texts:
I was testing the Fluid/Smoke Simulation in 2.9, but everytime I enabled Noise and baked it the smoke would disappear. However with noise off it works fine. I did a search and the only thing I could find is a bug report from the 2.9 beta which was closed without being resolved due to inactivity. Went back to 2.82 and the noise is working fine there.
Is anyone else able to use the Noise feature?
No Blend file as its just a default cube with a domain and more or less default smoke sim settings


texts:
First sorry for my english, i'm trying to create a polar array of a cylinder around another cylinder, i've seen some tutorials about polar arrays using an empty plane axes object to do that, however in my case i cant obtain the result i want, the first image shows the original array of objects, i have a small cylinder on the sufface of the bigger cylinder, i've located an empty plane axes object in the same plane that the small cylinder then i define the array modifier, i want 3 small cylinders around the bigger cylinder, i'm getting 3 cylinders but not around the surface of the bigger cylinder, the first one is the source object, the 2nd is rotated 90º over Z axle, the 3th is rotated 90º respect to the 2nd and around Y axle, , i'm guessing that the problem is in the orientation of the axes of the empty plane axes object, can you help me to solve this??? Thanks in advance:
LS


texts:
Is is there a modifier that rotates vertices according to their distance from an axis. If for example, it was applied on the z axis, then from the top the vertices would spiral around the center, with the furthest ones out rotating more and the inner ones rotating less. A bit like what you do when you stir a bowl of cake mixture. I've tried the twist modifier, but it rotates either end in opposite directions.

Edit
I worked out how to show what I want in Sverchok.

When given a cube as an input it produces this:

I hope that demonstrates what I want to do. Basically rotate all vertices according to their distance from the central axis. Seems like a simple type of thing, I wouldn't have thought you'd need an add-on like Sverchok to do it.

I may end up using Sverchok, but it's a whole 'nother learning curve on top of the Blender learning curve. And I want the effect to animate, I'm not sure is Sverchok can do that.


texts:
I'm trying to build up a structure with objects using the same mesh data.
mymesh = bpy.data.meshes["Sphere"]
mynewobject = bpy.data.objects.new("mynewname", mymesh)

this works fine if I do and execute on blender console.
But as soon as I try to do it with my addon, I get the message
Runtime: Error: Cannot apply to a multi user Object "mynewname", Mesh "Sphere", aborting

What could be wrong on my code?


texts: Black dots and low detail quality when baking my lowpoly model

texts:
I am trying to bake a highpoly model to a lowpoly version I made with retopoflow but I'm getting strange UV issues.
1. I'm getting black dots around the edges of the model which shouldn't be there...
2. the quality of the lowpoly bake is very low and I can't seem to find a way to boost this, even though in the tutorials I am following, the detail is mostly kept even on very lowpoly frame models.
Would really appreciate some help everyone :)

Here are the settings and set up I've used to bake the model...


texts: Texture Painting: brush wants to be dragged from a site to another

texts: i was painting in blender using a stencil brush to paint bump information on my model. it worked great until i hit some button i think and now instead of freely drag the brush around i have to drag it from a side to another and it shows a little white line from the point I start to drag it to the point i relase it. i'd like to return to my free drag mode without having to create a new brush. anyone knows how to do it?


texts: Why is object plane with texture appearing smaller in camera view, when cameras dimensions are smaller than the object?

texts: I made my texture twice the size of the cameras resolution but it's appearing smaller. Will it be pixelated when I render out the scene?


texts: Normal Map only visible on single Shape Key?

texts:
Is there a way to make a normal map for facial wrinkles more/less visible with certain shape keys? I've seen something like this on youtube, but I haven't been able to determine how it was done.

I've got a character that I want to give big smile wrinkles, but I don't want the character's basis to be that smile. So the smile wrinkles shouldn't be visible until the shape-key I specify.

Thanks.


texts: Why are the edges of the corners of some of my objects curving off after I render?

texts:
So I’m making a low res PS1 style scene, and a couple of the objects in my scene have their edges curve off after I render the scene, such as the checkered floor here -

However sometimes it fixes itself after I go straight from edit mode of that object to render mode ? This is how it should look -

Could anyone tell me what’s causing this or how to fix it ?
Thanks !


texts: How to set bevel weights on multiple edges?

texts: Is there a way to set bevel weights on multiple edges without averaging? I have hundreds of edges that have different bevel weights and I want to reset them all to a same value? Is it possible without setting each edge individually?


texts: After Boolean union operation - correcting imperfections in joined mesh?

texts:
I have joined this hand with the main body with a Boolean Union modifier.  However, the union has produced some mesh imperfection along the joined lines as you can see in the second photo.

The joined line in between the mesh seems to be quite fuzzy and the only way I can find to partially correct it is with a creese and smooth brush in sculpting mode.   The result is never totally smooth.

Is there a better way to do it?

Here is a pics of the mesh as requested.


texts: Update color ramp after using Hue Saturation

texts:
Is there a way to update the colors of the ramp after using Hue Saturation Value?

Maybe with a script?
I don't mind if the nodes are separated


texts: How do I make something like this in Blender?

texts:
Is it possible to set a boundary for the model for certain frames then remove the boundary afterward?
See the image, first the model is set within a smaller canvas(the laptop), then remove the boundary so model will show in entire scene. Meanwhile laptop canvas will act like a portal hiding part of the model, kinda similar to cutting a section with a plane surface in Vred.
(https://www.youtube.com/watch?v=xSlA-EREDr8
@6:45-6:53)


texts: Why is my model shrinking when weight painted?

texts: The body part shrinks when touched by the brush. I am using blender 2.66.


texts:
So, I've been working on this model, made a decent retopography, but then I noticed while trying to make a Normal-Map on the hands, it was sloppy and didnt' work. So to be quick and out of lazyness I decimated the crucial parts (the Hands and toes of the feet) of my high-res, advanced it a little and then added it to the retopography. (you know, cut off hand of High-Res, Decimate, SubSurf-Mod, Shrinkwrap to Highres, --> apply all, then Ctrl+J to the Retopography, Bridge it to Arm and feet, Symmetrize, finish) looks better in any way.

NOW THE PROBLEM: I unwrapped the model another time, and made the UV-Grid show, so I could reduce the stretching on the UV, but on the Newly made Parts, no UV-Grid shows on the 3D editor, it's just blank..? The UV is in the UV-Editor still..
What causes this?
What do I do?
Is it just Recalculate Normals?


texts: Get active camera from VSE Scene strip (Animation Nodes)

texts:
I have same scene overlayed many times in VSE with different cameras. Is it possible to intercept Camera used for override during rendering from VSE Scene strip?

Get Active Camera node can only show default cameras used in actual scene, Sequence Info also doesn't have this option


texts: Profile a blender file to optimize render speed and quality

texts:
I know the gaming world has tools to optimize performance for their target devices... Do we have something like that in the Blender realm?

I would love to understand my blend files better with an eye toward wringing as much out of them as possible at render without breaking the bank or melting a CPU -- how to stay under GPU memory, where and how mesh densities are killing times, how and where trade-offs exist between skin sizes and render speeds.... Is anything like this available?

I suspect this question also entails stuff I do not know to ask or look for -- when skin sizes could be higher/lower in a scene, using LoD more effectively than I do... and more, as I have only an experience-based sense for when adding or subtracting "weight" helps... and that's not really scientific.

We (try to) do high-realism scenes with natural environmental components -- lighting, volumetrics, particles, water... and optimizing for hardware rendering is proving to be an important issue, especially as me move to 4K stuff.

I know (some) tricks to optimize scene weights: We use scrims, layer passes, post processing of volumetrics and more... but if I could analyze a live file to see where render demands are spiking, that would be cool. So this is less a question about render optimizing approaches in general and more about understanding the guts of render demands on a per-file basis.


texts:
I am new to blender and am trying to model an object and export it to unity.

However I am having a problem. Black line are forming along several edges of the model when viewed from a distance.

Some screenshots

Close Up

From A Distance

In Unity

Texture


texts: Interface size miniature running windows 8.1?

texts: I just downloaded blender on my brand new laptop using windows 8.1 and for some reason everything in the program appears miniature. I think it has something to do with resolution but I cant figure it out.


texts: here is a picture of the shape i would like to make in blender i have no clue how to even begin making it. what i want to know is how to make this shape in blender so i can use it for a project im doing. i tried adding a cylinder but then i could not figure out how to get the cylinder to be cut in half.


texts: Looping a mesh pattern inside and outside of a cone shape

texts:
I was trying to create a mesh pattern that loops inside and outside of a cone shape using the  tissue add-on but there maybe another way to do this that I just haven't thought of.
I'm trying to create a mesh pattern that loops inside and outside of a cone shape similar to the torus below with the red band that starts and finishes at the same place / face but using a cone shape.

Animated Loop of mesh being selected that goes all the way around the inside to the outside and back again.

Cone shape I'm trying to apply a similar looping mesh to:

Is this possible using just Blender 2.91?
I have tried applying the "Simple Deform modifier"  using the Stretch option to the Torus to see if I could stretch it into the correct cone dimensions (see image below), but it messes up the top and bottom and it warps the cone shape.
This will be 3D printed so I'm trying to get the dimensions to stay within that cone shape.

PS: I was trying to do this with Tissue 0.3.48 on Ubuntu 20.04
and Blender 2.91.  But willing to try something else / another technique.
For more background / history trying to do this with the Tissue add-on: Link


texts: Why does my Python script crash Blender (EXCEPTION_ACCESS_VIOLATION)?

texts:
I wrote a Python script in Blender which creates a blocky version of an object with an ocean modifier, so you need to have this object added and animated by yourself.
It should work like this:

An ocean mesh is created by using the original ocean object's mesh, applying all modifiers.

Another mesh is created, all of the polygons facing to the top may be moved.
For each frame from start to end:

A shape key is added to the mesh.

The shape key data is being filled with rounded positions from the ocean.

Keyframes are inserted to make the shape key only influence the mesh at the current frame.

