texts:
Not only diffuse I have the same problem with other maps as well, im not to good at interface of blender, so I might miss something somewhere, this is the screenshot.

As you can see, some of them looks empty, and dont know why.
I usually only bake normal maps, or light shadow etc, when I need a diffuse(albedo) texture, I use texture paint and its solve cleanly. But this time I use shaders and need the outcome as a png, so I try bake the diffuse map. Where did I go wrong ?


texts: How do I make an Infinitely Generated Game Map in BGE using Cloud Texture?

texts:
I am making a Blender game with a map that is procedurally generated and infinite.

With the way I am designing this game the player can travel for infinity but still get back to their original location.

The way I plan on doing this is by having a plane parented to the player that has a displace modifier and a cloud texture.

When the player moves so does the plane. When the plane gets further from the starting location it gets further from the empty which controls the texture coordinates of the displace modifier.

This should allow the player to walk in any direction infinitely because the texture never ends. My only problem, however, is that while the plane is parented to the player just fine, the displace modifier does not update with the movement.

It took me a long time to figure out how to constrain the rotation and location of the plane which I did using a vertex parent.

Now I just need to figure out how to make the displace modifier work in-game.

I've heard that most modifiers are not supported in the game engine, but is there a way to force the modifier to update with a python script, or to replace the modifier with something else that works the same way?

I plan on turning this game into a zombie game that is infinite but first I need to get this one problem fixed. Any help would be greatly appreciated! ;)

Link to get Game


texts:
I have a composition of two videos. I used keying nodes, movieclip and alpha over. The video 1 is a loop that I will use as a background with dimensions of 1280x720.
The video 2 is a video with chromakey of 640x640.
I have composed them, but I would like that the video2 could have a transfer animation from the left side to the right side from frame 0 to frame 200. Is it possible to make that?


texts: How do I change text on a panel row or hide it depending on the value of an EnumProperty?

texts:
I want to put four or five choices in an EnumProperty so I can pick a choice of actions. Most choices won't need additional input, but one (possibly two) will need more input. For example, let's say Choice 4 needs a StringProperty and Choice 5 needs a BooleanProperty.
If I pick 1, 2, 3, or 5, I'd like both of the extra properties hidden, but if I pick Choice 4 from the Enum, I'd like the row with the StringProperty to appear. If I pick 5, I'd like the StringProperty (From 4) to disappear and the BooleanProperty to appear.
Also, I want to specify, with another row, info on the current status, so when the EnumProperty changes, I need to make another row visible or not and I need to change the string in my status row.
I've been looking this over and it looks like if a set the text in a row to something like:
row.label(text="My test status: " + context.scene.TestStatus)

and I do this along the way:
bpy.types.Scene.TestStatus = "Current Test Status"

that whenever I change the value of bpy.types.Scene.TestStatus that the value in the row on the panel will change. Am I right about that? Does Blender handle all that so I don't have to do something like "on value change" for the Enum? I've seen a few partial examples, but I'm not quite sure how this works. The same is true in reading the Enum value - where would I put the code to read the Enum value and show or hide the String and Boolean properties?


texts: What is the technical difference between softbody and cloth simulation?

texts: They are definitely different, but soft body simulation is very slow compared to cloth.. why?


texts:
I have already posted a question about this issue.
I solved by removing the ADAPTIVE SAMPLING option, that with low samples and denoising inevitably leads to this.
Reference: Adaptive sampling leads to evidentiation of rendering tiles
I made plenty of renders since then, and everything was good.
Now suddenly I have this problem again, but ADAPTIVE SAMPLING is off.
Tried to turn it on and off, just to check if Blender was stuck somehow, didn't work.
I tried to turn many options on and off, but nothing seems to work.
This is the most recent render:

These are renders earlier this morning, just quarters of hour before.
There is no seam anywhere to be seen.

Now I noticed that the problem only arises in THIS particular camera/location.
Maybe this is due to the contrast and smooth wall surface?


texts: Nodes not visible for material created in properties panel

texts: Materials created in material properties are not showing up in the node editor in blender 2.70.  Is there something I need to turn on?  I've looked in user preferences and I don't see anything obvious.


texts: Some vertices moving farther than the armature in pose mode/weight paint

texts: The vertices on the top left and bottom right are not moving with the rest of the vertices when I rotate on the Y axis. Is this preventable, or just something that will happen no matter what?


texts: How to use some special symbols like ™ ,♟, ⚘, ✿,  etc in blender?

texts: I was facing the problem regarding symbols like ™, ♟, ⚘, ✿,  to be used in blender. Changing the font type to MS Gothic helped to view ™ ♟ ✿ but ⚘ and  symbol is still not visible.


texts: Blender and Unity. Materials/Shaders question (Cycles, BlenderRender, Does it matter??)

texts:
I have been tinkering with Unity and Blender for a fair amount of time, although mostly in Unity I don't have much 3d skills in Blender yet.

But I'm struggling to fully understand materials.

If I assign materials to areas of the mesh in Blender. (Let's say I am making a basic house. And I assign a material to each face (walls) and then a couple of windows with a separate material. Do I need to tinker with the material settings inside Blender?

I wonder this because I have been making materials in Unity for a long time, and I could easily change the materials there. But when I watch/read Blender tutorials they always make lots of changes in the material. I wonder is this because they want it to look nice in a Cycles render or whatever, or because it is needed to become a game asset.

So imagine my house in Blender is all white (like the basic Blender mesh material colour). And I just have the material1 and material2 (mat2 where the windows go), can I then import that to Unity and just set my own materials from there for transparency etc?

Anyone experienced with importing their own Blender stuff specifically for Unity use and not rendering inside Blender, please let me know your workflow for simple 3d models to Unity (with more than one material/texture)

Note: I also do use UV mapping. And it works great, but I haven't yet done one with transparent windows using UV mapping and this got me thinking that I don't need to mess with the materials/shaders in Blender.

Cheers ! :D


texts: Need help with exporting a model to use in a game engine, but keep the animation and color

texts: I made a sheep model in blender, divided different colored parts into separate objects, made base color materials for each, colored in texture paint, made the rig, then the animation of sheep walking and now I want to export it and keep the animation and color. I need it for Buildbox.


texts:
I want to pin two cloths together like the beginning of a second rope.002 to the end of a first rope.001.   If I use a hook (pin rope.002 vertex group "top-end" to rope.001, it seems incomplete (and doesn't work), like I need to specify what vertex group on rope.001 to hook "top-end" vertex group on rope.002.  I'm guessing that I need to do some sort of Hook-Empty to a tail-end vertex group, and then some sort of rigid-body Constraint?

And per Nathan's suggestion I think it went over my head.  Here's a screencap and a blend file:


texts: Is there a way to exclude bones needed only for a different mesh piece from auto-weighting for a given mesh?

texts: I'm trying to rig a character's face where the armature contains teeth and lips bones. The former are not necessary for auto-(or manual-)weighting of the face skin mesh. Is it possible to exclude those bones from the face skin's auto-weight?


texts:
I’m a first-time Blender user, and just got started with 2.8.

I want to make an animation where a sphere is zoomed from billiard-ball size to planet sized; a factor of over a hundred million.

That’s fine when spheres are mathematical geometry, as with POV-Ray.  But in Blender, everything is a mesh.  I’m tried looking into nurbs and blobs but I don’t understand it well enough — The blob (Metaball in Blender) allows specifying the number of polygons at render time anyway, but I can't apply a UV texture map.

How can I make a sphere that adapts its tessellation to the needed scale?


texts:
I'm trying to make rigid body physics interact with an (Armature-)animated character.

For starters, I created a short piece of chain falling onto an animated box. The chain consists of 5 individual rigid bodies, the animated box also is a rigid body with the 'Animated' property set. When the animated box moves, I expect the chain to react to this.

As you can see, what I get instead is that the chain rests on the original pose of the animated box (as if it was static), even though it has moved out of the way.

The animated box is of type 'Active', set to 'Animated' and 'Dynamic', rigid body deactivation is turned off.
The chain links are the same, except they're not set to 'Animated'.


texts: Blender Installer Error Message (.msi Installer 2.78b)

texts:
I downloaded from blender's website the installer for the program (ver. 2.78c). I open it, and this pops up:

Is there something I'm missing here?
Thanks.


texts:
here is what I do right now: I create an image and fill it with some colors like so:

then I unwrap my mesh so that every face gets the color I want it to have.

However I don't like this workflow at all, I would prefer it, if I could just select colors for the faces in blender and then blender automatically generates a color map.

Somone knows if this is possible? It must be an image so I can import it to my game engine


texts:
In my add-on, I would like to add a property that is not scene-specific but unique for the entire project file so I can call it from any scene and always get the same value.
In case you need to know, in my situation it would be a PointerProperty that points to a list of properties of different types.
I know how to add a Scene-specific property by adding a line like this in the register function:
bpy.types.Scene.my_prop = PointerProperty(type=my_list_of_properties)

But what about a Project File property? Is that even a thing?


texts: I need to create more faces( but ctrl+r in edit mode isnt working), how do i do it alternatively?

texts:
I downloaded a model from a website and got permission to use it for non profit/open source projects.

Problem is that I cant use Ctrl+R to divide the faces into smaller multiple faces.

If I use W> Subdivide I get more or less the result I need (far from perfect but it can/could work), but the faces have triangles inside them, causing too many faces that wouldnt crash realistically. Is there an alternative to Ctrl+R or a way to get Ctrl+R working again and remove triangles inside the faces (whithout deleting the faces) where I dont need them? If I remove them manually using X then W> Subdivide wont create vertical edges I need.

I cant use Ctrl+R to do it, any alternative way to do it? If I use knife to do it (easiest way) the edges I get are not vertical.

If I use W> Subdivide I get too many diagonal edges from my current diagonal edges (most of which I dont need, but if I remove them then W> Subdivide does nothing.

Any ideas how to fix it?

