texts: How can I merge objects in Sverchok and Animation Nodes?

texts:
I would like to know how I can merge objects into single object in Sverchok and Animation Nodes. I do not want to merge them physically with Ctrl-J, I just want the merging to be dyanmic if you will.  So if I update one of the merge objects , the final merged object would update with the new shape changes basically.

Thanks


texts: How to stack UV island using Python in Blender?

texts:
I'm looking for a help/solution to my question "How to stack UV island using Python in Blender.
I haven't got far from beginning but this is all I got this far:
import bpy

me = bpy.context.object.data
uv_layer = me.uv_layers.active.data

for poly in me.polygons:
    # Here I want to move the selected poly in the location of my 2D cursor
    # So eventually all my polygons are stacked into the same pile

This is a very beginner question and all the help and hints are much appreciated.
------------------EDIT---------------------
Here's illustration what I want to achieve with the script:

Select UV-island

Snap UV-island to the 2D cursor

Repeat phases 1 and 2 for every face in the mesh, so eventually all the faces are stacked on top of each other


texts: How to disable entire tracks (or multiple clips) in VSE

texts: I'm using Blender to do the video editing for one of my projects.  The interface is somewhat counter-intuitive, but I use it because it gives me crazy amounts of control and it's very dependable.  I'm working with multiple layers, and just because playback can be so slow, I was wondering if there is a way to disable a given layer for playback and then turn it back on when it's time to render (for example, if I had a music track or a color correction clip).  I know that I can press the "eye" icon on individual clip properties, but I don't have time to do that for maybe 100 sound effects clips every single time I want to switch between rendering and playing.  Thanks!


texts: I am trying to change the opacity or alpha of an object so its see-through in 2.8.  How do I do this?  I can't seem to get to figure out how in 2.8.   Example of what I am trying to do is below.


texts:
Make Single User ALL camera actions

I need to copy, in a bunch of pre existing cameras, animations data ,rotation,location and lens (Focal...), between several cameras and make this animations data as single user for some cameras

exemple:  I select two cameras ( A & B) taking care that the cameras (A) with animation data is active and i run this:

import bpy

bpy.ops.object.make_links_data(type='ANIMATION')

bpy.context.object.select_set(state = False)

bpy.ops.object.make_single_user(object=False, obdata=True, material=False, animation=True)

so i link animation data from active camera (A) to selected  (B) with the folowing command:

bpy.ops.object.make_links_data(type='ANIMATION')

i deselect camera (A):

 bpy.context.object.select_set(state = False)

and i make camera Action of camera (B) as single user:

 bpy.ops.object.make_single_user(object=False, obdata=True, material=False, animation=True)

But only Object Camera  Action (Rotation & Location...) are modified as single user. Action linked to Object data Camera (lens animation)  are always linked

i can perform this action in outliner

but how to do this with python ?


texts:
I have 16 collections of properties that I would like to display in a list of panels. It seems that the old way to do this is to write and register a new class for each panel, even though they are all identical save for the data. I see now in the documentation that there is an INSTANCED option for panels, which seems to indicate that I can create multiple panels from the same class, but I cannot find any example or explanation of how to use it. Any help?
https://docs.blender.org/api/current/bpy.types.Panel.html


texts: Blender scripting scalling down the copy of object

texts:
I'm trying to scale down a copy that would be 75% smaller. However, when I execute my code, the copy becomes not smaller but opposite, bigger.
import bpy

# reads selected object data
objektas = bpy.context.object

# for loop index
i = 0

# vertices data
v = objektas.data.vertices

if objektas.type == 'MESH':
    for i in range(len(v)):
        for v in objektas.data.vertices:
            v.co += (0.75 * v.normal)
            Cube = bpy.data.objects.new('Cube', objektas.data)
bpy.data.collections["Collection"].objects.link(Cube)


texts: Change Background Picture with scripting

texts:
i tried to change the background of my blender scene in a python script.
I changed the background manually. These were the following commands in console:
bpy.context.space_data.context = 'WORLD'

bpy.ops.image.open(filepath="//mount_02.jpg", directory="E:\\bs_ba\\ml-tensorflow\\",
files=`[{"name":"mount_02.jpg", "name":"mount_02.jpg"}], show_multiview=False)`

I wrote the same commands in a script. There was no error, but it didn´t do anything.
Any ideas how i can change the background for rendering in my scene with scripting?
I added a picture of my current scene.


texts: Make an extruded circle along a path into a solid object

texts:
I'm trying my hand at 3d printing with blender. Right now I want to create an object that has a 3d curve - so it's essentially a horizontally placed cylinder curved around the Y axis on the whole object, and then curved along the Z axis for the last third of the object. I've found I can model exactly what I want by creating a curved path, then extruding a circle along the path.

However, I haven't found a way to 'apply' this transform so that my 2 objects become one editable object where I can close off the faces and select and edit nodes. Can anyone tell me of a way to do this? I also tried having a straight cylinder object and applying the curve modifier, but found that only worked along one axis, and attempting to use 2 curve modifiers on the same object gave funny results.


texts: Having non-English Text in the addon code of blender

texts:
I wanna have Persian text in the addon code of blender.For example I want to use this code: layout.label(text="سلام").
What should I've done?

Please help me.
Thanks in advance.


texts: My final render is completely different from my viewport window

texts: I know this may be an easy fix, and I'm just not looking hard enough, but how am I supposed to have my final render look completely identical to my viewport display? I have taken the time to set up a semi-realistic glossy texture for my eye, but every time I render it, no matter which settings I tamper with, my final render's texture looks like paper. Any possible fix would be appreciated.


texts:
Does anyone know if there is a way to disable Blender's native integration of a 3dConnexion Spacemouse?  I'd like to use the Spacemouse native custom XML key mapping rather than Blender's default use for it.  This would be mainly for walk/fly navigation in the workspace.
Thanks!
-David


texts: Is there a way to make custom composition guides?

texts:
I found this:
https://blenderartists.org/t/custom-composition-guides/597819
but it requires to modify the existing ones in ‘C’.

Second option would be to make some with actual geometry.

You'd think that in 2018 there would be a more user friendly way to do this.

Is there ?


texts: Any ideas for "slow parent" alternative in new depsgraph?

texts:
Alright, so I noticed that slow parenting doesn't work in new depsgraph

And I really need something like slow parenting to create a trailing/delay kind of motion for a bendy bone

Do you guys know any alternative? I saw something simillar by using driver with scripted expression that utilizes frames to calculate this type of thing

Thanks in advance!

ps: I'm using Blender v2.79.6


texts:
Usually happens the opposite.. but today I have too much noise caused by too much light! (at least, I suppose It is because of that...)

I have also Volume scatter and absorption applied to a cyclinder that surround an area lamp

Here my setups:

light:

and there's also an environment texture:

It is a part of the scene where all the lights are on for a while:

any idea on how to get rid of all this noise? It occurs only when all the lights are on.. as You can see from this render (same samples)


texts: vanishing displacement maps shortly after baking

texts:
While working in Blender 2.72b Internal mode, I built this simple model

I used these settings to bake the displacement map

I got this result after baking and using the Displacement Modifier, along with a few more modifiers... Note that I applied the Displacement Modifier shortly after I set it up.

OK. So I was happy with the results I was getting in my initial study, so then I decided to keep building on this process. I built a more elaborate model, set up like this:
here are my results with a few more modifiers in the stack

Some time passes as I work with the model. At this point I make a full copy of the scene so that I can branch off on a new idea with these current assets. I bake the previous model the same way I have been, with these results:

At this point I want to move to Cycles Mode so that I can start building materials, light the scene and give it a render.
Now I am in Cycles with a material applied, lights and camera set:

Here is the result of the rendering:

I know it's not pretty, but when I came back to the project a little while later, all of my displacement maps have vanished. My models and displacement maps look like this:

and

I have been working through all of my steps again so that I can capture screenshots and write this post; as of now my second set of baked Displacement maps have all turned black.

Are displacement maps temporary, only to be applied shortly after baking? Or is something happening after switching to Cycles, and then rendering?

Does anyone know what is going on here? Is this a bug or a known feature?
Any help would be great, thank you.

-Joshua

ps. sorry for the long post, this was just not a good user experience for me and I want to help improve it.


texts: As you can see below, I have a displacement texture on two separate meshes that I want to perfectly connect. I tried using an add-on called Y.A.V.N.E to connect them but haven't gotten good results. Is there any way to make the edges of a mesh flat while keeping the center of the mesh displaced? Thanks!


texts: Can I use Blender to create a virtual museum/gallery to exibit my students paintings and sculptures?

texts:
I am just getting started with Blender. My goal is create a virtual museum/gallery in which I will be able to exibit the artistic creations of my middle and highschool students. These will be paintings, sculptures and pottery.

I would like to begin with a very simple room. I would like to have the ability to adjust the lighting (floods, spot lights).  The walls are plain for display of paintings/drawings. I want to create movable pedestals for for the display of sculptures and pottery.

Is blender the appropriate tool for this task?

Thank you very much for any and all assistance!

Craig


texts: How assign different material to strokes in grease pencil mode

texts: How can I assing different material to strokes? I was drawing strokes (see picture) using material named "face1" but want to change it to material "face", how can I do it? Or the only way is to to redraw entire image?


texts:
So I added a mirror modifier to the cube as seen and I have inserted a loop cut.

Now I grabbed the loop cut and dragged it, the line circled in red still exists

Now I press control Z and now look at the red circle, suddenly you are no long able to see the loop cut line. Why is this happening. I updated Blender and this is still happening?


texts: Is it possible to create instance with different scale animation data but the same mesh with python?

texts:
I want to duplicate objects. I want them to have the same geometry, with many polygons, so I do not want to create copies, I'd like to create instances. Then I want them to have different scale animations

but when I'm duplicating objects with command:

bpy.ops.object.duplicate(linked=True)

and then creating an animation of scale of duplicated object the source object has the same animation, how can I change that?


texts: How to make the surface look smooth, i have used the modifiers

texts:
I've modeled a "yakult" bottle with a mesh cylinder, and have used a modifier tool (Subdivision Surface and Smooth) to make it look soft. I'm happy with the results on a solid preview, but when I render, It looks like a line which is stripped or surface lines appears.
the question is, how can I make the modeling look solid and smooth on render preview? What should I do?


texts: How to save a denoised image in composting

texts:
How do I save my denoised render in Blender's Composting tab?
Here's how I arrived at my problem...

