texts: How can I cut a circular hole into this curvy shape?

texts:
I'm trying to recreate the PARTU air purifier below, but I have problems cutting a circula hole into the curvy body.

My approach is to model the curvy body first, then use a boolean circle to cut through it, like this:

But the result is a total mess:

What's the optimal way to make this shape in Blender?


texts: Wondering how I do a proper z depth pass. How do I get the hotel to show as well as the road? It's like it's getting cut off or something.


texts: Modify multiple objects at the same time (f.ex.: 8)

texts:
I'm still pretty new to blender but I was wondering if there was a function in Blender to  make the exact same changes to 8 or more objects which are on different positions later on.

For example. You have a room with 12 Pillars and you want to apply the same changes to those objects. How would one do this without making changes to one pillar and then have to copy paste the pillars to that exact same location over and over for each change.

Thank you in advance for any help or nodge into the right direction. I can give you picture to show my situation later if needed.


texts:
I am dealing with a problem in bender 2.83, when i apply the quicksmoke effect it doesn't appear in the preview
I recorded that for you so you can see all the details

the recording: https://youtu.be/FgVB-z9y2P4

and btw sorry if i made some english mistakes but i'm still learning this language ^^


texts: In Blender 2.83, what happened to Overlay Blend-type in Grease Pencil?

texts:
I recently upgraded from Blender 2.81a to 2.83.0. In 2.81, Overlay was a Blend-mode option in Grease Pencil (and I often used it to add specular highlights in 2D work):

In 2.83.0, Overlay appears to be have disappeared, though Hard Light is now a new option:

Based on https://docs.gimp.org/en/gimp-concepts-layer-modes.html, Overlay and Hard Light appears to be distinct blend modes, and I am not yet sure if it is a suitable replacement in my workflow.

Was Overlay in fact removed from Grease Pencil Blend-modes (or am I missing a some way to access it), and, if so, are there any good alternatives to it?


texts: How can I make objects behave as if they were solid?

texts:
If I start blender, I see the default scene, with a cube, a lamb, and a camera. If I add a new cube, and the cursor is in or near the center, it goes on top of the original cube, or floats around roughly where the original cube is located, passing through it as if neither object were really solid.

But say I want to make the cubes behave as if they were both solid? How can I make blender treat objects as if they were solid?


texts: How to declare global variables for use in an addon that aren't stored in the blend file

texts:
How can i cleanly declare and edit variables for use in an addon the don't need to be registered like a PropertyGroup but also aren't stored in the blend file?

I'm working off of the basic addon structure like so:

def boolPropVarAccess(self, context):
    # Test accessing a 'global' variable declared at some other point in the addon structure

class MyProperties(PropertyGroup):

    my_bool: BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False,
        update=boolPropVarAccess
        )

class OBJECT_PT_CustomPanel(Panel):
    bl_label = "My Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"

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

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        # Declare some 'global' addon variable like an object reference

        layout.prop(mytool, "my_bool")

        layout.separator()

# ------------------------------------------------------------------------
#    Registration
# ------------------------------------------------------------------------

classes = (
    MyProperties,
    OBJECT_PT_CustomPanel
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    bpy.types.Scene.my_tool = PointerProperty(type=MyProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()


texts:
Very simple question from a very new add-on developer. How would one go about detecting when a scene is started fresh or loaded from file?

For example, if you have some add-on preference variable that is related to the scene in some way, you may want to process that variable when the scene is dramatically changed. I believe this would primarily happen when a new scene is started or when one is loaded from file. Anyone know of a simple way to detect when that happens?

Thanks for any information


texts: Just want to find a way for this empty to be in front of the character I have(kind of like x-ray)


texts: Can I have a custom "bounding box" for the near sensor?

texts:
I was playing with the near sensor and I was wondering if I can have a bounding box for it, that does not calculate distances from the origin point but from the (for example) faces of the mesh.

If the origin point of the mesh is something that cannot change, then could I possibly customize the bounding box so it would not be a sphere? Maybe it could have some fixed dimensions, parallel edges still though (not something complicated).

I guess it involves some scripting, any ideas?


texts: Using Array modifier, is it possible to gradually increase the offset?

texts: I have an oblong circle of sticks (using array and curve modifier), but I would like to increase the offset gradually in two places(as shown on the screenshot). Does anyone have tips on how to accomplish this?


texts:
I've been looking for answer on this site, but didn't find a solution, or dumb enough not to apply for my situation.
I need to extrude vertices along already created edges? Is there any way to do that?


texts: How to fill a rectangular hole with an even amount of vertices on either side?

texts:
I tried crating faces but it left missing edges. In the end I was left with all the right lines but there was no vertex in the center.

Here's a follow up image in case you're wondering what I mean. Notice how there's no vertex in the center.


texts:
So I was trying to rig a Dino model from a ps1 dev disc. I used rigify, and for the tail I used one of the arm presets. I didn't make sure alot of bones for smooth bending, but some sets of bones are acting as one, making the problem even worse. Here's the example:

Any way to fix this?

Edit
If I do have to redo this, is there anyway to get the 'arm' to have more bones so I can have the nice inverse kinematics?


texts: Modify Boid collision distance with hard boundary - v2.80

texts:
Hello hello Blender community!

This is the first question I'm posting, similar ones have been asked before but I was unable to get something working from the answers/comments on the questions most similar to mine. I'll try to include a bit of detail so that it's clear what I'm looking for and hopefully I won't be too hard to help. Thanks for your time.

I'd really like to create a scene in which I have a swarm of rats running down an alley. Currently, they're modeled by a Boid particle system. In order to make them respond to the environment, I want them to collide with scene objects in a realistic way (for now, I'm not worried about climbing or anything fancy).

In my alleyway scene, there is a staircase and I would like the boid-rats to scamper between the stairs and the wall opposite them. However, the collision distance is quite large - pictured below:

An example of the issue can be seen looking at the rat near the center of the image who is close to the corner of the stairs. This rat could have run by the stairs but was knocked to the side by this large collision distance. The rats tend to bounce around until they eventually fit through the small gap. Poor rats.

My hope is that there's a way to get tighter collision modeling with the Boid particle system, however, it could be I'm trying to solve the wrong problem. Though Boids seem to fit the swarm part well, perhaps a different approach is better. I'm open to anything :)

One other approach I've tried is adding rigid body physics to the objects and setting small collision margins, but I'm still getting the large collision distance. I believe I updated the animation correctly but maybe something wasn't properly baked (if that solution should work). I also tried topping out the damping on the collision objects to see if they were causing the intense bouncing, but it doesn't appear to be so.

Another example of this is how, if I place my emitter in the middle of a plane with a collider, rats are spawned equally distant from the plane on either side. To me, this suggests they're being forced out to the minimum collision distance, which I currently don't believe I can change since the objects are not soft-bodies. In the picture, the emitter and boid-rats are secondary selection and the Follow Leader target is primary.

I'm going to attach the scene in case it would be helpful to see! I created everything in v2.80 but tested it in v2.81 in case anything would be different but all is the same as before. Please let me know if you have any ideas and thanks again for your time!

Edit: Here is the .blend file


texts: How can I make a mesh have holes during segment creation

texts:
So I have a quite complex mesh, I usually use SketchUp to create my meshes, however, I have a project where the only software I can use Blender, and any of the Adobe Suite (2014 CC)

I am trying to make a mesh of this image:

I made it transparent and converted it to a DXF, which I could import into Blender by activating an input type in the Add-ons.

After converting my 'curve' to a 'mesh', I worked on creating a 2d segment with holes where they belong (inside the shape and letters).

However, after multiple different methods of digging inside of Blender's User Input options, and even switching over to Maya controls. I always end up with creating a segment that makes a face INSIDE the unwanted areas:

Can someone please tell me of a way to create the faces without including the unwanted areas, it is depressing since someone has already done this before and was outsourced: Outsourced 'SEA' Recruiting video, with a 3D model of the logo
I know I have the solution in sight and I imagine that I am not far off from actually making it happen, I know what do AFTER this and I have been stuck at this part for the last 2 days.


texts: My brush is not affect in weight paint mode

texts: I was in weight paint mode and everything painted fine except I could not see the tool settings. I found how to make them visible. However for some reason after I did that, I cannot paint anything. I did not change away from the "draw brush." I tried changing to "add" instead of "Mix" but that didn't work. I tried changing the weight, radius, and strength of my brush but still I could not paint.


texts: How to detect if a modifier key is pressed when the value of a custom property is changed?

texts:
I would like to detect the state of some keys (shift, ctrl...) when the user is changing the value of a property in my addon in order to perform different actions. This would allow me to considerably extend the features available in the UI while keeping a limited set of graphic components.

My current use case is this: I have a FloatProperty exposed on my addon to control the start time of an event in the scene. When the user changes its value the event starts earlier or later, at the frame corresponding to this value.
I would like to check if the Ctrl button is pressed when the user changes the value, and if it is the case I would like to force this value to be the current time (by using a set function for this property).

All I can find so far is related to the use of a modal operator and an Event. In my case here I strongly doubt I need to set the operator as modal.

Do you know how the state of the keyboard keys can be detected (in the Invoke or Execute function of my operator very likely)?


texts: How to model constraints between 'building blocks'?

texts:
I am creating an application where users can build a structure by 'clicking' together building blocks. Each block is multi-faced with geomnetry based on an octagon, and the blocks can click on to each other 'face-to-face' only with faces aligned.
I presume I will need to use constraints for this but cannot see how to use those in Blender currently? Any suggestions?


texts: the animation cursor is playing in a stepped movement. Even if there are no keyframes put the time-cursor is moving the same way. my fps rate is 30is

texts:
the animation cursor is playing in a stepped movement. Even if there are no keyframes put the time-cursor is moving the same way.
Here is a video showing the issue


texts: Exception Access Violation when trying to add face to new Facemap

texts:
Beginner Python scripter here, upon running my operator Blender crashes, inspecting the crashlog just yields an EAV as described. The crash appears to happen at the
"facemaps[x-1].add(face)" line. I haven't been able to find much information about the new facemaps so have only been going off what I found on other similar properties.
I cannot use vertex groups as an alternative as during subdivisions they blend out into other vertices which is not ideal for my purposes.
   def execute(self, context):
        obj = bpy.context.edit_object
        me = obj.data
        bmsh = bmesh.from_edit_mesh(me)

        verts = []
        facemaps = []
        face = [0]

        x = 1

        for f in bmsh.faces:
            for v in f.verts:
                verts.append(v.co)

            face[0] = f.index
            facemaps.append(obj.face_maps.new( name = str(x)))
            bpy.ops.object.editmode_toggle()
            facemaps[x-1].add(face)
            bpy.ops.object.editmode_toggle()
            x = x + 1


texts: Texture rendering in Eevee but not in Cycles

texts:
I'm facing some issues to render texture in Cycles. It works very well on Eevee engine.

