texts:
I am attempting to create some Procedural Weathering Effects on a high-poly model using a similar Pointiness method to that discussed in my previous question and answer here. Whilst Cycles provides great results using this method, for the sake of speed I'm trying to replicate the effect in EEVEE.

As of Blender 2.81a, however, the Geometry->Pointiness node is not currently supported in EEVEE and, as discussed in this thread on the bug tracker, due to the intensive pre-processing step needed to compute the effect it is unlikely to be supported anytime soon.

This has led me down the path of attempting to manually replicate the colours that the Pointiness node generates by first using the Dirty Vertex Colours operator (which is, in-practice, 1-click) to give me a vertex colour map of the mesh edges/cavities, and then essentially colour-correcting them (in a very rough fashion) to be visually similar to the output of the Pointiness attribute in cycles.

This has been somewhat successful when using the high-poly (~430k faces) 'Standford Buddha', and the following node setups for EEVEE/Cycles:

Whilst this works well for the buddha model, attempting to use the same correction parameters on different, lower-poly models yields drastically different results:

With a significant amount of tweaking, I'm sure the correction parameters could once again be adjusted to visually match the Pointiness output, however, I'm looking for a rapid, procedural approach that doesn't require a lot of manual changes.

Despite the issues, it does still seem like the 'Dirty Vertex Colours' approach could be the most promising. As a result, I'm debating whether a script or mathematical shader approach could be used to either replicate the basic Pointiness values and apply them as vertex colours or, alternatively, accurately remap the 'Dirty Vertex Colours' to the 'correct' Pointiness values. I'm assuming that a script that simply generates Pointiness colours based on the original algorithm from Sergey's patch may be simpler and more successful however, considering my initial problems.

Unfortunately, despite it not seeming like the algorithm is particularly complex, my knowledge of python and the code that goes into cycles shaders isn't sufficient enough to help me convert it. From Shadowphile's thread here on Blender Artists, it is suggested that Pointiness is generated by searching in a ring around a vertex/edge (one-ring neighbourhood), applying a value of 0.5 to flat surfaces, a value of >0.5 to outside edges and a value of <0.5 to inside edges, before adding an overall blur to approximate a two-ring neighbourhood.

In researching this problem more, I also came across Ambi's script here for better calculating Mesh Curvature to Vertex Colours (and the associated BA Thread). While this provides some insight into how iterating through the mesh and assigning colours could be achieved, it unfortunately uses different algorithms, and isn't directly related to my Pointiness problem; or ultimately converted for Blender 2.8x.

Thanks for taking the time to read, any help in shedding some light on this problem would be very much appreciated!

Helpful Links:

Sergey's original patch and notes from when Pointiness was first implemented in Cycles.
Shadowphile's dissection of how the Pointiness effect is generated.
Ambi's BA Thread about his Mesh Curvature to Vertex Colours Script.
Additional BA cross-post discussion thread.
'Understanding the Pointiness Algorithm' Devtalk thread.


texts: Problem with glass shader work-around: Redundant reflection image

texts:
It was found that the standard Glass shader and Principled BDSF shader of Blender has the drawback of making objects behind the glass material appeared too dark. Some people has devised work-around  by using the following shaders.

But there is a problem. Besides the expected reflection image, a faint redundant "ghost reflection" appears between the glass surface and reflection image. It's location depends on the glass shader's IOR value.

How can we remove this "ghost reflection"?


texts: How to manually set selected item in UILayout.template_list?

texts:
I want to select a item from UILayout.template_list from script, not from user interaction. I use following setup:

layout.template_list("UI_UL_list", "objects", scene.objectNames, "objects", scene.objectNames, "activeIndex", rows = 1, maxrows=2)

I would like to change the active index from script. When I try to do that inside panel's draw-function, I get error:

AttributeError: Writing to ID classes in this context is not allowed: Scene, Scene datablock, error setting activeIndex


texts: Trying to use 'GRASS FREE' from http://3dwolf.weebly.com/grass.html . But i don't know where to put the python file, I have tried many but it's not working... I am on mac!


texts:
I am lost in actions and NLA editor, even if I watched a lot of tutorials.
Is there possible to merge animations of more objects to the one action?
My character is a cartoon character and there is more independent parts. In case I wanna animate for example action "idle", I have to animate each part. If I run all these actions together, it works. Can I group them to one action?
Still cannot find any complex tutorial of NLA editor and examples of the best practices for this part of blender.

Thanks a lot.


texts:
I have an idea for an IK-like bone constraint solver which I'd like to try. As far as I understand, there is no way to add such a constraint via the python API, is this true? What is the simplest way to bring such a solver into Blender? Is the only way to add it to the source code and compile Blender from scratch, or is there a walk-around, if just for testing?
What needed to be possible for my idea to work is to:

set a chain length
recalculate the bone transforms for all bones in the chain from a given input transform (translation/rotation) as well as from the IDs of the selected and active bones


texts: I am having an object, it has particle system with velocity 0. I have a sphere that acts as the collision to collide with the object & its particle system. The sphere did interact with the object, but it seems like it does not collide with most of the particle (as shown in image below). May i know what could be the problem or setting that need to be adjusted? I will attach the blend file in case someone would like to have a look in it. Thank you so much.


texts: How to hide all subdivision to optimize viewport

texts:
I'm working on a scene that is entirely based on subdivision loops, As time passes by the scene got detailed and the view-port got laggy.
I turned off subdivision views to optimize it, but that meant I'll have to go through hundreds of assets. Its there a shorter and safer way to turn off all subdivision?


texts: 2.8 Rotate multiple objects around the origin in edit mode?

texts:
for some reason the

bpy.ops.transform.rotate

code dont take account the pivot point, i dont understand why?
and its only one part of my problem... in my code :

import bpy

A = bpy.context.view_layer.objects.active
A.select_set(state=False)
bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]
bpy.ops.object.editmode_toggle()
bpy.context.scene.tool_settings.transform_pivot_point = 'BOUNDING_BOX_CENTER'
bpy.ops.transform.rotate(value=4.71239, axis=(1, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.00584779)

i need that every object of my selection exept the active object do a rotation of 270* on the x axis while the origin point stay in place, is it possible ?

im on 2.8 by the way
i was trying to use the new multi-mesh-editor function, and this new select code :

A.select_set(state=False)

instead of the old code

thanks in advance


texts: Change Transparency Value of an Object in BGE with Keyboard

texts: In the Blender Game Engine, I have a cube as a window and have set it's Z Transparency value to .200. I would like to add Keyboard Sensor where when I hit a specific key in-game, G for example, it would change the transparency value of the cube to 1.0, like a solid wall. I would also like this to work in reverse as well, where if I hit G a second time, the transparency value would return back to it's original .200. I'm sure there's a simple solution to this that I am overlooking but any help would be appreciated, thank you!


texts: Left Click doesn't work at all on Mac, even after reinstallation

texts:
https://imgur.com/a/doGoj1m
For some reason, I can't use my left mouse button at all, as shown in the screen capture, it only works after I restore everything to factory defaults but it doesn't stay that way after I reopen blender.
I am using MacBook Pro (Retina, 15-inch, Mid 2015), 2.2 GHz Quad-Core Intel Core i7, 16 GB 1600 MHz DDR3, Intel Iris Pro 1536 MB. I deleted completely and reinstalled blender twice and I am using the most recent version as of yesterday.


texts:
Almost 90% of the time I light my scenes with an HDRi background.

Is there a way to control the virtual distance of the background image so I can control bokeh and blurriness of the image when using depth of field?

Or is baking the texture onto another object the way to go?

Why do i need to do this?

I have different HDRis for different things.
for Example:

A sunset sky
A cloudy sky
A parking lot with buildings that are close by

In the real world the buildings of the parking lot are a lot closer to the camera than the clouds of the sky and thus need to react differently to the depth of field of the camera.

My Node setup for this is pretty standard:


texts: Blender 2.8 bake node displacement as UV

texts:
How is it possible to bake?
Or is it possible to change the object?


texts: Is the Network Render addon able to render with openGL?

texts:
I would like to render an openGL preview using my rendering network, but there is no such option in the rendering engines dropdown. What can I do?

