texts:
I dissolved one corner of a cube:

And got this weird face:

It doesn't make sense to me cause it's not a "face" in a geometrical sense. Why do faces like this exist in Blender and is there any usage of them?


texts: automatically duplicate operations to other parts?

texts: In order to save time I wonder if its possible to copy over the operations. For example, I'm working on a hand. 4 fingers have basically the same topology and only differ in size. I'm modifying the fingertip (insert faces, pushing verts around) to create more details (like nails, claws). Would it be possible to apply these modifications to the other 3 fingers automatically?


texts: Can a character show fur only on sharp edges?

texts:
I want to do an effect where there is no fur shown on a character until there's a bend. I mean there is no fur at all visible just polygons other than strategic locations under certain conditions.
EG: An arm is straight there is no fur seen on the elbow unless the elbow is bent then you would see a spike of fur.
How do I do this in the least complicated yet effective way?


texts: How can I stop my Blender script from eating my entire computer's memory?

texts:
I'm working on a project that loads a bunch of 3D models (around 100 models) into a scene, exports a render, then deletes all the models and loads in 100 fresh models into a new scene, then dumps them, and so on.

I have a script that needs to do this a few thousand times... but my computer's memory gets eaten up at around 100 times. I think it's keeping all the deleted models in memory. Closing blender and opening it again to run the script again works, but I don't want to do that every 100 iterations.

There must be a way to permanently delete models from a scene right?

Any suggestions would be highly appreciated. Thanks!


texts: Is there a Kill() command in python that doesn't kill blender as well?

texts:
Pretty simple but didn't see any viable solutions and couldn't come up with a simple one myself.

is there a kill() command in Blender that kills only the current script/process but doesn't also kill blender?

I'd rather not have to grab the process manually first then end it.

Any help would be much appreciated thanks in advanced.


texts: Cloth simulation doesn't work for particular object

texts:
I'm trying to follow this tutorial: https://www.youtube.com/watch?v=1bGB-EePxWI
But when I apply the cloth modifier and playback, the object doesn't drop as it generally would
I'm pressing playback in object mode; The simulation works correctly for a new object, but not the one I edited
No pinning. I'm trying to simulate a free-fall
Blender v2.82a


texts: How can I project text around a sphere using shrinkwrap modifier?

texts:
text object doesn't project correctly to my mesh sphere, and often (but not always) blender crashes when I try "Mode project".
I can't get the text to wrap correctly around the mesh.
So, why doesn't "project mode" Do anything? (except crashing blender) - When i am able to apply it, nothing happens.

Thanks in advance, / Dan


texts: Popup Dialog StringProperty File Icons Do Nothing

texts:
The dialog above is created with the code below. When I click on the file icon (see red arrow), nothing happens. Is there a proper way to get these to just work or at least point to a custom operator which invokes context.window_manager.fileselect_add(self) or something similar?

It really seems like the functionality I want should be built into the StringProperty when using FILE_PATH as a subtype... I must be missing something obvious.

What I am trying to do is execute a single operation that requires selecting more than one file path. I can invoke 2 fileselect_add's one after the other, but it becomes confusing because right when you click to accept the path the new path window opens immediately. It is just too confusing as to which one is being selected as there is really no way to customize the fileselect_add window to any usefull degree (as far as I am aware) to make it more obvious what the user is selecting.

Dialog code:

class mydialog(bpy.types.Operator):
        bl_idname = "tools.mydialog"
        bl_label = "My Dialog"

        inFilePath = StringProperty(name="input file", subtype="FILE_PATH")
        outFilePrefix = StringProperty(name="out prefix", subtype="FILE_PATH")

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def execute(self, context):
        print(self.inFilePath)
        print(self.outFilePrefix)
        return {'FINISHED'}


texts: Not possible to ADD SCENE at all - Video Editor

texts:
No options to add a scene, at all.  Either a new one or existent.
I have tried with either complex animation and the default cube scene with one keyframe of displacement.  In both cases the same message "No items available" for creating a new scene.
I have rendered the full animation and it only allows me to insert movie strips and audio.
Version 2.90


texts: Is there any way to save different Startup Files?

texts:
So, I like to change, create and edit the Screen Layouts according to what I am going to do in Blender. But recently I had some problems because I have to much Layouts and it is hard to change between Motion Tracking and 3D View (for example).
Is there some way to save different startup files and when I want to do some VFX I open a type of Blender with only some screen layouts that I set and when I want to just model something I open a different startup file with just screen layouts for modelling?


texts: How do I use a world HDRI without lighting the scene? I only want it to appear in reflections (and maybe the background - not sure yet), but I want to manually light the scene with light objects. This applies to both Cycles and Eevee.