Rendered an Image
Opened Composting
Added Denoise Node
Node worked perfectly
Attempted to save the Image
A soul-crushing defeat

Further Information
I had just rendered an image and it came out noisy, I then saved the image to my computer, so that I would have the noisy image in case anything happened.
I then decided that I wanted to do what any self-respecting human being would do, and denoise the image in Blender's 'Composting' work area.
I then added the 'Denoise' node in between my rendered image and the viewer. The image then became clear, thankfully.
However, I then searched around in vain for the 'Save Image' button.
This is where I ask you, as clear as I possibly can, "How on God's green earth do I save my now denoised image?"

Why is it so hard to just make things intuitive? Can we not have nice things? I love the software, but Christ.


texts: When I duplicate multiple objects they are still linked

texts: Pretty self-explanatory. I have some toilets and stalls that I duplicated and linked so that I can adjust them as I go. I want to duplicate some of these objects without linking them but the only way I can do that is one by one, otherwise, they are still linked. This is incredibly frustrating.


texts:
I am 15 years old and I am a beginner in blender and I know how to link armature with mesh.
I downloaded some bones to animate the character, but when I try to link the bones with the character it deforms and I don't know what to do.
If I press with automatic weights that's what happens, it deforms.


texts: Is there a way to change the length of the displayed cyrve normal arrows when working with the Bezier curve? I'm using metric for my scene and I'm doing a small cable and this "centipede legs" are just disturbing. Is there a way to change the length?


texts:
Working with texturing/shading a spaceship in Cycles when I noticed that the transparent shader isn't being transparent.

Ship with plain diffuse:

And then ship with transparent shader applied:

Different angles shows more/less of the spaceship being in that weird blackness.


texts:
When I try to rotate an object in object mode,
It rotates only in the Z axis.
This axis seems to be a constrained axis.

How can I get rotation in the X and Y Axis in object mode?

Thank you.


texts: Turning a complex 3d object into a 2d contour

texts:
I am trying to automate generation of a 2D plan from a 3D ship.

For that I need to get a contoured object in some projection. To accomplish that I make the object flat, but there are a lot of vertices inside the contour.
This is the result I get:

How can you delete the inner vertices and get only the contour ones? I have tried deleting and dissolving but it is not enough for complex objects, the vertices that make this hole in the exapmle object (highlighted red) still remain.


texts:
When you go into a particle setting and check Children -> Roughness -> Use Roughness Curve, you get the curve widget instead of roughness parameters:

In fact, that's pretty much all Blender's manual says about this feature:
https://docs.blender.org/manual/en/latest/physics/particles/emitter/children.html#roughness
How does the Roughness Curve work? I've experimented a bit with the curve but am not seeing any obvious relationship between the curve and what I see on the rendered viewport.


texts: Projection texture painting, is it possible to swap images after applying brush?

texts:
I'm trying to use the same uv mapping and brush texture painting with a few near identical human face photos.

Is that possible? I know with F clone you can just swap out a different image and use the same uv map as the source clone uv map, but that resets all of the brush work(sorry, meant you have to draw all over again with the brush, doesn't replace the original brush work with the new source clone image).

So IMG is the original source clone image that was used to create the "front" uv mapping, i'm asking if it's possible to have the same brush work applied with a different source clone image, but same uv mapping, without having to redraw on top(so it would essentially replace the original source clone image texture exactly as it was drawn).


texts:
Cycle Render Bug When I Try to Render Hair Particle,
I need help to solve this problem i use blende 2.92 Alpha and the problem seems to be the same with the older version of blender


texts:
I'm new in this forum and I'm creating a game using the BGE and I would like to add a special skill to my character : to swallow any object with the propety P and then later, to spit out these objects (but I'll see this part after).

So, here is the "script" I was thinking of for the first step of my mechanic :

if raycast and mouseclick are actives : hitObject parent to Player + hitObject not visible.

But actually I don't use very often the python scripts, and I don't know the actual code lines to use to make it work, so it would be nice if someone helped me.

Thanks to anyone who will answer me, and if I wasn't clear enough please ask me to explain.


texts: Fitting clothes to character model with python

texts:
I want to add different clothes to imported character models with python.
I read a similar question about cloth-modification to fit a character model here, but it seems this modifier can't be used with blender python. Is there any way where I can automatically add locally stored clothes-objects to imported character models and make them fitting well via python? I am using MH for the character modelling, but it seems adding clothes can't be scripted there, so I guess blender is where this step needs to be done.


texts: How to update my blender without losing all my settings on mac

texts:
How do i update to blender 2.91 on Mac
i currently have version 2.83. How do I update to version 2.91 useing Homebrew?
without overwriting


texts: Render grass blades defined by numpy array

texts:
I am new to Blender and I have a pretty basic question. I have a 3D numpy array of grass vertices that I would like to load and render in Blender. This is what I would normally do with numpy and matplotlib:

from mpl_toolkits.mplot3d import Axes3D
from mpl_toolkits.mplot3d.art3d import Poly3DCollection

data_folder = '../data/seville/'
world_name = 'world5000_gray.mat'

matlab_world  = sio.loadmat(data_folder + world_name)

X = matlab_world['X']
Y = matlab_world['Y']
Z = matlab_world['Z']

grass_verts = np.dstack((X, Y, Z))
p_grass = Poly3DCollection(grass_verts,
                           array=colours[:,0],
                           edgecolor='none',
                           cmap=grass_cmap)

…some code missing…

The question I have is, how do I do this from within the Blender scripting environment?


texts: Error on displaying an image in UI script

texts:
I want to make an image display in UI panel so I find this how to display an image in blender UI with python?
but when I run script of this which provided in how to display an image in blender UI with python?
import os
import bpy
import bpy.utils.previews

directory   = os.path.join(bpy.utils.user_resource('SCRIPTS'), "presets", "scatter_presets_custom\\")
list_raw = []

from os import listdir
from os.path import isfile, join
onlyfiles = [f for f in listdir(directory) if isfile(join(directory, f))]

for f in onlyfiles:
    if f[-4:] == ".jpg":
        list_raw.append(f)

class Panel(bpy.types.Panel):
    """Creates a Panel in the 3D view Tools panel"""
    bl_idname = "TEST_PT_Panel"
    bl_label = "Scatter Icon test"
    bl_category = "Scatter BETA"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_context = "objectmode"

    def draw(self, context):
        global custom_icons

        for z in list_raw:
            self.layout.template_icon(icon_value=custom_icons[z[:-4]].icon_id,scale=10)

# global variable to store icons in
custom_icons = None

def register():
    global custom_icons
    custom_icons = bpy.utils.previews.new()

    for z in list_raw:
        custom_icons.load(z[:-4], os.path.join(directory, z), 'IMAGE')

    bpy.utils.register_class(Panel)

def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)

    bpy.utils.unregister_class(Panel)

if __name__ == "__main__":
    register()

Blender showed this error Python script failed, check the message in the system console  see the photo below

So I go and check toggle system console and it showed this. I don't know what is the problem.

I have a question on how to display an image in blender UI with python?  Where can I paste the file location of my image? Can anyone tell me in where can I paste my file location of that photos or the script can find the path itself?
2nd question: Can I connect this script to the path which I searched in add-on preference


texts: I read that it is possible to hide panels and tabs on Blender´s interface

texts:
I´ve read on that now it´s possible to hide panels in Blender to simplify the interface. Project Blender 101 cites this although there´s no links to check the code.

On https://developer.blender.org/ I have searched for any example that could help me simplify Blender 2.79a interface. For example, I´d like to hide the dynamics tab property (on the property panel on the right) and also on the tab dynamics on the Tools panel to the left.

How can I do that? Any help would be welcomed.

Thanks.


texts: Export render from Cycles as floating point RGB in scene linear color space?

texts: Is there an easy way to access (and hopefully export) the rawest output from Cycles, namely the rendered image as RGB(A) floats in scene linear color space?


texts: How to fill a hole between 2 circles quickly

texts: If I had 2 circles placed on top of each other, like the cap and bottom of a cylinder, how would I fill in those walls without filling in the circles themselves?  (Basically, a cylinder without its top and bottom).  I'm not looking for a "just use a cylinder" in this case.  Thanks!


texts: Launching Blender seems to have messed up my microphone input to now pickup a radio signal

texts:
After installing Blender and launching it, I noticed a console popup with errors that goes away shortly, followed by the program opening seemingly fine.

I didn't have time to read those errors so I hit my Shadowplay Instant Replay recording hotkey. Upon playback, I could read it. (Here's a screenshot:)

It got weird fast, because then I could hear in my Shadowplay recording, for the first time ever, a radio signal.

This happens with different microphones, too, including having no microphone in, so it's not a hardware issue! What could I do to fix my microphone input? I've since uninstalled Blender and am frustrated to have a problematic microphone channel on my computer now.

UPDATE:
After uninstalling and reinstalling Blender, and also doing the same with the OpenAL library that seems to be related, I'm still having radio recorded on my mic channel.

UPDATE:
It seems to stop happening temporarily sometimes. Haven't figured out the pattern.


texts:
Trying to make a procedural metal texture. I used this question to help me make the blue wave texture wrap around the object but I also want to have the red wave texture form in rings so that it would match the direction of the blue wave texture.