This is what I want:

This is what it should look like(12+ or so little square faces per body panel):


texts: How do I displace only outside of cylinder and exclude interior of cylinder mesh?

texts:
Hi I have a question I want to make a textured roller in in Blender
I followed a video tutorial  (link below) when I get to subdivide and create a vertex group to assign the displacement image it affects the outside of the cylinder but also the inside of the cylinder which I want smooth I don't know how to separate the inside from being affected by the displacement image. I have an online folder with all the screenshots what it should look like and what I get. I included the blend work file and exported  blend file as well as the displacement image at my online file account.
3D Printable Textured Rolling Pin Tutorial
https://www.youtube.com/watch?v=nyWY26Dd8R8
Work files and screenshot explanations located here :
My shared folder:
https://www.mediafire.com/folder/mn8b59dxzsl74/TEXTUREROLLERWOODFLOOR


texts: Why does my model duplicate itself in pose mode

texts:
Both legs are duplicated when I try to move them in pose mode why?
There's no duplication, in edit mode.


texts: Where to report and discuss UI "bugs" and inconstancies?

texts:
As UI/design inconstancies are not considered bugs (rightly so), they are off topic on the bug tracker.

Is there a place where these sorts of things can be reported and discussed?
Or a place to write issues/ideas where the new UI team will read them?


texts:
I'm trying to build Blender 2.71(?) as a Python module on Windows 7 with vs 2013 express and cmake. I've followed these instructions.

I've set the JPEG_INCLUDE_DIR and JPEG_LIBRARY entries to .../lib/win64_vc12/jpeg/include and .../lib/win64_vc12/jpeg/lib/jpeg.lib respectively and done this also for the other libraries like TIFF, OpenImageIO etc.

When I first changed these and clicked Configure I got messages like Found JPEG:...
After that the output is always this:

64 bit compiler detected.
Visual C++ 2013 detected.
Boost version: 1.55.0
Found the following Boost libraries:
  date_time
  filesystem
  thread
  regex
  system
  locale
CMake Error at CMakeLists.txt:1952 (message):
  Apple and Windows require pre-compiled libs at:
  'C:/00/blender/../lib/win64_vc12'

Configuring incomplete, errors occurred!
See also "C:/00/blender_build_python/CMakeFiles/CMakeOutput.log".

I have 3 main suspicions for why this might be but I don't know what to do about it:

1) Boost_DIR always gets set to Boost_DIR-NOTFOUND, even if I manually changed it. However, this and other sources seem to indicate it shouldn't be a problem.

2) I'm not sure what to set the freetype entries to. I have FREETYPE_INCLUDE_DIR_freetype2 set to C:/00/blender/lib/win64_vc12/freetype/include and FREETYPE_INCLUDE_DIR_ft2build set to C:/00/blender/lib/win64_vc12/freetype/include/freetype2 and I got the message "Found Freetype..." but those names seem pretty weird and I don't know if it's correct.

3) There is a setting for PNG_LIBRARY_DEBUG, but there's only the libpng.dll. Setting that as the value doesn't change anything.

So, am I missing something? Is this a known issue and is there a workaround? Should using another compiler with cmake work, even if this doesn't work? Or is there maybe a zipped folder somewhere I can download, that I can just extract into my python folder so I can import it?

edit: I also tried it with the vs 2010 compiler and the win64 precompiled libraries with the same result.


texts: How to find the armatures which are hidden in the camera perspective by other parts?

texts:
I am new to blender, I have an object that during the animation some armatures are going to be hidden by other parts, How I could find these hidden armatures?
As you can see in the picture leftHandRing4 is not visible in the rendered image.
https://imgur.com/a/g1HDLIN
My problem is different from Python: Check if vertex is on camera field of view, my armatures are just hidden by the other parts and they are still in the camera view.


texts: I want to choose objects and then I have 3 different Image texture and I want to use different random texture?


texts: How can vertices and lines be created just by repeatedly clicking of the mouse?

texts:
I saw a "clicking to created vertices" technique in a tutorial but have never seen this before. https://youtu.be/DFJorlee_VY
Anyone know how this is done? Also, how are is this polygon converted to a smooth line?


texts:
How can i remove it, since i'm trying transparent eyes and there is an image that's in the way. Im not sure if its an image map though.

i think that's maybe also why my blender is so slow even with so little i work with.

i just followed a tutorial and there you could choose an environment for lightning, but im not sure if that's it and if so, i did delete the environment lighting but its still on the object.

Is there a way to fix it fast?


texts: Need a faster way to loop all frames and set keyframing data on properties?

texts:
I currently have a file that contains animated blendshape information:

"brow_mid_down_left","brow_mid_down_right","cheek_squint_left","cheek_squint_right","cheek_balloon_left","cheek_balloon_right","cheek_up_left","cheek_up_right","mouth_corner_in_left","mouth_corner_in_right","mouth_corner_up_left","mouth_corner_up_right","mouth_wide_left","mouth_wide_right","lips_part","lips_upper_in",
0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,
0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,
0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,0.000000,

I need to load this data to my characters in Blender. But my issue is that what I have written takes nearly 2 minutes for only a few hundred frames and has become the slowest part of the entire process.

I am using a simple for loop to iterate through each file line, while at the same time I change the scene's frame using bpy.context.scene.frame_set(i) and then write the values to each property using the line bpy.context.object.keyframe_insert(data_path='["'+shapeName+'"]').

Here is a more complete example of the loop:

    with open(os.path.join(path, shapesfile), mode='r') as file:
        header = list(filter(None, file.readline()[0:-1].replace('"','').split(','))) #split all values and use filter to remove any empty values - https://stackoverflow.com/a/3845453/3961748
        for i, line in enumerate(file): #for each line of data in the file
            bpy.context.scene.frame_set(i) #THIS IS THE BOTTLE NECK
            shapeVals = line.split(",")
            for n, shapeName in enumerate(header): #for each blendshape found in the header
                shapeName = 'Mhf'+shapeName
                bpy.context.object[shapeName] = float(shapeVals[n])
                bpy.context.object.keyframe_insert(data_path='["'+shapeName+'"]') #Keyframes on custom properties use Python's getitem/setitem syntax - https://blender.stackexchange.com/a/3014/32655

From my testing I have found that the very act of changing the frame within the loop is causing the huge delay, and I don't believe it has to do with reading the file or writing the values. Because by simply commenting out the line bpy.context.scene.frame_set(i) then trying again, the process is lightning fast.

Is there anything else I can try?

Is it possible to construct an array for each property and just write directly to it's animation data somehow without needing to change frames?

Thanks for any advice, I'm sure even a slight improvement to this part would significantly speed up my batch loading (which currently takes a long time).


texts: How to render individual objects (one per frame)

texts:
I have a quick question for anyone who may know...

I have in my scene multiple objects and I want to render each of them individually.

Is there any possibility to render each of them individually without putting them one by one in another layer and rendering it?(I have 58 objects...)
I want to make an animation in 58 frames where in every frame there will appear just one of them.

I've put a unique index on every object, and I want for example... in frame 1 to display just the object with index 1 and so on..

If anyone knows please tell me, thx :D


texts: How to delete vertex without delete Active Splines moudel?

texts:
Problem: Delete 1 Bezier or Path curve vertex will delete the Active Splines moudel.
Is there a way can keep Active Splines moudel?
or a py script can create Active Splines moudel for a curve？
Blender 2.81.16

Thank you!


texts: I am trying to remove the the green background from a video clip and every clip that I remove the green from makes part of the non-green object see-through. Anybody have a easy solution to fix this? Thanks Frank


texts: Blender freezes when trying to bake normal map

texts:
I am trying to bake a normal map for a model I made but keep encountering the problem that blender freezes up for hours when I try to bake the normal map from a high poly to a low poly version of the mesh (with the help of a cage) And at first I thought it is my bad laptop (4 gb ram, i7-4700MQ CPU 2.40 GHz, NVIDIA geforce GT 740M ) but on a better computer it still froze up, on which I never had issues with baking before.

Could someone take a look at the file and see if something is wrong with it? Because I can't find a cause..

https://drive.google.com/open?id=1C9AxyCNdtdMmz0L87N3qx6Y7RwCltuYH


texts:
I'm trying to find the gravity controls. I need to either turn it off, or change the axis. Everything I have found states its on the Scene tab, but I don't see it at all.  but no screenshots, and nothing discusses 2.91.
I've been through all the sub menus and...nothing.
I'm trying to have a fluid squirt out of a nozzle and remain horizontal until it hits something.
Thanks.


texts: I have an object that is slanted on all 3 axes, and I need to rotate its bottom  on its own axis. I used the word normally because that's how this function would be called in Wings 3D software.


texts:
I've been working on retopo tools. I have created polygon loops with "bmesh.faces.new()". But i get a problem with face normal orientation. Some faces get inverted direction.

Here is my test:
http://youtu.be/AfsMQRLa7Zo

Here is the code where i create faces:
https://github.com/mifth/mifthtools/blob/4f3fec160c820dc66516a94ffa070261bafb9962/blender/addons/mira_tools/mi_curve_surfaces.py#L489-L501

Also, i added recalculation of normals "bmesh.ops.recalc_face_normals()"  but it did not help me.

It would be great if you have some ideas how to fix it. Thanks.


texts: whats wrong with AN??? why i cant animate values inside nodes

texts:
Sometimes its works and sometimes doesnt works. I have no idea why. I did same. In left pick is all right. The value changes during the animation.
But in right pick is not okay! It just keeps the same value and I don't understand why. I tried several times to press "i" entered different values. Does not work!!!  This is some kind of nonsense.

upd:

Sorry guys. I have never been so butthurt about the blender. It was fixed by itself !!!! I tried closing and opening the blender, creating new files and doing the same node setups. And it did not work! And now I started shooting a video with a demonstration of this bug and it was fixed by itself. I don't understand how to study Animation Nodes if they work on their own. The whole evening I was dealing with this and it didn’t work, and now it’s fixed by itself. I don't understand >_<


texts: Fade a mesh out due to animated distance from Empty

texts:
In Cycles I have a cube with a red diffuse material on it, parented somewhere inside a larger Empty (type 'cube'). The Empty can be re-positioned anywhere, moving the cube with it as you'd expect.

I want to animate the red cube – JUST the red cube, not the Empty – to 0,0,-2 BU relative to the Empty (the Empty's local space). As the cube moves, the red cube should fade to invisible.

The key point is: I need to make cube fade out due to the cube's movement from the Empty, not a deliberate keyframe animation in the node editor or compositor. The cube's transparency value is dependent on the distance from the Empty's origin.