Use the system console to see at which frame it is working at the moment.
But every time I run the script, Blender crashes at a different frame.
The last message (right before the windows close) is this:

Here's my script:
BlockyOcean.py


texts: 2.9 Dynamic Paint Image Sequences Not Working (Nothing was painted on)

texts:
I've been trying to recreate a project similar to this:
https://www.youtube.com/watch?v=UMDiSEl2WdE
My probem occured when I tried to generate the 180 frames of image sequences of the dynamic paint for further use as texture.

However, what I got in my directed folder were all black png images...
And I had a difficult time to figure out what had gone wrong..

Here's the detail of what I've done:

Added a 2m x 2m Plane, uv-unwrapped and sub-divided twice + 50 cuts.
Added a curve "ADF Path" based on "ARNODEFRANCE" text and set path animation to 160 frames.
Added a Sphere with object constraint (follow path) and targeted to the curve "ADF Path", offset at 1.000.
Applied Dynamic paint, type of Canvas to the Plane, type of brush to the Sphere.
For the canvas, I selected Image Sequence, Resolution 2000, Frame start 1 end 180, sub-steps
10 (tried also 20), set the initial color to black, UV map to "UV map".

For the brush, I set the paint color to white and nothing changed from the default.

I then baked the image sequences, without premultiply Alpha since I do not want any alpha channel.
Yet, nothing was painted on the canvas...
Could anybody see right through the problem or mistakes I've done?
Thank you!


texts: How to remove unwanted mesh generated with subdivision surface modifier

texts:
I want to make a model for a game with Blender, right now I am making an escape pod for a spaceship, just the basic mesh structure that will have a texture (which I will figure out if there's any problems later), but here's the problem, I am getting an unwanted corner mesh when making the doorway into the pod.

Couldn't post a picture here, sorry

But I have tried making more cuts and they don't work when using them to cut down the mesh, here is the blend file:

PS:(It is happening to all four corners of the doorway so it'll most likely work for all if it works with one)

Here's a blend without all the cuts if it makes it easier:  NOTE: The nose cone isn't done in this version!


texts: Is Physics calculation multithreading possible?

texts: Is there a way to turn on multithreading to make use of all of my computers cores for simulations? I am running on a monster of a machine, but without utilizing all of the cores, physics simulations take a very long time to process when I have a complex scene with thousands of fractured objects acting under ridged body physics.


texts: Is there a way to have an object animated by keyframes (or otherwise) leave a perpetual trail behind it?

texts:
I am currently working on an orbital simulation program, and using Blender to render the paths that the various planetary bodies and satellites follow in the simulations. A feature I would like to add is a trail following each body as they move along their precomputed paths. Ideally, this would also be relatively simple to script with the Python API, and light on processing power (though that is somewhat flexible)

Currently, I have set up two potential solutions, which aren't entirely ideal:

1: At set intervals along the paths, add markers (like the primitive cube or plane), and set their visibility with keyframes (invisible at the start of the animation, visible as soon as the frame with which they are associated is passed) - this is acceptable, but it does cause a performance hit as more markers are added - rendering anything upwards of 500 frames with around 5 objects whose paths are being tracked causes adding and editing objects, as well as iterating over them all to take substantially longer.

2: Real-time extrusion of a plane - also at an interval, extrude the edge of a plane along the same path traced by the orbiting body itself - this is tricky to use, as it will require rendering as the positions are computed, rather than using keyframes (or otherwise, all the edges from the Nth one to the final one will have to be repositioned for each keyframing interval - which will definitely be a heavy load on the scene)

Is there a simple, scriptable mechanism by which to leave a trail - like a glowing line or something similar - along the path traced by a moving object in a Blender scene? Ideally, this trail should persist indefinitely, though a slow fade would also be fine.


texts: How do I extrude so that the circle moves inwards like at 13:04 in https://www.youtube.com/watch?v=xU_pi1UxISs? When I do it the vertices just move up.


texts: Automatic moving of unselected objects & detailed Blender documentation

texts:
I am using Blender like for CAD-like work because it does what I want and the 25 CAD programs I tried do not. Argh.
I use S -> Selection to Cursor a lot. Sometimes Blender moves the shared meshes of UNselected objects. How do I control whether Blender will move unselected objects' meshes (esp. make it stop)? I have been trying to learn to use objects created with Duplicate Linked, but if the object already exists, I switch its mesh to match.
I am regularly running into the problem of a lack of detailed information on Blender features—in this case, what linking does under the hood, which sometimes copies some attributes instead of connecting them. Is there a reference that is more in depth than the short doc pages? Perhaps for coders?


texts: Help me to use 'Loop Cut' properly. Blender 2.8

texts: I use Blender 2.8. I read how to fix it on Blender 2.79, but i cant repeat their moves on Blender 2.8. I want to 'Loop Cut' cuts around my mesh.


texts: Meshes added depend on the viewport and are not placed on their default place

texts:
It's quite hard for me to describe the issue in words.

I'm gonna drop these pics to explain the issue.

Say I have my 3d-view this way:

When I add a mesh, it's created and placed in the 3d-view this way:

I want it placed upon creation this way, however my 3d-view is directed to:


texts: When importing stl models for 3d printing the pieces are all scattered, Is there a way to re assemble everything?

texts: This is the result of the imported model. Is the software? Or it comes this way and there is no other solution than manually fixing? Thanks a lot!


texts:
I know of four options to fade out a strip in Blender VSE:
1) Cross effect strip to black color strip.
2) Gamma cross effect strip to black color strip.
3) Animate opacity over black color strip (or over nothing).
4) Animate color multiply over black color strip (or over nothing).

Is there any difference in result between these methods? Apart from the ability to fine tune the curve of the transition when keyframes are used (in the case of opacity and multiply)?
Does the gamma correction make any difference when fading just to black?
Any of them looks "better" (smoother, better quality) then the other?


texts: How to duplicate an object along with its parent/children relationships using Python in Blender 2.9x

texts: I have the model of a vehicle body with its wheels and empty coordinates systems at the wheels which are all parented sequentially to the vehicle body. I would like to ask how it is possible to duplicate all the objects and the subsequent relationships using the Python API. In the following image, you can see the relationships that I described; I would like to duplicate this.


texts:
I'm new on Python and OpenCV. I want to create an Add-On for Blender which create a 3d model of a face uploading some photos of the face from some different points of view (like the game-face of EA).
Is it possible? Do someone know some tutorials that can help me?


texts:
I have a problem: I model a front car bumper grille, but I can't finish it as I want. That's how this grille looks now:

That's how I want it to be:

Help me, please.


texts:
I am modeling some objects in blender 2.79 for a unity game. I can import the model perfectly and I also can see textures... There is just one error in unity shown up: "A polygon of [modelname] is self-intersecting and has been discarded.". This error effects, that the model can't get a meshcollider (hitbox exactly fitting to the model). I found out, that it's  often not working when I fill more vertices than 4. For example like this:

But that might be wrong also. I already removed doubles and the error still appears in unity. Could anyone tell me please how I can avoid that error or at least get the hitbox correctly? Thank you for your help! For more questions about the problem -> just ask me in the comments :P


texts:
I want to make some small smoke plumes using Cycles volumetric smoke. Think cigarette or car exhaust size. However, the default scale of smoke detail seems to be very large. Using default unit scale (1 unit = 1 meter), my smoke plumes have almost no detail at small sizes. I have to make them the size of buildings to have them look like I want. If I make the domain small, then I just get a tiny slice of low resolution.

Is there any way to adjust the whole scale down, or is this limited by voxel divisions? In that case, it ends up being easier to bake a giant oil well plume than a cigarette plume?


texts: Uvmapping and UVpeeling - How did they get the textures in the first place?? (eg. Coke can)

texts:
Really enjoying my progress in Blender so far. Have got to the stage where I know many things so i can at least make some simple projects nad fix the simplest of problems by myself now so its starting to become fun.

It's got me wondering something though, and Googling this particular question was quite difficult as it just brought up info about mapping the texture back onto a cylinder or can model etc.

So what would be the terminology used for the unwrap process of a real life texture, such as if I wanted to take a energy drink i have at home and turn it into a flat texture?
I'm unsure of exactly what that process is called, and the best way to go about it (bearing in mind, all i really have is a half-decent mobile phone camera to play with and not much other hardware)

PS. Its only for a fun personal project so I am not bothered about copyrights and not worried too much about superior AAA-level quality just yet etc , just wondering how to do this thats all.

One way I can think is just take lots of photos and splice them together, but this seems way too much relying on me (the human) to get things accurate. I'm sure you guys knw a better way :)

Thanks for any help guys


texts: UV unwrapping however black background appears

texts: I was wonder if anyone can help me. I am trying to unwrap a texture however whenever I unwrap it, it shows a black background. I want to save it as a png file with a transparent background but because there's this black background it shows it up in the png file.


texts: Can't believe I'm asking this question right now, but how do I set my origin point to the center of my plane? I'm trying to apply a mirror modifier but the center of origin is throwing everything off track. I have the shrink-wrap modifier on if that makes a difference.


texts: subsurf splits the mirrored model into two objects

texts:
I tried to subsurf this model that I mirrored but when I use subsurf it splits the model into two objects.

Before Subsurf:

After Subsurf:

Any help would be appreciated.


texts: How do I hide the domain of a smoke sim?

texts:
I can't find a way to hide the domain in a smoke simulation. The simulation is baked but I dont see a way to hide the domain.
Here's what the render looks like

And this is the physics settings


texts: How can I draw an alpha-channel, or clone one texture over the other in Texture Paint mode in Cycles?

texts:
I'm looking for the texturing method in Cycles, similar to the texturing method in Blender Internal Render.

I have two textures, that have been Project from View-ed from two different angles. Now I want to erase some parts of these textures to make one texture seamlessly merged with another.

How can I draw an alpha-channel for the textures in Blender (in Cycles, using Texture Paint mode) or how can I clone one texture over the other one (in Cycles)?


texts:
I want to carve runes in a golem that I created using blender but I can't get what I want. I'm trying to use some brushes like "crease" but it has a round aspect...
I would like to get some perfect angles instead of carving something that look like a river. I would like to carve just like I was using a cube to draw those runes.
This is the actual state of the golem.


texts:
Game object disappears after a dozen seconds.

Well, OK, now I know why but I'll ask the question and answer it anyway; maybe it'll help someone save some time.

