texts: Retrieving Blender wiki pages that have been taken down

texts:
My team has been actively maintaining the user's guides to our plugins using the Blender wiki, but the pages have very recently all been taken down.  Who can I contact about at minimum retrieving the content of our pages?  (Or ideally getting the links reinstated, as we have publications with references to those links.)

I asked this community about this issue a year ago, but nobody had any better suggestions than to continue using the outdated:

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/my_addon

So that's what we had been doing.

Thanks for your help!


texts:
I‘m struggling to render accurate depth maps of different 3D models using Cycles and was wondering  if anybody has/had similar problems and how she/he resolved them. I would greatly apprichiate help! :)

I attempted two different methods to obtain depth maps:
1) Via a camera node, exporting raw Z depth.
2) By rendering the Z pass and later convert them to paralell depths as in 1).
In both cases, I store the depth as OpenEXR files. It is my understanding that this is the go-to format in such cases as it is designed to store linear data and, thus, should not distort my Z depth information.

However, in both cases I run into the same problem: I still have inaccurate depth values. I experimented with a simple scene - just a flat plane that is fronto-paralell to the camera. On top of this plane I put a ramp. When rendering this simple scene, e.g. in case of 1), these inacuraccies manifest as staircase artefacts on the ramp.

The thing is, I need accurate Z depths to test my algorithms on this data. So I can't turn on anti-aliasing, since that would also smooth the depth boundaries between fore- and background objects.

EDIT:
blend-exchange.giantcowfilms.com/b/6241 & imgur.com/a/mj3JeTR

Any thoughts?

Thanks,
Nici


texts:
I am currently trying to make an import script that generates an animation on a camera. The animation requires that the values for the left and right keyframe handles be set.

I couldn't find a way to set handle values explicitly, so I have tried to use bpy.ops.graph.select_border to select the keyframe handle that I want to set and then use bpy.ops.transform.translate to set it into place, however when I try to do this from my import operator, I get a RuntimeError saying context is incorrect

Does anyone know if the x and y handle values for an FCurve keyframe can be set from Python?


texts:
After watching so many tutorials I thought I could quickly pose a short question here. I want to add some topography to an extruded object which I imported from a 2D vector file. The problem is that in ordner to sculpt it I need to add some more polygons on the top face and on the sides. I know this could be done with the knife tool but I'm searching for a way to turn this into a nicely ordered grid. I've tried out the boolean intersect but did not advance this far enough.
How can I add more polygons to the red object?
Should I try to combine the top face with the grid on top and intersect the sides with the planes below?
Thanks a lot in advance!
Maribel
Example:


texts: When should object parts be part of the mesh and when separate?

texts:
I am learning to model in Blender with emphasis on character design and animation.

I have both tried to implement models as a single mesh with Vertex groups and shapes keys as well as separate objects (parented). However, I still do not have a clear idea on which is a more correct method of attaching extra elements to a mesh, such as, eyebrows or eyes.

It seems like having them in the same mesh is easier to manage. Whereas having them as separate objects/meshes allow easier re-usability.


texts: Why is the emission shader clamping even when I increase the strength to crazy high values?

texts:
I have made a pretty complex scene in Blender 2.82.. I used an HDRi to barely light a scene(strength 0.05).. I just wanted my scene to be lit by street lamps with an emission shaded ball inside the lamp post… Test renders were as expected.. the scene got fully lit by the lamps..
But after I made a few more changes to the scene ( not touching the light sources ).. The scene was dim and dull.. when I increased the strength of brightness to crazy high.. it still did not light up the scene properly..
The scene:

The lamp post array can be seen is made of 3 different meshes: Pole, sphere emitter, covering
Lamp post material:

The pole material

The glass cover material

The actual emission shader
I did not make any changes since I made the test render.. but now, it does not work as intended..
The test render that was qualified:

After the changes:

Just to mention, I did not make any changes to the scale or move or anything.. I literally just appended new meshes for grass to be used as particles in the field present in right side..
The link for the scene:
https://drive.google.com/file/d/1E0inbkPYmTTkzVnRi2sR15HU8w-BSiIj/view?usp=sharing
Edit1: After testing I found out that any value from 1 to 15000K, does not help in lighting up the scene.. it behaves like EEVEE.... the above render was done with 20K strength.. but still not illumination...
Edit2: I tested spot lamps and they do not light up the scene as well..
Expecting Your help..


texts: Error when trying to export mesh/armature FBX file to Unity

texts:
I have been trying to move a blend file with three animations from Blender to Unity.

First I tried exporting the file from Blender to Unity and I got the below error.

Then I tried importing from Blender into Unity and the mesh and armature would import fine, but only the animation that was currently selected in Blender would play. So I selected the second animation in blender, imported from Unity and then did the same for the third and final animation. So now I have three versions of the same mesh in Unity, each with a different animation in my assets folder.

Can someone please tell me how to get all the Blender animations in? I already asked on the Unity forums and no one seemed to know

Link to Unity Post: http://answers.unity3d.com/questions/1266045/how-to-import-all-animations-from-a-blend-file-int.html#comment-1267899

Blend File:


texts: how to change the location of all keyframes in blender timeline at once

texts:
I have an animation that has 129 frames. My problem is that the rotation and location of the object are not right.

I want to change the location and rotation of all 129 frames at once.
I tried setting them one by one to each frame but it takes some time.

The location that I'm looking to apply is (G + X + 2) and the rotation is (R + Z + 3.5).

Gratefully Amirreza.


texts: Bezier curve handles - precision modeling

texts:
I encountered two problems while modeling with Bezier curves in Blender.

How do I equalize handle lengths? Basically I would like to make the handle A equal B in length, or make handle B equal to A.

How do I maintain constant angle while moving the handle? For example I would like to move the left handle to the left towards the X mark, but following the handle axis.

If it was a vertex on the edge, I would just use GG shortcut (with ALT), to move the vertex along the edge. This shortcut however doesn't work while moving curve handles.


texts: Why can't I change the names of annotation layers in Blender 2.8?

texts:
When I hover over an annotation layer the tool tip says "Active Layer Index. Double click to rename". However, when I double click, nothing is happening.

Is this a bug?

I use Blender v2.82.6 under Ubuntu 18.04.


texts: clay models stop animation movie with blender ( import clay models inside blender)

texts:
i have lots of clay models, and want to make a short stop motion animation movie. For animation i choose blender because in traditional stop motion it take lot of time to move the characters then take a shot. My question: is there is any way to import my clay models inside blender ( using video  or different profiles pics of models) ?

Actually i don't want my movies characters loses their "Physical feel or texture" i.e appear like clay models in a movie not animated ones. Here is example, for what i mean


texts: Why do textures stick around in the editor?

texts:
UV unwrapping a mesh with different object using some image textures has some issues. Specifically, in this case, I have created a table and UV unwrapped the main part(the one that is active below):

Even when I tab out of edit mode and select a different part of the mesh the texture sticks around in the editor:

As you can see, a different object is selected, the UV slot is empty BUT the texture stays. If I UV unwrap it anyway, the texture is automatically applied to the mesh portions as so:

If I hit the new button:

Blender only has options for generated textures:

And if I hit the cross button, there is no user for the texture:

And therefore, I cannot unwrap.

I haven't had much experience with UV unwrapping. What is this problem? Why does this arise? Is there a way to refresh the UV editor? How can I fix this?


texts: Exporting to Unity: Model Changes Based on Where Camera Is

texts:
I am attempting to export a simple cube to Unity. Below is a picture of what I am trying to export:

Now, when I import this as FBX into Unity, I get a strange effect where the model seems to deform based on where the camera is pointed. You can see a picture of what I mean below:

Does anybody know how to rectify this situation so that the model does not deform when added to unity>?


texts: Extra vertices created when extruding and scaling?

texts:
I'm new to Blender and Stack.

I'm making a face in blender and following along with one of the many youtube tutorials. I'm finding that when I select a row vertices and extrude and scale them everything appears fine most of the time. However when I come back to some later that I want to modify it appears theres an extra vertices in the same place with brings in a new face when I move it using G.

Am I doing something fundamentally wrong? I thought that maybe I was selecting multiple vertices when extruding but I'm pretty sure I'm not.

I also wondered if that when I'm looking at the model from the side, I could be selecting extra vertices on the extrude. It just doesn't make sense because when I go into solid mode, everything looks perfect. Except when I move some.

I've included a video of whats happening here

Thanks


texts: Transforming (morphing) one object's shape into another's

texts: For example, I have two different objects. One cube and another- sphere. Can I somehow make cube change its shape identical to the sphere through animation? I mean I can do it manually with shape keys but is there some way to do it procedurally by just having start and final shapes even with different amount of vertices? The thing is I have two much more complex objects and transforming one into another is a hell of an ordeal.


texts: How to set collision bounds for Armature object

texts:
I made a simple character in blender game engine. He's parented to an armature, so he can walk, ext. Now I want to make him a character, so he can jump, can't go through obstacles, have a step height. I think you do that by setting the armature to Physics type: character. And it kind of works. But the collision bounds are a box, so the character sinks into the ground.

here's a picture

The white box in the middle of a character is his bouning box. How can I fix that? I tried the collision bounds, but it doesn't work. No matter which one I chose, it had no effect whatsoever.

Please help. Thanks!


texts: blender having trouble a consistent mesh for 3D printing

texts:
I imported svg file.
Scaled it up.
Entered the top ortho view with Numpad 7.
Press A twice.
In Object mode, on the Toolshelf pressed Geometry to Origin.
Applied the scale of the object with Ctrl+A.
Converted the curve to mesh with Alt + C.
In Edit mode selected all faces, pressed X key and choosed Limited Dissolve.

With all this done I'm left with one face which can't extruded to form a model for 3d printing.
Could anyone explain how to resolve this issue?

The problem area of the mesh is at the middle right corner of the flower.


texts: How can i make transparent glass like material to put it over another object?

texts:
I'm trying to make a 'glass' material for a 3D Eye that i'm creating, the second one (on the image) works fine since it have the colors and everything that i want, but now i'm trying to create a transparent material like a glass to put it over the second one...i'm trying and the nearest solution for this is like the one in the image..but obviously transparent..i also tried Glass BSDF but i cannot make to get it transparent.

