texts: How do I scale a video clip down without creating a border? I am trying to scale a green screen down in the compositor and it creates a black border around the video clip everytime I do. The border is blocking the whole background image. How do I fix this?


texts: Why is the latest version of Blender not working when I meet the minimum requirements?

texts:
When I run blender from the command prompt, the window comes up, closes, and this is the output:
Error: EXCEPTION_ACCESS_VIOLATION
Address: 0x000000006CA42D7B
Module: atio6axx.dll
Thread: 000023bc
Blender immediately closes as soon as it is opened, even though my computer meets the minimum requirements. I currently have to run the 32 bit version (even though my OS is 64 bit), which means I am stuck on 2.8 and a lot of the tutorials I try to follow don't work. I don't have enough money to upgrade my PC.
The second picture is what happens when it just boots regularly. Again, it immediately closes.
GPU: AMD FirePro M2000 (I can provide further details if necessary, I just really want to be able to run Blender 2.9)


texts: How do I scale in, and then extrude a smaller square column up

texts: I am 3 weeks in to Blender and completely stuck.  Watched all the videos that show a face selected.  Then the face is scaled in or out then extruded and repeat.  My problem is that I have been unable to find the answer to online or in the manual deals with the scaling part.  The object edges follow my face when I select the face and scale in or out.  I can not just get the face plane to move independently.  Please help.


texts: Blender Cycles Render is rendering past end frame

texts: My 13-second animation has been rendering for about a week and I expected it to finish today. However, it's been rendering past the end frame (starts at 25 ends at 330) and is currently at 337. Does this usually happen or how can I fix this? I also notice that when I try to play the animation while it's rendering, it says the file is corrupt; I thought it would at least play a few seconds of what was rendered. The output format is FFmpeg video.


texts: Quick Way to Extrude Line to Make Ledges?

texts: I'm not sure how to explain with words so hopefully the images can do it justice, but is there an easy way to essentially duplicate vertices/lines such that the new set will remain attached to faces one side while the original set remains attached to the other side?


texts: Is there a limit past which bigger textures has no effect?

texts: I have a human model with 8k textures. will reducing the textures to 2k have an impact on visuals or performance? can I get away with compressing just the specular and bump map and keep the diffuse map at full size?


texts: how do I stop blender from randomly creating multiple (often disconnected) vertexs in the same place? ver 2.82a

texts:
While trying to create a low poly standing model I keep finding (while loop subdividing or while grabbing individual vertexes) a face has been lifted off with two (often) disconnected vertexes overlapping the same spot. The model seems to keep doing this in spots I'm not working on even.

I'm not sure, is this a bug?


texts: Any solution for a colour-restricted glow?

texts:
Hi fellas my problem is that I need to glow only part of a scene and dunno how to. As You could see here...

...the white cube glows and blue not and I need the exact opposite result. For best I need to respect/glow only the colour of my choice because in original scene I have an alpha-texture like and LCD raster so the object is visible only every now and then (the EVE could be a good example but I have full-black and full-white parts).

THX in advance for tips!

Sincerely, Jan


texts:
Transformation constrain have an Euler mode in Blender 2.9.
I need it in Blender 2.79.

Thank you in advance!
https://developer.blender.org/rBS18d4ad5a59d32922f9d70b0412da0c830baceb17


texts: I have no idea what is going on but when I try to sculpt with a high res alpha, the texture shows up extremely pixelated. This is on multires level 7, so mesh resolution is not the problem.


texts: How to bake in Cycles to an external file

texts:
When I try to bake in Cycles without creating a material with an active image first, I get an error message (Blender 2.77)

  No active image found, add a material or bake to an external file

So from the error message I assume that except commonly known way of adding an active image to the object material, it is possible to bake to external file directly, if material is not really needed.

I would like to know how to bake to an external file in Cycles without creating a material with active image?


texts: Blender Error, *SAVED VERTICES COUNT DIFFERENT FROMM CURRENT* in TK 17 3D Female Body

texts:
So! I'm new here, I created my account today, and i'm searching the internet a lot about this error, and i could not fin a way to fix it "SAVED VERTICES COUNT DIFFERENT FORM CURRENT"

So I will explain how the female body works in Blender (The one that matters here)

Body Female default (Body01): have 4362 Vertices / 4376 Faces / 8728 Edges
See:

So that, i edited my female body, and had to delete some vertices that were connected nowhere, and after that, when I went to save the body back to .TXX to put in the game, blender showed it had an error:

But, as you can imagine if I have 4362 vertices by default, and i could not delete them or add more, why there are some artists who can make models with less than base default verts / and higher than base default verts?

If anyone knows how to answer this, and teach me how to resolve the error, I would be very very grateful!!


texts: How to keyframe mesh vertices in Python without fcurve

texts:
The code without adding the keyframe
>>> c=bpy.data.objects["Z Function"]
>>> for f in range(100):
...     bpy.context.scene.frame_set(f)
...     for v in c.data.vertices:
...         v.co.z=np.sin((np.pi*f)*(v.co.x))+np.cos((np.pi*f)*(v.co.y))
...     # add keyframe for mesh vertice here

I tried using ob.keyframe_insert(data_path="location",index=-1) but didnt work because it probably keyframes the objects location and not the vertex's
I read this thread and it looked a bit complex to me , is there no solution to keyframing mesh vertex without using fcurves ?
Another thread used shapekeys to deform , but when I try add shape keys I get the following error

>>> sk_basis = c.shape_key_add("Basis")
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: Object.shape_key_add(): required parameter "name" to be a keyword argument!


texts: How do I lock scaling in edit mode while still allowing translation and rotation?

texts:
I am trying to model some hair using bezier curves as per the technique shown here: https://www.youtube.com/watch?v=t2XjdzzWCqI

Curves are mapped to the head, put into place with the handles, and given a bevel object. After having a ...thrilling time watching every attempt at modeling the hair crash (update to 2.79.6 fixed the issue), I came across a conundrum rather than a problem.

I want to make hair movement accessible via shape keys, such as a predefined shape suggesting that wind is affecting the hair. The thing though, is that while I get nice results from forming the key, the hair grows out. This is not a major issue since I can, you know, reshape it with proportional editing and all, but that is time consuming.

Is there a way to lock the scaling of the paths in the same way that the scaling of hair particles can be locked, but still be rotated and moved?

To put it another way, in the Imgur link below, note how Rigify lets the hand move around, but once the selected handle moves away from human proportions, the arm just stalls out while still looking human, as opposed to going all Elastigirl on us. This is due to IK stretch being turned off and yadda yadda. Anyway, is there a way to simulate that in edit mode with paths?

https://imgur.com/a/HmuWgp7

Source of that specific rigify addon: http://diffeomorphic.blogspot.com/


texts:
I am adding properties to the Emission shader node type:
bpy.types.ShaderNodeEmission.myaddon= PointerProperty(type=MyEmissionSettings)

It seems to work fine, each Emission node gets its own new properties. However, I have an update function for one of these properties and I'm trying to get the node, but self.id_data returns the Node Tree:
<bpy_struct, ShaderNodeTree("Shader Nodetree") at 0x00000225C68E1CC8>

How can get the node from its property?
EDIT: here is a bit more code example:
def update_color(self,context):
    color = self['color']
    # I want to now get the node that owns that property self['Color']
    node = self.id_data
    # This is incorrect, self.id_data returns the Shader Node Tree
    # I want to get the node itself to be able to assign that color to one of its input
    node.inputs[2] = color

class MyEmissionSettings(bpy.types.PropertyGroup):
    color: bpy.props.FloatVectorProperty(
        subtype='COLOR',
        min=0.0, max=1.0, size=4,
        default=(1.0,1.0,1.0,1.0),
        update=update_color,
        )


texts: 2.8: How to add a button to the toolbar?

texts:
What is the proper way to add a button to the toolbar just to be visible in object-mode?

I try to port an old addon to Blender 2.8 and I managed to add a button to the toolbar, but the button is visible in all modes and not just in object-mode.
This is how I add the button:

def add_button(self, context):
    layout = self.layout
    butt = layout.operator("object.match_transform", text="Bla")

def register():
    bpy.utils.register_class(MatchTransformsOperator)
    bpy.types.VIEW3D_PT_tools_active.append(add_button)

Full code is here: Addon on Github


texts: Lens distortion algorithm in Movie Clip Editor

texts:
Which lens undistortion algorithm is used in Blender?
I want to know more about these K1, K2, K3 parameters. How do they work? How they relate to each other. Why I need K2 and K3 if K1 does the job?
Any info will be usefull.


texts: How can I control node values without input inside a group node?

texts: I have created the node group, but I can't control the values inside.


texts: Blender cycles stops rendering when I add a bevel node to the material

texts:
I wanted to have some edge detection on a simple cube to debug this but creating new files and doing the same thing just ends up killing cycles every time. I don't even have to connect the node to anything it's instantly stopped cycles from showing anything except gray or whatever image was last rendered.

I'm on blender 2.81 and supported feature set


texts:
How do I rotate the viewport around the local (to the view port) - Z axis?

Basically what you would  get if you were to hit R with the camera selected in camera view.


texts: How to export animation from blender to .3ds or .obj file without loosing animation?

texts:
I have a model and I created a simple animation for that object, it is in a .blend file.

How do I export it to .3ds or .obj without loosing the animation?

Reply to Comment(I can't comment since I don't have 50 rep),

Okay, then is it possible to convert .blend with animation to .md2 with the animation? or .fbx with the animation to .md2 with the animation?


texts: How to do UV Mapping for a bottle shaped like this?


texts: right now, I have a character rig that has a decent amount of animations attached to it. Everything is fine up to when I export the model. Whenever I open up the new FBX I just created, most of my animations are missing with the exceptions of a few. I have never had this problem in 2.79. What exactly is going on?


texts: Rendering an external smoke/fluid simulation in Blender

texts:
I have done a smoke(fluid) simulation in a C++ framework using Navier-Stokes.
Let us say it is for 100 time steps.
For every time-step I have the smoke concentration.That is, I have a scalar value for every cell on a grid(say, of a resolution of 128*128 - in x and y directions). It can be 3D also. So, I have stored these values in an array in C++.