Process:  Start with the default startup file.  Switch to game engine.  Switch to Game Logic.  Select the cube.  On physics menu pick any of: dynamic, rigid body, soft body, or character.  Press play.  Cube object disappears after a dozen seconds.  Can't figure why.  My searches tuned up nothing relevant. I've tried using Blender 2.77 64bit and 2.76b 32bit. Same results in both. I'm running WINDOWS 10.

Answer: The default game engine 3D view places the cube in top view, looking down the z-axis.  Because it's an orthographic view there is no perspective and you cannot tell that the cube is FALLING ( down the z-axis ). After about 10-12 seconds it reaches the clipping distance and vanishes. DOH!


texts: Is there a way to delete unneeded keyframes automatically?

texts:
I made an animation by keying every bone in the rig on every keyframe.

Now I have a lot of extra keyframes, as some bones didn't move at all, remaining the same for all keyframes.

Is there a way to delete these extra keyframes automatically?
And are there any "good practices" to help prevent this happening?


texts: Setting exact coordinates on multiple vertices on same object

texts: Is it possible to transform by the absolute value all those vertices at once? Currently, it is set on median but I would need absolute one instead of the median.


texts: import objects from the last frame of a rigid body simulation?

texts: Can I have 2 blend files, one with a rigid body of a bunch of objects falling into a bowl, bake that simulation, and in the second blend file import the bowl and objects from the first file with their locations from the last frame of the rigid body simulation?  In the second file I'm going to have a fluid simulation pour a liquid into the bowl, over the objects.


texts:
How do I see the object's world coordinates. I want to build a scene, view this scene with cameras at different locations and analize what I see. For this purpose, I want to be able to see where my camera and my objects are in the world and how far apart they are. Hence, I need their respective world coordinates and also it might be nice to be able to display the units/meters in the grid.
When I select an object, the location and rotation are all (0,0,0). This must be relative to some starting position of the object but not from the point (0,0,0) in the world.

So:

Where can I see an object's world coordinate?
Can I display units in the grid?
How would I be able to systematically change the position and orientation of the camera with discrete steps in some predefined intervals? Would that be done using animations?

Thanks in advance!


texts: Same object with modifiers in different layers

texts:
How to use the same object with modifiers  applied in different layers ?
I don't want to duplicate object and move it in another layer. I want Blender to use same amount of memory for that object. So that I could use different compositing in another layer but memory and CPU computing should stay optimized as possible.


texts: Have a human model that I moved in both object mode and edit mode and have no idea how to re-center it. There are multiple vertices on the top of the head that mark the point of symmetry and one between the feet. Sorry if a noob question.


texts: How can I limit frame count by counting a text list?

texts:
I have a list of names in a Text Block that are separated by line. There will be different amounts of names. I am using the list to generate titles but want to render one title per frame. I want to render each frame using the current name from the list.
So I need to :

Read the list for number of lines
Change the scene length to total number of lines
Copy and Enter the current name in the "file output" field
Render frame

I am using Animation Nodes to generate the changing text, perhaps I can get number of lines from Text Block List Length?
Also I could get the current "Name" from Split Text reader to enter in the File Output?

Can I send Values (frame total) and Strings (file names) from Animation Nodes to Blender?


texts: Get UV coordinates of a 3D point , without actually applying a texture

texts:
I want to get the UV coordinates of a plane in 3D, for use in some algorithm. How do I get that via python script, when my plane is untextured. The UV coordinates will be the same as the UV-mapping done when applying a texture to a plane, but I don't want to do the texture; just need the coordinates.

There are projection techniques that I can use to get UV coordinates, but I'm not keen on getting into the math of all that..Is there a direct way of getting the UV coordinates of an untextured object (a plane, for simplicity)?


texts: Movie Clip Editor Graph editor: How to edit single motion tracking keyframe?

texts:
im just messing around with the Graph Editor inside the Movie Clip Editor, and when trying to adjust a single key i noticed the key next to it also moves inversely

is there no way to modify JUST the selected key?


texts: UV maping a sphere to have stripes runing between both poles?

texts:
I tried to map a country flag on a UV sphere, but I could not get it laid out the way how I wanted to see it. I used the Poland flag.
I wanted to map it exactly as you can see in picture 1.

But what I got was a result as you can see in these pictures.

The flag was looped at least 8 times on each half side of the sphere.
I could double that, but I could not go half of that, or less.
I wanted the flag to show up just 1 time at each half side of the sphere.
or maybe twice at each side, but not 8 times.
as you can see on the third picture, I tried to resize the UV map, but also then it would never go under 8 repeats.
How can I change this?

Here is the Poland flag texture.


texts: I'm trying to re-render my animation, and by that I mean I'm trying to fix a certain area of frames that have light and grain issues, so that when I want to render the rest of the frames again I could just slide the start frame to where I fixed all my other frames, but whenever I hit the animation button, it says "sequence render," which already renders the unfixed frames from my previous render. SO my big question is, how do I stop the sequencing render and render a set of new frames with the same animation? Mind you that I also want to render each and every frame on a .png file within a separate folder.


texts:
I am pretty new to Blender but with tutorials I came at least this far.

I made a mesh blanket over a mesh bench. I used cloth simulation to make the blanket a nice fit and at the frame I liked I used Apply under the Moderfiers tab in Properties ,to make the cloth a mesh.

This is the front of the blanket and then the back with Solidify applied:

But when I try to upload it into my virtual world, the back is still blank:


texts: when i rotate one mesh another seperate mesh deforms

texts: I have run into a problem. I have a model made from several mesh's, rigged it with one amature, weightpainted very bone more then once, to move the seperate mesh's individual. however when i rotate the left "ear" (seperate mesh) on my owl it moves the glasses (seperate mesh). it also move abit when i move the right "ear", but that i can live with. Im at the point now where in going insane trying to solve it, but dont know what more i can try. Can anyone take a look and maybe help me?


texts:
I need some help with a shader I'm trying to make. I made renderings of darts (don't ask me why) and I'm trying to find a way to make a shader to look like the grip of this dart:

I tried a way of adding noise and the such (like making it look like glitter), but the speckles are fairly small, and it doesn't even remotely look like this.

I'm using cycles render, any idea on how to do this? Keep in mind I'm not super experienced, so if the solution is a fairly complex one, some screenshots or a step by step would be helpful.

To help you, understand the grip is supposed to have small diamonds in it, thats why it is so sparkly.

thank you for any help you provide!


texts: how can i part this model especially that with red line. I am new in Blender and i need spme Tips and Workflow. Thanks alot.


texts: creating fractal materials with node editor

texts: does anybody know how to generate a 2D fractal like the classic Mandelbrot set, as a 2D material using the node editor? im looking to make something similar to how the texture nodes like the wave texture node operates to create zoomable and editable fractals. i am familiar with using math nodes but i have no idea how to start with this.


texts: How to enable external rendering engine?

texts: I've been using Blender for about a year now, and have never been successful at enabling any external rendering add-on. I end up with the message below whenever I attempt to do so. Do I need to the have actual, separate rendering engine installed before enabling the add-on?


texts: I just started blender yesterday and begin sculpting a face. I used dyntopo to add more poly to the mesh, but why is it still pointy? How to smooth it even more? I tried the smooth brush and increasing the dyntopo number but it deformed my sculpting. Help me please?


texts: Label points in plane and get position after transformation

texts:
As I'm a Blender greenhorn, I need your help. Here is my problem:
I have a document added as plane. Next, I want to label certain points within the document. Afterwards, I transform (fold and rotate) the document. In the end, I want to read off the new positions of my labels. Moreover, the points should not be visible when rendering the image.
I am doing the transformation by rotating bones. This works great! (see picture)

However, I am struggling with the labeling of points (see example in the attached image) and reading off the new position.
I would appreciate any help :-)
Background:
I want to generate a training data set for my Neural Network.
Cheers,
Julian


texts: I've baked(using Cycles) a normal map from a hi-poly (sculpted mesh) to a low-poly mesh which is shrinkwraped to hi-poly. It looked fine, but I needed to add some geometry (loop cuts) to my mesh. After I've done this and baked normal map again, some artifacts appeared in the parts where geometry has been added(you can see artifacts on pic).


texts: I want to develop the application engine in the blender but I will improve the open source how to improve it as you will recommend the book , site , lesson , video anything. Please can you help


texts: How to align the camera in a solved motion tracked scene?

texts: I have been having an issue with my floor plane and object when using a solved camera after tracking some footage. I get a solve error of between 0.05 and 0.4 on my solves which is good and not the issue I've been having. However when I go to orient the camera I will snap it to an origin and adjust the scale. The plane and object are not aligned, but could be fixed if I could just rotate around them (much like in PF Track). I would think the pivot point for the camera, if I have it locked to view, would be the origin (where my plane and object are), but it seems to be just some arbitrary point out in space which makes manually fixing the alignment very difficult. I'm wondering if there is any way to fix this so the pivot point is in fact in the center, or if there are any other suggestions to go about this problem.


texts: Textures sometimes become suddenly black or white

texts:
Sometimes the textures of the character that I’m creating suddenly become black or white,even if :

the method to display/shade object in the 3d view = material
properties / object / display / maximum draw type = textured
properties / object / display / object color = white
render = cycles
if method to display/shade object in the 3d view = texture => the
textures are grey
if method to display/shade object in the 3d view = rendered => they
work correctly

Here you can find the blender file of the character that I’m working with.

This is how it appears :


texts: Particles and Random Numbers and Cycles Render

texts:
Goal.  Have access to a random number in range [0-1] per particle per frame in a Cycles Render Node.  Particle System is used.  Multiple particles per frame.

Question.  How can Blender drivers/other achieve that goal?

Current State. Partial Success.  Blender driver which is invoked once per frame.  Python Random random.uniform is used.  Input Value Node has the driver.  So the random number per frame is achieved, not per particle per frame.

To emphasize there are many particles per frame.  If there are 40 particles and 30 frames then

1200 = (30 * 40) random numbers should be generated.

