texts: I did not find this problem / question so far. I've got one mesh with multiple materials on it (Blender 2.8). One of them is a Chrome PBR material with a normal map. I set the material up as shown in the screenshot. The material and the reflections look right in the look dev mode. But when I switch to rendered view I get this squared reflections on my surface depending on the resolution of my mesh (subsurf modifier shrinks the squares but they will not disappear). Smooth shading did not help, all normals are in the right direction and the mesh is free of doubles. The problem has to do with the normal map. When I disconnect the normal map node the material's reflection is shown properly. But I don't know how to fix the problem with using the normal map. (Material: https://www.poliigon.com/texture/metal-chrome-001) enter image description here


texts: How to get shading to show in different tabs?

texts:
First time using Blender. I've followed a tutorial for creating a simple animation and I'd like to save it as a video or image sequence, but I'm not sure how to do this. My work shows in the "shading" tab, but not in any other tab.

What am I missing? Also, I was working on this in the animation tab yesterday and it was visible. Today, I can't see it there.

Thanks!


texts: How to change the pattern of a texture for each tile in a shader?

texts: I'm having trouble making the direction of the textures seperate in each tile so now it looks like one giant texture slapped on these set of tiles. Is there a way to make the texture inconsistant with each tile so that they look like separate mixed-up tiles?


texts: What are the differences between the available rendering engines?

texts:
I'm new to understanding render engines, is there any chance someone could explain a few things about them?

Specifically for Cycles vs Vray:

Are there any major differences between Blender Cycles and Vray for    function of rendering various things?
Is there anything the one struggles to do or is completely unable to do while the other can?
Are the two render engines compatible with one another at all for transferring various assets and setting up scenes? Like object    materials for example, would they have to be recreated in each?
Are there any advantages to using a purchased third party render engine like Vray over the free Cycles? (Especially if you are a    single user not a studio.)

In General:

Why are render additional render engines available? Do they offer different functions or unique traits? Why would you want to use a different one?


texts:
I'm having this problem

If you notice que is this weird shading on the curve , how can I fix it? i dont really know what it is, I've already tried flipping the normals but nothing, what else can i try?
thanks!
P.S. the mesh was imported from unreal, because in unreal it shows this problem


texts: When I try shading by an object the pixels are shimmering

texts: Don´t know how to solve the problem. When I do "Z" for shading and the selection on the top the pixels of the object beginn to shimmer.


texts: How can i animate beams of light in blender?

texts:
So i used the blender tutorial on youtube for creating and animating abstract waves. from blend master.

and although those were helpfull, it didn't show me how to animate them actually moving around, like what im trying to do.

I assume maybe the partical system is used for this? but im not sure. is there a tutorial on how to do this? or does anyone know how?

I haven't done much so far to even make this, as i have no idea where to start. i did make a simple abstract wave, but thats about it. An im using blender render.


texts: How to remove duplicate verts after spin tool?

texts:
I'm trying to reproduce tank wheels ("ITALIERI" (LEAST PERSPECTIVE)):

But there are too many vertexes and merging can lead to ngons.

Edit:
Second file:

Edit #2:
Made some progress with the topology; overlapping faces/edges as described here:

but there are still highlighted faces that seem separated from the mesh (on the tip of the spokes).
Can't dissolve certain edges
Edit #3:
If there are two or more overlapping faces with the same normals the resulting face appears "brighter".


texts: How can I seal/close a head model at the bottom so no light will get in but only from the eyes?

texts:
The model I have is opened in the bottom and I want to seal/close it:

What I tried:

Changed to edit mode then clicked on C then dragged and selected the vertices around the hole:

Then I pressed once on F:
But still there is a hole:


texts:
i am cinema4d and keyshot user and i wanted try blender
but i have a problem/confusion in blender

i am not talking about node editor for shader.

in cinema i have library and shader presets that i have saved over the years, when i want i can browse and add them to project and i can see what i have in the project and drag them to my objects

cinema4d ui

PROBLEM

i cant locate where the shader library UI is?
where is all the shaders added to project?

thanks in advance
please show me images if possible

edit 1 : latest beta 2.8


texts:
As you can see in the picture, I want to create this rectangular are which has 4 straight corners on the inside and 4 round corners on the outside. The outside round corners appear as pixelated but I need them smooth and round because I am animating a cutting procedure with a milling machine.

I prefer to use the brushing tool but if you have any other way to do it let me know. I just need to make the object look like is being cut in the real time. So that blue part has to look like it is being cut.

Thank you in advance.


texts: How to divide an object along irregular edges?

texts: I'm trying to design a mold to print on a 3D printer. I've tried several ways including bisect but I think that my need is a little bit more complex. My first try was creating a cube, inside of it a sphere and then I applied a boolean modifier but I realized that it was difficult for me to divide the cube in 8 smaller cubes (because I need each piece to be unique like the image below). My second try was creating a cube, subdividing it and then applying the boolean operator to remove the sphere so that it was actually a mold but I couldnt find any way to separate the smaller cubes into different objects. My latest attempt was creating 8 smaller cubes and arranging them as a big cube and then applying the boolean operator to each one. That one is the closest I've been but now I want to make each piece fit in only one possible location by modifyng the edges. The object on the left (8 small cubes with the shape of a sphere inside) is what I have so far and I would like the pieces to look like the object on the right.


texts: Dumb question. I can't figure out how to make a mesh (quads or triangles like a pie) automatically so to this flat face so I can then pull the center to round it out (like half a sphere would look). I don't want to bevel it. Isn't there like some Hot Key combo that does this?


texts: Need to figure out how to lock model meshes to a single axis, regardless of Mode/tab within blender

texts:
So I'm trying to modify a model mesh for a video game, Team Fortress two, and I'm taking two meshes to combine into one, but whenever I seem to load in a model into this program and want to switch between object mode and edit mode, the meshes themselves go from one axis, to an entirely different axis altogether, forcing me to readjust my viewpoint constantly, (which is not only just disorientating and annoying but for whatever reason, I have to mess around with the viewpoint without scrolling in too much, otherwise it makes panning the viewpoint impossible.

This is bothersome as it is, but recently this one mesh that I'm dealing with within both object mode and edit mode just rotates the head 90 degrees inside of edit mode, and makes it impossible to properly adjust some of the edges when I cannot line these two separate models together.

OBJECT MODE

EDIT MODE

(Additionally, setting the other object here into edit mode, sends the mesh group to align with the x Axis, completely different to the head piece that is just seemingly stuck facing the Z axis.)

Is there any settings I can set at all that locks ALL meshes and vertices to a single axis regardless of what mode I set blender to? I'm having a really difficult time right now, and I'm not ready to merge these two objects just yet. So any info helps, thanks.


texts: Why my texture lines show up distorted and not completely straight at few parts?

texts:
i am trying to get clean straight UV map lines for an object with texture without trilling or distortion.
 as you can see in the picture , a few lines are nice and clean , some others are distorted and a bit trilled and not completely straight .
it gives a bit of a non professional look. ok i am not professional , but still...i  want things to work out at it's best where i can.
 all lines should be nice and straight , and not just a few of them .
the UV map that i have used is the basic unwrap. nothing special .
 i like this result , except for the distortion problem.
 but how can i fix the distorted lines ?
first of all , they should have never been distorted since i never changed something in the UV map  to get them distorted at the lines.
 we can see most of the lines are distorted at one side and the other side they are nice and straight.
 how do i get them nice and straight at both sides ?
i don't want to change the arrangement of how the lines are running , just want to get the distortion out of the lines.
i would think something is wrong with the UV map , but it is the basic UV map , nothing should be wrong with it ,
anyone ?


texts: How would I set a precise width of a road comprised of multiple edges?

texts:
I have a road shrink-wrapped to a terrain created by using the OpenSteetMap add-on.

In object mode, the dimensions cover the entire range of the terrain that the road covers. The dimensions report the width and breadth of the road network on the terrain.

I would like to set the width of the road segments in the overall road network.

Scale and Extrude don't seem to be the answer.  I have been going through a few books and on-line courses and have not found a solution.

Is there a modifier or other transform that can be used to set the width of the one or more individual road segments in Edit mode?


texts: Why Am i Getting Weird lighting In Eevee On Ubuntu?

texts:
I Have This Weird Lighting When Using Eevee On Ubuntu
This is What Iam Getting

And This Is What Iam Supposed To Get

Here Are Some Additional Information
Operating System: Ubuntu 19.10,
CPU: AMD® A4-3330mx apu with radeon(tm) hd graphics × 2,
Video Card: AMD Radeon HD 6480G,
Blender Version: 2.82a
And Here Is glxinfo | grep "OpenGL"  Output
OpenGL vendor string: X.Org
OpenGL renderer string: AMD SUMO (DRM 2.50.0 / 5.3.0-59-generic, LLVM 9.0.0)
OpenGL core profile version string: 3.3 (Core Profile) Mesa 19.2.8
OpenGL core profile shading language version string: 3.30
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.1 Mesa 19.2.8
OpenGL shading language version string: 1.40
OpenGL context flags: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.1 Mesa 19.2.8
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
OpenGL ES profile extensions:

i Can't Figure Out What's Causing This Problem. Please Help me


texts:
I am almost embarassed to ask something so simpe, but can someone give me a pointer as to how to rotate a surface 45 degrees without the distortion and maintaining dimensions. See attached.

Thanks

Richard C


texts: .dae and fbx export both don't export animation?

texts:
Ok Im trying to export an animated mesh to Unity, and Ive tried fbx 7.4 and 6.1, and dae. Here are my dae settings, fbx is just the standard:

No matter which (dae gives the best result) the full animation doesn't export - just the first half. The animation is all bones scaling from 0 to 1. I have no shapekeys.

What could be the problem?

EDIT: the error I get In Unity is:

transform.localRotation assign attempt for 'Bone' is not valid. Input rotation is { NaN, NaN, NaN, NaN }.
UnityEditorInternal.InternalEditorUtility:ProjectWindowDrag(HierarchyProperty, Boolean)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

EDIT: now works in a viewer but in Unity I get (it is supposed to be a full tree):


texts: Blender Game Engine dynamic text wordwrap

texts:
I want to display some text that change dynamically when I select another item. Displaying the text is working, but I'm wondering if there is a way to make the text multilines and/or wordwraping it so the text don't shows on only one line.

I saw some explainations on the web but these informations are over 8 years old.

It can be done by adding some "\n" in the string, but i would like to do it automatically like any textbox in most of UIs.