Please help me if you can.


texts: How can I track down and fix the cause of an unknown CUDA error?

texts:
It is happening at the very beginning of the Cycles render: CUDA error at cuCtxCreate: Unknkown error. I don't know how to even respond to that. It started when I added a basic glass material and a mirror material. I don't recall doing anything more than that on that file, and the iteration before it works. I tried getting rid of those materials but it still won't render. What should I do now?

I'm going to try rebuilding it from the previous iteration, but I thought maybe there was something I should know here.

Ubuntu Budgie 17.04
i7-4790K
GeForce GTX 960
Nvidia 375.66 binary driver
Blender 2.78


texts:
Let's say we have many overlapping objects. Why are they overlapping? Could be any number of reasons, but most likely because they were generated from a script and the script put them all in the same spot. They are each a little different, so rather than generating new objects we need to clean up our existing ones.

How can we write a script (or use some other method) to distribute these objects in a straight array-like line?

Sure, we can select any individual object by Alt-RClicking, but we would still need to place each one manually.

In the end we want something like this:

Not so difficult to manually place a few of these, but when you have hundreds of objects that's a different story.

There is a question similar to this one, but the answers provided did not work for me. One answer was to use a particular add-on (Oscurart Tools), but when I tried it the Distribute button did not work, so I suspect the add-on is not functioning properly in more recent versions of Blender. The other answer was basically "repeat the last thing you did using Shift R" but obviously that only works at the time of creation, and is of no use when faced with an existing heap of overlapping objects.

Any help appreciated.


texts: Best practice and method for transparency with leaves?

texts:
I'm modelling leaves as a solid mesh using Displacement for texture (no Image Texture files). Leaves need Subsurface scatter (SSS) and translucency. I can add Subsurface Scatter with the Principled Shader, but I'm confused about the best practice for a realistic translucence to the leaves. I see three possible approaches: Transmission value in the Principled Shader, or a Transparent node or a Translucent node plugged into material output.

What is the difference between these three tools (Transmission, Transparent, & Translucent shaders) and what is the best option for this application?

I understand that the Transparent shader allows light to pass through unhindered (like glass). And Translucent shader scatters light - not dissimilar to SSS - like it is passed through a body or mass. But, can this same effect not be achieved in the Principled shader with SSS and  Transmission? In short what does Transmission achieve that Translucent and Transparent shaders cannot?

Thank you.


texts: Creating Identical Materials for Multiple Objects

texts:
I have a bunch of keys on a piano that all share the same White Key material. I will eventually be animating values in the material to make the keys glow at different times. Now, obviously, if I animate the value, it will affect all the keys. Splitting all of the materials by clicking the + button each time for every key could understandably take a while.

Is there a Python script or feature that I could utilize to give each object that uses White Key its unique copy of White Key (White Key.001, White Key.002, etc.)?


texts:
I'm a bit confused with the X Mirror option and how you're supposed to copy weight paints from one side to the other. Is X Mirror supposed to work by painting the opposite side automatically as you paint the other? Or am I misunderstanding how it works. Either way, it doesn't appear to do much for me. Failing that, how am I supposed to copy my weight paints from one side to the other?

Thanks


texts: When I add a material to this object with a principled bdsf and just a base colour it appears patchy. I have used the sculpting brush on the object and it seems like the colour is only effecting these parts that I have sculpted. Lighting does change it a bit but not entirely.


texts: UV Editor: Copy positions of selected vertices to other vertices?

texts: I have unwrapped my model so that I have two identical islands, but it's somewhat warped. I want both islands to essentially mirror each other so that they match exactly. Is it possible to copy the position of each vertex of the one island to the other in a simple and quick fashion?


texts: Everything is rendered black, when I set it to be a gradient

texts:
Hi I'm trying to render my file to be a gradient (cubes) and the floor to be glossy black.  I was following this tutorial on youtube (without the wireframe effect) and I can't figure out why this is happening.  The tutorial is https://www.youtube.com/watch?v=0r5b8LaniMQ

You can see my blender file here: http://www.pasteall.org/blend/38973


texts: How do I stop my glass material from bleeding into the rest of the glass?

texts:
Hard to explain, so here are some pictures. (Blender 2.8 Cycles) I made the top section orange to better show what's going on.
Here's what's happening:

Here is what I want to happen:

Here are my current node setups:

I'm trying to model textures for a plastic soda cup, like the ones you see in restaurants.

Any help would be appreciated. Am I going about this the wrong way?


texts: Switching from Blender Render to Cycles Render messes up materials

texts:
I'm  trying to make a 360 degrees animation film for YouTube. I have to use Cycles Render because of the panoramic camera. I modeled everything and then noticed I was in Blender Render mode. When I switch to Cycles Render everything looks different, no textures or materials.

As far as I understand from googling - Cycles Render is a completely different engine and I guess I have to redo a lot to make everything look the same as in Blender Render mode.
Could anyone please suggest how to fix the issue, maybe there's a tutorial somewhere with the steps needed to recreate everything? Or maybe I made some stupid mistake?
Here are the images in Blender Render and Cycles Render.

I tried the following script, but it didn't help:
https:// developer. blender .org/diffusion/BAC/browse/master/materials_cycles_converter.py


texts: How can I set the options in blender in the bottom?

texts:
I'm trying to do this tutorial : https://www.youtube.com/watch?v=LDZjgSKbx-Y&feature=youtu.be
At the second 0:18 he changed so the object have holes around and also he got a menu on the bottom but I don't have it.

And this is my blender. Not sure how to make this holes and not sure how to get the menu he got on the bottom. Now it's setting to Timeline in my blender but I'm not sure to what to change it to :


texts: How to understand how many dB are at different points on the track?

texts:
How to understand how many dB Decibels are at different points on the track?
I need to understand how much I need to lower the thunder (Decibel) to fit into the standard from -10 to -14 dB.


texts: Anyone know why in this video, this bone detaches the arm to my mesh?

texts: I don't know why this happens: https://imgur.com/a/rydKZjn. This happens with NO other limb. Any help?


texts: Importing individual animations from multiple .FBX files

texts:
Basically, I have multiple .FBX files from a game Asset I bought with one containing the actual mesh of the model and it's rig but no animation and the other .FBXs containing one animation each. The problem is that the Rest Position for each animation is different (despite them all using the same armature and bone names etc.). For example my "base" Armature is in a standing Rest Position and one animation I am trying to import is a couching walk animation. The Rest Position of the .FBX with the animation however is already in a crouching Rest Pose. How do I get this to work?

I have found this question which seems to be about the same problem, but I am not sure how to use the code provided by the answer:
Two armature, two rest pose, fixing animations

Any help appreciated.


texts: How can I straighten the shape line in the picture without losing the objects solid form? I usually use ctrl s and 0 to do it, but, that doesn't work in this case.


texts: Blender freezes up, after hibernate while Blender is 'Not Responding'

texts: Sometimes when Blender is doing rigid body simulations, it says 'Not Responding' and then after a while it responds again. But when I make the computer 'hibernate', while Blender is in 'Not Responding' state and I resume the computer, then Blender freezes up and I have to close Blender and start everything all over again. What should I do next time, instead of closing Blender and start all over again?


texts: How do you copy and paste keyframes from one Rig to another in 2.90.1?

texts: I've tried all the old answers but the GUI is different now, it seems that most of the online help is version specific which is not really very useful when there is a major release that changes things up, any suggestions or help greatly appreciated. I have two Mixamo animations on two versions of the same rig and I want to add the animation from one to append to the other, hence creating a longer animation. Is this possible?


texts: How do I adjust bone rotation_mode when freshly created armature has pose = None (python)

texts:
I am creating a lot of armatures using python.  One of the things I need to do is set the rotation_mode on all the bones to be 'XYZ' instead of 'QUATERNION'.

Unfortunately the following (super-trimmed-down) code malfunctions:

import bpy

scn = bpy.context.scene
obj = bpy.data.objects.new('garbage', bpy.data.armatures['lids_armature.007'])
scn.objects.link(obj)

obj.pose.bones[0].rotation_mode = 'XYZ'

It gives me the following error:

Traceback (most recent call last):
  File "/home/thoth/art/mehndi/mehndi.blend/garbage", line 7, in <module>
AttributeError: 'NoneType' object has no attribute 'bones'
Error: Python script fail, look in the console for now...

What is the proper python technique for setting the bones' rotation_mode immediately after creation?


texts: Possible to combine a pie.operator and box.operator together?

texts: Would it be possible to have pie operators along all 8 pie positions and below pie 2 have a column of box operators?


texts: Line texture becomes a solid colour when switching to cycles

texts:
In the Eevee renderer and in the material preview, the texture seems normal but when I change to cycles, the texture becomes a solid colour. Here is before:
And here after:
And the texture looks like this:

Can anyone help? Thank you.


texts: What do these brackets in viewport overlay text mean?

texts: I'm still pretty new to Blender 2.8, and all of the sudden these symbols (<>) started showing up next to the name of every object. What do they mean?


texts: I would like to apply a steel material to plate &fork which i have modelled. Doea anyone know nodes for thos kind of material?


texts: Can I use SVG artwork to put a label on a model of a vitamin bottle without first changing it to pixels? Does this need to be automated or batch processed?


texts: Black borders around images imported as empty

texts:
Attached here's the screenshot you can see outside the sneaker (Shoe) object there is border its an png i have crossed checked again there is no border no outline outside the png image
How to get rid off black border.. I have imported the image in blender as an empty image.  I want to animate the sneaker (shoe) on opacity.  If I imported the sneaker image as an planes then opacity option is not there - which i can't animate
Also if one can guide me on camera animation would be great or provide the link for the same.


texts: How to check if object is cycles light source?

texts: My first idea was to get the surface type of the material. If this is an emission shader it should be a light source, but I can't find something in the python documentation to get the surface input.


texts: Blender 2.8 Grease Pencil - How to draw continuous lines

texts:
How can i draw continuous lines in blender 2.8 grease pencil?
I can click on draw shape - select line but then i can only draw one line between two points i want to be able to carry on adding more points and for the line to be connected.


texts: How to create socket that pass lists of POPO (Plain Old Python Objects)?

texts:
I am building custom nodes that operate on messages generated by an external source. I have developed Python classes that encapsulate these messages. I have a Blender addon that gathers a collection of these message objects and a custom node that packages multiple messages into plain old Python lists. I want pass these lists down stream to other custom modes across a socket. I have having trouble understanding List Sockets. I get "NoneType is not iterable" errors on even the simplest of implementations. I understand what the error means, but not why its being generated. Any pointers on where I should start? Also, is there any way to increase the fidelity of the diagnostic messages in Python / Blender / AN? I find that the stack traces and other information provided by these errors are not very helpful.
Thanks All,
Mike


texts: Making a Voronoi Texture affect where an image texture is placed on a model?

texts:
I have made a simple rock object. I have added bump map, SPEC map and the diffuse texture. I want to make the rock's texture have variation in its texture. I want to add a voronoi texture that will affect what areas of the model will have the image diffuse texture, and the other parts of the model, I want to be in different saturation. Therefore I want variation in the image texture. So some areas are lighter and more saturated, and the other areas have the diffuse color of the image texture.