texts:
I create a BMesh using some vertices like this:

def create_object(self):
    # Create a mesh and an object and
    # add the object to the scene collection
    mesh = bpy.data.meshes.new("MyMesh")
    obj  = bpy.data.objects.new("MyObject", mesh)

    bpy.context.scene.collection.objects.link(obj)

    bpy.ops.object.select_all(action='DESELECT')

    bpy.context.view_layer.objects.active = obj
    obj.select_set(state=True)

    # Create a bmesh and add the vertices
    # added with mouse clicks
    bm = bmesh.new()
    bm.from_mesh(mesh)

    for v in self.vertices:
        bm.verts.new(v)

    bm.verts.new(self.vertices[0])

    bm.faces.new(bm.verts)

    bm.to_mesh(mesh)
    bm.free()

    bpy.context.view_layer.objects.active = obj
    obj.select_set(state=True)

    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.select_all(action='SELECT')

    bpy.ops.mesh.remove_doubles()

    # set origin to geometry
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

This creates a simple object with a face. Then I extrude it in edit mode and do a bool (diff) operation with it, which leads to distortions when I do a bevel operation afterwards.

Here is he created object:

And I do a diff bool after that to a cube and then bevel an edge

Any ideas what is wrong with the BMesh?


texts:
I have downloaded a Blender file, and the model is visible twice.
I would like to have only 1 of them. But no matter what I try, I am unable to remove just one model.

I have uploaded the Blender file here:
http://www.pasteall.org/blend/38503

Could anybody tell me what is happening in this file?
I think the maker of this file created a linked clone or so.
Is this true?

Can anybody tell me how to have just 1 model?

Thank you very much!


texts: Whats this weird crease in my subsurface mod?

texts:
So I'm following a youtube tutorial for some character modeling and there's this weird crease down my center face line when I have the subsurface mod on. I've tried smoothing the verts but then my shape is too deformed. I've also tried to create some more geometry to make the vertex less "pointy" looking.
Here's a pic:


texts: Access new objects location after separation of mesh?

texts:
Hello Blender scripters,

I am a beginner trying hard to work on some scripts. I have been stuck on this problem for some time and any help would be appreciated.

I have managed to programmatically select vertex groups and separate them into new meshes based on selection. However when I try to access the location of these newly created meshes in object mode they return me the location of the original mesh from which they were separated.

Is there anyway to calculate the location of these new meshes? Please let me know. Thanks!


texts: How to hide a mesh on render, but keep hiding polygon it was hiding?

texts:
I'm using blender to render sprites for a game.
I have a character mesh, and a T-Shirt mesh, rendered with a transparent background.

I want to render the T-Shirt without the character, disabling the character I get this:

How to make the polygons that were hidden by the character transparent?


texts:
I'm new in Blender, but close to 20 years of experience with Lightwave.
I had read that you can enable LWO import in Edit > Preferences > Add-ons, but there's no Lightwave import option there.

I found Newtek MDD and enabled it, but LWO still doesn't load into Blender.

https://www.behance.net/gallery/82385749/Vought-F4U-Corsair-CGI


texts:
Hello I need to know how to make a "playblast" in Blender, (I.E.: for review by my director). I'm almost sure it will be named differently in Blender, something more sensible like "preview render" or "quickest basic render" or "screen based capture" or something.
  In any case I need a way to preview my animation and camera work in it's proper timing before going through to the final render. And I'd also like a way that can render a video with the skeleton visible etc. that can be sent to my director elsewhere


texts: Armature pose position is different orientation from initial layout in edit mode, and automatic weighting problem

texts:
So I've been trying to fix my bone axes so that my arms are bending correctly and I've been running into a lot of pitfalls. This is my third rig for this mesh so far so I'm hoping that somebody can help me.

I essentially have two problems that are going on. The first is that my hand is rotating to a weird position when I go from edit mode to pose mode and enable the pose position.

I've tried changing the main hand bone's axis positions but there seems to be no luck with that, as well as no way to apply the rest position to the pose position. This problem may extend further up the arm, but I would like to keep my arm's axis positions so that they can bend correctly.

The second problem I'm having, which is further up the arm, is that the upper arm bone is creating a deformation when automatic weighting is applied.

I think this is based on the axis orientation again, but like I said I need the axes on the arms to be Global Z Positive.