I built the rendering network with "Network Render" addon which is working fine with other engines.


texts: Video Editing in blender 2.8 - FFmpeg renders nothing

texts:
I'm trying to edit a video sequence in 2.8, tried it in 2.79 aswell but same results. I'm importing a mp4 with audio attached to it and the only thing I'm trying to do is to cut it down and render.

When I render to FFmpeg the render just gives me a grey empty render. Doesn't even render a empty file anywhere. I can render single frames in any format just fine and I can render AVI JPEG without problems, but that gives no sound.

Is there something I'm missing? It's driving me insane..


texts:
I want to create buttons designed like this:

But as you can see, there is a huge gap after the buttons, but I don't know how to get rid of it. Here is the code I use:

    layout = self.layout
    box = layout.box()
    col = box.column(align=True)

    col.separator()
    row = col.row(align=True)
    row.scale_y = 2
    row.operator('translate.all', text='All', icon='META_BALL')

    subcol = row.column(align=True)
    subcol.operator('translate.shapekeys', text='Shape Keys', icon='SHAPEKEY_DATA')
    subcol.operator('translate.objects', text='Objects', icon='MESH_DATA')

    subcol = row.column(align=True)
    subcol.operator('translate.bones', text='Bones', icon='BONE_DATA')
    subcol.operator('translate.materials', text='Materials', icon='MATERIAL')

I tested it with row.row instead of row.column and it got rid of the gap, but it's no longer the design I want:

How can I fix this? Thanks!

Edit: This problem got fixed here: https://blenderartists.org/t/huge-gap-in-ui-when-using-columns/1121436/6


texts: Greyish/Dull colour after Render even after using sRGB

texts:
I am new to Blender and was using it for creating YT Channel Intro with templates available on Velosofy (This one: https://www.velosofy.com/template/intramazing-2d-text-intro-free-professional-intro-zxbyijehap4).
The problem is after rendering it with FFmpeg (I even tried AVI JPEg) and H.264 it doesn't render it as in preview, it becomes dull and even the object have black spots on their edges.

In the Render Properties>Colour Management the value for Display device is sRGB, view transform is Standard and sequences is sRGB still it's the same...
And yes it's a video and for trying O rendered image...


texts: OBJ + MTL import not exporting textures on .FBX in batch mode using python script

texts:
I am importing a OBJ that has an corresponding MTL file in its folder. In Blender I am able to view this texture with ALT + Z. When I export the fbx file in blender GUI I am able to get the file with textures in Unity.

However, when I run the following python code in batch mode I see a object with no materials

def pipeline(objFilePath):

    bpy.ops.import_scene.obj(filepath=objFilePath, filter_glob="*.obj;*.mtl",
use_edges=True, use_smooth_groups=True, use_split_objects=True, use_split_groups=True,
use_groups_as_vgroups=False, use_image_search=True, split_mode='ON',
global_clamp_size=0, axis_forward='-Z', axis_up='Y')

    bpy.ops.object.select_by_type(type='MESH')

    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

    USER = os.environ['USER'];

    bpy.ops.export_scene.fbx(filepath="/Users/"+USER+"/house.fbx", path_mode='RELATIVE', object_types={'MESH'})

In my Unity Project I have a texture folder with the appropriate textures for all my models.

What am I missing?


texts: Need guidance for creating no dependancies between two installs of Blender

texts:
I want to have two copies of Blender on my machine that share no settings or preferences. One will be my development copy and the second on is the production version. I need them to be separate because I will be publishing my code to all the production systems and I need this process to be replicated locally for testing.

I'm asking this because I see that by default they are sharing '~/Library/Application Support/Blender/2.70/config'

They also share
'~/Library/Application Support/Blender/2.70/scripts

This is problematic because I intend to put my addons here for the production installations. Then my dev install complains there are duplicate addons.

I'd like this to be easier, especially since it will have to be replicated every upgrade to Blender.


texts: Right now I have a truck and a trailer. The trailer is parented to an empty, and the empty is vertex parented to the truck where the trailer would hing at. However, although the trailer is always locked to the hinging point on the truck, it does not act like a trailer when the truck is rotated and moved. What has to be done to make the trailer respond in a manner that an actual trailer would? I am trying to make this for the game engine, so using most constraints will not work. I thought of using the Camera actuator, but that does not work very well at all when backing up.


texts: Find the largest open editor window, split it and set its type

texts:
I currently have

class OpenNodeEditor(bpy.types.Operator):
    """Open the node editor"""
    bl_idname = "scene.open_node_editor"
    bl_label = "Open Node Editor"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        bpy.ops.wm.context_set_string(data_path="area.type", value="NODE_EDITOR")

        return {'FINISHED'}

This works, but when I press the button, it switches the space that the button is in (active editor), in this case, the properties editor, to the node editor. How can I make it open up a new section in the layout or open the node editor in the largest open editor?


texts: How can I combine multiple displace modifiers?

texts:
I would like to create a scene where someone destroys an object (stone) with a pickaxe. With each hit the cracks are getting bigger until that stone will fall apart.

This is my plan for the cracks: I'd create 3 different images which show a procedure of these cracks. Then i'd use them in a displace modifier and try to adjust the timing when the pickaxe hits the stone.

But how can i combine two displace modifiers (i've used one for the stone itself, too) and make the cracks getting bigger and deeper?

Or is my way a bit too inconvenient. I think i could also try to use nodes, but i don't know which.


texts:
In Object Mode, the "Select" menu drops down to "Box Select."  The keyboard shortcut shown for this is "Tweak Left."

What does "Tweak Left" mean?  How am I supposed to use this keyboard shortcut (or mouse shortcut)?


texts:
I came across a tutorial on YouTube on how to make a disintegration effect and have tried to integrate it into my film: https://www.youtube.com/watch?v=wm4rDDRcbDQ.

However, I've stumbled over a bit of an issue. Most of it works, but I'm seeing a bit of flickering with the boolean modifier as it cuts down the mesh (which is a 3D scan of one of my actors): https://imgur.com/Y7VqMDm

I don't suppose anyone knows how to fix this? It seems to be a problem with the boolean but only on certain parts of the mesh. I've tried recomputing normals and decimating the mesh but to no avail. Any advice would be very much welcomed :S


texts:
I'm playing around with Google's new Augmented Reality SDK.
Their example project contains an .obj file but its' textures are not in a .mtl file, put a .png file; no .mlt file at all (example for an Android robot model below).

From a little research I take this is not the 'standard' procedure of exporting a model / it's texture in the .obj format from Blender (or similar programs).

Is there a way to still achieve this (textures in .png instead of .mtl) with Blender?


texts: Replicate Curve Constraint on mesh objects that are following multiple paths using animation nodes

texts:
I am working in Animation Nodes.
I have created a randomly curved "wiggly" Path across a surface. I have made a long thin Mesh object that follows the Path using a Curve Modifier, this attached to an Empty with a Follow Path Constraint. It works beautifully. Now I need to replicate it.
I have replicated the Path using an Object Instancer. I have replicated the Empty, one to each Path, using another Object Instancer and a Loop that takes the vectors from the Path instances.
Now I want to replicate the Follow Path Constraint to all of the Empties, each with a random delay on the start frame. Then I want to replicate the Mesh objects so each one attaches to an Empty and has the Curve Modifier binding it to its Path.
Imagine you wanted to make a bunch of millipedes each walking along a different stick, starting at different times.
Can anyone help with the Node/Loop structures to achieve this? Thanks in advance!


texts: Ruler/Protractor tool - change snapping values for easier snapping to vertices?

texts:
I wanted to use the Ruler/Protractor tool to measure some length for an environment scene.

Is there a way to change the snapping values of the Ruler/Protractor tool?
or is there a way to easily snap one side of teh ruler to a selected vertice?

when I try to use the Ctrl+Drag, the snapping wanders of the vertice which I want it to snap to, which is really frustrating.

