texts: I'm working on this wing design for future models and I used bevel to create the wing spines. The problem is that the end pokes out at the bottom of the spine. Is there any way to solve this problem? Thanks!


texts: How do I find the Blender api source code I would like to change in building folder?

texts:
I try to build Blender and have a customize matcap list.
I have already successfully change the default matcap to my own one. And now I wanna to add more on the list like the reference image below.

I changed the CMakeLists file in datafiles folder and build again but nothing happened.
I found that there is a entry called matcap_icon on Blender API document page.

https://docs.blender.org/api/2.78b/bpy.types.SpaceView3D.html?highlight=matcap#bpy.types.SpaceView3D.matcap_icon

My question is. Is it possible to change? How do I find it? Thanks!


texts: How do I Make a Spot Lamp Parented to my Character Cast Shadows?

texts: I am making my first video game in the Blender Game Engine. My game is a zombie survival game where you have a gun and shoot zombies and try not to die. The game has a character which has a dim flashlight which is parented to the camera. In the viewport the spot lamp casts shadows but when playing the game the lamp does not. It is very unrealistic and makes the game feel a bit fake. Could anyone help?


texts: Change animation fps at certain times (i.e. slow down the animation for a moment)

texts:
What I want is to fly by an object, and once we are really close to it, slow down time to give a nice look (animation of the objects in the scene is also slowed down) and then move on.

What this basically boils down to is this: we should have less frames per second at the 'slowed down' moment (less frames passing by in the same time means that the animation passes by slower) and then increase the fps afterwards.

Now, how do I do that? Or are there other ways to do it easily?


texts:
When using EEVEE Volumetrics the minimum Tile Size is limited to 2 pixels. Why it is not possible to use 1 pixel or even 0.5 pixels?
Using higher Global Sampling does not help to refine the VDBs, since the Volumetrics do not seem to react on changes there. (You can check this by setting Vol. Tile Size to 16 px and then render with different Global Sampling - in all cases the Volume is blocky)


texts: Liquid simulation sees obstacles' rotation correctly but not their location

texts:
I'm having a problem with a simulation, where an obstacle and an outflow are being moved by a parenting relation to an empty, and some fluid should be interacting with them.

The obstacle is a glass-shaped one and should retain the liquid within itself.

However, this happens:

(re-baked at very low resolution, but it happens exactly the same with 280 subdivisions)

It looks like the rotations are followed correctly, but not the locations.

Any idea how to make the simulation engine see the actual position/rotation of the obstacles?

Edit: I've made a minimal working file with my issue. It's particularly frustrating: I've recreated every single piece of the simulation but to no luck! It looks like that file is compromised but I can't understand why!

(It requires baking, but it should take only a few seconds on most computers)


texts:
What I want basically want to create is this

Therefore I good some spheres on a plane and some lighting.
My problem is, that I want to have all the shadows and the reflections of the plane on the spheres, but I want the complete plane to be one color. So the plane shouldn't be affected by the light.

I think there should be two solutions, which I both don't know how to do them:

Render a complete white plane which is not affected by light
Render a transparent plane which is should receive shadows and affect the reflections of the spheres.

Has anyone an idea how to do one of this? (Number 2 would be better for me)


texts: How to reset a panel to its initial state

texts:
I've created a panel with a number of other panels into it. Using it, I open panel by panel for doing my work.
Then I've added an operator to reset its properties to their default state.
I'd like this operator to reset the panel state, too, so its subpanels are all closed. There are a lot of them, and I don't want to close them one by one.
For instance, when we do CTRL-N or File - new, the panel restarts with all subpanels closed.
Does someone know how to achieve this with operator code?
Thank you


texts:
i'm a beginner in Blender. I'm making a school assignment where i need to use the bevel. When i try to bevel a corner, instead of only rounding the corner, it goes further than only the corner i've selected. I'm using the normal shortcuts: ctrl + B and scrolling to get more segments. I've tried multiple times and i can't find a solution anywhere...
Has anyone had this problem?
Thanks :)


texts: Where can I find boolean feature in modifier for NURBS?

texts:
I created 2 nurbs. One sphere and one plane. I try to add boolean in Modifier. But I can not find boolean feature in list Modifier feature.
Please view attached file for more details.

https://1drv.ms/u/s!AuAcyL2kNiCPg7oc953FjKr7rbleiA?e=swevuo


texts: How to repostion/reset the selector closer to the object with mirror modifier still active?

texts:
the question is on the Image.

if I reset orgion to 3d cusor is messes up the clipping and adjusting it does not help fix it.

Thank You...


texts: Can I paint and sculpt with the same stroke?

texts:
Dynamic paint is very close to what I want.

"Impasto painting" this is my goal.

Maybe there is an addon?


texts:
I turned pivot point on at one point trying to use it but I definitely don't like the way the camera feels, how do I turn this off and go back to the normal free camera where I can go up and down with Q,E, and move around freely?

Appreciate any answers, this is driving me crazy and I can't continue until it is fixed.


texts: Copy Paste uv from one object to a different object

texts:
I'm working since few days with blender. I would like to copy the uv of one object (flat object : raster image) to other objects with different mesh.

Like you can see on image, I would like to send the uv of France to all the little object of provinces.
How can I do this ?


texts: Why is this UV Map face not displaying correctly?

texts:
Edit 1
Here's the blender file:

Also here's a better image of the face in question

!https://imgur.com/a/PKXzx

The texture of my model is not displaying correctly onto my mesh.

It revolves around the UV/Image Editor, I'm trying to get that face in the two panels of the first image on the right to show the texture as it does in the image on the left. (note that the image on the left is the right arm of the character and the other two are of left arm)

The dotted face in particular. Not sure if this helps but when I scale that face in the uv map, I've noticed the texture is flipped.


texts: Any shortcut for proportional editing mode and the falloff types?

texts:
I know the O button is the shortcut for enabling the Proportional Editing mode. What if I want to change its type to Connected type using a shortcut?

Are there any shortcuts for enabling the proportional editing modes (such as Connected and Projected (2D)) and falloff types (such as Sphere, Linear, Random etc.)?


texts:
Simple question, I'd like to know what would be faster overall:

have 2 or Blender projects open (same PC) and have both rendering at the same time
just have one open and let that one have all the GPU to itself

If one has a benefit over the other I'd be very curious to know.


texts:
Can anyone tell me how to make the blade of a cutlass correctly?

I tried the whole afternoon but it's either too thin or too thick and I'm failing the dimensions...

--Edit--
The sword's name is actually cutlass, not dadao.

Here's the new blade but still inperfect


texts: Why are my meshes showing up as invisible when I open a new file

texts:
I know that there are issues with AMD GPUs on versions 2.9 and above. I recently reinstalled 2.82 and this happens everytime I open a new file. My default cube shows up as what I can only describe as a transparent mesh. In rendered view, there is a black texture which seems to stay static when you adjust the camera angle. I'm very confused as 2.82 worked perfectly for me for over a year. It's really only started having issues since I installed version 2.92 which had a lot of issues and then reverted back to this version.
I'm happy to provide more info, but I'm really not sure what info to provide because I'm so confused right now.


texts:
I want to know how I can make a simple renderfarm. I won't use the network render plugin because it is boring and doesn't support single image rendering (it does so only rendering it on one node).
So is there any scalable solution for building a big rendering cluster like ILM (Industrial Light and Magic) is using with loads of cores and ram.
As operating system, ubuntu or some other linux distributions should be used.

It should be a free and easy solution.


texts: How to make a 3 position switch return to the center position when keypress is released?

texts: I have a 3 position switch with one keypress moving the switch up, and another keypress moving the switch down. The switch needs to return to the center position when the keypress is released. How can this be accomplished with logic bricks in Blender 2.79?


texts:
I just added to my model some fast basics materials to see the preview result. However, it seems that Displacement node in material is curving one egde in strange way. It started to happen after some vertical subdivisions I added to the mesh. This effect is visible on the bottom edge on the render preview:

How can I get rid of this effect?


texts: Vertex Paint not painting the areas selected on Blender2.8

texts:
So I'm literally using blender 2.8 for the first time and I'm following a tutorial to make a low-poly island. I'm at where I want to paint the tip of my mountains white (while preserving the low-poly effect), what I'm doing is I selected the faces I want to paint in the Edit Mode using circle select, then I switched to Vertex Paint and picked the color using the color bar at the bottom next to "color". Then I clicked paint->set vertex colors, but it did nothing.

I'm not sure if I did something wrong or it's got something to do with blender 2.8, if anyone could point out my error or provide an alternative to my purpose it would be very much appreciated.


texts: Rigify Super Finger: Wrong action center for scaling

texts:
I'm new to Bleder 2.8 (coming from Modo) and I'm having some trouble with scaling (bending) a super finger with Rigify.
Here is what I did:
I added a Human Meta Rig to my scene and I did a few allignements to the bones in order to match my model. Then I generated the rig and parented it to my model using automatic weight.
Here is the problem:
I try to bend a finger by grabbing the handler and scaling it. I would expect, that the bending happens with the root of the super finger bone as action center. Instead, the scaling happens with the cursor as action center (see image).

Thank you for your help.
PS: I'm aware that allignment and axis of the finger bones are far from perfect, but I guess that's not the source of the problem.


texts: Keyframe interpolation results in bouncy feet

texts:
I made a very basic test model (Programmer by trade, not artist), I wrote an exporter to export the model, armature and keyframes. Everything was going pretty well until I noticed that the feet of my model were jiggling/bouncing up and down.

I noticed that if I did not interpolate between the exporter keyframes, and instead just jump from one frame to the next, all keyframes had good values and behaved exactly as they do in blender.

So far, you might think there's something up with my exporter or animation code, and that's what I was thinking as well and spent the better part of the night going through all my math code, and going as far as pulling in another library just to cross check the results.

I then got the brilliant idea to import the scene into Unity as well as Open3Mod, and noticed that they both had the exact same bouncy feet problems for the given animation, which should eliminate my code as the source of the error.