I wish to render it in Blender. Can anyone please guide me?

I think if we have obj files for every frame, the rest can be done with Python integration in Blender.
But, how to create the obj files from the array values I have(which I mentioned earlier) ?


texts:
Is it possible to set bones as the X-axis mirror of each other other than with the .L and .R suffixes?

For example, is there some option where I could manually convince Blender that "Left_Thigh" and "Right_Thigh" are a pair (and thus mirror any edits on one to the other)?

I have to export to an engine that doesn't like periods/full-stops in bone names, and I'd really rather not have to keep swapping the names back-and-forth every time I export for testing.

Any answer is appreciated, even if it's "No". (At least it'll save me time barking up the wrong tree).


texts: Problem with export model .fbx - I get empty file

texts:
Hi i try export my model house to substance painter.

When i choose export .fbx next "export seected" I get empty file :

but when I create a simply cube, this export work. Please help what I can do ?


texts: How to blur HDRI image in cycles. What nodes i have to setup in the world tab to make it blur and control the blur effect.


texts:
How would I move an object along a line path in a non constant speed?

Like make the character take a step, then stay in the same spot for a few frames, then take another step and then repeat

I could animate the influence value but is there a way that I can simply loop the stop and go keyframes while he continues to follow the path?

Thanks


texts: Mipmaps look terrible in BGE standalone player. Can this be fixed?

texts:
*NOTE* All of the pictures, unless explicitly stated otherwise, are with mipmaps enabled.  Click to get the full-sized images to better see the problem. *NOTE*
It really seems self-explanatory here, but to put it simply, if I enable mipmaps and play the standalone player, the scene's textures have a horrible-looking down-sized effect placed on them.  It is noticeable in all resolutions, from 144p to 1080p.

On the other hand, in the embedded player, this doesn't happen at all, no matter what the resolution is:

I have tried turning off mipmaps, but if I do that creates a very grainy and noisy image that is totally undesired.
So to put it one last time, I need to get what I see in the viewport into the standalone player.
These are my settings:

Thanks to anyone that tries to help.


texts:
I just started using a Blender. I was Maya and Keyshot user for years.

In Keyshot making, custom shape labels is 2 mins job, but how can I do it in Blender?

The problem is how to create these types of labels and wrap them on the objects, without having to model each piece of a label? Is this possible?


texts:
I'm about to model a piece of cheese, and I would like to give it some kind of smell effect as it's known from cartoons when a cheese is too old, or if someone with smelly feet takes off the shoes... Well, guess you know what I mean...

Now I want to make that kind of effect in blender. Of cause, it's going to be in 3D, and I hope it's possible to make it look a little more realistic than the cartoons. Also, I would like the "stink" to be half green, half transparent so that it is visible, and you know exactly what it is, but still not so green, that it looks more unrealistic than it's necessary.

I only need this effect for pictures, so it doesn't need to have an animation effect to it.


texts: Placing object along spline without deforming

texts: I like to place dominos along a spline and keep the mesh undistorted. At the moment i´m using the curve modifier and the array to achieve this. Pleased with the placement i am, less pleased with the deforming of the mesh. Is there a way to clamp so that mesh keeps it form or do i have to go a different route?


texts: Face Expressions from one mesh to another

texts:
I have 2 human faces in a scene, one of them imported with a heap of keyshape facial expressions,
and another mesh which only has one keyshape. open mouth.

I would like to know if there is any way to use mesh deformers or other modifiers to somehow copy the general changes of a different mesh to mimic it.

Maybe there is an advanced way with bones / drivers or something else.??

some of the facial expressions are really cool, at the worst case I would copy the ones I like one at a time manually editing mesh for keyshapes, but if there is another way I'd like to learn.

The following 3 images show the Face on the left has some expressions I would like the face on the right to copy..


texts: Modelling game foliage, such as trees, bushes and grass

texts:
So I'm currently practicing my skills as a environmental artist.
The scene I am currently making will involve a lot of foliage, specifically a Hatian forest.
I have been trying various ways to make trees including: Mtree addon, skin modifier with a subdivision surface, hair particle system for leaves and branches etc... the trees are then exported to UE4.
I'd love if everyone could share their processes for creating foliage for games, how would you model them, how would you optimize them. How do you create the LOD's for them (blender to unreal), how do you unwrap and texture them?
My Mtree haddon trees come out with 2million triangles, my skin modifier trees look to ridgid, and my particle system branches all go in the wrong directions (palm tree) haha
Any advice would be great, cheers


texts: Blender python does not export colors when image is exported

texts:
bpy.ops.wm.open_mainfile(filepath="/home/trintus/Desktop/Rendering/1.blend")

bpy.data.objects["Head"].select_set(True)
bpy.data.objects["Head"].active_material.diffuse_color = (1, 0, 0, 2)

bpy.context.scene.render.filepath = '/home/trintus/Desktop/Rendering/image.png'
bpy.context.scene.render.resolution_x = 500
bpy.context.scene.render.resolution_y = 500
bpy.ops.render.render()
bpy.ops.render.render(write_still = True)

When I run this code, the image is exported, but the color assigned to head is not. If I run the script directly in blender, it changes the color of the head but does not export it in the image. The image is colorless.


texts: Is there an option to hide/disable the "volume" display in edit mode?

texts:
It seems that when the object is rotated in Edit Mode the "volume" representation will sometimes change, appear and disappear and various angles and distances.  I figure there is an option somewhere that I haven't discovered but, in the meantime, does anyone know if it's possible to turn the "volume" display off?  It's not bad but it can be distracting.

thanks


texts:
I want to engrave a drawing into a mesh.

I UV unwrapped the mesh exported the UV layout and textured it.

Now I don't know how I can get it into the displacement of the material. I already changed the displacement do Displacement Only but when I plug the texture into the height of a Bump Node which is connected to the displacement everything goes to hell.


texts:
I have followed the setup in  and got the expected result (bottom part of image).

However, if I duplicate the sphere, all the spheres will have the same colour and same wave texture (say, 2 of the blue spheres in the above image - but not, one whose wave texture is rotated - eg. the blue and yellow spheres have a wave texture that is slightly rotated).

I am able to have a different colour for the spheres (by using object info and color ramp), but I do not know how to have each sphere's wave texture have a different rotation.

Initially, I used randomize transform (specifically used a random rotation), but did not have any effect on the wave texture (the objects are rotated, but the wave texture isn't).

I then used a mapping node as in the following:

connecting the vector output of mapping to vector input of wave texture (and changing the rotation of the mapping node).

This does change the rotation of the wave texture, but I have to manually specify the rotation and each sphere needs a new material.

So how do I have a single material that has a random rotation on the wave texture?

EDIT: I tried to "group the above node tree, apply it on x and y values (just as above) then the output of that applied on the x and z and finally the y and z", but none of the combinations work as I would like. I have linked to a blend file containing my trial and errors


texts: Prevent fluid to flow through the walls of an obstacle

texts:
I am trying to make a fluid simulation flow out of the orbits of this skull (I hope this doesn't violate any guidelines), as a little experiment / practice with fluid simulation.

The result is not too bad, but the liquid flows through the walls of the skull, on the left/right temples as well as the nasal cavities.

I have read that in order to prevent that from happening, thickening the obstacle was a good solution. However, when I thicken the skull I get a very crude (albeit somewhat funny) result:

Ideally, I would like the fluid simulation to be not only realistic, but the container / obstacle as well!

Also, for some reason, I feel that the liquid should flow out a little sooner than it does. I'm not really sure how to troubleshoot fluid simulations, and the questions I have found so far didn't help.

Blend:


texts: How do you move multiple faces by equal increments?

texts:
I have a cog wheel and I want to make the spokes a bit longer than they are. I can select the tip of one and drag it out a bit, but how do I precisely measure how much I've moved something so that I can then move all the other tips the same distance?

I can't have uneven cog spokes.


texts:
I'm trying to bake tile maps into a single texture for someone and I'm having difficulties baking transparency.
For example one texture is literally transparency with baked shadows but this bakes as a white texture with gray shading.
All images are .tga format and are between 128^2 and 512^2 resolution.


texts: Why does smoke stop working after 250 frames?

texts: I've tried a lot of the videos, how to's answers in here on how to get the smoke to run past ~150 frames, nothing works, bake I tried too. using cycle render and particles, Domaine smoke cache set to ~5000 frames


texts:
As you can see the in the screenshot below the mesh is not bending smoothly according to the pose of the bones.

There are more than enough subdivisions. But the weight paint is irregular.

Link to blend file.
https://drive.google.com/open?id=1ZNfettFy4mPaNWBkJT7hq_6CnJ4qBzoI


texts:
I am trying to get the File Output Node of the compositor to create a new file with a different name (appending a number would be best) if one already exists. Controlling the name with some extra input perhaps would also work.

I'm in this situation because the time is being controlled by a speed track on the VSE. The frame are actually sub-frames, but the File Output Node generating the output file name based on the integer frame number. The result is that there are less files than there should be, because multiple sub-frames end up overwriting themselves.

Any ideas?


texts: Boolean difference modifier creating artefacts

texts:
I am trying to make hollow cube something like this:

I am new to blender but I would have thought that this should be straightforward. I made a cube, and then a longer cuboid which I inserted in the middle and then used the Boolean difference modifier. I changed the orientation of the cuboid twice more to make the other two 'holes' through the object.

Since the operation seemed to go smoothly, I was surprised to see that the holes didn't cut right through the cube, and that in wireframe mode some artefacts were created:

I tried making both objects solid (using the solidify modifier with default settings), but even after making the first Boolean difference operation I can see an unexpected triangle in the model:

Could someone please advise me on what I'm doing wrong?

I am aware that for a simple model like this I could assemble it from cuboids, rather than using a difference operation. However, I would like to be eventually use the techniques to make more complex models for instance a hollow Dodecahedron. Therefore I keen to establish the correct way of making these hollow type models.