Thank You.

version 2.74 (sub 0), branch b'master', commit date b'2015-03-31' b'13:39', hash b'000dfc0', b'Release'
build date: b'2015-03-31', b'15:46:51'
platform: b'Windows:32bit'


texts: Move camera with python to get an object fully in frame

texts:
I'm making lots of small 3D objects that I want to render 4 times each with 4 cameras. I know how to set all of this up, but I'm wondering if there is a way (using object bounding box) to have my cameras adjust to the size of the objects in order for them to be well framed without requiring me to tweak each cameras manually.

The cool thing is that all objects are always at world origin, so it shouldn't be too bad to do. I basically need to read object dimension on X,Y,Z, and have my camera move back or forward on it's local axis based on that. Doesn't even need to be 100% perfect. How would you do that?


texts: How to obtain the parent of a collection using Python

texts:
The Blender 2.8 Python API allows me to retrieve all child collections of a collection using its children property. Given the following collection hierarchy

+------------------+
| Scene Collection |
+------------------+
  |
  |  +---+
  +--| a |
     +---+
       |
       |  +---+
       +--| b |
       |  +---+
       |    |
       |    |
       |    |  +---+
       |    +--| c |
       |    |  +---+
       |    |
       |    |  +---+
       |    +--| d |
       |       +---+
       |
       |  +---+
       +--| e |
          +---+

I can access the children of collection b (i.e. collections c and d) using the following code:

collection_b = bpy.data.collections['b']
children = collection_b.children

That way I can navigate down the collection tree. My question is how I can navigate upwards, i.e. how can I get the parent collection of say collection b?

I didn't find a property allowing me to retrieve the parent collection(s).

Essentially I'm interested in recursively making my way up all to the root (Scene Collection), e.g

d -> b -> a -> Scene Collection


texts: Is there a way to know when mesh topology is edited in Blender scripting API

texts: I would like to check mesh for any modifications in Scripting API in mesh topology, such as adding or deleting vertices/faces. Is there a callback or function that works for this purpose?


texts: Why are these three texture options not working together as expected?

texts:
I have a box. (Not really, but this is a minimal example.)

The texture on this box shouldn't be a colour texture, but a data texture (e.g. specularity intensity). The intensity data is in the blue channel of the specularity texture, so I set the texture's RGB Multiply to cut out the other channels.

I need this to be intensity rather than colour, so I check "RGB to Intensity" and set it to white. (I'm leaving it as affecting colour for illustrative purposes.)

I assume it's really dark because most colour systems use red 0.3 green 0.6 blue 0.1 or something like that to convert from colour to greyscale. So, I change the Color Space from sRGB to Non-Color.

There is no effect. I've tried every option in the Color Space dropdown and none of them appear to cause any change at all.
Why does changing the colour space not stop "RGB to Intensity" from doing colour space calculations? How do I correctly tell it to interpret the "from black to blue" texture as "from black to white"?
Additional notes:

Blender 2.79b, internal renderer. These are how things must be.
I know how to do this with nodes, but this would triple my workload (at minimum).
I know how to do this by simply editing the original textures, but this would quadruple my workload, and I'm not supposed to be changing the textures.
I tried using the colour ramp, but it flat-out ignores whatver I put in the RGB Multiply boxes.


texts:
I have the mesh shown in the image and want to fill the holes. If I select each edge and use F then not all of the edges are joined all the way around.

Is there an easier or better method to complete this task?

thank you

Fill Holes result as per first suggestion (not sure how to add image to a comment0

Should also say I am using 2.8


texts: I have a bunch of .png's in an image sequence ready to export into an animation. For some reason with the video codec on H.264, when I hit Render Animation, nothing happens. It's fine with other codecs though. Any advice? This has never happened before. Thanks!


texts: creating vertex group for multiple objects

texts: I want to create vertex group of multiple objects , but it appears that you can only select one object at a time. Is there a way to assign multiple objects for vertex group?


texts: Exporting blender shape keys animation to Unity

texts: I created simple object with some vertex groups and shape keys and added keyframes based on the shape keys. I have problem with exporting this animation to unity. It just shows that there is only one frame in the animations section of this prefab. Do you have any idea what may be source of this problem. I'm new to blender and unity so I might have done some stupid mistakes. I watched many tutorials about exporting, but all of them were about exporting animation with bones.


texts: how to only origin rotate ? The object will remain in place. I want it in the picture example.


texts: Octane > Blender Materials Import / Conversion

texts: I have a large file of materials saved as Octane Package Files or .orbx that make up my local materials database within Octane. I have changed my workflow and instead of Standalone Octane I've begun using Blender with the Octane plugin. SO, I cant figure out how to transfer these octane materials to blender - any ideas?


texts: Reflections are displayed nicely in preview, but not in final render

texts:
I'm running into a strange situation in Blender, where reflections show up nicely in Preview, but not in the final render (using Cycles). What could be the cause of this?

Preview:

Render:

here are my settings for Cycles:

and my blue, glossy material:

Is there some settings I'm forgetting about?

Here's the file:


texts: How to hide a certain object in blender 2.8?

texts:
hide_viewport seems to be the old hide option but how to toggle the "eye icon" like in prior versions?

The 'visibility property' is not exposed to bpy at the moment as confirmed with medium priority (2. March 2019 - https://developer.blender.org/T62062).

From wiki.blender.org:

obj = bpy.context.object
print("Object %s:\n\thide in viewport: %r\n\thide in render: %r\n\tis selectable: %r\n" %
      (obj.name, obj.hide_viewport, obj.hide_render, not obj.hide_select))

Is there any way to replace the old 'hide option' at the moment?


texts: Suppose I've added a Cylinder, on the left side there will be the 'add properties' section where I can tinker with all sorts of options such as radius, vertices, Depth etc. I will then resize the Cylinder and once I confirm the resize the 'add properties' section disappears. How can I get back the 'add properties' section back after I've resized?


texts: How to Enable Frame Blending in Blender 2.74?

texts:
I can't find the option that supposedly existed in Blender 2.49: "Enable Frame Blending". Does anyone know where it is, or where is its analog?

I shot a sunset - 30 minute video I want to turn to 10 second sped-up video. I easily do that with Add->Effect Strip->Speed Control, and setting  to 200.

This drops 199 frames out of 200, which isn't quite what I'm after.

There are people walking in front of the camera. I want to blur every 200 frames into 1, so that there are blurred trails of people rather than snippets of people.

Google says that all I need to do is check the "Enable Frame Blending" option. However, I cannot find this option in Blender 2.74 UI or source code, so it probably got renamed. Does anyone know how to fix this? I cannot use Blender 2.49 (I tried.. The new blender UI is tough for me to get around, googling basic things 20 minutes at a time; the old blender is however just an impenetrable wall of foreign UI concepts)


texts: Adjust last operarion menu does not work with newly made mesh and mesh is placed twice

texts:
I made a little script that makes a plane with thickness
when i add the mesh to my model it places 2 meshes instead of 1

For 1 of the 2 meshes the ALO menu works but for the second one not
Can someone help me and tell me what i did wrong?

This is the code i use

    bl_info = {
    "name": "Test object",
    "author": "DGRL",
    "version": (1, 0),
    "blender": (2, 80, 1),
    "location": "View3D > Add > Mesh > DGRL",
    "description": "Adds a new Mesh Object",
    "warning": "",
    "wiki_url": "",
    "category": "Add Mesh",
}

import bpy
import bmesh
import mathutils
from mathutils import Vector
from bpy.types import Operator
from bpy_extras.object_utils import AddObjectHelper, object_data_add

def add_object(self, context):

    verts = [(1, 1, 0), (-1, 1, 0), (-1, 0.9, 0), (-0.25, 0.9, 0),]

    mesh = bpy.data.meshes.new("mesh")
    obj = bpy.data.objects.new("MyObject", mesh)

    scene = bpy.context.scene
    bpy.context.collection.objects.link(obj)
    bpy.context.view_layer.objects.active = obj
    bpy.context.active_object.select_set(state=True)

    mesh = bpy.context.object.data
    bm = bmesh.new()

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

    bm.faces.new(bm.verts)
    bm.to_mesh(mesh)
    bm.free()

    **object_data_add(context, mesh, operator=self)**  *<-- THIS LINE MAKES A SECOND BMESH BUT WITHOUT THERE IS NO ADJUST LAST OPERATION MENU!*

class OBJECT_OT_add_object(Operator, AddObjectHelper):
    """Create a new Mesh Object"""
    bl_idname = "mesh.add_object"
    bl_label = "Add Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        add_object(self, context)

        return {'FINISHED'}

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="Add Object",
        icon='PLUGIN')

def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
    )
    return url_manual_prefix, url_manual_mapping

def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.utils.register_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.utils.unregister_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()


texts: Boolean object visible in rendered image

texts: Having a problem that is really frustrating me. When I render an image, the two boxes that I used for making sinks with a Boolean modifiers are appearing in the picture. I have deleted those boxes long ago and double checked all the layers and they aren't there. Funny thing is render view works just fine.


texts:
I think I'm missing something elementary, but I'm unable to figure out how to deform
grease pencil strokes in 3D as demonstrated in the following videos:

https://www.youtube.com/watch?v=kpY-WVQUxYw (seconds 30-38)

https://www.youtube.com/watch?v=5FW3Lrnm5Eg (seconds 50-54)

I have managed to do something similar using bendy bones, but these
videos seem to suggest that is not necessary (and they don't explain
how to do it!)

TIA.


texts: How to add a LightProbe to the scene without using bpy.ops.object.lightprobe_add()?

texts:
I tried this, but it gives me an error:

data=bpy.data.lightprobes.new('IrradianceVolume')
bpy.data.objects.new('IrradianceVolume',data)

RuntimeError: Error: ID type 'LIGHT_PROBE' is not valid for an object

I want to avoid using the bpy.ops.object.lightprobe_add()

Has anyone found a way to do this?


texts: How do I export an animation along with the virtual environment?

texts:
I made an animation in blender, which I want to export. I already know how to export an animation, but the thing is I also have an environment, as shown in the screenshot below:

However, when I export the animation, this is what the output looks like:

I have a feeling that the environment in which blender shows it in makes it look better. How do I export it with that environment?


texts: Change mesh of animated object into multiple meshes for unity

texts:
I'm working with Unity, to create morph like effects. A bunch of spheres come together to form a "Shape" if you will. And then that "Shape" is animated (The exact hierarchy of the original model is replicated, so no issues there).
NOTE : Each sphere is a separate object in the right screenshot.