Can you guys help me on that issue please?


texts: Animating objects while simulating water

texts:
I can animate objects, move them, rotate them, etc and create an animation from that.  I can also create a fluid simuation, bake that and create a little video from that.  But now I want to create a wave simulation where I have a tank of water and the tank is rocked up and down and the water inside "sloshes" from one end to the other.  Then I can play around with timing and angle of the contain being tipped to create some cool waves.  But I am having trouble mixing a fluid physics simulation with the animation of the tank holding the water.

Either I'm missing something or it's a lot harder than I think it is.

I read online that I need to first bake the water simulation and then I can animate other objects.  But that doesn't make sense because tipping the container will change what the water does - and baking the simulation kinda makes that impossible, right?  Any help would be greatly appreciated.


texts: When I try to render a wave, it keeps being rendered in extremely low quality. I'm not sure exactly which setting is causing this, but increasing the renderand viewport sampling don't seem to help.


texts: Alternate Realities Challenge - Rigging & Otherwise

texts:
I'm currently working on the Alternate Realities Challenge and I'm baffled by 2 things mainly that I cannot figure out:
First: Character Rigging: Whenever I rig a character (as shown in the images) the arms don't seem to work correctly. I've tried this with 1 Character I modeled and 2 I downloaded. I tried using Blender's "Rigify" and even using the original Meta-rig in the original .blend file and used it as a parent to my model (with Automatic Weights). I've almost finished the whole thing and I've spent more than 6 days now trying to figure this out.
Second: The Rope connecting the character and whatever he's pulling. Are there any useful tutorials or instructions on where to begin to understand how this is done?
Image Links:
https://ibb.co/804wwN9
https://ibb.co/WKZrRNs
https://ibb.co/djJPfdL
https://ibb.co/rtjwnsk
https://ibb.co/ZcDzZPD
Note: My experience in blender so far Blender Guru's Donut Model and CG Boost's beginner tutorial. Anything I applied in my scene I learned along the way.
Thanks in advance!


texts: How to control complete model with single empty

texts:
I have several empty's and i want to parent all the empty's to a new empty to control my model to rotate, scale & move. Some empty have rotation limit some have location limit. Some are just mesh without empty. I want to control my complete model so that i cant rotate scale and move. I tried to add a empty and selecting all the empty and mesh and last the new empty and parented. It do parented but working of the limit rotation and limit location not working. Any suggestion or help how it works. Thanks.
(video)


texts:
I'm trying to achieve a realistic look of some floor boards. I'm generating the floors using the Floor Generator add-on by Michel Anders. By using the 'Randomize UVs' checkbox I get an acceptable level of texture variation using one 512x512 diffuse map.

The problem is that it generates the UVs outside of the 0 - 1 space.

Importing this model into game engines like Unreal Engine 4 yields problems because it requires the model to have UVs mapped to the 0 - 1 space without overlapping as far as I know. My question is how do I achieve similar visuals regarding texture variation across the model without overlaps inside the 0 - 1 UV space without just scaling down the islands.

Thanks a lot in advance :)


texts: Faces disappearing after import to Unity

texts:
I have a model, and after importing it to Unity some faces are missing. It's not about normals, because in blender I activated backface culling and it is still visible. Here are some images :

As you can see, the current face in red outline is clearly visible, also I have backface culling active, believe me.

And here, in the red outline the same place - the face is not visible. Also, this happened not just here, it is also in random places all over the mesh. Additionally, as you can see in the blue outline, the preview has no holes (it is a bit small so I don't know if you can see it).

Also I uploaded the blend file. I couldn't upload it anywhere else because of it's size. As for the unity file, well just import the model into unity, and you will see. Please help, thanks!


texts: Does gltf only support the export of one strip per NLA track?

texts:
This blend file contains only the default cube. I've create two Actions:
MyTrans that implements only a translation &
MyRot that implements only a rotation.
Each of those Actions, I've 'pushed down' to create an NLA strip on NLA tracks called MyTranT and MyRotT.

So far, so good. If I export the cube to a gltf 2.0 file, and then load the exported file in a viewer, I can see the two tracks, identified by trackname  & play either one, or both at once.
The problem occurs when I restructure what's in the NLA editor a bit. Here, I've added a copy of the rotation action to the MyTranT track.

I can play either track within the Blender IDE. In particular, playing the MyTranT track results in a translation followed by a rotation.
However, if I now export as gltf, only the single action track seems to get exported.
I'm using 2 online gltf viewers:
https://gltf-viewer.donmccurdy.com/
https://sandbox.babylonjs.com/
both behave the same way in this regard.
Both actions have users, MyTrans has 2 and MyRot has 3. Neither action is lost when the blend file is closed & reopened. I've also tried giving each action a fake user.

makes no difference though, the track containing 2 actions doesn't seem to get exported.
For both these situations, I've tried exporting as glTF Embedded and examining the text output.
In the first situation, where there is only a single action in each NLA track, the only names visible in the text output are those of the tracks, ie MyTranT and MyRotT. The action names appear nowhere.
In the second situation, where one track contains 2 actions, it's a bit mixed up. For the track containing a single action, ie MyRotT containing action MyRot, the name 'MyRot' is visible in the output. For the track containing 2 actions, ie MyTranT, the name of the first action on that track, ie 'MyTrans' is visible in the output but the track name is not.
So my question is, why doesn't this work?
Blender 2.83.3 on Linux


texts: Currently I'm making game in Unity and I want to add some objects to the scene. I think that low polygon models like these look great. I wonder how can I make something like these by myself. I watched few tutorials on youtube but any of them was exactly about what I want to make. How can i make this low polygon models? Should I make normal model and then reduce the amount of polygons(if it is good idea how should I do this?) or are there any helpful tools or methods? Note that I don't want to just reduce the amount of polygons, but I want to make it look like on the linked picture.


texts:
I have the following objects. The cage of the lamp is one object, and the dome is the other. How would I go about having the dome emit a beam of energy or light? I am using Cycles Render
Clarification: like the beacon in wreck-it-ralph


texts: Use multiple bl_space_types to place the same toolbar on multiple locations

texts:
So I'm not sure if this will be possible at all, but someone might have an idea for a workaround for this problem.

So if I have made a toolbar, e.g. (short version)

class add_item(Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

But I would like to have this toolbar placed in multiple toolbars so it'd become something like this (code below doesn't actually work, just an example of what I'd like):

class add_item(Panel):
    bl_space_type = ['VIEW_3D', 'IMAGE_EDITOR', 'NODE_EDITOR']
    bl_region_type = 'TOOLS'

Would something similar to this be possible to do without duplicating all the code for the toolbar multiple times, just to then change the bl_space_type?


texts:
How can I rotate a mesh about another object using animation node in blender

My thoughts were to have the circle/triangle mesh node pivot point be the same as the cube piviot point
I was following along using a video but it uses a matrix instead of a mesh.
https://youtu.be/EWkK11PQG_Y?t=3m23s

I also tried using the offset node I thought I could use the Global Axis - Global Pivot node but had some issues with converting the nodes from mesh to matrices https://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/matrix/offset_matrices.html

I 'm using Ubuntu 18.04 64bit, Python 3.6.5, numpy 1.15.0, blender 2.79b, Animation Node addon 2.1.2 Beta.


texts:
I've been seaching for the past few hours and cant find an aswer that still works in blender (all the answers I can find on SE seems to be weofully outdated?)
How do I insert a new face with equal distance to all outlying edges?
No matter what I do, it always scale relative the scale of the cube (wether I scale the cube in edit or object mode, using scale or dimessions, doesn't matter, I can not for the life of me get it to simply insert the new face x units from all 4 edges.)
Please help.
Also, bonus question, what's the point of dimessions? as far as I can tell, they do exactly the same as scaling? (Insert and Loop Cut behave exactly identically regardless? ie. you cant use the viewports measurements to anything, since all the numbers are relative the the axies they are scalled along?)
Please note in the picture below, the cube was scaled in edit mide before using Insert, and I get the same result if I scale it in Object mode


texts: Python: How to get object's true length?

texts:
I need to calculate object's 'length factor', for example:

... To achieve this, I need to get object's true length:

... But the 'dimensions' vector contains dimensions of bounding box, so it's different when we e.g. rotate the object.
I have a code that will calculate the 'length factor' value, the only problem is that the 'dimensions' values are from bounding box, not from the object itself. Here's the code:

dimensions = list(ob.dimensions)
maxDimension1 = max(dimensions)
dimensions.remove(maxDimension1)
maxDimension2 = max(dimensions)
lengthFactor = (maxDimension1/maxDimension2) - 1

I'd be grateful for some help.


texts: Finding the 8 outer corner vertices of an object

texts:
What might be the best or easiest way to find the 8 corner vertices of an object (usually cube in shape with more vertices than 8) and then selecting them.
Example Image:

I am starting off this code with just selecting the top 4 but receiving an error when I add:
from bmesh import from_edit_mesh
import bpy

def select4vertTop():
    bpy.ops.object.mode_set(mode = 'EDIT')
    bmT = from_edit_mesh(bpy.context.object.data)
    i=0
    a=b=c=d=e=f=g=h=vPrev=vSelCoord[0] #hold first vert coords to compare with next
    print()
    print( 'vPrev %f %f %f\n' % (vPrev.x, vPrev.y, vPrev.z) )
    for vert in bmT.verts:
        print( 'v%i %f %f %f\n' % (i, vert.co.x, vert.co.y, vert.co.z) )
        if  vert.co.x >= a.x and \
            vert.co.y >= a.y and \
            vert.co.z >= a.z:
                a=vert
        if  vert.co.x >= b.x and \
            vert.co.y >= b.y and \
            vert.co.z <= b.z:
                b=vert
        if  vert.co.x >= c.x and \
            vert.co.y <= c.y and \
            vert.co.z >= c.z:
                c=vert
        if  vert.co.x >= d.x and \
            vert.co.y <= d.y and \
            vert.co.z <= d.z:
                d=vert
        if  vert.co.x <= e.x and \
            vert.co.y <= e.y and \
            vert.co.z <= e.z:
                e=vert
        if  vert.co.x <= f.x and \
            vert.co.y >= f.y and \
            vert.co.z >= f.z:
                f=vert
        if  vert.co.x <= g.x and \
            vert.co.y >= g.y and \
            vert.co.z <= g.z:
                g=vert
        if  vert.co.x <= h.x and \
            vert.co.y <= h.y and \
            vert.co.z >= h.z:
                h=vert
        i+=1
        #a,c,f,h are the top vertices

    print("a%i,c%i,f%i,h%i" % (ai,ci,fi,hi))
    bpy.ops.object.mode_set(mode = 'OBJECT')
    obj = bpy.context.active_object
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_mode(type="VERT")
    bpy.ops.mesh.select_all(action = 'DESELECT')
    bpy.ops.object.mode_set(mode = 'OBJECT')

    obj.data.vertices[ai].select = True
    obj.data.vertices[ci].select = True
    obj.data.vertices[fi].select = True
    obj.data.vertices[hi].select = True
    bpy.ops.object.mode_set(mode = 'EDIT')

if __name__ == '__main__':
    select4vertTop()

I apologize I rarely use python.


texts: Blender 2.8 curve guide forcefield and torus knot

texts:
I was just playing with blender 2.8 particle systems and I wanted to make my particles follow a curve.
I created a torus knot path using the Torus Knots+ plugin but it doesn't seems to work.
I managed to get it working with more classical curves (hand drawn bezier and nurbs) but not this one.