Here is my node setup.

I want to make this, because it will add more variations to the texture of the model.


texts: How to create a submenu especific shortcut?

texts:
I've recently been making my way into 2.8 and I've been wondering if there is a way to link keys exclusively to submenus. Let's say I want to shotcut "Clear Seams" to the "C" key in the UV menu, in the Edit Mode. Something similar to how you can double tap "U" to Unwrap a mesh.

Thanks.


texts: How do I convert a mesh and curve into just a mesh?

texts:
I have a cylinder that I made into a fish for a fountain ornament.

I made it out of a cylinder and a parent curve.

I want to make that into just a mesh now so I can import it into Unity.

Currently if I import the curve + cylinder mesh it doesn't work.


texts: Why does one model on my Armature disappear when rotated on specific angles?

texts:
So, this has been a problem for quite a long time. It has been happening all the time whenever I set up an IK Rig.
Basically, the model seems perfectly fine, but after setting up IK Rigs, whenever I rotate the spine/root bones, one of the models connected to the Armature just disappears randomly. For example, if I rotate the Chest bone  to an angle of -7.29, the model disappears, but if I rotate at an angle of -8, it's fine, but then it disappears on -8.5, and on and on.

And no, it doesn't happen when I move the location of the bone.
What would be the problem? I've had this happen so many times, and it even caused me to cancel an animation project because the model would randomly disappear and reappear.
Edit:
Here's my .blend file.
https://mega.nz/file/Xw4mBDBR#UHlpOvNBR4FhG56V9vm4ZhWz0jc1CuxdXKDaX7mreNg


texts: Why are the materials of my objects not rendering?

texts:
I'm having some trouble while trying to render a scene; what happens is, when I render it in Cycles, everything in the picture is orange instead of its material. When I render it in Blender Render nothing shows up at all except for the sky background.

Orange room in Cycles:

When rendered in Internal Render:

Living room.blend


texts: Merge multiple fbx animations into single rig

texts:
I have a bunch of fbx files, that contain only rig and one animation. I need to make a single file out of them, but i don't know how.

I have an idea about exporting animation data from blender from each of these files and then import it into timeline or dope sheet. But i've found no way doing this.

What can i do to have all those animations on single armature? The hierarchy is identical in each file tho.

EDIT: I've tried appending Actions from saved .blend file. It worked, but had a strange effect. Legs moved awkward. Seems like interpolation issue, but changing interpolation made completely no effect..

here is a post with gifs http://imgur.com/a/vuqti


texts:
I made a series of characters for a game I am working on in Unreal, but when I export them, they don't seem to have their rig anymore. I imported the finished models to find they don't have rigs on them despite how they were exported. Is this a normal thing that happens in Blender, where I can't load in or export rigs? Or is my issue with Unreal, which isn't reading any rigs off the models?

Also, I am not sure if this has anything to do with this issue, but I exported my models in .obj format.


texts: How do I animate a smooth texture animation?

texts: I am following the Youtube tutorial https://www.youtube.com/watch?v=-h6JLUctbYs and I am stuck at trying to animate my texture. Every time I try to play the animation, the texture jumps to different parts of the object, and not in a smooth flowing pattern. I tried many things to fix  this but can't find a solution. All help is appreciated!


texts: How to get rid of triangulation in STL glass

texts:
I've imported an STL file from a CAD program the the object in Blender is to be a smooth glass item. Unfortunately, when I render, it comes out very jagged.

After importing, I implemented an Edge Split and Smooth shading. Despite these additions, the object looks like what is attached. Considering that it's basically a modified disk, it should be smooth through the object. Any suggestions on how to rectify this issue? Thank you!


texts: Color mapping not displaying in viewport display

texts:
Good day,
currently making an explosion in blender and i need to enable color mapping in order to display the smoke. But i dont see them in the viewport display setting.


texts:
Is it possible somehow to delete some of the rigid body cache data?
for instance, if I have a 2000 frames simulation and I realize that I need only the first 1000 frames - is it possible to change the Simulation end to 1000 without re-bake?


texts: Principled BSDF subsurface scattering values for skin material

texts:
I had some difficulty finding information about the usage of the Subsurface Scattering parameters in the Principled BSDF node for a skin material, so here are some questions I have that are still unanswered despite my efforts regarding the parameters:

Is the Subsurface parameter value always at 1.0 for a skin material? If not, does it need to be mapped with a texture?
Would the Subsurface Radius parameter be constant across the face of a real person? If not, how can I map this value with a texture given it accepts a Vector input?
Is the Subsurface Color intended to have a subdermal map as its input?
Is there a document that lists parts of the skin and common SSS values for them?

I'm working with a cartoonized character and I think introducing more realism to its skin can give me better results, but accuracy isn't a priority.


texts: Origin of object not moving when armature moves the object

texts:
I have created a turret style gun in Blender for my first Unity game. I've created an object with a single face at the end of the gun barrel in order to attach a Line Renderer in Unity, but the line is shooting from above the barrel.

When I look in Blender, the origin of the single face is higher than the face itself. The reason is because I built the turret with its arm stood up straight and I have now used the armature to bend the arm into a shape similar to the less than symbol (<).

The turret is all one object and the single face is a child of that object. The single face follows the gun barrel perfectly when I move the armature, but the origin stays in its original position. If I enter edit mode the single face moves back to its origin. Even if I set origin to center of mass in object mode it still goes to the original position. If I apply the location of the face then the origin goes to 0,0,0 and the line renderer draws from the base of the turret.

How can I get the origin to move with the face/object so the line renderer draws from the correct position?


texts:
I'm baffled and annoyed by Blender's playback speed. From searching the internet for the past hour or so, I've gathered you can somehow prefetch the video (I'm using the video sequencer) to make it faster. However for the love of me I can't find this option. I'm using the latest version of blender (2.80). I've read that pressing 'P'should do it but that just highlights my mouse with dotted lines.

How can I change my preferences so that blender will always prefetch the video?


texts:
I'm relatively new to Blender and while working on a project in version 2.81a, I attempted to look at my render in render mode by pressing "z" and then "rendered". However, when I did this, the render became greyed out and could barely be seen. I added a light to the scene as well as a camera but nothing helped. What can I do to fix the greyness?

Pics:

Rendered mode

Solid mode

Additional info: Running on a titan X graphics card, with a very capable CPU. Both the cup and plate have materials but when I removed them they looked the same.

Edit: full screen while in rendered mode

Edit 2: more powerful point light


texts: How to link "Franck the sheep" to a scene

texts:
I'm a noob who (for about 20 years now) once in a while plays around with blender. I now downloaded blender 2.83 and the gooseberry-benchmark-scnene. To be able to play around with the sheep I subscribed to blender cloud and downloaded the fully animatable character, but I'm not able to link it to the scene according to the instructions, because I can't find a "CH-Franck_sheep" which should be choosen (s. https://cloud.blender.org/p/characters/5d40511bfe6b50fb62faea7d).
I found a "franck_sheep_high", but that only seems to be the model without the rig,...
Any help?
Thanks in advance!


texts: How to use Python script to generate many lines in Blender and then animate line color and thickness?

texts:
I'm very new to Blender and to writing Python scripts for Blender. For the project I'm working on, I'd like to be able to create 10,000+ straight lines (see image below) and animate them so that their colors and thicknesses change (individually) over the course of the animation.

What is the most efficient way to create the lines using a python script? My understanding is that I can't use simple edges because they don't have any thickness.

I tried making the lines as Bezier Curves, however, the script couldn't run in a reasonable amount of time once there were over several thousand lines/curves.

Any help on how to create a large number of lines like this would be very much appreciated.


texts: how can i change particle size by id of an already cached simulation?

texts:
I imported several simulations i made in realflow and maya, because i found out that blenders wetmaps are extremely faster than other packages and i need to make a lot of them.

I'm completely new to blender but i can grab the hang of it quickly, already have everything setup, i just need to change each particle size randomly depending of their id, i'm thinking with python, in maya i already made similar things, yet i still haven't learned any commands for blender yet, can someone help me please?

Also, would it be possible to delete particles depending on their speed and/or age?

Everything is already cached from the other softwares and i'm just importing them to blender using the realflow addon.

i'm thinking something like this:

particleSystem="nameOfParticles"
particlesList=particleSystem[particles]
frames=xrange(1,100)
for f in frames:
    currentFrame(f)
    for part in particleList:
        randomSeed(part.id)
        setAttribute(part.size,rand(0,1))
        if (part.velocity>5) or (part.age>2):
            delete(part)


texts: I'd like to swap the controls for pan and orbit essentially so it's like AutoCAD where middle mouse click goes to pan and shift middle click is orbit. Where's the best place to suggest this as a feature add?


texts: How to fix messed up vertices after sculpting a model

texts:
I just started learning to sculpt a model in blender. When I was finished and had switched to edit mode, I ran into a problem

A lot of the vertices were messed up like this. The decimate modifier just messes it up even more.