Here is the Eeeve rendering with textures (lines on hills)

When I go to Cycles, nothing is rendered.

I'm an early beginner so I probably miss something...
Thanks


texts: I am making a costume for a character. I have the costume ready, but parts of the modelling mesh keeps on slipping through it. How do I make the costume completely cover the model mesh? This is my exact problem:


texts:
I have this problem where I want to export a wall tyle but the actual wall tyle is made out of several identical parts. My question is, is there as a script that can help me merge for example :
Wood,Wood,Wood → into one Wood ?


texts: Im Encountering Issues With The Mirror Modifier

texts: Hi I'm modelling using the mirror modifier. I have raised the vertices in the middle of my model creating a angle of the meddling side, but on the mirrored side the angle is a lot step and finish closer to the centre and not on the edge, any reason why this is happening


texts:
I need to change the value of an RGB node programmatically. The data path of the node in question is bpy.data.node_groups["Compositing Nodetree"].nodes["RGB"], as can be seen in the screenshot attached.

However, if I enter that path into the Python console, no node groups are returned. I.e. bpy.data.node_groups.keys() is empty.

What is going on here? How can one access node groups?


texts:
Is there any way to control the starting position of a popup panel / window?

I'm not familiar with the number of floating panel types in Blender, but I'm creating mine with an operator class, using bpy.context.window_manager.invoke_props_dialog(self,width=600) in invoke().

The default starting popup location seems to be related to the mouse cursor or activator button location. The problem occurs when the button to open the popup is near the bottom of the screen. The popup opens into the bottom right corner. I don't need to specify the exact location. But if possible, I would like to have it open somewhere near the vertical center of my standard side panel.


texts: Minecraft animation, uploading a minecraft skin

texts: I don't know why but when i try to upload a minecraft skin onto a rig, the sides of the head are just lines and the back of the head is the same as the front of the head even though the skin isn't like that.


texts: I'm looking for a free online book so i could learn blender 2.83. However I couldn't find a proper book so far. Any reference would be appreciated.


texts: For somereason when I render my intro, there's just black, how can I fix this?

texts:
So I am right making my first intro, and I finished, I then rendered it, but when I watched the video it was completely black, so I went back into blender to try to fix it, I then checked what the text looked like, this is what I got (Picture down below)

The text is supposed to be blue, but it comes out black, and since the background is transparent, it will just show a black void when rendered, if anyone can find a solution to my problem I would really appreciate it!


texts: Why does boolean cut out some shapes and not others

texts:
I want to design a TV unit and for that I am using a Boolean modifier to cut out different elements.
I have two symmetrical geometries (they are in the same object) and one of them works perfectly and gets cut out, but the other one not:

After several tries to solve this issue I have extended the length of the geometry of left one (as you can see on the picture) and after that it works perfectly.

Why this is the case? Why do I have to extend the length of the left one to make the cut out possible? As you can see on my first picture the length of the original geometry is basically long enough to cut through the whole geometry.


texts: Is it possible to paint with materials as palette?

texts:
I have a situation where it could be a practical approach to assign several materials to a mesh and use these materials as a palette so that we could paint the mesh faces with it.

The only way I found to do that is (of course) using edit mode, selecting the faces and assign them to the wanted material.

But this is not a very natural way to paint.

Is there a possible way to do that (no texture, just painting the faces) ?

Note : I needed to add a tag but the tag is not good here.


texts:
I am looking for a way to occlude one cycle´s material against another like when we setup the render passes from the passes property for the scene in a "holdout" mode.

Think 2 spheres over a plane. One sphere overlaps the second one. You can "see through" the overlapped area. If I check "holdout" for one of the spheres, it also cuts out the plane. I only need the ray to instersect (exclude from rays) the intercepting object.

How can I accomplish this? - Thanks.

I am getting close to what I need using a boolean (substract) and a transparent shader...


texts:
I'm wondering if there is a way to fill holes correctly like the next one

In order to make it automatic an not monually like this, by selecting each edges and fill them with F

I've tried fill it with F and F alternatives (Ctrl +F) and always I have results like this

Thanks, it would be too helpful :)


texts: Human Anatomy Course for blender character artist

texts: I am a character artist. I have gotten pretty good with sculpting characters in blender, but I have never taken a human anatomy course of any type. I would like to take a human anatomy course that is geared towards artist improving there human drawings/sculptures. I want it to be fairly detailed so I can improve on things like wrinkles, male vs female, proportions, facial muscles, ect. Let me know of any free or very cheap courses that I can take down in approximately 1 month time. Thanks!


texts: I downloaded an fbx which came with a diffuse and normal map along with a third map which I really don't know what it is. Also, how would I hook this up to a Principled BSDF?


texts:
Ok so I was trying to find how to fix this problem. I found some answers but it did not work. So the problem is that I have a piece of road and I am trying to align it with curve so it could have beautiful L turn. But every time I tried to do it using array and curve modifiers it was always in same position and messed up transformation. Other roads (array) were next to each other - did not follow the curve. I tried moving road to curve center using cursor and same thing happend. The reason why I need this is so the road lines could line up perfectly. Any ideas how to fix it?

This question is similar to "Why is the curve modifier deforming strangely?"


texts:
As soon as curve is attached.

I need it to not move away. I have already joined hip with the rest of the spine but it deforms too much. Can anyone suggest how could i accomplish the same without curve modifiers? Thank you so much for your patience.

Moving top handle dislodges.

As soon as curve starts top part dislodges

]4.png


texts: Normal map baking is not working, missig any details

texts:
I have one high poly mesh and one low poly mesh

I have checked "selected to active" option but when i select first high poly object and then low poly object and click on bake, normal map is flat and without any details. I tryed the same method to create normal map on any other object with this high poly mesh and it works perfectly.
Can anyone please help?


texts: Can Blender Animate armature automatically..?

texts:
I'm trying to find a script, add-on, python, AI, whatever in order to have blender key frame an armature on its own. You know how, pretty much any video game has enemies controlled by a bot, CPU or whatever the technical term is? That's the same concept I'm looking to achieve, except in blender render, not BGE.

What I mean by that is this: Id like too Email to myself the keyframes I want set for my armatures locRotScale, copy paste it to a blender script/python, & blender inputs it automatically to the timeline, dope sheet, nla, you name it.

I've been racking my mind & researching for days to no avail. I've never created a python for blender, but if I could I would for this. To be honest im newly wed & would love spending more time with my wife. If there's a way I can be with her separate from blender AND still have animation made automatically, of course I'll take advantage of both opportunities.


texts: I'm having issues with my object with the subdivision surface modifier. I can't seem to find what I'm doing wrong. It creates overlapping faces that I can't edit.


texts: Boolean intersect with plane makes object disappear

texts:
I'ts been 10 hours of researching, watching tutorials, trial and error and yet i still cannot figure this out.
I have 2 planes, one being my water for my city and the other being the ground. I'm trying to intersect the water with the ground so it will make a little divot like in the image below but every time I do that the mesh disappears or it won't allow me to even intersect it with the Bboolean modifier.
I tried Ctrl+N, removing doubles, making the ground a cube instead of a plane and yet none of these work.
I'll upload the file below but this is just the current lake I've tried out of the 200 other attempts.
The tutorial I'm following is this https://www.youtube.com/watch?v=i4ySFm4ey9U&list=LLZKTEq5R9PWrJvExEVHgTFg&index=5
At 55:36 mark is where I'm stuck.
If anyone could help it would be very appreciated thank you for your time :)


texts: Bring out color differences in a material (cycles and node editor)

texts:
I'm currently working on a tree model and I'm trying to reproduce the texture of the bark with the note editor. But it stills not very realistic.
I think that it could be better if I bring out color differences. You know, between two different colors, I want to put a third one. How can I do this ?
Without bring out (for example)

With bring out (for example)
A third color is added at the intersection of the other two.

My current nodes

My current material


texts: Trying to join curve and plane together, but boolean won't work

texts: Been trying to get this vector showing in the screen shot to be welded together with the plane and I'm not able to join them using difference in the boolean modifier (assuming that's the correct way?).  The idea is to make the film strip look like glass and I added the plane to make up for the hollow parts (which would also be glass)


texts: are there any hot keys for changing through viewport mode like solid, render and wireframe

texts: I just wish to know if there are any hotkeys for viewport as it is a little slow to do it with a mouse, I would appreciate any help I can get.


texts: When I rig with automatic weights some of the model disappears?


texts: I'm trying to sculpt a head of a bird, and when i try to sculpt the eyelids, they are lumpy and clip into the eyeball, Is there any way to sculpt a smooth socket that wont clip into the eyeball and fit it perfectly?I've attached an image of my mesh and an image of what i want to achieve:


texts: How to animate rotation of an object in circular array, without the rotation affecting direction of the array itself?

texts:
The array modifier uses empty, which is parented to another empty in the centre of the circle. Is it possible to animate all the object rotating inwards/outwards the circle without it affecting the array modifier?

Thanks


texts:
I'm building a blender render farm as a hobby project that renders tiles on seperate computers. My plan was to have an opengl render as background for the unrendered tiles in the preview but blender in background mode doesn't support opengl renders. Now I'm trying to render a noiseless image with cycles.