I am tempted to try making a new face for each side of the cube and extruding it inwards but I don't know how I would handle getting the inwards extrusions to join up with each other.


texts: When I export object as .fbx, it creates some artifacts and that's why I can't bake normal and other maps and texture it in any other software

texts:
This is how the object is looking in Blender

And this is how the object is looking in any other software as Unity or Marmoset Toolbag.
I don't know what to do about it.
This is my .blend file
Thanks in advance.


texts: Objects in Viewport go haywire and showing weird things

texts:
I've started learning blender recently. Currently, I'm doing the apple tutorial by CGBoost.
In the viewport, the objects go out of control and showing weird thins, as shown below.

However, when I render the scene with the cycles engine the result is normal:

This problem occurred when I've cut an apple in two and added a new texture to the top part.
I was wondering maybe it's a caching problem which I have to clear or maybe it's a bug?
Please help.


texts: Scaling objects with constant wall thickness for 3D printing

texts:
I am using blender to create stl files for 3d printing. Let's say I create a shell for a model railroad car. Since 1/87th is the most common scale I make the walls of the shell just thick enough to make it rigid in 1/87 scale. Now if I want to print the same shell in a larger scale, say 1/48 the wall thickness will nearly double and it will waste material printing walls that are thicker than needed. If I want to print in 1/160 the printing may fail because the wall thickness falls below the minimum the printer will support. Any ideas?

--> I have posted this to the 3D printing forum


texts: Making text more visible&noticeable on texture?

texts:
I made a model that is covered with a transparent glossy surface.
Under that surface I placed 2 bars that are emitting light, and a layer that has custom texture on it (which has numbers on it)

As you see the numbers are faded and not well lighted, even though I’ve placed the bars besides it.
How could I improve its look to be more outstanding and easier to see?
I made a normal map for the texture and it is a bit 3d-like now, but still isn’t the best.
Could someone help me out?


texts: Look at this screenshot why this will happen i absolute beginner in blender and use this blueprints link i want mirror other side of object not down


texts: Toggling an objects visibility off turns back on when the view layer is toggled off then on again?

texts:
Not sure if this is a bug or intentional, when toggling a view layer off objects that were hidden in the collection become visible when the view layer is turned back on. This only seems to happen with "hide in viewport" option though.
Not sure what the point is in having a "hide in viewport" option as well as a "disable in viewport" seems kind of confusing. I would like the visibility to stay off when toggling the view layer.


texts: blender overwrote my animation after moving .blend file

texts:
I am very new at blender and I have created an object (A tree like sprite) with 3 animations.

Those animations are spin, jump, and flip

All animations run from 80 frames (from 0 to 80)
All animations have different key frames.

As you can tell from their names they all do different things.

As I rendered and played my individual animations, they worked fine.
Then I pressed the 'F' button to save those animations.

I don't know if this relates but I exported my project to a fbx file.

And finally, I moved the .blend and .blend1 files to somewhere else.
Afterwards, I decided I wanted to move those files back.

After I moved the file back, I could no longer get all three animations.
The animations turned out all to be the spin animation.

I couldn't find the error


texts: Multiple object deselection when objects are overlapping

texts: This might be very trivial, but I couldn't find an answer. I'm looking for a method to deselect one object when multiple objects are selected in object mode. If there is no overlapping (no other object behind the on I'd like to deselect), shift+clicking twice on an object works well, but when there's overlap it just cycles through the objects. I've read that ctrl+shift+clicking is supposed to deselect the currently active object but it does nothing for me.


texts: How do you restrict the left click rate in the game engine?

texts: In my game I have an action performed whenever the left mouse button is pressed. Is there a way to restrict how fast the player can click? Right now the event will trigger as many times as they can press the button, but I would like to put a cap on that so that the action can't be spammed so many times per second.


texts:
for learning purpose of 3d animation, I picked blender to study.
So far I've exported .blend to .lua file that contains mesh data, bones, and animation data. My animation data is fcurve arrays based on keyframe.
I am trying to load this into an engine and run it.
I want to apply fcurve values on bones, however what I get is smashed animation. I am extra newbie to this, and I want to know what fcurve represent, how it should be used, and how I need to process the values to apply to bones.
Without setting fcurve to bones, it draws the model as I expected.
Thank you for the help in advance.


texts: Why is my render time unusually high for a simple object?

texts:
I recently got Boxcutter and HardOps and so have been doing a lot of hard surface work with booleans. I have made several models of roughly similar complexity, lit them in the same way, and rendered them with identical settings:

Cycles
200 passes
6 bounces
Denoising and Glare nodes in Compositing
1920x1080 resolution

This usually results in a render time of about 2.5 minutes on my 10th gen i7 6 core processor. I do have a GPU but it's not the greatest - the CPU is faster.
Yesterday I made another fairly simple model - just a crate with boolean doodads - applied the same render settings, and went to render it - but Blender is predicting a render time of 5.5 hours.
What can I look at to see what might be causing this sudden massive jump? I can only think that I've enabled some setting or done something with the modelling itself, but I don't know where to start.


texts: Normalize / Create a unit quaternion number / calculation using Python and Blender

texts:
I'm trying to work with quaternion math in Blender 2.82a and Python I need to normalize a quaternion number in Blender 2.82a using Python before I do calculations on it but I'm getting an error.

TypeError: unsupported operand type(s) for /: 'Quaternion' and 'float' for the line
quat1_norm = quat1 / math.sqrt(ww**2 + ii**2 + jj**2 + kk**2)

The code below is:

import math
import mathutils
import numpy as np

new_angle_rad = np.deg2rad(10)
ww = np.cos(new_angle_rad/2)
ii = np.sin(new_angle_rad/2)*0
jj = np.sin(new_angle_rad/2)*1
kk = np.sin(new_angle_rad/2)*0

quat1 = mathutils.Quaternion((ww, ii, jj, kk))

#Normalize quaternion to length 1 (unit quaternion).
quat1_norm = quat1 / math.sqrt(ww**2 + ii**2 + jj**2 + kk**2)

print(ww,ii,jj,kk)
print(quat1)

I'm trying to convert Octave code to work in Python and Blender
https://octave.sourceforge.io/quaternion/function/@quaternion/unit.html

Here's the Octave math code I'm trying to convert.

Function File: qn = unit (q)

    Normalize quaternion to length 1 (unit quaternion).

              q = w + x*i + y*j + z*k
              unit (q) = q ./ sqrt (w.^2 + x.^2 + y.^2 + z.^2)

Package: quaternion

I did try:

quat1_norm=mathutils.Quaternion.normalize(mathutils.Quaternion((1, 2, 3, 4)))
print(quat1_norm)

it comes back with None.

When a similar command is done in Octave I get this

unit(quaternion(1,2,3,4))
ans = 0.1826 + 0.3651i + 0.5477j + 0.7303k


texts: Make some particular objects' colours change according to their distance from camera

texts:
There is a way to fade all objects into transparency according to there distance from the active camera (Apply depth transparency to array object).

I'd like to achieve the same affect but only for some objects (in my case, text objects, that I would like to show only as camera approaches, so that the view is not cluttered by the hundreds of text objects in my scene). Is this possible without animating the transparency of each object? If so, how?

Thanks!


texts: How to make a checkbox in the Redo last panel editable?

texts:
In a class you can create a bool that shows up in the Redo last panel.

Example snippet:

deselect = BoolProperty(name="Deselect", default=False)

Unfortunately this checkbox is not editable in the Redo Last panel then. It is greyed out. Is there a way to make it editable?


texts: How do I remove test code that sticks to the Info Panel?

texts:
I recently done some work on an app, "Goodies Menu" as you'll see. Every one of those items (add-ons) have some veryatation with their, which is why I suspect their is no where that I can find to remove them. I've be doing some searching for the following woods, (which left me know where). Goodies menu.py, pie_views_numpad_menu.py

!Blender\2.80[RC2]\blender-2.80.0-git.ac8c795429f9-windows64\2.80\scripts\addons\space_view3d_pie_menus\pie_views_numpad_menu.py


texts: Physics Simulation - Objects going through one another

texts:
I am doing a physics simulation and I am running into some trouble with meshes partially going through one another. I am simulating physics using constraints. I am simulating an anchor being reeled in. The problem is that the chains and anchor or intersecting at point in a way they should not be. How can I have the chains colliding with each other?
blend file


texts:
I have faced a problem in sculpting: When trying to grab, sculpt result ends up traveling along the X or Y axis while trying to be pulled down Z axis.

Is there I can set Blender to sculpt along the Z axis, or another single axis, so that I can sculpt better?


texts:
I want to select multiple faces and make 4 horizontal edge loops (Ctrl+R) on them.
How to do that without doing it one by one?

EDIT: When faces are seleced, how to create horizontal loops on them?

Faces are selected. Now I want to add horizontal loops on each on one of the them. How to do that in one go. So, I don't need to do the same action for every face.


texts: Is there a keyboard shortcut to open and close these areas?

texts:
I accidentally closed the panel that has a red circle (I dont know the name of it lol). I had to close everything and load the project again and untick the 'load UI' to restore that panel again. Is there a shortcut to open/close it similar to properties and toolbar panel?

I tried the answers from the duplicate but I'm talking about specifically the panel on the right side with the red circle on it. I'm just wondering if it has a shortcut button like the toolbar T and properties N panel.


texts:
I have a city model (all one mesh) and a separate curved base plane. I would like to have the bottom faces of the each building in the city mesh flat against the plane and keep each building at 90 degrees to follow the curve of the base plane. This is illustrated here in the inception movie poster although this looks more like a sharper curve than I thinking but is a very good visual.

(source: wikimedia.org)

I have tried the shrink wrap modifier but cant seem to get the settings to keep each building 90 degrees to the curve. I cant use the particle method because I want to use a real city model that is one mesh.

How can I do the Inception style city on a curved plane effect in blender?


texts: How to push apart rididbody objects to avoid intersection?

texts:
I saw this image on Grayscale Gorilla and I know how to do this stuff in Cinema 4D.

But I have problems to recreate it in Blender. What is the best way to clone objects to a volume and push them apart, so they don't intersect with each other.