(I do not want/can to model, or animate.)
I have figured out how to morph into the new Shape. But in animating it, I'm running into road blocks.
I have tried these things :

Imported rigged model, extracted the rig, turned models vertices into spheres with an array modifier, manually then parenting spheres to the nearest bone from the rig.  Drawbacks -> Have to animate myself, have to rig like 2000 objects.

Imported rigged and animated model. Changed the "mesh" by, deleting all the vertices and faces and then creating spheres at those vertices by extruding vertices into cubes and then subdivision modifier.
Drawbacks -> Have to do this for each animation file, and the main mesh as well. Also, the changes do not reflect in Unity.

Import rigged and animated model. Follow Step 2 entirely. And then split the mesh by loose shapes. This also works in Blender. Drawbacks -> Still have to do this for each animation file, and the main mesh as well.  Also, the changes do not reflect in Unity.

What I want exactly ->
Preference 1 -> A procedure, to turn a model and its animations either fully atomised (each object is a separate sphere), without messing up the animations that come with it.
Preference 2-> If the above is not possible, atleast a procedure to turn it into a semi-atomised, where although each sphere is not a separate object, it looks like it is.
What am I missing? I'm not a blender person, and more of a programmer and I'm lost on how I should approach this.
Cheers! Any pointers would be gladly appreciated.


texts: Origin is not in the horizontal middle for a model which I "overlaid"

texts:
I'm trying to set the origin of a mesh to the center.

Originally the rocket and the launcher were stacked over each other:

I have "put" the rocket into the launcher.

I have used Object -> Set Origin -> Origin to Center of Mass (Volume), and it resulted in this origin:

The arrows that I have added in GIMP reveal that there's a problem, as they don't have the same length.

What might be the problem here?

I have uploaded my Blend file here.

Thank you so much!!

Edit: Here is a screenshot of where the 3D Cursor is for me after I have clicked "Cursor to Selected":

The 3D is not centered vertically. What might go wrong here for me?


texts: How to slap a text object on to a sphere

texts:
Newbie here. I've looked through the answers to similar questions and am both in awe and perplexed by what I see. While I am sure that once I get the lingo down (solidify, mesh, remesh) it will all make sense, however I find that I have an urgent requirement and I'm only part way through the learning flow.

I need to create a few atoms. Quite simple really as far as I can tell, but I'm not there yet in the learning. I need a sphere with "H" on it (I guess the secret of which element it is is out).

There's a really good answer, apparently, on a question about creating balloons with text, but the language (peel off the pelt etc) used is well beyond me. Is there a location I should be looking to learn how to slap text onto a sphere?


texts: Addon Only Works on Mac if Blender Started from Terminal

texts:
I am trying to get Bligify to work on a Mac computer. The addon uses subprocess to call Gifsicle and ImageMagick to create animated gifs from the VSE.

The addon works on Mac only if Blender is opened with the terminal. I'm not sure why this is, especially because the addon seems to work fine on Windows and Linux without the console open. How do I make Bligify work on Mac even if Blender is not opened with the terminal?


texts: How to bend into a circle a series of columns rotated at 45 degrees

texts:
I am trying to create a frame of poles for a circular body and cannot figure out how to use Simple Deform to bend them into a 360 body. My guess is that my problem lies with where/how I have my vertices but I don't know how better to have them so that, when I put the modifier on, it bends how I want.

I created one column, rotated to 45, Arrayed it out 10+ times, applied, tried the Simple Deform. I tried joining the pieces so it's deforming a "single" object. Anyway, I'm stumped after trying a variety of things. This image represents the other side as well. In a last ditch attempt, I tried Joining both thinking that that would create oppositional forces on the bend.
The end product should be a straight wall of lattice pipes in a circle as if it, itself, is a column.


texts: How do you change the colors of 2 objects with nodes?

texts: when I press an object and go to the nodes and get finished with the color and I want to go to an other object and change the color from the nodes but it won't work it only stays for the first object?


texts: Creating many primitive objects quickly with Python

texts:
I'd like to be able to generate a bunch of primitive objects. All of them will be different sizes and have a material out of a random set.

What I'm having trouble with is the following:

Creating 20,000 primitive objects quickly
Creating a set of different materials where I can assign the primitive objects to

Here is my code so far:

import bpy, random
from random import randint

#Short hands for common calls
scene = bpy.context.scene
selected = bpy.context.selected_objects
mesh = bpy.ops.mesh
context = bpy.context
object = bpy.ops.object
selected_object = bpy.context.active_object

clouds = 500

def baseObject(x,y,z):
    #Creates base cylinder
    mesh.primitive_cylinder_add(location=(x,y,z))
    return

def clearScene():
    #Clears the current scene
    for selectedObj in bpy.context.scene.objects:
        selectedObj.select= True
        object.delete()
    return

def ObjectCreation(clouds):
    for attempts in range(clouds):
        x = round(random.uniform(-4.0, 4.0), 10)
        y = round(random.uniform(-4.0, 4.0), 10)
        z = round(random.uniform(-4.0, 4.0), 10)
        baseObject(x,y,z)
        context.object.scale[0] = x/10   #X Scale
        context.object.scale[1] = y/10   #Y Scale
        context.object.scale[2] = z/10   #Z Scale

        materialCreation()
    return

def materialCreation():
    #for attempts in range(scale):
    randomRed = random.uniform(0.0, 1.0)    #Used for random color scale, need to adjust later for color mapping
    randomGreen = random.uniform(0.0, 1.0)
    randomBlue = random.uniform(0.0, 1.0)

    material = bpy.data.materials.new("Material")    #Material properties
    material.alpha = round(random.uniform(0.1, 1.0), 10)    #Opacity
    material.use_transparency = True
    context.object.show_transparent = True
    context.object.data.materials.append(material)  #Applies material properties
    context.object.color = (randomRed, randomGreen, randomBlue, 1)  #Changes objects color(RGB Opacity)
    context.object.active_material.use_object_color = True
    return

clearScene()
ObjectCreation(clouds)


texts:
I would like to use Blender to sequentially render 10,000+ height maps applied to a displacement mesh, save the image with a serialized filename, and move on to the next height map.  I can do them individually by manually updating the image texture source in the Blender file, but an automated process would be preferable.

Any recommendations on where to look, what I should be looking for, or how to achieve this would be appreciated.


texts: Where to start dissecting this racing track?

texts:
I quite new to blender; i wand to make the following kind of track for a racing game i am working on. I am overwhelmed by the many things to stard; for this case is it better to start with the road or with the landscape ?
I was thinking to use spline and extrude the road to be able to adapt the road; is it the proper way of doing it ?
For the landscape i should start with a plane that i subdivide a lot but then how to get this random moving vertices ?
Thanks !


texts: Imported eye glasses twice one I can see through the other is opaque. Why?

texts:
In the same file on the same level in the same viewport, importing the same object (a pair of glasses, OBJ) one has transparency the other doesn't seem to be able to go transparent even tho the preview orb is transparent. I even changed the material to the lens that was transparent and that did work either.

I haven't edited any any nodes.

The viewport shading is set to material.

What should I pay attention to in order to make the lenses show transparent.


texts: Viewport render and wire drawing mode problem in Blender Internal

texts:
Can't figure out, why objects with wire drawing do not participate in viewport render?

For example, it is very annoying to have a textured plane in front of camera in non-wire mode, but at the same time it is useless if you want to make a preview. How to deal with that?


texts:
I'm a beginner in this blender stuff, in fact i just tried to create my first avatar using blender. So, i follow instruction from youtube video, and i manage do things right until i get to the point of generate atlas. After i press save atlas to..., this writing appear:

So, can someone please guide me what to do so i can generate atlas? Thx very much before.


texts: Move and rotate an object according to travel distance and direction between objects

texts:
I need to rotate the target object an equivalent distance to the distance between two objects in the direction of the travel distance between them.

I've tried to subtract them and get the rotation_difference between the subtraction result and a zero rotation axis mathutils.Quaternion() but the result is different from what I need.

import bpy
import mathutils

selected_object = bpy.context.object
car_f1_location = bpy.data.objects['car_f1'].location.copy()
car_f2_location = bpy.data.objects['car_f2'].location.copy()

direction_vec = car_f2_location - car_f1_location
direction = direction_vec.rotation_difference( mathutils.Quaternion() )

selected_object.rotation_quaternion = direction

But the resulting rotation is different from what I want.


texts: Conveyor belt object fall through problem

texts:
I watched a tutorial video and tried to learn how to make a conveyor belt. Everything went well until I put a cube on the belt. Somehow, the cube just fell through the belt. I googled a lot even watched other tutorial videos but still got the same result.
Here are the images of my object rigid body settings:

the cube setting

the conveyor belt setting

Any advise as to what I'm missing or doing wrong? Thanks in advance for your help.
blend file


texts: Copy vertex shape key information to a different object

texts:
I have a face and an empty space behind the eyes (to render it in anime style), the connection between the eyes and the empty space has the same number of vertices and in the same positions, I made a shape key in the face to blink an eye, is there a way to copy the vertex information of the shape key to the empty space object?

I tried with transfer shape key but since they don't have the same number of vertex it doesn't work


texts: Applying Two Different Materials on 2 Sides of a Face

texts:
I have to apply two different materials on the two different sides of a face. I know how to use double sided materials (with two different pricipled bsdf shaders and a geometry node connected to a mix node), but in this case I will have a single material behaving differently on the 2 sides. I need 2 different materials on the two sides of the face to import the model in substance painter.
Is there any chance to apply the two different materials on the two sides or the only chance is to produce a double sided single material?


texts:
I got a problem when animate the camera. When it changes the angle, the turn is hard. How can I make it a smooth transition? Graph attached. Thanks!

There is a closer look of the rotation. I can not even add more frames to make it smooth.
I guess this video will explain more clear of this problem.
Camera Rotation Problem
There is the file.


texts:
I am watching a tutorial on how to UV map a model and I have this horse I created.