Is there any way to fix this, I am kinda new to sculpting so I have no idea?


texts:
I’m trying to add fur on top of a hand that belongs to a character of mine but for some reason independent of what I do, there are always bald spots. Increasing parent count or children doesn’t do anything. I tried changing from “random” to “jittered” and turning off “even distrribution” but nothing works. These strange areas are even viewable from viewport. I’m using it in 2.8 but I tried it in 2.79 to no help.

Viewport shows the areas in a dark tone:

Render:

The fur in general looks kinda mushy or paste like in certain areas as well. Is that related?

Blend. file:

EDIT: The question that they offered did not solve the problem. As I'm experiencing something different. Please take a look at the blend file.


texts:
I have placed a camera with the following world properties

The scene looks as following

Now when I try to render, all I get is

And that is of course what I do not want. I simply want the colors to appear as they are given and that the blue is merely the background (such that I can easily remove it in Photoshop for a transparent image). I've also tried without placing a spot light but to no avail.


texts: How to create a temporary mesh in object for exporting?

texts: Is it possible to create a temporary mesh in an object, so that I can perform various operations on it, such as apply modifiers, run operators and what not? Then export the object with a python script. Revert back the changes. The ultimate goal is to prepare object for export, export and then leave the original object intact.


texts:
Can someone tell me if there is a foolpoof method for importing an animated FBX from 3DS Max to Blender? I have successfully imported several animated FBXs but there a some files which throw errors that I do not understand.

I'm exporting from Max 2017 using the same settings for all (fbx 2017). Upon import I get this error:
The rig and skin weight are imported but no animation (no keyframes).  Can someone please help or give me a pointer as to what might be breaking?


texts: How do I set two object locations to be exactly the same?

texts: I have sculpted a character and retopologized it. I wanted to place them at the same location, so I set both their origins to the 3D cursor and moved them by 'geometry to origin', but both of them are not perfectly aligned. May I know how to make them perfectly aligned with each other without moving their position manually?


texts: move 3dcursor to pivot point in edit mode

texts:
I created a sphere then move it to random 3d position, then go to edit mode, delete all the vertices. There's nothing left except a visible dot (pivot/origin point). Now inside the edit mode , this origin point is not at (0,0,0) , it's just floating at any random (x,y,z) .
Now, i want to add new cube. But the new cube is created on world origin or at 3d cursor (which is by default at world origin) . I want the new cube is created at the exact center of the previous sphere (previous origin/pivot ).
Can i do this without going back to object mode and reset position  or without set the 3d cursor before delete the sphere ? I can't find a way to snap the 3dcursor to that origin point.
Any tricks ?


texts: How do I fix the pivot point of my vertex

texts:
The pivot point of every vertex in the mesh of my object is out of position for some reason how do I put it back to where the geometry of my vertex actually is. I tried origin to cursor but it will say you could not do apply this in edit mode.

As illustrated in the picture above the pivot point is far from where the vertex is located.


texts:
Not seeing anything different on the screen when setting the alpha property.
Any clues?

def color(name, diffuse, specular, alpha):
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = diffuse
    mat.diffuse_intensity = 1.0
    mat.specular_color = specular
    mat.alpha = alpha
    bpy.context.object.active_material = mat

act.color('Red', (1,0,0), (1,1,1), 1)
# tried 0.5, 0.25, 0.001 etc..


texts: Locking vertices to rotate the object around them

texts:
When I create an animation, it's always inconvenient to adjust certain vertices so they don't change their location during an animation e.g. if I want to make an animation about a person throwing an axe to a wall (see picture).

Of course, the bones of the upper- and lower-arm change their rotation since the whole body has to be stopped partly by the arm who's holding the axe. But if I change the rotation of one of these two bones the parented axe also changes its place e.g. it goes into the wall which shouldn't happen.

Therefore, I always have to adjust the bones to avoid this problem. And I have to do it for each frame the tip of the axe is on the wall.

Isn't there a solution to lock the vertices of the tip, so the whole axe doesn't go inside the wall (but can rotate around the locked vertices) even when it's parented to the arm which changes its rotation?


texts: Object wobbling and shaking while camera following a path

texts: I have a cube object and I'm trying to move the camera in a spiral and then render the video. When seen from the camera view, the cube object seems to wobble a lot along the z axis. I have seen this question here but that option is not showing up in my Blender. I'm attaching my blend file here. I'm not sure if it is happening just to me or is it some problem with the camera path?


texts: Render in Viewport looks completely different from Final Render

texts:
This is what my model looks like in the program at 32 samples.

This is what it looks like at 256 samples when rendering.

I tried setting everything to shade smooth (which it already was), but the seams do not dissappear. The crystals inside the liquid are yellow, however it seems that in the Final Render they somehow emit their colour to such an extent that everything becomes greenish and murky. The same issue persists if the Final Render has the same amount of samples as the viewport.
Let me know what the best way to share the .blend file is if you want it.


texts:
Hello!

I would like to make a subdivide on the upper part in order to get make the model look like it was composed of several parts as shown in the reference image.

But the loop subdivide goes over the entire model.
How could I delimit it to only the left part of the model?

In other words: I would like to get rid of the subdivide marked with a white circle in the screenshot.

Or would you start from scratch again in this case?

Thank you!


texts:
So, um. Ticked in curves sapling addon, then saved preferences. Now, after adding the tree, configuration menu is grey and even clicks can't activate it.
Thing tried:

Reactivating addon
Turning each addon

any solutions?
[]


texts:
Here's what I want to achieve:

I want to design chevron markings at different angles so this template has to be flexible (not sure if I should group or join the objects?):

EDIT: I forgot to mension, I want to keep the spacing between arrows as well.

Thank you!

EDIT:
I managed to do the chevrons but I got stuck when cutting them along the mesh. Actually I used 2 paths to restrict the border of cut. They are perfectly alligned. I'm stuck with them as I don't know how to convert them to a mesh.I tried ctrl + J and and alt + C but I'm missing the closing path to get the shape out of it. Almost there but as you see I'm missing something. Thanks a lot.


texts:
The below script for blender 2.7x is not working with 2.80
How could I fix it? I got the message - "TypeError: Converting py args to operator properties: : keyword "axis" unrecognized".

bpy.ops.transform.rotate(value=wheel_rotation_angle , axis=(wheel_rotation_x_axis, wheel_rotation_y_axis, wheel_rotation_z_axis), constraint_axis=(False, True, True))


texts: Different start and end frame for each action

texts:
I have 2 actions, walk and idle.  The idle animation is much longer than the walk.  Each time I want to check my animations, I have to adjust the timeline ending frame, right now that's not too bad, as I only have 2 animations, but could be a pain when I want to go through more animations.

So the question is; Is there a way to set a start / end frame for each action?


texts: I wanted to change my computation device, but there is no dropdown menu to change it

texts:
The title already says it all.

How can I change the device?
EDIT: Yes, I have a (Nvidia) graphics card and CUDA installed

I've got a GeForce GTX 960M with updated drivers


texts:
So i have a scene where i have 2 objects with a simple Principled BSDF shaders and it's lit with an HDRI. I tried to look at it in the render view, but for some reason it is entirely gray.
Here's how the viewport looks:

And here is how a render of the scene looks:

However, i have no problems in eevee, as you can see here:

Eevee render:

I have no idea what could be causing this. I also have some other objects in another collection, but the collection is disabled for render, so it probably isn't the problem.


texts: How do I match an object's rotation based on the other object's face's rotation?

texts:
How do I get this cylinder to match the rotation of the selected face?

I want to do something similar as shown in the 2nd image:


texts: How to bake an animation for a deformed mesh?

texts: I have made a mesh which is being shrinkwrapped onto a moving plane, which gives the effect of the mesh waving and moving. Problem is, I don't want the mesh to be dependent of the shrinkwrap modifier. How can I "bake" the animation so that the mesh can move on its own?


texts: I'm trying to bend this mesh from every corner upwards slightly using the lattice modifier. I'm thinking I should try a different tool as this one has the mesh "clipping" or going through each other, even though they're one layer. Any ideas?


texts:
What is the best approach to building up a complex scene or object in blender composed of previously modeled .blend objects?  I have heard of linking the objects from another .blend file, but then all I get are untextured primitives (not to mention not being able to instantiate composite objects without losing the relationship between the composite parts). For example, I hope to instantiate entire .blend models (less the lighting and camera), not just components of one.

trying to clarify... I want to place a half dozen discrete .blend models at various positions in an empty .blend model, arrange those components geometrically and subsequently embellish that arrangement by adding more objects in the parent model, in a technique commonly known as hierarchical design.

I don't want to lose textures applied to component objects (in their individual .blend files) nor do I want to lose the relative position of components within contributing .blend files, e.g. an arrangement of rectangles should look exactly the same instantiated as it does within the defining .blend file.

In hierarchical design, instantiated objects are 'read-only' copies of the constituent models.

trying to clarify... I want to place a half dozen discrete .blend models at various positions in an empty .blend model, arrange those components geometrically and subsequently embellish that arrangement by adding more objects in the parent model, in a technique commonly known as hierarchical design.

I don't want to lose textures applied to component objects (in their individual .blend files) nor do I want to lose the relative position of components within contributing .blend files, e.g. an arrangement of rectangles should look exactly the same instantiated as it does within the defining .blend file.

In hierarchical design, instantiated objects are 'read-only' copies of the constituent models.


texts: how do I get the search bar by pressing F3 on my mac

texts: Hi I am a beginner to blender and was watching a tutorial where the person presses the F3 command on his computer to get a search bar to access easy short cuts and other various actions. However when I press F3 on my mac it just makes my screens split.


texts:
I am trying to create a simple menu with three fields below each other. The description on the left, the clickable part on the right. However, blender makes my layout explode!