It's worth noting here that axes seem to be different when switching from edit mode to pose mode. I'm posting a link to my blend file so you can see what I'm talking about.

http://pasteall.org/blend/index.php?id=50168

I would really appreciate it if someone could help me, I'm a beginner still and just want to move past this part as it has become a nightmare to fix.


texts: Make Vertex Normals Perpendicular to face in smooth shading

texts:
Making a face shaded flat automatically makes all the vertex normals parallel to the face normal. However two flat faces touching each other will not share their vertex normals.
Basically select the face, press a button (or run a script), and have the normals automatically align without changing the shading. Right now I can only do this using Data Transfer and Vertex groups.


texts: How to make damped tracking work on individual origins?

texts:
I have created a simple tree and have planes for the main bushy leaves.

I have applied "damped tracking" to make them always face the camera. This works splendidly for single objects, but when I have multiple planes within an object they follow a single origin. (Instead of rotating in place)

I would like each plane to move on its own origin point without having to make each plane of leaves a seperate object. (If I want to make a forest this would be an unnecessary amount of objects!)

Any help is greatly appreciated!


texts:
I am quite new to Blender here as I'm making Fortnite, scenes and more to earn a bit of extra cash.

As I had found out, to make custom skins (color replacement tool in Photoshop) i need the d.tga, as that is what I am replacing in the Shading taskbar in Blender, as I tried to extract it by clicking the Open Image button (2 folders). It keeps giving me this error (yellow marked in the picture):

As I'm still new to blender I've been searching everywhere I could, but no one has been using Blender for Fortnite thumbnails and had this problem,
here is a short explanation, what i am wanting to do is go to the shading option and press this button sorry for the imgur link
imgur.com/a/ja2BE2B
 When i go there it gives me a few options :
imgur.com/a/WnsYYUN
I press the "use file from current directory" As that will unpack the d.tga from the skin and put it in my library where i can put that in Ps, it gives me and error when i try to do so which is my problem, if this didnt clear it up im sorry for my poor explanation (english isnt my first language)


texts: How can I see and select the Vertex of the Mesh in Weight Painting Mode in Blender 2.8?

texts: I dislike the brush for the weight painting, I want to be able to select vertex and add the amount of weight I want manually. That's something I can do on blender 2.7 but not in blender 2.8, I can't even see the wireframe of the model in blender 2.8 while doing the weight painting.


texts: How Can I Select A Single Edge Among Linked Duplicates?

texts:
I duplicated a bunch of cubes to model buildings and I used the linked duplication method, Alt + D but when I tried to select an edge of a cube in Edit mode (while in Edge Selection Mode), it selects multiple edges at once.
It does not select all of the linked object edges but almost half of the same sided edge is selected. How can I select a single edge of a single object? Deselecting does not work.


texts: Working in 3D stereo in the 3D view - hardware requirements?

texts:
I want to run out and buy a pair of active shutter 3D glasses so I can watch and adjust animations in the 3D viewport using time sequential mode, but the part about the graphics card supporting Quad Buffers stopped me. I have read here that my MacBook Air might support this function, although it's not really clear to me if this applies to shutter glasses and the laptop display itself.

While the Anaglyph option is a quick way to get started, I need to use full color.

Any info or experience using Blender Multiview on MacBook with active shutter glasses would be greatly appreciated.


texts:
Ok so i got this template from the internet, and it came with an mp4 file called shockwave, everything worked, but I dont know how to add that shockwave behind the text. here is how it suppose to look.
https://www.youtube.com/watch?v=X8WKpitwn4Q

Time where it shows it: 0:13 - 0:14

and right now i got the text and the audio working. I just need the shockwave to show on the background.
If someone can help, i would appreciate it a lot!!!
Thanks!


texts: How to render 3D words without lighting?

texts:
Some person made a 3D intro video and his render has lighting affects but I don't see the light source in that file.
I was wondering is there a way to light up an object without like UV shape emitting light?

Here is a drop box link to the intro file.


texts:
I'm trying to bake a normal map of a high-res mesh into a low-res one. My problem is whenever I hit 'Bake' the result is a normal map that doesn't show the detail of the high res mesh.

I checked and the normals are facing the right direction
I selected the high-res mesh first and then the other one
'Selected to Active' box is ticked

Here is a screenshot of the situation (I moved one mesh so you could see both, but they're actually on the same spot when I try to bake):

If anyone knows where I messed up I'd appreciate the help!


texts:
I want to block the edge length even if you are moving or rotating the edges in edit mode.

I did some research, but no one give a good answere.
link 1
link 2
link3
link 4

finally I tried to use a modal operator with event.type =='MOUSEMOVE', but this don't work if I'm using another operator.

THINGS THAT I KNOW

If I want to move the vertex A without changing the size from edges Ab, Ac and bc, the only way that I know is using a rotation operation.