Is there a way to do it it with physics and rigid bodies?


texts: How do I remove vertex from vertex groups to edit hair particle system?

texts: As you can see my characters beard is spreading over his neck a bit too much. I cannot find a way to remove the neck verticies from the beard vertex group sucessfully and have it re edit the hair.


texts: How can I make some edges on my model sharper and others more rounded?

texts:
I have an image explanation of what I want to achieve. Here it is:

Right now the whole edge is sharp. It is giving me a really hard time.
Also here is the model:
https://www.dropbox.com/s/zvempvps0r4815j/glock_forum2.blend

Thanks in advance :)


texts: What would be the easiest way to do or simulate color cycling for a face?

texts:
Is there an easy way to create an color cycle effect like in the image?
I know that this was usually done manipulating index based colors from a palette. Perhaps a texture can be animated, if so how?

Image source http://commons.wikimedia.org/wiki/File:Color_cycling.gif


texts: I got few audio files in my sequence editor, and I would like to mute them all temporarily. How can I do that?


texts: How do you keep another object's outline visible at all times while working on another object's mesh that is directly above the other objects mesh?

texts:
As the title and pictures explain. How would we do this? :)
Thanks


texts: How can I add emission node to volume scatter to create cloud light using point density texture node?

texts:
How can I add emission node to volume scatter to create like this

using point density texture node? I tried a lot of way but I have not found any solution. I know this node may be looks very complex. But also a way to understand  how to process cycles nodes. If you could help me, I'd very appreciate it.


texts:
I am just starting to learn about rigging, animating and the like.

In Blender 2.8 I have a problem with a file that I cannot recreate but can not solve also.

When I am in weight paint mode while the armature is not in the rest pose it adds the weights as if it was in rest pose.
Meaning, if the fingers are bent I cannot paint weight on the bent fingers, but it adds the weight only if I paint at the (invisible) position where the resting armature would be. I hope that makes sense. Here is the file:

In the image you see me try tp paint weight on the pinky when it is bent, but it does not work. It only works when it is straight.

If I try it again with a blank file, it works fine. I suppose it must be one setting that I checked that is causing this.


texts: Can I use a vertex shader and Cycles at the same time?

texts:
For my latest project, I to radically alter the vertices of my Mesh object depending on where they are on the scene.  For this, I wanted to the the linear algebra and use a shader, with something like gl_Position = gl_ModelViewProjectionMatrix...

Sadly, I can't figure out how to use one of these while simultaneously having a cycles shader present (am I correct in saying cycles is only a color shader, ie, you can't use it to double the size of an object?)

A python script would be good.  Shape keys would be good, but they would have to be able to interpolate such that they are applied to ONLY part of the mesh at a time!  Which leaves me with vertex shaders.

Thanks in advance.  (PS: I'm trying to project part of the scene as 2D and part of the scene as 3D, if someone has a wildly different approach!)


texts: alpha transparency glitching viewport display AMD

texts:
When change transparency glitch accure. On picture changed transparency of eyes(green color)
Tried new drivers for gpu - doesnt work. RX 470 ryzen 2200g.


texts: can't figure out why part of UV map is stretching

texts:
I am modeling a cabin in blender right now and while I was in the middle of texturing, I noticed that the texture is stretched only on one specific face, so I looked into it and found out that the UV map was stretching it for some reason, But my problem is, I can't find out WHY.  And more importantly, how to fix it.
Here is an image of the stretched face:

And here is an image of the stretched UV:

I've already tried adding seams,  I made sure there were no n-gons.  I'm not sure what else to do to fix it.
any help is appreciated!
Here is the file for anyone who wants it:
https://drive.google.com/file/d/1ZV1zwGXUIr2Z8AdgQBNfAvJRliQMHGam/view?usp=sharing
(I couldn't upload it with any of the textures because the file was too big)


texts: Windows generated blend file compatibility with Ubuntu OS

texts:
I created a character in windows os. My college is trying to open that very same file in ubuntu but blender keeps crashing. Anybody knows why!? I thought Blender files were compatible across platforms…

We are both using Blender 2.82

Thanks!


texts: Material Instances Using Same Node Set Up

texts:
I’ve set up my material using all these nodes, which also has an image texture Node,
I’d like this material to be applied on other objects as well. but to be able to change
the image texture on the object(s).

So rather than clicking on the Plus icon, which will add new material and I have to redo the nodes up again.I click on the Icon NEW MATERIAL (indicated in Teal colour), so I can duplicate the existing material Node set up and assign it on another object(s).

So I add a sphere to my scene. Now when I try to change the image texture on the sphere, It also affects the rectangle as well. So what ever I add in the image texture node
its affecting both objects. So how can I have the materiel node set up, but to be able t control each objects image texture separately?

I had the impression that by making a duplicate of the materials it becomes an entity of its own, so you can affect the object you choose without altering the appearance of the other one since it’s a new instance, and has a different name, e.i: Material Start, Material Star.001, they’re both named different to target each object differently.

Thank you.


texts: Irregular UV unwrap from rectangular object

texts:
I have made the following model by manipulating the standard cube. When I finished, I used Ctrl-A in Object Mode (like this question suggests) to normalize the overall scaling to 1. However, after marking my seams and unwrapping, I get the UV pattern as shown below. I used the plain "Unwrap" command.

All of the seams and edges appear correct, but I'd like all the edges to be orthogonal to each other and not "skewed" on the grid. What can I do to fix this?


texts:
I've started getting into Freestyle, and found that for a rough, sketchy look, the spatial noise or perlin noise modifier under Geometry tab works great, however when I animate things, these modifiers noise source also gets animated (as noises normally do, they get randomly calculated every frame) - and so the outline of the animation changes from frame to frame.

Is there any way or workaround to stop this and have a consistent outline for my objects?


texts:
I tried search this problem in forum but there are no clear answer to help me.
I have tilted bone and one mesh parented to it. when i try to rotate this bone around y axis, bone not only rotate bur also changes scale.
I can fix this issue when i use "Preserve volume" in armature modifier - but i want to export this animation to unity (and preserve volume dint works there or in marmoset etc)
All rotation scales etc are cleared for armature and for mesh
There are another rotating meshes/bones in this animation - bot there are all good for them. (i suppose this issue depends on bone's tilts - looks like it is rotating around global y, maybe.. or something.. i dont know)
Here is the short video explanation:
https://www.youtube.com/watch?v=FZsHU8fYDaY&ab_channel=AlexShmidtheisler
enter link description here


texts: Blender crashes when playing (P) a duplicate scene in BGE

texts: I was making a game with objects that contain pretty complicated programming in the logic bricks. I want to make a new level with the same objects but just with a new venue. I just copy the items I need to the buffer and paste them in a new scene. When I click 'p' in that scene blender just closes directly. Same thing when making a new scene by linking the objects or object data and even with a full copy. Does anyone know what causes this problmem???


texts: Methods of applying bumpiness to materials

texts: I've been following some tutorials, and I've noticed several different ways to apply overall bumpiness to an object.  So, first of all, what is the difference between plugging a procedural texture straight into the displacement in the material output verses plugging the same texture into the normal of a shader?  Next, what is the purpose of using a bump node, when you can just plug the same texture straight into the displacement/normal?  Thank you for your help.


texts: How to mirror an object along with its local transform orientation?

texts:
So I need to mirror an object along a single axis, and this object has been rotated in object mode and therefore has a local orientation that differs from global. I need to keep this local transform because some constraints will apply to those objects for an animation. See the examples below:

The source is the red object and green one is the transformation result. This is what happens when using the mirror modifier, then separating geometry and resetting origin to geometry. The placement is fine, this is exactly where I want the object, however, the transform orientation itself matches that of the red object and has not been mirrored.

Now this is what happens when trying to mirror the object itself along the X axis using the 3d cursor as the pivot point (scaling -1 along global X). The transform orientation is then well aligned, but I wouldn't exactly call this a mirror! Now of course if I had applied the rotation before mirroring, the mirror would have worked, but the local orientation would have been reset so this is no use either.

This seems like a very basic thing to do and I'm wondering what I'm overlooking. I know that I can use other orientations like "normal" for modeling but this will not work with constraints. I will need to use constraints on local axes afterwards.

Any help is greatly appreciated.


texts:
everytime I try to add wind in my scene the hair is still static. Only if I move the wind object the hair is moving.
But if I dont do that the hair goes in the right direction but doesnt move. I have this problem in Blender 2.80, 2.83 and 2.79.
I have a simple plane with a hair particle system. I have this problem with Vortex and the Turbulence too. Same problem with hairs on characters.

I hope someone can help me.


texts:
I did in Object Mode > Add > Text Now I want to change the text color to red. Now it's in gray.

This is a screenshot of the text in red but how can I make that when I'm carving the text into the cube it will carve it with the text color and not the cube color ? Now the carved text still in gray and not in red :

You can see the left carved text is in gray and I want it to be in red :


texts:
i want to attach external GPU to my macbook pro 16 with Macos catalina, but i don't know if cycles it will work with my AMD rx 5700 or not.

Thanks


texts:
I was wondering how would i get a UV Sphere to act like the floating blob in the image?
As well as


texts: BL2.80 - Remapping the Context, Search, Tool-Shelf popups

texts:
new user here.

As the title mentions, I am doing some customizations and I am trying to find where in the keymap settings these menu popups are buried (Context popup, Search box, and the main tool-shelf).

The tool-shelf, for example, can be assigned in 2.8 to the spacebar action, but I don't see it inside the keymap tree structure anywhere.


texts: My Image Texture is not Affecting Geometry Node Point Distribute

texts: I made a simple, spotlight type of image texture but when I try to apply it to point distribute in geometry nodes it doesn't affect the distribution and everything is covered.


texts: How to write all characters in a font to a 3D text object?

texts:
Can you help with inserting of all characters of a font (for example I loaded an Arial font) into 3D Text?

For example I created a 3D Text object and I need to insert all characters with Python:

All I found is how to insert a specific text:

bpy.ops.font.text_insert(text="texttt")

But I need all characters available in the font.

Also, can I separate characters by languages (english, french, spanish etc.) and other characters (,.<>[]{};:'" etc.)?

Thanks a lot!


texts:
I am new to blender and I'm trying to learn stuff. Recently I learnt how to make the grass on a plane from particle settings from several youtube video references. And I tried to do it finally, Even though I did exactly as it was shown, my hair particles are not growing on the plane uniformly. Rather they are growing from one point in random directions.