By forming rings I mean it would look like the section of the sphere here:

So the wave texture would move in this direction:

I've tried messing around with the rotation and location of the wave but I can't get it to move in the direction I want. How would I do this?


texts: Does anyone know why there is no colour option for the muskgrave texture?


texts: Q:How can i Combine a fluid simulation with an ocean plane?

texts:
I want to create a boat that floats across an ocean for an animation something like this in Moana: https://gyazo.com/b6bae882baad57b4da22549bb50ade43
but I just can't figure out how to combine the ocean layer with the fluid domain.
I have been searching for days I found a description of what I'm looking for but he didn't explain how one might do it here's the link to the thread that describes it better than I can: Is the ocean modifier better than the fluid simulation for making an ocean?
I would love to hear from someone who knows how the big studios do it.


texts: Sometimes when I am sculpting with Dyntopo, the mesh topology will become terrible and it becomes difficult to fix. I have found a few ways to fix it, such as using the inflate and simplify brushes to expand and then simplify the mesh but it does not always work. Is there a better way to fix it? Also, how should I prevent it in the first place. I am using Dyntopo with constant detail (quite low, 10-12 resolution etc) and this usually happens when I use the clay strips on a thin mesh.


texts:
I set a float property for the time_step (bpy.context.scene.time_step), and initialized a timer using this code:

def execute(self, context):
    wm = context.window_manager
    self._timer = wm.event_timer_add(time_step=bpy.context.scene.time_step, window=context.window)

When I print the time deltas between ticks (now - time.time()), they are ~0.0001. How can I change the time_step correctly?
I even tried to set it with a constant, without any luck.


texts: Sapling tree add on: leaves over multiple branch levels

texts:
I want to make a fir or spruce tree, but am actually stuck with generating the leaves/needles. They appear only on the last level of the branches, but on a real spruce there would be needles on the lower branches as well.
Am I able to do this with the sapling add on?


texts: Is it possible to change frame rate by interpolation in blender?

texts:
I know Blender does not yet support interpolating frames using any sort of motion detection etc., but is there a simple interpolation routine that uses say alpha blending of adjacent frames to generate new frames, governed by the exact time of the new frame compared to the old frames.

The other way round, if I have footage from a high-speed camera, can I compress the source frames into less output frames using a similar blending routine, something like what games do to simulate motion blur?


texts: Can Node Frames be saved for recall later?

texts: Can Node Frames be saved for recall later maybe in another project? Are they (frames) managed as object data in and of their own right?


texts: Realistic rendering of mesh together with image?

texts:
Apologies for this possibly too vague question, but are there some general guidelines to follow when rendering artificial 3D meshes together with an imported 2D image as the background?

In the attached Blender file (or rendered image), the cube looks so out-of-the-scene. Some reflection from the green background onto the cube should make the cube more realistic in the scene? I don't know how to put it in professional terms -- any suggestions are welcomed!


texts: I like the effect of this/these normal(s), but I do not know how to recreate it

texts: I see that the vertex normals at the top are at a different looking angle than the rest. Every time I try to rotate normals it only rotates the split normals (pink). I am thinking if I can rotate the vertex normals (blue) instead, then maybe I can get this same effect. Am I on the right track?


texts: Is it better for your character model to be filled or hollow inside?

texts: I'm making a character model that will be rigged and used for a 3D animation I'm making for class. In tutorials I see, they keep their models hollow. Is it better to keep your model hollow? Will my model still be ok if it's filled inside while rigging or will there be problems I'll encounter?


texts: What does the simplify AO bounces value do?

texts:
I recently discovered that turning on Simplify in the Scene panel, and setting "AO Bounces" to 2, reduced my render times from 30 minutes to 10 minutes. A three times speed improvement! But... I still don't know what it actually does, and there appears to be no documentation for it.

Besides looking darker, there's not much noticeable difference.

Someone on twitter told me that it limits the light bounces in the scene to the value you set, then uses AO (with color set to the world color) in it's place.

But I'm confused by this, because
1. AO isn't even turned on
2. I changed the AO dist from 1 to 6 and it made no difference

But yes, it is using the world color somewhere (set to black in the above example) because I did a test setting it to purple, and the scene looked purple.

So does anyone know what it actually does?


texts: Disappearing parts when parenting and rigging

texts:
first I am new to the asking questions here just cause I can't find what I am looking for.

I created a door with a glass panel and added a door handle and latch pin, as well as hinges. Everything works good and smooth, but with the parenting and such 2 items are completely not visible, they are there in the content listing but they don't show in the image.

So I am lost I looked and looked at the detail tried changing a few things and nothing changed. I have a save file, and I don`t see any way of sharing this to show the issue.

May someone tell me what I am doing wrong.


texts: 2.78b : Blender system Cloud texture addon not showing

texts:
Just subscribed to Blender Cloud
Downloaded addon: https://cloud.blender.org/services
Able to login via Blender Cloud id(This one was already installed with 2.78b - so dont know why it is included in the download addon)
Install from file. But I don't see any "System Blender cloud texture"


texts: Towel hairs taking up too much gpu memory

texts: I have an Nvidia GeForce GTX 750 GPU with two gigabytes of memory.  I followed Andrew Price's Tutorial on how to make realistic towels in Blender, and I was only able to do 700,000 hairs (before my GPU ran out of memory), instead of the 1,000,000 hairs that he did.  As a result, mine didn't look as realistic.  I'm working on a bathroom interior, and I'm wondering if there is anyway to achieve a similar result without using a hair particle system?  It's okay if it doesn't look good close up, it will be farther away from my camera in the scene.  Thanks!


texts: How to assign colors to Point Density based on data values?

texts:
I have a file containing approximately 900,000 x,y,z data points, each with a list of physical values at that position (temperature, density, chemical composition, etc.)

I have written a Python script to create a mesh and add a vertex at each x,y,z position. Then I added a cube to the scene and added an Emission volume shader that is fed by a Point Density texture. This produces a visualization of the distribution of points. I can write a Python function that converts the physical values to color values.

How can I assign these colors defined at the x,y,z data points to the Emission volume either directly or through the Point Density texture?


texts: How do i make an outline on my mesh in blender v2.79+

texts:
I have tried many of the videos that teach this and tell me to use the backface culling like this one
https://www.youtube.com/watch?v=s13yr-kN_CI
however it does not seem to work in this version as my mesh will just show up black.
though one of the comments say to add a geometry node messing with that either crashes blender or makes my outline all white and does not fix the problem.

I want the outline to work like the one made through the backface culling method and i want to be able to do it in blender render,besides just using the freestyle.

I have
1.Duplicated the mesh
2.Made a new material
3.Made it black and shadeless
4.Scaled the black mesh to be bigger than the original mesh
5.I Inverted that faces using recalculate normals inside
6.I then activate backface culling.
Thats it
But when i hit render the cube and my meshes are still black


texts: Does it make sense to simply model in blender units? My thinking is if I model in blender units and just think of them as inches, feet, mm etc. Now if I want to append a "blender unit" object into a scene that I consider in inches, can I measure a length on the appended object and simply scale that object by a multiplier to make it match the proportion of the scene that I need? Would this work?


texts:
We have had this bed created for us by a third party and I'm wondering if it is possible to recreate this lighting in Blender Cycles? I create simple bed mock ups from drawings and this would help tremendously in their presentation.

I have looked at various guides and tutorials but haven't found anything tailored to my needs.


texts:
Is there a checklist of things to check when an object won't show in renders or 3D view?

I have one spotlight parented to an object that moves during animation. The spotlight has a node setup to shine a special emission pattern, but I don't think that's relevant.  I'm using Cycles.  It worked great the last couple weeks, but about an hour ago the lamp's output no longer shows in renders and I don't see it in the 3D view.

What could I have klutzed up this time?  'N' shows the transorm to be reasonable. I didn't accidentally move it to inside its parent object, or some other object. I didn't hide it with 'H'.  I haven't touched this spotlight for any reason since last week.


texts: change cryptomatte setitings with python

texts:
I am trying to turn passes on and off via python. But I can't find out how to change the cryptomatte settings:

this is what the info panel shows when I click on Cryptomatte - Object:

bpy.context.scene.use_pass_crypto_object = True

it returns this:

AttributeError: 'Scene' object has no attribute 'use_pass_crypto_object'

so I tried each of these lines, but none of them work:

bpy.context.scene.view_layers["View Layer"].use_pass_crypto_object = False

bpy.context.scene.render.use_pass_crypto_object = False

bpy.context.scene.use_pass_crypto_object = False

This one doesnt throw an error, but also does nothing, and it is not a UI refresh issue:

bpy.context.scene.cycles.pass_crypto_accurate = False

Does somebody know how to access it?
Thanks!


texts: How to UV unwrap multiple animated objects at once

texts:
I have created a rigid body simulation, which I baked into an animation. The final animation includes several cubes close to each other on a tray, like shown below:

I want to UV Unwrap all of these cubes into one UV Map by using "Project from view".

I tried to join all of the cubes, Unwrap, then separate, but that just makes all the cubes follow the same animation as the cube which was active when I first combined them.

How can I unwrap them all without manually unwrapping each individual one without messing up the animation?


texts:
im new to blender, it took a week for me to design a terrain and put a road on it , later design car with rotation of wheels and everything.

my basic scene setup was, a moving car on road in desert terrain .

My PC configuration is 8gb ram ,
Intel (r) core TM i7-7500u CPU @ 2.70GHZ 2.90GHZ
64- bit

The car i designed and terrain i designed have a lot of nodes, textures and stuff.

im working since a week with out sleep i need help guys.

when i try to render the animation, the screen changes to render screen and its empty


texts:
I want to import a '3ds' model into Blender. I have the '3ds' file and several 'jpg' files:

image_bump.jpg
image_color.jpg
image_illumination.jpg
image_specular.jpg

Note: the website states that the models are already uv-unwrapped and come with the textures.

So, I get a '3ds' file with these textures.
When I try to import the '3ds' file into Blender, I only get the model without the textures applied.

So my questions are:

Is it even possible that the textures are applied and "saved" in an '3ds' file?
Is it common that textures are applied in an '3ds' file?
Can Blender open the model with the textures applied?

So, because I thought that maybe this isn´t possible at all, I tried to add the textures to the model myself, with limited success.
I habe been able to add one jpg as Texture for the material of the model.(using Blender Render).
But I was neither able to assign more materials to the model nor assign more textures to one material.
(My thought was that I should try to assign all 4 jpgs to the model)

When using Cycles render I was able to create multiple texture nodes, but was not able to use all of the on the model.(through mix shader)

So my most significant question is:
Am I on the right track to import the model, or is this done in a completely different way?

My problem is that I do not know much about blender or 3dmodelling in general.
However I also think that you don´t have to know much about it, because I am intending to buy already finished textures, so I guess it shouldn´t be too hard to just convert them into a file format that is suitable for me.

Any help or instruction to get into the right direction are highly appreciated.

EDIT:
Okay, I found out that getting the Model to be displayed correctly in blender has noch much to do with getting the Model correctly displayed in an own written application.
(I thought that I had to do some work on the model, then export everything(model,material,textures) into one file and then load this file in my application.
)
As this is the blender subsite i´ll accept Buthur´s answer, cause he told me how to get the model working in blender!