Is there any trick I'm not aware to get it working ?

Thanks,


texts:
I don't really know
kind of new to blender


texts:
I have this face i want to connect but the sides have like over 10 verts, but i want to make it join smoothly with the curve. I dont know how to do it (red part)
The red part will follow and join the blue part in the end.
How can I join them witout altering the face of the mesh?


texts: how can I make an emission shader shine through a transparent material?

texts:
I am trying to use the emission shader to make a light, but I realized that it seems to be only shining through to a limited extent:

These are the nodes for the light:

These are the nodes for the glass:

How can I make it so that it illuminates objects on the other side of the glass?


texts:
I would like to be able to 'push' multiple Rigid Body objects up along Z-axis (using another Rigid Body). The trick is that they must only move on the Z. And once pushing force is gone the objects should fall back along Z-location - like gravity but without spinning or rolling.
Using the regular Object Constraints seems to be completely overruled by the Physics.
Currently working in Blender 2.82 and/or 2.91.2 and I found a very nice youtube-guide for Blender 2.76 with a Sensei-add-on (https://youtu.be/7jwqXgdBM_g?t=1170) but I cannot find the same "Dimensions"-options as shown there. I'm guessing the add-on doesn't introduce new features in Blender only a kind of skin to organize and access features quickly(?).
So is it possible to restrict/constrain the movement of a Rigid Body - and how could that be done?


texts: How to hide unused Node socket using python script

texts:
I can manually hide unused node sockets by pressing Ctrl  H, but I wanted to know how to hide an unused node socket using a script I saw a previously asked question about this topic - How can I hide unused node sockets?
in the answers, VRm answered that Hide attribute can do this but hide attribute can just collapse the node itself like when we press 'H.


texts:
What does the .blend1 file do?
It automatically appears every time you create a .blend file.
I only use the .blend file.
When I double-click on the .blend file, it opens Blender.
When I double-click on the .blend1 file, it doesn't have a software to run the file.
What is the .blend1 file used for?


texts: What is the theory behind loops? How can I select the entire edge loop in this case?

texts:
I fail to develop an intuition when it comes to the working of loops in blender

Geometry created from manipulating a cube, all the faces are quads

All the inner loops are continuous,

in both the directions,

But look what happens when I select the outer loops

Can someone explain to me the logic behind this? Link to articles are highly welcomed.
(I select the edge loops using alt key + left click)
I am using Blender 2.81a on a macOS


texts: why is the foot skin still kinda sticking on the ground?

texts: is this happening because of the rig or something else? and how can i fix


texts: How do I create a dynamic paint obstacle?

texts:
I want to make an obstacle for a brush so if the brush's paint goes outside the box it doesn't paint

My goal is to make any faces outside the box to not get painted, I tried giving the box a brush to erase paint and it kinda works, the block on the left still gets painted even though it's outside of it,


texts: Cycles displacement: banding despite full float .exr texture

texts:
I get banding artifacts when using displacement (the output node one, not the modifier, and it is set to "Bump", not "True") in Cycles.

At first I used a 8-bit greyscale texture and I expected to get banding, but then I blurred the texture in the Compositor and saved the result as a full-float .exr file. I then replaced the 8-bit texture with the .exr file. So it should have more than enough information to avoid banding and the blurring should also have at least reduced the sharpness of the banding, if not completely removed it because the steps were pretty close together.

Note: I made a mistake creating the texture, which makes the question unnecessary. Sorry.

That doesn't happen though, and I'm wondering why that is and if anyone has a solution for this.
Here I found a similar problem, but there the question is how to save .exr-files. That's not my problem.

Also, this answer could be relevant but I don't find those settings for a texture that is used as a node inside of a cycles material. I also think the problem there is slightly different because the modifier behaves differently.

This is an example of what the result looks like:

Thanks for any help.


texts:
I have a simple gauge that I want to animate to make the green part fill the gauge progressively.

The whole gauge is also slowly rotating on its Y axis while this is happening.

I tried looking online for help, but couldn't find any.
I also looked for a long time in several places such as the Object panel to try and find the coordinates of this edge loop, but didn't find them.

I'm probably doing something wrong.


texts:
I have a flat plane and a series of .png images that I want to have displayed on my plane as an animation.  I don't really know how to achieve this, as I've tried using "Image Sequence" on a Image texture node in the Materials section, which didn't work.  I enabled the AnimAll addon, but I cannot seem to find any tutorials that use the newest version of Blender (I'm using 2.91).
I'm relatively new to Blender, so any help is appreciated!


texts:
I know there is an option available in preferences to increase "Width Outline". However this only applies to active object.

Is there anyway, through code manipulation possibly, to increase Line Width for all empties, latices, and objects in viewport? I believe the default value is 1px.


texts:
I'm on Blender 2.9 attempting to sculpt. Earlier in the year in 2.83 I could clearly remember ticking/unticking something to be able to keep endlessly adding/subtracting volume with brushes like Clay Strips by continuously sculpting on a surface. Even if it was facing the camera, I could go in circles and just make a cylinder. Right now the default is to add to some limit, then just keep smoothing it out.
It's not masked, I have dyntopo on etc. I can obliterate the whole mesh by making a massive brush, it's nothing like that. I know it's possible to sculpt functionally endlessly long thin strips by just adding more volume from a small area for example. Right now there's some kind of maximum limit the mesh can be deformed.
What setting exactly enables limitless volume editing in sculpt mode?


texts: I'm having problems while unwrapping uv's from some meshes I have

texts: They will either not update or become a mess if I reset them before. I'm using correct seams, I have tried appending the meshes to a new file, I've even sent the file to another PC wondering it could be a bug with my blender, but none has worked. I think it maybe has to do with my file settings, but only the meshes seem to fail, while not having overlapped topology or any other common problems. It happens with all of the separate meshes oxcept for the pigtail for some strange reason. I've also applied all transforms to all of them.


texts:
Whenever i try to render the results it just shows this
does anyone know how to fix?


texts: What would be the best way(s) to reproduce this ´wireframe mesh´ (see picture below) without having a ridiculous amount of vertices if possible?

texts:
I recently stumbled upon Vitaly Bulgarov's works and he did some mechs/robots with wireframes limbs (not sure about the name actually) like this one :

More references here in case you need : https://www.artstation.com/artwork/l46qz
I tried using combinations of Wireframe modifier + Subsurf modifier + bevel modifier, the problem is, with a simple small sized plane, you quickly reach 1 million vertices.
If you watch carefully, in the picture, the holes are not circular (which could be achieved by simply using the subsurf and doing inset > delete face so all holes are circles, though it also requires a lot of vertices), but here they are squary.
The biggest issue that I have is that the wireframe modifier gives very sharp/ugly geometry which I would like to avoid.
Any suggestions?


texts: How to push a box with physics engine by another object?

texts:
I want to push a box by an animated character in Blender 2.8.
First I tried to animate the box by keyframes but this looks very unnatural.

I think this will look much more realistic when the animated character pushes the box with help of physic engine and collusion logic.

I played around with some settings regarding this in Collusion and Rigid Body. But it is pretty hard to understand what is going on there as a beginner.


texts: How to edit inset face after executing inset command

texts:
I have a mesh with an inset face which looks like this:

The reason I have inset the face is to make a nice edge when adding a subdivision modifier. But if the edge ends up too sharp for my taste, what do I do? I can no longer move the inset face the way it did when executing the inset command... is there a way to easily edit this?


texts: Hair particle system messes up scene lighting

texts: When I add a hair particle system to my scene, almost all of the shadows disappear. I have experimented with multiple different systems and with linking/creating in the scene. I have attached a before/after of my scene.


texts: Each time I add a new light into my blender scene it doesn't show up or have any effect on the environment.  I tried increasing the strength and messing with the translate, rotate, and scale of the light as well as trying different kinds of lights.  But no matter what I do it doesn't show up or have any effect on the render.


texts: I'm trying to migrate from 3Ds Max to Blender and everything was good until the moment I started to learn baking process. I have a 6 faces cube as low poly and its subdivided copy as high poly. Using ray distance or cage gives no difference. What am I doing wrong?


texts:
In the bottom of the screen I cant see my layers anymore. I switch to all local, global,etc but I can't find the layer menu. When I press M to move my object I get a message: Move from localview

How can I get the layer menu back?


texts: How to Change the Origin when moving a Collection Instance

texts:
I have created an Collection Instance, when I try to move it, the origin(to snap at vertices or edges) is far away from the object, I want to set it.

In the image, the Collection Instance is selected, the cross is far away from the object and I can´t set it using "Set Origin to 3D Cursor"

What Am I missing?


texts: count down on button press in blender game engine

texts: In game when I press a button on my keyboard it will start a countdown on a timer  until it hits zero. Is this something that is possible to make in blender game engine?


texts: How to loop import vertex color to get the second one

texts:
I want to get some knowledge for fixing up my issue, which is I cannot import second vertex color. I'm using add-on to do so but it has not this feature. So what I am asking for is to make comments with informations about what specific line of code is doing or just tell me how to create a loop for this a piece of code to import more than one vertex color. I tried but it's not even import the first one.

You can ask me for variables so I could bring declarations and linked wwith it codes.