EDIT;
using the tool while in edit mode, this is often the result.


texts: Unable to set number of output channels for Audio Render

texts:
I can't seem to find where to set the number of output channels for an Audio Render. I can control the output format for live playback in preferences but this seems to have no effect on audio rendering. The documentation suggests there should be a button or setting in the scene's output panel but on my version it doesn't seem to be there.
Am I looking in the wrong place? Also peeked through the parameters for the sound.mixdown operator and it doesn't seem to be settable there, nor is it available on bpy.context.scene.
I'm running 2.90.0 on Mac OS X Catalina.


texts: Hello there. I've been following tutorials online to be able to model and rig a character to animate it. The essential animation has been done and my character actually looks like he walks normally. What I've been trying to do is make him move across the screen in the x axis; just a simple walk across the frame. So I go to frame one and put my mouse over the meshes object X location and press "I" to enter a key frame, and then I do the same at the end after moving the character across the screen, but as soon as I do that, my mesh distorts and "conbobulates" into a weird shape leaving the bones aside while barely moving across the screen. I can't seem to find any help for this specifically. Any help would be appreciated


texts: How can i loop animate a set of images in animation node?

texts:
I have a set of images to make a slideshow. I want to use animation node addon to animate the images.
All the images will have the same animation but will stay in front of the camera with different duration.
How can i do that?

The simple slideshow i have done so far as an example :

Thanks.


texts: I'm a completely new blender user! I want to change my own drawing (on paper) into animation using blender. Is it possible? and if yes how should i start?


texts: Snapping to an edge of a target object along a local axis

texts:
I have set up Blender to snap to the closest edge, and in this case, selected a vertex.

I expected that when I type “G Z Z” and place my cursor anywhere along the target edge, it would snap precisely to the target edge along the Z axis. Instead, it snaps to a point in space where the X axis of the vertex points to the cursor that is placed on the target edge.

If I move the cursor along the target edge to a point where the two edges meet, it is close but not precise. Because I am modeling architecture, I prefer it to be as accurate as possible. I have read the "Similar Questions" but they don't help in this use case. TinyCad is close but it requires that the two edges are part of the same object. I also have Snap Utilities.

Up until now, I have been turning off snapping and manually getting very close by zooming in the maximum amount possible. This is tedious and I am hoping there is a better way to snap to an edge. Thanks.


texts: Black areas when rendering in Radeon 7870 GPU

texts:
Hello everyone, I have a problem with the GPU (msi radeon hd 7870 2gb oc edition), practically in some scenes the rendering with the gpu form some black parts, which are not shown if I render the same scene with an xfx rx 480.
What could be the problem?

I installing Blender version 2.77 as user Mike Pan said, and the problem is solved.


texts: How to cut a rectangle out of a cylinder?

texts:
Which is the best way to model this circle?
How to cut out a rectangle out of a cylinder?
I have issues with the subdivision modif.
Maybe boolean?


texts: How do you grab the cylinder's mesh data using python?

texts:
For my current project, I need to grab the mesh data from a randomly generated cylinder. I would like to get the xyz location of all the vertices, see pics below to get a general idea of what I want to do.

Another very important thing is I would also like to grab the camera metadata as well. Eg FOV, location etc. I can then save the data to a text file for later use. Basically, the goal is if I reverse the process and read the metadata stored in that text file I should be able to recreate the same cylinder in the same perspective with the same camera angle! I am not new to python but I am a newbie to Blender's api.

TLDR: Grab all vertice coordinates from the cylinder and corresponding basic camera info as well.

Edited: The dots are just random doodles to get my point across.


texts:
I've been tinkering with this for a while but can't seem to find a good answer to my problem. I need to recreate the Activity Center from Fisher Price photo-realistically and I'm not sure how to go around the small bump details it has. I've been trying with a normal map I got from a photograph and it works sometimes and sometimes it doesn't. I don't know why it sometimes flips even if I didn't change anything. Also it's not giving me the quality I need.
I've tried getting a displacement map using CrazyBump but I'm not sure if I'm doing it correctly?

With normal map after it flips itself:

Correct normal map (but still not good enough):

Displacement map I get from CrazyBump:

It just messes everything up, doesn't even add the details or anything. I find weird how it would do that given that the map itself is all blurry but it seems good in it's preview ??

Am I missing something? Is there another way? Since it's for rendering I don't really care for how to achieve it if it works. I'm using Marmoset Toolbag for rendering but Blender for the model and stuff.


texts:
for a video project I am trying to re-create a scene from the Matrix.

https://www.google.com/url?sa=i&url=https%3A%2F%2Fgfycat.com%2Fru%2Fhelpfullavishboilweevil-virtualworlds-thematrix-fairuse&psig=AOvVaw10ZFkKDtxpTHuYSDItfg3i&ust=1601545854620000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCMDdya_NkOwCFQAAAAAdAAAAABBZ
This one in particular.
I am having trouble conceptualizing how to best build the spawning of the shelves. Ignore visuals, effects etc. The question is focussed only on how to spawn the shelves.
I was thinking of moving a particle effect on the x axis from left to right that spawns two particle effects that constantly push out shelves along the y axis. (to have the shelves go towards the camera and towards the horizon).
OR
Place the emitters right where they are supposed to be and trigger them with a driver that is animated.
But for the love of .... I don't really have a solid plan for this and it would be a lot of trial and error. Has someone done something like this before? Would you happen to have a good alternative idea? ;D Thanks a lot


texts: Editing lighting on the sides of a cylinder

texts:
I'm creating a simple jar and lid in Cycles, but the sides of lid have this odd gradient effect I can't seem to get rid of. The highlights are only visible along the upper half of the sides. I'm not sure if I'm explaining it well, so here are a couple of images.

This is the effect I want:

And this is what I currently have:

Here's the node setup, in case it helps. I'm want a glossy plastic effect:

I don't know if this is a problem with the material, the lighting setup, both, or something else entirely.

Edit: I don't think my question is necessarily a duplicate of Glossy reflections and smooth shading. That question has more to do with creating reflections on an object with both flat and beveled surfaces. I'm trying to get the appropriate lighting on the side of a cylinder.


texts: Animation render creating black image files

texts: I have just completed my first large project and have a camera fly through the scene. I started rendering the animation to .png files as there were quite a few but after several hours I had to pause it to do something else. When I try to start again from the next image file and render the animation, all I get is a series of place holder files with nothing on them. Any idea what I am doing wrong?


texts: Why is the mirror modifier creating another mesh below?

texts:
https://www.youtube.com/watch?v=y4ORyREz6Nc&feature=youtu.be

I do not know why this is happening or how to fix it. Any responses would be greatly appreciated!


texts: In the file here attached i can't seem to get the IK working - the legs jump all over the place and the arms rotate weirdly when i select the pole target and i can't change the Pole angle so that the arms can go back to correct position. Same goes for the tail as i am trying to get it to wiggle but the movements i am getting are far from natural. What i am basically trying to do is to animate the xeno into a crouching position move hands and wiggle tail but i feel i am missing something small but important regarding IK system.


texts:
I have a top view line of a race track and a height map like this: http://www.gpsies.com/map.do?fileId=nhpgbnphafassllb&language=en

Is it possible to create a curve of the track and plot the height map automatically on the track so I get a result like this:

 Image from this article


texts: How to make particles change their direction 90 degrees

texts:
I am trying to replicate this particle effect in blender - https://vimeo.com/219576444 I especially want the particles to change their direction 90 degrees, like in the video.
Particularly this part

How can I do this in a blender?


texts: Why glass isn't darker when overlapping?

texts:
I am trying to achieve the effect seen below, when the parts of glass planes that are overlapping get progressively darker. However when I try to do something like this it looks weird, some parts of planes don't seem to be transparent at all(?)

These are flat shapes with subsurf and solidify modifier (I figured that without solidify it is much worse and doesn't work at all). Each level of glass shapes has darker color.
I use cycles with caustict turned on

Thanks for any help! ;)


texts: (2.8) Where are the performance options for rendering?

texts:
It's a simple enough question.

In past versions of blender, the render tab had performance options where you could specify various things about how blender rendered things. The feature I'm particularly interested in was the one that allowed you to render with a custom number of cores. I like to browse the web and text friends while my scenes render, so I usually set it to render with every core except for one.

But blender 2.8's moved this menu to some obscure location I can't find. (or removed the feature entirely)


texts: How do I cut a semicircle into a curved surface?

texts:
How can I cut a semi-circle out of a curved surface, such as this:

As you can see from the picture, the circled area is one I'm having trouble with. I can't seem to find a way to cut a hole into a curved surface without messing up the topology. Could someone help me with this?


texts:
I have watched tutorials and demos but I cannot get the hang of the PolyPen. I end up with 2 triangles instead of a quad! :-) There's got to be a little thought trick that would make the tool work for me.