I use python to remove all materials and lamps from the scene and set ambiant occlusion to 100%. In the rendering settings the samples are the lowest possible and no bounces.

I thought that without materials and bounces that I wouldn't get noise if I render a single sample since the only lighting is ambient occlusion but I still get a lot of noise. Why?

What I get:

What I want (this is 10 samples):

For some reason the single sample render is only 3 graylevels

Is there something I forgot to tweak?


texts: How can I do facial expressions by moving the model's facial features?

texts:
I'm working on a game where the characters are styalized after PS1 graphics. As such, I was thinking of making them have eyes and mouths where the polygons strech and move without the use of armature, much like Crash Bandicoot and Spyro.
However, I'm not aware of any way to do this in Blender 2.79, the version of Blender I am using. Do I keyframe in Edit Mode, or is there another way of doing such?


texts: How to change individual textures using an array modifier

texts:
I have made a road out of a plane and used the array modifier, so the road follow a path.

What I would like to do is to change the road texture on some of the planes, so the road don't look so repeated. Some talk about the modifier UV Project but I don't understand how that is going to help me changing the textures on some of the planes.

Please help


texts: Weird UI bleeding. Anyone know the cause/fix?

texts:
I'm using Blender 2.71, and a day or two ago this weird UI glitch started occuring:

^ Here's a screenshot of it.

The bleeding seems to trigger in various ways, the most common one being changing the user perspective viewing angle. The bleeding starts slow, going down one line at a time blurring the content (and diagonally, as you can see in the upper left).

Mousing over a bled UI element restores it to normal. I tried resetting to factory settings as well as changing the window size (full screen, small, etc) but to no avail.

I haven't had any graphical issues with other software (including games) so I doubt it's a graphics card issue.

I'm going to try and reinstall Blender and make sure my graphics drivers are up to date, hopefully that will work.

Any other suggestions?

Thanks in advance!


texts: Physics Options keep reverting in smoke sim

texts:
I'm playing around with the usage of smoke and fire, but every time I try to change and option in the physics tabs, the change is instantly changed back as soon as I select another pane. (See Video in Dropbox)
The same happens in the other tabs E.g. selecting Smoke Adaptive Domain.

Is this a bug or am I doing something wrong?

Dropbox Link containing MP4:
https://www.dropbox.com/s/elfmy69nhcmr2bz/blender%20bug.wlmp?dl=0


texts:
I'm trying to create an animation of two intertwined snakes. I would like to animate the snake first raising from the floor, then backing a little bit to take impulse and then follow a circular motion while intertwining with its mate.

So far I have used a curve for the snake to follow while reaching a stand position,the problem is animating the backing and intertwine following different curves.

Is there any way to assign different curves in different keys? Is there a better way to achieve this effect than following paths? I would like it to be as physically accurate as possible, I have tried mixing the curve with physics like cloth or softbody, although softbody might get a nice effect it is not yet what I'm trying to achieve.


texts: Render isn't showing my active viewport - just a texture

texts:
This is only occurring with this one .blend file I'm working on. For some reason rendering the image using Blender Render doesn't give me a fully-rendered version of what I've got in the active camera. Instead it results in a single, flat picture of a texture while OpenGL rendering is giving me the expected result.

Any ideas on what settings might be causing this?

.blend file can be downloaded here:
dof-test.blend


texts: How to add a Build modifier Object from Blender 2.82 into Unity 2017.12?

texts:
I have trouble in exporting to Unity
I wanted to use Build modifier to showing up in Unity animation
The object I use is a truss from "archipack"
First I try exporting FBX into unity as usual which will work perfectly with physic simmulation or keyfframed mesh animation but the result is the Build modifier won't effect the mesh, it just stand there without any animation.
I didn't applied the build modifier while exporting otherwise it will be stuck at that visual frame. I want all those animation to be imported.
Second I read something on trying to export to MMD first and re import it into Blender but this thing show up and I can't continue.
------

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_shape_mdd\__init__.py", line 152, in execute
    return export_mdd.save(context, **keywords)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_shape_mdd\export_mdd.py", line 110, in save
    check_vertcount(me, numverts)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\io_shape_mdd\export_mdd.py", line 51, in check_vertcount
    raise Exception('Error, number of verts has changed during animation, cannot export')
Exception: Error, number of verts has changed during animation, cannot export