Thanks to all of you!


texts: How to change texture of all objects at the same time?

texts:
I have an object that has been divided into 3 parts and joined by a 'Plain Axes'.
How do I change the texture of the 3 parts of the object at the same time?

Thanks!


texts: The materials tab appears different than the usual material tab

texts: when i open my blender a material is applied automatically and i am unable to use the material node editor. The materials tab also appears different than the usual material tab. I am having trouble applying the usual gloss, mix, and other shaders


texts: Deformation when parenting armature and character

texts: i'm new to blender and I watched a rather good tutorlial to make an armature and connect it with the character. However, My character all went weird when I made the ctrl+p armatur deform with automatic weight. How can I fix that ? (by the way i'm a noob so i really need clear explanation with shortcuts and all) Thanks !


texts: How to get more points on a mesh (edit mode)?

texts: I am trying to stretch the sides of an circle to get a very specific shape. I know about the control+r methode but I just don't feel like to spam that over and over again, there must be another way.


texts: How do I properly set up a spotlight cone?

texts:
I'm having a problem while rendering a searchlight-style spot lamp (i.e. I want to see the "light cone" in the final render ("Halo" option is checked), a.k.a. volumetric light).

It appears that the cone is not actually interrupted by other objects. Simplified example for illustration purposes:

point a spot lamp with a relatively narrow cone (e.g. 10° ) and "Halo" option enabled at the middle of a plane so that the spot is entirely on the plane.
render the whole setup from the side so you can see both sides of the plane
-> the spot's light cone will continue beyond the plane:

Is that a bug? If not, what would I have to do to stop the light cone from "penetrating" the plane? Note that the actual spot is only visible on the upper plane, not the bottom one. Also, if I place another object within the cone it will properly cast a shadow onto the next surface. It does not affect the "shape" of the light cone however, as I would expect...

I'm currently using Blender 2.69.8 Fastest Build from graphicall.org but also had this problem with the original 2.69 release.

(remainder of original text moved to new question: "Why do my spotlight's dimensions differ between rendered and non-rendered view?"


texts: App Handlers - change order of multiple addons?

texts:
Its clear that "bpy.app.handlers.render_pre" gets called before "bpy.app.handlers.render_post".

But what happens if I have two or more addons which all add to the "bpy.app.handlers.render_pre"? How do I know in which order they are getting called and is there a way to change that order by myself?


texts: Can you render a PNG animation with smoke and a transparent background?

texts:
I'm trying to make a title animation with smoke simulations and I want to overlay it on video in after effects. Can I render it with transparency or is there an alternative?
Blender 2.78
Computer specs: good enough


texts: Why are the internal parts of the model disappear in blender game engine

texts:
I have problem with my project when i import a 3D world inside blender it be normal the texture good and clear but when i run the game it be like this:

Normal view:

If someone can help me i will be thankful :)


texts: Blender twisting parts of mesh when rigging

texts:
I have a problem when I rig a mesh and that is when I put the arms of my mesh up in the air for example some parts of it get twisted.

I've tried looking at the XYZ orientation and the weight painting with no succes.

Here are pictures illustrating the problem. (possibly NSFW, hover to view)

here is the .blend file

female base rigged


texts: Python: How to select new center vertices after using poke face?

texts:
I'm trying to select just the new vertices after using poke face, this is what I have so far, but it doesn't work if I use poke on multiple connected faces. Any ideas?
import bpy
bpy.ops.mesh.poke()
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT')
bpy.ops.mesh.select_less()


texts: How to view perpendicular relative to the armature in 3d view?

texts:
I have problem viewing armature for example from the side view, because the armature is already rotated.
Is there a way to view it like using the numpad, but relative to the armature and not to the world.


texts: how to have grease pencil animation have one object permanent

texts:
I am trying to make a 2d animation in blender and appreciate the grease pencil tools. However, I find it hard to say keep a tree in the background for multiple frames. Is there a way to make one layer remain constant when adding new frames? I have tried locking the layer, but that in turn locks everything which I don't want. If I want a guy to walk in to a city, I want the landscape locked, but the character himself not. How should I go about doing this?
Thanks so much.


texts: How do I convert blender render materials to cycles materials in 2.78c?

texts:
I have found the articles describing the python scripts to automatically convert, but the scripts seem to have been deleted, presumably because they have stopped working.  For example, looking for materials_cycles_converter.py in the diffusion browser produces the message "This path does not exist at rBAC89bfa619831c. It was deleted in 7d7b8c7d3efc and last existed at rBAC3f433bbe91fd."
Is there an alternative script that I haven't found?  Or a tutorial?

-- edit: I originally mistakenly used 'textures' where I should have used 'materials' in the title.


texts: What is the best way to store a list of objects with some linked data?

texts:
Hey I need to store a list of objects each with a value associated, is storing a list of tuples and splitting it at the end ok? Is there a better way to store multiple values?

#store vars
self.stored_selection = bpy.context.selected_objects
self.stored_bevel_list = []

for obj in self.stored_selection:
    for mod in obj.modifiers:
        if mod.type == "BEVEL":
            if mod.segments > 1:

                #store tuple in list (object and number of segments)
                entry = (obj, mod.segments)
                self.stored_bevel_list.append(entry)
                mod.segments = 1

#<modal operator>

#restore each objects segments
for item in self.stored_bevel_list:
    #break tuple into two variables
    item,number = item
    for mod in item.modifiers:
        mod.segments = number


texts: how can i see all layers when i render animation?

texts:
I have made my different object in different layers & trying to animate like object appear for few sec & again disappears & than other layers object appears & disappears.
but when i render it in object mode it show me same as i want. But when i animate it just show 1st layers & other layers object doesn't appears. how can i see all layers when i do render animation?

this is the image when i do render animation or render image


texts: What's required to make the mirror modifier work properly?

texts:
I was working on a model when I realized something happened to the mirror modifier and it wasn't showing anymore. Tried Ctrl+Z but couldn't go back that far. So my question is there a way to apply the mirror modifier again?
Here is what i mean:

I tried to make it work but the right half of my model doesn't mirror properly anymore.


texts: particle system weird result on some faces

texts:
I 'm trying to use a hair particle system in a plane mesh, but I get a weird appearance. In the image, you can see what is the problem. It seems to act differently in some faces. I have tried to change the Emission->Source->Emit From->Faces to Volume or Verts but nothing happened. This problem disappears when I reduce the amount of total number (Emission or children). In the Children tab when I use Simple instead of Interpolated, this occurs to the hole plane. Except that, the children go outside the mesh in edges.
*I have uploaded the file now.

Thanks in advance.


texts: Weird noise on directly lit surfaces by environment HDRI

texts:
I'm using Blender 2.82.7 with Cycles rendering. Suddenly my renders started to show weird colored noise on surfaces directly lit by an hdri world lightning. It appears that the noise doesn't show up in the shadows.

I'm able to make the noise disappear when setting the cycles render setting 'direct light' to 0.01. Unfortunately this makes the scene look unnatural too.

The amount of sampling doesn't affect the appearance or amount of noise. The examples below were done using 512 samples.

When using a night scene with more subtle environment hdri lighting, the noise disappears.

Is there a cycles setting that could cause this or any other idea what might be wrong?


texts: Unit ( Metric) Problem : Not able to get full 20cm

texts:
im looking for days now ...

I changed my Scene to be Metric, with Degrees and Scale to 0.001.

Objekt Display / Lines: 50 / Scale: 0.01

I need an Icosahedron with 20cm long Edges.
I get 20.019cm or 19.978cm etc and its not like i didnt try to type it in...but i guess, when I type it, Blender will use its own Units and force them into metric messurements.

I want to  have an Scale/Unit system that works on 20.xcm max characters but exactly.

Either having an easy manual scale or to have a perfect "type it in" choice would be greate.

Question aside from that, i didnt find anything regarding ( maybe because i dont know how its called) but i want to work on an objekt lets say a cube, and i want to extrude every face of it and scale it, but i want the faces to have all the same values/ same modification as different faces: im asking because when selecting all the faces and extruding it acts weird or it will just be dublicated.

x3 tanks in advance for any help


texts:
This may seem like a stupid question, but I am really not clear about its answer.

I want to know what role OpenGL plays inside Blender: is it just for displaying the user interface, or does the Blender internal rendering engine also use it for Rendering the 3D scene?
And can we customize the blender internal using BGL blender OpenGL wrapper?


texts: My donut project can no longer render, computer freezes. Cannot fix!

texts:
I was following blender gurus tutorials and got to the part where I textured the cake area of the donut and when I try to render it, nothing shows up and it freezes my computer and I have to turn my computer off and on again.
I have no idea what settings I should lower in order for it to render better and I've already tried the decimation option, doesn't seem to work. The only other thing I can think May be the issue is the graphics card I have right now. I have a GeForce GTX 1660 SUPER. I am not extremely tech savvy, just a well-seasoned artist trying to understand 3D better.


texts: Is it possible to set the framerate of an animated image texture?

texts: My project's frame rate is 24fps. I have an animated image texture that is a 64-frame image sequence. It needs to run at 18fps. Is there any way to do this? Here is how the texture is currently set up.


texts: Jagged and wrong looking shadow on hair particles

texts:
The shadow on my smooth shaded sphere with hair particles just looks wrong:

Blender scene with wrong shadow

I use Blender version 2.69, normals are turned outside and there are no doubled vertices. Without hairs the shading is ok.

Thanks for help and suggestion to improve the look.

EDIT: To make the ball look more realistic I further changed the following things:

I made 2 particles - one with "Render -> Strand render" (makes hair really light) and one with "Render -> no Strand render" and less children hair (gives a dark accents to the other particle setting).

I also made a new material for both particles (for more natural looking):

Material -> Diffuse -> Ramp from yellow to transparent
Material -> Strand  -> Root 0.25 (for thin root)
Material -> Strand  -> Tip 0.25 (for thin tip)

Patricles Settings for both particles:

Patricles -> Velocity -> Normals 0.03 (longer hair)
Patricles -> Render   -> Random 0.05 (Shadow really get smoother)
Patricles -> Children -> Render 50 or 300 (less children
also helped to smooth shadow)
Patricles -> Children -> Length 0.7
Patricles -> Children -> Random 0.05 (looks more furry)
Patricles -> Children -> Size 0.01

The jagged shadows arent visible now. Probably the particles aren’t meant to be used with few short hairs where you can see the shadow through.


texts: I've seen the term Normal being used in many places, but I'm not quite sure what it is or what it's used for; what exactly are they?


texts:
Had to re-ask the question since I only had a temp account, and  couldn't respond
Blender to unity - object is offset


texts: How do I make a driver change a rig's porportions globally?

texts:
So even standing or laying this driver would determine the rig's total height percentage.