There should be a section named 'Surface' beneath the section named 'Preview' which is required to select the image. I have tried restarting blender and it just isn't there. I really hope that I don't have to re install blender.


texts: scissor car lift animation rig objects not following path

texts:
i can not make the piston follow the cylinder correct way
and i can not hook the lift been to the bottom platform
i put a link for a youtube video where i explain
https://youtu.be/Y07GYkT2fMo
hope someone can help me


texts: where to set Image Mapping to Extend mode in Cycles?

texts:
In Blender Internal it is located here:

I can't find that anywhere in Cycles.


texts: I'm trying to do a candle stand which has two twisted pieces merging together, how do i take my ]two twisted pieces and then twist those around one another?.


texts: Bevel and subsurf are weird after inset faces. I used hardops. Simple noob question

texts:
I want to have nicely rounded recess, instead I get weird face.

I beveled with hardops
Subsurfed
Now my goal is the left object.

I achieved it with boolean. But i find it too long. Instead of I did:

inset face (I key in edit mode)
scale it down
extrude and move it down along z axis.
I have something weird.

I tried to use  creases and bevel groups, but I can't get it work. Also tried to extrude instead of inset. The same result. Whats causes the problem? The bevel? The subsurf? The inset? Some HardOps parameters?
I'd be really grateful!


texts:
I'm working on a road model. I managed to make the road texture tile, so I wouldn't have to manually modify the UV mapping each time I extrude or stretch a road.
Note: The road texture is a square seamless image, so is the pavement. The pavement and the road are two different material but their shader nodes are identical at the moment.

How would I make the road texture rotate with the road faces?


texts: Is there a way to do mirror Image mapping in EEVEE?

texts: I need this option enabled to display some models properly.


texts:
I have multiple cameras in a scene, like Camera.1 Camera.2 Camera.XYZ. I can set as active camera  Camera.1 or Camera.2, (in Outliter or Scene propertions) But if I press F12 to render, as active camera will by set Camera.XYZ
Why?


texts:
Okay so what I want to do is use the face in the picture indicated by the black arrow to create a mesh that follows the path indicated by the red arrow so that it creates a 'lip' along the edge of the surface.

I've tried just extruding all the faces in the path, which gets close to what I'd like but that means on either end there is a gap between the surface on either end as shown in picture two.  I can just draw in the remaining vertices, but that means the distance won't be uniform.

So basically, I'm trying to make a lip, like on a counter-top, drawn along the path highlighted.

I hope what I'm trying to accomplish makes sense.


texts: How to add a triangulate modifier and apply it?

texts:
Im trying to check if the selected object has a specific modifier, adding the modifier if it doesn't exist, and then applying all the modifiers:

import bpy

obj = bpy.context.object

modifs=[]
for modifier in obj.modifiers:
    modifs.append(modifier.type)

if 'TRIANGULATE' not in modifs:]
    bpy.ops.object.modifier_add(type='TRIANGULATE')

for modif in modifs:
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=modif)

Code above adds the modifier if it isn't present but it doesn't apply the modifiers to the object. If I paste bpy.ops.object.modifier_apply(apply_as='DATA', modifier=modif) into the python console it applies the modifier. What am I doing wrong?


texts: BGE Parent actuator not working as expected with multiple objects

texts:
I'm trying to make a object rotate around either of two empties, swapping between them when a key is pressed. Logic bricks are as pictured:

The plan is when a key is pressed the current parent empty and the player object are parented to the other empty and rotate around it. It works the first time around (switch from right empty to left empty). After the second time the right empty does not move with the other objects, but rotates fine.

.blend included


texts: How to attach objects to ends of bezier curves?

texts: How would one go about attaching instances of a mesh to the ends of a bunch of bezier curves? Basically, I am modelling some cables, which should be terminated by ring terminals, and I'm looking for a low maintenance solution for adding these. Ideally, I only want one mesh defining the terminals' appearance, and these should align automatically with the direction of the vertices they're attached to.


texts: Blender GUI freezes when running interactive python console

texts:
When starting blender from the command line with:

blender.exe --python-console

The blender GUI seems freezed and says "Keine Rückmeldug" - no response.

I am using blender 2.81a portable. My guess is, the process running the gui is interfering with the process running the interactive console. But i'd like to use the interactive console and the blender gui at the same time. Is there a way i can do that? Am i doing something wrong?

Greetings,
Mamu


texts: Why does origin point change its location after joining objects?

texts:
As you can see there are no hands in the 1st picture.
I created the hand separately from the body and then joined them with Ctrl+J.
After that the origin(I'm not sure it's called so but I mean a thing poited with arrow) changed it's position and I suppose it's the reason of the mirror modifier fail.
How to change coordinates of origin or to solve the problem if the origin is OK?


texts: What advantages does Blender Render have? I personally always use Cycles Render, because I think the rendered material looks more realistic and node shaders are easier to use.


texts:
I'm very new to UV wrapping/unwrapping. However, I do understand the concept. I am trying to create a template to create the image I wish to apply to A curved surface on one side of a single object.

However, each time I true to use the Smart UV I get distorted results. I selected faces on the same side of a single curved surface but the UV wrap is more narrow than the object itself. I would expect the opposite.

Thanks!


texts: How can I select the greater of two properties in python and send the result to a driver?

texts: I am using the method shown in this question to select the size of a text object and drive the size of that object, however I have two text objects in my scene that should be the same size. Is there a way to select the greater of the two and drive both drivers by that value. Is this possible?


texts: What are the differences between proxying and parenting in ManuelLab?

texts: When it comes to ManuelLab, what are the differences between Proxying and parenting?


texts: Workflow to model and texture a jigsaw puzzle

texts:
Goal

Create a repeatable workflow to model and texture different 500-5000+ piece jigsaw puzzles for use in Tabletop Simulator.

Question

How would you model and texture a 500-5000+ piece jigsaw puzzle from a vector cut template appropriate for import into Tabletop Simulator / Unity.

I'm familiar with Generating jigsaw pieces from svg curves but think he quits just when it gets interesting.  Looking to move beyond 2d.  This is a complete, albeit small, puzzle cut template:

Edit: I removed my incomplete/attempted solution to reduce this to a single question.  Hope this is better.


texts: Can I un-hide everything without selecting everything?

texts:
I'm familiar with the Shift+H keystroke to hide everything except selected objects. When I reveal everything again with Alt+H, everything is selected, which is often troublesome, especially if I just want to quickly check how my object editing is reacting with other objects.

Is there any way to reveal all the hidden objects without also selecting them?


texts: Boolean Modifier (difference) not working as expected

texts:
I have an issue with the boolean modifier (difference) combining the difference object. I have a rectangle representing a pad. I have 3 walls joined as 1 to make a 'U' shape sitting down into the pad and want to make an indentation into the pad so when I 3D print the pieces will snap into place. I select the pad object and add boolean modifier->difference operation then select wall object in the pick list and click apply. The result is only 1 of the 3 walls gets cut into pad and then that 1 wall becomes part of the pad and the material changes from brick to the concrete material of the pad.

Here is what it did to my model?

The walls used for difference shown with blue arrows but the difference created the 1 new wall and combined it with the pad object.
Hopefully someone can point me in the right direction because I never had this issue before. One last thing is there any way to remove the modifier after it was applied? Otherwise I have to delete and recreate the pad which isnt super difficult just more work.


texts:
So i can select desired faces and unwrap. Good.
But if i select a face without holding shift my unwrapped part disapears.
How do i keep the selected faces as the parts i want to use and have that as my mesh?
So for example if i only want to add an image to the selected faces.
So i am trying to save the one on the left.


texts: How can i add more duplicates to a curve?

texts:
i'm using the Dupliframes method.

But the curve is pretty long compared to the size of the objects, and i need them to be near one of each other.

When i add the maximum number of Frames that is 100, the object appear like this:

And while i can put them near one with another with a number of frames of 400, the mesh just moves to the first part of the curve, like scaling itself, but i need it in every place of the curve, from the start to the end.

How can i add more duplicates, or tell the option to make them one near the other?

Thanks in regard.


texts:
I have some text files that contain the (x, y, z) values of points that make up a curve. How can I import this curve into blender, add some thickness, and, if possible, color the line by a fourth variable (like time)?

As an example, here is a python script that prints x, y, z and t values for a spiral:

import numpy as np

t = np.linspace(0,10,100)

x = np.sin(t)
y = np.cos(t)
z = t

for vec in zip(x, y, z, t):
    print '%.2f %.2f %.2f %.2f'%(vec[0],vec[1],vec[2],vec[3])

And the output looks like my data files:

0.00 1.00 0.00 0.00
0.10 0.99 0.10 0.10
0.20 0.98 0.20 0.20
0.30 0.95 0.30 0.30
0.39 0.92 0.40 0.40
0.48 0.88 0.51 0.51
0.57 0.82 0.61 0.61
0.65 0.76 0.71 0.71
0.72 0.69 0.81 0.81
0.79 0.61 0.91 0.91
0.85 0.53 1.01 1.01
0.90 0.44 1.11 1.11
0.94 0.35 1.21 1.21
0.97 0.25 1.31 1.31
0.99 0.16 1.41 1.41
...

How can I import this data into Blender? (Note: I have used the 3D surface plugin to draw lines and surfaces in Blender. This is not what I am asking here. In this case, I don't want to plot an equation, but experimental data from text files.)


texts:
My image is not rendering in cycles render. I can see everything in the rendered viewport but when i do a final render i only see a Black and grey checkered screen. After a while blender will crash.

I have tried to uncheck sequencer and render but same thing happens. All the objects are not hidden and fully seen. I have tried both using f12 and the render image button in the menu to render the image.

Would appreciate if someone can help me out its been a pain trying to figure out the issues ty :)


texts: I was trying to make some adjustments in compositing, but Render Layers are not showing anything. In the UV Editor "Render Result" is correct. Re-rendering scene from Render Layers node doesn't help. I have Compositing option on, and Sequencer off. I was searching for solution since long time, but I couldn't find out anything which can help here...


texts: Pose mirroring not mirroring y-axis position

texts:
I'm learning to animate a creature I recently created and I need your help. I know that it's possible to mirror poses by naming the bones of the armature correctly using the following naming system: example.L and example.R

I've named my bones so the mirror pose action would work properly. The body of the creature is also done by using the mirror modifier (so it should be symmetrical along the y-axis). In addition, the weight paint of the bones is also mirrored.