All my other settings are set to basic, I can't figure out the problem.
I would be really glad if someone helped me out here, Thank you.
Here is my blender file for reference,


texts:
I’m trying to bake Normal and AO maps in Marmoset for the first time with a model I made in Blender, and I’m getting an issue regarding the High poly model importing. When I import it, it looks like this:

And it should look like this:

The High poly is not triangulated, and the low poly is. I don’t know if the high poly needs to be triangulated or not, but I had it working at one point with the non-triangulated High Poly mesh. I would love to get back to that state, because the shading gets thrown off when I have to triangulate the High poly.
I have tried importing a triangulated version of the FBX, and it loads in fine (minus the shading issues). When I re-import the non-triangulated version back into Blender, it shows no signs of those added faces.
I’ve been stuck on this for a while, so any help would be greatly appreciated.


texts: I'm having the hardest time figuring out how to create the legs of this bowl. I tried to create the legs from cylinders and attach them but it doesn't look good at all that way. I've tried making handles for cups etc and I've had no issue but I'm kind of stumped on doing legs this way. Any help is appreciated!


texts: Cant unlink a curve created from an instanced collection

texts:
Once I click on "Make Instances Real", It unlinks the geometry from the copy and it makes it unique.

Now for the curves, once I try to edit the new "real" curves, I am unnable to unlink them. I have created them from instancing a collection. I have tried everything from
1- Unparenting
2- Setting it to single user
3- Applying all the transforms
4- Tried to click on "unlink object data" but such option only exists for meshes.
Image 1. The right side of the curves is a copied collection made real

Image 1. The right side of the curves is a copied collection made real

Image 2. The right side is selected in object mode

Image 3. In edit mode, the right side gets selected and all changes to the right side will affect the other one as well. I would like to make them individual of each other.

Any help or advice is welcome. I found that linking meshes to curves to be a great technique for applying hair cards and it is working really well for a ghillie camo outfit that I am creating for a game.

I have read this page from the manual https://docs.blender.org/manual/fr/dev/scene_layout/object/editing/duplicate_linked.html but it doesnt say anything about curves. The only thing that seemed to work in the sense of editing only one of the two sides was to press ctrl+L and click on link object data but that messed up the position and transform of my meshes. I tried to apply the transforms but to no avail. In other words, I have no solution :(


texts: animation is not rendered if i set start at 50

texts:
when i render my animation the final result is a number of png with no movement (when i edit them in premiere).

Mostly if a set the first frame unlike 0 (at 50 for exemple).

The animation is a particle System hair, with a wind as external force field with a noise to move it. I'm not using keyframes.


texts: Blender 2.8, how to access UV coordinate data

texts:
Question:
  How to access UV coordinate data through specific material in Blender 2.8 when using material nodes?

Detailed explanation:
  When creating custom export addon for Blender, I would like to access objects UV data through material node tree which has been wrapped with bpy_extra function PrincipledBSDFWrapper. I would like to get the name of the UVMap from materials so I would be able to access that specific UVMap data from object.

Object setup:

Object Cube has material which do have Principled BSDF node, Image Texture node (connected to Base Color of BSDF node) and UV Map node (concected to Vector of Image Texture node). In "UV Editing" tab I can see the texture UV mapped correctly on the Cube.

Example code for accessing wrapped material:

This code can be used to access material node data through Blender scripting console. The mat_wrap does have wrapped data of material node (as far as I have understood). myimg gives access to image which is linked to the Principle BSDF node.

  from bpy_extras import node_shader_utils
  mat = bpy.data.objects['Cube'].material_slots[0].material
  mat_wrap = node_shader_utils.PrincipledBSDFWrapper(mat)
  myimg = mat_wrap.diffuse_texture.image

How to get the name of the "UVMap" from mat_wrap structure ? If I have understood correctly, I can then access the UV data of the object with this name through object->mesh->uv_layers.

What I have tested already
I have access to the wrapped material like in the code above and I have tried to go through all different properties of the diffuse_texture and image variables. Haven't found the name of the objects UVMap which is connected in material node editor to Images Vector property.

Thanks a lot,
    -Mika


texts:
I assume that i touched some setting ,but i dont know what.
I use blender 2.79 now, and yesterday i was working on some material, doing some experiments. When i liked the result, i took a screenshot of the nodes:

Now i finished the modeling of one object and i wanted to make the same material for it, but when i went to the node editor, added a new material and nothing showed. Then i saw that there was "Use nodes" box and it was unchecked. I checked it and got this:

What was even weirder is that by changing the color from the material properties panell, i changed the color of it in solid view. My question is: How did i enable that and how to go back? If any further info is needed i will put it


texts: Is there any way to clean the joints created by mirror modifier?

texts: Hi Guys, I created the above bottle using the mirror modifier but when I am smoothing it, it leaves the edges/vertices joint, as I shown using red arrows. Please suggest how can I remove this visible separation line?


texts:
I'm new to Blender and I wanted to design this mask in order to print it in 3D but i have a problem.
I want the eyes holes to be sharp but the subdivision surface modifier make them round.
I tried everything i found on internet to make them sharp ( edge split, ctrl r, crease... ) but none of them works.
Could you please help me ?
Thank you.

I want it to look like this :


texts: Fluid Simulation problem, some frames render others don't

texts:
I simulated a fruit drop into a tank (blender guru tutorial) and when preparing to render, some frames of the simulation show up on rendered view while others don't or only partly show up. Why is this?

It's not a camera cut or trimming, since in the same camera position the fluid is visible in one frame and not in the other (not completely)

It's not the visiiblity on render of the fluid sim for the same reason as above

Link to imgur album


texts: Mantaflow : Why is my fluid not showing up? / Why is my fluid going thourgh my mesh?

texts:
I wanna create a forest landscape with a river in it. I'd like to create the river using fluid physics, for realism and training purpose.

Here's my scene:

Pretty easy scene: my river bed is set as an obstacle, i have a fluid emitter (using flow -> liquid -> inflow) and a domain, displayed as wire and cache type set as Replay to see all those particles.

Here's the problem: mantaflow in kinda messy. I've tried simpler fluid simulation using only a cube and a similar fluid emitter following this famous tutorial (https://www.youtube.com/watch?v=JYc_6fXEjw4&list=FLX-jj-0Y_RabznBgbDa0rIQ&index=4&t=0s) ans it worked fine.

BUT whenever the domain differs from a simple cube (here, a rectangle), fluids just do not show up.
Also, whenever obstacles differs from a basic mesh (like a uv sphere or cube), fluids just go straight through it.

I've searched a solution for quite a while, but apparently, all these simulations are sort of new, and there's not a lot of talk about it.

For the fluid going through problem, I've tried thicker meshes as obstacles, but it didn't change anything, i tried playing with the surface thickness parameter, same result.

For the domain problem, it's simple: if the domain is a cube, it works, otherwise, it does not. But also, it only works with cubes of a certain size? I dunnow, it's really messy.

Here's my blender file: https://we.tl/t-xhNQvjkwKU

So here's the question: How to make a fluid come from this sphere and use the -not so complex- mesh below it as an obstacle?


texts:
I've created a sample with a basic cube so I can explain it better, I'd like to smooth/bevel/round an edge  but in one side I've more than one face.
On the left you can see my basic cube, on the right side this is what I got when I bevel it

As you can see when you have multiple faces bevel is applied accordingly, what I really want is something like what you can see in the picture below:

When you have just one face the bevel is applied to the edge (because you just have one edge...)
Is there a way to "round" the edge (this is what I really want) without worrying to much about "subfaces" in my biggest one ? I have a polygon face with lots of "blender faces" in it.


texts: How to obtain max and min of f-curve in python

texts:
I am making an add-on for Blender. You can find it here: https://github.com/rubeste/Blender_f-curve_select
I need to support the normalization of the curve as well. So, I need to calculate the f-curves position.
I currently do this by getting the minimum and maximum value of the curve and creating a range between 1 and -1.
My problem is that I do this calculation by looking through the whole animation. This takes time, and I only tested it with 3 curves.
I was wondering if there is a better way to obtain the minimum and maximum. Or if I can get the value I want via a different method.
def calculateValeOfNormalizedCurve(self, context, fCurve, frame):
        start = context.scene.frame_start
        end = context.scene.frame_end
        values = []
        value = fCurve.evaluate(frame)
        i = start
        while i <= end:
            values.append(fCurve.evaluate(i))
            i += 0.1
        max = np.max(values)
        min = np.min(values)
        return ((value-min)/(max-min)*2)-1


texts: How can I move my character's foot in the direction I chose with a key input?

texts: I'm trying to make a game with some aspects similar to octodad but for this to work I need something that will allow me to move my characters foot in the direction I chose with a key input, it may seem simple but I'm a bit of a noob.


texts:
I am trying to make a smoke simulation which includes colored smoke. I have tried changing the smoke color in the domain of the simulation, but the color in rendered view mode doesn't change from the default.
How can I change it?

Blend file: https://www.dropbox.com/s/1j4otu6dl6b7hnl/geyzer.blend?dl=0


texts:
I'm having troubles with the x-axis mirror operation. Maybe because I moved the bones when the option was disabled and I shouldn't do it. But now,with the option enabled,the left and right bones are no longer symmetrical. I tried to delete the right bones and then I duplicated/flipped name/mirrored on the x or local axis the left bones,but it didn't work. They are again not symmetrical. What I should to do ? Check the attached video for a better understanding of the problem. Very thanks.

x-axis mirror video


texts: Copy a vertex colour without changing the mesh

texts: I have several meshes that are quite different in just one particular zone. I have made a very nice vertex colour for one of them. It would be nice be able to transfer it to the others as I'm sure that if I attempt to repeat the exercise on each they will all look slightly different. I CAN transfer the vertex colour by selecting all my targets and then the source under Shift and then using Ctrl+L and picking 'Object data'. Unfortunately though they all then have the same mesh. Is it possible to transfer just the colour and keep the mesh structures different? I'm using 2.80


texts: File view_ can not select folder to open any files

texts:
I Have Bledender installed on two PC's. The main PC can't open any files in Blender. I have Blender 2.82a. The other PC has installed the same Blender and can read files in Blender.

I have uninstalled Blender on the main PC but still does not work. I have used Blender before and it worked when I did some tutorial training.