Original contains variable

## Set VCOLs
if ( dff_props.read_vcol and ( geom.flags & GEOMETRY_PRELIT ) ):
    vcf = get_vertex_colors( m ).new()
    vcs = [[], [], []]
    if dff_props.use_remdbls:
        for fi, f in enumerate( get_faces( m ) ):
            vcs[0] += geom.vcols[ ( geom.faces_org[fi*4  ] )*4 : ( geom.faces_org[fi*4  ] )*4 +3 ]
            vcs[1] += geom.vcols[ ( geom.faces_org[fi*4+1] )*4 : ( geom.faces_org[fi*4+1] )*4 +3 ]
            vcs[2] += geom.vcols[ ( geom.faces_org[fi*4+2] )*4 : ( geom.faces_org[fi*4+2] )*4 +3 ]
    else:
        for fi, f in enumerate( get_faces( m ) ):
            vcs[0] += geom.vcols[ ( f.vertices[0] )*4 : ( f.vertices[0] )*4 +3 ]
            vcs[1] += geom.vcols[ ( f.vertices[1] )*4 : ( f.vertices[1] )*4 +3 ]
            vcs[2] += geom.vcols[ ( f.vertices[2] )*4 : ( f.vertices[2] )*4 +3 ]

    vcf.data.foreach_set( "color1", vcs[0] )
    vcf.data.foreach_set( "color2", vcs[1] )
    vcf.data.foreach_set( "color3", vcs[2] )

m.update()
m.vertices.foreach_set( "normal", geom.norms )  # Vert NORs seem to be recalculated by "mesh.update()"
#if( geom.flags & GEOMETRY_NORMALS ): m.vertices.foreach_set( "normal", geom.norms )  # Vert NORs seem to be recalculated by "mesh.update()"

Edited by myself

## Set VCOLs
for poly in m.polygons:
    for idx in poly.loop_indices:
        if ( dff_props.read_vcol and ( geom.flags & GEOMETRY_PRELIT ) ):
            vcf = get_vertex_colors( m ).new()
            vcs = [[], [], []]
            if dff_props.use_remdbls:
                for fi, f in enumerate( get_faces( m ) ):
                    vcs[0] += geom.vcols[ ( geom.faces_org[fi*4  ] )*4 : ( geom.faces_org[fi*4  ] )*4 +3 ]
                    vcs[1] += geom.vcols[ ( geom.faces_org[fi*4+1] )*4 : ( geom.faces_org[fi*4+1] )*4 +3 ]
                    vcs[2] += geom.vcols[ ( geom.faces_org[fi*4+2] )*4 : ( geom.faces_org[fi*4+2] )*4 +3 ]
            else:
                for fi, f in enumerate( get_faces( m ) ):
                    vcs[0] += geom.vcols[ ( f.vertices[0] )*4 : ( f.vertices[0] )*4 +3 ]
                    vcs[1] += geom.vcols[ ( f.vertices[1] )*4 : ( f.vertices[1] )*4 +3 ]
                    vcs[2] += geom.vcols[ ( f.vertices[2] )*4 : ( f.vertices[2] )*4 +3 ]

            vcf.data.foreach_set( "color1", vcs[0] )
            vcf.data.foreach_set( "color2", vcs[1] )
            vcf.data.foreach_set( "color3", vcs[2] )

m.update()
m.vertices.foreach_set( "normal", geom.norms )  # Vert NORs seem to be recalculated by "mesh.update()"
#if( geom.flags & GEOMETRY_NORMALS ): m.vertices.foreach_set( "normal", geom.norms )  # Vert NORs seem to be recalculated by "mesh.update()"

Rest of code if really needed. It contains every important informations about declarations etc.
Source ( init) - https://pastebin.com/4hUBJrxV
Source ( utils ) -https://pastebin.com/ze1q4vYw
Source ( import ) - https://pastebin.com/nEsSJj4v

Thank you in advance for your time.


texts: Generate 2D engineering drafts based on 3D model

texts: Is there a way to automatically generate such detailed 2D engineering drafts from a 3D model:


texts: Why does moving the UV map not move the texture on the model?

texts: I'm moving my UV map around, scaling and rotating, but the image which I imported, isn't doing anything. It wont move around on my model.


texts: Getting the vector of a force field at a given point

texts: Is it possible using Python to get the direction and magnitude of a force field  (or of several interacting force fields) at a given point? E.g., add a turbulence field to a scene and get the vector at a given point in space.


texts: Why do my new keyframes overwrite my first one?

texts:
So I'm trying to edit this space ship's "ray" to go down and expand but whenever I go to the next (5th) keyframe and insert the LocRocScale Keyframe it overwrites the first one and I don't know why, maybe because I didn't save my edit mode edits? I'm really lost here and there's nothing online I can find, any help would be greatly appreciated!
Example:


texts: How do I put a drawing or image above the texture of my material in blender cycles 2.8

texts:
Basically if I have this texture

and I want to add the blender logo. How do I do it?


texts: How to put animated background to keyed video?

texts:
I keyed out a video because it had grass and put in an animated background. How do I get the keying to work?
Before background with keying:

Now with animated background:

What am I doing wrong? Thanks!


texts: How to copy multiple values between objects

texts:
Lets say I have 2 objects and I want to copy the x, y, z coordinates, and scale along the y and z from one object to another. The way I would usually do this would be to copy each of the attributes separately while selecting first one object and then the other. I was wondering if there was an easier way to do this, using only one step. If not in one step, is there a way to do it in multiple, without having to repetitively select the objects and copy values by hand? I assume I could use a python script, but writing one every single time I wanted to do this operation seems doesn't seem very efficient.

I am using blender 2.8, but I can probably use an answer for 2.79. Thanks in advance for any answers.


texts:
Recently I followed some tutorials and made a project in Blender.
It's just a teddy bear and a donut with a fork I found online and a cup (some from Blender Guru).
The viewport shading material preview looks fine:

Even the viewport shading render preview looks fine:

But if you render it, the teddy bear is strangely transparent. and the icing flakes are not getting rendered.

You still can see a bit brown, but almost all of it is transparent, although the transparency is set to 0 and the icing flakes completely disappeared.
Is it because of the light bouncy thingy or something else?
You can find the Blender File and the assets here: https://drive.google.com/drive/folders/1JtaJ22KIKjfVMGCHEt4ZY-1SE6tTVLSo?usp=sharing
Thanks


texts: How to split UV edge and then be able to move the resulting UV shells cleanly?

texts:
I want to split the selected UV edge in the image below. I know from other questions I am meant to use the 'Y' key (select split) but when I do, I find out that the 'L' key function (select linked) doesn't work, it selects both [new] islands.

It seems like the 'select linked' function and the 'island' selection mode are not respecting the state of the sticky selection mode.

Does anybody know how I get around this in stock blender or does anybody know an addon that will let me simply split UV edges?


texts: display face normal direction in blender 2.8

texts: how to know if the normals of an object is flipped or not. cause 2.8 has only the same colors of normals and i cant identify if its a flipped normal. unlike the previous versions that there are to colors of the faces white is a real object while light purple is a flipped normal


texts: blender immediately shuts down my computer whenever cycles renders anything

texts:
I haven't been able to find anything on this.
Whenever I try to render anything with cycles as the render engine, it immediately shuts down and reboots my computer, meaning it shuts down, posts, boots, etc, not a soft reset. This happens whenever I render an image, or if I have the engine set to cycles and I have the viewport set to render.
I've looked through over 50 different forum posts on this site alone, and many more on google, and found no answers. I will however provide a debug log from the last time this happened. this happens no matter what .blend file I open, even just the default cube causes this. (the log I provided is with the default cube)


texts:
is it possible to preserve the existing UV rotation I have when I unwrap a model again? A UV-unwrapped model needs to be scaled wider. This results in the UVs being stretched. Re-unwrapping the model fixes the stretching, however, I then have to rotate all the UVs again to be correctly aligned and that is quite tedious. Is there an add-on or a technique you know of that can stop the UVs from rotating during unwrap, or is there a better way to fix UV stretching without having to re-unwrap? Thanks so much!!
-Adam


texts: I linked you the first render of my animation (https://we.tl/t-B0xxfc2bD2) and besides the fact that the leaves are falling a little bit too often and too fast I absolutely don't like the material bug that you can see there. The moving parts are just annoying and I can't get rid of them. I have to say that I'm definitely not a pro with nodes so I hope you can help me that the material will look more similar to the one in the shader view. I used Cycles for this one btw :)


texts:
The 80s sun is not emitting light at all but the pink grid is emitting but not as much as needed even though i put the strength right up.It was emitting fine on the grid but i must have changed something and now not emitting as much. I have got into a mess with this. Thanks. (I've also lost the menu bar in the node editor, it appears again when i render.)

Sun settings

pink grid settings

rendered image

more settings of sun


texts: Flickering in Rendered Nebula for the shadows

texts:
Hello there BSE Forum,
I created a Nebula in Blender (2.83.3 but happens in previous versions also) and wanted to render it out in Cycles. But I get flickering in the final animation. I figured out, that it has to do with the shadows of the lights, since I turned of "Cast Shadows", but without the rendering is boring. Here an example:
https://youtu.be/iR6pf8Rjz4w
I rendered it with GPU (Cuda and Optix) since it's 1 hour per frame. With CPU I get ridiculous render times as 40 hours per frame.


texts:
I want to achieve the embossed effect seen in the attached image. I have made an svg file and imported it into Blender. I am not sure how to proceed to get that emboss effect. Do I have to follow some other steps? I don't know I'm going into the right direction

You can get the svg file here


texts: How to use bpy.context.scene.use_denoising in Blender 2.8?

texts:
This give an error: AttributeError: 'Scene' object has no attribute 'use_denoising'

I know that in the previous version like Blender 2.79 the command to access use_denoising was:

bpy.context.scene.render.layers[0].cycles.use_denoising

How to access this in Blender 2.8x?

This question is very specific to use_denoising, so it has no precise answer except in this post (at the moment), I think it can be useful to many.

The answers are given by @ydvisual and @batFINGER has specified an important question.


texts: How can I get a volume shader to use a texture with camera projection UVs?

texts:
In the linked blend file I have a box with a volume shader with a texture cut out coming from an image file.
https://drive.google.com/file/d/1LpxQXZRF66g3nVZw7lU8kgAVEVJY9Ant/view?usp=sharing
There are two examples in the shader network of the cube geo. One that work with the texture mapped through object space and another where the texture goes through a camera projection UVs. The later doesn't work.
How can I get the volume texture to work with the projection UVs?
Thanks!


texts: Reorder vertices of a mesh in Animation Nodes

texts: Is it possible to reorder the vertices of a mesh in Animation Nodes? For instance, based on their x location or distance from some object.


texts: Unreal type, camera-mapped sphere mask in Blender

texts:
There is a "Sphere mask"- node in the Unreal- material editor, which you can use to have a spherical gradient texture tracked to the position of the object but always facing the camera and ignoring the normals of the object. I want to do the same in Blender.
So, basically the effect in the linked image. Here i used a mapping node to manually move and scale the gradient to match the monkey, but if i move the camera or the monkey the gradient of course does not follow.
Any way of having the gradient always be centered on the object?


texts: How can i shade foam along a coastline, together with a sea shader?

texts:
I want to make a procedural texture for terrain, with water, sea foam, sand, moss, and rocks.
I have managed to make them all except for the water foam, which i cannot fix along the shoreline.
Basically, the sea line starts at z=0, where i want to put a few meters of foam shader and the rest will be water, but i did not yet find a way to do it.
Can somebody give some suggestions? Thanks.


texts:
I have Created a Node group Using Python Script and Now I wan't is To Convert This To Add-on,
I Wanted that whenever I click a Button "Add Test Material",

It Create a Material which consist of That Node group

When this Script is Run It Appears in Physics Panel,

Can anyone Help me Out How to do that ?