The question is, what is causing the feet to bounce? What did I do wrong with the model? The rig is extremely simple, there are two ik bones, with a pole target each for the knees, they are set up so that I can move the feet around and the thigh and calf will adjust themselves. The ankle bones are set up not to inherit rotation. Is this just a side effect from a very simplistic animation (The only bone that moves is the pelvis/root, the rest is handled by the IK constraints)

Some typical things I've already tried:

Applying all transformations for both the armature and the mesh.
Made sure none of the bones have any roll.
Baked all animations (My exporter does this in effect anyway, and the keyframes are good, the problem happens between two keyframes ie. the interpolation)
@SergeL Noticed that the tibia bone head dances around the foot ik bone slightly in blender, which is noticeable when you zoom in really close. This is however still the actual keyframe data being exported from Blender, and that possible imprecision shows no visible results outside of Blender, to be sure though: I set a limit distance constraint on the tibia bone targeting the foot ik with a distance of like 0.011, which removed any traces of jiggles in blender, but had absolutely no effect on the model in Unity or my own program.

Not entirely sure about the rules regarding this, but explaining the problem verbally with adequate detail feels diffult, so here's a video showing the problem in action, captured in my own test program for simplicity, however it looks identical in Unity: https://youtu.be/Mw2WgaQMC-Q

The ankle bone should not move at all, the magenta colored wire-line serves as a reference to show the incorrect movement more clearly.

More than willing to clarify or provide more information if needed.

I've uploaded the .blend file here:


texts: How can I duplicate and translate a selection of edges constrained to the original mesh?

texts:
I have a rather large selection of edges on a subdivided plane. I would like to have duplicate edges right next to the original ones (on the same plane). In other words, each of the original edges should have a copy right next to it, with the distances between all pairs being equal. Is it possible to select all (original edges) duplicate them and translate them along the same face/plane? The only option I found the resembles it most, is just duplicating the edges, after which the duplicates are their own mesh floating around.

In the above image, I want all the vertical lines to have a copy right next to it, as shown with the middle vertex. Is there a way to easily achieve this?


texts: Pine tree leaves using Sapling; giving stylized look

texts:
Trying to make a stylized pine tree (like in Among Trees Game)

I can't figure out how to make leaves like these; so one falling on each side.

Using the sapling plugin; is there a way to make it so ?
Pulling out my hairs here.
Thanks !


texts:
I'm new to Blender and I was getting hooked on this program. I was working on a project using the viewport shading set to Rendered with the EEVEE render engine because I don't have a very powerful graphics solution. However, last days, the materials on this project didn't appear in viewport shading, or even in the final render. All the previews of the materials have become completely transparent.
I thought it was just the damaged project, but unfortunately this problem occurred on all old and new projects. I leave some images and a file as examples. Opening the file on my friend's computer, the materials work (EEVEE), but I can't work on his machine. One more thing, using Cycles the materials work, but using EEVEE they don't work. Unfortunately I can't work using Cycles, it takes too much time and sometimes blender crashes.
I tried looking online for solutions to problem like mine or who had a similar experience and I have already tried to apply their various solutions, but none of these solve my problem:

Texture not visible in material preview
Viewport render image does not work correctly
Can't see material on my object
viewport-render-not-working

The last topic I didn't understand what should happen if I press Ctrl + Alt + B? Under the View menu, I didn't find View Borders, but using the blender command search I found Clear Render Border, I tried to activate the command but it didn't work.
I also tried reinstalling Blender, but it doesn't seem to work and it even remembered my personal configurations!
I also tried installing add-ons to try to find an alternative to the EEVEE engine (Radeon pro render [rpr], EEVEE-Preset) but no one of them are for me or repair the EEVEE engine.
If you find this information useful to solve my problem as computer I have a

Ryzen 5 2600 processor,
Radeon Rx 580 4 GB graphics card
16 GB of RAM.

Just a clarification, I use Blender 2.90.1, can someone tells me a way to restore the correct functioning of EEVEE materials?
Unfortunately I no longer know where to turn and I'm crazy to see all my projects be transparent.

file di esempio test_box.blend


texts: Blender 2.8 - What is 'Tweak' in Preferences > Keymap

texts:
I've used Blender 2.7 for years, but I'm really trying to make an effort to figure out 2.8.

I was trying to randomize my vertices in edit mode; so I searched Preferences > Keymap for the shortcut to do this. Sure enough, it appeared as the following:

But what is tweak?? I'm guessing it's some hidden menu or something?? I've Googled for awhile, and cannot find anything about this.

TIA


texts: Does the steam version of blender install Python automatically?

texts:
I'm not really having any problems.
I've just recently downloaded "make human".
on the download page it says it needs Python installed to work.
I haven't installed Python but it seems to work anyway.
And I'm assuming that's because Python must be bundled with the steam version of Blender.  because the version of blender I have was installed through the steam client.
If that wasn't already apparent.


texts: Identify Vertices intersecting with Bounding Box using Animation Nodes

texts:
Within Animation Nodes I have (a) the bounding box of an object I modeled and (b) random vertices from the "Random Vector" node. The random vertices appear inside and outside of the bounding box.
How can I remove all vertices, that are inside of the bounding box using animation nodes? So that the random vertices only appear outside of the bounding box?
Thanks!


texts: Creating big number of arrary in blender

texts:
I am trying to make visual comparison of money stacked upon each other in group of 100 notes(bills).

In screen shot, small stack on left is \$100 and on right it is \$1 million which i created through array modifier.

The problem is i have to make it till billions and already, my system is running out of memory.

Please suggest me a good technique for it (give bit details as i am newbie). Thanks


texts: How can I orient my object to fall the correct way in XNA?

texts:
I'm trying to export basic shapes from Blender into XNA. We have gravity working in XNA at the moment, but relies on the Y-coordinate being up. So when we export from Blender with the Z-coord up, it either falls the wrong way, or is facing the wrong direction. We would like the shape (pictured) to fall the way it's pictured.

Any advice is appreciated!


texts: EXCEPTION_ACCESS_VIOLATION when trying to bpy.ops.scene.new(type='LINK_COPY')

texts:
I am actually trying to open a blend file from a script and I have to make a copy of the scene so that I can make some modifications in the new scene. However, after I run

bpy.ops.wm.open_mainfile(filepath = 'a saved .blend file path')
bpy.ops.scene.new.(type = 'LINK_COPY')

blender crashes and leaves an error of 'EXCEPTION_ACCESS_VIOLATION'. I believe that the context could not have been set and this problem is showing up but I have not been able to figure out how to get rid of this error. My script is actually long but these two line of code is sufficient to reproduce this problem for anybody.

What would I need to do before trying to make a copy of the scene?


texts: Is it possible to make an OSL toon shader in witch something like IOR/glass effect can be added. For example, if there is an animation where something is put inside a glass, the glass to be noticeable as a glass?


texts:
I have an armature for deforming a mesh, using a solution in this question, but when it is posing, the faces get distorted. I don't understand exactly why or how to fix it.
Here is the rest pose:

I assigned vertex groups for the bones to control the popup (the green mesh). As the book closes, the popup folds and the faces get distorted like this:

The popup has two faces, one bone crossing each face. Notice the circled part -- one of the popup faces is being divided and half is bending. I really want the vertices to stay co-planar. Do I need additional bones, constraints, or what?

Update:
I found another way to achieve this effect by using drivers instead of bones.
Start by separting the book and popup meshes into left/right objects. Set the object origins so that rotation works along the book binding and popup bottoms (where they attach to a book page). Then parent the left popup to the left page, and likewise for the right hand side.
The idea is that the left page opens/closes by rotating on the Y axis. And the popups rotate up/down according to the book open/close angle.
The popup rotation depends on only two factors: 1) the book rotation, and 2) the offset angle of the popup, i.e. how "canted" it is (20 degrees in this example). The offset angle is a constant, and the book rotation depends on the animation.
Implement the popup rotation via a driver and a python script. The formula is messy (at least I found it to be so). I'm happy to share details, if there is any interest.


texts: How to calculate rotation value of 2 connected edges corner

texts:
I can take 2 edges bisector angle value with middle = (theta1+theta2)/2, but I dont know how to calculate rotation value that direction is always outwards from the corner.
I need rotation value for rotating object from its 0,0,0 rotation.

Sometimes rotation is right and sometimes opposite, depending of the angle.

code: http://www.pasteall.org/60689


texts: How to insert keyframe (a modifier property) to all selected objects?

texts:
I've a set of 52 cards which all share same SimpleDeform modifier. Initially I'd applied a modifier to a single object and made 52 copies of the object. But at the end of the workflow I want to modify the deform angle of all 52 cards at once.
How to perform this operation ?


texts: Can custom nodes be written for the compositor?

texts:
Is it possible to create a custom compositor node using python? I'd like to be create the following node:

Input sockets for Image and Z render results
Load the image into numpy arrays
Manipulate the numpy arrays in various ways
Output socket for resulting image.

I've been able to create a new node type and register it the with the CompositorNodeTree, but it doesn't actually do anything. Is there a method I can implement (e.g. process or something) that can trigger the node process the image?


texts: Why does Blender "click through" my mesh?

texts:
https://imgur.com/ktdeqjk

Blender seems to be getting the ray trace completely wrong here and ignoring/"clipping through" the mesh. I'm pressing CTRL + RMB to create a new vertex but I've noticed this problem occurs with other operations too; the 3D cursor works fine however.
I only installed Blender the other day - don't think I've fiddled with any relevant settings.
I have an AMD CPU.


texts: I am trying to replicate a material with these nodes and they use a power node and it’s not on blender. i’m using 2.92


texts: What add-on license when license is not written in source code?

texts:
I have a question about add-ons' licenses.

There are many add-ons' source code without license.
I would like to know what license these source codes have.
I think these codes have GPL license, but there is no information about this.

Is it possible to revise or redistribute add-on written by someone?


texts: How to get shadows information in cycles

texts:
I have a WIP looking like this

Now I want to do something about a background and I want to do it in a similar halftone style. But when I'm applying it the same way as I did on the models, the dots are covering the shadow.