How do I set up a vertical bone I can use as a driver that affects a rigged character to change the vertical height no matter the rig's pose?


texts:
Before this is marked as a duplicate, I understand that similar questions have been asked both here and here, but their answers do not solve my problem, so I feel the need to ask as I can find no other solutions.
I have the animation view on, and all of my movements are displayed on my dope sheet, but the graph is blank. I remember seeing that it was there before, but now, when I go back to refine my movements, it is completely bare. I have turned the selections and the "ghost-mode" on and off, but nothing is happening.
Is there anything else that I could possibly try?

EDIT:
So, for the past couple of hours I have been messing around with the program and managed to make the graph values reappear... but by doing something that I had already tried repeatedly.

Below, I have both my dope sheet and graph, now working again.

Above I also have the selector circled. This is what I was messing with when I finally got the graph to return, but I had already selected all of the options inside it before with no success.
What made this time different?

Also, since it was asked, I am using the Rymdnisse Minecraft Character for this animation. Is this problem common with this rig or the pack's setup in particular?


texts: Golf club and ball: Adding Initial Velocity to a rigid body simulation:

texts:
I'm trying to make a simple golf club hitting a ball (will become part of a larger rube goldberg machine at somepoint hopefully).
Just playing with rough settings at the moment before modelling but at the moment i have two issues: 1) The golf club isn't swinging downwards fast enough (e.g. need some extra downward velocity) and 2) would like to get the golf ball a bit more elevated etc.
Any ideas?


texts: UV texture is stretched out, how to fix?

texts:
So I have placing the image textures sorted to position with my UVs, however now I can't sort why the images themselves are distorted. You can see that "walk-sonic" is stretched vertically (it's too tall) and the "dial" section is compressed horizontally. (probably a bit tricky to see the text in the pic - the other should be easily seen).

I made the texture image just a big square and I don't know if it needs to be a specific size or ratio?


texts: blender 2.8 how duplicate view3d area into new window from script

texts:
Is there a way to duplicate view3d area into a new window from a script?
This is how it's done through the UI: blender docs.
I want to have a separate window with only the 3d viewport.

found this operator:

bpy.ops.screen.area_dupli()

but it gives:

ERROR (wm.operator): /home/sources/blender-release/source/blender/windowmanager/intern/wm_event_system.c:1459 wm_operator_invoke: invalid operator call 'SCREEN_OT_area_dupli'

found this for blender 2.79:
New window with Python API?


texts: How do I add text comments to a blender file?

texts: If I select "Text Editor" in the top left corner dropdown, I get some buttons and other control elements that allow add texts, highlight syntax, run scripts.. but where is the text edit area itself? I'd like to actually add some text, not only create a text file/node/whatever it is called. Even the manual leaves me with no idea of how to actually write text notes.. Am I using a wrong tool? How to add some text abstract to my file?


texts: Fade out reflection in mirror with cycles

texts:
With Blender Internal Renderer I can set the max distance of reflections in the material of the mirror object.

How can I achieve the same with cycles?


texts: How to cast/teleport a ray in a material for a squinching illusion?

texts:
In short I'm wondering if there's a way to not only refract a ray, but also moving it, or somehow cast another ray from a different position in a material shader for an illusion I'm working on.
This situation is pretty complex but I'll do my best to explain what I'm doing.
I'm working on methods to implement squinching, a way to trick the viewer into thinking that a curved (projection) screen, isn't a screen, but extends into a larger 3D world (Like with the Trompe L'oeil illusion).
You can read more about what squinching exactly is in this expired patent: https://patents.google.com/patent/US6462769B1/en
I already got most of it working. I set up a simple shader for the screen, that refracts the light in the opposite direction from the viewer's position (the audience position)

The current result is already working really well, however one situation isn't covered yet.

The render camera (Marked with a P) shoots a ray (blue line), once it hits the screen it refracts in the right direction to show the squinched perspective, which will look normal from the other audience position (The other camera in the image).
However I need to somehow make the green line part of the blue ray so that I can project anything that is in front of the screen, onto the screen itself, the same way anything behind it is shown.

In this image I mixed the refraction with a glossy shader to create a representation of what I'm hoping to achieve, a pretty much need that glossy shader's ray in the opposite direction

I'm using cycles
In the end I need to be able to export a flat image from the curved screen (e.g. by baking), so ideally I'd be able to handle this with a material
In addition to baking, I also need the option to render the screen from the position of a projector (In the example image marked "P")
In this example the screen is curved, but it may have any shape, so a distorted camera frustrum isn't an option.

What I've done so far:

Tried looking for a way to somehow "teleport" the ray back. But it looks like I can only influence its direction.
In the past I've succesfully done this with multiple render passes, where I first render the scene from the position of the audience, and then project it onto the screen, to then capture that from whatever angle I need. This technique however loses a lot of quality as some parts end up being more stretched then others.
Looked into making a custom node using OSL, however the "ray" function doesn't seem to be able to sampling colors.

My thinking is that I should somehow be able send a ray from the audience camera in the direction of the hit position once the camera "P"s ray hits the material, and use the color from that ray to use on the material. But I've been unable to find a way to do something like that.
Any help would be greatly appreciated!


texts: Automatic weights deformation on character mesh

texts: I tried rigging a character with automatic weights and did, but it deformed the mesh severely, I did remove doubles, recalculating normals, etc, but nothing worked. Any ideas for what the cause of the problem might be?


texts: Armature not completely moving head mesh

texts:
So I have a singular head bone on top of my character so I can rotate the head as a whole. But when I rotate the head bone after applying the armature, it does not correctly move parts of the mesh:

https://puu.sh/sEevu/02bc7256ec.jpg

https://puu.sh/sEeAw/8fd79caeff.jpg

I had made sure all parts of the head was joined together into one mesh and I also removed all doubles.  Should I join the body and the head meshes? I hope this is a simple mistake because this is confusing the hell out of me. I guess its also worth noting that this is my first rig.


texts: Error when baking molecular script addon

texts:
I was trying to make a simulation where two blocks made of icospheres collided, one being completely obliterated, the other intact with pieces of the other sticking to it. I had the entire particle system ready to go, all the settings tweaked. But when i go to bake the molecular script, it gives be an error.
My System is Windows Vista 32 bit and the version of the addon im using is molecular win32 v1.02
The error goes as follows:

  Traceback [most recent call last]
  File "C:\Users\\AppData\Roaming\Blender Foundation\Blender\2.7.3\scripts\addons\molecular_init_.py" , line 600, in execute mol_report =cmolcore.init(mol_exportdata)
  NameError: name 'cmolcore' is not defined
  location: :-1

Is it a bug with the Win32 version of molecular? I did not download the 64 bit version by mistake. I made sure of that. Also it works perfectly when i run it on my Macbook.


texts: How to recreate the spaghettification process around blackhole in blender?

texts:
I have been using blender from about a year and working on Blender for 3d Scientific Animations. I am very much fascinated about how NASA and ESO create because of animations of Astronomy. Can they be created using a blender?
In this thread, I am specifically asking about the latest ESO animation:
https://www.youtube.com/watch?v=AKCp-1OGGP4
In this animation, the star is ripping apart and the black hole is eating it. How can I stretch the sphere like this in the blender?


texts: Blender models adding extra faces in Element 3d

texts:
I modeled a logo in Blender and everything is clean.

When I export an OBJ and import it into Element 3d, a few extra edges have found their way into the model.

Any ideas on why this is happening? I have a feeling it's some setting within Element 3d but it could very well be a blender to OBJ issue.


texts: Rotate bezier handles with Python to face normal

texts:
I have a Python script in which I create a bezier curve. I want to rotate the first and last handle so that it is perpendicular to the normal of a certain face.

Something like this:

I have the face normal calculated like this and the 4x4 rotation matrix:

# Get intersection with objects
hit, loc_hit, norm, face, *_ = scene.ray_cast(context.view_layer, origin, view_vector)
if hit:
    z = Vector((0,0,1))
    rot = z.rotation_difference( norm ).to_matrix().to_4x4()
    return loc_hit, rot

Now I want to use this rotation matrix to rotate the handles, but this doesnt seem to work, they are pointing in complete different direction, here is the code I tried:

bez_points = curve.data.splines[0].bezier_points
point_count = len(bez_points) - 1

# get_start_rotation just returns this:  z.rotation_difference( norm ).to_matrix().to_4x4()

rot_start = curve_shape.get_start_point() @ curve_shape.get_start_rotation()
rot_end = curve_shape.get_end_point() @ curve_shape.get_end_rotation()

bez_points[0].co = curve_shape.get_start_point()
bez_points[0].handle_right = rot_start
bez_points[0].handle_left = rot_start

bez_points[point_count].co = curve_shape.get_end_point()
bez_points[point_count].handle_right = rot_end
bez_points[point_count].handle_left = rot_end

Any ideas? Thx in advance!


texts: Is there a way to use meshes as basis for a group of smaller meshes?

texts: Is there a way to do what I mentioned in the title? For example if I have a bunch of smaller highly detailed boxes that act as bricks and one low detailed box acting as a house, is there any way to make it that this said house is replaced by an array of these bricks? I am planning to use this high poly model as a basis for textures and normal mapping for a low poly model in Unity.


texts:
I'm new to Blender and am experimenting using it to design a landscaping project. I have a DXF file with contour lines for the land and have managed to import these into Blender. My aim is to have a full surface that reflects the site, and where I can start manipulating the slope and adding shapes onto it.