Can someone please help. I have screen recording of my problem if I can share it with someone who can assist.

Thank you.

My first question. I can not open any folders in Blender File view/window to select a Blender file to open in Blender. I can see all my main folders in my drive where projects are located but can not open any folder in the Blender file view window. When clicking in a folder it does not open to find a project file to open in Blender. Thank you.


texts: My HDRIs + Shader Previews are dim/desaturated and it's affecting my material output

texts:
Why does it look like this? This appears to be affecting both Eevee and Cycles in similar ways, although I understand the shader view is Eevee only. My Cycles previews are also very "bright" or desaturated. It is very hard to get any darkness into them. The HDRIs themselves look desaturated in the background.

If you set up this same shader it'll appear darker for you.
When I open a new project it goes back to the fully opaque look and my HDRIs are also fixed. I can obviously give up trying to fix this and just start a new project and import the assets but I prefer to know why this happened so I can fix it.


texts: Render parts of object(s) only when they are within a defined area

texts:
I'd like to animate a train car entering and exiting a diorama from left to right. As the train car exits the station, "breaking the plane" that is the boundary of the station, the parts of the train car outside the station should be transparent.
Here's what the train car would look like passing through if there were no masking or holdouts or anything:

What I'd like is for it to be "chopped off" outside the diorama bounding box, resulting in something like this:

...but I don't want to accomplish this with booleans. It's way too expensive and intense, as the train will have many objects and shaders involved with it.
I can achieve the desired effect behind the station with compositing and render layers using holdouts. But the foreground part of the train as it exits, I'm lost on how to achieve that.
Thanks!


texts: How to replace part of a mesh with another part

texts: I would like to make both eyes exactly the same (one is slightly thinner than the other), how would I take the vertices from one and replace them with vertices from the other? The head is a sphere and this is a very dense mesh. Using Blender 2.82 on Mac OSX 10.13.6.


texts:
I know that you should usually ask questions about "direct problems" here but there is a problem where I can't find an answer to. There is a quite similar question but the answers don't really help me at all:
PBR dielectric material in luxrender?

Now here is the question:

A few days ago I have seen an amazing tutorial about PBR materials by BlenderGuru:

https://www.youtube.com/watch?v=V3wghbZ-Vh4

However, this tutorial only features the Cycles Render engine. Since I am trying to get used to LuxRender I cannot just use the .blend file from the project. I have already thought about just recreating the steps from the tutorials but since I am new to Blender I think it is better to ask for an advice.

Has anyone experience with LuxRender and PBR materials and give me a hint what to look up?

Thanks for any help.

Kind regards,

Fabian Lins


texts: Are there any good character animation courses out there there are detailed and go into advanced material?

texts: So I recently bought a blender animation course from bloop animation and it covered the very basics. I know the principles of animation and the basics of 3D bone animation, what I'm looking for is tips and tricks on how to improve my work/get character movements to look more realistic/rigging tricks to make animation easier, etc. Right now, my animations look very robotic, my keyframes get messy and weird things start to happen, and trying to get my character to move through an environment is very clunky, I was looking for recourses on learning after learning the basics other than trial and error. Because I am having quite the time (A bad time) learning through trial and error. Thanks in advanced for any help!


texts: Sometimes, I cannot add primitives in blender 2.8

texts: I've already found a fix (restart blender) but is there any other way of getting blender to "refresh" when hotkeys sometimes stop working?


texts: Changing the Preview Scene in the Mitsuba Plugin in Blender

texts:
I use Blender 2.69 and Mitsuba 0.5.0 and imported my Mitsuba Integration Plugin to Blender. When I want to see my materials and subsurface scattering effects in "Preview Scene", they don't look correctly. The sphere object seems to have a bright white material because there is so much light in the Preview Scene. From where and how can I change the settings of the light powers in Preview Scene? I'll be happy if you can help me.
Here is an example of the output in my Preview Scene (It looks too shiny.):


texts: Is it possible to display/draw the viewport of Blender in an another application? eg. Run blender in the background to display the wireframe view of a Blender file within another app? (Sorry if this vague, just trying to understand approaches for Blender application integration.)


texts: What shortcut to open Node Wrangler menu in 2.8?

texts: I need the shortcut that will open the Node Wrangler menu in 2.8. I found this thread: Shortcut list txt for node wrangler from 2017. It says Ctrl+Shift+Alt+wm.call_menu. But what is wm.call_menu?? Anyway, I need a shortcut valid for Blender 2.8.


texts: Can I create a noise texture with a "darker end"?

texts:
I made a logo in photoshop a while ago and I am now trying to make it in Blender.
I'm really new to nodes and I somehow managed to create something that looks quite like the real deal. The only thing left to do with the texture is to make it have a "gradient limit" or something that'll make it turn darker after a while.
I'm not a certified explainer so I attached two images.
NOTE: the "PTV" is from the reference image so I haven't gotten that fixed
What I'm getting

What I'm trying to get


texts:
so I am currently working on a scene in blender that uses also volumetric scattering on a cube, so that I can create god rays with the help of the sun lamp.

An hour ago I wanted to look how that would look and Eevee and baked the lighting and renderd. However since then going back to cycles, I was not able to get my sun lamp working, it is there but it looks like for blender it is not there.

After trying many things out I just found out that as soon as I delete the volumetric cube my sun works fine again. So I tried making new cubes and new materials but what ever I try, my sun will not work at position where the cube is.

I think I somehow destroyed my blendfile. Right?

Scene shot from a few hours ago

https://imgur.com/owG1MfZ
https://i.redd.it/ohbduzbdcpf31.jpg

will post viewport in a few minutes.


texts:
Hello so I have been having trouble with this issue I will give an example of my issue

It doesn't sculpt on the other side I need some help it is probably simple, but I can't figure it out on my own. I don't know whether to sculpt all the right sides first or is there another way.
Thank you.


texts: render with no shadows like in solid mode

texts: It is possible to render a final animation with objects to look like when in solid mode and no shadows etc? How could I do that?


texts:
So basically I've been following a tutorial on youtube, and one of the steps is to use to 'color ramp' (below) to make a gradient on the object. My problem is that when rendered, or in the rendered preview, the object turns entirely yellow. I'll enclose some pictures below.
As far as I'm aware, there are no keyframes which make the object turn yellow, though I'm not entirely sure.
The object turns yellow in the following frames: 1-2, 4-12, 26-35, 38-113
Edit: When I change the colour type from RGB to HSV or HSL, the gradient appears. Also, when I move all the colour stops to the left side of the slider, the gradient appears, though only on the very right side of the shape, and it's way to sudden for my liking. It seems that it renders the first colour quite heavily, and then doesn't do anything else.It also may be affected by the elevation of the object. It appears as though if it is any lower or any higher than a particular level, it will turn yellow. Either that or that only on particular parts of the curve it's following, will it have the gradient. Another thing I found is that if the object is rendered in Edit Mode, then the gradient works just fine. It is only Object Mode that it stuffs up.

Any help is appreciated :)


texts: Why my custom icon not so white compared to 2.8 icons

texts:
My icon is a pure white lines.png 32x32 but compared with 2.8 icons is not as white, why?
My icon is the top one:


texts: Export OBJ without texture data on faces (but with UV coordinates)

texts:
What I want to do is export my mesh (OBJ) without the texture information written to the faces, for example:

v 162.319473 -0.732841 161.752060
v ...
vt 10.000000 -20.975000
vt ...
f 1/1 2/2 3/3
f 4/4 1/1 3/3

Should be:

v 162.319473 -0.732841 161.752060
v ...
vt 10.000000 -20.975000
vt ...
f 1 2 3
f 4 1 3

I still want the texture coordinates on my .obj file, I just don't need them written to faces. Is there any way I can do that?


texts: When I select the walls and assign them as a vertex group and then select this vertex group it selects the wall but the floor too. How can I make it select only the walls ?


texts: Saving a rendered file with a audio track on it

texts: Hi everyone i am just needing some help on my animation i have made. i have rendered it as an animation and added a audio file on top of it but i don't know how to save it as a mp 4 file with the sound on top of it.


texts: Repeat texture in all directions using cycles nodes

texts:
I'm struggling around with a small problem.

First what I want: I would like to make a bitmap texture repeatable in all directions using the cycles nodes.
it is important to create an own setup, and NOT using the regular Mapping node.

The problem: As soon as the bitmap texture is set to "clip" then the wrapping is not working in my solution. See my screenshot.

I have moved the starting coordinates and you can see the texture is not repeating in all directions. It will be duplicated to the positive direction only.

I know you can use the Absolute function to repeat it mirrored, but it is mirrored then... This is something nice for procedural textures but not well for bitmaps and often unwanted.

Do you have any ideas to do this in blender via cycles nodes?

Keep creative and thank you
Chris

The point is:
I want repeat AND set a distance between every repeated texture. My knowledge let me do this into the positive UV direction only. How do I do this like in my description below?

Here some more description, what I imagine:

Following is the Link to the .blend file.

After opening:
You see three Values at the left hand side. Tile Distance, Amount and Move X/Y.
Basically all works well, but the problem is: The tiles will be repeated to the positive axis only. I would like to repeat them endless in all directions and be able to set the tile distances and move the whole tile page position too.

Download .blend File

And here the shot for my scene example setup too:


texts: Blender Cycles - Can't see Glass through Glass

texts:
I've run into a predicament with an archviz project. For some reason, I cannot see the light bulb shining through the glass encasement in a chandelier. The light bulb uses a fake glass material (with some added translucency for a smoky effect) and the chandelier encasement uses a glass material with some light pass transparency hacks. The only way I can get the bulb to show through is by using "Transparent Depth" to blend between the Glass and Transparency nodes, but then the light does not pass through into the room anymore (it's trapped by the glass encasement). Both the glass encasement and the bulbs have a thin depth to the walls. All node setups shown below. Any advice from Cycles experts would be so appreciated... I've been unsuccessfully trying to solve this for hours...

Thanks so much!

-Adam


texts: Some questions on maintaining addons with multiple Blender versions

texts:
I use a special build of Blender made to work with the Octane render plugin.  But I also frequently go into the regular Blender since Octane Blender is sometimes a release behind. What is the best way to maintain my plugins so multiple Blender versions have access?