I'm guessing the node to use is Object Info in materials, and somehow configure it so that -2 BU in the Z-axis means the red diffuse shader transitions to a transparent fader via Fac input. But I don't know how to manipulate Object Info's output. Any help?


texts: Is there really no way to add edge loops with maintaining geometry?

texts:
I often come into situations where I would need more geometry when modeling using subdivision surface. Maya has a tool for that. It works by adding edges by subdividing but still maintaining the form of the mesh. Here is a link showing how it works:
 https://www.youtube.com/watch?v=qVX_II7VQxI&t=130s

Here is a picture hopefully clearing my question:


texts: Key Render through Node Editor adding a border / shrinking video

texts: Both imput videos are 1080x1920, yet the render comes out as footage 1/2 the size of the resolution, after keying with the node editor.


texts: What is the most optimized way to create mesh from vertex web

texts:
I have this web of vertices that I want to convert into optimized mesh. When there is a big angle it goes smooth and when there is just a straight line it creates one "box" of vertices.
I tried skin modifier but it does not fit my needs.
The image might be able to say more than you can understand from this decription. I am still a beginner. I use Blender v2.79
I was thinking of using curves but need more help on that matter.
I have to have a box looking mesh along the lines so to use bevel on it.


texts:
This has been asked a few years back, and it seems it has not been implemented yet. It is one of the most useful features in Maya in particular because you are not constantly manipulating handle sizes to be smaller or larger to not get gross overshoots or fighting with other keys tangent (handle) weights.

I have included the original questions link for additional evidence on what we are trying to explain. If it is still unclear, I will try to explain in even more.

Has anyone found a fix for this?
https://imgur.com/a/ZGqRh

Thanks in advance to all you wonderful experts out there!


texts:
Hi if i link a character to a new scene the shape keys and the object data tab aren't available anymore.

How can i animate my Shape keys like the eye blink in a linked blender scene?


texts: How to keep edges around the square hole sharp?

texts: I need help on how to keep the edges of this squar hole sharp please. If I use the edge loop method, yes it keeps the edges shard but causes pinching at the same time. As for edge split method, it just causes the hole to be a sharp rounded square. Any advice?


texts: Automatic weighting on my model is all over the place

texts:
I am a beginner/hobbyist who has some very basic experience with modelling and armatures/posing. I have been scouring the forums for a while here and there, and I see people with similar issues to mine and yet none of the solutions offered to them appear to help my problem.

You see, whenever I parent my armature to my mesh using automatic weights, the weighting is all over the place, with results as odd as bones in the arm affecting the leg on the opposite side, or some bones having no influence on the mesh at all. And i'm really unsure what could be causing it.

Things I have done to try and sort it out:

Recalculated normals of the mesh
Made sure every modifier (mirror, subdivision) was applied to my mesh before parenting
Set the rest pose of the mesh as the pose that would be parented
Eliminated all doubles from my mesh
Ensured that all bones were named correctly in terms of L and R sides (used symmetrize on the mesh to save time)

This is not a bone heat weighting error. It appears to be a mesh issue as even when importing and applying similar armatures from other projects, the results are still aberrant, but honestly I don't know what's occurring.

Any help would be greatly appreciated.


texts: When we create a new object in Blender, we say we instantiate an object, this is true when we hit Shift+D as well. Alt+D means a linked duplicate, which means we create a new object with one of the previously available data blocks. But, I'm not particularly sure what  this word 'instancing' in this website really means. It says it helps save a lot of memory, but yet, it is  different from creating linked instances or even creating dupliverts as they have points of their own. So, what is this instancing as mentioned in this site.


texts: Texture gets reduced or flattened at object corner and part of an object

texts: The texture I applied gets (1) reduced or flattened at the corner area of the backrest, where the corner faces the camera. And it gets (2) reduced or flattened at about one fourth of the armrest facing the camera. How can I avoid this?


texts: Use filmic and output mask with absolute color values

texts:
I would like to output both images where the color management (like filmic) is applied and save an object-ID pass. The catch is, the object-ID pass needs to contain the object as absolute white #FFFFFF. This of course doesn't work since the color management is set globally for the project and the "File Output"-node always applies the color management.

Is there any way to circumvent this? Since performance is critical I can't do a second render with switched color management.


texts: Quickly stack strips horizontally in VSE

texts:
So i just dragged in a couple of strips like this:

And i want to stack them horizontally like this:

I want to import a sequence of PNGs and there are more than a hundred of them... Is there any quick way to do this without having to manually drag each strips?


texts: Weird shapes appearing on smoothed object

texts:
Hello,
It is me again. I am having an issue when I try to smooth my cat, as you can see on the picture, weird shadings appear at the corner of the eyes. It is also showing up when I am adding subdivision to my object, edges are getting more pitched, I don't understand why. Do you have any idea?


texts: This error just happened. I can't rotate my viewport using mmd. I have reinstalled it but nothing changed. Not only mmd, I also found that when I press S, the "insert keyframe" menu showed up. It must be shows up when we press I, right? Not obly S, but I also found errors on another, like A, Z, and much more. Can anyone fix my problem?


texts: Maintain object transform after animation

texts:
I wanted to animate a revolver but I got stuck on something (to me) rather silly.

I have an animation that rotates the drum x-degrees (enough to rotate to the next bullet) but looping it will result in the drum always rotating from 0°-x°.
I thought of creating separate animations for each slot (0°-x° ; x°-2x° and so on), but the amount of animations seems pointless considering they're technically all doing the same thing.
When reloading, the drum has to flip out of the side and stay in place until the drum is filled, but the amount of bullets that have to be reloaded is variable (between 1 and as many bullets as the drum can hold) so I can't say "it has to stay open x-frames" thus I want the drum to maintain the transform it has at the end of my 'flip open drum' animation.
Alternatively I could, once again, create separate animations for each possible value, but it feels like a lot of unnecessary work.

So I'm left with the question: Can I maintain the transform of an object at the end (or any other point in time) of an animation?

Or in other words: Are there animations that add to the current transform of an object instead of overriding it?


texts: Why does Blender crash when ever I add a Venetian Blind (Archimesh) and then change the parameters

texts:
Why does Blender crash whenever I add a Venetian Blind and then change the parameters of it? I made sure my units were not in imperial but Blender still crashed. Does anyone know the reason behind this and a possible fix?
Thank you


texts: Which cycles rendering pass is antialiased

texts:
In all render passes that Blender Cycles support, which one are antialiased and which one is not by default. And, if possible, how can I turn all the anti-aliasing for all of them completely? I got know before that Mist passed is anti-aliasing, Z-buffer is not (correct me if I'm wrong).

Here are the list of the other render passes:

Diffuse Direct, Indirect, Color

Glossy Direct, Indirect, Color

Transmission Direct, Indirect, Color

Subsurface Direct, Indirect, Color

Emission

Environment

Shadow

Ambient Occlusion

Normal

Vector

Object Index

Material Index


texts: The keyframes for 2d animation is not showing up, even when im in object mode no keyframes are showing up. And they are no youtube videos that show this problem. Anybuddy know what to do`?


texts: How do I edit a curve without having to change any origins to the curved meshes?

texts:
I have a curve that representates an off-ramp. Parented to the curve is two meshes, roadway and inner lines.
The modifier to the two meshes are an array to fit curve and curve modifier to deform along X axis.
https://i.imgur.com/W0ePI65.mp4
How do I edit a curve without having to set the origin of meshes that uses the curve each time?


texts: Cannot enter Pose Mode with an avatar with a grayed-out name

texts:
I recently downloaded an avatar in .blend format. I don't know what version of Blender created it, but I'm using Blender 2.8. The avatar has its name ("Character") grayed-out:

What I would like to do is pose this avatar. So, I'm selecting "Pose" in the object hierarchy above, and then trying to change to Pose Mode. However, when I click on the top-left to change the mode, I seem to be trapped in Object Mode:

If I instead select "Body", I can change to Edit Mode, among other things, but I still can't pose.

Additionally, I normally can't select "Armature" at all, however, if I fiddle around with it, sometimes I can select "Armature", but then I'm locked from switching back to "Pose", and neither state allows me to enter Pose Mode.

If I select the Bone Context in the bottom-right menu, I can select bones in the hierarchy and manually change the numbers for position and rotation etc, but I'm still not in Pose Mode and I can't see any visual representations of the bones.

If I right-click "Character", I also noticed there are buttons for "Pose Mode Set" and "Pose Mode Clear". Clicking "Pose Mode Set" doesn't do anything, and clicking "Pose Mode Clear" gives the error "Active object mode not changed".

Other things I've tried so far, all of which haven't changed anything:

Switching tabs between Layout, Modeling, Animation.
Closing and re-opening Blender.
Re-downloading the file.

Weirdly, I was able to get into Pose Mode if I exported the avatar to FBX, then imported it. However, this is a sub-par workaround, I don't think it should be necessary to export and import a model just to pose it.

If it helps, here's the .blend file: https://www.filefaucet.tk/file/?code=5d9025a3acf00


texts: I'm using an online renderfarm to get something rendered out, and one of the textures in my scene is using an image sequence. I can't pack this in the traditional way, so I thought I could put the frames in a separate folder inside the folder with the .blend, and zip the main folder. When I go to upload it, it says that the frames are missing, and if I open the .blend in the ZIP file, the image texture is purple. I tried to re-open the frames by hitting the "open" button in the image editor, but I can't get see/get into the .zip! Please help!


texts: Access material node drivers from python

texts: I would like to store my whole node input driver set up of a material in a txt file and load it back any time. How can I access the driver data along with node name and input number?


texts: How to merge faces without creating new shapes

texts:
I'm in the process of learning how to create models with Blender.
Right now I'm trying to create a circle with a hole in the middle, for that i create a simple circle and then I extrude with this result:

I then proceed to select all the faces and I press F.
I can do this but at the last face this happens

Why this happens and how con I avoid it? The goal is to have a ring with only one face, export it to fbx and import in Unreal Engine.
For reference, this is the end result I'm aiming for:

I've also tried to do the same on a vertical axis and this happens (images before and after some merges):


texts: What is a good way to turn straight edges to curves?

texts: Another question I want to ask is how do you extrude to both directions on the same axis?


texts:
I've a problem with GPU activation in blender.
I've found same problem here already, however it didn't help.