BUT, in order to do that  I have  to change to Edges, select edge Ac and bc (in that specific order), after that change the pivot point to "active element"... in this case the edge bc, after that change the "transform orientation" to normal.... and after all I can not rotate in the right way!!

then I did a easy addon with some buttons that do the work

row = layout.row()
        props = row.operator("view3d.pivot_point_set", text="Pivote Elemento Activo", icon='STYLUS_PRESSURE')
        props.type="ACTIVE_ELEMENT"

        row = layout.row()
        props = row.operator("transform.rotate", text="Left Slow", icon='STYLUS_PRESSURE')
        props.value = 0.392699
        props.constraint_axis=(True, False, True)
        props.constraint_orientation = "NORMAL"

        props = row.operator("transform.rotate", text="Right Slow", icon='STYLUS_PRESSURE')
        props.value = -0.392699

        props.constraint_axis=(True, False, True)
        props.constraint_orientation = "NORMAL"

        row = layout.row()
        props = row.operator("transform.rotate", text="Left Total", icon='STYLUS_PRESSURE')
        props.value = 3.141599
        props.constraint_axis=(True, False, True)
        props.constraint_orientation = "NORMAL"

        props = row.operator("transform.rotate", text="Right Total", icon='STYLUS_PRESSURE')
        props.value = -3.141599
        props.constraint_axis=(True, False, True)
        props.constraint_orientation = "NORMAL"

but.... do you know some easy way as lock the edge length?

thanks

UPDATE 1

AFTER some research and apply some comments  I made some previos addon in order to apply hooks and constrains to "each" vertex that I want "look", and I get some interesting results:

the main problem is when you want lock more than 3 edges or vertex....... some ideas please?


texts: Get children name and move it to a separated collection automatically

texts:
I want to automate the objects sorting in my scene, the idea is to select the parent object and create a collection for each child (this is done) and then moving one of each of those to their own named collection (here is where I'm stuck). I know how to move selected objects to one collection, but in this case were the names are being retrieved automatically I don't know how to proceed.
Here is the code that creates one collection per children when I select only the parent:

After the collections are created by this script I need to move each of those children to their own recently created collection.
import bpy

def getChildren(myObject):
    children = []
    for ob in bpy.data.objects:
        if ob.parent == myObject:
            children.append(ob)
    return children

myObject = bpy.data.objects['OBJECTS']
children = getChildren(myObject)
for c in children:

    CollList = [c.name]

    CollLen = len(CollList)

    for x in range(0,CollLen):
        y = bpy.data.collections.new(CollList[x])
        bpy.context.scene.collection.children.link(y)

    ListObjects = [ x for x in bpy.context.selected_objects if x.type == 'MESH' ]

    for z in ListObjects:
        bpy.data.collections[NewCollectionName].objects.link(z)


texts:
I'm new to Blender and 3D modelling in general. I encountered a problem where I can't remove Tris/Ngons after using the boolean modifier (Union) to combine 2 objects to make the handle of a sword.

this is the mesh

Is there a way so that all of them would become Quads?
Thanks for your help in advance.


texts: Moving objects away from 3D cursor equally like scale, without actually scaling

texts: Basically I want to move all selected objects away from the 3D cursor equally, the same way they would move if I scaled them, except i want them to not actually change size at all.


texts:
I imported an OBJ from SweetHome3D to the latest version of Blender. When every object is selected (press A), I press "shift-S" to click "Selection -> To Grid". However, the single OBJ object will not move to the grid. I already have my camera positioned for the grid. I have never dealt with OBJ files; can I not move them?

Below is my car after applying SteveW's suggestion. The car is on the central grid (what ever you may call it), but it is broken. The grid is at the orange dot.


texts:
This is an image of a 50 samples render of my scene. I know, low samples but no matter what samples I render it at the textures are always blurred.

This is my camera options.

And this is my render options. How do I un-blur these textures?


texts: '_RestrictData' or '_RestrictContext' in addon 2.8

texts:
actually I want to show a EnumProperty with all the current collections.
all works fine if I run the addon from text editor

but if I try to install it I have  '_RestrictData' or  '_RestrictContext' atributeErrors.

I test some solutions like  "persistent"
AttributeError: '_RestrictData' object has no attribute 'filepath'
or "prepend"
AttributeError: '_RestrictContext' object has no attribute 'space_data'
and others, but nothing works
What could I do to achieve my goal?
bl_info = {
    "name" : "test",
    "author" : "Diego Quevedo",
    "description" : "",
    "blender" : (2, 80, 0),
    "version" : (0, 1, 0),
    "location" : "",
    "warning" : "",
    "category" : "Generic"
}

import bpy
from bpy.props import *
from bpy.types import (
    AddonPreferences,
    Operator,
    Panel,
    PropertyGroup
)
from bpy.app.handlers import persistent