This is what I think it should look like (done in MS paint):

This is what it actually ends up looking like (for some reason the fields are "staggered"):

This is what I have tried:

import bpy

class MyMenu(bpy.types.Menu):
    bl_idname = "OBJECT_MT_my_menu"
    bl_label = "my_menu"

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.prop(context.object, 'name', text='First field - object name')
        col.prop(context.object, 'parent', text='Second field - object parent')
        col.prop(context.object, 'location', text='Third field - object location')

class OpenMyMenu(bpy.types.Operator):
    bl_idname = "view3d.open_my_menu"
    bl_label = "Open My Menu"
    bl_options = {'REGISTER'}

    def execute(self, context):
        bpy.ops.wm.call_menu(name=MyMenu.bl_idname)
        return {'FINISHED'}

bpy.utils.register_class(MyMenu)
bpy.utils.register_class(OpenMyMenu)

Why does blender explode my layout like this and how can it be fixed? I have tried messing around with rows and columns and alignment, but it always ends up looking like this.


texts: I have blender version 2.76b. I have noticed that blender doesn't update it self automatically. Is there a reason for that. And also if i update my blender, will I be able to work on blender projects from previous version of blender without any errors or problems? Thanks


texts:
I'm currently practising with weight painting and I have my armature named - right_arm.L and right_arm.R etc. and I have X-Mirror enabled in the Options, but my Weight Painting on one side isn't showing up on the other. Any suggestions?

Thanks


texts: how to show reflection of a different object in cycles

texts: I have a mirror and an object in front of it. I want to hide the reflection of that object and show instead a reflection in the mirror of another object hidden in that scene,is that possible?


texts:
When i bend on Z axis, all ok.

But, when bend on Y axis...

Something wrong... why?


texts: Where are the many tris located in this model?

texts:
I have downloaded a Blender model which I like very much.

This model seems to have a really wise geometry, there are not more triangles than necessary. I can judge by switching to Edit mode and having a look at the few triangles.

Now I'm using this Blend file directly in Unity.
Unity shows that the mesh consists of 21K triangles.

I'm really surprised by that because in Blender, there seem to be really few triangles.

However, even Blender displays that there are 21K triangles.

I'm now trying to investigate where exactely the many triangles are.

When I select "slider" in object mode, Blender shows: 21.742 triangles.
When I then try to see where exactely they are, I switch to Edit model.
Now Blender shows "457 triangles":

How could I find out where these 21K triangles are located?

Thank you very much!


texts: I'm having a issue were every uv png I paint and export gust show up as solid black none of the color I added exports. It shows fine in render and everything in blender but in unity or in anything else. its gust solid black.


texts:
I'm a beginner in Blender - i have a problem with mysterious shades in flat surface. Model comes from SketchUp (exported to OBJ / imported to Blender).

Model is composed of blocks, shades are near block's edges (but only on some of them). My idea was Sketchup model have some smooth edges, but it haven't...

Any idea what is the problem??

Thank you very much in advance!

EDIT
full resolution preview: http://lukex.name/temp/preview.png


texts: keyboard strokes are coming in Hindi(asian language)

texts: in spite of having qwerty keyboard , while searching using space bar string what i'm typing is displayed in hindi language , so thats why it is not able to search item for me.


texts: Why isn't light passing through volume scatter?

texts: I am currently following a tutorial and added a cylinder and added a volume scatter node to it. I set the Light Path Volume to 4 when the default is zero. Once it rendered, i realized that light was not passing through it and I could not see any smoke/fog. The object is wired in view port display. If you could help me out thanks. Here is the image of my node setup. If you could help me out. It would be highly appreciated. Thx!


texts: I have a tree that I made with several objects and I joined them together but I put a soft body modifier on it and the leaves fall of the trunk how do I stop that from happening


texts: When rendering animation in Mpeg 4 with H.264 codec, the final product looks like garbage

texts:
Rendering an animation with the video sequencer and using the H.264 codec with Mpeg 4 makes my animation look ugly. I've tried a few other codecs but they compress the hell out of the image. Am I supposed to pair the Mpeg 4 container with a different codec?
Images:

I added captions to the images, but the top one is what I see in the render preview and the bottom one is what I see when I play the final Mpeg 4 file


texts: Blender Game Engine Player Flies off When Parented

texts:
I've been working on this 2D platform game in the BGE, and I'm working on a new feature that will allow the player to jump and grab a rope, and then swing with it.

So how I tried to do that was create logic that set it so that if the player collides with the rope, he is parented to it.

I tried it with the player set to Dynamic physics, and it worked fine. But when I tried it with the player set to Character physics, he flies away.

Personally, I prefer the Character physics, so I really want to use them if I can. So, what's the problem? How can I fix this?

Thanks in advance.


texts: The material shader is not showing or not able to change. Only blank black shader is visible. blender 2.8 test release.


texts:
I am still a new user of Blender.

I am trying to map a ground polygon with dotted taxi line but the line are not in similar length. This only occur for curved mesh lines. Example are as follow:

Please guide me to solve this issue. Thanks in advance.


texts: How to use the particle system for smoke

texts: I'm trying to follow this tutorial to make an animated intro for videos.  I got to about the 30 min. mark in the video, and the goal is to add smoke.  The person who made the tutorial used the particle system for the smoke, but I can't seem to get it to work.  Using the object works, but not the particle system.  I am using a more up to date version of blender so I'm wondering if there is an extra box somewhere I haven't checked or something along those lines.  Any help on this would be much appreciated!  Let me know if any further clarification is needed.  Thanks!


texts: Using one calibration matrix to render different objects's images?

texts:
I have a deep learning project that I need to generate 1500 synthetic images by Blender for 15 classes' objects with 100 for each of them. My purpose is to make my synthetic images as similar as possible to the real objects' images.

What I think is to use camera calibration to find the real world's camera matrix, then set the camera matrix in Blender.

Since I am quite new to Blender, my questions are:

Once I set up the camera's matrix, can it be used for all my objects in Blender? I took photos of the objects in the real world in the way that keep the camera being fixed, no matter the angle or its position. Then I took photos for each of the objects and I tried to keep them stay in the same position. But there much be some slight difference in the position and also due to their shapes are not same. Or do I need to find each one's camera matrix in the real world then apply in Blender?

If it works, could you tell me what is the Python script to set up the camera matrix in Blender?

Thanks.


texts: Set various rotation points for multiple object

texts:
I'm a bit stuck in my animation project. I'm trying to set multiple pivot points to several object and animate the object depending on each pivot point.

This is my mesh. At the moment I have 4 Plain Axes that I want to act as pivot point for my object. But when I use an Object Constraint, it rotates around each object axe, not the Plain Axes center.

This is the animation I'm trying to achieve.
https://www.youtube.com/watch?v=e2j-jb8c5bE


texts:
I am unable to move this character around. I have already parented the meshes to the armature, but when I go to pose mode, I am unable to move any part of my character.

What can I do to fix it?


texts: Modelling Realistic Paper Poster With Curl?

texts:
I am a 2D Illustrator with basic 3D skills using SketchUp, Fusion 360, an Keyshot.

I need to render some realistic images of what my poster designs will look like on a wall once they've been printed.

I am going for something like in the image below.  I'm trying for photo-realism, so I would like the curl to happen slightly on 2 axes at the same time, and not be perfectly symmetrical.  I am not familiar with Blender, but I am wondering if there's a way to weight paint and add a modifier for this effect to a plane that has the illustration mapped to it..?

Any suggestions?

Thanks!
Keith


texts:
kind of new to blender, not sure what to do exactly could someone help me?

[![enter image description here][2]][2]


texts: Why do my hair particles disappear when physics is set to None

texts:
As detailed in this question, I'm trying to create a scene with a grassy patch of dirt and I'm having trouble controlling scale and direction.
One of the bizarre relationships I discovered is that the "timestep" setting in the "Physics" tab will change the scale of the rendered particles.  So since I'm not currently using physics, I tried turning physics off by setting physics to "None".
And then all my particles simply disappeared.  They come back when I set physics back to "Newtonian".
Same problem as in this question, but the only answer given says that physics are needed for hair (then why is there a "None" option?!) and that one should use a "regular particle system" instead of hair.  I'm not sure what a "regular particle system" is.  Are there two types of particle systems in Blender?  I know there is instancing available, but as far as I can tell I can't randomize things well using that.
Can someone explain a)  why the timestep affects the particle's scale and b)  how I avoid that interaction if I can't set physics to "None"?


texts: make cube, draw circle and extrude in. while unwrap the cube, it did't unwrap perfectly. its unwrap like what in the picture.


texts: How can i delete a uv map in the img editor

texts:
so i have a model with couple different uv islands and i was wondering is there a way to unwrap the model and delete a uv island in the img editor?
I unwrapped the whole model and am trying to delete a uv island..


texts: Game Engine's bad visualization with layers

texts:
I'm using a score layer above a game layer.
The score layer is a Dynamic Text Display, coded in python.

The problem:

When I start game engine (press 'p' at keyboard) in the score layer alone, I got this visualization:

But, oddly, when I'm executing the two layers together, I got this visualization:

Instead of show the zeros, show @s!

As a score, it works correctly.
But, instead of show any number, show always @s. Score working:

What is going on?


texts:
Filmic has been shipped with Blender as a default render View Transform since 2.79a. I'm using Blender 2.81, but I'm missing the following Looks from the dropdown:

Base Contrast
Greyscale
False Colour

This is a screenshot from my computer showing the incomplete list:

They are still listed in the README inside the repo, so I guess they should still be included?


texts:
I'm having trouble in converting OBJ to DAE while retaining textures or at least the colours of the model. Note, this is a voxel model so I only need colours, not detailed textures.

Anyway, I model within MagicaVoxel, then export to .obj, from there I import to Blender. In the scene editor, the model is white. That's ok, if I do a render I see the colours fine. But I need the format in .dae.

Within Blender, I export to .dae but I lose the colours that were packaged with the .obj file.
How do I keep the textures with the .dae file?

I have also tried MeshLab with no results.


texts: Blender armature deform with automatic weight

texts: I'm trying to set armature to human body object. But I have a problem, can't apply armature deform with automatic weight. I was removed doubles, but any time has this problem. how solve this problem.


texts: How can I programmatically create a mesh similar to this one?

texts:
I am pretty good at manually modeling, but I would like to learn how to create meshes that are similar to the one in this video, specifically the one in the attached screenshot. I believe that it is possible to use nodes(?) or algorithms to generate things like this programmatically.