Thank you,

Sabia


texts: I was watching this video on how to make a battle scene in blender, but the video cut out before finishing. I got to the end but when I put my mesh down they're all on their side! I've used turned rotation on and off but it didn't do anything ]3


texts: How to bevel a vertex corner that is between a circle and straight?

texts: Only way I can imagine doing it is by manually adding a circle and editing it into the shape. Which is slow. Same with knife project and that also creates other issues and is also slow. Maybe there is some magical hotkey with the bevel that can do it or something?


texts: mesh won't deform (in pose mode) once parented to bones

texts:
So I followed this tutorial: riggify to the letter and once I go into pose mode, my mesh will not move/deform with the bones. Only the bones move, without any of the mesh. I have tried parenting to just the bones without the riggify and it still doesn't work. Tried looking up solutions but nothing solves it.

here's a link to my .blend file: https://drive.google.com/file/d/0B6xONZ2msgKHRDFDaGNJc2RqaWM/edit?usp=sharing

This link is for AFTER I have applied the parenting (with automatic weights)


texts: How do I make a 3D height map from this 2D heat map?

texts: I would like to model this heatmap in 3D as a heigtmap where the brightest green points are the lowest and the brightest pink points are the tallest and black is in the middle. I have the numerical values that were used to generate the image. Also, the color information has to be maintained for the 3D printer to print it in color. I have very little 3D modeling experience and basically no programming experience but I am a fast and enthusiastic learner. I have also never used blender before. Any help would be greatly appreciated. Thanks!!


texts: Creases at cutoff parts of normal map wrap

texts:
If you look in this image of a head in texture paint mode

You can see a crease and change in shading.

Its also visible in the render

Can someone help me please :(


texts:
if i want to add a procedural texture to displace modifier which works with "Texture Node Editor" (Shift F3) it will never works am i doing something wrong ? or is this a bug ?
the texture always outputs black , the only way to use the texture is to paint it in a "Image" texture which will not be procedural anymore ,
texture Type : None
colors setting are default
it works with texture paint but not for displace
Please respond as fast as you can .
i want a full description if its possible .
i told every thing don't ask my system specification or my birth date or other irrelevant stuff thank you .


texts:
Im modeling a surface 3d on Blender, and importing this in Dialux EVo.
But in some places the surface it's getting weird, pls see the img attached.

Why?


texts: How do I make a textures values translate into shader values

texts:
So the title might be a bit confusing bit it's the best I can do.

I'm trying to make a simple way to control the roughness of my material with a texture.
I want this particular material to have 0.75 roughness on most of it, and 1.0 on the rest.
So I make a texture in GIMP with 100 value on the rough parts and 75 value on the less rough parts, But plugging it into the roughness makes the .75 parts way to shiny.
In Blender's image viewer it says the value of that part of the texture is 0.749, but it doesn't translate to the same value in roughness.
Is there a way to fix this?

I've tried RGB to BW, seperate HSV and only using the value, putting it into a colour ramp and using  that, but nothing's worked so far. I've also tried using the alpha instead and that works fine, but the texture is much harder to create and look at.

Thanks to anyone who can help with this


texts: Reference to bpy.context.selected_objects does not reference updated selection list

texts:
Assume I have a scene with an object called 'Cube' and another one called 'Torus'. 'Cube' is selected to begin with. Now I execute the following lines of code:
import bpy

# reference to selected objects list
selected_objs = bpy.context.selected_objects

# select 'Torus' object
bpy.data.objects['Torus'].select_set(True)

print(bpy.context.selected_objects)
print(selected_objs)

OUTPUT:
[bpy.data.objects['Torus'], bpy.data.objects['Cube']]
[bpy.data.objects['Cube']]

While bpy.context.selected_objects obviously contains the updated selection, selected_objs only contains the initial selection, the 'Cube' but not the 'Torus'.
I would expect that selected_objs would contain the updated selection too, but it does not.
Why?


texts: Cannot assign material to object, shows up wrong

texts:
So I am trying to make a Roblox GFX, and I made the structure of the person in Roblox Studio, then exported as obj into blender.

I changed to Cycles render before doing anything, then added in my obj. I clicked on the snowball thing (material applier) and clicked material, but it is not right.

It is supposed to look like my character, it is instead neon pink. Here is a picture. I am on Blender 2.79


texts: Why do the cubes in my Rubiks cube move into each other?

texts:
I made a model of a Rubiks Cube, with all of the little cubes inside of it separate. The cubes appear to clip into each other on turning.

Here is an example:

If anyone could help, that would be amazing.


texts: Did I download Blender correctly, or was it CG Cookie?

texts:
I downloaded Blender yesterday (or so I thought). When I click on the icon this morning, all I get is the beginning screen of a tutorial from CG Cookie.

Who is CG Cookie and how do I have them? How do I get Blender and the initial page I had when I first finished downloading it?


texts: How to import OBJ files into Blender with script?

texts:
I'm working up to building a small script which will allow me to import and render 2D views of several OBJ models, but I'm struggling at the moment with the very basic first step, which is importing a model from a folder on my computer. I attempted to follow the code in the script in a somewhat related question, but even if I directly copy-paste the code and just change the directory path to where my model is located, when I press Run Script, nothing happens. I don't see any errors, I don't see anything happen, just nothing. I'm fairly new to both Blender and Blender scripting, so I'm not very sure what's going on and any help would be appreciated!
This is my code at the moment (copied and pasted from the link above, but modified to have a Linux file path):
import bpy
import os
import glob

# Model directory
model_dir = '/home/yuerno/Downloads/test'

# Specify OBJ files
model_files = glob.glob(model_dir + "*.obj")

for f in model_files:
    head, tail = os.path.split(f)
    collection_name = tail.replace('.obj', '')
    bpy.ops.import_scene.obj(filepath=f)
    myCol = bpy.data.collections.new(collection_name)
    bpy.context.scene.collection.children.link(myCol)
    for ob in bpy.context.selected_objects:
        myCol.objects.link(ob)


texts:
I've upgraded my PC and now I cant see anything in material preview window.
PC Specs:

Processor: AMD FX(tm)-8320 Eight-Core 3.50 GHz
Videocard: AMD Radeon R9 200
16GB RAM


texts: Drawing in 2D using a reference image, strokes keep appearing behind the reference image

texts: I'm using Blender 2.82, I'm drawing using a reference image but the strokes keep appearing behind the image, how do I solve that?


texts:
For the past few days, I'm trying to find how to get my scrolling back
when I try to do work It's just doesn't scroll down or up (the white blank page)
It's annoying me and if anyone knows how to bring it back?
I even reset to open the default settings file but it doesn't work


texts: makehuman visemes to shape keys for unity

texts:
I'm very new to blender so bare with me.

The idea is I am trying to get lip syncing to work with my unity game using facial shape keys made from blender.

I have imported a "makehuman" character (mhx2 format) to blender. I know I need Shape keys for a script in unity3d. I am struggling with trying to export shape keys from blender to unity (Exported character as fbx format from blender).

With makehuman import it comes with a whole bunch of visemes. I would be more than happy to export these as shape keys with my model. I have tried setting the viseme then going and manually adding a "New Shape From Mix" shape key. It comes in as 0 being what I want it to look like and 1 being too much. So I move the shape key min range to -1 and max to 0. This doesn't work because the shape key doesn't appear in unity.

Is there a way to export the preset visemes with my character as shape keys? Am I missing something simple?


texts: Combine 2 Scenes / Volumetric Fog from BI to Cyles

texts:
I have a complex scene rendered in cycles and now like to add some volumetric fog rendered in BI.

I have linked some objects from my cycles scene to a new BI scene and added a  cube with a volume material. Now the fog is in front and behind my linked objects.

Now I like to render the Volume Fog and combine it with my cycles scene. How can I block rendering the fog behind my objects from my cycles scene without rendering them self?


texts:
I have a camera following a path. Ive set it at 600 frames. Half way into the path can i extend the frame rate? And then back to the normal rate ive set.