I've a GeForce 750Ti graphics card with proprietary drivers installed (not from site but from repo) version 334.

I've also installed nvidia-cuda-toolkit package.
Nothing helps.

Is there any way to run blender in a verbose mode from console to find out what's wrong in cuda detection?


texts: Show progress bar in Blender 2.8 exporter

texts:
Does Blender 2.8 have default Progress Bar in GUI (not in console) to show exporting progress for my exporter plugin (something similar to DrawProgressBar from Blender.Window in Blender 2.49) ?
Thanks


texts: White and Chrome ball in material preview mode

texts:
I'm using Blender 2.9.
How do I display white/chrome balls in Material preview mode?


texts: Python Mix Shader Diffuse BSDF Glossy BSDF Nodes

texts:
I am trying to create a plane object in python that uses a mix shader  with the first shader being a Diffuse BSDF Shader, color black, roughness 0.200 and the second shader being a Glossy BSDF shader, color 0.133, 0.133, 0.133, roughness 0.000

I know I need to use nodes, but not sure how to make the rest of it  happen. Here is a second try, based on answer link in comments. Here is what I have so far, this does not give me any errors, but does not appear to work! Can anyone point out what I am doing wrong? :

import bpy

# Add new plane
bpy.ops.mesh.primitive_plane_add(view_align=False, enter_editmode=False, location=(0, -0, 0.03), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

bpy.context.object.scale[0] = 30
bpy.context.object.scale[1] = 30
bpy.context.object.scale[2] = 30

plane = bpy.context.active_object
plane.name = 'Light Plane'

mat_name = "MyMaterial"
# Test if material exists
# If it does not exist, create it:
mat = (bpy.data.materials.get(mat_name) or
   bpy.data.materials.new(mat_name))

# Enable 'Use nodes':
mat.use_nodes = True
nodes = mat.node_tree.nodes

# Add a Mix shader and set its location:
node = nodes.new('ShaderNodeMixShader')
node.location = (0,0)

# Add a Diffuse shader and set its location:
node = nodes.new('ShaderNodeBsdfDiffuse')
node.location = (0,0)

# Add a Glossy shader and set its location:
node = nodes.new('ShaderNodeBsdfGlossy')
node.location = (0,0)

# get some specific node:
# returns None if the node does not exist
mixshader = nodes.get("ShaderNodeMixShader")
diffuse = nodes.get("ShaderNodeBsdfDiffuse")
glossy = nodes.get("ShaderNodeBsdfGlossy")

# create mixshader node
node_mixshader = nodes.new(type='ShaderNodeMixShader')
node_mixshader.inputs[0].default_value = 0.5

# create output node
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = 400,0

# create diffuse node
node_diffuse = nodes.new(type='ShaderNodeBsdfDiffuse')
node_diffuse.inputs[0].default_value = (0, 0, 0, 1) # black RGBA

# create output node
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = 400,0

# create glossy node
node_glossy = nodes.new(type='ShaderNodeBsdfGlossy')
node_glossy.inputs[0].default_value = (0.133, 0.133, 0.133, 1) # gray RGBA

# create output node
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = 400,0

# link nodes
links = mat.node_tree.links
link = links.new(node_mixshader.outputs[0], node_output.inputs[0])
link = links.new(node_diffuse.outputs[0], node_output.inputs[0])
link = links.new(node_glossy.outputs[0], node_output.inputs[0])

Thanks in advance for any help!


texts: Where should I go for Blender questions about 3d adult videos?

texts:
(If this is a problem, I will delete it.)

I'm making 3d adult videos as a blender as a hobby.

When I learn one by one, I get two or three questions every time.

If I post the question here now, it seems to be against the regulations,
so I just upload the question.

Can not I post Blender questions about adult video here?

Or where can I ask this question?


texts: How to make a consistent outline around vertices

texts:
I am trying to make an edge around this vertices outline by extruding it but it looks bad.

What am I doing wrong?


texts: Can you use another material as input to material nodes in cycles?

texts:
Is it possible in cycles to use setup a material node to take the output from another material as input into a mix shader?  This way if I change the configuration in the other material it updates both materials?  Or do I need to do this another way?

I'm surprised nobody has asked this already and can't find anything online so maybe it's not possible.


texts:
I have no idea what to do. How do i fix this eye sore?

Answer: The Problem was my start clipping distance was at the lowest setting. Increase the setting and everything will be good.


texts: Making a property change when an animation ends?

texts:
I've been trying to make a blender game in first person, so i want to change the property "step" to one after a camera animation plays, then back to 0 after the second animation plays. So I was wondering if any of you could help me?

if you need more detail look down here:
(camera is turned at 90 degrees positive local x)

The first animation has the camera swings in the negative local y axis and turns back to 0 degrees.

the next animation swings in the positive local y axis and back to 0 degrees

Property "step" type Integer


texts: How to Make the Bricks Shake Like an Earthquake Simulation

texts:
My next task to do with these bricks is that I need to get them to animate like there is an earthquake making them shake.

Here's what I got so far. I got two sides of bricks on each side and I want to animate them like an earthquake.

I got an image here for an example.


texts: When I open my file, Blender opens for a second (as shown below) and then closes.


texts: How to reduce noise in really dark scene

texts:
So I've been working on this one scene for a while now and I just can't get the look that I want. It is supposed to be a bar and therefore pretty dark. For some reason, nothing I do seems to reduce the noise. I can't figure out if I need to increase the number of samples (I have it at 2000 right now) or what but nothing seems to be working. I really don't want to add more light to the scene because it has the kind of feel that want but I need to remove the noise somehow. Also, I need some advice on how to make it look more realistic. I am using Filmic Blender but it only goes so far. I'm using bump maps among other things to add realism but it isn't really working. Any advice is appreciated.

Thanks,


texts: How can I make a coil with relief (volute)?

texts:
I'm trying to model a facade of an arch and I need to create a spiral as shown in these two photos.

I tried using the addon "Add curve: Extra objects" to create the spiral but  I can not remove the smoothing of vertices. Besides, I'm not sure if I'll have any problems when I change the mesh to adapt the spiral. Note that the figure in the pictures has a relief.

Is this the best way to model the figure?

Note: I'm learning Blender and I followed these instructions.


texts:
I tried to create an image node in blender with cycles renderer enabled.

My first attempt looks like this:

import bpy
mat = bpy.data.materials["Material"]

nodes = mat.node_tree.nodes
material_output = nodes.get("Material Output")

image = bpy.types.Image(file_format='PNG')
image.file_format = 'PNG'
image.filepath = 'C:\\Users\\Standardbenutzer\\Desktop\\bla.png'

node_texture = nodes.new(type='ShaderNodeTexImage')
node_texture.image = image
node_texture.location = 0,200

links = mat.node_tree.links
link = links.new(node_texture.outputs[0], nodes.get("Diffuse BSDF").inputs[0])

If i execute this code i get the error message:

  Traceback (most recent call last):
    File "\Text", line 7, in
  TypeError: bpy_struct.new(type): expected a single argument
  Error: Python script fail, look in the console for now...

In the blender docs i found this:

http://www.blender.org/api/blender_python_api_2_72_1/bpy.types.Image.html#bpy.types.Image

the constructor asks for a ID but even if i set something like 0 i get the same message.


texts: Strange artifacts in three simple objects & Problem in selections in edit mode

texts:
I have found a problem with these simple meshes that have all the same artifacts.
They are just cubes with subdivision modifier already applied.
With or without materials, it is the same. The problem appears only through the camera (whatever mode: solid, material or rendered modes) and eevee renders.
I have deleted and created other shapes with the same problem. the three current ones still show the disgrace.

Clicking on backface culling seems to make a difference, but could cause other problems, and only changes the camera mode, not the eevee render that remains the same. I want to know what is causing the problem.
Changing from perspective to ortographic camera, also works, but in my case is useless.
I use the 2.91 version.
Also I am experiencing a problem with selection in edit mode, so I reinstalled the program, but still am experiencing this.
It is that in edit mode, with x-ray toggle button ON I can't select vertices and faces, only edges. X-ray button activates backface culling and x-ray, when I disable it I can't see what I am doing so I can't just model without being able to use it.
I put it in the same question in case that for some weird reason they relate to each other.
Here some images about the first problem, the artifacts.

out of camera: everything normal

out of camera: you can see the position of the vertices and the mirror modifier

through the camera: the vertices seem to be in a strange position, not to the side (-x) of the shape but front. while both proto-eyes remain where they should be, but also with artifacts.

through the camera: with backface culling

Cycles render

Close-up

I searched other questions, with different terms, but couldn't find an answer. Have just started out a month ago, done the chair modelling tutorial from blender guru. Here I was trying to make a head.

It seems that creating another blender scene, opening both and ctrl+c the shapes I wanted to salvage, ctrl+v to the newer has worked.
Maybe the scene was bugged? I provided the file in the question and I am curious if someone has experienced the same problems.
Still WTH has happened?


texts: Filling back & front of text with different colors

texts:
Hi
Im trying to make something similar to the image above,
How can I color front and back with two different colors?
Thank you!


texts:
Blender cycles material is suddenly not showing in material mode.  but renders fine and is fine in rendered mode.

https://www.dropbox.com/s/vcaq7rfndrk5ncd/priest_rigissues.blend?dl=0

I tried to look up the question elsewhere and only found it in peopel using blender internal or game engine.  thank you.


texts: Blender 2.8 DECALmachine PIL not installing on Windows

texts:
I've been trying to get PIL to install via the DECALmachine addon. I've ensured that my Python on my Windows machine is up to date: Python 3.8, PIP upgraded, PIL installed. I know that Blender uses its own Python.exe. Is there a way to get Blender to use my machine's Python? I haven't been able to find where the PIL DLL is install to attempt to move it inside the Blender bin folder.

I've ensured that all my Blender Foundation (and below) allow not only my user account by Admin account have total access via the Properties. I've run Blender in Admin mode and clicked the Admin options to install PIL inside the Addon DECAL interface, nothing turns the checkmark to green.

The first error I get is:

Ensurepip: C:\Program Files\Blender Foundation\Blender 2.82\2.82\python\lib\ensurepip False

I've confirmed this module is installed properly.