@persistent
def returnCollections():

    if len(bpy.context.scene.collection.children) <= 0:
        bpy.data.collections.new("TEST")

    collections = [c.name for c in bpy.context.scene.collection.children]

    items =[]

    for c in collections:
        items.append((c,c,c))

    r= (items,collections[len(collections)-1])

    return r

bpy.app.handlers.save_post.append(returnCollections)

class Test_OT_Test(bpy.types.Operator):
    bl_idname = "view3d.test"
    bl_label = "Test"
    bl_category = "Test"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_options = {'REGISTER', 'UNDO'}

    CollectionName:  EnumProperty(
        default= returnCollections()[1],
        items =returnCollections()[0],
        name="Collections"
    )

    def Test(self, context, CollectionName):

        print("test")

    @classmethod
    def poll(self, context):
       return context

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)
    def execute(self, context):
        D = bpy.data
        C = bpy.context

        self.Test(C, self.CollectionName)

        return {'FINISHED'}

####################
class Test_PT_Test(bpy.types.Panel):
    bl_idname = "panel test"
    bl_label = "Test"
    bl_category = "Test"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout

        row = layout.row()

        row.operator("view3d.test", text="test", icon = "DOT")

def register():
    bpy.types.VIEW3D_HT_header.prepend(returnCollections)

    bpy.utils.register_class(Test_OT_Test)
    bpy.utils.register_class(Test_PT_Test)

def unregister():
    bpy.utils.unregister_class(Test_OT_Test)
    bpy.utils.unregister_class(Test_PT_Test)

if __name__ == "__main__":
    register()


texts: How do I scale down/zoom out an environment texture?

texts:
I have a large environment texture of space that I'm using as the background of my scene.

However, when I try to use it in my render, I can only see a tiny part of it.

I want to scale down or "zoom out" on the texture, so I can see more of it in the rendered area. I tried to use a Mapping node and scale it that way, but it did nothing (I could rotate, but not scale).

This is my node setup:


texts: How to get an element in a EnumProperty?

texts:
I would like to get only 3 third element of an EnumProperty, is a string:

myEnum: EnumProperty (name = "Enum", items = searchCallback)

searchCallback is a function that returns the list to me.

Then the list returns me ("ITEM", "Item", "Item description")
how can I get "Item description"

print (self.myEnum) returns "ITEM" if I try to do print(self.myEnum[2]) it returns "E".
I don't know if I will use this function but I would still like to find out if this is possible


texts: Deforming objects along the surface of other objects

texts:
Hello I have made a chain model and I want to put some objects on it but objects must deform and cover up chain. it should be like this example

Thank you for your helps.


texts: How do I render specific render layers using python?

texts: Does anybody know how to choose one or more from multiple defined render layers by name from command line or from the blender python console? To disable all render layers except the ones specified.


texts: How to remove certain part of the object name for hundreds of objects?

texts:
I am new to scripting and trying to find a way to remove the marketing_ prefix from a few hundred objects in one go. I can get the script below to work fine one the active objects but I cant figure out how to apply it to all objects in the scene or all selected objects.

import bpy
bpy.context.object.name = bpy.context.object.name.replace("marketing_", "")

How to do that for multiple objects? Any help is greatly appreciated.


texts:
I have a curve and a sphere, and I would like to make 5 copies of that sphere move along the curve.

It's possible to duplicate them along the curve by making the sphere a child of the curve and switching on dupliframes, however don't know how to move the duplicated spheres along the path - perhaps there's an offset option I'm missing?

Using the a Follow Path constraint I can offset the sphere along the path, but I can't duplicate it.

I've also tried the Array and Curve modifiers together - again this doesn't let me move the duplicated spheres along the path.

Any suggestions?


texts: Importing OBJ File to the center with correct orientation

texts:
I'm trying to work with blender and having a hard time with this program. I would like to import a obj-file as quoted in the title but have finally only managed to see it at least somewhere on my screen. What steps do I need to take to import obj-files properly?

This ist what I see after import. I have marked the file in the object list:

And this is what I see when I go to View > View selected:

Can this be to small?


texts:
I have a complex model and I want to apply a Perlin noise texture on it. This model is to be used in a video game.

Because this can be generated, I was thinking of using a 3D texture to avoid having artifacts. From what I could find online this process seems to exist (UVW mapping, even though different people seem to use this name to refer to different things).

I am wondering if it is possible to create a 3D texture for Perlin noise, and then use Blender to generate a 2D texture + a corresponding UV map so that I can use these in my game engine.


texts: Is there a way to visualize the effect of a Speed Control (SC) in the VSE? For example if I use a SC with a Multiply Speed value of 1.5 I want to see in the movie strip or maybe with a marker where the "new" end of the strip is. I know I can do this manually with cursor keys to check when the strip is over, but this is not very useful.


texts:
It seems I cannot find a way to edit my UV meshes.