I now have a series of lines with heights, but that are not connected to each other and don't have an edge around them. After a long time trying to just join the edges using a combination of selecting them and choosing "Connect vertex path" or "Merge vertices > at center" (when connect didn't work) I thought maybe I'd be able to create a plane from it. However this only created small patches of planes so I'm guessing I've done something wrong. I was thinking as a next option I could just create a plane of the same size underneath it and manually drag each point up to match a point on one of the contour lines. This would probably take quite a while - is there any better option out there?


texts: Doesn't matter if it's selected or not, but whenever I click LMB, the cursor always appears there. It's also preventing me from selecting objects by clicking; I can only drag select, and it sucks trying to select a single object through bunches of them. I've been able to blend on other devices without this issue. How do I turn this off?


texts: Blender 2.8 Animation: How to select keyframes from inside the UI like in 2.79

texts:
In Blender 2.79, dragging your mouse in the middle of the frame would scrub through frames. Now in 2.78 it does a box select. In order to scrub through frames again I must drag my mouse across the frame numbers at the top.

How can I switch the frame scrubbing back to what it was like in 2.79?


texts:
iam currently creating a GUI for a kind of "rig" in the 3D Viewport (Not in the Blender Game Engine!)
and it would be an treat for the eyes to have highlighting while hovering over a button.

So how it should work:

How the "Button" (A Plane with an Text-Object) looks:

How it should look when you point with the mouse on it:

If this gets too complicated please tell me :)

Have a nice day!


texts: begginers problem : why rotation/scaling/moving doesnt work on my mesh?

texts:
I'm just starting out and I follow this chair tutorial to train myself.
I use blender 2.90.1
The tutorial :
https://www.youtube.com/watch?v=AP5CTAKckBI&list=PLjEaoINr3zgEL9UjPTLWQhLFAK7wVaRMR&index=3&t=1006s
at 18.35, we can see that it rotates the mesh without any problem.
I followed the tutorial to the letter, but I have a different result when I want to rotate my mesh :
1

2 ('R' action)

The part I mirrored doesn't move an inch. it's only the duplicated part that tilts as I want it to.
For info, if I apply the mirror modifier, it's not better.. The whole mesh doesn't want to lean at all !! :(
I also tried to move, resize, nothing works.
The chair leg seems blocked.
Whith ctrl A :

Why that ? how to fix this problem? .
Thank you very much in advance !!


texts: Baking Andrew Price's Donut in order to 3D Print

texts:
Long story but I'll try to bullet point it to make it simpler:

I have a fancy 3d Printer that can print 500,000 colors.  See my question here for a photo example.
In that question I brought up that I was having trouble UV unwrapping and baking objects, the texture wouldn't export and couldn't be viewed in my printer software.
Well, with a simple cube I finally figured that out.
I'd like to 3d print Andrew Price's donut.  Seen here:  https://www.youtube.com/watch?v=rKPSB8tcXhQ
Here's my version of it, check it out:

There's multiple objects so I was having trouble figuring out how to bake them and export as one .obj (the file format my printer can use), until I read this guy's question on here.  He's also trying to bake the donut.
The suggestion to "join" them all into one object definitely helps with the unwrapping, but here's the problem:
When I "join" them all into one object, the icing gets turned into one color like this:

This same problem happens when I try to get it to my printer in other routes, i.e. exporting it as gltf, opening it in other software and having them export it as an obj.  I've actually been able to load it in my printer software like this:    but as you can see, icing is all one color (well, it lost it's color).

So my question is:  how can I either bake it, or convert it somehow into an .obj file that doesn't lose any textures or colors from the original donut.


texts:
Recently, I tried doing CG Geek's wine glass tutorial. Everything went well up until the fluid simulation part. Sometimes, the fluid doesn't bake. Other times, the fluid has some weird shape that does not collide with the the wine glass (first try .blend file). Currently, I have no idea what the problem is. I tried doing it again and I got the same problem (second try .blend file).

I'm open to any suggestions, thanks in advance.

Recalculating the normals didn't seem to fix the problem.


texts: Blender rna_xml serialize node_trees and import

texts:
I'm looking into serializing node trees as XML for my current project. I saw that there is the rna_xml module that  allows that and here's my current take so far.

import rna_xml
import xml.dom.minidom

# Retrieve XML fixture and create new node tree
def fetch_material(name):
    try:
        return MATERIALS['name']
    except KeyError:
        material_path = MATERIALS_PATH + name + '.xml'
        xml_nodes = xml.dom.minidom.parse(material_path)
        material = create_cycles_material(name, clean=True)
        root = xml_nodes.getElementsByTagName("ShaderNodeTree")[0]
        tree = bpy.data.node_groups.new(name, type='ShaderNodeTree')
        rna_xml.xml2rna(root, root_rna=bpy.data.node_groups[-1])
        group_node = material.node_tree.nodes.new('ShaderNodeGroup')
        group_node.node_tree = bpy.data.node_groups[-1]
        MATERIALS['name'] = material
        return material

# Save material to new xml file (local helper, do not run in production)
def serialize_material(obj, name):
    print("Serializing node tree")
    path = MATERIALS_PATH + name + '.xml'
    f = open(MATERIALS_PATH + name + '.xml',"w+")
    rna_xml.rna2xml(fw=f.write, root_node="Root", root_rna=obj.data.materials[-1].node_tree, method='ATTR')
    f.close()
    return path

This properly serializes the node tree as .xml file but when I load it back I dont know how to get it properly. The only way I found is to load the node tree into a new node group but that results in an empty node_group.

Any of you guys have dealt with this sort of thing before?
Thanks


texts: Remove all internal geometry in complex mesh?

texts: I have around 9 complex meshes and would like to join them all and remove all the internal geometry so that I can 3D print them. I separated by loose and then used ctrl shift + with booltool. This worked for the most part, except there are still some pieces that didn't connect. Is there any way for me to get just the outside of the mesh? (I tried carving it into a box with booltool which seems like a good idea to me but didn't work for some reason?)


texts:
Hi is there a way to apply a material on certain parts of an object? What I mean is this ... I have for example RUST and PAINT and in the MIX shader I could assign a texture (ie NOISE) so white parts will be one mat and black another or I could paint a texture myself on UV unwrapped surface to design exactly what I want but... Is there a way to AUTOMACIALY "assign" the RUST to the "sharper" edges/corners?

I know Pointiness could do something like this but dunno if there is a way how to "randomly" fade it out cause have rust exactly only on edges and with the same "amount" all the way along does not look "real". Im looking for effect in top-right corner (Wall-e material).

REM: SHARPER mean NOT with assigned sharpness but angle dependent so as could be seen on the picture below ONLY on the edges of the cube.

Sinerely, Jan


texts:
I cannot seem to create a night time effect in a simple scene. Evee renders the scene as too dark and no matter what I do Cycles render is too bright.

I have tried:
1) Disable all lights
2) Zero emission strength of all emissive materials
3) Disable ambient occlusion
4) The environment strength is 0.1
5) Tried to tweak and lower some settings under Cycles Lightpaths.

Nothing seems to affect the render. Here is the blend file in case it is needed


texts: Set all panels to be closed by default or remember settings by file?

texts:
I'm currently working on a very small screen, and I'd like to have all the panels closed by default and only open the ones I need manually, or if possible even just remember my last open panels when I save a project. Is it possible?

(open (1) and closed (2) panels in the editor)

I know I can use Ctrl+LMB to open a panel singularly, and that alone is a great help, but this would be even better.


texts: i want to know how i can set the smoke images right on the balls, i use the particles system. I want the particle system to use smoke images. thank you


texts: Knurled pattern on different types of surfaces

texts:
What's an efficient way to make a knurled pattern on any surface? I am able to get great results on a simple square surface, but when it comes to anything else it becomes very tricky.

Here's what I made on a simple square surface:

Here's my best attempt on a circular surface. I had to make the pattern on a square surface, then do a knife project to cut out a circle. Then I just put a cylinder behind it...

Here's what I'm modeling. End goal is a game ready asset. These patterns will be used to bake a normal

Any tips would be very appreciated! I'm doing the mag eject button, still need the trigger, safety, and slide release. Would be great to have a better way of doing this to save time.


texts: Create a sphere with multiple layers and a chunk cut out showing them

texts: I have a graphic that I plan to use in a video. Right now it's 2D and I plan to animate the layers as we discuss each point. I'm brand new to blender, but was wondering if it's possible to translate this design to a 3D one and animate the model instead. Any help would be appreciated!


texts:
How can I put objects onto a random position of an objects face (or faces)
pointing along the face normal axes?
I found this here on StackExchange, but I don't understand how to use the area result.
surface area of a mesh using Python code in Blender
import bpy
import bmesh

obj = bpy.context.active_object

bm = bmesh.new()
bm.from_mesh(obj.data)

area = sum(f.calc_area() for f in bm.faces)
print(area)

bm.free()

It gives me always just a number. What can I do with that?
Currently I'm trying to understand the b-mesh module. For now, I
couldn't find any good tutorials for this. If someone knows tutorials
about this topic, please share them with me :)


texts: Unwrap mesh with spherical projection in python

texts:
I would like to have the same result with python as in the UI when I do unwrap > sphere projection on a mesh.

I know it's possible to use the operator bpy.ops.uv.sphere_project() – as mentioned in this answer – but I'd rather use the low-level (bmesh?) alternative, if any.


texts: How do I make edges on a curve have equal length while maintaining the rough shape of the curve?

texts: So I'm trying to make a cylinder that has faces with equal dimensions, and I already have a cylinder that has the exact curve I want to use. How can I make a new curve with equal edge lengths while maintaining the rough shape of the curve I have already created? The cylinder and curve I created are in the image linked. As you can see, the edges and faces do not have the same length.


texts: help me to install and run version 2.9 in Ubuntu

texts:
How can I install Blender 2.9 in Ubuntu linux?
I installed the blender 2.9 file and extract it then when I tried open it there was so many files so I ran the file which is named 'blender'. I have tried to run the file multiple times, but have failed each time.
I also had a older version of blender 2.79 which I can use, but I need to use blender 2.9 for my animation project because it is the version my friends are using.


texts: Get raw pixel data from a camera, into the python script

texts:
I am planning on making an artificial neural network to control an object in blender game engine. The NN will be on the python script.
I have never written a code on blender before.
There are going to be multiple camera objects. I need the pixel data from specific cameras as input for the NN.
How do I do this?


texts: FBX Import resets its position after saving the project file

texts:
After importing and editing a model in .fbx, it keeps on resetting its position. I've had a car body, then "cut out" the door from it (using "separate") and now the new created  door object keeps on resetting its position every time I save and load. I tried copying mesh to another file, tried to maybe clear some object data values, but nothing helps. I need to make a rig with bones for this model, and even when I parent my door to a door bone the mesh will still go flying back to some unspecified location at the grid.