Consider it a slo mo effect.


texts: I have a big problem and I can't solve them. When I save the project it always save false. On the second picture you can see the project that I want to save. In the first picture you can see the false saved version. Before there was so much more text. Funny is that it always saves the same version no matter what I do. I am very sad because I lose a lot of work. Please help me out. Thank you for your help.


texts: What Python command rotates an object around the 3D Cursor?


texts: Hover shows only partial python bpy. path

texts:
I love that you can hover your mouse over most of the blender settings and a help bubble pops up and lets you know where the python equivalent attribute lives. However if the location is long it is chopped down with '...' essentially making the-hard-to find attributes harder to find.

Is there a way to disable the chopping so I can see the full path? Or are there other means that people use to find out where stuff lives, aside from searching the code-base?

(searching the code base can suck if the same attribute name is used in many areas of Blender, and even if you find where it is defined, the full path may not be obvious.)

For example, I am looking for the Cycles bake settings attributes, such as "Selected to Active" which is different from the Blender Render "Selected to Active" which lives here: context.scene.render.use_bake_selected_to_active

The Cycles version is truncated to this: bpy.data.scenes["Scene"]...use_selected_to_active


texts: Application addon using bpy.data.scenes causes: AttributeError: '_RestrictData' object has no attribute 'scenes'

texts:
From what I can find this appears to be an issue with what Blender allows access to at the time the addon loads. Posts such as this:

Accessing bpy.context gives a '_RestrictContext' warning, how to fix this?

Suggest that access is restricted due to the the problem with cross functional addons. That makes sense, and I understand the restriction. What I can't find is how to work within that limitation.

In my situation the addon is really an overlay application that user will only run this one thing. So I actually do want to modify the working environment for the whole application. In this instance changing from metric to imperial units. I've tried two ways and both give the same error:

bpy.context.scene.unit_settings.system = 'IMPERIAL'
bpy.data.scenes["Scene"].unit_settings.system = 'IMPERIAL'

How can I make this change from an addon perspective? No matter how it's done this is a global change (at least from a scene perspective) and is going to affect other addons anyway.


texts: Using cloth simulations to model a realistic Snickers wrapper?

texts:
I am just getting started with blender and would like to model a Snickers wrapper incl. UVs. The basic shape is no problem, but what's the best strategy to get a realistic plastic foil look with all the creases and imperfections?

I tried the cloth simulation with a bit of pressure, but that's more on the side of a potato chips bag rather than a bar wrapper. Would sculpt mode be a better approach? Or something else?
I am basically after something like this:

Any tips would be much appreciated.
Many thanks,
Lukas


texts: Is it possible to apply texture on every object in a image

texts:
Here is the picture (randomly chosen):

And here is the texture:

Is it possible to apply this texture to the surface of every object?


texts: Problem with Intersect (knife) - making extra cuts in mesh

texts:
I am trying to make a thread around a cylinder by cutting faces at the intersection. The cut tool makes extra vertices and connects vertices in random places.

I also tried using the boolean intersect and I get the same result. The tools are not creating a clean cut into the mesh.

Here the link to what I am trying to do.. Making thread

This video is what I recorded and the problem I am having. Intersect (knife) problem

This is the result that I am trying to get.


texts:
I was practicing rigging. So I picked up a model from internet and started rigging but I can't see the armature through hand.

After enabling X-ray armature can be seen, but only in object mode, when I went to edit mode it was like as it was. Then I turned of wire-frame but that wasn't that much helpful.

After changing object mode:

After changing edit mode:

I have tried wire-frame too. What should I do ?

Disabled wire-frame for hand, disabled x-ray for armature.


texts: Normal direction screwing up rendering in blender/UE4 but not keyshot?

texts:
I'm playing around with a 3d tank model from a video game so I can 3d print it. The model consists of 4 parts, the hull, suspension, turret, and gun. I noticed the normals on all 4 of them are flipped in the wrong direction, but the suspension and gun still render normally in all rendering software.

pictures on imgur

The hull and turret render as a dark silhouette in blender internal/cycles (first screenshot) and appear transparent in UE4, but render normally in keyshot. The entire model looks fine in the blender viewport (second screenshot).

In UE4 (third screenshot) you can tell the normals are wrong since the front faces appear transparent (while the back faces appear because their normal is facing the camera). Same thing happens when you enable "backface culling" in blender. What's weird and pissing me off about this, is that the gun and suspension have their normals facing in the wrong direction too, but they render normally (and backface culling behaves normally on them).

I tried flipping the normals and recalculating them ("make normals consistent" box ticked in blender), except they still render incorrectly but now the shadows are in the wrong direction too. I can't manually correct each face since the model has 30k+ faces... This is really stumping me since I've only been using blender for a couple days... Also the models have a copyright on them (they're from a game) so I can't upload it for someone to help with unfortunately.

I already used these two threads and neither worked:

Select normals pointing in a certain direction

How to make all faces flip to the right/consistent direction?


texts: how I can make the mesh invisible and keep the fire?

texts: how I can make the mesh invisible and keep the fire ?


texts: Is There An Easy Way To Have An Object Make A Sound When It Collides With Something?

texts:
Is there an easy way to have 2 rigid bodies make sounds when they collide with each other.

I can't make a script to do something like that could some one help me.


texts:
I am trying to move vertices I select, but suddenly when I hit "g" or drag the move arrows after selecting them, Blender adds a connection to the vertices on the opposite side. This only started happening after I applied a solidify modifier to certain areas of my mesh, but that should not be a problem.

Now I can't edit my mesh at all, since I can't move anything without it drawing weird lines between my mirrored vertices. This did not happen before I applied the "solidify" modifier. But I saved my file, so I can't go back to before I added the modifier. How do I fix this?

Selected vertices

When I try to move it to the right


texts: Switch between multiple lists stored in scene

texts:
I recently started to learn Python and I started to develop a selection pie, which the user can quickly select objects and quickly switch between selection sets, like working with multiple character rigs and each rig has it's own selection set.

I'm trying to figure out what is the simplest way to switch between multiple lists, that can be stored in scene? I haven't figured out how to append objects to a ID property list, so I'm using a regular list, that the stored scene lists refer to and vice versa. But my functions refer to that temp list('curList'), which isn't stored in the scene.

So my problem is how I can have a function "know" what list it needs to stored and disconnect from the('curList'), before it switches to another list? I thought about saving all lists before making the switch, but I get an error that 'object can't be iterated' or something like that. But as an noob, I haven't figured out a way around that issue? :)

Here is a very simple example of what I'm trying to have functions do automatically.

import bpy

ctx = bpy.context
scn = ctx.scene
scn['list_a'] = ['']
scn['list_b'] = ['']
curList = []

curList = scn['list_a']       # tempList connects to sceneList
curList.append('Cube')

scn['list_a'] = curList       # current sceneList gets updates from temp
scn['list_a'] = scn['list_a'] # current sceneList disconnects from temp

curList = scn['list_b']       # tempList switches to another sceneList
# etc.

Any suggestions or tips are hugely appreciated! :)


texts:
So I have say two meshes, A and B. In some plases, both meshes may have similar surfaces and in other cases they don't. Is there an addon to compare the meshes and determine to what degree they match. I know we can simply keep the two meshes on each other and look for extrusions but I am looking for something else, such as a procedure which can compare the faces, the orientation etc.

I have a (yet to be working) 3D camera system which will provide me with 3D models and I wanted to compare the meshes.

Thank you in advance.


texts: How to remove unwanted textures to save memory

texts: I have two textures in Blender that are for a desk I am modeling. Each texture is 4K quality and takes up a ton of memory. I only have 4GB of memory on my computer, so I can't render an image of my scene. I decided that I would use an HD quality texture instead of a 4K, but I can not replace or remove textures from my texture list in Blender. Is there a way I can do this? Any help is appreciated.


texts: How to display a world texture as a spherical icon via Python?

texts:
I'm building some viewport display tools within a panel. I want to have a spherical icon display for the active world environment texture similar to the Material viewport HDR display. The material viewport hdr display uses template_icon_view:

layout.template_icon_view(shading, "studio_light", scale_popup=3.0)

So far, I've been unable to find any combination of data to feed this function to make it display the active world texture environment. I can use layout.template_preview(world) but this only displays a flat image sample of the environment. template_preview() has a parameter preview_id presumably to change the preview display type for input values like "MATERIAL" or "TEXTURE" etc. but no value I try here seems to change anything and I can't find a list of preview_id options. Is there some way to use either template_icon_view(), template_preview(), or some other template option available here: UILayout to display the world environment texture as a spherical icon in a panel or menu?


texts: I have named my leg and arm bones with *.R. How to mirror them to the left side (with naming *.L)?


texts: Unable to align vertices along a custom orientation

texts:
Why when I scale vertices by zero with custom orientation, instead of getting a straight line, I get a little bit curved line.