This is the Script which is similar To My Script - Python Script(Link to Google Drive)

My Script is Having following errors -

Node Group is Added But it is Not Connected to Material Output, how to connect this to Material Output Node.
When I Click Add "Test Material" Button in the Physics Panel(here this script appears) it should add this material to node editor but material is not added
but if i just re-run the script the material is added

Can Anyone Rectify this Script
I will be Very Glad If My First script becomes Successful as I am Noob to Scripting in Blender.


texts: possibility of baking model with small (1x2 pixels) texture

texts:
I Try to make as small texture as possible, so the idea is to make 2 pixels texture, but position uv inside them so they will generate figure. example:
please notice in shader editor interpolation is closest. it doesn't work other way or I couldn`t find it.
So the problem is, that this thing is unbakable and best I could get was that

I can separate polygons and give 2 materials, but it is also geometry i`d like to avoid
does anyone have ideas?


texts:
I've been trying to resolve this issue all morning and I'm sure it's something small. I looked into the material but that seems fine...I reset the material to make sure.
My normals are facing the right direction....
At some point i hit all the options under Mesh>normals and "smooth vectors" did do something but still looks wrong.
Looks like this in EEVEE and the viewport.  Cycles looks fine but i'm trying to use eevee
It might have to do with object properties?  Anyways any help would be greatly appreciated so i can move on with this small project.
Also the building mesh came from using "image as planes"  and then extruding out the sides.


texts: Can Array modifier work in global coordinates?

texts: These two black marked object are joint together, I want them to multiple with array modifier in red axes, but unfortunately array modifier copies the object in blue axes. How can achieve this?


texts:
I'm having trouble framing this question, but I'm trying to take this flowing river texture and curve it, so that it looks like it's flowing around a river bend.
Here are the pictures of the texture and the texture nodes. The river is animated by key-framing the x location in the mapping node. I think it would work by key-framing the location and scale values in the mapping node in a certain way. But I don't know how to change the scale based on where the texture is located on the plane. Is there a way to do this?


texts: need to display speed on my ship while keyframing (view3d)

texts:
animating a plane(keyframe or may be path), ideally want ship to display its speed just like it can display its name (if checked true from object display settings) or at screen bottom(view3d) where selected object and frame number displays.
started writing a simple function to get speed first. even this isn't working correctly, may be because view doesn't get refreshed as i run and it doesn't actually go to previous frame and capture location.

import bpy

def calcSpeed():
    ship = bpy.context.object
    cf = bpy.context.scene.frame_current
    pf = bpy.context.scene.frame_current - 1
    bpy.context.scene.frame_set(pf)
    pl = ship.location
    bpy.context.scene.frame_set(cf)
    cl = ship.location
    speedVector = pl - cl
    print (pf,cf)
    print (pl,cl)

any ideas or pseudo code will really help, huge thanks for time and support.


texts: why does age of particle info node not work for Metaballs?

texts:
I can colorize my particles by age with an icosphere as object render in particle system.

If i use the same material setup for a metaball as object render ...it won't work. Age seems to be always 0. Is this a known bug or am i missing something?


texts: Fast way to create loops between existing verticies

texts:
I have this mesh

I need to create loops between the selected vertices around the top of the part, keeping the spacing between the loops the same as the source vertices.

I know how to do this 1 at a time with several different methods, ctrl-r, knife tool, g g, etc, but this is time consuming and does not end up with "perfect" spacing.
Is there a faster/better technique?
This is the result I would like to find a faster technique for. This was done using ctrl-r scrolling wheel to the desired number of cuts, then 1-by-1 selecting a loop and g g until the loop lined up with a source vertex. Painful when there are many to do!


texts: Just wondering, is there a way to have a model change depending on the camera angle? For example, in front view, you can see Mickey Mouses ears typically on top his head. But on side view his years keep facing the camera as they would from the front view. Not sure if I'm asking the right question, but is there a way to have that Mickey Mouse ears effect thing depending on the angle? And also, is there a way to have the front and side view models to change seamlessly?


texts:
Does using dyntopo in sculpting mode give the best results? When is dyntopo the most necessary? Can you make your mesh revert to less vertices after using dyntopo? basically a smoother surface, the way it looked before checking dyntopo?

I also got a warning message saying "Dyntopo will not preserve vertex colors, uvs or other custom data." And another one saying "Keeping the modifiers will increase polycount when returning to object mode."

I will appreciate any advice.


texts:
How can i mirror a certain part of a mesh?

I want to mirror the fingers


texts:
I am very new to Blender.
I am trying to create a mesh model to eventually 3D print. I have imported 3 different SVG files, each one is a frame from a video of a running horse. I want to connect the edges of each of these horses so that they form a solid model that looks like a pillar with warped geometry. The idea I'm going for is to "3D print an video".
In general, the head of the horse should connect with the one below it, the head of the rider should connect with the one below it, the tail should connect with the one below it, and so on. I would call this an interpolation between planes, but that term seems to appear as an animation feature in Blender already.

Is there a way I can have Blender procedurally connect the "edge loops" (I'm not sure if I'm using this word correctly) of each of these parallel SVGs?
As I have researched this I have figured out that the SVG needs to be converted to a mesh if I am to do anything. When I do that though Blender generated an enormous amount of triangles on the plane, as shown in the second image. I imagine I won't want that -- what's the workaround?

Thanks


texts: Can I make a custom brush for sculpting with this materials and imitate some of the brushes from this paid pack?(paid pack: https://blendermarket.com/products/the-rock-essentials )


texts: Fluid simulation render is distorted (video example included, Blender 2.75a)

texts:
See video sample HERE

Here's another example

This has happened on multiple projects -- this was only a test project I made. When I create a fluid simulation, bake, and render it, some of the frames render out distorted (and those frames take a much longer time for Blender to render; the others work much quicker).

My question is, why is this happening? And is there a way to fix it?

UPDATE: Seems to be related to the motion blur, exclusively in the Cycles engine. When I turn motion blur off, the distortion - both geometry distortion and shading distortion - appear to be gone. When enabled, they occur.

Running Blender 2.75a x64 on Kubuntu 15.04 x64, KDE Plasma 5.3.2, and rendered with 2x Nvidia GTX 660's via Nvidia CUDA for Linux. Latest proprietary drivers used.

Thanks!


texts:
Disclaimer:  I am not an artist.

I created a model in blender.  I switched my mode to "Texture Paint".  I painted the model.  When I export as an FBX or switch back to "Object Mode", my paint goes away.  I am opening my FBX View 3D, a native Windows 3D model viewer.

Why does this happen, and how can I prevent it from happening?


texts: EVEE Lighting and Volume Scatter showing through walls

texts: I have a scene set up in EVEE with an object with a volume scatter material and a light on the outside. The light should only be coming through a window but there is volume being illuminated along the inside of the wall the light is shining on. Any ideas on how to fix it? Clamping volume in the render settings isn't working either.


texts:
I'm trying to apply two materials to an object -- one of them is a transparent PNG graphic which is supposed to be placed on top of another. What I do is select the object, go into Edit Mode, create a new material slot, select the two, and assign them. However, when I assign the PNG material, the one below it disappears -- I can see inside of my object.

Here I have the PNG graphic layered on top of the purple color provided by that second BSDF. However, when I try attaching the image texture to the base color of this BSDF, the texture does not cover the entire face of the object. Instead, it results in what is seen here:

The face of the object is black, displaying the pattern in a box rather than covering the whole object.


texts: Addon: run execute() only when button is clicked

texts:
I'd like to create an addon, which has some properties and a button. The addon should only does the scene modification when the button is clicked.

Currently my addon is placed into the specials menu of the curve. When I select it, its properties are displayed on the side panel and its execute() method is executed immediately.

I'd like to have a button under the properties on the side panel and to do the scene modification only when the button is clicked.

Where can I find an example for this use case?


texts: How do I override context for bpy.ops.mesh.loopcut?

texts:
I am trying to use loopcut in a python script in Blender 2.71. I have tried using the following code from "Loop cut and slide using python script in blender":

old_type = bpy.context.area.type
bpy.ops.object.mode_set(mode='EDIT')
bpy.context.area.type = 'VIEW_3D'

bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={"number_cuts":10,"smoothness":0,"falloff":'ROOT', "edge_index":1})
bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={"number_cuts":10,"smoothness":0,"falloff":'ROOT', "edge_index":0})
bpy.context.area.type = old_type

I get the following error when the call to loopcut is made:

  RuntimeError: Operator bpy.ops.mesh.loopcut_slide.poll() expected a view3d region & editmesh

I have also tried overriding the context using the following:

import bpy

win      = bpy.context.window
scr      = win.screen
areas3d  = [area for area in scr.areas if area.type == 'VIEW_3D']
region   = [region for region in areas3d[0].regions if region.type == 'WINDOW']

override = {'window':win,
            'screen':scr,
            'area'  :areas3d[0],
            'region':region,
            'scene' :bpy.context.scene,
            }

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.loopcut(override=override, number_cuts=1, smoothness=0, falloff='ROOT', edge_index=5)

But I get the same error.

I am able to call other mesh operators such as merge() and primitive_plane_add() successfully...

Any ideas as to what I'm doing wrong or not understanding?

Follow up

I tried tracing this by debugging the Blender source in VS. As far as I can tell, the context I'm passing in as an override gets passed to the C side of things as python specific context contained in a data pointer of some sort (I haven't investigated enough to fully understand what is going on). When the poll function gets called for the operator it gets the context indicating a TEXT space instead of a 3D view space so it fails. It appears that the override isn't happening. I'm not sure at this point if an override is intended to work in this case or if I'm just going about it the wrong way.