So my question is, how do I stop my separated objects from snapping back to some weird location? Is there a way to "unlink" them from the main body mesh? On top of that, my transform fields are colored green for some reason. Why is that?


texts:
Complete and utter noob to 3d traditional 3d modeling, let alone blender.
I was going to learn how to do lighting, but the imported colours are considered vertex colors, and cannot be rendered without fiddling with nodes. All the guides tell me to put in an "attribute node" but it's not there.

The space where it is, above Geometry is filled by Fresnel. So im extremely confused on how im suppose to do this if theres mno way to do it.


texts:
In opening an older model in 2.81, a couple of the bones show a red curve in pose mode:

As you can see, it happens to conform with the positioning of this bone's tip when rotating 180 degrees to the left and upward, in the axis perpendicular to this view.

The bone previously had an IK on it; the red line remains even after removing such. Other than that, comparing all properties between it and other bones, I see no other explainable differences.

Curiosity has me. What property displays this indication curve in pose mode?

Thanks.


texts: How can I change the color of node names?

texts: I'm using 2.69 and I'd like to make the node names much brighter, but I couldn't find a setting to do that. Did I miss it?


texts: 2.8 - has the "slow parent" feature been removed?

texts:
Has the "slow parent" feature been deprecated in Blender 2.8 ?
It was quite useful :/

Are there any alternatives ?
Thanks !


texts: Sample Color From Viewport in Texture Paint Mode

texts:
I have two objects I am trying to paint with two different materials. I'd like to sample from the viewport in order to maintain color choice, but cant do so -- it always tries to sample from the texture I'm currently painting on. The same goes for layers, it won't let me sample the layers below.

Is there an option to change this? A hotkey to tell it to sample from the viewport?


texts: Texture also applying to separated object

texts: I am working on creating a hammer in Blender, but I am having a problem. I separated the hammer and the handle into two separate objects, but when I apply textures to one of the items, it applies the texture to both objects. I used P and then selection to separate the two pieces.


texts: Whats the best way to "merge" objects like these

texts: Im new to Blender and i am having problems with trying to "merge" these objects, whats the best way to do it. Its for a game so just putting them together would waste tris if i understand everything correctly (Since there will be faces inside the object)


texts: How can I create instances of PropertyGroups with independently editable variables?

texts:
I'm currently making an addon to randomize path variables, and need lots of groups of variables that I can independently edit. I've been trying to get Property Groups working with this but can't figure out how to make instances of the Property Groups and still be able to edit the variables inside them.

Here's what I have:

the main PropertyGroup

class PathNode(PropertyGroup):
    path: StringProperty()
    minvar: FloatProperty()
    maxvar: FloatProperty()
    randomize: BoolProperty()

this is how I've been trying to make multiple instances of it, with "pathsam" as an IntProperty

bpy.types.Object.pathsam = CollectionProperty(type=PathNode)

Does anyone know how to either fix this, or know how to create multiple instances of the main path variable where the variables can still be independently accessed and edited?


texts: Jagged points on 2d model after rigging and trying to move bones

texts:
I am quite new to blender 2d/3d, and I did this foot for a character.
I watched some tuts on YT about rigging and everything seemed fine, but then I realized that there are these jagged points when I try to bend the bones. So, I tried to weight paint the bones right (I had then assigned with automatic weights first).
Can you tell me where I am making my mistake or is there even a way out of this?

Edit Mode. I know that the mesh has too many vertex, but I thought I would need them for good weight painting

And here is the problem:

Weight painting:


texts:
I want to import fbx.file by inputting name in popup dialog .
question :

For properly running , how does the following code improve?
Why doesn't the last line of code    bpy.ops.wm.myop('INVOKE_DEFAULT') work in 2.83?

import bpy

class WM_OT_myOp( bpy.types.Operator):
   """Open the Add Cube Dialog box"""
   bl_label="Add FBX file"
   bl_idname ="wm.myop"

   text = bpy.props.StringProperty(name="FBX name", default="")
   file_loc = 'C:\Work\HardSurface\model\\'+text+'.fbx'

   def execute(self, context):

       imported_object = bpy.ops.import_scene.fbx(filepath=file_loc)
       obj_object = bpy.context.selected_objects[0]

       return {'FINISHED'}

   def invoke(self, context, event):

       return context.window_manager.invoke_props_dialog(self)

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

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

if __name__ == "__main__":
    register()

    bpy.ops.wm.myop('INVOKE_DEFAULT')


texts: Why is the subdivision surface modifier still being distorted?

texts: well I had a problem with vertices and 5 edges, which I know is the cause of the subdivision modifier distortion problem, I fixed that, but as you see in the image there are no 5 edges, and I removed the double vertices in the options, but still the textures get distorted... Any suggestions , or am I just missing something ? Thx :)


texts:
I have a problem with the lamps in my animation. I have used multiple sun lamps to animate welding so these lamps are switched on and off at the right frame throughout the animation. However, after the welding is complete and the lamps are turned off, there still seems to be the lamps showing when everything else fades out of visibility. The background is completely black at the end, so these lamps really stand out. It seems they are not emitting any light either. Just the pixels are there.Also, there is a big reflection of the floor surface of another spotlight.

Is there a way to have the actual light source emit light but not be reflected on selected surfaces so i dont see a big dumb white circle (the lamp) on the highly reflective floor?

And also, can anyone help with the lamps that are still showing when they are turned off? I have un-ticked "camera" in the ray visibility cycle settings for each lamp as well as restricted the rendering for each.

Many thanks in advance for anyones help. Greatly appreciated.

please click the 2 to see rendered image. Sorry i'm new to this.

Alex]2


texts: Render a "ghost" object that receives environmental lights but doesn't contribute

texts:
Let's say I have a scene like the "Cornell box" (https://en.wikipedia.org/wiki/Cornell_box). If I add a white sphere in there, it will:

Receive bounce lighting from the walls and other objects in the scene, so you can see a reflection of the environment on the white sphere
Reflect incoming rays onto the nearby walls and objects in the scene, so you could see a reflection of the sphere on other surfaces
Cast a shadow

What I'm trying to achieve is the first bullet, but not the second or third. I basically need the sphere to appear as part of the scene, but without affecting the lighting in any way.
Is there an easy way to do this with Cycles?


texts:
My earlier issue was a problem with jagged edges.
I found that if I remove the ID Mask Index: 1 output from the Mix Fac input, the edges are crisp, but the shadow catcher mesh becomes visible, see below.

Requested by Mentalist:

Now I can't figure out how to get the shadowcatcher to be invisible again.
Can someone help figure this out?


texts: Blender linked Rigid body constrains for fractures

texts:
The Rigid body bullet constraints was a good add-on to quickly set up inter object constrains for fractures or so.
It works and still is for 2.7x but there's no way to do in 2.8x as I didn't consider downloading the fracture build cause it's literally an entire build for a set of specific tool. I was wondering why the community ignored it as it is a necessary part for VFX artists.

If you know anything about where I can find it for 2.8x or any work around to get it done it'll be a blessing.


texts: White block artifacts using cycles and optix

texts:
Blender 2.83LTS
When rendering an image (~7000x5000px) using the CPU (scene doesn't fit in GPU memory) + OptiX Denoiser the Image will have white, blocky artifacts after the denoising process of random tiles. Re-rendering the same tile does not have the same effect. The noisy image pass does not have these issues - only the combined result. Nothing fancy in the output compositor either, its default + file output node. Denoiser is set to use Color+Albedo+Normal. Anyone else experienced this before?
Edit:
Seems to be fixed when the Optix Denoiser is set to only denoise Color+Albedo instead of Color+Albedo+Normal.


texts: How to use mathutils.noise.hetero_terrain?

texts:
I am not sure what I am missing, but all I get is a value of 1 on every return..

value_texture = numpy.zeros((100 * 100), dtype=numpy.float32)
for y in range(100):
    for x in range(100):
        loc = y * 100 + x
        value_texture[loc] = mathutils.noise.hetero_terrain((x, y, 0), 1.0, 2.0, 1.0, 1.0, 1)


texts: Spotlight with Halo applied is creating rings around light

texts:
Here's a portion of a render I'm working on, which is backlit from behind by a spotlight with a "Halo" effect applied:

If you look carefully in the background, you'll notice the halo effect is creating "rings" of shadow as it fades.  How can I remove these rings and make the halo effect fade out smoothly?  I've played around with all the settings I can find without any success.

Here's my current settings for the spotlight:


texts:
Currently I am working on an animation that requires a scroll opening up. I added a Curve Modifier with a spiral curve to both parts of the scroll mesh, then I added another Curve Modifier with another curve to the mesh.
The result is this when it's only a bit open (good):

The result is this when it's halfway opened (bad):

How would I keep the wrapped-up part to stay circular like in the first image? Thanks in advance!


texts:
Baffling problem that is a follow up to unresolved problem (Object created by joining several objects doesn't rotate uniformly consistently). This object is created by joining 3 objects..large gear, shaft and small gear. Its rotation is constrained to object in scene that's hidden along with other objects. When I play scene it rotates correctly until I change direction of target object, Then the large gear appears to stop rotating while its origin (denoted by axis and widget) and the shaft and small gear resume rotating.  Here's youtube vid https://www.youtube.com/watch?v=NfXAFHCkRxE&feature=youtu.be

My Blend:

Any ideas?


texts: Why is texture painted model different from rendered version?

texts: My model looks fine in texture paint mode, but I' not satisfied with the rendered version. What I have to do to make the rendered version look more like the texture paint one?


texts:
I am trying to bake a fluid simulation in Blender 2.67. Here is a mockup of my scene:

My scene is set up just like the picture, with a sun lamp above a mesh that is supposed to be a riverbed.

The liquid Domain object encapsulates everything except for the sun lamp, and it covers all edges.  Inflow and outflow objects are specified, one each, with the inflow velocity set to Y: -1.0, Z: 1.0.  All liquid simulated objects are enabled.  The mesh is set to Obstacle.  Settings are very, very low:  25 resolution for final and preview, 4.0 second start/end span for 100 frames (real-time), and smoothing set to 0.0, for a whopping 463 KB estimated memory space.