Has anyone else dealt with this?

Thank you in advance.


texts: Render taking extremely long for only 250 frames

texts: Hi I'm new to blender and have been making car animations. My first render which was only 2 seconds took over 2 hours to render. I thought that might be normal but today my render of only 250 frames has taken over 10 hours and is still not done. I have an i5 processor and a gtx 2060 gpu. Any advice is welcome!


texts:
I am trying to print a wing for a rc plane with my 3D printer. In order to make the wing as light as possible I need to hollow it (put some stable structure there). I've tried the Blender Solidify modifier to do this but without success. The material on the sharp edge on the rear part of the wing gets thinner and thinner although the "Even Thickness" option is checked (see picture). When preparing this for printing, the slicer puts only one line of filament there instead of two. What I need is a brim on the inner side of the stl file with a constant spacing.

Can someone please help me? I would appreciate any suggestion or other programs which can handle this problem. I've already tried Meshmixer which also has problems with this sharp edge :-(

My Blender Solidify setup:
Thickness: 1.0
Offset: -1.0
Clamp: 2.0
Even Thickness: checked
High Quality: checked
Fill Rim: checked

The stl file of the wing can be found here: https://files.fm/u/5futezwj

Thanks so much for your help!


texts: Making sure that faces have the same dimensions

texts:
this is my very first try at using Blender so sorry in advance for the noobish question.

I have this very simple object (supposed to be a window):

I'd like to find a way to be sure that face A as the same width as face B (and potentially top and bottom faces too).

I created this object using extrusion on a simple cube... I don't even know if I was supposed to this that way.

Thanks for your help and guidance.


texts: Can I model a house in a way that I can turn details on and off?

texts:
I am building a model of my house with a view to using it to explore different changes as part of a major redecorating project. I have done some work using sketchup, but have run into problems because (for example) adding a skirting board affects the wall, such that removing the skirting board leaves a gap at the bottom of the wall. If the alternative skirting board is smaller, then I have a gap.

I would like to model each room as a simple box to which I can then add (as different scenes?) different skirting boards as well as other fixtures and fittings.

Also I would like to be able to have a view where the walls go semi-transparent to I can show details of wiring or plumbing, but still see enough of the walls to see where the wiring or plumbing is.

I'm a bit of a 3D noob, but have used sketchup enough to get frustrated at its limitations. How would you recommend using parent / child, groups, layers or scenes for this?


texts: I could use some help finding the scripting tab

texts:
Hello I am just starting out with blender. I am taking the animation class on bloop one of the lessons calls for using the scripting tab to find rigify I think its called. My problem is I can't find the scripting tab. I am using blender 2.8.
Thank you for reading.


texts: Collection instance isn't moving around correctly when I try to move it around in the viewport

texts:
I was following the following youtube tutorial on making Ghibli style clouds in Blender. https://www.youtube.com/watch?v=RgRPUlFBHH4&t=2016s I have put the cloud that I want to duplicate into a collection. When I move the object in the viewport that I put in the collection, it works fine (see video). When I add an Instance of that collection, and try to move it around, the cloud moves, but the bounds of the spherical gradient doesn't (see video). Does anyone know how I can fix this?
Videos from my viewport: https://imgur.com/a/PK0megE
Node setup for the cloud material: https://gyazo.com/6f9c7ce471dba2789ad417670669473b


texts: Emulate 3 Button Mouse not working on Satellite laptop

texts:
The Emulate 3 Button Mouse feature doesn't work as described. ALT+LMB causes the entire Blender window to resize and then move in tandem with the motion applied to the mouse-pad. Is there any additional setting beyond clicking the Emulate 3 Button Mouse box that must be set correctly in order for this feature to work?

@Sybren

A. When you say, "conflicting keyboard shortcut," do you mean a shortcut in Blender itself, or something universal I may have done with my laptop? I have not intentionally set up ANY shortcuts yet in Blender.

B. If I understand you correctly, the Blender window does indeed resize itself and move whenever I use ALT+LMB, regardless whether Emulate 3 Button Mouse is checked or unchecked. There is another checkbox directly below Emulate 3 Button Mouse named, Continuous Grab. The problem also remains the same regardless whether Continuous Grab is checked or unchecked.

C. I don't know what ALT-Drag is. I am running Ubuntu on a Satellite laptop.


texts: I just downloaded blender 2.7 for an older desktop Mac and the files won't open

texts:
My computer(I'm new to working with apple)

Processor  2 GHz Intel Core 2 Duo
Memory  4 GB 667 MHz DDR2 SDRAM
Graphics  ATI Radeon HD 2400 XT 128 MB

Blender 2.79, 2.8 wouldn't open on my computer.
In blender when I go to file. open, the files are empty in blender and are not pulling my files to open. The folders are there but there are no files. Why would this happen? Thank you for any assistance.


texts: after rendering why I'm getting fuzzy, unclear image, even though I kept 100% resolution and sample 128 , mipmaps is uncheck


texts: I'm trying to make a circle with the bend modifier around Z axis, but I've got this. Any help, please?


texts: Blender Not Displaying in or id displaying strangely

texts:
[Blender 2.90.1
I have multiple images here but seems it will only let me post one at a time. But as you can see Blender will not show any of my materials (this is tutorial I've been working on for a while and it was absolutely fine the last time I opened it some weeks ago. Now it will not show materials or it'll show something that looks TV static
It will display darkness in Render Mode or Material preview and will only show the object if I select it. It will only show the outline of it then, can't see it as you can below.  It does not matter if I open a fresh new blender window, the default cube does the same thing.  Is there some new setting I've missed turning on? My video card going bad?  It will display some materials in Cycled Render but same darkness if I switch to Modeling, layout or any other mode.


texts: Problem setting parent with automatic weights

texts: I've been following this tutorial here and around 10:16 he presses CtrP to set the parent to armature with automatic weights. When I try to follow I don't get that same menu. I've checked that I'm in the correct mode and the correct objects are highlighted. What am I doing wrong?


texts:
Hello everyone I am a frequent user of this forum however I only made an account recently.

In this basic game I am making as a hobby I have made a HUD with a circle that has have gaps, so that it look digital, I used a build modifier to crate the animation of it going around the center, now the problem I am having is when I apply the modifier it doesn't keep the animation. How would I keep the animation and apply the modifier?

Thanks for any help


texts: How do you fill in a space between two objects and leave the middle open?

texts: I'm not 100% sure how to word this so ill try to simplify it. Lets say you have 2 circles. One circle is inside the other like a doughnut. How would you fill the space between the 2 circles while leaving the middle empty if the two circles have a different number of vertices?


texts: How to cut a mesh into smaller pieces with python?

texts:
I have a big terrain object, I'm trying to write a script that cut it in smaller pieces and then I will export the pieces to other formats. This is required by a game engine because the mesh, if not subdivided at export time, is not properly culled, resulting in slow rendering.

I tried to use bpy.ops.view3d.select_border() but it fails with message:

RuntimeError: Operator bpy.ops.view3d.select_border.poll() expected a view3d region

A search revealed that select_border must be called from 3d view, probably by clicking a button. But this is not a generalized script, it is specific to this model, I will rewrite parts of it if I need it for another model. I want to run it from text editor directly.

The only solution I can see for now is to iterate every vertex of the selected object and if they are inside the defined tile size, then duplicate, separate, export, delete, and repeat moving one tile to the left, starting at object dimensions[0] / 2 * -1, dimensions[1] / 2 * -1. Iterate vertices and select them can be done from text editor.

Is there a more convenient way of doing this?


texts: Can't paint or select bones in weight paint mode

texts:
I just started using Blender and started a little project. I made a model and the bones myself. I used the automatic weight when parenting the armature and the model.
When I moved the legs in pose mode, the middle body bent so I thought I will just go weight painting and make some adjustments. But the model is mostly grey in weight paint mode. The bones are grey also when selected. Just a tiny bit of color is visible near the selected bone.

I tested with a cube and it worked well. I have been trying to find a similar case from the internet but have not seen one. Thank you for the help.


texts:
I have an issue with UVs, I want them to show up as subdivided, I have used on my model a subdivide modifier, but it does not affect the UVs, is there a way to get them affected without having to permanently apply the modifier to my mesh? Subdivide UVs is also checked in modifier, but does nothing to them.

Also when unwrapping my character, the ears appear to much distorted, any idea how to improve the distorted areas?

I am using Blender from about a month. Before that I was using Maya. And for such issue I usually used smooth tool to improve the form of the UVs to match more precisely the form of my mesh, is there such a UV tool in Blender?


texts:
I am doing a POC using blender 2.77a and I am trying to display data continuously in 3DVIEW generated from python script.

When I try to modify the text object by editing it with the line command bpy.ops.object.editmode_toggle() I get an error "Context is incorrect".

I tried to launch the script from space bar but same error appeared. Which part of the context field is missing or wrong and how can I override the context to make it right for blender?

import bpy
import time
import numpy as np
from queue import Queue
from threading import Thread

def main(context):
    for ob in context.scene.objects:
        print(ob)

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):

        # Produce data
         def producer(out_q):
            while True:
                data=np.random.rand(1)
                print(data)
                out_q.put(str(data))
                time.sleep(3)

         # get data
         def consumer(in_q):
            while True:

                data = in_q.get()
                print(data)

                #Replace the old text by "data" in 3DVIEW (Text object)
                bpy.context.scene.objects.active=bpy.data.objects["Text"]
                bpy.ops.object.editmode_toggle()
                bpy.ops.font.delete()
                newText=str(data)
                bpy.ops.font.text_insert(text=newText)
                bpy.ops.object.editmode_toggle()

         def start():

           # Create the shared queue and launch both threads
            q = Queue()
            t1 = Thread(target=consumer, args=(q,))
            t2 = Thread(target=producer, args=(q,))
            t1.start()
            t2.start()

         start()
         return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator()


texts: How do I move a blend file and its textures to a different PC?

texts:
I created an Architecture model and want move it to a other PC.
But the blend file cant find my textures once it's moved.

If I create a texture folder and insert the new path, it shows the textures but without normals and roughness because I'm insert new paths for it too.