You can see that vertices aren't perfectly aligned.

What I expected is to get perfectly straight line aligned along the custom orientation as shown in the picture below:


texts: How can I make a partially transparent texture?

texts: I want to make leaves with a texture on a plane, so that the leaves are colored and background transparent?


texts: Python - How to get a list of background images used by a camera?

texts:
I am trying to use python to get a list of names of background images that are being used by a certain camera, I've tried to do it like this:

print(bpy.data.cameras['Camera'].background_images)

which gives me:

<bpy_collection[1], CameraBackgroundImages>

Then if use:

print(bpy.data.cameras['Camera'].background_images[0])

I get something very cryptic:

<bpy_struct, CameraBackgroundImage at 0x000001B59016BCA8>

Is there a more specific attribute that I need to search for?

Also, I am using Blender 2.8


texts: What's a clean way to toggle between several objects using armatures?

texts: Given five objects, what good ways are there to use bone switch(es) to make sure only one of them is visible at one time, without having to manually key "Restrict Render?"


texts: How can I create a clay (in a Play-Doh style) material like the one in the image below?


texts:
I ve issues about texture atlas , I ve made
my texture atlas in blender, I ve unwrap manual , then organize the UV manual and then export to unity.

in the firts pic everything seems allright,
 I use Pack island,I think that  that is a problem, broken the scale or miss something (see the paint section) , I ve apply the scale of every object and then bring em to unity engine... I ve Loaded the meshes on Unity's heritage  and Texture to a folder.

The process in blender and (then paint :D to think the solution ??)

that is the problem


texts: Any modelling experts? I have a mesh that even with Object smoothing On and Normals Auto UV Off has sharp corners (circled green in attached). Is there anything I can do other than remodeling from scratch (was a purchased asset)


texts:
You know how Blender has the numpad keyboard shortcuts to get to different views (e.g. Front, Side, Top, etc.)

I have some reference images that aren't from any of these perspectives. Is it possible to create a custom view axis so that I can have these references displayed from the correct perspective?

Thanks!


texts: Is there ever a reason to set the scene camera to a non-camera object?

texts:
Set Active Object as Camera a simple function, CtrlNumPad 0, used to change the active camera yet such a problem for so many.

I know the use of it for cameras (quickly switch between multiple cameras), but is there any reason to set an object as the scene camera?

Using blender terminology, I'm specifically asking about objects with the data type of 'MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'ARMATURE', 'LATTICE', 'EMPTY', 'LAMP', and 'SPEAKER'. (every object type except 'CAMERA'.)

With the scene camera set to a mesh object it will render nothing (or crash blender). So what is the purpose of this?


texts: Why are my collection items updating together even when I want them to have different colors?

texts:
My collection items are changing colors together, even though I want them to have different colors?
I've equally placed the items into different collections, yet when I change material or color for one item, the item in the other collection changes.
I used Evee Engine to visualize the color change and all materials update together.
I tried clicking on unlink but when I do that, item I'm trying to unlink will disappear from my workspace.


texts: Noob question : why are my Cycles render too bright, even with no lights?

texts:
Why are my Cycles render so bright, I even tried to erase all lights and it makes no difference... :(

Below render example. It's supposed to be a commercial kitchen. Looks great with Eevee but with Cycles looks like big snow storm...


texts: interactive boolean like in autodesk fusion 360

texts:
My friend is considering to invest time in learning Blender, he has a decade experience using 3Dmx/Maya kind of stuff. So here is his question, that I am trying to translate from Russian, and please note I know little about the topic.

Right now only Autodesk fusion 360 seems to support reliable boolean that is able to operate interactively and able to cotrol the transformation between objects, (making the transformation softer/harder). Can blender do that, and if yes, how, where is the documentation or tutorial can be found?

"нужен не глючащий булен, с возможностью интерактивных операций и возможностью управлять переходом между обьектами(делать его плавным\твердым)"


texts:
I'm cleaning up some edges and I want to get rid of excessive vertices:

Basically I want to be able to automatically select "important" vertices, these that define the geometry - corner vertices that I marked in the image. They have to stay.

Then I will be able to invert the selection and dissolve vertices that are occupying straight lines and do not add anything to overall shape.


texts: After Generate rig, the pole doesn't work. why?

texts:
After Generate rig.

Press Alt+H to find pole.
Click the Pole and moves sideways.

But the knee does not work... why?

Here's a video that shows the problem: https://youtu.be/24uUGUPolzc

Here's the .blend file: https://www.dropbox.com/s/bt614qj16vdnsjt/2b_07.blend?dl=0


texts: How to create 2 different curves with a continuous holding loop

texts:
I have read that it is a best practice to try to keep continuous lines in a mesh, and doing so is leading me into some strange situations that seem incorrect.

In the example here, I have a holding loop that is being used to set 2 different edges. It remains continuous but now the overall mesh has a weird flow to what should be a straight/flat grill section.

Here is the result I need.

The reason this topology feels off to me is that the curve in the mesh facing the camera is on a flat surface that will be squared out into a vehicle grill. The grill itself should have squared up topology and this curve going through it seems like it will directly conflict.

The result I have achieved in the second image is correct, but I'm hoping to create the same curves with better topology.


texts: How to make dynamic paint effect distinctly visible?

texts:
I was trying to create a painting effect (a simple brush rolled over a surface changes the color of the surface to that of the brush) with dynamic paint. So, I added a canvas and a brush, kept the Dynamic Paint advanced surface type to Paint, and use the object's material to paint. But as you can see in the picture the paint effect is hardly visible, in fact its not even sure whether it's a small reflection from the shader or actually the paint effect. So, how do you make the paint effect distinct? Any suggestion is appreciated

.Thanks


texts: What might be wrong with ball and chain physics here (chain works but the ball detached with similar settings)?

texts:
I'm trying to figure out Blender 2.90 failing to apply rigid body physics to ball and chain. Here's a middle of animation for the problematic case:

The screenshot shows that the ball has Rigid Body Type: Active, Dynamic Mass 8 kg, Collision shape is final Mesh and sensitivity margin is 0.002 m. The cube has Type: Passive and the chain and ball are initially connected in horizontal position to the right. When I start play, the ball drops directly towards ground and the chain goes through the connection point in the Ball without any friction. The rest of the chain has sensible physics and correctly collides with the cube when full animation is played. The only difference between the links and the ball is the shape of the mesh and the weight of the object (1 kg vs 8 kg). Adjusting the weight or applying the modifiers doesn't seem to make any difference.
Can anybody explain why this fails? Things I've already tried without a fix:

Adjusting the weight of the ball.
Applying the modifiers for the ball.
Avoid small objects (the example file already has huge objects, the diameter for ball is around 5.8 m).
Reduce the Collision sensitivity margin. The default 0.05 m (if I remember correctly) resulted in huge visible space between the chain objects but didn't prevent chain from detaching from the ball.
Adjust Scene Rigid Body World settings to do 200 steps per second with 5 iterations. The default settings caused chain links to partially fall inside each other and didn't prevent chain from detaching from the ball.
Verify that the vertex normals are pointing outside for each object.

Is there something simple that I'm missing to fix the physics of the ball at the end of chain?
Full example file in a zip package can be found at https://filebin.ca/5eFfDexGdyAD/blender-physics-test.blend.zip


texts:
I have been trying to create tubes for use in my game (in Unity).

I've used this question to accomplish that. The extruded curve's normals are facing out, like I would expect. However, this means that when imported into Unity, the inside of the tube is invisible, and the collider that is generated is only recognizing the normals in the proper direction (like I would expect).

My solution so far has been to convert the curve to a mesh, duplicate it, and flip the normals. This works, but it feels super inefficient, and like I am missing some tool or modifier that might exist.