I have an IK target that somehow won't mirror the Y-axis location. I don' t understand what may cause it. There's no lock icon next to the y-axis location parameter which is strange. Here's a picture to visualize the problem:

Here's a picture of a graph - the green line shows the y-axis location frame by frame. It shouldn't be constantly linear as you can see the movement of the other leg.

The leg animation.

EDIT: Added few pictures of the movement after y-axis position started working but there are still few problems with the pose mirroring.

Animation from the back of the creature:

Animation from the side view:


texts: Animation Nodes: How can I apply a different matrix to every point in a mesh

texts:
I have a mesh that I want to deform, and since there doesn't seem to be a deformer built in to blender that does what I want, I thought I'd try animation nodes.

Here's my node tree. The four maths nodes calculate how far the point is on the XY plane to the center (distance to line would have done the same thing, but it doesn't work for lists). Then I have a rotation matrix where the amount of rotation is controlled by that distance. Now it's just a matter of applying the matrix to the vert, right. But computer says no! I can't give a list of matrices to the transform node.

Can anyone suggest a workaround?

EDIT OK, I sat down and did the maths, and I got THIS CLOSE to having it work. But EVERY. FREAKING. TIME. there is one node that I need that doesn't work with list inputs.

Here is the updated node tree, with the rotation calculated using maths nodes (the formula is written in on lwr left).

It is so close to working that I'm thumping the monitor.

Here's the original mesh. seen from top ortho:

Here is what I get with the nodes applied:

SO CLOSE! The only problem is that for verts where x==0 it is returning 0,0 because it's dividing by zero. You can see it when I set the strength to 0

So I thought I'd add a compare node, and for any vert where x==0 I'd use a formula that avoided the divide by zero problem. But of course the compare node doesn't work with lists. HNGGGGH!

Why is something so simple so bloody difficult in Blender? Because you haven't read the manual.


texts: Can't view rendered Image Sequence over movie clip in compositor or VSE

texts:
Having some issues viewing/rendering an Image Sequence over a movie clip, both in Compositor and the VSE, and my troubleshooting research is bringing no luck.

I'm able to play and view the animation of Fac. values in a Mix RGB node that I made in the render preview of the 3D view, but not in the Node View, nor in the VSE View. Similarly, and weirdly enough, when looking at my actual rendered PNGs in the directory of my Output Path, I'm only seeing the Background Clip of the movie I'm trying to lay the animation over, and none of the animated color values that should be there.  New to animation; am I missing something crucial here?

My setup in the Compositor and VSE, and thanks much ahead:


texts: Is it possible to create a custom object type with Python API?

texts:
I am writing an IO + editing tools addon for a very complicated model format (World of Warcraft WMO). Besides meshes, it is supposed to have a few specific object types. Is it somehow possible to add a new type of object to Blender with Python API and define custom rules of editing for it. I'd not mind using other solutions if possible.
Here is what I am trying to achieve:

Fog spheres. This object should basically represent a colored sphere with custom properties, that you can scale, move and rotate. Right now I am using a mesh sphere for that, but I do not need edit mode in it.
Water plane. Actually just a plane with static X and Y coords for vertices. Similar to what people often use for terrain in game engines. I need to be able to edit the Z coords of this plane, but block the editing of X and Y coords since you cannot change them. I also need to be able to mark specific faces with flags.
Doodad. Actually a reference to another object file. It should be a regular mesh object, however I need to block any changes that can be done to the mesh itself, since it is actually a different file. That includes blocking things like apply rotation, scale and other operators that can potentially change the mesh of the object.

Are these things anyhow possible to achieve with Blender Python?


texts:
On what criteria will this function adapt its number of samples?... Is there a particular situation where you could take advantage of this option ?
I usualy set up the min and max sampling value without knowing their coherence.


texts: Can I save custom meshes to efficiently be used again and again?

texts:
I'm a novice using blender to plan a home renovation and I'm wondering if there's a way to create and save presets for the objects I'll be using frequently (eg. various timbers, plywood panels, miscellaneous building materials etc.)

I use array modifiers to quickly put in a lot of studs or joists but it would also be cool if I could make myself a selection of standard prefabbed timbers that I could quickly slap into the scene and scale down to length (instead of what I'm currently doing, which is modeling a new 2x4 whenever I need one or duplicating one that's already been scaled and/or rotated)

Any advice would be appreciated.


texts: How can I put the compositor viewer node result back into Cycles?

texts:
I am doing this experiment with Compositor Nodes and Cycles Nodes. There are times where I want to blur an image from Cycles and to bring it into Compositor, simply blur it and back to Cycles.

I have a feeling that this is not possible. But maybe there is a trick to be able to do this in a way that even though it is not realtime, it can be triggered and bake as needed?

A simpler test is if I am using Compositor, load an image, blur it or make adjustment and then export it into Viewer Node, is there in anyway I could ready that "Viewer Node" image into Cycles? -->  I tried this does not quite work, I am getting pink color.


texts: How to change the material (texture) in the BGE?

texts: Example: A character is using default material, but I want after he has lost half his life, change his material to one with blood, with dirt, or if he is causing the character to change color like the Hulk, like me would you do to switch textures?


texts: How to control the number of particles with a custom slider

texts:
I define have defined an IntProperty, like so:

bpy.types.Scene.mycount_particles = bpy.props.IntProperty(
    name = "particle count",
    default = 300,
    min =0,
    max=10000,
    description = "Short description of your prop, to show in the popup"
    )

And the I put it in my Panel (Hello Word Panel)

row.prop(context.scene, "mycount_particles", slider=True)

But now,  I need my slider to update number of particles, using a Python script itself and not drivers.  How can I do this?


texts: Single continuous mesh vs disconnected parts

texts:
Sometimes I am modeling something that has parts which would be much easier to attach separately, as opposed to joining them. For example, a sword. I could model the blade and hilt and hand guard separately, or I could do it such that it is a single, joined mesh.

I understand that if parts are going to be animated like a wheel on an axle it obviously can make sense to use separate parts; and that a head should probably be connected to a neck for smoother lighting and stretching. But otherwise, is there any reason not to use separate parts if it makes the process easier? Does an engine work harder, or does it use more texture memory, etc.?


texts:
I'm new on character modelling, from the tutorial videos, I realized that the vertices at the center of the eye formed an edge loop when selected through Alt+Right Mouse Click.

Another example:

I'm assuming that good topology should have the effect above.
But mine do not occur in that way, when I select the bottom edge loop:

When I select the upper edge loop:

The effect I want to achieve is:

However my edge loops do not connects as one. Could anyone points out the problems causing this and provide some solutions to it?
I will be greatly appreciate to anyone whom responded, thank you!


texts:
I want to recreate a scene from a video. There is lots of camera movement which I want to recreate as accurately as possible. Is there a way to overlay my reference video to my active camera view (e.g. half-transparent) so that I can improve the accuracy of my process?

Until now, I've been trying to have a seperate window with the video sequencer, but this is not very accurate.


texts:
I have tried everything, but the object, the large cylinder at the center, just won't render. This happened after I applied smoothness and some modifiers, like edge modifier and subdivision surface. What is wrong?

Blender file is provided:
https://drive.google.com/file/d/0B4GHBVLRvRttWnhZOHlZVTdNRGs/view?usp=sharing


texts: How do I render a render view layer using the command line in Blender 2.8

texts:
It is possible to render using a specific scene but I did not see how to select only a view layer.

The only solution I found is by unchecking the "Use for Rendering" button for each undesired layers, and save my file.

Any ideas, without Python scripting ?

Something like this would be very useful:

blender -b file.blend -S "myScene/myLayer" -f 1


texts: Operator's, How to detect `MOUSEMOVE` inside of `LEFTMOUSE` event

texts:
I'd like to track mouse movement with the MOUSEMOVE event only while LMB is held down, but can't seem to get the two to play nicely together.

What I tried was:

if event.type == 'LEFTMOUSE':
    if event.value == 'PRESS':
        *some initialization code*
        if event.type == 'MOUSEMOVE':
            *the rest of the code that relies on mouse movement data*

Is there a way to do this?


texts:
I just finished an animation of the Hulk. When I try to render the animation, the top of the head and the hair don't show up even though they do in my workspace. I asked another question regarding how the hair mesh on hulk doesn't move properly with my armature, and I have a feeling this has something to do with it. I temporarily fixed that issue by creating a skull and turning on "Bone Envelopes".
Here are some pictures illustrating my issue:
Workspace:

Rendered png:

Blend File


texts: How to Set Up a Scene with Large Units of Scale

texts: So recently I've been getting into these "Spaceship" scenes where smaller ships are flying around a much larger ship. And I was wondering there was anything I could do to adjust the units of scale in order to get accurate sizes to the lore of the spaceships. (EX: how to accurately represent the scale of the USS Arizona in Blender)


texts:
hopefuly one of you can help. Im trying to create a fluid sim. Im trying to create a pipe. I add a circle and set the fluid type to be the inflow and set the inflow velocity and then add the domain etc etc. But when I bake it does not look like water at all.

This happens sometimes and I have no idea why?
Here is an image https://imgur.com/a/hq3rkY2


texts: Efficiently Controlling a Lattice With an Armature?

texts:
Setup:
There is a 6-face cube with a subsurf modifier and all the edges have a crease of 1. The cube is parented to a 3-by-3-by-3 lattice.