location: <unknown location>:-1

-----
```


texts: How to insert the coefficients of a f-curve in Python?

texts:
I'm starting from a mesh in object mode.
I insert an animation key (I position for example).
I go to the graph editor.
I select an f-curve.
I add a generator type fmodifier.
I choose the start and end frames.

It gives me this in Python:

import bpy

bpy.ops.anim.keyframe_insert_menu (type = 'Rent')
bpy.context.area.type = 'GRAPH_EDITOR'
bpy.ops.graph.fmodifier_add (type = 'GENERATOR')
bpy.context.object.use_restricted_range = True
bpy.context.object.frame_start = 0
bpy.context.object.frame_end = 100

On the other hand, I do not know how to insert these additional lines in python which allow me to choose the degree of the polynomial as well as these coefficients.

I saw in the blender API this function corresponding to what I would like to do:
url link:
https://docs.blender.org/api/blender_python_api_current/bpy.types.FModifierGenerator.html?highlight=generator#bpy.types.FModifierGenerator

My question:
How to correctly insert in the python script of the beginning this FModifierGenerator with its degree and its coefficients? I can not do it ...
for example polynomial of degree 1:

1st coefficient = 2
2nd coefficient = 3


texts:
I am a complete beginner using Blender, and I am following this tutorial from CG Fast Track. It all works as expected up until the tutorial goes into the Shading chapter at 1h33m. The problem is this:
The UV texture on the object looks decent (I think) when I am in "Edit mode" like this:

but if I switch to "Object mode", it is messed up:

I have tried looking around as to why this happens, but it is beyond me at this point.
I dont think its doable to explain every setting and every number in the blender file that I have currently. Maybe someone knows what this might be, or, if someone finds the time and energy, here is the blender file and the texture images:
https://ufile.io/30nziz0m
Thanks!


texts: How to keep objects looking aligned when modelling cars?

texts:
as I have been modelling cars using a method of subdividing individual panels I have noticed that there is a major problem that arises with this method that prevents my cars looking like most on the internet.

Gloss line discrepancies in the panels like so:

When I look at other models and renders the shading and behavior on the objects match and look correct:

Mike Pan's BMW:

Another BMW render with correct shading:

I realise that not having the vertices aligned (and the havoc subsurf modifiers can wreak) means the materials will not look right and Mike Pan's model is one object for the shell of the car. Is modelling in panels the "wrong" way and I should switch to a single shell? Or is there a standard method in subsurf panel (or other schemes of) modelling to keep the natural look?


texts: No animation in Curves on using Bake sound to fcurves

texts:
In Blender2.9 , on adding location drivers to the origin of a Curve, there is no animation eventhough the location values are generated by baking sound to fcurves.
Also using a Hook driver to drive the curves,creates no animation.Even trying with a Cube ,gives no result.
Also, there is an  Error - "Invalid python expression " . Since the location values are derived from sound , there is no option to link the driver "var" to this value.Tried using "self",but no result.
How to resolve this?


texts:
I'm coding up a simple mesh and using a fixed JPG square as texture.
On most faces it looks OK, but on the middle-top of the mesh, it seems the texture gets stretched for some reason.
It's a single mesh, the entire model uses the same texture repeated on the faces. Is there some kind of setting for the face I can make? I already checked the face's normal, which seemed fine (picture added).
I'm fairly new to Blender, so it's most likely a simple setting for the face I'm messing up.


texts: Can I vertex paint in eevee or is it a cycles thing only?

texts: I would like to make some meshes that are deformed and paint the vertexes to created a nebula of light in a volumetric of colours and was looking to vertex paint in blender 2.83.4 but do not see any options for it, only texture paint.  I do not see an option to render vertices of a mesh only.  Is this only a cycles-renderer thing?


texts: What is happening to Suzanne's eyes during this use of the Boolean modifier?

texts:
So, I used a Boolean modifier on Suzanne and a fairly default cylinder. The results, as they move along, go something like this:  video.

The modifier is set to union.  As you can see, something strange is happening: only her eyes appear.  I did do some interesting things with it previously using the subsurface modifier - but that time, her eyes dissapeared, as opposed to the rest of her head!

Kudos to anyone who can help me with this.


texts: EEVEE bake indirect lighting for an animation

texts:
I am rendering an animation in EEVEE and I want the indirect lighting to be baked for every frame. This is because I want the scene to be lit up during the animation, and not preset.

The first frame:

I want the animation to start so, and the last frame:

In both of these screenshots, I have baked the indirect lighting individually. One overwrites the other.
Is there any wayto transition from one lighting condition to another, as shown below?


texts:
So I have this strange problem with motion blur in blender.
White car, marked on a picture as a red circle 1.
Setup: 1 frame basic postion, 2 frame aprox 0,5 metre to the left. Car is one object in this scene (joined).
Active motion blur in render tab with "start on frame" and Shutter set to "1.0".
Car is moving from right to left, but for some reason rendered motion blur looks like it goes backwards (wheel)..
Can someone explain me what is wrong?


texts: background image/video issue in blender vfx

texts:
I was following one youtube tutorial and tried vfx green background.

I have selected the mask and now in compositing mode i want to add a new background. But, i am unable to do that . Please suggest me the menu to do that .
I am a beginner in Blender vfx.

I have attached the screenshot.


texts: Why doesn't the rotation axis match the y axis of a pose bone, when the the rotation was around local y axis?

texts:
I have an initial rotation of a pose bone q1.
I rotate the bone around the local y-axis to get a rotation q2.
To calculate the difference between them I do:
diff = q2 @ q1.inverted
axis, angle = diff.to_axis_angle()

To perform the same change in rotation through code, I do:
bone.rotation_quaternion = q1
bone.rotation_quaternion.rotate(diff)

Here I try a variation where I use axis angle rotation, with axis being the bones y_axis, and here is the problem:
bone.rotation_quaternion.rotate(Quaternion(posebone.y_axis, angle))

However, the rotation is not the same, because axis is not the same as the posebones y_axis. Why is that?


texts: How to evenly distribute the selected animation keys in the «Graph Editor» along the X axis and separately along the Y axis?

texts:
How to evenly distribute the selected animation keys in the Graph Editor along the X axis and separately along the Y axis?

Advantage / application uniform distribution of animation keys:

Quickly evenly distribute animation keys of harmonic oscillation vertices by timing.
Quickly make a smooth transition through an even distribution of adjacent animation keys between two adjacent gait or run cycles.


texts: Export UV Layout in proportion to object size, not UV map

texts:
When I unwrap an object, the UV Map automatically expands to fit the layout size, 1024 x 1024. Is there a way to unwrap it in proportion to the object size, and not the UV layout size? I need both of the maps to be the same height in pixels when working with them in Photoshop.

This one expands horizontally:

This one expands vertically:

Which is throwing off the texture proportions in PhotoShop. I don't want to resize the image.

Edit: Here's the UV Layout with all three panels joined and unwrapped per answer.


texts: The 2.78-9 version has non-python scripting and a "Blender Render" option. 2.8 does not

texts: In most of the videos I watch, the person in them clicks "Blender Render" and changes it to "Blender Game". 2.8 doesn't have and option like that, and it also is missing a scripting system below the animation time line.


texts:
I have an imported model (which actually is a surface projection of an microscope Z-stack image, exported as STL) which is extremely grainy, composed of almost 1M verts. Is there any way to reduce number of verts/faces and smooth it to recover the general cell shape? I tried smooth and remesh modifiers, but it didn't help a lot :(
Thanks for any ideas!
Art.


texts: Can I use previously rendered frames as texture in Cycles?

texts:
A good example would be a giant screen in a football stadium. The last rendered frame would be used as texture on the screen for the current frame.

This texture would be emitting light (as it is a screen), so I really need it as a texture input for an emission shader in cycles.

It differs a bit from that question: Is it possible to use the output of a Renderlayer in the material nodes of another RenderLayer? as the given solution gives me a pink screen on the ~20 first frames.

Is it possible in Blender and if yes, how?


texts: Often when I'm doing something in the GLSL shading mode I always need that extra interactivity for viewing what's going on with my scene. With all the materials assigned and lamps in place, from time to time I want to be able to change the lighting as if I'm using a MatCap as its influence. However, this is not quite good because the material properties will be lost, mostly specular effects because for the MatCap to take effect you're required to set the materials to "Shadeless". Are there any workarounds around this?


texts: Is it possible to bake/export Material Preview render?

texts:
I am currently working on a character and it looks how I need it in Material Preview but when it comes to baking the textures and having to add lights myself manually it loses its detail and becomes a lot more noisey (I realise upping up the samples will fix the noise issue), in material preview however the texture has no noise and is lit perfect, would there be anyway to bake that out or export the textures?
Not sure if this will be of any use but I am using Principled BSDF
Any information would be of great help, thank you!


texts: Is it possible to give keyframes an offset of value - not time - in Graph Editor?

texts:
I am not talking about shifting keyframes in time, I am talking about selecting a bunch of keyframes and move them in value.

Suppose I have 3 rotation Z keyframes like this:

t = 0   ... rotation Z = 100
t = 1   ... rotation Z = 120
t = 2   ... rotation Z = 130

Then I apply an offset of 32 to all three and they become

t = 0   ... rotation Z = 132
t = 1   ... rotation Z = 152
t = 2   ... rotation Z = 162

So they change in value not time.

Is that possible on Blender?

I have hundreds of keyframes to change like that. I would be fine to have some automated/easy way to do that. Maya can do that easy but because I am new to Blender I am not sure if it can be done on it.

Moving the keyframes with the mouse will not do the trick. I need the operation to be precise.

Thanks


texts: I'm new to Blender and I ran into this problem, when I press the combination of keys "Ctrl + B", instead of the appearance of corner smoothing points, nothing happens. I cannot understand why, and when I smooth the corners in a cube, everything works great.Screenshot of the bevel setting is attached below.Thanks in advance.


texts:
If you have a cluster of points selected like this:

how do you align the points so that they create a flat plane?


texts: Best way to create the ground for house model

texts:
Im trying to create a 3d house model.

The tutorial I learnt from taught me how to create a plane for the ground of the house. The ground in the tutorial was a rectangle and so it can be easily achieved by creating the plane and specifying the X and Y.

I need a ground that is not usual rectangle, how should i go about doing it? Do i create a plane and make changes to the plane accordingly? or do i create multiple planes and join them to form the ground i need?

It will be great if steps are given as I am new to the Blender.

Thanks in Advance

UPDATE:

Please comment if there is any other better way or if im doing it wrong in any steps.


texts: Objects are appearing in other modes instead of layout mode blender 2.83.0

texts:
See object is not appearing in layout and shading mode

But they are appearing on other modes


texts: how can i make a model from several smaller objects

texts: I am not too advanced into blender but i was wondering how you could make a model like a person made of several smaller objects (like korg from thor: ragnarok but a lot less detailed)


texts: Flatten Sculpt Brush acting weird from 2.80 to 2.83

texts:
Sculpt brushes are acting weird since 2.83, i d like to know how to get back my standard flatten brush behavior, do those steps to see the problem:

get blender 2.80 portable version, go in sculpt mode, choose flatten brush, activate dyntopo with 8 detail size, sculpt a bit on an edge of the default cube, the flatten brush works well, it dig a flat face out of the mesh.