Currently, I have plugins in each of the installs addons folder.  But I also notice my installed addons (like Flip Fluids, Khronos glTF exporter) also reside in the Windows AppData/Roaming folder.

When I want to update an addon, what is the most efficient way of doing this?
Do I need to copy the new files into each installs addons directory as well as the AppData/Roaming directory?

Can I delete the addons I want to update from each of the Blender installed script directories and JUST copy them to the AppData/Roaming directory?

Or should I set a custom path where each version of Blender can look for addons?
If I choose a custom path, does Blender still look in its own installed addons directory - first for all the addons that come with Blender and then in the custom path?


texts: a single face in an object is shiny in solid mode and showing a strange gradient color in render

texts:
This is a door that I'm making. There is nothing special about it. It somehow has one face (A) that is different than others. I've tried flipping the normal, deleting the face and remaking the face. I also checked the vertex positions. Not sure what else to check.

I might end up deleting this whole A side and use extrude from the other side to recreate the door. But I would like to know what caused it so I can avoid it next time. Thanks.


texts: Hair renders from regions outside vertex group

texts: I have a vertex group and hair renders outside the region.  I can reverse it by the double arrow and that works - no hair inside my vertex group.  I have no modifiers applied. How can I only get hair from my vertex group?


texts:
I have an outfit that I am trying to give thickness with solidify. There are 3 related problems I am running into:

1) Solidify size can be controlled by a vertex group, but if set to 0, it still makes the new layer of faces, just with no distance between them and the old. I need different amounts of thickness in different areas, and in some places, I need no thickness. In crumpled areas with very small or no thickness, the back faces of the new layer clip through.

2) I have a huge amount of unnecessary double verts in areas that don't need thickness.

3) In acute areas, the solidify makes split edges.

I cannot change any vertices, or split the object. This outfit is being imported from Marvelous Designer, and has associated .mdd animation caches that will break if anything is altered. I am using the Mesh Cache modifier to load them, so anything I do needs to be after the modifier. Importing the .mdd directly onto the mesh as shapekeys would allow more options, but that isn't viable as I need to be able to bring in different animations without it breaking. I can make changes to it in MD.

I see from looking around google that problem 1 is supposedly solved by making the material backfaces transparent. But that doesn't seem to work?

I have also found that triangulating the mesh (currently quads) solves 1, but is that the only way? If there is a way to access the verts created by solidify in a certain area, then they could be hidden, which would also solve 2.

It seems that 2 could be solved by something like a remove doubles modifier (which I see has been proposed in the past, but was rejected), and if that was done, then I wouldn't need to triangulate the mesh.

I have also tried using a deform cage based on an unaltered version of the outfit to control an altered version and so avoid the whole issue, but the results are inaccurate.


texts: I have a very very slow computer, but would like to animate 3D. I'm aware we can render via the command line. but I don't know how. I want to render the entire animation of my Tutorial.blend file in the background.


texts: Subsurface overhang causing black shading

texts:
I've got a model with mirror, bevel, and subsurf modifiers on it and subsurface is causing some shading issues. I don't know how to fix them other than to just disable it. I've seen another two posts like this but one of them was due to some tris in the corners of the mesh, which I don't think I have.

How do I fix this?

Here's a download for the .blend file

edit: By request, a screenshot of it without subsurf in edit mode. There are no ngons, it's all quads.


texts: How to create a center pivot point for mutiple mesh files?

texts:
I have a Butterfly which exists out of 7 different mesh files. How can i create one centered pivot point

for this file. So that when i import it into my Compositing software (fusion9) the butterfly has a centered pivot point?

Cause at the moment when i export the .abc file out of Blender --> and i import it into Fusion the pivot point is way of.

So my questions is:

How can i select all the meshes --> and create a pivot point for the whole butterfly?


texts: How can I fill a "spinned/screwed curve"?

texts:
I am trying to make a cross-section of an object with a rotational symmetry.
I thought using a curve for the cross-section with the screw modifier would be a better way to do that than using boolean modifiers on a mesh.
But if I use a filled 2D curve and the screw modifier, the fill gets messed up as in the attached picture (Objects A and D).
If I use a 3D curve, there are just no caps (Object B).
Object C is what I would like to achieve. I made it by converting the bezier curve to a mesh, creating a face and then using extrude->spin in edit mode.
But then I loose the flexibility of editing the cross-section.
How can I achieve the same while keeping the cross-section a curve?

Blender example file:


texts: Bone based animation wont play during render, works in preview

texts: Its a file for my work so i cannot share it, but for some reason, the bone animations don't happen when i render, in preview, it works just fine what can this be (latest blender version)


texts:
I'd like to create a plane mesh which is divided to arbitrary-form polygon regions, like gimp/Photoshop mosaic filter makes, or like Voronoi diagram (although the latter is not really arbitrary). So I want each piece of that mosaic plane to be a single face, and it also would be great to assign a (random) height to each face, making a stair-step terrain from the plane. What I've tried so far:

1) To generate a Voronoi diagram, paint each region in a grayscale value, and try to use it as a heightmap (import image as plane, then Displace with image texture). That was useless in terms of mosaic-faced plane fragmentation, of course, but I hoped that each diagram region will get its own height based on the color, so I'll get my stair-step terrain. That failed, it seems Displace doesn't work that way - it made a soft and smooth terrain, instead of sharp step-like breaks.

2) To take a mosaic picture as a texture, and use the Knife tool to draw the actual mosaic polygons over it. It works that way, but requires a lot of work by hand.

3) To open a Python console and try to make a Voronoi diagram right in Blender. Then I realized that what my code does is painting each pixel into corresponding region's color, so it doesn't create any edges or faces at all. Maybe there's some other algorithm (I don't actually need Voronoi diagram; anything that looks like about the same is ok) which will allow me to end up with a set of faces?


texts: All geometry looks glitchy in viewport in Blender 2.8

texts:
I'm using Blender 2.8 (release, not beta) for my new project and after adding some objects (just as placeholders, no complex geometry) all geometry around edges looks strange.

This however doesn't occur while looking through a camera.

I have used Blender 2.8 beta before and there wasn't this problem


texts: Assigning shortcut for Alt + Ctrl + C doesn't work

texts: I use object_origin_set a lot, that's assigned to shortcut Shift + Ctrl+Alt + C , and since it's a 4 keys shortcut, I searched the object mode shortcuts on Blender Wiki and in the user settings, I found that Ctrl + Alt + C is not assigned, so I thought, well why don't I lose that extra Shift that causes my ring finger to stretch to un normal limits every time. Well it doesn't work, I tried Ctrl+Alt+A it worked, I'm curious, does anyone knows why is this specific shortcut not working?


texts: Cycles - camera motion blur only on certain objects?

texts:
Is it possible to disable camera motion blur for certain objects?

The motion blur checkbox in the object properties only seems to affect object motion and deformation? But if the camera moves the object still is blurry.


texts:
I am playing around with my first fire animation attempt.  Settings are done but I have the following 2 difficulties,

I would like the flame animation to be a constant one.  As it is it starts from nothing at frame 0, develops into a flame at frame 66 and stays constant till frame 100.
I would like it as in the part from frame 66 to 100.  I tried starting the animation at frame 66 but it did not work.

The flame is not rendering, only the smoke is.  I tried to enable the volumetrics as in the tutorial I saw but there is not enabling button.

Here I uploaded the file I am working on.

Thanks for any help given.


texts:
How do I make gunfire animations with blender? I never animated anything in blender except to build models. Here is a picture of my model:

Is there anything I can try to make gunfire animations?


texts: Weird color on texture painting with brush

texts: I'm new to Blender and was hoping someone could help me with this. I was watching a tutorial on youtube to learn texture painting in version 2.79 (as you can clearly see by incredibly amateur work, LoL) when all of a sudden the white color turned pinkish. I tried reloading a previous save, restarting blender, but unfortunately it didn't work. I checked if I'd changed the sliders by mistake, but no. Everything was as it supposed to be. I even went as far as reinstalling my gpu drivers. I've posted a picture. I hope you can see the slight difference. I know, it probably sounds like nitpicking on my side, but I can clearly see the difference in color. I'd appreciate any help. Thx in advance.  .


texts:
I'm a rookie in blender and did the shape of a house. I imported some objects in the interior and they all come with nice colors. Even the exterior. Not the imported car port and the olive trees.
What am I missing to show the colors on all the objects?
I tried fbx and obj. Both remain white. Whereas other objects come with colour immediately. I must be a little thing I don't understand.
Any clue?

Thanks heaps.
Here is the shader tree of the olive tree.

And this is what the olive tree looks rendered. https://www.cgtrader.com/3d-models/exterior/landscape/set-of-6-olive-trees


texts: Crop Plane to Polygon using Coordinates (Python)

texts:
I want to crop a textured plane to a polygon defined by a set of world coordinates.
The process must be scriptable using Python.
Something like the knife tool, except using defined points instead of interactive points, would be perfect.
I have tried generating a SVG defining the polygon, and using a Boolean Intersection modifier, but this does not work with non-manifold geometries like planes.
It seems that there should be an easier way to do this. Any ideas?


texts: Speed up bpy object creation with "for loop"

texts:
so i'm fairly new to blender scripting and could need some advice with this:

To put it simply, I want to create a cube made up of smaller cubes (100x100x100) with this script:

N=100;
for i in range(0,N,3):
   for j in range(0,N,3):
      for k in range(0,N,3):
          bpy.ops.mesh.primitive_cube_add(enter_editmode=True, location=(i,j,k))

which works well with smaller N. But takes horribly long with larger N. In the code above there are over 9000 objects to be created so I can assume there is a lot of memory to be allocated which slows things down.

However, I there a way to create such objects much faster? Is there a fundamental problem with my approach that I've not seen yet?

I also experience this "slow" behavior in other scripting modellers like OpensScad and hoped maybe blender does this a little better.

Tips and advice very much appreciated! Thanks!


texts: Setting up a tube rig for an astronaut character

texts:
I have a scene with an astronaut character with tubes on the side of the helmet going to the back. I would like to set up a rig to allow the helmet to turn and the tubes react like they would in real life.