I selected an object in object mode, went to edit mode, selected part of the surface, did a Project from View - and the change was reflected immediately in rendered view. I rotated my object , selected different vertices and projected again - so now my image shows up in two places on my object, as desired.

However, I wish to fine-tune everything, i.e, scale, shear, rotate, translate the UV meshes of the two islands I just created. This should be possible in the UV/Image editor.
With my object still in edit mode, I can pick the UV map to be manipulated and the image to be used. In paint mode, I can see the UV meshes, but there is no way to select and manipulate it. In view mode I can do some selecting (All, Circle, but border select does not work at all) somewhat: What I select in the UV editor (with "Keep selection in sync")  reflects in the selection in the 3D view - but I cannot see what I selected in the UV view, nor can I transform the UV mesh selected (i.e., doing some "G" or "S" or "R" blindly(!) does not change the final rendered apparence). Without "keep selection in sync", no selection seems to be possible at all ...

I wish I could reach a situation like this, where the yellow lines and thick vertices in the UV editor window indicate that things can be transformed:

But, alas, all I can achieve (and I have meanwhile crawled back and forth through all menus for over an hour) is either white lines in paint mode or no lines at all in view mode ...

What is it that I keep doing wrong (Blender 2.79)?


texts: I am creating this fps game in the bge and since I was planning on having incredibly large terrain, I was planning on implementing some code for adding level of detail to the terrain mesh. I know people usually just replace the mesh with a premodeled mesh with fewer polygonsbut my issue is adding different lods on the same mesh. I was thinking of assigning a vertex group to the mesh based around the players location and using code to move the vertex group when the player moves and anything outside the vertex group would have a decimate modifier. However I am not sure how practical this is. Are there better, faster ways to do this? Thanx in advance for the answers.


texts: Strange lines displayed in Edit mode after importing SVGs into blender

texts:
I have a simple SVG file (plain, not Inkscape). I have imported it and scaled it up 2 or 3 times. When I switch from Object to Edit mode it seems like I have a ton of scattered points.

Object mode:

Edit mode:

Is this due to the image quality or my settings?


texts:
Audio file uploaded to Video Editing, AV Sync on, but can not hear it? I just upgraded to 2.8 version, and I had never had any problems with audio on 2.79 version. Please help!

Resolved the problem by changing System -> Sound -> Audio Device from SDL to OpenAL.


texts: Add random values to every height to a given object

texts:
I would like to add a random height to a given object . For example , a plane. ( Im looking to do a mountain later). I have written this code but I do not know how to call this function out (my print doesn't work , and i'm not sure about the "vert.co = vert.co+n " line too
def randomheight(object1,height) :
   object1 = bpy.context.active_object
   for vert in bpy.context.active_object.data.vertices:
      n=randrange(-height,height)
      vert.co = vert.co + n
print(randhomheight("Plane",4))

THank you for your help


texts: How to repeat last stroke in Blender's sculpt mode?

texts:
Is there in Blender, in Sculpt Mode, something like in the Zbrush function called Repeat last stroke?
This option repeats last sculpt stroke as many times as I press a key.


texts: How do I get rid of these extra cuts when using Boolean?

texts:
I'm a beginner to Blender, and I'm trying to create a container (as pictured)
to import as an OBJ file into Adobe Dimension.

I realized after using the Boolean tool that there would be extra "cuts" to the object, resulting in (see other picture) a weird screen over the model when imported into Dimension. Any suggestions are helpful, thank you!


texts: Export the face angles corresponding to vertices in a .csv file

texts:
How do I export all the face angles in a .csv file?

Also, how do I map them corresponding to a vertex (for irregular polyhedral)

   V  ->               Face Angle

x1,y1,z1  ->           (angle1,angle2,angle3)

x2,y2,z2  ->          (angle4,angle5,angle6,angle7)
   .                .
   .                .
   .                .


texts:
I'm trying to do a fire simulation that should look like a meteor. I have applied quick smoke, then smoke and fire on the physics tab but the fire appears right after 100 frames, too late for what I am trying to do.
How can I control the exact frame where the fire should appear?
I want the fire to appear right on frame 1.


texts:
I'm using snap to re-topologize a mesh. I also have a subsurf applied, but it drops the vertices below the target's surface.

Is there a way I could have the "applied" subsurf vertices snap to the target surface properly?

I know I could subdivide, but I was hoping to keep the poly-count down.


texts: How do I selectively apply a glare filter to one individual object?

texts:
How do I selectively apply a glare filter in the compositor to say my stars without affecting other object emissions in this scene like the moon and window?