get blender 2.83 portable version, go in sculpt mode, choose flatten brush, activate dyntopo with 8 detail size, sculpt a bit on an edge of the default cube, the flatten brush creates a weird bump, without digging in the mesh.


texts: Blender 2.8 - How to access material nodes?

texts: In Blender 2.7 we could change material nodes in composting. They removed it in Blender 2.8, where can I find it??


texts: I want to set the origin/pivot point of a multi mesh character to the feet of the character. I tried making an empty object as the parent to all other objects (and armature) of the character and have this empty objects origin in (0,0,0), but when importing to Unity the charcters origin/pivot point is still in the center of the character... Any ideas/solutions?


texts:
I've recently set up my NLA tracks for an entity someone has, and I'd like to be able to "trigger" the animations at any specific point. Is there a way to do this?

I know I could just shift or copy the NLA track, potentially. But I'm wondering if there's a way to just 'trigger' it in Blender? Or does it manually need to be set up?

In the image, you can see I've established my tracks:

Opening: Goes from Closed to Open and back again (which is just a copy/paste of the frames from both Open and Closed)
Open: Base reference that I'll have active whenever I want the thing open.
Closed: ^ but for whenever I want the thing shut.

However, "Opening" could be triggered multiple times to the same entity. It basically opens and shuts the object and I'd like it to be repeatable without copying NLA tracks over and over again. But if it's unavoidable, I can certainly do that too.


texts:
It's not that important for me now, but I'm curious: I was learning gradient shading and played around a little. I seperated a face from the mesh, made it a new object and then reconnected them... And Blender made bubbles... Any idea, what Blender wants to tell me? Neither have I applied particles anywhere in the file (even when the modifier is shown) nor have I included anything else that is not about the cube and its shading. The bubbles occured after the separation and some of them stayed after reconnecting.
Here's the file to see it yourself:


texts: Why render result of animation is black?

texts:
I have a 3D text with smoke simulation on it. It's all baked up and ready. As you can see on the screenshot the 3D smoke effect is "baked" and the flames are visible in 3d Viewport while in Rendered shading mode.

However when I render the animation every frame turns out to be blank, no text or anything.

Why is the rendered animation black instead of showing text with smoke simulation on it ?

Please download the blend file here and inspect, and some tips would be greatly apreciated: https://app.box.com/s/fih3vv6smnfjazcrmjlagothcja3ffly

thanks in advance!
Danny


texts: Change the color of the default (no) material (Cycles)

texts:
In the idea of having a faster workflow, I would like to know if it is possible to change the color of the default (no) material of Cycles.
I mean, if you don't assign an material to an object, it is by default a diffuse material that is light grey (0.8 white).

I like to have my objects having that default light grey because then I can give certain meshes more emphasis simply by assigning them a pure white material; which give the scene some contrast.

How could I change the color of that default light grey so I could darken it and accentuate the contrast ?

The idea being to be able to do this using no materials (default color), because assigning ALL meshes a material would be too long in my work process.

Actually I use a light to make my subject more bright.  But this has a lot of inconvenients, that is why I ask !

Thanks!


texts: I know that Blender.org provides downloads for official releases. I see on forums that people use newer versions of Blender. Where can I get newer version of Blender (nightly builds, alpha versions... etc).


texts: What are other ways to fake underwater environment?

texts: The most realistic way to create an underwater scene is using volume shader, but looking for a more faster way(i.e. to fake), are there any ways besides these. I tried to search up for it but it doesn't seem there are much tutorials on it. Could anyone suggest some ways?


texts:
I'm trying to convert ag normal maps (alpha is red channel, green is green channel, blue channel derived from a and g through some formula) to standard normal map (tangent space).
Nvidia's Windows Texture Viewer gives this formula "Normal map AG [dR = sA; dG = sG; dB = sqrt (1.0 - dRdR - dGdG); dA = 255]", but I'm more artistically declined than math or programming and failed to recreate this with shader nodes. thanks in advance.


texts:
I created two planes.

Plane 1 (left): I applied image texture, then unwrap, then I loop cut etc. No prob.

Plane 2 (right): I started by modifying the shape (loop cut) and then I applied texture.

How can I have the same render than Plane 1?

My settings.

Edit: After UV unwrap and removed doubles:


texts: for some reason, whenever i use blender cycles the hair get weird back spots under it? anyway to make the black spots disappear or transparent?


texts:
I am running Blender 2.75. I installed Oscurart Tools and simply can't find the tool. I enabled it in User Preferences, but I don't see the panel on the left hand side of the screen.

Can someone assist me with this? I am fairly new to blender and not all up on where some tools can be found. I have tried to search on here for Oscurart Tools and I have come up with nothing.


texts: Why bendy bone segmenting does not work?

texts:
The first picture is when I haven't yet segmented the bones:

The second one is when I have segmented (segmented to 16) both two bones:

As you can see, the bending is still sharp. Please help.


texts: How to examine a collada file loaded in blender ? (Python)

texts:
By doing various tests and using bpy.ops.wm.collada_import(), there are compatibility problems between some software with the '.dae' format, so I was wondering, is there any way to interact with objects inside a '.dae' file , before uploading it? Is there a way that allows me to examine the objects present in a dae? with their names and data?
When the object is imported into bpy.data.objects, does any trace of property dae remain?

Basically some software create instances that enclose other instances, this does not allow blender to maintain the correct hierarchy, so I was wondering if you could analyze a .dae file and possibly act directly on it.
I still don't know how a dae works. so please be patient, i am trying to get a direction for my research to the solution.


texts:
I just can't find the blender way to do this. I have two objects (cubes) at a given height above a plane. These two cubes are 5cm apart, say. How can I view the perspective projection of these cubes onto the plane below ? I tried shrinkwrap but it gives the ortho projection only. This is probably very simple but this is my first week with blender.

Thanks

GT


texts:
Is there a way to put an object on uneven surface? For example: if I make a food object, let's say a toast, and put it on a plate, it's all well if I just put in on the center of the plate, which is mostly flat surface. But what if there are other objects on the plate, and I have to put the toast on the side edge of the plate, which is curved?

I have tried using proportional editing and dragging faces of the toast as near as possible to the plate's surface, but the result is really ugly (perhaps due to my lack of experience and skill). Snapping to the surface seems only worked the best when the objects have flat surfaces.


texts: I want to drive a property in a Cycles material based on the current Render Layer or Scene being rendered. Is there any such property? If not, is this something that could be made as an addon, or is there some technical limitation that prevents it?


texts: How can I reload a UI operator instead of creating a copy of it when I run a script?

texts:
I set up an operator script where I move the active object 5 units in the x axis every time I click on the operator. However, every time I click "Run Script", a new operator is made to be clicked on instead of updating the first one. What code can I write to only have one operator copy that I can update over time?

Here's my code:

import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty, FloatProperty

class TestClass(Operator):
    '''Test Class'''
    bl_description = "test description"
    bl_idname = "object.test"
    bl_label = "Test Label"
    bl_options = {"REGISTER", "UNDO"}

    def execute(self,context):
        context.active_object.location.x += 5
        return {"FINISHED"}

    @classmethod
    def poll(cls, context):
        ob = context.active_object
        return ob is not None and ob.mode == 'OBJECT'

def add_it(self, context):
    self.layout.operator(
    operator = TestClass.bl_idname,
    text = TestClass.__doc__,
    icon = "QUESTION")

def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_add.append(add_it)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: How to see polygon's local axis in Animation Nodes?

texts:
Sometimes it is very handy to visualize local axis to debug polygons' rotation (like 3D Viewer for location of points). Is there any default solution for this task?

This is an Axis type of displaying particles and I'd like to build something similiar in Animation Nodes:


texts: How can i delete part of an object insite another object?

texts: I am trying something in blender and i would like to delete this inner part of the orange object so the second object (grey) is open. How can i do this?


texts: Texture Paint gives off a checkboard color

texts:
I am trying to paint my texture and when I try to paint it gives off a checkboard color no matter what color it is. Is there a button that needs to be toggled off that im not seeing ?

Blender File Below


texts: Automate the rotation of camera around an object with python

texts:
I have a 3D model of a liver and I wanted to get the rendered images of the model from various angles like the ones shown below.

The path the camera would traverse would be roughly circular/elliptical with a fixed height from the X-Y plane. The problem is in every iteration I'm also doing some other computations in python with a script. So I wanted to add the automation of rotation along with my script in Python rather than doing it one at a time but am not able to figure out how to do so.


texts:
I am pretty new to blender and I am sure someone has asked this question before.. but basically I am following along with this tutorial and I added all these nodes in the compositing view.. Basically whenever I render my image or animation it doesn't have any of the nodes I added... like color or a little bit of blur etc... Here is an image of what I want it to look like vs how it is rendering...

I want my final animation to look like the centered image.. but whenever I render it looks like the bottom left image.. I am sure there is some small detail I am missing or something... Please help me!!!!


texts: Getting a normal pass without normal maps (in Eevee)

texts:
I'm trying to get a normal pass without normal maps in it in Eevee: only geo normals. Currently my normal pass looks like the left image and I want a right image (the same scene rendered without materials)

I'm thinking of writing a script that'd be used only to render this pass: the script would basically disable bump nodes, disable lights (to render faster), disable other passes (to not overwrite them) render the pass, re-enables everything back. But I wonder if I'm missing something and there's an easier way?
p.s. rendering a Normals Matcap from workbench won't work with perspective cameras, I need true normals.


texts: Find out Сompositor node tree active output (Python)

texts:
Let's say for some reason I have 5 "Composite" nodes in Compositor. How can I find out through API which one of them is active render output?

bpy.context.scene.node_tree.active_output seems to always return -1, and this is not a node index as it might seem. len(bpy.context.scene.node_tree.outputs) seems to always return 0. bpy.context.scene.node_tree.nodes['Composite'] has no attribute like is_active_output. bpy.context.scene.node_tree has no attribute like get_active_output. So is it possible? Or maybe it works in some other way?


texts: Why rotation with snapping is not working?

texts:
I am trying to snap edge in edit mode to selected object and can't do it easily though. It only snaps in one view.

I've tried to enable/disable "Align rotation with snapping target", but still without good result:

I am not looking for other ways like modifiers, etc, because it is quite limited in some cases.


texts: When posing out the character during animation, parts of the body poke through the clothes..how can i get them to deform uniformly or together?


texts:
I am trying to model a Lamorghini which has some sharp edges.

The problem is when I create a mesh for the bonnet and use smooth in a left window all hard edges are gone (red in first picture).

I am watching lots of tutorials all over the internet but so far I haven't found the answer for my specific question. When I smooth the bonnet in the left menu (smooth faces) all my hard edges are gone and I have no idea how to bring them back.