I need a shadow information, to influence them somehow, but I have no idea how to extract it. I'm using Cycles.


texts:
I want to recreate the brick layout in the well image below. Specifically, I want my bricks to perfectly mate end-to-end (in the image below, the bricks appear to be uniform size, each 1/8th the circumference of the well). I have attempted this in my blend file by creating the curved bricks using an array and curve modifier, and then repeating the pieces using an array modifier and rotating about an empty. My pieces are not uniformly separated and overlap in one spot (see the .blend file or the images below). Is there a way to achieve what i'm after using modifiers and Blender functions without perfectly measuring out the size of my pieces manually?

Reference image

A single one of my pieces

My pieces laid out in a circle, red circling the overlap of two pieces

Edit

I tried using BlendExchange to upload the file but the page kept giving an upload error. I have resorted to uploading to Google Drive instead.


texts:
i am trying to combine tiled textures of edited peach castle from Mario 64.
H read i need to bake it, so i tried built in bake, but some parts become black.
I also tried principled bake addon, but it exports only 1 texture somewhy.
Am I making mistake somewhere ? or is there some another possible way ?
here is download of my blend file.
here is how the texture tiles look like:


texts: Properties, the Defaults for Property keys, and when to use get()

texts:
First, I've encountered a confusing situation regarding property defaults and the use of getters. When I use a getter, I end up having to supply the default of the property a second time, even though the property has a default specified. Is this normal? Does a property's default attribute become obsolete once you define a getter for it?

Here is a simple situation to illustrate. The relevant lines are the getter() return value and the property default assignment:

flag_list=[
            ('A', "A", "Info", global_flag_a ),
            ('B', "B", "Info", global_flag_b ),
            ('C', "C", "Info", global_flag_c ),
            ('D', "D", "Info", global_flag_d ),
            ]

class PropsPrefs(bpy.types.AddonPreferences):

    # getter
    def getter(self):

        # must supply defaults a second time here?
        return self.get( "enum_flag_var", global_flag_a | global_flag_b | global_flag_c )

    # setter
    def setter(self,value):

        # assign new value if not none
        if value != 0:
            self["enum_flag_var"] = value

    # enum flag variable
    enum_flag_var : EnumProperty(
        name="flags",
        options={'ENUM_FLAG'},
        items=flag_list,
        description="info",
        default={'A', 'B', 'C'}, # never gets used?
        get=getter,
        set=setter
        )

My second area of confusion is why we need to use self.get("property") instead of self.property (as well as self["property"]) in certain situations? I'm assuming it is because these properties are generated at run-time as they are written to for the first time?

Would anyone be able to elaborate on how this works, and when to use one syntax over the other? Any documentation about this behavior? My current (limited) strategy is to use self.property until it throws an error, then switch to self.get("property"). But because of my lack of understanding, I have no way of knowing which of these situations might throw an error under different circumstances.


texts: I have a laptop with RTX 2060 graphic card and I want to use its ray tracing technology in blender. I saw the blender tutorial and I didn't understand nothing. I have no idea how to use CMake, how to build an environment and how to use git. can someone please send me a complete tutorial (without link to other websites) to how to setup OptiX? Can someone make a step by step guide? Thanks for everyone that help me :)


texts: Is there a way to duplicate a particle system onto a seperate mesh without using python?

texts:
I have two identical meshes for an animal character model. On one of them I've done a bunch of grooming work on the fur that I'd like to now duplicate it to transfer to the other. I'm using 2.92.
I've tried looking up the answer but all of the ones I've found are either from years ago using a version of blender that hardly resembles 2.9, or lay out a bunch of python code that seems to be more trouble than it's worth.
Just wondering if there's either an easy way or alternatively a clever way to do it, or if I'm all out of luck. Thanks!


texts: Part of the geometry disappears when in edit mode

texts:
I need to seperate the bars from the cells in this model.

But when i go in the Edit Mode, the bars disappear.  I am using an array modifier, but I think the problem is not with the array.


texts:
I have a blend that keep getting stuck in the rendering stage. Initially it would just crash after a few seconds of trying to render. I was using Blender 2.79 so U downgraded to the stable 2.78. I have also opened a couple other blends that I have done in the past and it worked without an issue. I have also updated my drivers, I've changed the picture output folder and the display to full screen from image editor suggested by some people on forums. I've lowered and raised the tile count, I've turned down the threads to one or two instead of the autodetected four. I'm using GPU compute, but I've also switched to CPU. I've also tried switching to blender render. Nothing seems to work, on this particular blend.

I've also tried scaling down the image to a smaller size so that the details are cut in half. Still nothing. I've been able to render other images with more vertices that this one without issue. Below are some pictures of it in solid and rendered mode.

[![enter image description here][1]][1]

If I just let the render run I get the system fluctuating in memory and CPU resources to finally output this error:

Any help would be greatly appreciated.

Edit:

It has been stated that this may be a duplicate of another question. In looking at that question the answer does not satisfy this query. The solution presented in that question was to purchase a more powerful graphics card. As I am running a much more powerful card than the one mentioned in the question, I do not believe that solution to be the case here. For context I am running a GTX 1060 with 14214Mb of vram. The other card was only running 1024bm of vram using a GTX 750.


texts: Unknown operation while following tutorial

texts:
I am following a tutorial but he makes a mouth using some operation that I do not know. It is located at a timestamp of 5:02 in the video linked below.

Youtube Tutorial


texts:
I'm making a tank tread, and I've got the treads working for half of the tank. I use a plane with an array modifier along a curve. I have my tread object (circled in red) parented to the mesh, then face instancing turned on in the plane. The result is what I expect (light blue arrow).

So then I try to mirror the thing along the x-axis, but what I get is...an abomination (dark blue arrow). This seems like it should be relatively easy to fix but I just can't get it right. Can someone give me a hint at what the problem is?

EDIT: Blend file:

EDIT 2: I'm wondering if it has something to do with this ancient reported bug. The decision was made not to fix it, apparently.


texts: Video format/encoder settings that don't destroy image?

texts:
I'm trying to render video of something where the individual pixel color matters. I need whatever format and encoder I use to preserve the basic colors as much as possible. All of the formats in Blender seem to totally destroy the image at a pixel level (except RAW, but that is massive.)

For example, here is a test image. Above is the original .png. Below is that image rendered with the default MPEG output setting.

The colors have been drastically altered, and it's added value into solid black pixels. I assume this is some feature of the codec meant to help interpolate between frames in a video or some such. But I'd like to just get regular video, same as an image sequence.

The base .png is 23.1kb (2400x600) so I'd expect to be able to get a video file that is 360 frames of that at ~8316kb. But it seems my only option to get this into video without destroying the quality is a ~460mb RAW file?

Is there some combination of format/encoding settings where I can just get the same thing as a PNG sequence but as a video without any added effects?


texts:
I have a recurring problem with Blender 2.64: I import a model, I start to edit it then suddenly the precision decreases drastically so that I can't move anything where I want to (there are huge gaps between available positions.)

I think it's due to IEEE-754 floating point representation but how can I fix it?

(I didn't scale my model.)

EDIT: I just realized that when I move an something, the edit bar indicates:

D: 0.0000 (0.0000) global

D: 1.0000 (1.0000) global (with the example above)

So the picker may switched to integer...


texts:
I run the following code in Blender Game Engine:

ball.setAngularVelocity((0,0,0),1) #or ball.setAngularVelocity((0,0,0),0)
print(ball.worldAngularVelocity)

So I expect to see Vector (0.0000, 0.0000, 0.0000) at each iteration, but the output looks like the following:

Vector (0.0000, 0.0000, 0.0000)

Vector (-1.1090, -0.8872, 0.1430)

Vector (-0.8303, -0.6629, -0.4372)

Vector (5.1094, 1.9519, 0.2987)

Could someone help me how I can set the angular velocity to zero?


texts: So I'm using cycles and I would like the plane that my object is sitting on to be invisible apart from the reflection from the object. So all you see is empty space, the object and its reflection and no plane. Thanks in advance


texts: Create window - problem with geometry - bevel and vertices?

texts:
I want to create a metro and I want to make windows. I created a cube and used bevel, next I used the Boolean option on my metro and cube. This looks like this:

But now I have a problem with geometry, exactly with vertices. How I can fix this? Create a lot of edges? There must be a simpler method.


texts: How do I make two objects collide? (Not referring to rigid body or collision physics)

texts:
So what I want to do is make two objects not clip when touching each other, instead "following" the shape of the mesh.

Basically I want the cylinder shown in this example to go over the pipe when moving it on the Y axis, in this example I actually animated the cylinder going over the pipe but I don't want to do that because it'd cause clearly unwanted clipping (as you may see from this animation) and would also take extra pointless time when animating.

I've tried the Floor constraint, which only works as a plane and doesn't understand the mesh's geometry (+ it sticks and flips weirdly which isn't exactly what I want for this, but that might be just of the way used it :P).
 I've also tried the ShrinkWrap contstraint which just sticks weirdly to the mesh and flips on the other sides of the mesh (which is pretty much how it's supposed to work, not what I need for my animation though).

So anyone got an idea on how I can achieve this collision effect? I've been looking through Blender constraints and such for more than an hour and couldn't find a single one which does this effect.


texts: depth of field is not rendering but does show in preview

texts:
I am using blender 2.79 and the depth of field works in preview just fine but when I render it doesn't show the blur.
I've checked most the setting I know about for depth of field.
Shading is set to depth of field
the f-stop is set at 0.5
Object is selected (a Barrel).
I am using Blender Render Not Cycle Render.
I have tried using nodes and i get the same results.


texts: My project shows in the viewer, but is black in the final render

texts:
So i can see the preview in the backdrop and the image editor, but if i render the picture or the animation, i'll just get black frames. I probably missed something simple, but haven't found the source of the issue yet.

I have rendered images and movies before with the node editor, but something's just wrong this time. I'm not a super experience blender user though.