Here's the scene for reference; the stars, the moon, and window are each their own separate object.


texts: Changing a distant, small light pattern has no effect on renders?

texts:
I have a scene (attached) where a perfectly diffuse partial sphere gets illuminated by a plane whose texture is set up as an emission BRDF.

My .blend file: https://www.dropbox.com/s/k7w36wlfoewie7p/scene.blend?dl=0

The light plane is so small relative to the light-object distance, that changing the texture has almost zero effect on the rendered images.

The scene is out of my control, and I'm hoping for physically accurate renderings. Is there anything I can do to make the renders responsive to the change of light patterns, even if the light patterns are really far?


texts: Hey guys! I just started using Blender 2.76b and I'm encountering an issue when I render. I have a mesh and a light source set up but when I render, some faces appear black. I've done some research and found out about normals but when I checked, they all seemed to be facing the right way. Any help would be appreciated, here's a link to the .blend file. https://www.dropbox.com/s/5ebmmcrlc1gfce2/castle.blend?dl=0


texts: Going into sculpt mode is creating a huge amount of extra verts

texts: I have been sculpting a character and currently I only have the head done but for some reason in sculpt mode it's 33 million verts but when I go into object mode it's only 87k verts. The issue is that 33 million verts is lagging the viewport.


texts: How to make a VSE scene strip render with the openGL render?

texts:
Is it possible to have a scene strip in the VSE render using the OpenGL renderer?

I know you can make it render using viewport shading/OpenGL in the preview, but can you do this for the final render, without first rendering to an image sequence and loading that back into the VSE?

I have a couple scene strips, one is a a cycles scene, and the other is some text objects and stuff to be overlayed on the cycles render. I would like to render the text with OpenGL as it's just flat shading, and cycles is overkill.


texts: Sculpting in 2.83 doesn't sculpt every verticies

texts:
https://i.imgur.com/TeSWnbT.gifv
This is virtually my issue. Every time I want to sculpt something, its not pulling every verticies it needs to pull when scultping. Sometimes, not always, but pretty frequently, I do CTRL+Z to go back and it crashes my Blender most of the time.
I Incorporated everything in the gif so hopefully someone can see what is wrong, I am using default settings as well.. Had a completely fresh reinstall of blender and the one I used on my now dead HDD is blender 2.81. The only addons I have added were CATS and some atlasing tool for CATS, which is a program to help quicken the process to port certain models to VRChat, this is helpful in a lot of ways to quickly pose the model and such. As well as merge different armature. Shouldn't touch anything sculpting related.
I am... genuinely curious as to what is going on here. I'm just scuplting and some mesh/Verticies aren't getting dragged when they should be. I watched a video and they said to try and apply scale. I did that, didn't help much at all. I'm at a loss right now.


texts: Making my own Modifier : Make Texture operate as mask on vertices

texts:
I’m would like to perform on operation in blender that I don’t think I can yet, I would like some help on how I can develop it in the right way.

I would like to delete geometries depending on a texture and following the UV map.
Imagine the Displace Modifier, where you indicate the texture and that you want to use the UV but instead of extruding vertices based on the grey level, it would delete or keep vertices based on a threshold.

Because you can’t create modifier as addon, I’m already making my own from blender source code. I believe it is actually ready, what do I need to do so that my modifier appears with the other ( precisely ) ?

Also after that I will aim do the same thing but with subdivide operation, where my mesh will be subdivided more in specific area depending on a grey level texture.

Any help is welcome.


texts:
I'm not sure how to explain this so forgive me for not not being able to explain it correctly, but I'm having a hard time figuring out how to join the empty I've made with a different mesh of mine?

I need the cylinder that I made with the empty to be joined with my s4studio mesh, but any time that I try to join them it ends up looking like this (left is whole mesh, right is after I joined it):

I hope I'm making sense here! I've tried searching for this question many different ways and haven't been able to find answer to help me, but if I missed one on here I apologize for the inconvenience!


texts: How to cut grid into cylinder without distortion?

texts:
I'm trying to model my mic, the HyperX Quadcast, and I'm curious about how to create the red hexagonal grid bit as seen in this picture:
I have the hexagonal grid, however, I can't seem to figure out how to wrap it around the main cylinder shape without the grid getting distorted.

Anyways, I have a small .blend file that I made to test out ideas, I'll attach it if anyone wants to poke around.


texts: Volumetrics in EEVEE working in viewport but not in final render

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Hey so I'm working on a scene with volumetrics enabled in the Eevee render setting (volumetric lightning is on as well).

It shows up in the viewport and it looks fantastic, but as soon as I press F12 to render it out, everything is ok except the volumetrics are not present.