If I run my code as a addon instead of trying to run it from the TEXT window it works fine (no override needed). This doesn't address why I can't get overrides to work but at least I can work around it since I'm ultimately writing an addon anyway...


texts: Stuck at the "Part 5, Level 1: Sculpting", where Andrew works on the fixing the Icing droplets

texts:
Hello good people around here!
So I was following the "Part 5, Level 1: Sculpting" section of the Donut Tutorial by Blender Guru, where Andrew basically grabs a singular vertex of an Icing and fixes it, but making the droplets hug the donut without any form of clipping.
But when I tried to do so exactly how he did it, instead of the entire droplet hugging the donut, only one side of the icing touched the dounut.. but Worse, the vertices of the droplets got stuck with the donut in a horrifying manner. And The Worst of all.. the Vertices of the droplets got clipped inside the Donut and got all messed up. The more you try to make the Icing Droplet hug the donut, the more messed up the vertices get. :(((((((
Can Anyone help me out regarding where am I doing wrong?
Thanks in advance~ ^-^


texts:
i just started with 3d modeling and i ran in to a problem. While modeling i didn't notice something triplified all my inner vertices. Is there a way to select all inner duplicated vertices of my original model and delete them, without scraping whole project.

Thank you in advance for any help :)


texts: Bake particle system animation and delete few particles

texts: I want to delete few particles from particle system. After baking the animation still I cant select particle objects, it selects all of them.


texts: Why doesn't "bpy.ops.wm.save_as_mainfile()" work in UI panel?

texts:
Why doesn't

bpy.ops.wm.save_as_mainfile(filepath="D:/ddd/test_v1.blend")"

work in UI panel?

I need to add a new button in the render panel which sends the current file to a network location.


texts: vertices a great distance, only hold down ctrl they move slower

texts: Vertices only move when I hold down the ctrl key, otherwise they move a great distance.


texts: Cycles, Materials Baked to Texture Lost Shading

texts:
I'm very new to Blender, so this is probably a quick fix that I'm not noticing.  But, after having spent 2 days researching how I could fix this and coming up empty, I felt I should ask for help.

I've been trying to teach myself materials and node use through tutorials, and I just tried baking the materials to a texture.  I'm using Voronoi nodes to give polished detail to the steel part of the model, as seen in this picture.

But, when I bake the image to texture, I only get the gray base without the polished streaks from the Voronoi node.

Here is the node setup for the steel material.

And it was baked as Diffuse with only the color attribute selected.

If any more information is needed I'll gladly provide it.  Something inside is nagging me saying that this is a very simple fix that I'm just not noticing it.

EDIT 1:  I've added my Blender file.

EDIT 2 - SOLUTION: Thanks to Carlo I was able to figure out what was going wrong and play around until I fixed it.  The problem I had was I was feeding the Voronoi node into a Bump feeding into the Diffuse normal, instead of feeding it in with the color.  I knew it was something silly simple I was doing wrong.  Also, like he mentioned, the Lighten node was destroying it too.  First thing first, I got rid of the Bump, and I put in a multiply mix, then set the contrast to low.  I got an effect that I'm actually liking better than the original because the polish streaks aren't so pronounced, but just barely noticeable.  Compare this material setup picture with the original and you'll see where I altered the nodes.

Thanks so much Blender.se community.  I really needed this.  And, I'm sure I'll be back again in the future as I continue my Blender learning adventure.  Have a great day!


texts:
I was doing a YouTube tutorial called Easy Soft Body Simulation and ran into an issue where the plane that I set up for the background is distorting in camera view.

It's a very simple set up with one plane for a wall and one for a floor. In the layout view, the wall is a solid 90 degree plane painted black, but when I put it in camera mode (using 50mm), the wall is shortened significantly and slanted back at an angle. To be clear, the wall is not slanted in any way other than in camera view.

Because of this, there is a small triangle that shows in the render, where the wall and floor meet. As soon as I move the camera even slightly, the issue vanishes, but reappears in camera mode.

Is this user error (me, the noob) or a bug of some kind?


texts: make Tab the autocomplete shortcut in the Python Console

texts:
When working in the Python Console inside of Blender, Ctrl+Space is the default keyboard shortcut for autocomplete. And there is also an Autocomplete button on the console bar that can be clicked.

However, when working with Python files outside of Blender, I am used to Tab being the autocomplete shortcut. So when I want to autocomplete in Blender, I often press Tab by mistake, which has the effect of indenting the line that my cursor is on.

Is there a way to make Tab serve as the autocomplete shortcut instead of Ctrl+Space?


texts: 2.7x vs 2.8 difference in rigid body interactions?

texts:
I am attempting to have a falling rigid body interact with a cloth object. My use case is nearly the same as this existing and solved question: Cloth collision with an object
However, that question's solution is as of Blender 2.7, and no longer seems to work on version 2.8. [I can't comment on the solution as a new StackExchange user, so asking here.] I downloaded the solution's included .blend file and ran it in Blender 2.83.3, and found that the falling rigid body passes right through the cloth object:

Since the .blend file is unchanged, I am wondering if cloth - rigid body interactions are different in Blender 2.8 than in 2.7. I also found this Blender issue which seems to report a (bug) difference in behavior between 2.7 and 2.8, though I confess as that as a novice Blender user it's hard for me to follow the issue discussion.
So in short:

Is there a known regression in interactions between cloth and moving rigid bodies from 2.7 -> 2.8?
Has the intended way to set up such collisions changed?

Many thanks in advance.


texts: How to avoid tube overlap in rigid body simulation

texts:
I created two tubes by Bezier curves and add sodify modifier to them with a small thickness. And add rigid body and collision to the tubes. I check the normals, upscale the steps per second and iteration number, set sensitivity margin to 0, but they still overlap. And when they hit each other, they rotate together.
I hope someone may give me some advice. Thank you.


texts:
I have got a interesting effect while rendering a white coffee mug.

When I render this white mug it appears more grey than white. I have a glossy ~10% and a defuse ~90% shader on this. Both shaders have the color set to white. But those pictures do not look as it should, do they? They are more grey than white.

More pictures and the blend on google drive.


texts: Is there a way to do it? When I chech "export shape keys" and reimport the file after the export there's no animation or keyframes but the shape keys are there.


texts: Weird faces blinking / overlapping problem

texts:
I stumbled upon a weird problem while modelling a wall of a building. I started with a plane, then added windows by subdividing faces (Ctrl+R) and using insets (I). Then I dissolved some edges that  didn't seemed important for my model. However after dissolving them, faces started to look weird/glitchy, like they were overlapping. Apart of that, I can't select separate faces, feels like something is covering them. That's a bit counter intuitive for me since i'm working with a 2d plane so it should be impossible for faces to overlap.
When I try to extrude, I get a sort of copy of plane, not the actual extrusion.
All this makes further work on this model impossible and forces me to rollback a few steps, which isn't a big deal, but I'd like to understand what causes this issue to avoid it in future.
I would be grateful if someone more knowledgeable could explain it to me. Please take a look at the video in the link to see what the problem looks like.
problem with 'overlapping' faces


texts: Blender NPR: flat shader that shows depth?

texts:
What process could be used to create a 2d image from blender that shows depth?

For Example:

Should a flat shader be modified to also show depth? Or is a flat shader combined with something like a depth pass to create this look? What would be the best way of making something with this effect?


texts: How to get more control over Freestyle external contour lines

texts:
I'm looking for a way to get Freestyle to render just the outline lines around objects.  Using inclusive + logical Or + external contour seems to do what I want when rendering objects over a transparent background. But in the picture below, I'd like for the cube that occludes the plane to still have the external contours of it drawn around all the way around the cube.

Any ideas on how to get those missing freestyle lines rendered?   Thanks!


texts: Problem with simple motion with constant acceleration

texts:
I find problems in the Blender physics engine even in simulating simple fall of a sphere. I probably have done some setup wrong because i've also tried bullet engine stand-alone and it works better.
This is the experiment setup:

24 fps

sphere positioned in (0,0,0) with mass 1 kg

gravity set to (0,0,-10 m/s^2)

no friction, no bounciness, no damping

steps per seconds and solver iteration set to 1000

At frame 72 ( 3 seconds ) using the formula  the sphere should be at -45m but instead it is at -43,76m!
I measured the position snapping cursor to object at selected times.
I thought that there were a constant friction somewhere but i calulated the second derivative to get the acceleration and it's not constant at -10 m/s^2!
Solved
i've had to put my animation start from frame 0 instead of 1. Also in Rigid body cache in Scene setting.


texts: How do I make my displacements go out of the mesh rather than inside the mesh?

texts: I'm creating a star destroyer from an older youtube tutorial, and I've gotten to the point of doing displacements on my mesh. My issue is that it seems the UV editor selects the mesh from the inside (when I select a line of faces from right to left, it shows it from left to right in UV editor). This results in the mesh extruding inwards like shown on the pictures. I would rather it extruded outwards. I hope someone can help :)


texts: Texture Paint painting on back of selected object

texts:
I'm new to Blender, trying to use Texture Paint mode on a model I've made. I've got the texture and UV map set up right so far as I can tell, but when I try to paint on the object, the texture is painted on the back of the selected object.

So when I tried to paint on the front half of the purple object, the white circle was painted on the back instead. The texture is not currently set up with nodes. Thanks in advance for the help.


texts: Change diffuse color for all selected objects in scene with python

texts:
So what I'm trying to do is use the "bpy.context.selected_objects" and get the material index from it somehow but I have no experience coding in python and I want to use that in "mat = (Here)" so I can then use "mat.diffuse_color" to change all the materials colors to the same color.

I know it's kinda like asking someone to write code for me but to me it only seems like I need help with 1 line and I don't want to learn a new language just to execute 1 script and likely never use it again. I just really need to change all the material colors because I have a large scene with over 1000 objects and all together there are over 250 materials so doing it manually is a very lengthy process as I have 8 more scenes similar to it.

Note: I can't make them the same material as they have textures applied to them.


texts: Bouncing ball stops bouncing after 250 seconds

texts: I have this simple setup of a sphere and a plane. The sphere is animated the first 15 seconds and then the rigid body is turned to dynamic. When the sphere hits the plane it starts bouncing and continues to do that till frame 250 and then stops bouncing (although the animation ends at frame 1000). Why is stopping with bouncing ?


texts:
Blender 2.9 Crashing upon Render using Animation Nodes. Image and Animation
I am using an RTX 2070 so I don't think it's my GPU and I should have plenty of memory. It is the first time trying to render a scene Utilizing the Animations Nodes ADDON but nothing else is different from past renders. Any insight is appreciated.


texts: Using Blender for a 2D design for cnc plasma cutter

texts: Blender 2.78a. I want to design a 2 dimensional object to be cut on a CNC Plasma cutter that utilizes DXF format. If I use Blenders; Nurbs Circle, Nurbs Surface tools only, will that be suffice for the Plasma Cutter with DXF?


texts:
What is the simplest way to bend a plain rod (subdivided cylinder) and give it a U-shape (for instance) ?