What is best way to solve this problem?


texts: How to build a hand out of a UV circle and Cylinder?

texts:
I've tried to build this hand with uv circle and ciylinder but I just get nowhere... Can someone give me any tips oh how making those different shapes?

What I have so far is this shameless try... I'm planning in bevels + alt e to extrude into the shape.

It's really 'shapeless'...


texts: How can I change the origin of an armature without the body melting? I'm working on a FBX armature in 2.8. I've tried all the set origin choices but nothing works.


texts:
I am trying to simulate accurately the merging of colors when a color wheel rotates quickly.

This color wheel rotates 1980º on the Z between frame 1 and frame 40.

However when I export the animation, the colors are not blending:

We can see that the motion of the plane is, however, blurred (blurry areas outside the color wheel).

I have tweaked different settings in the Motion Blur tab of the Render panel, without success.

I would love a solution that is as physically accurate as possible.


texts: Weird pixelated glitch when rendering in x3d

texts:
When I export in x3d and open the converted html file in the web, I get this weird white overlay on the hair and some brown pixelated glitches in random places:

I tried removing the hair but this produced an even more bizarre result where only the eyes and eyebrows rendered properly with a faint head outline around them. I'm new to Blender, so I'm hoping an experienced veteran has seen this before and can advise me on how to correct this.


texts: I cannot see or render an image as the world background in cycles

texts:
When I set the background to an option from blender it works fine but I wont work when I select an image from my computer.
In the screenshot I have an image selected but its just coming up as one solid colour as shown


texts: Changing texture slot mapping size has no effect

texts:
I'm trying to flip image vertically by changing Texture slot > Mapping > Size property.

But when i changing X, Y, Z values, the textures on the object is still not flipped. I don't know what I'm doing wrong. Maybe I should do something after I changed the values?


texts: Single Object transparency overlay with additive/brighter coloring

texts:
I have an object that bends over onto itself.  Its one color with some transparency.  See Image.  The left portion is like a string that has bent around in front of itself.

Right now, when the object overlays itself, it gets darker which makes sense.

But what I want is for it to get brighter.  I guess like an additive overlay?  Or maybe it would be subtractive?

I've tried a bunch of combinations of shaders (mainly emission/mix shaders) and I can't seem to make it lighter. I did get it somewhat working with a black background, but I have to have a white background.

Can I make the overlap region 'brighter'?

Edit:

I'm using blender 2.79.  Cycles Render Engine.

Edit

This is what I'm currently using in my nodes plus a bunch of other things I've tried that didn't work.  You can see at the bottom just a mix shader with transparency and glossy BSDF.  But none of the other things I tried there made it any better (all were worse, actually 1 was decent, but only if on a black bacground).


texts: How would I recreate this warped grid-like pattern?

texts:
How might I warp a repeatable pattern along a complex curve like this (curve bending along the x, y and z planes)?
Notes:

Not for animation
Still image rendering


texts: Problem with rigging after object rotation

texts:
I am making a simple door opening animation with door handles pulling down.  Everything worked fine

until I selected everything and tried to rotate the door around the Z axis.

How do i fix this?


texts:
I uninstalled and reinstalled Blender a few weeks ago (v 2.8). Since then the app has acquired shader problems. The app warps and blurs objects any time I try to use shaders. Lighting works to some degree but objects appear gray. On further inspection, I noticed that the Cycles engine does work in Rendered view but not Material Preview. So it seems that something w/Eevee is the culprit. I installed the 2.83.3 update today but the problem was not solved.
(FYI, I posted this question on other forums and no one could figure it out.)
Some images for your review. Thank you.


texts: Cant find bone constraint in blender 2.8?

texts:
Im trying to have 1 bone copy the rotation of another, and aside from this https://blenderartists.org/t/no-bone-constraints-in-2-8b/1136765/4 I can't find anything on the topic - there doesn't seem to be a bone constraints tab in this version of 2.8.

Where is this?


texts: How to Deal with Warping Textures in Cycles?

texts:
First time posting here. New to Blender as well. Thanks in advance for any help!

I'm trying to render an image of a lamp in cycles and I'm using nodes to apply the image texture to a transparent cylinder with a light inside of it. Where I'm stuck is I can't get the image texture to scale properly on the cylinder.

The texture image is made up of colored squares, but as you can see in the rendered image, there's this weird warping going on. The Z values on the mapping node are to get the texture properly aligned vertically on the column. But no matter what I set the X and Y to, I can't get just squares all the way across the cylinder.

Trying to figure out how to upload the blender file....

[![enter image description here][3]][3]

Here's the next step. I was able to get the image corrected using uv unwrapping. The preview render looks good but when I run the final render I get this weird doubling through part of the image. I cannot for the life of me figure out what's causing that.

Sample Render (good):

Actual Render (weird doubling of image):

With some great help, I've gotten this far! (see below) My last question for this thread is about the image texture looking soft. The image file itself is 2257 x 2440 pixels.

I used the same image texture to render in Adobe Dimension:

It may have to do with mapping it to a transparency shader?

Here's the updated file:


texts: Soft Body Self Collision Weird Behavior for half verticies

texts:
I noticed when I enabled soft body self collision, only last half vertices were working properly and first half vertices were working in weird way.

You can set up the following scene easily

Add Sphere Object
Copy Sphere and add 3 more Spheres in Edit Mode
Add Soft Body and Disable Goal and Enable Self Collision

As you can see the behavior of balls are different on left and right,
While setting is completely the same and I'm not using any Vertex Group.

Am I doing something wrong or is this a bug?

I'm using Blender 2.79b


texts: How to organize the names of objects in the outliner?

texts:
The objects in the blender cannot have the same name. So you can’t get namespace effect through collection or parenting.

For example,
There are three character heads with different facial expressions, and they have facial elements under them such as eyes, nose and mouth. This is the same organization as the image below.

However, the objects in the blender must all have different names, so for me the organization like the image below is best.
But I think this naming method is too complicated.

Is there a better name management?
How do you name the objects?


texts: How to get OpenCL functioning for GPU rendering, AMD GPU?

texts:
I'm running blender 2.79b and Blender won't recognize my card.

AMD Radeon HD 7900 Series, GCN 1st gen architecture
OpenCL™ Version: 24.20.11021.1000
Vulkan™ Driver Version: 2.0.33

Am I missing something to set it up in an official release?

I tried looking through GraphicAll.org for alternatives and found This Version of Blender

While it did recognize my card the colors of light was incorrect and differed from the cpu rendering of the scene.

Thanks in advance!


texts: problem: Clipping Objects (made with GreasePencil)

texts:
I'm new to Blender and started to create a room with GreasePencil objects.
When I move around in the viewport, my objects are clipping crazy.
I allready tried to change the "Clip Start" and "End", but nothing helped.
What am I doing wrong?
Any idea how to solve this probmlem?
Thank You!


texts:
Respect for all answers i got on this forum these years. From programming to blender. Now I need a bit specific help.

I need to texture my object that looks like this(black shiny glas)
or this

Tx for this(PS:I am a beginner)


texts:
My render shows a horizontal line distortion during playback. Increasing the render samples to 500 did not improve the quality at all. How can I make it smooth throughout?

Animation

Blend file


texts: Bending a model with Simple Deform vs Lattice that's Simple Deformed

texts:
Why shouldn't I use the Simple Deform modifier directly to bend a mesh?
Details
I made a low-poly shield that's flat.  To bend it, the tutorial I followed suggested to use either

Proportional edit (with a decent falloff curve)
Lattice modifier

Another shield creation tutorial demonstrates option 2 where the lattice itself is made a tight bounding box of the shield and then deformed using simple deform.  The model itself is applied the lattice modifier with said lattice.
When I asked the tutor if I can apply directly use Simple Deform, he said "not really", without explaining himself.
Why do people go through the lattice way?  Why is it not advisable to directly use the Simple Deform modifier on the mesh itself?  Blender's manual seems to use it as-is while experienced modellers don't.  What am I missing?


texts: How to paint through a whole mesh while weight painting

texts: Is there a way to paint through a mesh while weight painting? I have clicked the "limit selection to visible" button, but I still cannot paint through all visible faces in wireframe mode.


texts: How can I animate data using blender python?

texts:
I have imported data from Matlab and want to use this to animate the rotations of two objects that I have already created in the scene. The loop I have created does not end up changing the object's rotational orientation on each keyframe; the animation is static and the objects do not move at all. If someone could point out an error in my code or my approach that would be greatly appreciated.

Thanks in advance.

import bpy

from math import *
from mathutils import *
import numpy as np

ob1 = bpy.data.objects['Retriever']
ob2 = bpy.data.objects['defectsatellite']
bpy.context.scene.objects.active = ob1
bpy.context.scene.objects.active = ob2

#Import the data from matlab "Equation Analysis" script
rot1 = []
rot2 = []
x1 = np.loadtxt('C:\\Users\\Owner\\Desktop\\Math499\\Scripts\\defectsatelliterotation.csv')

for i in x1:
    rot1.append(i)

x2 = np.loadtxt('C:\\Users\\Owner\\Desktop\\Math499\\Scripts\\retrievalsatelliterotation.csv')

for i in x2:
rot2.append(i)

#Set up key frames, controlling the rotation of each satellite.

#First extract every fifth row
def altelement(x):
   return x[::10]

rot1 = altelement(rot1)
rot2 = altelement(rot2)

sce = bpy.context.scene
bpy.ops.screen.frame_jump(end=False)
frame_num = 0

for j in range(0,len(rot2)):

    bpy.context.scene.frame_set(frame_num)
    ob1.rotation_euler.x = (rot1[j])
    ob2.rotation_euler.x = (rot2[j])
    sce.update()
    ob1.keyframe_insert(data_path = "location", index = -1)
    ob2.keyframe_insert(data_path = "location", index = -1)
    frame_num += 1


texts:
I'm having trouble trying to understant how cloth simulation pinning works. I want to modify the pinning group during animation so that I can have characters grabbing and dropping pieces of cloth without interrupting the flow of the simulation. For this purpose I tried to use dynamic paint, but it seems like once the animation starts playing you can only remove vertex from the pinning group, not add or modify them.

The red ball in the exmaple below paints vertex red and the blue ball deletes paint.