On another note, blender seems to force windows aero off for me? Would a reinstall fix this or is there another way?


texts: Finding out which polygon a vertex belongs to in AN

texts: How can I find which polygon a vertex belongs to in AN?


texts:
I have a problem with a file exporter.
I made a 3d object with Cycles materials and when I export it and open it in some 3D viewer software, I cannot see any material on the exported object.
What could be causing this?


texts: How to skew precisely a specific part of a mesh

texts:
I'm trying to bend a object containing patterns at a specific locations. I need the bend to progressively skew the mesh and the patterns.
I've tried different things like using a curve or a lattice, but it's not precise and does not provide what I need.
I also tried directly editing the mesh, but still get the need to skew some part of it.
Here is the starting piece (it's hard to see but note that its height tapers from left to right and the pattern also get thinner):

Here is what I'm trying to get at (on the left bend, quickly mocked up in Photoshop after manually cutting and rotating parts of the mesh)

If I edit the mesh, I'm able to extend by extrusion the cut mesh to find out the place where the skewed point needs to be, so i know where to deform from/to, it's just there does not seem to be a tool to do it.

A lattice would seem the perfect tool, but since we can't exactly align the lattice with the mesh from object mode it doesn't work.
Some advice on how to get there would be much appreciated.


texts: When I try to paint, only some areas are affected and the rest just becomes one color.


texts:
I need to track the camera in a very long panning shot. Because the start frame and end frame don't have common reference points, I am only able to get fragmented track points. I can detect a camera pattern in the graph view but when I try to build this, the average error is too high.
Is it still possible to track a shot like this?


texts: How can i change an animated mesh, with pose

texts:
I have an animation, but it is imported from ms3d file, the mesh is animated but the armature is not linked to the mesh

How can i change the animated mesh, is needed to link animated mesh with the armature ?


texts:
I'm still new to blender, and I have found a problem that I can't solve.

I'm importing some models to blender from a certain source, but when I use "Rendered" viewport and try to apply some lighting, sometimes I get inconsistencies with shadows/lights on some faces.

Here is an example with an arm (but the problem can also happen in other parts/models in major or lesser degrees):

As you can see there are abrupt changes with light and shadows between faces, but when I'm working with "Material" viewport all seems to be ok:

I have tried many things to smooth the mesh like: smooth vertex, faces or edges, clear custom split normals data, recalculate normals, remove doubles, auto smooth, subdivision surface, edge split and others things like different lighting configurations, but nothing really helps. The only thing that helps is applying subdivide smooth two or three times but it creates too many faces and that's probably a bad thing.

What could I do to fix this problem? So I'm able to use those models and apply light to them.

I'm using Blender 2.79 with Cycles Render

Here is the .blend file, I uploaded to Mega because Blend-Exchange was not working for me right now
https://mega.nz/#!uQUH2KSK!aOkH8S33vvv1NYqmYMaigNWsK3tu2vQG8J6J5NqjODI

Thanks in advance!


texts:
I am doing the Introduction to Camera Tracking in Blender tutorial by Blender Guru.

Somehow, I managed to mess something up, and supposedly hidden parts of the hole are showing. I don't understand where I went wrong. Thoughts?

Here is the .blend file:


texts: Bind Middle mouse button + Left click to pan

texts: I want to pan when holding down the middle mouse button and the left click at the same time.


texts: i recently started using blender 2.8 (was previously using 2.79), and out of the sudden my default tab goes empty. i can't find my objects anywhere. however, if i go any other tab - animation, uv editing... - it's all there! i've already tried deleting the Blender Foundation folder, but had no luck. anyone knows what i did wrong and how i can fix this? thanks!


texts: Diffuse render pass looks different from original texture

texts:
I have tried to follow these instructions on how to get a diffuse render pass of a brick texture that exactly replicates the original colors of the texture. But even with all the settings in place I get a render pass that looks slightly off from the original texture as you can see here:

I was wondering if there is some other setting that I've missed? I'm using blender 2.8. If you're interested, here is the blend file too. All help is appreciated!


texts:
I have a PNG file which is like a film strip of an animation all in 1 file.

Is is possible in Blender to render this file to make the animation work?

https://s13.postimg.org/9y5hbgj5j/humans_inhabitants_female_1b2122ef25431178a7f863.png

If not does anyone know how? The game it's from seems to do it and I've seen other models + animations work in programs like Blender / Photoshop before.

Probably cant but thought I'd ask.

Thanks


texts: Morph targets and armature animations to UE4

texts:
I'm trying to import a character mesh from Blender that has both an armature rig with keyframe animations and also morph targets with shape keys. Is there a way to export/import so that both of the animation types work? The armature is applied to the whole mesh and the morph target is applied to the face. When I export from Blender as FBX 6.1 ASCII the morph target works but the rigged animation doesn't, and when I export as FBX 7.4 binary the morph target isn't there but the animation works. No matter what options I select during export/import I can't seem to get both working. I've tried unchecking the 'Apply Modifiers' checkbox during export which is what a lot of other posts suggest.

Any other suggestions on what might be the issue here? I noticed there was another very similar post here that hasn't been answered:

Right settings for exporting FBX with Rigify and morph targets to Unreal Engine 4

Thanks in advance
LB


texts: How to add glossy texture to Principled Shader?

texts: How can I add a glossy shader to the Principled Shader? I tried to Mix RGB the diffuse with the glossy and connect them to the base color (PRINCIPLED SHADER) but it doesn't work fine... How can I do?


texts: Image Texture is duplicating itself across the back of the image?

texts:
I am trying to create an eye. Sounds simple, and it should be simple but I'm having a frustrating problem.

For some reason, when I apply a texture, the UV mapping sends the texture to the back of the eyeball and the mesh itself has a square pupil rather than a circular one.

If I flip normals, nothing happens. If I scale the UV mapping by hitting "S 1", it sends the texture to the front which is great, but duplicates the eye texture like a hundred times along the sides and back of the eyeball.

These are the only nodes I am using so far on the material.

I've tried looking into this for hours with no success. Does anyone know why this would be happening? I don't think it's the the picture I'm using either, I've tried other 3D eye pics and they all have the same issue.

The UV mapping is also huge compared the the original graph, since scaling is the only way I've been able to send the texture to the front of the eye.

I am fairly new to Blender and I appreciate any guidance that'll help me continue growing.


texts: I am trying to add hotkey for bisect, but i can't find this option in user interface -> input. Using search on "bisect" gives 0 results. How can i find it there?


texts: Why does outliner show a different object selected

texts: Is there a reason that the object selected in the viewport is not the object shown as selected in the outliner?


texts: Morph a ball into another (Terminator T1000 style)?

texts:
Is there any way to achieve this effect: Where a ball intersects and "morphs" into another ball like this (Terminator T1000 style)...?

E.g: I have this blob that needs to morph into this wall, but the wall won't really change in thickness.

Thanks in advance.


texts: What are the strange arrow things in the shader node tree?

texts: I'm relatively new to blender, I can't figure out what they are called or even what it is that they do. Please help. Thank you


texts:
any one know what's causing this?
not the frist blend/mesh this happen to.
displays fine suddenly when i change to front, side, camera.
this persists in every veiw.
this was a perfectly proportioned  earth.


texts: uv unwrapping difficulties with a table leg

texts: i have tried various unwrapping methods to no avail. this is quite an unusual shape so i understand blender has a hard time trying to follow the topology. i have added seams to the top and bottom of the legs as well as the side but when unwrapped one part seems significantly stretched. smart uv project makes the texture look patchy also. what is the best way of unwrapping this with the least distortion possible?


texts: Is there a way to unwrap a mesh without scaling the UVs to match the aspect ratio of the texture?

texts:
Is there a way to use Project from view without the resulting UVs scaled to match the aspect ratio of the image?

For example, if I unwrap with Project from view the result looks like this:

I want it to be exactly how the mesh appears in the 3D view, e.g.:

Is this possible?


texts: so I'm trying to make a game menu, but both buttons that switch to totally different scenes lead to the same one.There are two planes, and one is connected to one scene, while the other is to another scene. but when i play the game, both scenes go to the same one. help.


texts: I am trying to make a walking animation for my character in BGE, but I can't figure out to duplicate or loop the animation. This is so I can than make the animation "loop end" when you hold down the up arrow to make the animation play.


texts:
I want to animate a few custom characters. They need to be 2D. I have all body parts individually (PNG files) parented to the 3D meta rig at the corresponding angles. I have front, quarter-turn, and side view. I wuld have no problem if I was allowed to use separate bone structures for the same character. I have been key framing the alpha fade parameters to hide unused assets when rendering. The biggest issues I have are the toggling between eyes and mouths on each character.

I have a separate rig for the mouths using UV mapping technique and sliding a bound obj over a map of the mouths. When I have 2 or more mouth rigs in a scene, the rig glitches and doesn't render. I just copy the rig when

For the eye rig, I have one asset for the different eye colors and a separate one for all the eye lids for each direction the character faces. I do not know how to set this up.

All tutorials I have access to say I must redraw all assets in Grease Pencil then manipulate them. That would work, but I already have the assets made by an artist.

I have both blender 2.79b and 2.8 beta.


texts: Have two lamps blend together to give another color on a face

texts:
I am working through Blender 3d Basics by Gordon C Fisher. I'm on page 72. I have a green light and a red light but no yellow as pictured. Can anyone explain what I am doing wrong? Or better, What to do to get the yellow color on the cube? It is black where the yellow should be (on top of cube), and was also black in the previous two with the one red light and two red lights.

How could I have two lamps shining on adjacent sides of a cube (1) and (2) blend together and create a different color on the top face (3).


texts: Animating a model but parts are separating?

texts: I'm developing a mod for Pokemon Sword that replaces a Pokemon with Orpheus from the Shin Megami Tensei series. I reassigned all of the different parts of the model to vertex groups to be used with the existing Pokemon's skeleton. However, when I animate it, parts of the model separate. Is there a way to make them stretch isntead of flat out separating?


texts: I am working on a kind of Voxel design. However, whenever i use box or circle select in object mode, it selects all of the objects in the path, not just the visible ones, how can i get around this so i only select the ones on the surface?


texts: How to add panel to 3D view Tool shelf in Texture Paint Mode

texts: I'm just trying to to get my addon panel to show up in the tool shelf in Texture Paint mode, but I can't figure out the correct 'bl_' combination to make it work.


texts:
I'm having some issues with the simulated animation from learning blender. specifically my arrays of 30mm vulcan bullets, they all fall too uniformly perfect. The tips come off all at same time and start to tilt in exact same direction before unrealistically landing in a pile.
separate by geometry, individual origin points.
I have asked, on blender.chat, Chamferzones youtube page, chamferzones discord, and have watch the tutorial like 5 times. His results are different. I have searched for arrays and gravity rigid body physics and cannot find anything useful.
This is an image at frame 5 or so as they begin to fall.