My issue is that when I try to bake it, after specifying a valid directory, nothing happens, except that the status bar appears, my computer saves the baked cache correctly, and then it's as if nothing happened.  Nothing in the menus changes, preview and render both act as if the event never occurred.  I'm also using Windows 7 64-bit with Intel Mobile Express Chipset Family 4 (graphics card).

That's not a lot, so I know it can't be my memory or graphics card issues.  Here is the relevant .blend file. What could the problem be?


texts: Adding scratches to Ldraw import materials

texts:
First off - I have read and tried to implement the anssers here and here plus a fair amount of googling but I'm still puzzled.
I'm trying to add scratches to an existing material provided by the Ldraw importer

Attempting to add scratches I've done this:

with absolutely no result.
While I got the hang of showing scratches if I start from nothing (pun barely avoided), I am stuck with adding them to this material.
How do I do that?


texts: How do I load an mp4 video with multiple audio tracks into blender?

texts:
I've recently started using OBS multiplatform to record game play. I currently have it set to record sounds on 2 different tracks. The first for system sounds (like gamesound, mumble, etc.) and the second to record the mic.

I am able to switch between tracks when I play the unedited video using VLC, but when I load the mp4 into blender, I only get track 1.

Did I do something wrong, or does blender vse not support multiple tracks?

Blender after loading mp4:

VLC video information:

UPDATE

For now, it seems like the solution will be to use an external tool to get the second audio track and import it into blender afterwards.
A bug report has been logged with the Blender bug reporting tool.

UPDATE 2

The bug report has been closed/archived with the gist being "not a bug". It has been added to the TODO list.
If you are looking to have support for multiple audio tracks, I would suggest looking at other video editing software until Blender adds support for this feature.


texts: Grease Pencil - Low FPS performance in viewport

texts:
I've been struggling to find the most efficient way in which to use Grease Pencil in Blender 2.8 drawings as part of an environment. I would be extremely grateful for any suggestions!

I am completely new to Blender 2.8, I’ve been working on 2.79 up until now.

I have a MacBook Pro. 2.4Ghz Intel Core i5, Graphics: Intel Iris 1536, NVIDIA

I've been trying to find a way to manually draw all the elements of the environment (trees, rocks, etc...) with the grease pencil.

Unfortunately whenever I have a small number of grease pencil drawings (even ones with just a few material layers) such as the default Monkey the playback in the viewport slows down all the way to 15 FPS. A big decrease considering it's just a couple of Grease Pencil drawings.

See top left corner.(13.3 FPS)

I’ve been trying to simplify the drawings with the simplify modifier. I suspected that perhaps the number of points (in the hand-drawn strokes) of the drawing were slowing down the computer, but the FPS were still extremely low even with a simplify modifier with an Interation level of 3.

15.27 FPS

Here’s an example of a quick couple of hand drawn trees with the effect that I’m hoping to achieve. This environment is still in a very early phase and I would like to add hundreds of more drawings to it. Atm this is not possible since the current FPS is all the way down to 4.6. Quite difficult to animate in those conditions :).

4.40 FPS

I’m surprised that the viewport performance is so low, since when fully rendering the same frame at 40 samples the rendering time is only about 3 seconds.

In comparison, if a session has 100.000 + faces (in terms of meshes) in the session, the FPS performs better than just a couple of Grease Pencil monkeys.

Anyway, I hope it makes some sense! Would be very thankful for any advice or suggestions for what would be the best workflow.

Thank you

Update:

I've tried the most simple version possible of the grease pencil. A straight line with only two points. WEIRDLY enough I get the exact same slow down in FPS as the more complex Monkeys that had several materials and more points in the strokes.

I've done a test with some high poly meshes to see how the computer behaves in comparison. This session has 331.884 Verts, 331.776 Faces and it doesn't slow down in the viewport: FPS 30.

I only get the slow down with the grease pencil.

I've tried playing around with the Grease Pencil Object properties and the way it displays in the viewport, but no luck.


texts:
How to get Viewport Position, Direction, UpVector?
For Perspective and Ortho views.

Here is explanation Screenshot:


texts: Remove frame number from file name completely in Cycles?

texts:
I am working on a single frame where I'd like to create one file for each pass without numbers attached. For example I'd like to name a pass AO.png instead of AO0001.png or AO1.png.

I saw you can shorten the name down to AO1.png with AO#.png but if possible I'd like to remove the numbers completely.


texts: Is it possible to render video sequence animations with network render?

texts:
I would like to render a lengthy video sequence in the VSE faster using network render.

It works great for 3D animations but I can't get it to work with video sequences. The result is usually a blank screen with audio only. Has it been done before?


texts: I downloaded the Blender 2.80 Beta and wanted to try some sculpting, but I can't find where to enable dyntopo. Is it not supported in Blender 2.80?


texts: 'Adjust Last Operation' panel closes when trying to change values

texts:
When you add a new mesh, the overlay appears in the bottom left of the screen allowing you to change certain properties. Recently, however, when I try to click on any setting, the box disappears. I've tried clicking, dragging and any combination of both, but the overlay doesn't respond and vanishes as soon as you release the mouse button.

Obviously you only get one chance to change these properties - so I'm stuck without it.

Could an add-on be causing the problem?


texts: Video sequence editor preview video is full screen

texts:
The preview panel in video editing is taking up the whole area of blender. I don't know how to get out of it. There are no buttons or menus anywhere.

I tried:

Alt-F10     - Toggles maximize/restore window.
Ctrl-Up     - Nothing
Ctrl-Down   - Nothing
Shift-Space - Nothing
Alt-F11     - Toggles real full-screen (no window)/window


texts: How to see the python script used for an addon in a .blend file

texts:
Some time ago, I wrote some scripts to rotate vectors in blender. I am not a blender expert. I have the files. I want to see the python script that I wrote.
The files work fine but although I can see the console and blender runs the code, I can't find out how to see the code.
For completeness I wrote the script inside the python editor built into blender. When I open the .blend file, the script runs automatically and generates the 3D image.
Can I do this?


texts: Making an object disappear after a few seconds with Python (BGE)

texts:
In Blender Game Engine, I want to have an object (in this case, text in a HUD, but it could be anything) appear when triggered, linger for a couple of seconds, and then disappear. For example, the player hits a key M to change an object from a cube to a sphere (like in my stackexchange question here). Some text in a HUD appears: "Changed to sphere." The text disappears after a couple seconds, and doesn't come back until the player does something again to warrant a HUD message.
Think of it like how a message like "Picked up health kit (+10 HP)" would display in an FPS, and then disappear after a couple seconds. I know how to generate and display the message, but I don't know how to make it disappear.
Another requirements that may need to be considered: the program can't be stuck during the duration of the fade. So if the user hits M M M in rapid succession, and M cycles between a cube, a sphere, and a cone, I don't want the text to be stuck on "Cube" for 3 seconds regardless, or even the whole program to be stuck until the text goes away. I want it to display the text "Cube" "Sphere" "Cone" in real time as the user hits M, and then when the user hits nothing, "Cone" would fade away after a few seconds.
Here's what I tried so far
My first attempt was this
import bge
import time

def lingerObject(obj,lingertime):
    #Makes object obj (e.g. HUD text) linger for a certain number of seconds, then disappear
    #lingertime should be a time in seconds
    start_time = time.clock()
    end_time = start_time + lingertime
    obj.visible = True
    if time.clock() >= end_time:
        obj.visible = False

"""Elsewhere in the code, I change the HUD text (successfully)
and call this new function to make the object disappear (unsuccessfully)"""
def someFunction():
    #These two lines work:
    hudfield = getHUDfield() #getHUDfield is my function that finds the appropriate text object in the HUD scene
    hudfield["Text"] = "New Message, e.g. Cube"
    #This line (or rather, my function) doesn't:
    lingerObject(hudfield,3)

As I point out in the code comments, it doesn't work. Everything else still works just fine, the text changes every time that it's supposed to, but the text never disappears.
I also tried a while loop instead, and it just made the program run very sluggishly, and eventually the text disappeared and never came back:
import bge
import time

def lingerObject(obj,lingertime):
    #Makes object obj (e.g. HUD text) linger for a certain number of seconds, then disappear
    #lingertime should be a time in seconds
    start_time = time.clock()
    end_time = start_time + lingertime
    while time.clock() <= end_time:
        obj.visible = True
    obj.visible = False

#Elsewhere, lingerObject(obj,lingertime) is called like in the prior code block

I looked around online, I found a lot of HUD tutorials but none on how to have text disappear after a bit. Any help would be appreciated. Thanks in advance!


texts:
I want to replace an existing menu with an add-on.
You can add your own menu with "append" or "prepend", but you want to delete your existing menu and add your own menu.

If you simply empty an existing class as shown below, you can delete the existing menu, but it will continue to output errors to the console.

Delete the top bar menu

bpy.types.TOPBAR_HT_upper_bar.draw = None


texts: Why dont i get curves on the graph editor?

texts:
Whenever I do an animation the graph editor gives me curves.

But im not getting any curves.


texts: How do I extend/reduce key frames in the action editor. This is a character I have entered into blender from Mixamo, Sometimes I want to edit the keys for a character, how do I do so here?


texts: Add a background image and save it using Python scripting

texts:
I have a cube and I want to add it on top of a background image using Python scripting
import bpy
cam = bpy.context.scene.camera
filepath = r'c:\Home\background\background_image.jpg'

bpy.ops.object.load_background_image(filepath=filepath, filter_image=True, filter_folder=True, view_align=True)
bpy.ops.render.render(write_still=True)

But in the output image I can see only the 3d cube with white background.
I got the results I wanted using this tutorial:
https://henryegloff.com/how-to-render-a-background-image-in-blender-2-8/
But I want to accomplish it using only Python Scripts.
Blender cube:

Output:


texts:
The cos of 45 should be returning a value of: sqr(2)/2

When I checked the following:
test = math.cos(45)
it returns the value of: 0.5253

So I thought I had to convert it to degrees: test = math.degrees(math.cos(45)) but instead it returns the value of: 30.0987
I don't know what I'm doing wrong here. I just want the cos(45) to return a value of: sqr(2)/2 just as my calculator does ..