Any advice is appreciated, as it seems I am perpetually new to Blender :)


texts: 'context' error when trying to bevel an object with Python

texts:
I need some code to do Bevel-operation within a Python script. Ultimately I need a series of blocks (32) in different sizes and in which each is bevelled on one side to be exported as STL-file for use on a 3D-printer. So I tried to start bevelling a while object to start with, I used the default cube to experiment. Bevelling it manually showed me some interesting API commands in the Blender Info window, which I copied to the Scripting module, but running it brings me into trouble. My first guess was something like this:

# generate the cube and make it selected and active:
import bpy
bpy.ops.mesh.primitive_cube_add(radius=1)
myobject = bpy.context.active_object
print("myobject: ", myobject)
myobject.select = True
bpy.context.scene.objects.active = myobject

# This is copied from the Info window:
bpy.context.space_data.context = 'MODIFIER'
bpy.ops.object.modifier_add(type='BEVEL')
bpy.context.object.modifiers["Bevel"].width = 0.2
bpy.context.object.modifiers["Bevel"].segments = 5
bpy.context.object.modifiers["Bevel"].profile = 0.7
bpy.context.object.modifiers["Bevel"].material = -1
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Bevel")

# Manually the bevel is done at this point!

But when running the script it fails at the MODIFIER line:

  myobject:   Traceback (most recent call last): File "/Text", line 10, in  AttributeError:

  'SpaceTextEditor' object has no attribute 'context' Error: Python

  script fail, look in the console for now...

Searching through the data objects and Googling hints me that I'm working with a wrong starting point, but how can this (bevel the cube)  be done easily?

Does someone have a simple example to share with me?

P.S. I use Blender 2.78, latest release.


texts:
I've seen tons of other posts on this, but they don't help. I'm following a certain Youtuber's tutorial on modeling, and he uses a reference image of a mug to help him model his mug, so I decided to do the same. Thing is, it's not showing up, even when I go into Front/Side/Top Ortho view. Here:

EDIT:

.blend file

Reference Image


texts: Can't use the Ctrl+2 shortcut to add a SubSurf Modifier

texts:
This is not so important for me, but still when i try to put a sub surface on with control 2 it won't work for me.
I can always put it in the modifiers panel but it always bugs me why i cannot do it...

When i press Control + 2 it shifts the camera slightly...

I got emulate Numpad on and the shortcut keys are like they should be...

Can you please help me?
Thanks, Anton Pogromskyy


texts:
When changing the settings of a particle texture (controlling density and size), the particle display in the viewport updates, but it does so in some weird ways.

Firstly, if I click on either of the color markers in the color ramp (if ramp is turned on), the particle distribution will change, even if I don't move either of the markers. Furthermore, the distribution is typically the same for a given marker. If I click from one to the other, the particles basically toggle between two distributions.

Similarly, if I drag the size slider in the influence section, the particles update, but they "flicker" between a fairly sparse distribution and a much more dense distribution as it updates.

What's causing this? Is it a bug, or am I doing something weird? I'll try to post a video soon.

EDIT:

Just to clarify what I'm doing:

Select each ramp marker (without changing them)
Click on black marker several times
Drag the size slider
Key 0.5 into the size field several times in a row

Changing almost any other setting on this panel will do the same thing. There are also several things OUTSIDE the texture panel that will do this.


texts:
CSV File Not Supported Error dealt with the error:

UnicodeDecodeError: 'utf-8' codec can't decode byte 0xef in position 23:
invalid continuation byte

Now there is a different problem. The code is:

import bpy
import csv
import sys

file = open('test.csv', 'rU', 'ignore')
reader = csv.reader(file)

The error message is:

TypeError: an integer is required (got type str)
Error: File format is not supported in file '/PI-SAT/proj001/test.csv'

I have verified that test.csv is a valid .csv file by running a different script:

import csv

path = "test.csv"
file = open(path,'rU')
reader = csv.reader(file)

header = next(reader) # 1st line is header
#data = [row for row in reader] # Read remaining data
print(header)

data = []
for row in reader:
name0 = row[0]
name1 = row[0]
vid_file = 'test-videos/' + row[5] + '.m4v'
cli_line = name0 + '", "' + name1 + '", "' + vid_file
print(cli_line)

This runs exactly as expected as a stand alone Python script.

What is causing the error when I attempt to run the code as a Python script in Blender?


texts: How can I make a custom fbx exporter for unity?

texts:
I want to export fbx for unity based on manual way in this video I know there is an option as !!EXPERIMENTAL!!, I don't want to use it because sometimes it doesn't work.

Manual Way
manual way works fine I just want to do manual way by code.
because I have to repeat these steps on every 3d models!!!
suppose we have a fish model and we want to export it to untiy

1.Manually rotate the object by -90 degree around X-axis
(if you don't see this panel - press N key)

2.press Ctrl + A and Apply => Rotation

3.and set X rotation to 90 degrees
(do not apply this time)


texts:
In viewport shading, I have screen lights and world view on. I turn down the color of my world from grey to black. Everything else in my scene is affected by the dim light, but not my character's clothes.
I got the material from poliigon, so I am not too familiar with the setup.
I want the clothes to have shadows and be affected by the light. I am guessing it's a node-setup issue.


texts: Baking details from a high-poly onto a texture of a low poly model

texts:
I'm modelling a gun at the moment, and already have a texture colour map in mind. I'm going to use Cycles render, to create the materials using the same diffuse but with different brightnesses.
I know that I can bake normals by making a low and high poly version of the gun and then baking the normal maps via blender. I know normals create a sense of depth to an otherwise flat surface,
but how can I go about "baking" the details of the high poly (eg bolts) onto the low poly model, so that when I apply the normal map it will work well?
Thanks


texts: Im trying to follow the CGgeek Steve Lund's Blender tutorial on the swinging balls animation at (Youtube.com/watch?v=Uq4OLSRgSQE). When I reach the section on duplicating the first swinging ball I can create and confirm the duplicate, but the duplicate disappears when I attempt to change its orientation and I end up changing the original's orientation instead.


texts:
I don't really know how else to explain this, so I'll post a video, but I get some weird jittering when I try to rotate my character's eyelids. The bottom ones seem to rotate just fine, but the top ones don't. I also tested after taking this video, and I have the Z axis constrained to 0, turning it off makes it better, but doesn't fix the issue...
Here's the video,
https://youtu.be/EQ_QsIXU5s8
Does anyone know what's causing this? For the record, while I was uploading the video, I found out I had an unapplied mirror modifier, but applying it just made it even worse haha.
Thanks in advance


texts:
How do I stretch my heightmap over the whole plane?

My plane has the dimensions of 6000 x 6000 and I subdivided it so that each pixel should be the value of one rectangle. My heightmap comes with 200 x 200px resolution.

I imported the image as texture, set the 'color space' to 'linear' and the clipped it.

Now I added the modifier Displace but it only interprets the values on a little area in the middle of the plane.

How do I stretch my heightmap over the whole plane?

The result should be like that


texts: How do I manipulate two UVs at the same time?

texts: I have two objects and I want the scratches from the overlay to be consistent. Its fine to begin with but then if I want to make the scratches smaller then the UVs become out of sync since I can't change them at the same time


texts: for Loop stop with when previewing render progress

texts:
I have been attempting to create a simple add-on to assist non-3D colleagues.

Part of the plugin uses markers as filename during the render sequence.

Below is the code that I use to render and save the image.

bpy.ops.render.render('INVOKE_DEFAULT', write_still=True)

But 'INVOKE_DEFAULT' stops the for loop. If I remove the code I don't get to see the render progress.

Is there a solution to view the render progress and save the images?