Blend file link. https://mega.nz/file/240WzRaB#QDcSKBo72B2QIzWfLsixIT8cQOKLWAL76VUJar8dGUg
I have never shared a blend file hopefully that works if not let me know how.
I packed external data and made relative just in case, not sure if i needed to though.


texts: why is my mesh not moving correctly with weight paint mode?

texts:
here is my an image of my mesh.

For some strange reason i red weight paint is not working. how can i fix thi


texts: How to align exactly more bones in pose mode

texts:
I would like to align 10 bones,called DEF_arm bones,to existing bones,called MCH_armSpline bones but I don't know how to do it. I tried selecting all the bones together and a bone at a time and then I did snap/selection to cursor,but it didn't work. Also I don't understand why, in edit mode, ALL the bones are perfectly aligned together, but not in pose mode. I attached a short video to show you,thanks.

what happens

NB : I know how to put bones into the position the were originally in, aka the "rest position" ; I do Alt R ; Alt+G ; Alt+S" and it worked,but,as you can see from this picture, the last bones that I aligned aren't on the same position with the others.:

pic1

And if you look at this pic you will see that on the tutorial that I'm following all the bones are perfectly aligned also in pose mode:

pic2

.


texts: How i can bridge edge loops this parts to each other?? help plase


texts:
My scene is an exterior shot of a couple of industrial buildings.
Is there a way to light my scene that implies the sky is partially cloudy? I don't need to show any cloud, just tweak the "Sun" so that it looks like there are clouds in the sky.
I was thinking of using a Noise texture in some way so the sun's intensity isn't always the same (thus imitating a non constant cloud cover), but nothing I've tried so far makes any changes. Maybe there's a really easy way that I'm not seeing?


texts: what is the difference between scene layers and render layers

texts:
https://docs.blender.org/manual/en/2.79/render/post_process/layers.html
could someone please make a clearer explanation about the difference between the scene layers and the layer layers?


texts: Cycles gives weird, blank output image while rendering

texts:
Render shader mode in the viewport is fine, but when rendering a final image, I get a strange black, blank image with a grainy, blurry light source as the only visible object. Anyone know what might be causing this? I made sure the correct camera was the active one. The strange thing is, the light source in the image doesn't correspond to the locations of my actual light source in the scene.  Here's the render output image:

And here's a screenshot of my viewport:


texts:
I'm confused a little bit. I think the CTRL+P and ChildOf constraint quite same thing. But ....
So please anybody explain what is the main difference or behaviuors between the two approach. Sometimes I recognised differences but I can't define exactly why.


texts:
has somebody an idea how to apply a modifier with Python in Blender 2.8 or is it just a bug and not an API / internal change?

When I apply like this:

bpy.ops.object.modifier_apply(modifier=bool_mod.name)

which works with 2.79 I get this error in 2.8:

  File ".... blender-2.80.0-git.421017d24a0-windows64\2.80\scripts\modules\bpy\ops.py",
  line 192,  in call
          ret = op_call(self.idname_py(),  None, kw) RuntimeError:  Operator bpy.ops.object.modifier_apply.poll() Context missing
  'modifier'


texts: How can I access the values set via normals_split_custom_set()?

texts:
I use a variety, of, methods to set the loop normals but want to read them to do some raycasting.

I thought I had to call calc_normals_split() then match up vertices via their vertex_index.  However the result I get seems off from that shown by entering mesh edit mode and turning on show_normal_loop ("Display vertex-per-face normals as lines").

Here're are the results with colour names in top right describing each:

I want to get the magenta one which is produced by Blender itself.

Red and yellow are the untransformed and transformed point normals.  The yellow ones correctly line-up with the blender-displayed point normals when turned on.  That implies I'm using the correct matrix for transforming them from local to world (I used the inverse transpose technique explained here and here).

The black and cyan are the untransformed and transformed loop normals.  Obviously they aren't near the magenta ones.

And finally a code excerpt.  Obviously I'm using the GreasePencil API to do the drawing.

def getFirstLinkedLoopForVertex(objData, v):
    for l in objData.loops:
        if l.vertex_index == v.index:
            return l

def getMatrixForNormals(obj):
    return obj.matrix_world.inverted().transposed().to_3x3()

normalMatrix = getMatrixForNormals(raysSource)
raysSource.data.calc_normals_split()
 # TODO: Restore retro-normalized() -- non-uniform scale messes it up.
for l in [(p.co * raysSource.matrix_world, p.co * raysSource.matrix_world + (getFirstLinkedLoopForVertex(raysSource.data, p).normal * normalMatrix) * 0.2) for p in pointsToRaycast]:
    debugDrawLine(l, Color((0, 1, 1)), "loop * normalsMatrix = broken?") # cyan = loop * normalsMatrix = good?

Any help appreciated.  Thanks in advance!

p.s. If I don't issue calc_normals_split() then the loop normals are all zero.  Since I now suspect they're not the normals I'm looking for, I guess it's no value but I thought it'd be good to mention.


texts:
I have parent object and some array modifiers on it. Also my parent object has some childs, but they are not copied by array modifier, despite they have a parent-child relationship. I need child objects to be copied like parent objects, maintaining their position relative to the parent.  How can I do this?
(Window frame as a child object and walls as a parent)


texts: Join, apply texture to and then re-separate objects in Blender?

texts: I have an imported model with 4 objects. Each color(see below: blue, red, yellow, and orange) is one object. I want to apply the same texture across all these objects in a uniform fashion but have them be the same 4 separate objects. I figured one way to do this would be to join them, apply the UV map and separate them, but I'm not sure how to go about doing that or if it is possible and couldn't find an appropriate solution anywhere. Any suggestions would be deeply appreciated! Thanks in advance.


texts: Added IK bone messing up excisting animation

texts:
I have downloaded and imported a model from Mixamo. It doens't import right, but after some experimenting I managed to get the existing bones right.

The problem is that I want to add IK to the armature. But adding IK bones messes up the existing animation, because they don't follow along.

I just want to edit a part of the animation with IK. Does anyone have the knowledge on how to do this?


texts:
total noob here,
Following the ol' donut tutorial.
Ive come to the texture shading section and trying to get my displacement and bump to look like the tutorial.
Ive attached a couple pics of what Mine looks like compare to his.
blenderguru has a nice, very soft cloudy look and mine looks like a plastic toy
Any ideas what I did wrong?
Thank you for looking,
Here is mine:

Here is his:


texts: Complete Armature disappears when switching to "pose mode" /nothing is hidden, alt+h has no effect

texts:
they show normal in "edit mode" but when i switch to "pose mode" or "object mode" they disappear and there is no "eye symbol" in outliner besides green Armature/Bone symbols. But there is a orange Armature symbol wich has eye symbol set to visible. Alt+H does nothing, no matter which mode i am in.

i moved a few of them and then switch mode for reasons, then i switched back to "pose mode" and they where dissapearing. I am very sure i hide nothing while these steps. I am using mac version 2.81a


texts: Is there a way to get a unique value per dupli group instance?

texts:
Given a number of dupligroups, is there a way to get a unique random value for each one in a cycles shader?

Using the object info node won't work, as each instance consists of multiple objects. I'd like the value to be the same for all objects in the group (in this example, the pedestals ought to be the same as the corresponding Suzanne).

Here's a demo file:

If possible, I'd like to do this without joining objects or de-instantiating the dupligroups.


texts:
In Blender 2.82, if I have a collection group:

Main Coll
    Sub Coll1
    Sub Coll2

All collections are checked (the checkbox). Then, if I uncheck Sub Coll1 and then uncheck Main Coll and then recheck Main Coll, all three collections are checked. But, in Blender 2.83, that is not the case. When I recheck Main Coll, only Main Coll and Sub Coll2 are checked. Is there a way to restore collection exclusion to the way it was in Blender 2.82?


texts: Where is the panel to change parameters for gears created using the Extra add-on?

texts: Gear is added but I can't find the the panel that lets you change number of teeth, diameter etc. Sorry for being dumb. Can sb guide a dummy?


texts:
I want to set bg pixel values to 0 (black) but when I change the color of world, the pixel values of bg become more than 1 due to lights. When disabling lights, rendered image gets plain black image including my object. I am using blender 2.8.
Is there any way to set pixel values of background to 0 when rendering?
EDIT
I'm not using any effect on the world.
The rendered image background looks plain black but when checking it with python, it's not.

Here's the rounded 1s distribution. the white pixels were 1s.


texts:
I am new to Blender and just started making my own things after doing the donut.
For my "project" I need to cut out a shape in a UV sphere and set it back by a small amount, basically making a shaped indent in a sphere. I traced out the shape of the thing I needed to set back and here's where the problems arrived.
I had moved the vertices to trace out the shape, but now these moved vertices are no longer on the right axis and stick out. Example in the image below
Can I move these vertices in a way that they remain perfectly spherical. If so... how?


texts:
I recently modelled a music mixing panel (the one in the reference picture below). But now my work in Blender (modelling, unwrapping, shading,...) is done and I need to create the textures (such as the indicators for volume and labels for buttons). I don't have any paid software like Photoshop, but I use GIMP instead. however these kind of drawings seem to be a problem in GIMP (like drawing a line and duplicating it multiple times like the array modifier would do in Blender).