Here is a solution: As suggested by cegaton best option is using Warp (not Bend) with cursor on symmetry axis (distance gives radius) and 90° offset. Straight plain rod is changed to round rod with no deformation.


texts: Multiple materials with different textures

texts:
Just started getting some fun from Blender and currently stuck deeply with materials.

I am trying to create a mesh with different materials, each having its own texture, applied to different parts of the mesh.

What I have done is:

a couple of UV maps
a couple of textures (for each UV Map)
a couple of materials (for each texture)

Currently I am using Belnder renderer.

The problem I am facing is that only one material is displayed in a Material display mode and for only one submesh. Yet, when I switch to Texture display mode - I can see all the textures, assigned correctly.

UPD: here is what I mean saying Material display mode:

How to fix that? Or should I use Cycles with its nodes?

Thanks!


texts:
Hoping maybe a Blender dev can help with this. I have addons that load icons using the bpy.utils.previews module, but they give the following error

AttributeError: module 'bpy.utils' has no attribute 'previews'

The previews.py module exists in 2.7x/scripts/modules/bpy/utils. bpy.utils.previews only works for me in 2.78, not in 2.79 or 2.77/earlier.


texts: BGE - how to keep child off, and pose for armature?

texts:
I have a two problems at the start with BGE. In my scene there are two metarigs (rigged and skinned) with objects, which they interact.

When I start BGE first - one metarig go into rest pose, but the second metarig standing in pose normal

Second - objects not keep they "child off":

How to solve this problem?


texts:
I'm not sure what happend... I had CUDA enabled so long as I opened Blender as root, but not only has that disappeared, my "rendered" preview no longer works. For example if I open a brand new project with just the cube, switch to cycles, and select rendered, I get this:

If I actually render the project by clicking the render button, it works... I just can't preview it anymore.

Blender 2.75
OS: Linux Mint 17 Cinnamon 64-bit
Cinnamon Version: 2.2.16
Linux Kernel: 3.13.0-24-generic
Processor: Intel Core i7-2600K CPU @ 3.40 GHz x 4
Memory: 15.7 GiB
Graphics: NVIDIA Corporation Device 13bb

I haven't changed anything outside of some automatic system updates. Any ideas?


texts:
so, I'm really new to bender and I'm trying to make a ring for myself. but for this I have to remove part of the skull, but when I try to use the boolean difference modifier it simply doesn't change anything. But it doesn't act like it didn't work.

I want to cut the Cylinder from the sckull

Link to file Download


texts: I am having a hard time trying to figure out how to take a rigged character and ground their feet to the floor. Example would be using a karate characters have a little bounce in their stance (like Ryu from Street Fighter). When I try and set up the second key frame and select the upper leg to bend down for a bounce, it alters the rest of the legs. I want to select the lower half of the body and when I bend a leg then the whole body will bend with it. The original way moves the feet out of position making it hard to realize since I now have to move the entire character down, trying to match up where the foot was. Does any of this make sense?


texts:
last week I tried rendering with low resolution quality. Then I switched to 'HDTV 1080p' preset and it rendered well for some time (rendering took cca 4 minutes per image).

Today I tried to render again. I've checked preview and it looks OK (preview takes up to 2 minutes to render), but when I click actual render button, it gives me a poor image with rendering time 0.25 seconds.

I don't remember changing any settings, but obviously something has changed? I cannot seem to find the reason.

Here is the preview:

Here is the final render:

Settings: (cycles render):

Help :(

Thanks in advance, Gregor


texts: I am ready to download Blender. I have and older iMac, 20", 32 bit. It has memory upgrade to 4GB and the latest Yosemite. I only see the option for 64bit for download. Is there still a 32 bit or does it not matter?


texts: Here is my setup. Question is that the picker pallet is very limited and I want to increase variety of colors so I can choose specific materials easier. (I know I can make end result with as much as different colors as I want I just want more colors in the picker so it is easier to get to that end result.)


texts:
I made a low poly model, uv unwrap it, go to texture paint, apply all scales, set a diffuse texture but can't paint on the model only on the uv.
Also where did the color picker go in 2.8?


texts:
I'm trying to model a tower for a castle with shingles that wrap around it evenly. I keep encountering a problem where the faces of my unwrapped mesh will triangulate themselves and cause unwanted warping in my textures. Example:
Before scaling

Afer scaling

I've tried adding a triangulation modifier, but that only reverses the direction of the warping. Does anybody have a workaround for this? I would deeply appreciate any help or explanation!


texts: Mapping a textures z location from [0 to -40] to [0 - 1] for baking baking sound to f-curve

texts:
First off, I am not sure if I'm asking the right question. I'm a modeler first and foremost. Its all I know :)
I make music visualizations.
Normally, to bake a sound to a value, I press "i" over a value to insert a keyframe and then go into the graph editor and bake sound to f-curve for that specific value. As far as I can tell, it only affects it in a positive direction.
What I'm used to doing...EX:

Using the "factor" in graph editor and baking sound to f-curve.
In this example, I'm using the frequency range of 0-120 to change the color of the object. Easy peasy. Goes from blue to red depending on how high the sound is.

The thing I can't figure out is how to do the same thing but with a materials z location mapping.

I've been told there is a Map Range node and I've done some research on it and understand the concept, but the implementation of it has stumped me.
Thanks for any and all help.


texts: How do I animate rotating 90 degrees, then rotate back to the original place?

texts: I have no clue how to do any intricate things. (like adding a texture or animating.) I want to spin a more or less rectangular object 90 degrees, twice.


texts: all meshes are selected, yet they don't appear on UV EDITING

texts:
as y'all can see, these are all my meshes selected (they are 3, separate, meshes)
when i go into UV EDITING MODE, select all three, they don't show up on left window D:
i've been trying for hours on end now with no sucess.
if i join them, they loose the textures and uv maps keep on not appearing.
for it to get to the other game, i have to join them, but with the textures already D:
the problem is: i can't see the uv map on the left, which is weird Ç=Ç
does anyone know how to solve it, please? :c
it would honest to goku mean the whole wide world -q
(i have to do it on blender 2.78 as it is the only version the game i'm converting to accepts it Ç=Ç)
edit: the uv maps now showing but not highlighting everythin', on the right or the left. when i join the mesh into one, it looses part of the mesh, even though it appears on the right, the uv map is nowhere to be seen.


texts: Blender .STL exports are too small when imported in Sli3er

texts:
I'm aware that blender units is the default in Blender. And, I think I've changed everything to metric where necessary.

In Scene:
Units is set to Millimeters
Length is set to Metric
Unit scales is set to 1.0 (though I don't fully understand the function of unit scales)

Then, I have (for example) a simple cube with x/y/z of 40mm.
[edit] meant to mention that I also scaled the model back to 1 with CTRL-A - Scale, so that everything is at a scale of 1

I export the file to .STL, but when imported in to Slic3r it always comes in as .04 mm (4/100th mm).

I've imported items from thingiverse, and they import to the correct sizes. So, I'm 99.9% sure this is a blender configuration issue. Anyone know what I'm missing?


texts: Emit each particle while scaling one after another

texts: How to emit each particle object, so that, say, each instance is scale = 0 when born, and scale = 1 when died? I remember we can do this in 2.49, but things seems being changed in 2.5+, in which the same action is being played simultaneously on all instances, instead of one after another.


texts: Baking emission in Cycles makes line artifacts

texts:
I started texturing my model and I noticed that all the procedural textures I made by plugging them into Emission and backing it using "Emit" have weird lines and dots. These artifacts do not happen if I bake with 1 sample.
For example, here is my node setup:

This gives me this result:

However, when I bake the texture I get this:

These are my baking settings

The UVs are correct, there is no overlap.
I tried changing the margin, swapping Viewer by proper Emission, copying the object to the new file and baking there, nothing helped.
Any ideas what is causing this and how it can be fixed?
Edit:
I tried baking the same material on default cylinder in new file, the same artifact occurs. Baking a default material with "Combined" settings does not produce the lines, so it is something to do with emission.
Tried on different versions (2.82a, 2.83.3 and 2.83.5) they give the same result.
I found a way of baking masks without the artifacts, if I plug it in roughness input of a shader (like Principled BSDF) and bake with "Roughness" setting, it gives a correct result.


texts: Eevee Render looks WAY DIFFERENT than Viewport Render

texts:
That's pretty much my whole question. I've followed various tutorials on rendering and nothing seems to change. But something is clearly very messed up.
Here's my screen capture of the Viewport Render. Pretty great.

And here's my actual render...

The totally black areas seem to be the JPG filling in transparent space with black. Here's a screen cap again, before I save the image from the Render.

It almost looks as if its loading some objects, and then entirely forgetting others. Except that the eyeballs on the head are one object with the head, but have also vanished. Help?


texts: Select camera while in camera view in 2.8

texts:
In 2.79 and earlier, I would regularly select the camera while in camera view by right clicking the border edge, in order to move around.

In 2.8 I can't seem to find a way to do it other than selecting the camera from the  outliner, which isn't a huge deal, but is a bit annoying for something that's a big part of my workflow. Is there any way to change this?

Thanks


texts: How to make Feathers for a Gladiator Helmet with Particle Hair?

texts:
I have here my wip of a Gladiator helmet and I would like to know how to set up a hair particle system to a point that I would like to achieve. And of course I would like to know how to make a good looking cycles material for it.

Here are some reference images and a screenshot of my mesh.


texts: Camera motion tracking: How to adjust to make the solve < 0.5?

texts:
I am trying to understand how to best approach adjusting a camera track to get the error down to something < 0.5 px

Video clip is 141 frames, HD
There are 8 markers/tracks
All of these tracks look good when I visually inspect them

The solve gives me 2.48 px and the the graph, tells me that some of the tracks have errors around 3-5. I can't visually see why it is so:

If I select one of the tracks, "Track.001":

and follow that during the 141 frames, I dont see why it is so bad, see this video:
http://somup.com/cYlt1L27xM
The "quick view", in the top right, its just a "mush", not clear at all, so it is hard to use, but from what I can tell, the track is on point.
If someone is interested in helping a newbie out, I can upload the PNG files (248 MB) and the project file.
---- EDIT ----
After adding about 4 more tracks, the error goes up to 169.09 px. When testing different "Refine" options, no change. The weirdest thing is that I can see the "per frame average error" (blue line below), but when looking for a blue line per track, there is none:


texts:
I'm trying to make a cutout like the following (a hourglass shape) in an object.
But when I add the boolean it doesn't fill the mesh. I get a cut out like a cylinder instead.
You can see the inside of the object.