How would I go about learning to do something like this - are there tutorials/references someone can point me to? I am not sure what to search for. Thank you!


texts:
I have been having some problem with reflections in my windows and can't find out what I am doing wrong. I have purchased 2 car models and I get the same problem with the windows. Is is the model itself that are making it or my HDR or perhaps the material?

I am posting a screenshot of the scene, I have also added a sphere just to you can see that in the sphere I think it looks correct.

Posting the final result here, but made it in photoshop.

Latest dumps from blender with magnifying effect and normals.


texts: Boolean Modifier making original object disappear

texts:
I have a cube that I am trying to cut a hole in. The star shaped long piece is two scaled cubes joined together as one object. Originally, this cube had a Nurbs curve modifier as well. What I'm needing is for the cube to have a hole cut in it and then have the cube follow along the curve.

I originally tried curving the cube and was trying to put the hole in after so as not to mess up the dimensions of the hole. When adding the boolean difference modifier, the cube disappears and the piece that is supposed to be the hole remains. Issue is that it does this no matter which way I perform these operations.

I have tried rearranging the order of the modifiers, removing the curve modifier and adding the hole first and vice versa, removing doubles (which as I understand is "merge by distance" in blender 2.9), and I have tried both the cube and the star piece with and without loop cuts in both the horizontal and vertical directions.


texts: I'm new at Blender and I'm trying to make a chibi human character. As the pictures show, I'm trying to join 2 joints. Do you know how to do this?


texts: Suddengly laggy although it worked completely fine with the same model before

texts:
Searched around first but nothing helped, also mostly outdated stuff.
System: Windows 10 pro, Ryzen 7 2700x, RTX 2070 Super, 16gb Ram
I just wanted to add support edges. Theres a subd modifier with 1 level, it handled level 4 before without any problems. also tried hiding parts i`m not working on. Even just trying to move a single vertex around is impossible.
Heres the video, i drag the vertex just a bit to the right to showcase the problem:
https://youtu.be/WYQiJ9F4-m8


texts: Zoom in to all objects in view using Python

texts:
I have Python scripts that generate shapes and every time I run the script I want Blender to zoom in to the new objects in my 3D view, automatically.

I know that you can select everything with the A or the following python snippet:

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

The info view gives me this snippet.

I am working from a laptop so to toggle the perspective such that I can view everything that is selected I would press the \ button. How would I do this programmatically in Python? Also, why is the Python command for this not showing in the info view?


texts: Duplicate and slide edge (rip from boundary)

texts:
I have a simple plane.

I select one edge and I would like that edge to be duplicated and slid.

I cannot rip the edge alt + v because it is on a boundary.

I could extrude out from the shape to leave the edge inside the shape then rip. This is a long way around, is there a better solution?

thank you

Starting object with edge selected.

In C4D there is a clone edge tool and if used would give

I cannot replicate in Blender


texts:
I've just started to learn blender and try to model an old style coke bottle. The basic model is done:

However I have no idea on how to model these dips around the bottle:

As you can see it's not a flat bevel, each bump flows into the next one. I've tried selecting edges/vertices and moving them inwards but the result is unfortunately not uniform then.

I really hope somebody knows how to do this. Any Ideas?


texts:
I Have this line right in the cleavage of a character that I'm modeling, and I am using a mirror modifier to create her.

I was given a tip to reset the "middle" circle of vertices (The ones that are the closest to the mirror/Y Axis) by pressing "S" then "Y", "Zero" and then "Enter", but when I do this, it resets the entire action, because the "Local" "Zero" is where I started scaling from, whereas I want it to move to the "Global" "Zero".

Her chest


texts:
I want to create a large set of spiral galaxies with textures using a python script.
I managed to create shader nodes and links to set up a material.

For the spiral shape, I need to perform a transformation of the standard uv-mesh. The transformation is written below. Basically, it is a proportional editing, where the center row of the rectangular mesh is grabbed and shifted horizontally.

bpy.ops.object.editmode_toggle()

bpy.ops.transform.translate(value=(1.03353, 0.00369117, 0), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=True, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

How can I include this transformation in the python script?
My script has the following structure:
 bpy.ops.mesh.primitive_uv_sphere_add(radius = 5, enter_editmode = False, location=(x,y,z))
 sphere = bpy.context.active_object

 sphere.data.materials.append(get_material(i))
 sphere.scale[2]=0.1

and the function get_material(index)
def get_material(index):
    mat = bpy.data.materials.new("GalaxyMaterial"+str(index))

    mat.use_nodes = True
    node_tree = mat.node_tree
    nodes = node_tree.nodes

    output = nodes.get("Material Output")
    bsdf = nodes.get("Principled BSDF")

    links =mat.node_tree.links

    node_coord = nodes.new(type="ShaderNodeTexCoord")

    node_texture = nodes.new(type='ShaderNodeTexNoise')

    links.new(node_coord.outputs[2],node_texture.inputs[0])
    node_texture.inputs[2].default_value=18
    node_texture.inputs[3].default_value=5.3
    node_texture.inputs[4].default_value=0.567
    node_texture.inputs[5].default_value=1.1

    node_ramp = nodes.new(type='ShaderNodeValToRGB')

    node_ramp.color_ramp.elements[0].color = (0,0,0,1)
    node_ramp.color_ramp.elements[0].position=0.45
    node_ramp.color_ramp.elements[1].position=0.7
    node_ramp.color_ramp.elements[1].color = (1,1,1,1)

    links.new(node_texture.outputs[0],node_ramp.inputs[0])
    links.new(node_ramp.outputs[0],bsdf.inputs[17])
    return mat


texts: How do you return a hidden panel in the properties

texts: I followed a tutorial on how to hide just the outliner but the tutorial never showed how to bring it back. I can only quit Blender and restart to get it back.


texts: I have unwrapped my mesh (using the seam placed in the center). I have scaled the object and applied transformations (Ctrl+A) . After applying the texture and unwrapping there is a partition edge between the texture. How to remove that edge partition or what wrong am I doing with the unwrap? The texture I've applied is 256x256. Do I need a larger size image? It looks dull and not sharp like the original.


texts: Glass BSDF gives different results when rendered in viewport and with "Render image"

texts:
I get a weird behavior with eevee and glass bsdf, I have a simple scene with a vertical plane with a glass-like material and a cube with an emission shader which is behind the plane from the camera point of view.
When I set the viewport shading to "rendered" I get this:

But when I hit render, I get that:

The effect I want to achieve is the one I see in the viewport, but I can't get the same result in the final render, what am I missing?
You can find the blend file here:
https://pasteall.org/blend/fd70eccf7c774bbc981b9040ab19f3be


texts: How do I make a specular surface without reflections?

texts: I have tried to make it with a Glossy shader node. But I either get glossy with reflections or matte surface with small reflective details.


texts: How to use an animation for one object on another object?

texts: I've animated the location of a text object, and now I want to use that same animation on many other text objects at arbitrary times. How can I do this?


texts: How to implement cloth physics on whole animated mesh

texts:
I'm trying to animate jelly-like creature

So let's say I have animated it moving/running/jumping and then I want whole body mesh to be like a jelly so it would follow original animated motion of the mesh
And here some specific questions:

Maybe I have to extrude faces of mesh inside of it and assign them to pin group in physics tab?
And if it so, is there any other way to do this?

P.S
Hope I've made myself clear(also sorry for my bad grammar) and if I really haven't - edits are always welcome


texts:
How to get the bevel diameter then remove bevel or extruded value on curve with a script addon?

I have a scene with many objects including some cables made with bezier curve type poly with bevel.
The curves are cables with the proper diameter and length, the cable's Diam is done with  the bevel depth.

So I started a script for getting all curves and for each curve I made a copy.

Now how do I get the data from the copied object?

First I need to get the size or diameter of the bevel, then remove the bevel on the curve, and after that I can convert to a mesh line and find the length.

Here is beginning of script for this

for  i in obj_sel:

    if i.type=='CURVE':
        print ('name = ', i.name,'Type',i.type )

        ob = i.copy()
        ob.location.x = 10
        ob.data = ob.data.copy()
        bpy.context.scene.objects.link(ob)
        bpy.context.scene.update()
        print ('new ob name new curve =', ob.name)

                # get diameter of bevel for that curve and save it
        # Make a copy of the curve then    ?????
        # Remove the bevel

            # convert curve to mesh

        bpy.ops.object.convert( target='MESH')
        print ('new ob name new mesh line =', ob.name)

        MESHNAME = ob.name

                ect..

for more details see following thread

https://blenderartists.org/forum/showthread.php?441516-how-to-remove-bevel-or-extruded-value-on-curve&p=3261143#post3261143

If a  file sample is needed let me know on that thread and I can upload one

thanks for any help
happy blendering


texts: Draw geometry on screen using BGL module

texts:
I am trying to use the bgl module to draw triangles on top of the Blender interface. My understanding is that glBegin/glEnd are deprecated, and vertex array or display list or VBO should be used instead.

But I can't seems to find the relevant functions I need (glDrawArray, glBindBuffer, etc) in the bgl module. Any insights?

my bgl.glGetString(bgl.GL_VERSION) is 2.1 ATI-1.8.18


texts:
What happens is that I have a sword that sits on the hip of a player-controlled knight character. I created a "draw sword" animation where the knight reaches and draws his sword. I have bone constraints so that when the frames align so that the knight's hand reaches the sword, the sword constraints to the knights hand. When playing the animation, out-of-game, everything works fine.

When I hit "P" to play the game I make my character draw his sword, but the sword doesn't move or change its constraint. Things to note are that the sword is an appended object from another file.