Are there any free programs that make this job easier? I was thinking of using paint or google drawings if I don't find any other software, but that would really be a pain to get it all right. If it is possible in GIMP than also please let me now how...


texts: I have never used blender before, and I don't know how to control the windows on the interface.


texts: When animating mulitple objects together it creates animations for each object even though I want one!

texts:
I am making an fps game so I have to create a lot of guns in blender and these guns usually have a lot of objects together instead of being one whole piece, but when I try to animate the objects together, it creates animations separately, and really messes up everything! which has started to annoy me!, So how do I animate multiple objects together and create a SINGLE ANIMATION!
thank you!.


texts: Mapping planets with spherical coordinates

texts:
Setup

I've generated a 'planet' using the ANT landscapes add-on. The exact parameters don't really matter, but suffice to say that it's visually a UV sphere mesh with vertices pushed from the center to varying heights. There is a copy of the object that has had all the 'ocean' faces removed.

Intended goal

Project the globe onto some sort of map (the cartography kind). I'd love to have one of the (more) standard map projections, like a Winkel tripel projection or one of the really cool looking ones, like a Dymaxion or a Waterman butterfly, but I'm really just trying to get it to work.

Current approach

After fooling around with modifiers until my eyes hurt, I finally decided to just bash out the following spaghetti code:

import bpy
from math import *
def map_sphere(bpy_obj):
    vert_cnt = len(bpy_obj.data.vertices)
    coord = [0]*vert_cnt*3
    bpy_obj.data.vertices.foreach_get('co',coord)
    for i in range(vert_cnt):
        x,y,z = coord[3*i:3*i+3]
        p = sqrt(x**2 + y**2 + z**2)
        phi = acos(z/p)
        theta = asin(y/(p*sin(phi)))
        coord[3*i:3*i+3] = [phi,theta,p]
    bpy_obj.data.vertices.foreach_set('co',coord)

Basically, flop the vertices into spherical coordinates and map the spherical coordinates back into the object according to ($\phi$->x, $\theta$->y, $\rho$->z). It's pretty simple, but I'm running into a few key issues:

Huge amount of distortion around the poles
Weird scaling factors in the X and the Y directions
Points on the poles are unmappable. (solved by deleting them.)

Question

Is this the best way of doing this? I feel like it's far too roundabout and there's probably some obvious solution.
If this is the best way of doing this, then how can I reduce the distortion around the poles and/or are there other easily programmable mapping schemes besides equirectangular?

Additional troubleshooting done since posting

I took a simple UV sphere and applied the program to it. The end result was a mesh with two layers literally in the same place. Perhaps I should simply cut my mesh in half and operate on each half separately?


texts: Is it possible to have separate meshes for the same object i.e one for topology and one for materials and textures?

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I have created this mesh which has (what I hope is) nice, even topology to use for a cloth simulation:

I also have this mesh which separates my object into different faces for which I want to apply different materials and textures:

At the moment they are both separate objects.

I'm not sure quite how to articulate this but I'm imagining that there might be a way to apply the materials and textures to the faces on the second mesh in a way that it will then map onto the first mesh during rendering without it physically effecting it's topology. So in other words to have one object with different "layers" all working together: one for the topology and physics of the object and one for the materials and textures.

Is this possible? If not then the only thing I can think of doing with my existing knowledge of Blender is to use the knife project tool to merge the two meshes together but I think that could get messy.


texts:
I made dynamic enum for a preview and I would like to select a preview and then press a button for appending this object from another blend file.
But how do I get a value from a dynamic enum? Or is that possible? Or do I have to work arround that and do that an other way (which I dont know though)?
Help is very appreciated. Thanks in Advance.


texts:
I've rigged a model and applied automatic weights. I went into weight painting mode to touch up and refine the bendy parts, I selected the left thigh bone and applied mirror with topographical mirror.

This streak across the auto-weighted area stays in the same spot when I select the right thigh as shown here:

It seems like mirroring does not work, it pastes changes from one side to the other after the options become enabled. I've been fiddling a little bit with the options to find out how to edit the pre-existing weights and have the operations applied for the bone's siblings as well. I also note that when topographical mirror is not enabled, the changes are not even applied in any form to the other bone. I appreciate any help and information to help with this problem, or if I'm misconstruing some options and coming to bad conclusions.


texts: How do I darken shadows from a shadow catcher in the compositor?

texts:
I am working on a shot of a car sitting in a plane integrated into a video I shoot.
When I rendered the image sequence I separated the shadow from the car (when I was rendering the Car itself I disabled the Shadow catcher plane and vice versa) to give me more flexibility in compositing. Then I imported the shadow sequence and the car sequence in After effects.
When I am trying to darken the shadows more using curves the shadow is not affected with any change. I imported the sequence in blender compositor but the same thing happens.
Does anyone have an idea to solve this issue?


texts: Sharing of host memory between GPU and CPU. Is this implemented and working in 2.80?

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Does anyone know if sharing of host memory between GPU and CPU for rendering has been implemented and/or working in 2.80?

Thanks.


texts: Fluid does not interact with imported from GIS buildings (FLIP Fluid) Add-on. I want to fluid interact with buildings. Firstly, I baked with 100 resolution, than I decided to bake with 200 and 350 resolution, but still nothing. Images will show you my problem. Please help me, thanks in advance.


texts: The texture image is a .dds file. I put it on the object in the material property. Is there a way I can edit this image in Blender? I go to texture painting and I can paint something on the image but Blender does not save it.


texts: Blender objects in outliner, but not visible

texts:
I have a big problem. I have an awesome model, but it isn't visible. All the objects are in the outliner, but I can't see them.

I have tried:

Period on the number pad
3D View Full
Zooming in and out
Opening the file in different ways

I am not sure about this whole Clipping Distance thing, though.

Here's the file:


texts: image texture on plane leaves average color of image in 3d-view

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When I place an image on to a plane ( lets say it's a striped black and white pattern ) all I see in the rendered viewport is a GREY! color.  As if the colors of the image are mixed.
When I place an image texture of a blue sky and green field I see a blue-ish / green-ish color in mij Cycles rendered viewport.

I don't understand how to add a screenshot of my Blender scene to this message, but I have one if you need more information.  Just mail me:  eluttger@gmail.com

Thanks for the help, Emil


texts: Is there any command like "*" in dos to indicated all in bpy?

texts:
I'm going to select multiple objects in blender with script
the name would be [cube101, cube102, cube103, cube104, cube105......]
is there anyway to simplify the long script with [cube10*]
to tell blender the objects I want are "something + *" ?


texts:
I'm attempting cloth animation in Blender and exporting to Unity.  My process is as follows:

-Pin one point of the cloth (for it to dangle from) and then apply armature motion to that pinned point

-Simulate cloth physics and export the resulting vertex data as a point cache (.mdd)

-Duplicate the cloth, remove physics, and import point cache data (basically a physics bake)

The animation works perfectly in Blender like so:

However, when it comes to importing to Unity, something in the export/import process introduces stutter like so:

Any help debugging this problem would be greatly appreciated.


texts: How to retopologize asymetrical meshes not aligned to a global axis

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I have a high poly mesh that isn't symmetrical. The body is turned one way and the face another. Also, the face itself isn't completely symmetrical. I'd like to be able to use the mirror adjustment when I retopologize as much as possible, but obviously I can't just mirror along a global axis. Is it possible to mirror along a local axis, and if so, how would I appropriately set up that axis to mirror the face?
If it isn't possible to mirror the face properly, how important is it to make the face topology symmetrical? I tried just doing the whole face manually and I suspect I screwed it up. How much does it matter if I have edge loops going off any which way?


texts: Weight paint on an armature seems to change randomly when I revisit bones

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When I paint the bones on the arm for example, everything looks fine initially. Coming back to the bone later, I find that the bone suddenly has influence on points on the torso.

I'm trying to rig a humanoid model and I'm currently on the weight painting step.

I created an armature and parented the mesh to the armature with automatic weights.

This step gave pretty crazy (weight painting related) results so I started to manually weight paint. Based on the suggestion from this video https://www.youtube.com/watch?v=4fICQmBEt4Y, I enabled auto-normalize and x-mirror for the tool. I unchecked front faces only and changed fall off to projected.

Some other info about the mesh - I have a mirror modifier on - I don't think it's the cause of the problem but I'm not sure. The mesh also has a 'displacement' modifier from Retopoflow and a Subdivision modifier.

So the order of modifiers is:

mirror
displacement
subdivision
armature

Is there anything that I might be doing wrong here? When I paint the bones on the arm for example, everything looks fine initially. Coming back to the bone later, I find that the bone suddenly has influence on points on the torso.


texts: By default when you use shrinkwrap, it takes the whole mesh of the selected object and wraps it to the target object. What I want to know is if I can get this result using certain vertices, so that they can wrap closer to his wrists, ankles and waist like cuffs on clothing, without making the entire mesh look skintight.


texts: Problem with the grid fill result not the way i want

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youtube -blender gyroid
I followed this tutorial and try to do grid fill,
but I stuck at "1:48" grid fill step.

-

this is how I do grid fill

I also try to change the offset but I still can't get the perfect grid fill

Ｈope someone can tell me how to fix it, thanks!

this is the result from the video.