I have spent an entire week trying to figure out a method. I have tried soft body and cloth techniques that work for a tentacle or hair but I am unable to get the ends to work properly. I thought I had it going but the sim blows up and the tube goes all over the place.

Below is a screenshot of my scene with the main character head and armature hidden. The tube sticking out strait is the one I am trying to get to bend around to the back like the one that is draped across the shoulder going around to the back.


texts:
I have a super problem, I'm a beginner in blender, about 2 weeks, and I wanted to make an arch, but only it should be filled and with rounded edges, I was able to make the arch itself, but there were problems with the rounding. I just created an arch point by point, filled it inside and did an extrusion, everything would be fine, but now I need to somehow round off the edges and here everything is not going according to plan, I don't know if there is any normal way to do this, then what I ended up with when using the surface subdivision modifier - it's just awful, it's impossible to do uv, please help me, I searched the entire Internet and did not find anything.
I also tried to use bevel along the edges, but nothing worked, since there is no geometry in the filled place.


texts:
On the System Console, I receive the following error whenever I switch my viewport render to Material Preview mode (eevee?):
GPUShader: compile error:
0(10442) : error C0000: syntax error, unexpected ',', expecting "::" at token ","

I assume this is a tolerable error (as I'm not seeing anything particularly wrong in the Viewport)?
version 2.90


texts: How to toggle/highlight interactable items?

texts:
in many games the items you want to pick change form when you are near or you are aiming at them. Sometimes they change color to a translucent green, sometimes they shine more than the rest objects in the world. I want to create this effect in BGE.

I am working with this buddha statue from GiovanniLucca: statue

In this image:

you can see what I mean if you notice the desert eagle. There is a yellow highlight.

So how can I achieve this in the statue I am working with? Should I replace its mesh with another one with a different material (highlighted material)? Should I duplicate its mesh and scale it a bit to be close to the original and then change the color of the outer mesh and animate it to change from let's say transparent to green translucent when I am aiming at it? Is there another way? Has anyone done it?

I just want the player to know with which items he can interact and with whom he can't. I tried replacing meshes with transparent materials(in the whole object) and I was disappointed with the result.

Edit: I wasn't quite clear cause I did not know the way to do this I guess. My question is, how can I re-create the effect that you see in the image around the gun(desert eagle)? When the character is near I want it to get highlighted like this. The logic-bricks-code are done to detect when the character is near. So, how can I make it emit this (yellow) light close to its faces only and keep its textures still visible?


texts: I have two objects that I have already positioned into each other the way I'd like them to be. My question is how do I make them into one actual object, like they were made like that. Thank you.


texts: Why can't I select my vertices on UV editor?

texts:
https://gyazo.com/8d8423af9126666690069c96f1395e4c

Right now I'm up to the point where I need to apply textures to my creation. This problem I've run into involves me converting my bezier curves into mesh. Unfortunately, the mesh is not selectable on the uv editor, this hasn't been a problem with my sphere I have applied on the texture. Please help, I need to get this done.


texts: I cannot rotate objects with python script in animation

texts:
So, i have an object, i have list of data, the translation nmovement is completely fine, but the rotational movement is not. It takes the last piece of data from the loop and sets the rotation according to that. I am at my wits end.
It is not datas fault. No matter what sequence i put there, it doesnt do anything. I put variable "line_count" for demonstration that it does nothing :D. It jut always rotates according to the last one.
code:
from math import *
from mathutils import *
from math import radians
import csv

myobj = bpy.data.objects['Cube']

# Clear all previous animation data
myobj.animation_data_clear()

# set first and last frame index
total_time = 50 # Animation should be 2*pi seconds long
fps = 24 # Frames per second (fps)
bpy.context.scene.frame_start = 0
bpy.context.scene.frame_end = 1001
myobj.location.x = 0
myobj.location.y = 0
myobj.location.z = 0
# loop of frames and insert keyframes every 10th frame

with open('C:/Users/ADMIN/Desktop/School/Advanced control/Quadcopter/Blah/href_input_h.csv') as csv_file:
    csv_reader = csv.reader(csv_file, delimiter=',')
    line_count = 0
    for row in csv_reader:
        bpy.context.scene.frame_set(line_count)
        myobj.location.x = 1
        myobj.location.y = 1
        myobj.location.z = 1
        myobj.rotation_euler.x = line_count

        # Insert new keyframe for "location" like this
        myobj.keyframe_insert(data_path="location")
        line_count += 1
    print(f'Processed {line_count} lines.') ```


texts:
Im modelling a tree and I would like to add an object (sphere, see below) to the end of each branch of my tree. Im currently doing it manually but Im pretty sure that isn't the best way.

Does anyone know an easier way to do it?

Thanks

P.S. I would prefer to not use Sapling Tree add-on because I need to fine tweak the tree by hand.


texts: Background Image (Movie clip) appearing purple

texts:
I want to add a video as a background "image" in blender 2.8 to match my camera movement. Blender is however only displaying a purple solid (like when the source file cannot be found). I've tried multiple videos, both as mp4s and image sequences (png). All of them do not work.

Background images work as normal, so this issue is only with videos.

Update: Apparently, this issue was just related to my working file. I could just copy all my objects to a new .blend file where everything worked as it should. I would still be interested in an answer though.


texts: Updating material does not take affect until restart

texts:
I am testing the new 2.8 build and can not get materials to update in the preview or 3D Viewport until I restart or reload the .blend

Is there a setting I need to turn on to get these to refresh automatically?

Using OSX Majave and Cycles render.


texts: Should objects added in edit mode be merged together or can they exist as separate objects?

texts: Are unlinked mesh islands of the same object considered bad modeling? And, when should I merge meshes and when should I keep them separate?


texts:
I don't want to see the shadow cast on the wall like the circled one with red pen the picture. How can I cancel such light effect?

I found an answer that said to go the "word" and "surface" to remove it. I am not sure that it's the same thing (link: How do I turn off environment/world lighting in Blender Cycles?)

but I did not see the "surface" option in my "world" column.

Thank you for helping me, I really appreciate it


texts:
I need to do an animation and I have issue to fade in object because I use mix shader on material but unfortunately, when the objects fade in, I see the faces on the backside of the object due to the transparency I think.
I have tried to put the object in layer and fade in the layer but the object is always visible (no fade in effect).
Do anyone know the node graph to achieve the fade in of the layer?


texts: How to create geometry with "point and click" and set number of vertices?

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I am trying to devise a way where I can "point and click" to create a line geometry and specify the number of vertices in this line.

So, this would look like me setting a "start" point / vertex by clicking, and then clicking at some other location to finish the shape (forming a line) but then being able to specify the number of vertices in that line (equally spaced) so that I do not have to go through the long process of extruding and dragging each time I want to create a vertex or trying to subdivide after I have made a line.

This way I could just click two points in 3D and say "join these points with a line that has X vertices".

Is there a pre-existing or relatively straightforward way to do this? The reason I am interested in using a "line" is that I am trying to make a correspondence between each vertex and a light, so I do not need a grid which would have two vertices at each point.


texts: How can i exclude rendering an enviroment texture in cycles but keeping all the other settings?

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How can i exclude rendering an enviroment texture in Cycles but keeping all the lighting and reflections that i get from it? like, rendering with the background, but make it black (not transparent)

Already tried to render it as PNG Transparent and then in After Effects add a black background, but what i want is to directly render it on JPEG format with black background to save render time.


texts: Could I make keep the animation position as the new position for an object?

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I'm trying to simulate a cloth patch which is a rectangle to "stick" to something irregular like a forehead, so I thought of animating it by using a force field animation and it pushes it against the object. But obviously when I reset the animation it goes back to its 'stiff' regular shape. Is there a way I could keep the animation frame as my default instead of sculpting or something?
I also want a way to make the cloth more taut2.


texts: Problems with material preview, wireframe and rendered modes

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Viewport shading (material preview) is not working, and Viewport shading (wireframe) works only in edit mode, in object mode does not work, but should work in both. Viewport shading (rendered) also does not work, it fixes by switching from eevee to cycles. The blender has been reinstalled several times, the video card driver too, and Windows has reinstalled a bunch of times. Please help solve the problem!
P.S. Video with glitches is available on Google Drive at the link below
https://drive.google.com/file/d/1VsWSRUYS8oDy8Qbej4yfqoT951KGI_Gh/view?usp=sharing


texts: Why am I getting these folding glitches when rigging my model?

texts: This might be a really dumb question but I am trying rigging out and I keep getting this weird folding glitches. I am trying to fix it with weight painting? But is there something else I should be doing?


texts: Can we Trigger AN with 'Active' camera object location change?

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I want to find out a way so that the 'Object' in the trigger is Dynamic, like active camera.

I have tried 'triggers' with object location to limit 'Auto execution' to only when object is moved.

I am basically trying to make LOD system using animation-nodes.


texts: How to use B & W video clips as masks for two coloured video clips

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I have three video clips. Below first video of motion graphic with fonts and Gregg shorthand writing, all in black and white.

YouTube: https://youtu.be/AAZr-PiJXGw

Now I want to add colours to black & white video. How do I use black & white details as masks? In other words, how to make black take colours from one coloured video and white, those from another?


texts: Blender 2.8 Evee problem with irradiance volume and reflection cube

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I am very new in Blender, in fact, um using blender for 4 days only, I used to work with MAX mostly, Only reason to do some experiments with blender because of the new (2.8) update.

I am facing a weird problem, whenever I use blender mesh, like box, sphere & then try to use reflection probe and irradiance volume for evee rendering, it works fine, but whenever I import a scene from 3ds max the reflection probe just start to blow the whole scene, take a look at the attached file, is there something that I am doing wrong or it just a glitch? I believe I am doing something wrong here

By the way if you want to study the scene i can share it with you


texts: My FBX import doesn't have any animation and looks very deformed. Help!

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I'm new to blender, and I've been working on this game that has a reload animation for the First Person. When I look at the .blend file, the animation is there and the 3D looks fine. However, when I export it as FBX file and then Import it back to blender, the animation is gone and the meshes look all squashed up. I've been looking everywhere to try to fix it, but I've got no such luck.
This is what it looks like on the .blend file:

This is what is looks like when I import it FBX file.