Additionally there should be a sharp edge where is the clipping edge with the mirror part of the car (in the middle). There is always some stupid shading on it, I tried to get rid of it by pressing ctrl + m and it worked a bit but I need sharp edge there also. I simply want to model exactly the shape which is in the reference photo of the red lambo. And I want to have it smooth without seeing the faces.

Your kind advice would be really appreciated. (The rendered picture I provided has the lines and smoothness as I want it but the bonnet is created from 3 different parts separately and when i put them together with ctrl + j those nice edges will dissappear again)


texts: Active RenderLayer Node for Material Nodes?

texts:
I need a way for a material to know what renderlayer (viewlayer?) is currently being rendered. Basically, a "Current View Layer" Node. I found some code that seems to try to do what I need, but it also seems to be out of date and incomplete. I don't know how to fix it. The code is from here: https://blenderartists.org/t/renderlayer-node/640751/5
Here is the code:
class RenderLayersNode(Node):

    '''Render Layers'''
    bl_idname = 'RenderLayersNodeType'
    bl_label = 'Render Layers'

    def renderlayers_enum(self,context):
        items = [(layer.name, layer.name, "") for layer in bpy.context.scene.render.layers]
        return items

    # === Custom Properties ===
    render_layers = bpy.props.EnumProperty(items = renderlayers_enum, name = "RenderLayer")

    # === Optional Functions ===
    def init(self, context):
        self.outputs.new('NodeSocketFloat', "is_active")

    def update(self):

        # here you can send the value to the fac value of a mix shader/rgb for example
        pass

    # Additional buttons displayed on the node.
    def draw_buttons(self, context, layout):

        layout.prop(self, "render_layers")

    def draw_label(self):
        return "Render Layers"

I'm still learning Blender, and I don't know how to fix this code myself. Can this code be made to work so I can use in my eevee materials? I suppose I'd be okay using it in other renders if eevee won't work but others will.


texts: Curve modifier, deformation only on Z axis

texts:
Hi I want to model a staircase rail. But when I try my curve modifier the ramp don't deform along the curve like a real staircase rail should do, only on the z axis... Is there a way to tell blender to only deform my object on the z axis while still following the curve organic form?

Thanks

The basic mesh must be straight, then I will  put an array on it and a curve modifier follow my curve, but the curve modifier don't work like that..
..  I want it to adapt to the complex  curve, as you can see, deformation are only occurring vertically, the object is not tangent to the curve!!

Thanks


texts:
How do I add glowing lines on a cube or anything that have vertices on Blender 2.8? I'm a beginner so I thought adding material should work. There is another thread where it explains that but I cannot make only the vertices glow. Also it would be great if I could make the lines a bit thicker. I'm trying to make a on/off button which has glowing lines around.

Thanks!


texts: Changing Sculpting object color changes object color in Edit and Object Mode. Bug?

texts:
Changing Sculpting object color changes object color in Edit and Object Mode.
Blender 2.92.
Changing the object colour in sculpt mode (Viewport Shading/Lighting/Matcap) to another color in either Object or Material, changes the colour in both Edit Mode and Object Mode as well. Is this a bug as it has suddenly started happening?
Many thanks.


texts: What is the bmesh equivalent to bpy.ops.mesh.shortest_path_select()?

texts: Basically I am trying to replace a call to bpy.ops.mesh.shortest_path_select() in an Add-on of mine. While many bpy.ops.mesh operations have a bmesh equivalent, the selection of the shortest path between two verts is something I haven't found anywhere in the bmesh documentation. Maybe I just missed it, but nothing sticks out to me as an obvious solution.


texts: How to make simple Lambert in blender Open Shading Language?

texts:
I'm beginner in osl
my problem is I couldn't find Light direction in osl documention to make lambert lighting model

shader Lambert(
output color Result = 0.
)
{
Result = dot(N,LightDir);
}

and this is my error:

Line 5: error: 'LightDir' was not declared in this scope

I need result like this:


texts: Vertex Weight Proximity with an empty is not rendering

texts:
I subdivided a plane and applied distortion modifier and distorted the mesh permanently. Then with corrective smooth and vertex weight modifier with target an empty i tried to change the mesh. The mesh change is happening in rendered view but when render the animation for output its not happening, just a still image. The animation is still there as in the screenshots.
Any solution?
Thanks


texts: How to distort a generated node (not image) without using compositing?

texts:
How to distort this shape to make it move like a tadpole without using compositing?
I know that for image textures we can use wave texture to distort it and get a ripple effect.
But what about this generated shape? Any help is appreciated!
Here is the blender file:
droplet


texts: How to change value of object data property by using python script?

texts: I import a texts as an svg file into Blender. I then need to extrude and add a bevel into it. How can I do this with a python script?


texts: Armature mesh edit snaps back returning to Object mode

texts:
In the attached blend file I am able to take a mesh modified by an armature and edit some vertices in Edit mode by disabling Shape Keys:

However, when I'm finished editing, the moved vertices snap back to their original position once I reapply Shape Keys or switch back from Edit to Object mode.
How do I make these edits persist?   FYI: The mesh and armature was imported from a DAZ file.
Blend file (too large for blend-exchange.giantcowfilms upload) is at amatureMeshEdit.blend


texts: I am using Blender v2.78.4 and i am using animation nodes but when i am searching "Math node" .. its not showing. Please help


texts: Volume Absorption is only applied to the "top" of a mesh

texts:
I am following the BlenderGuru tutorial of making a cup of coffee, but when I make the coffee liquid using volume absorption, the coffee only appears to absorb light from the top. When I adjust the view to the sideview, it still looks transparent.

Anyone know what I do wrong? Please see the image with nodes attached.


texts: Camera object askew (does not match pose specified by its global transformation matrix)

texts:
I ran into a (to me) really strange problem. I have a camera that is located at the origin. With various constraints I animate the camera's path to be that of a kite flying an 8 shape pattern (so it does not stay at the origin, it just seems like that in the Transform panel because effects of constraints aren't taken into account quite then). I grab the camera's pose with python via

bpy.data.objects['Camera'].matrix_world

The translation vector seems to be correct. However, when I place a second camera at the origin and move it to the location and rotation specified by the original camera's transformation matrix, the two camera poses don't quite match up as I had expected (see below, original camera selected/highlighted).

I figured maybe it just looks like one is askew since I couldn't see a difference in a picture taken with each camera. So I ran some tests with OpenCV trying to project some image points using the same known blender camera pose with each camera. As it turns out though, the cameras really are different. With the original, seemingly askew, camera the projection is off. What's going on here? Did I transform/deform my original camera on accident somehow (didn't even know that was possible...)?

Here's a minimal blend file, only including the necessary constraints and objects for the movement. In frame 1 I added the second camera based on the original camera's transformation matrix. I had a random noise enabled on the location and rotation of the animated camera but it's disabled in the example. I disabled it earlier thinking that that might have caused my problem. The Blender version is 2.73.


texts: I have installed the makehuman blender tools and the only one that is showing up is makewalk I'm not sure if I stuck the tools in the wrong folder or what is going on someone please help?


texts: How to hide object but keep shadow in EEVEE?

texts:
This is very easy to do in Cycles, just have to click on the camera checkbox.

I cant figure out how to do this in EEVEE.

Any help would be appreciated.


texts: Some vertices aren't visible when i go to edit mode from weight paint mode

texts:
When I am in weight paint mode and I want to create a vertex mask. I click tab and some of the mesh does not show the vertices.

I can hit alt-h to unhide but when i go back to weight paint mode and the vertex paint, it wont let me paint over them or show the vertices. how can i unhide those vertices? I'm fairly sure its not the subdivide sruface hiding them. its only on the arms some hair strands and the fingertips.


texts:
I hope you can help me out.
I have to create a 2D Animation with People and the fastest way would be, when I take some finished animation like some Motion Capture data and put them into the rig BUT the Motion Capture data is in a 3D World so what would be the best way to put the 3D movement into a 2D movement. Just to lock the x or y axes would not help I think.


texts: Can I wrap a video as material on a blender object?

texts: I am new to blender. I want to wrap a 360 video around a sphere in blender. I tried doing so but instead of wrapping the video, only a single frame was wrapped. Can some one please help me as to how I can get the video to play on the sphere?


texts: How to set my widget to bottom face my object or any face that ı wanted?

texts:
İn edit mode: shift + S
in object mode: Ctrl + alt + shift + C not helping...

In 3dsmax for example there is a button which allows you can play with your widget without interferes with your object. so in short ı wanna do the thing same in the picture

Thanks people. ı appreciated. Its solved.


texts: Strange normal map behavior in Cycles (Blender 2.80)

texts:
I have a problem with normal map baking from high-poly to low-poly in Cycles. When I apply the normal map on the rendered object appears quads, but in eevee this doesn't appen. The strange thing is that these quads doesn't correspond to the wireframe of the mesh visible in Edit mode.
These quads are visible in the normal map, but why they don't appear in eevee? How can I bake normals without quads?
Thank you.


texts: When I use Rigid Body physics and the meshes intersect each other, like the picture, the chain breaks when simulation (AltA) is done. I use 'mesh' as collision shape and increased the solver iterations and steps per second. What could I do to make the chain not break when I do the simulation? Thanks :)


texts: Separate reflection based on object index cycles

texts:
It is possible to separate the reflected background , for example having 2 glossy objects A and B and a hdri image as background  to reflect. I want to have a blurred version of the hdri reflected on object A and a crisper version(or diferent hue) reflected on object B.
I am aware that using the light path node and substracting   glossy and singular ray   it is possible to split the reflection one object having the sharp Bsdf , but i need two glossy objects with roughness non zero each .
thank you


texts: Openpose addon for Blender on Windows : how can python detect a video file?

texts:
Recently I have installed OpenCV and OpenPose for tracking the head of a 3d character created,rigged and animated in Blender 2.81 on Windows 10. When I use OpenCV I use this addon :

https://github.com/jkirsons/FacialMotionCapture

and when I use Open Pose,I have installed this addon :

https://gitlab.com/sat-metalab/blender-addon-openpose

What's the problem ? The problem is that the addon written for OpenCV works good,but the addon for Openpose doesn't. I have no python experience,but I have looked inside the addons codes to try to understand why.

Please check the relevant python code that's inside the OpenCV / Facial motion capture addon below :

 # Show camera image in a window
            cv2.imshow("Output", image)

 # Show camera image in a window
            cv2.imshow("Output", image)
            cv2.waitKey(1)

        return {'PASS_THROUGH'}

    def init_camera(self):
        if self._cap == None:
            self._cap = cv2.VideoCapture(0)
            self._cap.set(cv2.CAP_PROP_FRAME_WIDTH, self.width)
            self._cap.set(cv2.CAP_PROP_FRAME_HEIGHT, self.height)
            self._cap.set(cv2.CAP_PROP_BUFFERSIZE, 1)
            time.sleep(1.0)

Now check the relevant python code that's inside the OpenPose addon below :

class Camera:
    """
    Utility class embedding a camera, its parameters and buffers
    """
    def __init__(self,
                 path: str) -> None:
        self._path = path
        self._camera = cv2.VideoCapture()
        self._camera.open(path)
        self._shape: Tuple[int, int, int] = (0, 0, 0)
        self._bbox = [180, 120, 270, 270]
        self._bbox_new = self._bbox

class OpenPoseWrapper:
    def __init__(self) -> None:
        self._cameras: List[Camera] = []
        self._image_buffer: Optional[bpy.types.Image] = None
        self._camera_paths: List[str] = ['/dev/video0', '/dev/video1']