2019/2/9 . update

thank you all help me to solve this problem,
however , I still can't fix it by Offset or Span
(press Y it works ,but it will split the model)

I opened a new file and do the same thing again this morning , then it works fine.(I use the same step) but open the old file do the same thing again ,still failed, so ,I guess it is a bug?

the new file:


texts: Can I see Image Plane Transparency in Viewport OpenGL?

texts: I'd like to see my image planes with the correct transparency in the viewport but currently I always see the whole image plane.  Is there a setting that will allow me to see the image "cutout"?


texts: Arrange the items in a collection randomly on a curve with good orientation in animation node

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I've been trying to arrange the items in a collection randomly on a curve and  I am blocked.
I would like to dispatch multiples object to create diversity.
This is my differents test.
Blue : Dispatch the same object along curve work perfectly the pilar orientation folow perfectly the curve.
yellow : Dispatch an instance of collection like an oject along a curve work perfectly. The pannel on the picture is maded with multiples object in a collection.
My problem
InPink : Distribute A bunch of object contained in a collection like the Lampposts on the picture. doesn't work.
Anybody can help me ?
Thanks for your Help
[]
[]

[![enter image description here][4]][4]


texts: Adding several deform points in one circular object (belt)

texts:
I am trying to go to the "next level" of modeling, and trying to sculpt the CGTrader challenge.
So far I was handling it good but, wanting to achieve realism, I got stuck at the point of how to make a smooth deform along all the rivets/buttons of this stool belt (as the attached picture).
I want to make the "pressure" deform effect using either array modifier or using the button-objects themselves.   I have not found anything related to it, since it is very specific effect.
Which would be the quickest way to select all the deform points quickly, without having to do them individually.
Thank you all for this fantastic community.


texts:
Blender noob here!
I followed this tutorial to model a tyre (in my case a bike tyre without the rim):
https://youtu.be/a90cYLEbpi4
I'm really pleased with how it's looking and now I want to add some graphics to the sidewall of the tyre. The tyre has a sub-div and solidify modifier (not applied). Here is where I'm pulling my hair out after watching a load of tutorials! I've tried adding the image as a plane, sub dividing and shrink wrapping but this looks like the graphic is pinched and still appears to be floating above the surface (despite playing with the offset setting of the shrink wrap modifier).
I've tried creating UV maps of the whole tyre or part of the tyre, but the graphic does not appear in the UV editor window in the shading tab to edit a UV Map over / does not project onto the surface – or if I add the graphic using nodes it just repeats all over the tyre rather than just the sidewall of the UV map I created. Also, it alters the colour of the tyre from the desired dark grey to black.
Here's a screenshot of where I'm at with a UV map of the whole tyre side wall and a flat graphic of where I'm trying to get to. Hopefully you guys can help! Thanks!


texts: Linux Sheep It Client Doesn't Recognize Nvidia GPU

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I know this is slightly larger scope than just Blender, but I know other Blender users have had this same problem. I've started using Sheep It and I really enjoy it.  When I try getting points rendering on my own computer (and I have to use the .jar file because I use Linux Mint) the terminal outputs:

GPU::generate failed to load CUDA lib (path: cuda)

It still allows me to use my CPU but I could render at least twice as fast if it would recognize my GPU. I've done a little research on this and the only other guy who had this problem I could find was here: https://plus.google.com/112229882551127022642/posts/KL4QtHWHx92

And after some confusing discussion that I don't understand, Sheep It said:

  The common thing between the not working system is the driver version.
  If you are on 331 it does work, if you are on 340 it doesn't. I have
  no idea why but it least I know what to look for.

So, my Driver Manager looks like this:

What are the implications of switching between drivers? If I wanted to, how could I also install nvidia-331? What does all the confusing stuff on that Google+ post mean and would that fix my problem? Most importantly, is there any way to get my current machine, without changing my drivers, to render for Sheep It on my GPU?

UPDATE:
I tried all the Drivers in the Driver Manager and none of them fixed the problem. Also, running the jar command as root does not fix the problem either.

Thanks.


texts: Problem with creating a box on a cylinder

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I'm making a box on my cylinder for my Luke Lightsaber modeling practice but by doing so I always create a pinch around the attaching points like

I'm new to blender and I just finished blender guru's beginner tutorials and the anvil tutorials. It's always painful to perfect my mesh and vertices but I really want to learn how to solve these sort of problems so I'd be more than grateful if anyone like to give me a hint, instructions, or even just pointing out the problem (cause I can't even tell.)
Thanks!


texts: Is it possible to blend two materials on two intersecting objects?

texts: I've got two objects, each with their own distinct material, and what I'd like to do is a smooth blend between the two materials where the objects are intersecting. Is there a way to do this without connecting the two objects with a boolean? They each have their own rig/bones and I'd like to preserve those if possible, which is why I'm looking for a solution that doesn't merge them together.


texts: How to project a point from 3D to 2D in blender?

texts: I know how to obtain the 4x4 projection matrix of the camera in Blender, but it seems its format is different from the standard camera projection matrices. I would appreciate it if someone explains how I can project a 3D point to 2D (image coordinates) using that projection matrix.


texts: How to mimic IK to move a bone using Python without actually setting up IK?

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Using Python in the script editor, I am currently moving my skeleton using motion capture data. For times when the data jumps to an inaccurate place or when there are gaps in the data, I want to use Inverse Kinematics logic to know where to move the bone.

Specifically, I would prefer to know the coordinate locations of where the bone head and bone tail would end up if inverse kinematics is applied and we know the locations and rotations of the bone's parent and its child.  Is there a formula or Python code to calculate this?

edit: the reason why I can't manually set up inverse kinematics to do this is because when combined with my method of moving the armature with the mocap data, it totally freaks out so I want to do it case by case manually for a specific frame and bone when I need it


texts: Texture appears fine in texture/solid view but appears black in material view

texts:
I have a texture that I dragged and dropped onto the model, and it appears properly(texture corresponds to the area)

but black in material mode,
so when I export the model to pmx/obj no texture shows up.


texts:
I have an array with two different objects as the StartCap and EndCap. So far everything works fine.

Now, I want another object (let us call it ObjRight) to be offsetted from the EndCap object, so when I increase the Array Count, ObjRight will follow the EndCap as the array increase/decrease.

The easiest thing would be to just join the ObjRight with the EndCap but I need them to be separate objects where EndCap is ObjRight's parent.


texts: How can I setup a Material in Cycles for Z-Transparency?

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After converting to nodes in order to render using Cycles I've no idea where to enable the z-transparency. I guess the image textures alpha channel needs to be pluged somewhere but I've no idea which node would be suitable.

The question is how could I correctly setup the nodes to have the same effect as when using z-transparency in BI?

The materials original settings for BI are:

Which renders like:

I had no luck with DarenWs suggestion:


texts: How do I put an image texture on a material in Cycles?

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I am creating a model of a glass and I would like to put a drawing on it (a png picture).

I know how to do it using Blender Render, but not with Cycles Render. Help :)


texts:
I'd like to use the array modifier with a plane mesh. When relative offset is set in the two directions that are parallel to the plane, it works. But, when the relative offset is set in the orthogonal direction (z axis in the following example), it does not seem to work. Did I miss something?

Thanks!


texts:
I have recently switched from blender 2.79 to blender 2.8 and i am witnessing some problems with eevee. The shaders in rendered view almost look 2D. When I look at my mesh in material view, i can see all the details on it, such as lighting, shadows, and I can overall tell that it is a 3D mesh. But when I render it, My mesh looks almost 2D, All you can see is color, there is no value, shadows, or lighting to it what so ever. Is there anyway to fix this?

Material view:

Rendered view:


texts: Simple Python script - Adding a primitive object to the active layer

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I use great "Pie Menu Editor" addon and in the "command" section I would like to add command that adds a primitive object to the scene, but only to the active layer.

Default code that can be copied from the "Info" window allows to specify to which layers a new object can be assigned, but does not allow to specify the currently active one.

Thank you for Your advice


texts: Is it possible to export a shader editor nodegroup to a script/text file?

texts: Looking to export an extremely complex nodegroup to a script for a framework test. If i can export the nopdegroup to code, then i would be able to use another program to fill in the parameters of the nodes in the nodegroup based on numbers from an existing api. Then i will be able to re-import that script with updated parameters. (i need hundreds of these updated nodegroups. Thats why im trying to automate it). The only lead ive had on this automatic exporting to python script was something called PyNodes but there is very little documentation on it. Any help is appreciated


texts: How can I distort a gradient along an axis?

texts: I would like to distort the gradient like the red lines in the image below:


texts: I am making a character and I know that I have to use something to make the lips have a textured material but I am not sure exactly what a lip texture needs or how to make it. I am doing male lips and have looked online but haven't found anything. Does anyone know what I should do to make the lips look like lips?


texts:
When trying to apply a patch for Blender (master branch) I sadly got errors, and I really don't know why.
I assume that I need another branch, but I don't know how to change it. Is there someone, who can help Me build Blender with that patch?
It goes about this patch:
https://developer.blender.org/D8401
Should it be applied to another branch? I have all to build Blender, and all is working.
Branch in the patch: Branch: arcpatch-D8401_1 (branched from master)
This is what I get in the console:
C:\blender-git\blender>git apply patch.diff
error: patch failed: intern/cycles/blender/blender_volume.cpp:265
error: intern/cycles/blender/blender_volume.cpp: patch does not apply


texts: I'm trying to create a studio on blender.When i apply a material to object, upper side of the plane (which i extruded on edit mode and than added bevel.) texture seems repeating and broken.How can i fix this?


texts:
I am trying to load in a blender file and export it as an OBJ file with with materials.

The approach I am trying to use is to bake all of the materials (using cycles) into a diffuse and specular (glossy) map. This seems to work well for simple objects, however once I am using an object with textures, I am running into problems.

First I combine all of the objects together into a single mesh (ctrl J) so I can have a single map for all of them.

In order to bake the materials, I have to unwrap the mesh, create an image texture in each material, assign it to the target image I create, then bake the diffuse and specular individually.

When I try to use textures for my materials, I run into problems. I am unable to unwrap the mesh for baking because this will mess up the original UVs for displaying the object.

Is there any way I can keep the starting UVs, then create a new set of UVs for baking? Or is there a better approach for solving this problem?

EDIT: I believe this is duplicate. Sorry. Just found:
How to remap my UV without messing with textures already applied to a mesh?


texts: Move object continuously after being triggered by near sensor

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Can the near sensor be use a switch?
Having Cube1 near Cylinder I want the Cube1 to do a infinite continuous movement.

In my file Cube1 stops once it goes out of range of the near sensor. Is there a way to make it move forever once it triggers the near sensor?


texts: this happened for the second time don't know what to do, in the middle of painting it just gives this "missing stencil, detected" error. I tried deleting the texture everywhere and setting it up again - nothing changed


texts:
I'm a little new to blender so I need help.

I need to cut this mesh/solid stl file for 3d printing, but I don't know how to do it in blender. How would I go about cutting up a mesh into separate solid meshes? I've tried using the bisect tool and I was able to figure out how to cut a slice I wanted in the mesh, but I can't figure out how to make them two separate solid objects. Can someone help me?

Thanks


texts:
i add red color to cylinder but it doesn't show up color, only the plane with green have color.
what is the problem of my cylinder color?


texts: Pose mode and GRS all give me a scale cursor that doesn't do any thing

texts:
I'm currently following a tutorial to rig a character.