Does anyone have any experience with this issue and can help me fix it?


texts: Cutting *only* existing geometry with a circle

texts: Is it possible to cut only the existing geometry of an object using a particular shape (for instance the circle in red) to add vertices only where the shape bisects an existing edge?


texts: How to make a vertex meet an edge exactly?

texts: I want to move the selected vertex along the blue axis until it exactly meets the intersecting edge. How can I make sure it exactly touches the edge without gaps or overlap?


texts: How to prevent overlapping of particles/objects in the molecular script?

texts:
I'm doing a particle simulation with thousands of particles in order to fill a recipient, however even with options such as "Self-collision" enabled, I still get results where particles overlap:

I believe this is due to a low quantity of substeps, as I improved the situation by increasing it, but didn't solve it completely, that's why I'm not so sure about it.
Is increasing the number of substeps the only possibility (Assuming it is one)?


texts: I have an object which is really long and contains a nice shape of loop. It has a fracture somewhere in it, but I have no idea where(I didn't see it when applying modifiers). I want to find out where the point is where loop is cut so that I can remove that point. Who's got an idea how to do it?


texts: What does the "F" mean in-front-of these Grease Pencil brushes?

texts: Anybody know what the leading "F" means on these brushes?


texts: Blender 2.8 (python) - adding keywords to a JPEG output file

texts:
Is it possible to add descriptive information to a .jpg file - for example, image title, description and keywords?

I am particularly interested in python scripts that would do this.

Thanks!


texts: Why does "render layers" selection not influence the rendered scene in this blend file?

texts:
I have my blend file at pasteall.

Whenever I try to render the scene with no render layers selected, it says All render layers are disabled and then does nothing.  This is as it should be.

However, whenever I try to render the scene with any render layers enabled it seems to utterly ignore the render layers and render whatever is visible in 3D view instead.

Better yet, the point light I've put in does . . . nothing.

I'm actually working on a real piece, and I did this experiment in parallel with it (I want to do some symbolic artwork about the internet/information exchange using Blender.), and I'm afraid of something like this happening to actual work.

Thank you very much to anyone who can illuminate this!

P.S.: I have this idea working in several other blend scenes, it's just this one with which I've made a problem for myself.


texts: Are the Toolshelf icons accessible anywhere?

texts:
Are T Tool icons accessible like the other icons?
Why are there duplicate icons in the table?


texts: Why does the 2D animation color look different after rendering?

texts:
This is the solid view and it is supposed to render in the same colour.

However, the colours change in the render view.
A similar problem can be found at When I render, the color changes. I tried but there is nothing to edit in the [Texture Node Editor].
Is there a way to correct the colour?


texts: Change Navigation into walk Navigation with scripting

texts:
I'm now trying to change Navigation into walk Navigation in the 3D viewport. So I write the code below.
import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                bpy.ops.view3D.walk()

this returns error
  File "D:\3Dmodels\python_demos.blend\operator_modal_view3d.py", line 11, in <module>
  File "D:\programs\Blender\stable\blender-2.92.0-windows64\2.92\scripts\modules\bpy\ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3D.walk.poll() expected a view3d region

So I added a line override = {'area': area, 'region': region} and change walk() into walk(override).
import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                override = {'area': area, 'region': region}
                bpy.ops.view3D.walk(override)

However, Blender returns another error
ERROR (wm.operator): C:\b\buildbot-worker-windows\windows_292\blender.git\source\blender\windowmanager\intern\wm_event_system.c:1321 wm_operator_invoke: invalid operator call 'VIEW3D_OT_walk'

So if anyone knows how to run bpy.ops.view3D.walk(), please teach me and I would be very happy!


texts: Animate Soft Body Along Curve (Holding Form)

texts:
I'm trying to animated a shoelace along a curve that spells out a word in cursive. I know the simplest way is to just keyframe an offset along the curve but I'd like to have the shoelace being a complete and wholly formed object rather than simply appearing out of nowhere.
My first thought was to use a soft body for the shoe lace (because if possible I'd like to keep a little jiggle and physics), and animate it along the path using hooks. I was going to put hooks at every major point along the curve and keyframe their strength so that as the soft body passed through each one, it would "switch on" and start holding that part in place until it forms the entire word.
Something tells me this isn't the most intuitive way to do it, though?


texts: How to use two displacement material in one plane?

texts:
I was making a terrain, actually making a path on the terrain,so I have to combine two materials together with their own displacement maps.
Now I know how to do it for those normal materials, I just weight paint the terrain to create a vertex color, add an node called Attribute and chose the vertex color. Therefore I get two materials on one plane except the displacement material.
But how to do it with displacement? It's in the modifier so I can't use the Attribute node for it, or can I?
And in the displace modifier, I do find a place I can choose to put a vertex group(not the vertex color) to have two displacement maps, but it is not the Vertex Color that I weight painted before.


texts: Is it possible to have an enemy in game that follows u using a 3d navmesh around the sphere? Or have an enemy AI that doesn't use a navemesh at all and maybe flys around the player?


texts: How to Move Bone Joints in Pose Mode like in Edit Mode? (without scaling)

texts:
I wonder how to move bones in pose mode like as you would grab the tips in edit mode and move them but without scaling the bone.

Tried to set this up with damped track or ik rig. At both the target to follow which would imitate the tip/joint of the bone can be moved anywhere. It has to stick to the bone though.

Any techniques?


texts: Material System sometimes applies Materials, sometimes doesn't to vertex groups

texts:
I applied 3 shaders 1 for each vertex group I made.
I created the shaders in object mode first.
I went into edit mode and selected a vertex group in face mode.
I went to the materials tab and selected the material I wanted to apply.
I pressed assign.  It worked.
I saved and exited that file.  Went to the next asset. Created my materials as above.
NADA.

It worked for one geo in one file and didn't work for another geo in another file.  How is that possible?  Am I doing anything wrong?


texts: What are some use cases for the singlar ray output?

texts:
Using the singular ray output, it's possible to detect whether or not the object is being viewed through a perfectly sharp reflection or refraction:

Besides changing colors of reflections, what are some possible use-cases for this variable?


texts: Why do the Boolean options disappear when the Boolean modifier is applied?

texts: Noob question - in ver 2.78 when I hit 'apply' on a boolean difference modifier the properties of that modification in the outliner disappear - it's as though there's no record of the modification. The default name can be changed from 'Boolean' to whatever but once applied it all just disappears. If one makes a mistake it can't be changed - except perhaps by 'undo-ing'. Am I missing something? What's the point?


texts:
Have a blender file where I've added a quick liquid. Played animation [hit space], works. Resized one object, no animation anymore. Undoing not helping. Adding a cube, adding quick fluid, no animation.
The blue particles don't even appear in the liquid domain, only if I create a new blend file from scratch.
I have not the slightest clue what I'm doing.


texts: what is the meaning of 4x4 projection matrix?

texts:
I want to know the meaning of 4x4 projection matrix and how can I transform it 3x4 usual shape.
I understand that, in Blender, I can compute projection matrix as following,
camera = bpy.data.objects['Camera']  # bpy.types.Camera
render = bpy.context.scene.render

# get dependency graph
dg = bpy.data.scenes['Scene'].view_layres['View Layer'].depsgraph

# compute projection matrix -> Returns: 4x4 projection matrix
projection_mat = camera.calc_matrix_camera(dg,
                                           x=render.resolution_x,
                                           y=render.resolution_y,
                                           scale_x=render.pixel_aspect_x,
                                           scale_y=render.pixel_aspect_y)

can anyone help me?


texts: imported glb file is hollow, how to fix?

texts:
im trying to import this glb file containing texture, model and animation.
when i import it into blender (latest), it has this weird hollowed out look. the face is not visible until you appear it from inside.
anyways, hope somebody can help me how to correct render.
here is the glb file https://filebin.net/hwkmdsfpvzlmg5r5/Teisel_Bonne__Cutscene_.glb?t=g2bmzav0

you can see the texture is turned inside out in particular the face is hollow and the face texture can only be visible when rotating the model.how do i fix this?
I played with the normals but it still missing bunch of faces. I used mesh ---> recalculate normals outside.


texts:
I'm having a problem with my model, the edge highlighted with red goes around smoothly as the vertices are rounded off, but the vertices highlighted inside the green circle and all the vertices along its edge are cuspy and the edge seems to stick to them and not go around smoothly.

I want to make the edges smooth around these vertices.


texts:
On linux, the mouse cursor is almost the exact same color as the gray background of the preview window, and because of that I keep losing track of my mouse.
Pic:

(The mouse cursor is in the red circle - can you find it?)
How can I make the cursor white instead of dark gray?


texts: Anyways, I have been rendering this office for a while now, and everything was fine. I came back after modelling something else and everytime I render an image this screen appears.  How can I fix this black screen?


texts: It is possible to render a geometry as a blurry object?

texts:
I was making an scene and thanks to the help of the people here, i managed to make a volumetric light..but now that i think the 'borders' are too sharp, and this light (seen on the picture) is nothing more than a deformed cube, so i need to know, it is possible to for example just select this single geometry and make it look blurry? actually what i need is to make the borders more blurry (like a light), but it could also help me in the future for references. (Oh, and I'm also using Cycles)

If anyone know how to do this, please let me know.


texts: How to import mhx2 model programmatically?

texts: I want to import a mhx2 model into blender using a script. I know that the function is bpy.ops.import_scene.makehuman_mhx2() but cannot figure out what the parameters are. Could someone provide an example? Any help or suggestions is appreciated.


texts: Where can I find some large and free collection of working .blend files for download and modification ?


texts: Clamp Settings for Getting Rid of Fireflies

texts: To get rid of fireflies in blender cycles, under the sampling do I change the indirect clamp to .98 or the direct clamp to .98 or both?


texts: When I tick the use nodes button no nodes appear on my screen

texts: I am currently doing a donut course by The Blender Guru on Youtube and when I tick the box that says use nodes no nodes appear on screen.


texts:
if I add a subdivision modifier with CTRL+2 the cube changes the way I want it to. How can I now mark the individually created faces? Unfortunately only the group is possible.
In Version 2.83 it worked without problems.


texts: I have styled the hair on a character.  After closing the file then opening it again, the hair stands straight up in object mode.  When I go into particle edit mode, however, it retains the style I gave it.  I am using version 2.81.  What would be the cause of this?


texts:
I'm gonna try to make this as clear as possible. I have an animated conveyor belt in Blender and there's going to be a machine right on top of it that's just going to drop some cubes onto the conveyor belt.

I made the conveyor belt a passive rigid body and the cubes that were going to drop from the machine would be an active rigid body. Here's the problem, I want the cubes to continuously spawn from the machine one by one and drop right onto the conveyor belt. I could duplicate a lot of rigid body cubes but I don't want them to drop all at once, nor do I want to manually animate the passive to active rigid body on more than a hundred cubes.