There is only a subdivision modifier on the object applied currently.


texts: Texture paint not working on sculpt Blender 2.8

texts:
So I have followed many tutorials on how to paint textures and it does work in simple objects, but not on a this sculpt. I can paint vertices and weight but not texture. I have tried to change to edit mode and back like suggested here: https://blenderartists.org/t/not-again-cannot-texture-paint-in-3d-viewport/532884 , no luck.

I can't paint in 3D or UV
I see the cursor I see my texture in the same color
it is connected to the model
I can flood fill and change
the color of everything (again proving that the texture is linked)
Mask is not activated
my normals are correct (I can not paint inside or outside)

but the brush does nothing.

/edit: here is the file as requested


texts:
When I use the knife tool on my mesh, any face connected to the cut becomes "incorrect". (I don't know the true term)

The underside of my mesh was smooth before I cut the mesh. Now, there are odd triangles that even appear in the render.


texts: VSE: No Audio In Rendered File, Mixdown causes crash

texts:
Ever since switching from Windows to Linux, I have been unable to render any videos in Blender's VSE with the audio tracks.
The audio codec is selected in the scene tab:

However after rendering with Render > Render Animation the created file has no audio data whatsoever. ffprobe gives this result:
$ ffprobe -i wheel.mp4
...snip...
Input #0, mov,mp4,m4a,3gp,3g2,mj2, from 'wheel.mp4':
  Metadata:
    major_brand     : isom
    minor_version   : 512
    compatible_brands: isomiso2avc1mp41
    date            : 2020/08/13 09:38:02
    encoder         : Lavf58.49.100
  Duration: 00:00:06.67, start: 0.000000, bitrate: 5835 kb/s
    Stream #0:0(und): Video: h264 (High) (avc1 / 0x31637661), yuv420p, 1920x1080 [SAR 1:1 DAR 16:9], 5832 kb/s, 30 fps, 30 tbr, 90k tbn, 60 tbc (default)
    Metadata:
      handler_name    : VideoHandler
$

When I attempt to render the audio on it's own via Render > Render Audio > Mixdown, Blender crashes without a log file regardless of how I attempt to mixdown the file.
This is happening regardless of my choice of rendering engine, and I don't think it's an out of memory error since I have plenty of available memory before the crash and the video portion renders fine.
Has something changed between rendering files from the VSE between 2.7 and 2.8, or is there something I don't know about rendering audio in Blender on Linux that's causing a crash?


texts: How to add a Stroke Layer in a Collection

texts: I'm creating a 2D Animation, but I'm confused on how layers and strokes work or if they're the same, so how do you make a new layer/stroke in a Collection?


texts: I have a rig, and I want to change all the key frames for my right arm. When I delete one, all of them delete across the entire rig. How do I delete for one part of the rig, i.e. my right arm.


texts: Displacement Modifier and Texture Coordinates

texts:
I am using a Displacement Modifier with an Image Texture.

Now in the Displacement Modifier panel you can chose the Texture Coordinates. On this page http://wiki.blender.org/index.php/Doc:2.4/Manual/Modifiers/Deform/Displace I read that "Global – take the texture coordinates from the global coordinate system" and
"Local – take the texture coordinates from the object’s local coordinate system". First, I don't understand what is meant with a local and global coordinate system but I guess since I am using a Texture Coordinate (generated) that I should chose LOCAL ??


texts: Connecting two points with a line/curve via Python script

texts:
This problem is absolutely driving me crazy for over a week now. All I need is a bezier curve that starts at point with coordinates (x1, y1, z1,) and ends at a point with coordinates (x2, y2, z2).

I attempted to write a function using basic coordinate geometry, and it works pretty well 90% of the times, but fails depending on domain/range of numpy.atan. (It creates a bezier curve between the two points, then scales and rotates it appropriately)

def connect_points(v1, v2):
    midpoint = [(1 / 2) * (v1[0] + v2[0]), (1 / 2) * (v1[1] + v2[1]), (1 / 2) *(v1[2] + v2[2])]
    distance = math.sqrt((v2[0] - v1[0]) ** 2 + (v2[1] - v1[1]) ** 2 + (v2[2] - v1[2]) ** 2)
    z_rotation = math.atan((v2[1] - v1[1]) / ((v2[0] - v1[0]) + 0.00001))
    y_rotation = -math.atan((v2[2] - v1[2]) / math.sqrt((v2[1] - v1[1]) ** 2 + (v2[0] - v1[0]) ** 2))
    bpy.ops.curve.primitive_bezier_curve_add(location=midpoint, radius=distance / 2, rotation=[0, y_rotation, z_rotation])
    bpy.context.object.data.bevel_depth = 0.010

I am not willing to spend another week trying to write different cases for arctan. Is there a simpler way?


texts: Using Python to add object with specified number of vertices?

texts: How, in Python, could I add an object with a specified number of vertices n, all of which are at, say, the origin (0,0,0)?


texts: Objects Disappear on Camera View - Pressing "0" Key

texts:
I'm puzzled why my ojects disappear whenever I press "0" key to preview camera angle. I've set my camera to 50mm and LOCK CAMERA TO VIEW. Cannot figure it out. They all disappear when I zoom out.

By the way, I have set my unit of measurement to IMPERIAL. Is this a problem?


texts:
I wouldn't say I'm a new developer but certainly still amateurish in the Blender API ways. Basically, I'm kinda tired of passing context to every single class and function XD
Examples:

Can I use bpy.context.scene anywhere without issues?
Will bpy.context.selected_objects always return the selected objs in the 3DView regardless of where the operator was run?

Is it ever ok to use bpy.context instead of operator context?
I'm guessing there are situations where you get lucky and the two just happen to align, but I assume it's bad practice to rely on that.
...should I just get used to passing the operator's context everywhere because its safer?


texts:
I have created a simple rig of a character that is intended to be modular. The arms of this character are meant to follow the main spine but are also able to be detached. Instead the bones are not only unable to be detached, they also influence the parent bone. I have tried to work around this by using the connected box, copy transform, child of, and copy location, but since the parent bone is animated through IK it does not actually change transformation beyond 0,0,0. Does anyone know why children bone are influencing the parent bone?

Update: the problem seems to be related to the inverse kinematics, When a chain of bones that is not controlled by inverse kinematics is parented to the bone the parent is affected by the movement of the child bone. However, the inverse kinematics of bones that are children but unconnected to the parent bone still influence the movement of the parent bone

Update 2: I have solved the problem, the inverse kinematic bones had the chain length set at 0. This makes Blender think the entire parented spine is part of the bone chain, by setting the chain length in the IK constraints to the amount of bones in the arms I have successfully restricted their IK to the desired areas.


texts: Is there a way to add a custom Pie Menu in 2.8?

texts: Is there a way to make a custom pie menu in 2.8? I'd like to add one for switching between trackball and turntable navigation. It gets very annoying going into preferences when you just want to use trackball for sculpting and turntable for other things.


texts: Help attaching skateboard to legs for character animation

texts:
I feel like this should be a bit easier as I've done this years ago in 3ds Max without the same trouble. What I'm wanting to do is model two legs (1 object), a skateboard (1 object), and an arm (1 object) for animation to import to Unity as ONE character mesh for an fps controller. I downloaded all of these meshes from free 3d model sites and posed them together and saved the Frankenstein as one model.

My trouble is when I animate them together in Blender (for an ollie animation) it looks great but when I import the FBX to Unity the board is in one place, the legs and arms are in another and the animations are all split up separately between each mesh, with no one animation showing the whole thing. I rigged bones for the legs object, then bones for the arms object, but did not put bones in the board because I don't need it to bend or deform at all (just spin and rotate and go up and down as one whole object). I tried adding one bone to the deck of the board but when I weight paint and try to pose the bones it only takes the deck of the skateboard with it and not the trucks or wheels. When I animate it all, using pose mode for the arms and leg bones, and object mode for the board, it seems to work fine (even great) in blender.

When I export to Unity everything goes to hell. There's about 95 separate animations that show up. They seem to be all separate pieces of the meshes from the "Action to be linked" part of the blender action editor which has the "fake user/users" buttons but I'm pretty new to Blender and especially new to Blender 2.8. In Unity only about 5 of the 95 separate animations for this one fbx actually show movement but none of which show all of these objects animating at the same time like it shows in Blender.

I've been searching forums, google and youtube for a week now and not sure where my problem is. Should I attach all of these separate objects together before rigging and/or animating via Join or Parent? Do I need to make bones for the board (even though I don't want to manipulate the mesh of the board at all)? I've tried parenting the board mesh to the leg bones and reanimating but it hasn't helped. The board always seems to be the most deformed and out of place in Unity. The animation seems great in Blender and I hope I'm just some clicks away from being able to fix this without reanimating but I'm starting to feel like something went wrong along the way.

Can anyone point me in the right direction? I've looked at attaching guns to hands but I don't need the skateboard to necessarily be attached to the legs when animating the jump as I'd like it to flip and legs catch.


texts: How to change a character's pose without stretching any body parts?

texts:
I want to force rain v2 to not stretch. How can I achieve that?
In the screenshot you can see, that I turned off stretching. But whenever I want to change the pose of rain v2 some body part stretches.


texts: How do I keep these pieces of hair connected to the rig or select and delete them?

texts: I have a rigged character who's hair needs to change. When I make the new hair a child of the rig as was the previous hair, I get a situation where a couple pieces of this complex layered mesh don't move with the rest of the hair. I would be happy to just delete those pieces of the mesh but I can't figure out a way to select them because when I go into edit mode the pose resets and those few pieces get lost in the mesh. I'd appreciate any suggestions to either get these properly connected to the rig or just to select them and delete them.


texts: How can i create a realistic water material with foam in cycles for a water simulation

texts: So i made a water simulation in blender and applied a simple water material with a glass shader ior 1.33 and roughness 0.1 However it doesent look really good and I would like it to have some foam on the surface when it moves quite fast. Im new to blender materials and i dont know how to do it. Can anyone help?