        self._is_stereo = False
        self._is_stereo_calibrated = False

What I want to know is the reason why OpenCV is able to grab the video file that I use,instead the OpenPose addon is not able to do that. I suspect that the code of the OpenPose addon has been written for Linux,but I'm using Windows 10. For this reason I should change this line :

    self._camera_paths: List[str] = ['/dev/video0', '/dev/video1']

Infact in Windows 10 there isn't any kind of device like that. So,how should I change the code if I want that Windows 10 is able to detect the video file that the code written for OpenCV is able to detect ?


texts: Creating/Handling pathfinding large world waypoints in Blender

texts:
I am trying to create an importer/exporter script for an open world's game map. However, I am being constantly hit and set back by performance of blender.

I want to be able to create way points for car, with support for junctions (this would mean I need something that has more than 2 end points)

I have thought of using lines (path curves) for single line paths and for junctions I am thinking to calculate it mathematically at the point where 2 lines intersect. After importing about more than 3000 splines in a single curve object, blender have come to a slow crawl when it comes to edit mode, navigating in 3D view is quite fast as its only one object.

Is there any other way to do this? I am at loss now.

EDIT: I have also tried using armatures instead, as you can have many endpoints than a curve. However I found it crashing and unstable after hitting 6000 armature bones. And the selection of single bone is just painfully slow


texts: How to do transparent glass on transparent background in eevee?

texts:
im trying to create a glass window, that will partially show the transparent background. However, the glass doesnt show the background, but rather the blender internal sky sphere used for my lighting and rflections in the viewport. How can i make the glass not show the sky but the transparent background instead? I attached an image for reference.
Thanks in regards.


texts: Can image texture parameters be accessed from python?

texts:
I would like to create a new image texture and define its name and size entirely via Python. The closest I can get is to generate the popup window where I change these parameters. I can't seem to find the answer anywhere. Is this possible?

I'm trying to create a script that auto-bakes a color ID map, tied into a single fat "Bake" button. I want the image texture's name and size to be predefined when generated.


texts:
I have been trying to bake a normal map from multires modifier. Here is my sculpt:

Here are the settings for the baking operator and the texture I used for baking:

Here is the normal map I got:

If you look closely at the last image where I applied the normal map, there are artifacts in form of small islands on the mesh. And they are all over the mesh.

What could this be caused by?

Edit:

Another artifact along the seams:


texts: How "Lock to focal plane" function works?

texts:
Grease Pencil Blur Effect: how "Lock to focal plane" function works?

As I understand from description, it blurs GP-objects in proportion of distance between object and focal plane. But when i tried this option can't see any significant difference between "in focus" and "out of focus" objects.

In my example top monkeys has this setup:

bottom:

As you see dof effect enabled, and works on meshes, but not on monkeys. Am I doing something wrong, or it just a bug, and am I need to report it?


texts: How do I remove an unwanted texture that keeps showing up in Object mode?

texts:
I really want to know how to remove or erase this little bit of unwanted texture from Object mode as I've already got a texture to go above it. It gets covered up when I put it in texture paint but as soon as I return to object mode (and view on Texture) it comes back.

It also comes back on top of the actual textures when I output this character into the game. Please help.


texts: Add UV Mapped texture coordinates to OBJ file?

texts: I'm working on an OBJ parser for a game engine I am creating. I have the model being loaded correctly and all, but I've never really used blender before and I'm not entirely sure how to get my UV Mapped texture into the OBJ file. Inside the OBJ file, lines typically start with "v", "vn", and "f" for me, which seems normal. However, I saw someone who had lines starting with "g" that indicated texture coordinates in his OBJ file. Does anyone know how I could do this? I already have the texture mapped and everything, I just can't understand how I am supposed to get it into the exported OBJ file.


texts: Splitting vertex at end of 4 lines, to fix tris

texts: I am making a handle on a trunk. I beveled the inner corner on the handle. But it added 3 lines that end at a single vertex. Now i need to split the vertex ( one for each line) so i can fix the topology, and fix the tris. Not sure how to do this. Sent a pic so you get the idea. Whats going on and what im going for. Please help.


texts: UV unwrapping an object according to a tga. file?

texts: So I have an obj. of a CSGO weapon model and its unwrapped tga. file, however, the weapon unwraps itself differently to the tga. file. Is there any way to tell Blender to unwrap the model according to the tga. file or would I have to do it manually? Thanks.


texts:
I am making character for my game in Unreal Engine. I have just finished the entire character (including animations and UV Mapping) and it has come to my attention that I will need to change the unit scale to 0.001. This is an issue because my mesh's dimensions have shrunk. I went to resize my image to find that the mesh has gone a bit weird and I think it's because of a loss of quality. Does anyone know a fix for this?
Thanks
Liam


texts: Is there a way to force pixellate the viewport render?

texts:
I occasionally use blender for pixelart by disabling interpolation, mipmaps and anti-aliasing in render options, but it would be great to see how a model is looking without having to render it everytime.

The render preview in the viewport only comes in one resolution, and it would be great to view it in the exact dimensions or just overall look as the final render. is such a thing possible?

Here's a render with the look I'm going for side by side with the viewport view in render mode.


texts: BlenderGIS: importing georeferenced .tif DEM into Blender

texts:
I am new to Blender, and I am just trying to put a Structure from Motion produced DEM .tif into blender, but keep getting this error:  struct.error: unpack requires a buffer of 4 bytes.  What do I need to do?
Python: Traceback (most recent call last):
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\operators\io_import_georaster.py", line 445, in execute
    grid = GeoRaster(filePath, subBoxGeo=subBox, useGDAL=HAS_GDAL)
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\georaster\georaster.py", line 69, in __init__
    self._fromTIFF()
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\georaster\georaster.py", line 125, in _fromTIFF
    tif = Tyf.open(self.path)[0]
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\lib\Tyf\__init__.py", line 479, in open
    elif first in [0x4d4d, 0x4949]: obj = TiffFile(fileobj)
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\lib\Tyf\__init__.py", line 310, in __init__
    next_ifd = from_buffer(i, fileobj, next_ifd, byteorder)
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\lib\Tyf\__init__.py", line 99, in from_buffer
    _read_IFD(obj, fileobj, offset, byteorder)
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\lib\Tyf\__init__.py", line 83, in _read_IFD
    else: tt.value = unpack(fmt, fileobj)
  File "C:\Users\Max\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\lib\Tyf\__init__.py", line 11, in <lambda>
    unpack = lambda fmt, fileobj: struct.unpack(fmt, fileobj.read(struct.calcsize(fmt)))
struct.error: unpack requires a buffer of 4 bytes
location: <unknown location>:-1


texts: How to color areas corresponding to a bump map?

texts:
Hi, I have got a problem here, the engraving on the right side was created using a bump map, but how do I color it? On the left side are the nodes that I am using.

Thanks.


texts: Is it possible to change the IOR inside a volume?

texts:
For instance, is it possible to simulate effects such as heat haze or other kinds of mirages which are caused by air with differing/changing refractive indexes?

Plugging a procedural texture into the IOR input gets pretty close, but the IOR is only being changed at the object's surface (this is to be expected, since the refraction node is plugged into the surface output).

For example, with this scene:

Connecting only the volume scatter node proves that the gradient sphere is in the center of the cube:

If you connect the refraction node, you might expect to see some distortion in the center where the gradient texture is. However, since the gradient is completely inside the cube, there is no evidence of the gradient on the surface, and the IOR is not changed.

Plugging the refraction node into the volume output does not seem to be supported yet; the output is completely transparent.

Is it possible to change the IOR of the inside of an object in cycles like this?
If not, is there any way to simulate these kinds of atmospheric effects in cycles?

I would share the .blend, but pasteall is acting up atm..

Related: Is it possible to render other materials besides volumes using a procidural texture to define "density"?


texts: My model is not showing correctly in the viewport

texts:
I´ve been working on this model for some time now, i added some materials and added light, it had been working just fine , until i loaded the project today and my model is now like this...
Thanks for the attention.


texts: How to detect if a vse strip is used in conjunction with an effect strip with python?

texts: Moving strips which are used in conjunction with an effect strips will cause errors if moved(with python) without the effect strips, and most of the effect strips can't themselves be moved because their frame_final_start/end values can't be set. So I need to detect if a strip(ex. movie) is used in conjunction with an effect strip ex. as part of a cross dissolve. How do I do that?


texts: Can't remove object via python once grouped

texts:
I'm writing a script that is adding and removing about 50 objects every frame. That part is working fine, but once I add the objects to a group, it creates odd errors.

In tracking down the error, I simplified my project and ran into the same issue

I could understand if the group were one of the users of the object, but the object.users count doesn't increase when grouped.

Try it yourself:

import bpy

scn = bpy.data.scenes['Scene']
ob = bpy.data.objects['Cube']

scn.objects.unlink(ob)
bpy.data.objects.remove(ob)

works fine, but:

import bpy

scn = bpy.data.scenes['Scene']
ob = bpy.data.objects['Cube']

testgroup = bpy.data.groups.new('testgroup')
testgroup.objects.link(ob)
testgroup.objects.unlink(ob)

scn.objects.unlink(ob)
bpy.data.objects.remove(ob)

throws the following error:

RuntimeError: Error: Object 'Cube' must have zero users to be removed, found 1

What's going on? Am I missing something, or do I need to file a bug report?


texts:
I need an enum prop to be refreshed from a txt file when I click the drop down in a panel.
I am using this as reference:
https://blender.stackexchange.com/a/80968/51645

I have this so far:

bl_info = {
    "name": "Testing",
    "author": "Testing",
    "version": (1, 0),
    "blender": (2, 78, 0),
    "description": "Testing",
    "category": "3D View"}

import bpy
import os, errno
import pathlib
import re

def Item_Prefix(self, context):
    prefix_list = []
    count = 0
    path = "C:\\Users\\Testing_1.txt"

    with open(path, 'r') as f:

        prefix = ([line.strip() for line in f])

    for entry in prefix:
        count += 1
        prefix_list.append((entry,entry,entry, count))

    print(prefix_list)

    return prefix_list

class Prefix_Variables(bpy.types.PropertyGroup):

    save_prefix = bpy.props.EnumProperty(
    items = item_prefix,
    name = "",
    description = "",
    default = None,
    options = {'ANIMATABLE'},
    update = None,
    get = None,
    set = None)

class Testing_Panel(bpy.types.Panel):
    bl_idname = "panel.testing_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"
    bl_label = "Testing_Panel"

    def draw(self, context):

        layout = self.layout
        box = layout.box()

        row.prop(bpy.context.scene.prefix_vars, 'save_prefix', text = "")

def register():
    bpy.utils.register_class(Testing_Panel)
    bpy.utils.register_class(Prefix_Variables)
    bpy.types.Scene.prefix_vars = bpy.props.PointerProperty(type = Prefix_Variables)

def unregister():
    bpy.utils.unregister_class(Testing_Panel)
    bpy.utils.unregister_class(Prefix_Variables)
    del bpy.types.Scene.prefix_vars

It is working, but it is just looping constantly, I only want it to do it when I click the panel prop.


texts: How to bake high poly to low poly decimation into high res normal / bump map in 2.8 or higher?

texts:
As the title suggests.  I know there is a ton of data on how to do high poly to low poly in 2.79 and below, but 2.8 changes things up quite a bit.