What is the problem here? Is there a workaround to this so that cloth can be pinned and unpinned mid-animation?


texts: How to pass command line arguments through Blender without IndexError thrown?

texts:
I am trying to execute my command with two arguments in terminal:
blender -b Scripting_Testing.blend -P background_job.py -- 1 2

I have used:
import sys

try:
    index = sys.argv.index("--") + 1
except ValueError:
    index = len(sys.argv)
sys.argv = sys.argv[index:]
....
....
foot_position = sys.argv[1]
angle_movement = sys.argv[2]

(Used from Here)
I get:
IndexError: list index out of range


texts: How to achieve a “Photorealistic Camera”

texts: I’m looking to recreate the same look that the Vray Renderer can make. Specifically with the RGB Split. I’ve tried using the Lens Distortion Node from the compositor and slightly upping the dispersion amount... but it doesn’t seem to recreate the same look as Vray. I’m wondering if there’s any possible tricks or Addons to make that photorealistic look in the compositor (or someplace else). Can someone help me?


texts: Glass material not working properly... When I add a light source it makes these colored dots

texts:
I need help with my glass material. For some reason when I add glass to my scene it makes these little dots which I can´t get rid of.

This is the node editor for my glass material.


texts: Is it possible to have python 3.6 on blender 2.8 version. I am working on project and want to use blender with external modules but those module are not supported by  python 3.7 yet.


texts: Add material and apply Diffuse color via Python

texts:
This may be another simple question but I can't seem to find a straight answer.

I am procedurally generating figures and as part of the last step I want to color the figure red.

If I manually add a new material to the figure I can change the color with bpy.context.object.active_material.diffuse_color = (1, 0, 0)

But I need to automate this step such that the program automatically add a new material and then changes the color. I've tried the following but it doesn't seem to work:

bpy.ops.material.new()
bpy.context.object.active_material.diffuse_color = (1, 0, 0)

It seems the problematic step is adding a new material. Any help would be greatly appreciated.


texts: Is it possible to delete folders in Blender's file view?

texts: It's possible with files (right-click, x key, click "Delete" to confirm), but I haven't gotten it to work with directories yet. In case it changes anything, I'm using Blender 2.67b on Debian 7.0.


texts: when ever i move/pose a bone blender lags/freezes

texts: when ever I move a bone in pose mode my blender freezes/does not respond for 10s and then moves the bone and the mesh


texts: Projecting grease pencil on object surface from python script

texts:
I am new to blender, and am trying to generate some random trajectories on a landscape (from A.N.T plugin) to create a synthetic dataset. Let's move on to the problem.

In 3D view, I can use grease pencil "draw" option with data source being set to the "object" and stroke placement being set the "surface", then draw a path on my already added landscape and the path gets projected on the landscape surface.
But I could not figure it out how to do this programmatically, with simulating some random mouse movements with the settings I have mentioned.

I have found samples that make strokes using gpencil like this one:
How to add points to a grease pencil stroke (or make new one) with python script?
But I could not set the data source and stroke placement so the stroke can be projected on my landscape.

I will appreciate any help with this. Let me know if providing any further sample or information is needed.


texts: UV Image Editor won't allow me to search for textures

texts:
I have a 3D tea cup model that I've loaded into Blender v2.78 and I'm trying to access its 2D texture so I can play around with the texture and make some changes to it.

So I had a similar question to this one and I'm struggling to follow the accepted answer because of what I'm seeing in Blender.

When I open that BLEND file in Blender I see:

I've confirmed that the top window is the UV Editor. When I click on the "Icon with a photo" (which is instruction #3 in the accepted answer to that other question, I'm trying to "search for textures", but as you can see it will only allow me to choose View, Paint or Mask:

All I'm trying to do is to extract out the texture to this tea cup, any ideas what my next step should be?

Update

I selected UV Editing layout and see this:

So the options I'm seeing are:

Render Results
Viewer Node
Alexs_Apt_8k.jpg
wooden_fence_texture.jpg

None of these seem applicable to my tea cup!!! Again, I'm just trying to get the 2D texture image of the tea cup model that I see in the Camera Persp screen below the UV Editing window.


texts: Stroke Color Changed within the same Material?

texts: I am new to Blender, and Im using it for basic 2D animations. I was drawing something while suddenly I realized that the outline stroke has changed color. The old shapes in the same object and using the same material are still the dark, fully black color that I want. In this picture, the bottom is what I want (and what was happening) and the top is what is now being drawn. Both are a part of the same object and are the same material.


texts: Blender 2.81a crashes while trying to render 2.8 file with Radeon ProRender

texts:
I had a Nvidia GT 1030 graphics card 2 Months Ago. Back at that time I followed a BlenderGuru tutorial to make a donut. I could render it perfectly. Let's just call that file Donut.blend

https://drive.google.com/open?id=1EcyqoXdAokoTObYmUztQa9PLKH__h3t6 Here You can get my test files including donut.blend (Note:- cube.blend at this link was created using 2.81a)

But then I switched to a Radeon RX580 which I can use to render with Radeon ProRender but only with newly created 2.81 Blender files.

I also collected the sample from this thread. The blend file attached https://community.amd.com/thread/240919 here also works, using 2.81a (current version). Even if the fact is that it was a 2.8 file.

But the donut that I made 5 months ago using blender 2.8, doesn't render using Radeon Pro Render.

CPU (i3-4150) + Cycles works fine for Donut.blend on both Blender 2.8
and 2.81a
RX580 Gpu + Cycles doesn't work for Donut.blend on whatever blender
version I use. (Checked way back till 2.79.)
RX580 + Radeon Pro Render doesn't work for Donut.blend (tested on
2.81a, 2.81, 2.81 beta, 2.8, 2.8 beta)

(Donut.blend won't run on 2.79 as it was created using 2.8)

CPU + Radeon Pro Render doesn't work for Donut.blend (tested on
2.81a, 2.81, 2.81 beta, 2.8, 2.8 beta).
CPU + RX580 + Radeon Pro Render also doesn't work.

But If I create any new file with 2.81a in Blender then Radeon Pro Render works also for that 2.8 created file at that thread. But my 2.8 Donut.blend crashes and shuts down without any message or error message!

I have attached a 2.81a created render (cube.png) which was rendered using Radeon Pro Render.


texts: Hey,everyone. I created a PBR FNaF plastic material and when I render it with low samples and use the Denoising feature,it blurs the Noise Texture and makes it really hard to see. It's supposed to look like the image above and not the one below. Can someone please tell me how to fix this without using high samples?


texts: How to merge two weightpainted meshes with two separate armatures?

texts:
I have two meshes, both weightpainted to their separate armatures.

I have a body mesh with an armature and I have a glove mesh with an armature.
I want to replace the hand part of the body armature with the glove armature - so I will keep the weightpainting on the glove.

However when i try to join them, it seems that one of the armatures just disappears. I have already checked the naming, and it is not the same on the two armatures.

Thanks!


texts: Render a layer only once for all 1800 frames?

texts:
I tried searching, but I honestly don't really know what to search for, because I'm a total noob and this is my first animation.

I made a planet a few days ago (see this Reddit post, which includes the tutorials I used), and right now I'm working on a simple animation that spins the planet 360°.

I made the planet using two UV spheres, one for the surface of the planet including the image texture and some surface cracks, and then another UV sphere for the atmosphere scaled to 1.001 times the size of the planet.

Then, in compositing, I do the glare and blur effects to get a nice atmosphere. Only the planet spins in the animation though, so what I'm wondering is if I can just render the atmosphere ONCE, and then composite each frame of the planet to that one atmosphere render layer frame, instead of re-rendering the same atmosphere for all 1800 frames, which would cut down on my render time by a significant amount.

EDIT1:

I tried the method @cegaton suggested, rendering only the camera, sun, and atmosphere layers as an EXR (I also tried PNG), saving and then importing that into the compositor, replacing the render layer input node with an image node.

Here are the results of that method (again, using an image input node in the compositor)

And what it's supposed to look like (using a render layer input node for the atmosphere):

Obviously I've misunderstood, but I can't figure out where I'm going wrong.

EDIT2:

I think I figured it out. Okay, so I rendered all the layers together the first time, but with compositing checked off. Then in the image result viewer I selected only the atmosphere render result (which rendered properly, with the planet terminator superimposed), and saved only that layer as a PNG. Then I deleted the atmo object, and the materials. Now only the planet is being rendered, which is good, but the compositing seems to be taking a bit longer using the image node than the render layer node.

Still, it took 5 minutes 11 seconds to render 27 frames, and the old method took 8 minutes 17 seconds to render as many frames. So, looks like my nigh 14-hour render will take closer to 9 now. Was hoping for more of a reduction, but that still strikes me as pretty good.


texts: blender 2.69: Texture is not shown correctly

texts:
I have created two objects: plane and polygon. Then i joined them together to new mesh. For that new mesh i created a texture. Texture is shown in texture view, but not in cycles render completly. Only one object displays the texture but not the rest.

Picture is here:

Is that a bug? Perhaps i made something wrong.


texts:
(sorry if this is a noob question, I am a noob)
So I want to grab an edge of a cube and push it inward to create a dent in the cube. (I'm trying to put a fuller in a sword model I'm making for context) However, when I do this, it looks like it just creates another set of vertices and leaves the ones I'm trying to move in the same place.


texts: How to switch between markers during 2D-stabilization without sudden jumps

texts:
Let's say I 2D-stabilize a movie clip.

From frame 0 to 90 I use marker1 & marker2.

At frame 90 I loose marker1, but I get a new one: marker3.

If I simply add all markers to the 2d-stabilization, it will make a sudden jump at frame 90 when loosing the data of marker1 because of the average location of all markers changed.

How can I let the stabilizer know that starting at frame 91, the whole location of the footage is reconsidered based on where marker2 was at frame 90 after being stabilized.

In order words, how to keep the stabilization smooth when loosing/gaining markers?

And as an extra, I also use Rotation Stabilization ;)

Thank you!


texts:
When the Color Pick tool is used, it seems to be darker in 2D animation than the actual color. I think this is because of the fact that it is in 3D space so the curves and bevels are darker than the face.
Why doesn't the Color Picker pick the same color?
And how could I make it (if I could)?


texts: Why does the saturation get stronger in darker areas of a cycles render?

texts:
I'm rendering a cube with a single light-source with the standard white/grey diffuse-shader and therefore getting a picture with values-only and then multiplying a color on the image, the color on the different surfaces just changes its brightness.