All goes well until I go to Pose Mode to see if my rig moves (I can do that before or after doing the automatic weight things, it changes nothing).

What happens is most strange: I select a bone and press G. The usual box with the colour arrows appear, I try to grab and move one of them and it turns into a >< like that.

So far I've only seen that whilst scaling in edit mode and it does nothing, same with rotating.
I verified I do not have any lock on location or rotation for the chosen bone or it's neighbours. I also dont have the ctrl + . or snap to center turned on, I checked all I could in the manual and here and found nothing.
I've spent the afternoon on this and it's driving me nuts.
I haven't found anywhere on the net anyone who talked about a dead scale >< cursor dragging and replacing the wheel and grab and scale box.

I am following the free rig the biker tutorial on Digital Tutors and so far so good, I checked everything. I'm nearing nervous breakdown.


texts: How stable are the unofficial builds of Blender?

texts: I'd like to try to use the Bevel shader, but unfortunately it's only available in the daily build of Blender 2.79. I was wondering, just how stable is that build? Is it good enough for everyday work, or only for testing?


texts:
How do your decide what size of image texture you need ? For instance on CGtextures.com you can download image textures in sizes S, M, L and Huge. In this tutorial of Blender Guru he uses image textures of size H(uge) for the front of the text but size S(mall) for the sides of the text. I don't understand that.
Most of the time I want to create a TIFF file of about 5400 x 3600 pixels.


texts: UV texture paint not working on sharp edges/tips?

texts: I am trying to texture paint onto a mesh with a lot of sharp edges and tips. These areas do not seem to register with the painting, which creates artifacts. I have tried using different UV unwrapping methods and pretty much ever brush settings I can think of, but it doesn't help. Why does this happen, and how do I fix it?


texts:
I am surprised at how difficult it is to do elementary things with the  blender api, or at least find the information on the web to do elementary things like lines, texts and in the case, a prism.
So I hope to make a great contribution to the blender community with this question and in general with every question I ask because I'm starting from scratch and I think is the case of many people.
I suspect that the way to do it is through a cube.


texts: Bones aren't grouped perfectly when I rotate them two times on the X axis

texts: I'm rigging the foot of the bird Piero training course of the CG Cookie and I get stuck on episode 26 : piero rigging leg. The author has selected all the bones of the foot and he rotates them on the X axis two times and the fingers are grouped perfectly,but it does not happen to me. Why ? Added two screenshots.


texts:
I have not used a forum before to get an answer for a technical question, so bear with me.
also, my spelling is pretty bad :)
ok so,
I have an alpha channel for a logo that I want to animate. I want the logo to have depth. as in not just the flat image plane but extruded.

is there a way to cut out the logo from the image plane using the alpha image to manipulate the geometry?
ideally, there would be a way to have a blender automatically place edges around the edge of the logo so that I can just delete the parts that aren't needed.

any solutions???


texts: Is it possible to make edge loops on a flat surface with a modifier?

texts: Like, you can make edge loops on 3D objects with a bevel modifier with 2 segments and a 1.00 profile. Is there a way to also do this on the edge of a plane?


texts: What does Bmesh mean as opposed to mesh in animation nodes mean?

texts: I tried to find the answer on Google and it did not give any answers for me. I also tried on this forum and I did not get any answers here either. So what is the difference between Bmesh and mesh especially with relevance to Animation nodes, but I assume it has relevance to whole of Blender?


texts:
I have 3 animations

idle
walk
axe

an object should be visible only in the axe animation. I have tryed setting the visibility properties (viewport and renders) for the keyframes but when I run the animation I have to manually select the correct animation in the outline for the singole object. Also, when I export in fbx the object is always visible. Can anyone help me ?
Thanks
Giulio


texts:
This time my question is quite straight forward. How can I set up a canvas in Blender compositor. I explain better. I have an image that's too big and need to be resized. The edges of the image are all the same color and I wish to resize it on an other monocrome image. Is it possible to create using the nodes a black [or white or any other color] filled image defining also the sizes?

Thank you for your answer
Have a nice day!


texts: How to align vertex selection to an edge/vert?

texts:
TL;DR: how do I get my vert selection to align so that the two circled verts align in the Z axis?
edit: to make my question clearer, I'm looking to move all of the selected verts such that the two circled verts are aligned in the z-axis. I know several ways to get just the circled verts to line up.  What I need is to get the entire selection to align with the bottom of the object so that it's suitable for 3D printing.

Here's a super quick and dirty version of what I'm looking to do:

I've been searching through various snap modes and nothing really seems to work.  All of the tutorials that I've found assume you are aligning separate objects, not a selection of verts to other edges/verts in the same object in edit mode.
I've tried messing around with moving the cursor around since I assume that you have to inform Blender which of the selected verts should be treated as the origin of the selection but that has also failed to work. I'm not very familiar with manipulating the cursor though and it's likely I'm doing it wrong.  I have a hard time believing Blender doesn't have a way of doing this since this is a pretty obvious operation with mesh manipulation


texts:
How can I work with parameters in Blender? I tried searching on Google, but I didn't find results.

When I change the parameter on the X and Y axis, it works well, but when I go into Edit mode, I can't see the parameters. And when I extrude, I can't adjust them on the extrusion. How can I work with dimensions and how to make the parameters in real world scale?


texts: Changes To Materials Not Showing In LookDev Mode

texts:
I recently made a model of a small cartoonish rocket following a tutorial and while the modelling is all done and it was relatively quick, I'm completely stuck on materials and textures.
I've watched multiple tutorials and read through some forums on here about the problem, went through the following steps, and yet, nothing changes. I'm in Look Dev mode, which is showing some texture, however its just blenders default texture.
I've gone through the process of linking and appending files, downloading pngs/jpgs and opening them in there, etc etc, and the only visible change I can find is the model shifting down by about a pixel whenever anything but the default texture is applied.
I've tried three different textures now, and they've all failed. Said textures are Green Pallasite, Clinker,(both from blendermada.com) and Streaked Metal from freepbr.com. The first two needed to be appended, so I did just that while the third was mainly just a png.
Another thing is that while I'm painting the model, the only way I can apply paint is if I have the base texture selected or I paint directly on the model.
Trying to paint on the UV mesh with the texture on it has only resulted in paint being applied to the texture, not the model. The Material Properties menu is able to render the texture perfectly fine in the preview, but just won't apply it to my model for some reason.
Any idea why this is happening and how I can fix it?


texts: Material to Vertices (rendering vertices)

texts:
I know a similar question has been asked on this forum already, but I just can't believe there is no other option to render vertices differently than the classic, performance killing way- by instancing millions and millions of objects (like an icosphere).
There was a Halo option in Blender 2.79, which is now gone, but it didn't work with Cycles anyway.
Now that we can use Add>Volume>Empty and modifiers like Mesh to Volume, is there something new in the latest Blender versions that can make rendering imported foam particles from other apps or vertices in general easier?
Thank you.


texts:
Good day everyone,

blender v2.76b is working perfectly fine in window mode on my MacBook (OS X El Capitan 10.11.1) but when I am switching to the fullscreen mode... It is working very slow and freezing all the time. I was trying to change some settings in the preferences but no luck.

Is there any solution for this? Thank you for your attention


texts: Certain faces refuse to be selected, yet others on the same object slect fine

texts: Certain faces refuse to be selected (as the arrows points to), yet others on the same object select just fine as you can see by the one face on the bevel edge that is selected. What am I overlooking!?


texts: I use AE CC, and I would like to export my camera data from After Effects to Blender for a school project. I can involve Cinema4D if needed, but I want to do the bulk of the project in Blender. I did a bit of research, people have found out how to do this but it seems to only work in CS5.5


texts: so i wanted to connect two objects in this case its a plane connected to the bottom of a head mesh, i create a plane, line it up delete a edge on the head mesh and plane and i select both vertices in edit mode and i fill them the problem is that it shows up black while the middle is simply extruding the mesh. actually im not sure why it shows up as black?, but im trying to achieve the same results as if i was extruding the mesh. shouldnt the uv map of the head be making it atleast the same color


texts: How do I get this rainbow to fade and disappear?

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I'm very new to Blender. I had wanted to learn it some day and my young daughter has decided to make a TV show, so I guess that time is now.
I'm using version 2.91 and working in 2D. The rainbow is a Grease Pencil object and the cats are imported images. In this scene, the rainbow is supposed to disappear, leaving the cats to fall down to the ground. I finally managed to work out how to assign opacity values to different keyframes, but instead of fading to transparency, they fade to white and I can't work out why. What am I doing wrong?


texts:
I am drawing periodical objects with 10µm width with 10µm distance. I would normally use duplicate but it goes for around 2.5 cm. So is there any tool to create periodical objects?

Any help appreciated.


texts: How to close a window by hotkey instead of dragging?

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I know how to close windows by dragging, but that restricts me to only closing windows on the right-hand side of the screen, and sometimes windows get in positions where it is impossible to close them.

What is the hotkey/method to simply select a window and close it, without dragging?


texts: remove weight by part of the mesh in weightpaint mode

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I have got a mesh made of multiple part (the mesh is a dog, each limb is a separate part) I am trying to paint the weight of the back leg but I have trouble doing so because that leg intersect the body. Is there a way to remove the weight painted on the body while keeping it on the leg (something similar to select a mesh island with "L" in edit mode)

here is my object:

as you can see the leg intersect the body

as you can see the upper bone of the leg has a bit of weight on the body


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I've been using Blender for about a year now without issue, but haven't used it in the last few months. I went to open one of my .blender files today and it just froze up. I tried a few times with the same result. I then started a new project and appended the models I needed from the other file. This worked until I pressed Shift+Z and then it crashed. I then tried again and it crashed before I could even select append. I've now downloaded the latest build (I had 'a' before, so now I have 'c'), and it's crashing the second it launches. It's the same computer* I've had the whole time, so I'm not sure why Blender has decided to stop working all of a sudden. Does anyone have any ideas? Thanks.

*I'm on a 2013 iMac with a 3.2GHz processor and 16GB RAM, running Sierra.