Is there a tutorial / training on how to take a high poly model and turn it into low poly via decimation and get the normal / bump map from it using 2.8 and higher?


texts: Mesh Repair, "Torn" Mesh with Holes, Shrinkwrap Modifier?

texts:
I am currently working on a project that requires me to convert multiple 3D meshes into voxelized models. Clean voxelization requires clean original meshes. However, the meshes I am working with are very... "corrupted." My pictures show this clearly, the meshes are composed of multiple disconnected faces and vertices, and the entire mesh has a "torn" look to it. However, the overall shape of the mesh remains.

I'd like to somehow approximate the general shape of the entire mesh, including bends/holes/etc. Basically, imagine automatically stitching together all the broken faces to create a single manifold mesh.

For one of my simpler models, I actually manually repaired the mesh through hours of selecting vertices, making faces, and moving stuff around: (Before and after)

However, this technique is very slow and tedious. I came across other solutions such as the Shrinkwrap modifier, however it doesn't work well around sharp angles/doesn't preserve the original shape well. Converting to a Convex Hull also loses all detail. I found the Point Cloud Skinner add-on, however all the random chaotic vertices in my model produce very bad skinning results.

For example, here's a mesh I want to repair, in a similar fashion to the first example.
Any tips/advice on what tools/methods to use to repair a mesh like this? Also, since my voxelization has pretty low resolution, I don't need great detail in the repair, just a clean, general shape.

Thanks!


texts: How do you size the camera to fit the size needed on the youtube channel art? It says it's too small when I upload the image. I need to make the camera at least 2048 x 1152 pixels. It would be nice to have it at 2560 x 1440 pixels though. I tried the other questions, but it didn't make it any wider than it was before. The Y and X values under Resolution in Dimensions Under Render Settings just made the camera taller.


texts: Sort a list of objects by their distance from a point

texts:
I have a list of objects like this [bpy.data.objects["Text.002], bpy.data.objects["Text.003], bpy.data.objects["Text.005], bpy.data.objects["Text.007]]
how can I sort them by their distance from a point like for example p =(0, 0, 0)?

I've tried to calculate the distance from two points in the 3d space using the origin and the point coordinates, but then how can I sort the objects?


texts: I am trying to apply an image to a wavy mesh I created in Blender. I am not sure how to do this. I don't think I have any seams because its one panel so I tried just unwrapping which didn't work. Then I tried marking the edges as seams but this also failed to work. Where are the seams if any and how do I apply an image?


texts: I just tried adding a driver to a sverchok node property, but it won't show up in the graph editor. Is it not possible to do that? Why not?


texts: Location change of child as gaming mode activated

texts:
I have two cylinders, one is the puck, other is the handle. The handle is child of the puck. They both have dynamic physics.
I use python to define their motion.
As soon as I hit p and enter gaming/testing mode, their locations are changed. But the handle has more dramatical location change than the puck.

Here is two photos of before and after hitting p:

Before:

After:

I cannot figure out why this sudden change of location and getting compressed in y direction.

Here is my script:

import bge

def main():
    cont = bge.logic.getCurrentController()
    scene = bge.logic.getCurrentScene()
    keyboard = bge.logic.keyboard
    puck = cont.owner

    # sensors
    bottom_edge_collision = cont.sensors["bottom_edge"]

    # keys
    r_pressed = bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.RKEY]

    if r_pressed:
        scene.restart()
        print("rsrt", puck.localPosition)

main()

Here is my blend file:
https://drive.google.com/drive/folders/1dcXSZ7HHZH9h8f6KFJWUsVmuRl69o6bd?usp=sharing


texts: I'm trying to get sIBL to work, but it won't install the .py addon for it

texts:
So I installed sIBL and downloaded most of the free HDR images they offer. I loaded up the library files etc, and now I'm ready to use it with some Blender scenes. Well when I click send to software messages pop up saying things along the lines of: "socket connection error" and "loader script raised exception". So yes I'm having trouble and was wondering if anyone here has a solution or could help me.

I'm using Blender 2.76. Windows 64bit. I tried running both as Admin already, and already tried placing the addon directly in the addon's folder for Blender.

Image of the issue:

This is the error when I turn my firewall off completely:


texts: How do I deform a plane with an image sequence texture?

texts:
I'm trying to animate a duck swimming along my floor and have the floor deform like its liquid using dynamic paint waves.
So I took some footage and tracked a plane onto the floor. I then used the same footage in an image texture with "window" texture coordinate for the material of the plane, so it would be invisible over the footage.
I thought if I then made the plane a canvas for waves the floor would look like its a liquid however the "window" texture coordinate kind of ignores the geometry and just looks straight through to the movie texture, so no waves are visible.
I then tried baking a single image from frame 1 onto the plane and that worked perfectly for the waves, but reflections/perspective don't really line up for the whole timeline.
Is there a way to have a plane match the footage its tracked onto similar to the way using the "window" texture coordinate looks, but with the footage actually stuck to the geometry so it can deform?
Or if there's a completely different method to do this that would be easier?
Any help would be greatly appreciated thanks!!


texts: how to make forest with different types of trees

texts:
I want to create a forest. I have already created a few types of trees and now I want them to "grow" out of a plane. I would use a particle system, but I have a few issues: firstly, the trees can't decide whether to stand or lie, I tried to change this using the duplicate object settings, but it was changing randomly without being afected by the settings. Secondly, I could not think of any way, how to make the two different trees not overlap each other (although I found here how to do that with only one type) and lastly, for some reason when I added the second particle system it generated only one tree instead of 1000 which is defalut.
I am not familiar with using python with blender. the trees are realy simple and low poly models, without any sofisticated details.


texts: How to create a floating flag that isnt pinned/hooked?

texts:
I've seen how to create a flag using cloth simulation, and pinning corner vertex etc. However what Im wanting to do is have the flag fluttering in Wind, but without having the corners pinned (or at least less noticeably). It would be quite intentionally unrealistic, in that its like the flag is floating in a set place BUT the cloth is still flapping as per normal in wind.

Note: I've tried Hooks with lower Strength on corners, but they remained statically pinned. I thought each corner Hooked to an Empty, with strength of 0.2ish might make them float enough, but didnt work.

Im new to Blender so may simply be approaching wrong way.


texts: I am trying to fill a bottle with liquid

texts:
I'm trying to fill a bottle I designed with liquid on Blender.
I've looked at tutorials and they all use the type "obstacle" in the fluid tab in physics.
My blender software does not show this obstacle option I'm wondering how I can do this.
I'm using the latest version of Blender.
Here's a screenshot of my problem, The list only shows Flow, domain, none and effector.


texts: How to Show Thumbnails in Video Sequence Editor strips?

texts:
Is there a way to show thumbnails in Video Sequence Editor strips?
If not, is this a feature we can request for a future version of blender?
Here is a thread that discusses this idea, but it doesn't look like it made it into blender 2.8+
https://devtalk.blender.org/t/vse-strip-previews/5854

Thanks


texts: How do I achieve this look for the viewport?

texts:
How do you get your objects to look like that? is it an addon/plugin/shader/a setting you change?
Tried searching for an ambient occlusion shader or something but came up with nothing.
I was watching this Blender tutorial and the guy had it set up like this and I really want to get it too.
He just added a cube and it automatically appeared like this.
**


texts: Is it possible to add keyframes and animate geometry without Shape Keys? Just like regular objects? Like moving vertices, edges and such?


texts: When creating a primitive in blender, the attribute section is greyed out and I can't change anything. I'm using blender 2.8. Is this feature just not in yet or ?


texts:
I'm trying to understand, and ultimately solve this shadow problem. The shadow doesn't connect to the power cable and there are some weird light below the rack too. See the evee render below, i'm also joining a cycle rendering as reference.
What options should i look for ? I'm pretty sure it's a known problem but i can't get any info out of google for this. most shadow problems people post about are soft shadow troubles.
PS : pretty much all my lights are area light.
Bad shadow below cable and rack with Evee
Cycle rendering


texts: Increasing frame rate without speeding up the cloth simulation

texts:
I wanted to make my cloth animation less choppy, so I changed the frame rate of the whole scene from 30 to 60 fps:

But that only increased the speed of the whole animation (the animation didn't stretch over time). Can the cloth animation speed be independent of the frame rate? I just want it to be more precise.

Time remapping doesn't seem to work on the simulation.


texts:
Last thing I remember is to go to material tab, add light play with material settings then deleting them.
When I went into sculpting mode this it became extremely slow and this orb seemed to appear out of nowhere


texts:
I added a torus and I was trying to extrude the faces but I couldn't get the exact shape!
Should I continue with torus or circle will be much better?
How can I make the part (circled in red) shown in the image?

P.S.  I have to use python scripting to make this model


texts: Are import/export scripts backward compatible?

texts:
I want to install an export script into blender 2.79. The last version of the script (iqm_export) is for blender 2.74.

Will this script still work in blender 2.79, and if so, are all blender scripts backwards compatible?


texts: select all animation AND shader node keyframes

texts:
im trying to move the animation in my scene backward in time. for that i need to move all keyframes, but after selecting all objects i realize that the timeline editor only shows their keyframes WITHOUT the corresponding shader node keyframes
i could manually select every object and navigate into the shader editor and select all nodes there but it seems like a tedious task.
so my question: is there a quick way to truly select all keyframes in a scene?


texts: Is it possible to listen for object visibility change in python?

texts:
Is it possible to listen to changes in object visibility via a Python add-on in Blender?
Being a beginner, I only know of listing all objects and doing .hide_get(), but I at least know that doing that in a loop is very bad...


texts: V 2.91 Shrink Wrap Modifer is Not Allowing Target Selection

texts:
Total newb. Ubuntu 18.04 Blender 2.91. Uninstalled all previous versions and did a clean fresh install from download.
I've been over this most of the day in these posts and in the documentation, my goal is to simply round the edges of a primitive. The simple method I found via various sources is to create and subdivide the object, then apply a shrinkwrap modifier and set the offset. Here is what happens.
-Create default project cube, subdivide 10 (at first, then tried subdividing multiple times per posts about having enough surfaces.)

Apply shrinkwrap modifer and select the target, but it doesn't allow selection.

(Side note, I do see the Material attached to the first cube, it must be the default. Tried it with and without material attached to the object.)
After trying a few dozen times and digging through more posts and documentation, I found that if I create multiple objects in the collection it allows me to select one of the other objects but the shrinkwrap applies to the FIRST object and incorrectly.
In the screen shot below, "Cube" is the first object and "Cube.001" is the second. I moved Cube aside, created a new cube, and target the second cube with the first's modifier. The result is the modifier is now applied to the first cube (not the target!) and reduces it to a no-dimension object designated by the orange outline select. Note the dimensions pane in this screen shot. You can't see it here, but the offset is set to 0.33mm in the second shot, played around with that a bit.

Remove the modifier the first object re-appears. I also tried, as in many posts, not dividing the cube in advance any applying a Subdivision Surface modifier above the shrinkwrap. What could I be missing? A simple rounding of the cube is all I'm after.