But when I'm giving the diffuse material the color I have multiplied on the first render, in the new image the color just doesn't change its brightness, but also its saturation.

Why? Is there just a simple difference I didn't recognize?
1st picture: Values multiplied with color.
2nd picture: Used the color as material for the diffuse-shader.

EDIT: I found out that monochromatic colors dont change their saturarion.


texts: Why do I have "Out of memory" crash while GPU rendering with the memory peak of 356 when by graphic card has 2GB of memory?


texts: Can I turn on shadows from the geometry nodes in eevee?

texts: I've spread some ojects on the surface, using the geometry nodes. The problem is that they are not casting shadows to the surface. Any way to fix it? I have two point lights in the scene (if it's matters). Also, the objects from the GN are not static: the appearance of the objects is animated (so applying the modifier isn't an option).


texts: Flipping an array of planes in random order using Animation Nodes

texts: I'm trying to make an array of planes to flip one at a time in random order. So far I managed to flip them one at a time in order. Below is an image of my 3D viewport and Animation Nodes setup. How could I proceed?


texts: Snap to grid lines when moving verticle acros the path

texts:
I need create new verticle on path in point where grid and path are crossing.

How I make it:
1. Select points
2. RMB and subdivide
3. Select new verticle
4. Shift + V to move across path
5. Trying to move it with CTRL SHIFT and ALT modifiers

Sometimes it works

Sometimes not

How it works in inkscape

Maybe trere is easiest method?


texts: How to place a vehicle on a sculpted landscape?

texts:
As the heading already says, i want to place a vehicle on a landscape which was made using the Sculpt-Mode. My current vehicle has 4 wheels, but as a next step i also need to place a vehicle with 6 or 8 wheels on the ground.

I googled a while and the only solution i found was to use an active rigid body for the vehicle and a passiv rigid body for the ground from the physics tab. The problem with that is that the vehicle is jumping around like a ball (even if i use the sliders to adjust friction and bouncine). I'm looking for a solution which helps me to position the vehicle with all wheels as good as possible on top of the ground.

My first vehicle only needs to be placed on the ground, but the other vehicle(s) with 6 or 8 wheels should be animated to drive on top of the ground. For the driving part i found a tutorial on youtube which explains it on top of a plane link, but the positioning part is still open.

The result should be rendered as a part of a movie (it's not intended to use a game engine).

I hope i could explain my problem as good as possible and hope you can help me!

Thanks in advance
nioerd


texts:
Is there any method or tool that would allow you to adjust a model by slicing off parts of the silhouette?

Basically it would be done like this,
https://i.gyazo.com/5981439ade7a751d61f8d1a3d4f80029.mp4


texts: How to find python code of a built-in python operator?

texts:
To my knowledge, some built-in operators are written in python.
This could be handy if I wanted to create a modified version of an operator for my add-on, since I could probably just copy the code and tweak it.

However, I don't know how to:

tell if any operator is a python one
find its code

In my particular case, I'd like to get the code for bpy.ops.scene.new(type='LINK_COPY') (provided it's a python operator) but of course a general method to find operator code would help more than just the code for this one for my future add-on projects.


texts: How to change the angle of an edge in a cylinder

texts:
As you can see from this image, all of the edges in my model above have different angles (per Mesh Display > Edge Info > Angle). I'd like to adjust them all so that they all have the same angle.

Is there a way to manually set an edge angle? And if not, is there an easy work around to set all of these to the same angle?

I'm basically trying to get it back to having the same consistent angle from the base the whole way around the object, without recreating it from scratch.


texts: How can I resize a displacement map in cycles?

texts:
So I followed a texturing tutorial by Blender Guru that shows you how to add bump-, specular- and displacement maps with nodes in cycles to make your texture look more realistic. I used my own texture to make things a bit more interesting for me but it ends up being way larger than I anticipated.
This is what it looks like:

This is the size that I'd like (but with a displacement map for added realism):

Now I know how to change the size of my image textures for the basic texture and the bump- and specular maps - via changing the values in the textures' mapping-section

but when it comes to the displacement map

there is no such mapping-section there, just an image mapping-section which isn't helpful regarding the size of the texture.

If anyone knows how to deal with this, I'd greatly appreciate your help.


texts: How do I create an explosion VFX with the person in the video jumping through the flames and smoke?

texts:
I'm trying to achieve the effect shown in the picture using footage of an actor diving and then creating the explosion in blender. I can use masking to get the actor to appear in front of the flames or completely behind it, but can't figure out how to engulf the main character in the flames/smoke as he jumps through it and make him appear through it gradually.

What approach should I take to create this effect without having to create a 3d model of the actor in blender?

Should I be creating a duplicate plane of the footage, create a mask around just the actor and then animate that duplicate plane to move towards the camera through the explosion?
Or can this be achieved using just basic masking?


texts: When I hit play animation (alt A) from the video sequencer, the video plays at about three times the normal speed (even though it says it's playing at 60 fps it's really playing much faster.  any ideas?


texts: How to open properties bar, I accidentally closed it?

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As you can see I accidentally closed my properties bar on the right hand side and I can't figure out how to open it again. Please help!

I mean the part I have boxed in red in this one I can't get that one reopened in my current project.


texts: Whats the best format to turn a render into a poster?

texts: I am interested in turning some of my blender works into posters for my house. Does blender save in a high enough resolution or format ( sorry I'm not very sure on these terms ) that can produce a high enough quality poster? Thanks in advance!


texts:
We can use properties provided by bpy.types.Panel.layout.prop(..., toggle=True), that provides a toggle like behaviour it.

but, how to bring this toggling behaviour for buttons? There's no toggle functionality for, bpy.types.Panel.layout.row().operator(...).


texts: what is better? Using an alpha image or modeling a leaf, flower, or other plant material. I've read a few places that using a modeled leaf has a faster render time. You also get more control and can add more variety if you model it yourself. But what do you guys think? This is for photorealistic renders.


texts: What is the difference between Clip, Movie and Image of the Add-menue in VSE ?

texts:
When you are inside the VSE, there is a menu called Add, you can load different media with it into the timeline.

Three of the options of the Add-menu are not clear to me how they differ,namely: Clip, Movie and Image.

The most obvious differentiation is between Clip and Movie, they mean in non-Blender parlance simply the same. Why I also included Image is, because I noticed, that sometimes the term Image is used for Video sequences as well in Blender.


texts: How can Image files be properly organized?

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I am using Blender on Windows, version 2.92.0. I have "Relative Paths" selected in the "Save & Load" panel of the Preferences.
I have a lot of directories, each with a set of .png images with the same names.
When using the shader editor, and creating an Image Texture node, the Blender File View has "Relative Paths" also selected. When I navigate through the directories and select the image, the Image is given the name of the image, with none of the previous sub-directories considered. For example, if I have a .blend file C:\Example\example.blend, and an asset directory with the following contents:
C:\Example\Icons\foo\1.png
C:\Example\Icons\foo\2.png
C:\Example\Icons\foo\3.png

C:\Example\Icons\bar\1.png
C:\Example\Icons\bar\2.png
C:\Example\Icons\bar\3.png

...

If I import all of these, they will show up in the Blender File Outliner, under images, but as 1.png, 1.png.001, 1.png.002, and so on, instead of what I would expect, which is in a series of directories or groups based on the relative path, such as //Icons/bar/1.png. At one point I was able to find the properties of the image itself, which did in fact use that path as the filename of the image. I can't find that dialog box anymore.
I would expect the Blender File Outliner to allow me to create some kind of subcategory or group in the "Images" node in order to organize them, but that doesn't seem possible either. It's not clear to me how one is expected to organize a large amount of Image assets in a .blend file. and manually naming individual images "some/long/directory/foo.png" seems like the only option. Am I wrong?


texts: Daily Builds are no longer having an exectueable

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Blender doesn't start. For the last two downloads on daily builds, including today's Friday Aug 31, when I untar them the executable are not coming up executable but as shard libraries. anyone else experiencing this?

Linux OS Blender 2.79 64 bit

Daily Builds


texts:
I modeled a shower gel and I'am quite satisfied with the result.
I now want to make water splash around it similar to this picture

I tried to "fake" it with particle systems but that didn't work quite well.
I also tried to let the water flow in from the left and right side so it would splash up when it hits the bottle, but that didn't work well either.

What I would like to do is put the bottle on a shallow resting water and then give the water around the bottle a twisted impulse upwards so it splashes similar to the picture I included. Maybe it could work with a force field or something like that but I couldn't figure out how.

I know the basics of fluid simulation as I followed Blender Guru's "photorealistic fruit splash" tutorial and did some other stuff like a wine splashing in a wine glass.


texts: Blender 2.8 - show hidden files in file browser?

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I'm working on Blender installed on Ubuntu 20.04. I installed my fonts using the Typecatcher in order to get Google Web Fonts. Typecatcher installs the fonts in a user home directory under ~/.fonts/typecatcher/.
Unfortunately I can not 'Unhide' the hidden directory in Blender in order to get access to the fonts (the one with the dot in front). I tried Ctrl-H but that doesn't work. Is there a way to get access to that location or should I just move the fonts to another location?


texts: Distribute and Edit Objects along Polygon

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I would like to create an object. Multiply it along the edges of a polygon (e.g. pentagon) and then by editing the original object, modify all the duplicated instances. Like a Mirror modifier but not along x/y/z but polygon axis. How is this possible ? Here an image of what I am looking for. The spheres are duplicated along the edges of the pentagon.

Thank you


texts: I am a noob with blender. Please be as specific as possible. College students have been doing this for me, but I am unable to understand them.


texts: clothing 2D pattern from Inkscape and simulate in Blender

texts:
I am doing the project that, drawing 2D pattern in Inkscape, and export it as SVG file, then import to the Blender and simulate the cloth with the human model.
I draw the 2D patterns, and imported it into the Blender.
However, the patterns are not like vector object but just line shape.
How can I use 2D pattern as a vector object so that I can put it on the human model in Blender?
Thank you very much and if you need more information or detail, please let me know.