Goal:
Use an armature to control the lattice for squash-and-stretch and exaggerating movement. You should still be able to use absolute shape keys in order to fine tune the animation, but the big movements are controlled by bones.


texts: What are questions you ask yourself before rigging anything?

texts: When rigging anything, what are questions to consider asking yourself mentally before doing so?


texts:
Whenever I import this model into blender, I cannot see it, regardless of what format I convert it to. The vert count immediately jumps to 30,000 or so, so it's there somewhere. Its origins are all at 0/0/0, and I have tried the following:
- Making sure the rendering engine renders it as solid
- Pressing . to zoom in on it, which only put my user camera in an inescapable hell
- Scaling it up and down by absurd amounts
- Manually zooming in
- Converting it to many different formats then importing again
I have no idea what else to do; any help would be much appreciated! I'm likely missing something very obvious...


texts: Load model files into the scene, and automatically update them when the file changes?

texts:
I have models in .obj format, used as assets for building a level. Is it possible to import them in blender in such a way that when the asset model is updated (I save the new version of the obj file), it gets automatically updated in the blender scene too?
It would be very convenient to build a level out of assets (like they do in unity/unreal), and be able to tweak the asset models when necessary, and have all of its instances updated in the blender file. Is there any way to do something like that?


texts: I need to animate a production line simulation (several rotating cylinders pushing a rubbery gasket material forward)

texts:
I basically need to animate about 5 or 6 cylinders that push a rubbery sealing material down the production line in a somewhat complex pattern so doing it by hand with keyframes is not an option. The cylinders are not in a straight line
 or only below the substance which complicates things.

My idea is to use physics and cloth with the correct constraints, settings and options to achieve this effect.

I require the cylinders to rotate constantly at the same speed troughout the animation giving off kinetic energy to the cloth, not affected by the cloth weight, pushing it forward. The cloth needs to be stiff and not buckle inward under the strain because that just wouldn't happen. It's a gasket sealing material and that wouldn't happen IRL. It's several mm thick and very

I need some help and helpful tips from people who're experienced in animation.

List of requirements:

Extremely rigid "cloth" that acts like rubber. I am fine working with extensions.

rotating cylinders that are not afected by physics in their rotation but do transmit energy via friction

Can you give me some helpful pointers? The tests i've been making  have been somewhat abysmal and it's a pretty specific thing so there aren't many tutorials around.


texts:
Whenever I use a Displace Modifier, it looks like it does no interpolation of my height map.

Green is how it should be, Red how it is. Notice how the mesh is dense. The texture I use as height-map is extremely smooth, it should produce a really nice mesh instead of this "aliasing effect".

I tried to set the number of vertices to the resolution of the height-map (Loop-cut x time on x-axis and y time on y-axis for a x*y height-map) but it produces the same strange mesh.

How can I get a good looking and precise displacement, independently of the mesh resolution ?

Solutions without the displacement modifier are accepted if they exist, but I must use the full resolution of my height-map as I must produce a precise work.

To clarify more what I'm looking for, here, nearly how it should looks like (not all the height-map points are used):

I made some further testing. Here a picture with 2 lines. Top left to down right is "anti-aliased" the other is not.

I tested it on a 512*512 vertices plane (510 Loop-cuts on x and 510 on y) Here is the result :

Strange enough, the line which is anti-aliased has more aliasing with the displacement modifier. Problem is, LIDAR datas are "antialiased" (data from real world, like a photo). Setting the colour space to linear improves the quality. In texture panel, a filter size above 2 creates nice but wrong geometry.


texts: I recently installed 2.80 to continue my work. Suddenly when I was working, keyboard shortcuts for Move (G), Rotate (R), Scale (S) stopped working. Every thing else works fine. I m using windows 7 64bit. Although 2.80 was working fine in Windows 10 64bit


texts: Why are portal area lamps slowing down my renders?

texts:
I was confused when I added portals to my scene, and it actually increased (slowed down) the render quite considerably!

Here is the demo scene I used to confirm this: portal-demo.zip

portals disabled: 0:47
portals enabled: 1:36

Additional edits after original post

In the scene I'm working on, I created two renders to compare portal lamps enabled/disabled — the sample amount is adjusted to achieve the same render time — and I find that the scene with portals enabled looks considerably worse!

stage-render-portals.zip

This indicates to me, that in my scene, the portals cause the render to slow down, and ultimately produces a worse result.

Could this be, because my room has two rather large windows, and with a certain amount of "openness" to your indoor scene, perhaps the benefits of portals are outweighed by the costs?

(my previous little suzanne portal-demo.zip room seems more reasonable, perhaps because it has a much smaller window?)


texts:
I wish to apply a bevel modifier to one edge, and not its two vertices.
Here is an exemple :

The bevel is fine on the edge (blue), but it also smoothen the vertices (in red).
How can I avoid that ?
Thanks for any help.
EDIT :
Here is an approximation of what i want :

The goal is to have a quick and clean process for this.


texts: Blender Cycles gives black rendering when using GPU and saved as OpenEXR

texts: So I tried rendering a scene that I made for a school project. I have a tight deadline so I rendered it with two windows of Blender open, 1 rendering with CPU and the other with GPU. The renders were shown completely fine in the render result but when I opened the OpenEXR files, I saw that the ones rendered with the GPU were completely blank and the ones with the CPU were fine. Can anyone help me to find a way around this? I am rendering at 32 samples if that helps.


texts:
noob here.
I come from maya, it's been just a couple of days since I started using blender 2.8
Now I was practicing hard surface modeling, really basic things, and I ran into the issue you can see in the picture: basically when I apply the subdivision surface modifier to my mesh there is an edgeloop that does not change its curvature at all, the vertex numbers increases but that is it. Anybody knows if that is how the modifier works (why would it though?) or if maybe I did not merge edgeloops properly or something?


texts: How can I bring back cloth simulation to original state?

texts:
I am attaching here the screenshots.I can share the blend file if needed.
When the small sphere hits the large transparent sphere the cloth simulation gets activated. But when the small sphere leaves the surface back the large sphere is not coming back to its original state. Is there any way to do that?
Also Is there any method to apply cloth simulation only to the position where the small sphere hits? Because I need to create 4-5 small spheres with random movement inside the large sphere.
Thanks
Arun


texts: Ubuntu Blender 2.8 wont detect Nvidia GPU

texts:
I have re installed drivers twice, and re installed blender, watched a couple of tutorials but i cant seem to get the option to select my GPU in CUDA >n< ,it is a 1050 mobile, im testing ubuntu on a laptop in case i wanna move to linux on my pc.

My first attempt was to download and install drivers manually, I followed this tutorial but couldnt get pass the Nvidia X server part thingy, where it would allow me to see my Nvidia settings, after i finished the tutorial and got no result i thought of asking here in case someone was able to help ._.

so umm.. help :(


texts: Advice on modeling stereographic projections?

texts:
Hoping to get some advice on modeling stereographic projections. I found a pretty manual process but it doesn't hold up if the model gets too complicated. To clarify, I'm working with meshes because this is ultimately meant to be a printable model. Doing texture mapping isn't the end goal.
For reference, I'm talking about these kinds of objects https://www.thingiverse.com/search?q=Stereographic+projection&type=things&sort=relevant.

These are the my manual steps:
Issues I'm having
The process I describe below works, but its not ideal. Its processing lots and lots of mesh intersections so its really slow and anything more complicated than a simple grid just breaks down. Blender crashes, basically.
End goal
It seems there should be a way to simply project a mesh onto a UV sphere. Some process that will allow much more complicated mesh designs to be used.
I've tried combinations of shrinkwrap, simple deforms, casts, surface deforms, and some other things but nothing is quite working. So far using a cast kind of almost works, but its widely distorted.
My current manual process (poor man's version)
What I have now is creating a mesh grid first.

Then I extrude the grid and scale it to a point. I then select and merge all of the vertices at the point.

I then create a UV sphere, add a boolean intersect on the sphere with the extruded grid, then apply that.

Lastly I delete the resulting top vertex from the modified sphere which leaves me the mesh of the intersection.

And finally, I can get this after adding a light source (final product):

This process works but is nowhere near ideal. If I make the grid mesh any more detailed, or try to make the sphere smoother Blender can't keep up and takes forever or crashes.
I've looked all over and but the only information I've found is about projecting textures, using 2 simple deform modifiers (which doesn't give me the result I'm going for), or a 5+ year old python script that has never been updated.
Anyone have some ideas about how to do this efficiently?


texts: viewer node doesn't show up (even though I enabled node wrangler and pressed shift+ctrl+LMB)

texts:
I want to apply a texture to my object in the shader. I need to connect my texture node to the viewer node.

I have the node wrangler add-on enabled, but when I press Shift+Ctrl+LMB on the texture node nothing happens. The viewer node doesn't show up. Does someone have the same problem and know how to fix it?


texts: How to give specific color in specific area?

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As shown below, the yellow color appears only on both edges, I have tried vertex color for the yellow, but I can't give another color in node editor.

Is it possible to give specific color on specific area?


texts: Rig moves mesh but not activly with the rig, only when move is done

texts: My rig stopped moving my character's mesh actively. It works, just only after the move has been made. It's like the mesh refreshes after the rig is done moving.


texts: How do you create a 2D animation using blender on Chrome OS? The tutorials I saw all didn't work, where you go to new file and select 2D animation.


texts:
Did I understand the answer in this post correctly? It says that due to the fact that volumetric lighting is not implemented yet, creating a transparent laser focus with visible molecular spheres in it is not possible?

Right now I'm trying to see a sphere in a red "focus" and do not get the result I would like to have.

Screenshot of the properties:


texts: How do I merge two quads that overlap each other into one?

texts:
I am relatively new to Blender and since I couldn't find any answer elsewhere online I decided to ask here for some support.

How do I merge two faces into one? What I am trying to do is merge the left and right quads along the center together because they overlap and create two pieces that extrude instead of one (which is what I am trying to do)...

I tried Bridge-Edge Loop but it doesn't create the desired effect, as you can see here:

Thank you in advance!
Aldin


texts: As the picture shows, the bevel is doing it very steeply. What should I do?


texts: What is a good way to learn clean topology?

texts:
I started using Blender 1 year ago, and now when I want to try and make a model of a car I see where my problem is.
Model looks very ugly because my topology for something like that is horrible haha. Now, I want to learn some rules for connecting vertexes, for faces and all about polygonal modeling rules.
Can you recommended me some books or sites or PDF books, or something like that? Because I really want learn topology


texts: How can i obtain a 247 white in blender 2.8?

texts: I want to obtai a 247 white background.In blender 2.79 to obtain this you should set the RGB (R=0.930,G=0.930,B=0.930 and A=1).In blender 2.80 the result is not the same.I obtain a grey color.


texts: I imported a large .obj object into blender, and it was way too big so I scaled it down, but ever since I imported the object the zooming and the pan view and rotate view are very harsh.(they zoom too much and too radically)