I tried to do a workaround by using a particle system with the conveyor belt with collision physics, and it did work for the most part, but half of the cube goes through the conveyor belt, and the particles don't collide with each other at all.

I am aware there is an addon called Molecular or something, but I think it was only compatible for Blender 2.77.


texts: How can I compare normals in AN with python

texts:
I am trying to create a script that assigns a differente rotation to polys according to their normals but I can´t figure out how to do it. This is my script so far.

import math
import mathutils

mirando_arriba = mathutils.Vector((0.0000,0.0000,1.0000))
mirando_derecha = mathutils.Vector((0.0000,1.0000,0.0000))
mirando_izquierda = mathutils.Vector((-0.0000,-1.0000,-0.0000))
mirando_abajo = mathutils.Vector((0.0000,0.0000,-1.0000))
mirando_fondo = mathutils.Vector((1.0000,0.0000,0.0000))
mirando_trasera = mathutils.Vector((-1.0000,0.0000,-0.0000))
if (Normal == mirando_arriba):
    result = rotateY
    TextBlock = "Mira hacia arriba"
elif (Normal ==  mirando_derecha):
    result = rotateX
    TextBlock = "Mira hacia derecha"
elif (Normal ==  mirando_abajo):
    result = rotateX
    TextBlock = "Mira hacia abajo"
elif (Normal ==  mirando_fondo):
    result = rotateX
    TextBlock = "Mira hacia fondo"
elif (Normal ==  mirando_izquierda):
    result = rotateX
    TextBlock = "Mira hacia izquierda"
elif (Normal ==  mirando_trasera):
    result = rotateY
    TextBlock = "Mira hacia trasera"
else:
    result = rotateY
    TextBlock = "No mira"


texts: I recently updated my blender 2.79 to blender 2.8 and I'm missing some of the new workspace layout tabs that they introduced in blender 2.8. I watched several video tutorials on YouTube they seem to have more workspace layouts tabs. Some of the layouts that I'm missing are sculpting, texture painting and layout.


texts: In VSE, how to change strip from movie to image (sequence) ?

texts:
I have edited a movie, however I decided to start using image sequences.

I can easily change a movie to a different movie source, while preserving the edits.

Unfortunately, I can't seem to find a way to change it to image source.

Is there a way to do this? If not, how could I work around while keeping my edits?


texts: Changing Spline Evaluation Rate in Animation Nodes

texts: I would like the ball to accelerate in the begging and end of the spline evaluation and deaccelerate in the middle, while it is in the air. Is there a way to change the default location?


texts: Is Color Management applied to ColorRamps?

texts: While I like aesthetically to render with "Filmic" active it seems to be difficult to work with ColorRamps. The following radial gradient might be a "mask" for a Mix Shader but it´s hard to get a simple fading from pure black to pure white. Am I right that gamma correction is applied to a ColorRamp Node before it is pluged to let´s say a Mix Shader? And if so how to disable this?


texts:
please, I need help
the Eevee viewport rendered doesn't show any objects, in the cycles it works perfectly but Eevee is not showing any object, I have tried 5 versions of blender they all have the same problem
I added all types of lights, I have changed the world color but nothing works.


texts: How to constrain vertices of an object to tracked point

texts:
I have a video where I'm moving my fingers around (4 points) and what I want to achieve is having an object whose vertices I want to move using my fingers.

I already set up the tracking of the points so is there a way to constrain vertices to these tracks?


texts: Why does my model deform so badly when I'm trying to animate it?

texts:
So I have this Zbrush model that I made. It has separate parts for clothes, hair, eyes etc.
When I'm animating it, it deforms really weirdly and when I'm using it in a cloth simulation it gets some more weird deformations that I cant even explain.

I know some of the deformations can be solved through weight painting, but some parts apart from the body seems like "splitting or doubling" itself when I'm trying to move them in pose mode. No idea if the problem is in the model, some settings or just the weight paint, which I don't think in this case it is.

The default setup

Cloth deforming when cloth simulation on.

The cloth seems to split or double itself when I rise the leg.

More deformation errors


texts:
By No-Flood-Fill I mean filling like in paint. A fill brush in blender fills the entire object. This is not the result I am looking for. However, I want to fill only instead of a certain color?

Any help would be really appreciated, thanks. :D


texts: Deformations when using subdivision surface

texts:
I'm really happy with this model because its simple and low poly, but when i try to use a subdivision surface modifier, some places where i kinda cheated the result, like merging vertices or whatever, the mesh deforms. I can't figure out what's wrong with the mesh.

Below are the before/after pics and a link to the blend file.

And the file

I've tried creating loopcuts and all the clean-up options.

Thanks in advance!


texts: Is it possible to add a loop cut and slide like this

texts:
I am try to make a model of a knife, and i am using the loop cut and slide option.
this is what i managed to do before i ran into a little problem

now i want to make it so that the purple line that appears when i click on the loop cut and slide option is rotate by 90 so that i can place it like this

i am using a plane mesh to which i added some thickness


texts: Why does my model enlarge when I add automatic weights?

texts:
I used this tutorial to create a human model for a school project.
I followed every step, but when I reach the part where I have to skin the model, it seems to go completely wrong.

I select the body and its skeleton in object mode, then press ctrl+P >> with automatic weights. After that the body suddenly enlarges but the skeleton remains the same size.

I made this model in MakeHuman and had to scale it down because my armature wasn't big enough. I tried ctrl+A and selected scale, but then I get a bunch of lines sticking out of the body.

Could anyone help me fix this? Or at least explain what (might) be the problem? And also tell me what skinning and weight painting does. The that I found articles on internet didn't really help.

I want to export this to Unity so that I can use it in a game. I am not that experienced with Blender btw.


texts: Add different textures to front and back of plane with solidify?

texts:
I have a map; a plane and a Solidify modifier. I have already applied an Image Texture to one side, but Blender is obviously applying the texture to both sides.

I want to add a different Image Texture to the other side of the plane, however. Is there a way to do this?

I have tried to add another one using the Geometry > Backfacing feature, but it did not work.

Map mesh and .blend file's material:

Viewport render of map mesh and Backfacing material (not working):


texts:
I have made a car model and i'm ready to render , I decided to try to make a shadow catcher plane ( which has never worked )

Im using and HDRI image and set up the nodes correctly , yet it still doesn't work.


texts: My object is keeping its original shape aswell as adding the additional movement

texts: I was trying to add the droop you see but the original shape was not changing when I did so. I checked and made sure I had no other duplicates and I don't.


texts: How to set up shader materials with main node Principal BSDF

texts: I have issue with exporting shaders on blender model. I need to export model with shaders in GLTF . The problem is that shader materials are not exporting - only the main color of Principal BSDF node. I've got an idea from google answers, that shader materials can be exported in GLTF only if the main node will be Pricipal BSDF, that is going directly though material output node. But now i have shader mixer, that goes though material output. Is there any way to change order and plug all shaders to Principal BSDF, that will be plugged directly in material output?


texts: How do I get particles to follow an animated path or armature?

texts:
I'm doing this wormhole tutorial https://www.youtube.com/watch?v=K2WTH016rfk and I'm trying to get particles to also follow through the animated tunnel. Emitting from the far end and coming toward the camera. The problem is that the wormhole is wiggling around and the particles don't follow the animated path.

I was able to add a bezier curve and control it with the armature and use it as a curve guide force field. I controlled the position of the emitter with the armature as well.  particles don't stay on the curve when it wiggles around. And the curve doesn't follow the armature very well either.


texts:
Hello, this is a problem I have had since I've started using Blender (2.82). The model was imported from Makehuman. If I use hair from Makehuman, no problems. If I create a hair mesh, it never follows the head properly. I have tried every form of parenting. Messed around with weight paints, constraints and vertex groups. Watched tons of tutorials, read dozens of posts and "Blender for Dummies". Nothing works. (the braid doesn't follow the braid bones properly either.)
I have created several different meshes with different Makehuman rig types but the result was always the same. It shouldn't be this difficult to do something so basic as sticking hair on a head. I can't help thinking that I'm missing something obvious but I don't know what it is. I would have uploaded the file but I didn't see where to do that. Any help would be appreciated. Thank you.


texts: BGE. Is it possible to create transparent plane with blur filter?

texts:
17 09 2015
here is blend to test: https://dl.dropboxusercontent.com/s/cwpyem6zve6r2u4/blur5.blend

I'm still trying to figure out how to add blur filter to plane to make under plane objects all blurred in BGE.
Here is very final result I want to see:

I just found old script to make portals. And it still works, but it seems to be buggy sometimes, it's look like a true(fake) glass.
All i need to do is to add gaussian blur filter to glass plane. (I marked this area blue color background - this area objects under plane needs to be blurred.)

Here is .blend to improve: blend file here
Need any suggestions and solutions...
Thanks for helping!!! :)


texts:
Why do the texture looks like on the screenshot when i use normal map? What is causing this?
Can You, please help me and explain how to fix it?


texts: Access auto tracking feature detection with python script

texts:
i'm having some troubles in a script that use the auto detect features function from the tracking layout. The above script return the error:

RuntimeError: Operator bpy.ops.clip.detect_features.poll() failed, context is incorrect

Does someone knows how to force a change context to clip tracking?

import bpy
import random

scene = bpy.context.scene

bpy.ops.clip.open(directory="/home/lucasa/Vídeos/", files=[{"name":"100_0921.MP4", "name":"100_0921.MP4"}], relative_path=True)
print('video clip imported')

clip = bpy.data.movieclips[0]
print("\nMovie Clip %s" % clip.name)

bpy.ops.clip.detect_features()
print('\nDetect Features')


texts: how to get camera locations and euler rotations for 3d points hemisphere surface?

texts:
I am rendering multiple-views of an object placed at the center of the hemisphere(with known center C and radius R). I would like to know how to compute camera 3d locations and corresponding Euler rotations on hemisphere pointing at the center. An example which shows the possible camera positions is like in the below figure(cameras on hemisphere surface pointing object in the center)
Is there any blender-python API or script available for this?
Thank you!