Any idea if it's a bug or I'm doing something wrong somewhere?

Running Blender 2.8 on OSX Mojave (10.14).


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I have downloaded a model of a quadrotor. It is comprised of a zillion different parts. Is there a way to wrap it with a mesh or something and get the outside of it. Kind of like a mold that just leaves you with a thin layer.

Yea, I know this sounds crazy but it would be extremely delightful if someone knew this. I need to feed it as a mesh to Unity3d So I can make a collider for this complicated shape. I really need it to be the exact shape of the quadrotor, just because I am going to need to do this with other shapes.

Maybe there some sort of merge tool?


texts: Particles: How to stop object from sinking into mesh?

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As you can see in the picture, no matter what object or plane, they sink halfway almoststicking to the bottom of the plane. I haven't found any solutions on this yet and figured it would be of great help to myself and a lot of people to have a solution here on stackexchange.

All help appreciated :)


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I am trying to turn down the size of some GP strokes to taper them. Ideally, i'd like to reduce the size of the last point in the stroke to 0 and have a sharp tip, much like you get on a curve when scaling the radius to 0. However, it seems that I can't go below this line thickness:

I've tried adjusting the thickness with alt+S, in sculpt mode, with a modifier, and with Stroke Thickness in Adjustments. None can make it thinner than this. Is there any other way to reduce it, or to get a sharp tip on a stroke? Why is there this arbitrary minimum? I'm working at usual scale of 1BU = 1 meter. This is my character's neck, and this isn't thin enough for close-up shots.
I've also tried scaling the GP object, but this same minimum size still exists. I suppose I could scale the character up by x10, but then that creates problems with some physics and dynamics that expect 1 unit to = 1 meter.


texts: Why does one wing act transparent to the other, but not the other way around?

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I bought a model on turbosquid and imported it into my UE4 environment. I was really happy with how it looked but upon further inspection it looks like one of the back wing's transparency is functioning improperly.
The Right back wing looks to be correct, opaque to the other wing

But the left back wing lets the right one show right through it

This makes me think that it must be an issue with the mesh not the material itself.
I've uploaded my blend file here: https://drive.google.com/file/d/1KLdnrp9FvBGc-gjoWdbm1bTZN1-_p_ug/view?usp=sharing
I did try remapping the normals and playing with the backface culling as well
I'd appreciate any guidance you guys have to offer!


texts: Add bones to an armature deformed in pose position

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I have a simple pistol model with one root bone.

It has a Childof constraint to the hand-bone of a character.
Now I want to add a new bones to the Pistol armature, so I go to edit mode, which shows the rest position then, add a bone there and define the root as parent of the new bone.

When I go back to pose psotion then and pose mode, the new bone is rotated like this:

Any idea how to fix it or what's the problem?
Thx!


texts: Why is my mesh transparent in viewport shading?

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So i'm a newbie, just started watching Blender Guru's "donut tutorial"
and i'm on part 6 level 1, when you try to render the thing that you've made.
i made a donut, and when i pressed "Viewport Shading"
my donut is gone..
This is the mesh i've made

And this is the mesh when i clicked "Viewport Shading

i can't find anything on the internet, or i just couldn't understand...


texts: Normal Map Baking: Does Low-Poly Mesh need to have larger volume than High-Poly?

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This is my first character design and I'm afraid I was overly ambitious and made a mess of my vertices. I would really like to avoid starting from scratch, but I'm having troubles baking a high-poly spiky hair model onto a lower poly version (with less spikes).

Do I need to make sure that I have the same number of spikes in my low poly hair model and that the volume of the low-poly spikes encloses the volume of the high-poly spikes? Here's an image of what I'm working with for reference:


texts: How to compile several maps into a texture

texts: I downloaded some textures recently and they come with several other files, used to dictate height, normal, roughness, and ambient occlusion. I was wondering how to use all these so they produce a nice final texture. Do I do this with the node editor? I'm in Cycles.


texts: Selecting and moving a subpart of a mesh

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I have a question about this tutorial. At about 17:00 min Blender Guru creates a window and then selects a door of this window and moves that door to the left. I have tried to follow him doing that (you can see the strokes he makes) but I have still questions.

He seems to select a part of this mesh (window) and then simply moves it away. How is it possible that he can just move away part of this mesh (I mean it is connected to the rest of this mesh). And he also seems to do CTRL +L, why is that ? I simply don't understand this select and move away operation.


texts: When I sharpen edges, why do I get random spikes?

texts: Could someone please teach me how to get rid of these sharp spikes? It's really annoying and I'm not really sure how to go forward after this. Also, this only happens when I edge sharp. Thanks!