Here is the section of the code I use render and save the images with the marker names.

def execute(self, context):
    # get the scene
    scn = bpy.context.scene

    # get the output path
    output_path = scn.render.filepath

    # iterate through markers and render
    for k, m in scn.timeline_markers.items():
        frame = m.frame
        marker_name = m.name
        scn.frame_set(frame)
        scn.render.filepath = os.path.join(output_path, marker_name + "." + scn.render.image_settings.file_format)
        bpy.ops.render.render(write_still=True)

    #reset the output path
    scn.render.filepath = output_path

    return {'FINISHED'}


texts: Is there a way to efficiently add keyframes while f-curve modifiers are active?

texts:
I have animations that can sometimes involve 40+ different f-curve modifiers active at once.
Unfortunately, if I want to modify an animation by creating new keyframes, this means I have to disable all of the active modifiers before the keyframes can be set.
And then if I want to see how the animation looks with the modifiers active, after the keyframes have been set, I have to go back in and enable all of the modifiers one-by-one. This is simply too time consuming. Is there any alternative option here? Am I missing something?
I was thinking that maybe it's possible to disable and enable all active modifiers via a python script, but I wouldn't know where to even begin in that regard, as I know nothing about python.


texts: Python : Why does removing active object from a list of selected objects return none later

texts:
What I'm trying to accomplish is to determine the order of selection of 2 objects
so if i have 2 objects , the list of selected objects looks like
[bpy.data.objects['Cylinder'], bpy.data.objects['Cylinder.001']]
But when i use this code
target_obj = bpy.context.active_object
cutter_obj = bpy.context.selected_objects.remove(target_obj)
print(cutter_obj)

It prints none
y would this happen


texts: Find out perpendicular vectors of a normal

texts: I want to find out the direction of a certain axis in a normal, for example the Y axis. So for an edge finding the direction would be to subtract the location of its vertices. I want to use that normal direction to move a face along the Y direction of its normal rather than the Z axis. I'm looking for a python solution.


texts: Fire appears in preview, only renders emission

texts:
Recently while trying to render fire I run into a problem where the fire shows up in preview but it does not render, only the light that comes from it.

All the settings are at default, I can't seem to find what is causing this as I was perfectly able to render fire before.


texts: Why do I have to set my displacement map strength so low?

texts:
I'm finding my displacement maps displace my object by an inordinate amount, I've got some of them set to .0005 strength (most to .001) which is off the scale (although doable anyway) and I feel like this isn't right. I wouldn't worry about this normally except this project has to be done professionally and I'm worried I'm not doing it right

I've set my texture to use non-colour space and it was generated in X-Normal.


texts: Can I measure the UI font size with Python in order split text into multiple lines?

texts:
Is there any way to get the size of UI text, such as when using layout.label(text="message")?

I'm trying to create a simple message box popup that displays variable text, but the string is cut in the usual Blender way: "start...end". Which is really cool - its great for condensing UI controls into small spaces. But I'm just wanting to break the lines of text to fit into the box space.

There is a similar question here:
Wrap text within a panel but no answers other than hard-coding the font size. And that is my primary question - how to obtain the text or font size? Or how to size the window around it?

I would really like to avoid hard-coding the glyph/text size. I'm assuming Blender does not use exactly the same font size on every display size? And there are also options for the user to set a different font for the interface. So guessing the size would break down pretty easily.

How is making a textbox usually done? Do we have to manually insert line breaks at every so many characters based on the window size? It's hard to imagine Blender implementing such a cool text condensing feature and then not including a simple one like text wrap? Maybe there is some other label() like function?

If not, has anyone managed to write your own text wrap type function that is reliable across different displays and user settings?


texts:
i'm trying to mirror 3 still objects that are: shoulder, biceps and forearm.
i remember it was like this: select all of them, center the cursor to world origin (shift + c), duplicate, scale, x, -1. but the rotation screws up for some reason. same for the legs


texts: set special mouse button to toggle between selection modes

texts: I have a mouse with two additional buttons and I wanted to create shrtcuts for them. I succecfully managed to make one toggle between solid/wireframe view and the other to toggle between edit/object mode, but I wanted to set the second one to toggle between selection modes (so that if I pressed it while in vertex selection mode, I would get edge selection mode, if in edge, get faces, if in faces, get vertex). All I managed was to make it set one of them on and off, regardless of the other.


texts: which is the approach on relative detail and constant detail in dyntopo sculpting?

texts: Hi I am wondering about dyntopo, at the begginig of the sculpting, suppose I am starting to put details on a base mesh to start sculpting, should I star with constant detail? to get the curve and sharp forms of my model? then I shoul use relative detail ? with 5 to 20 of details?


texts: Is it possible to mimic the 'pin' operation in only one axis

texts: I was wondering if it is possible to pin a group of vertices only in one direction? So I'm trying to do a cloth simulation of a skirt. When I stitch it on the avatar, the skirt starts to slide down. I tried switching off gravity and then simulating the stitching in the first simulation and then switch on the gravity for the second simulation for the skirt to settle. This works to a decent extent but this also results in a slight amount of slip below the waist. I was wondering if I can restrict the movement of the top edge vertices of the skirts only in XY plane so that there is no movement in the Z direction (no sliding or slipping movement)


texts: Array Modifier does not work as expected

texts:
I am following this very simple tutorial: Video tutorial

It uses an Empty constrains the rotation to a cube and then adds a plane to create the snowflake. Everything works as expected until I have to add the array modifier and my Offset Object is the above mentioned Empty.

Now I get the following unexpected result:

I did this 3 times now and I can't seem to find the reason why this does not look like this:

These are my setting:

Download the file


texts:
So, I'm using the latest build of Blender 2.81 (November 15 2019) on Mac. There is this nifty new feature that allows origins to be manipulated freely without affecting the actually object's transform data. This is quite cool.

Unfortunately, I don't seem to be able to find the toggle for it? Somehow I accidentally enabled it in my file, and cannot disable it. This is rather not ideal for animating objects.

How do I disable the "only origins" toggle?


texts: How to get emitter particles to stay static?

texts:
I'm trying to animate my first blender render (https://www.instagram.com/p/B6zkzSTDqiC/) and having trouble gettings the particles to stay put. The bushes next to the entrances of the building are created by particles (from a sphere object) and when I start the animation, they automatically fall down because of the gravity of the scene. So a question here: is there a way to have the bush particles stay on the sphere when I start the animation?

Thanks!


texts: Cut hole in volume generated from bezier curve

texts:
New to blender and I am having difficulty subtracting two objects from each other.

I have made a surface from a bezier curve which I extruded (using 2D under the geometry tab) and filled both ends. Now I want to cut a hole in both ends. So I made a cylinder with the correct diameter hoping that I could use boolean subtraction to remove the holes.

However when I select Add Modifier, Boolean doesn't even show up as an option.

Any thoughts on why that is/other ideas to try?


texts: Check for user interaction in the workspace

texts:
I'm trying to make what I think is a basic script in Blender 2.9.1; however, for this to work I need to check if the user performs any form of interaction in the current workspace (essentially if they're idle or not). How can I go about performing this check? I've looked through the API documentation, but I haven't been able to find anything that does this. The only real approach to this I can think of would be to go through all operators and add a check to see if they're performed perhaps.
If someone could point me in the right direction, I would really appreciate it!


texts: Override a material on a Linked object (2.92)?

texts:
I have a character that is linked into a Scene as a collection. I want to change an input value of a nodegroup in one of the character's materials, preferably without making the whole thing local. Of course, I cannot access the materials of a linked collection in the usual way.
I am looking for the best way to Override or proxy or whatever else I need to do in order to get access to the material. And I'm going to need to be able to do this to every material in the scene, of which there are many (but I can write a script to mass apply whatever method.) I'm just trying to avoid having to make it all local because then my files will be multiple gigs in size.
Is there a way to do this?


texts:
How the do I create a model with EVENLY
spread topology?!

￼That this is one of the most basic stuff on topology, especially if you intent to sculpt on your model.

I couldn't find any answer to that question.


texts:
I see tutorials for more advanced stuff and cycles, but how do you do a basic mist pass in Eevee? (The sort that would be in old games to hide draw distance)
I know it probably has something to do with the world node, but adding a volume scatter has weird colors, so I don't know what I'm supposed to do with it. It should also not effect any skybox etc, and I don't know how that would be done either.


texts: How do you extude along a specified axis?

texts: How do you extrude along a specific axis?


texts: (Internal) Fire looks blocky in final render

texts:
So I took a sphere, made it a smoke simulator, added wind and increased that to 50.00, and rendered it. For some reason it looks very pixelated.
3D Viewport:

Final Render:

Blender File:


texts: Darker Edges on my mesh that mess up my Subdivide mod

texts:
I have a Deformed Cone object.
I have extruded it (part that sticks out on the left). The rest of the mesh, including the other extrusion, is fine for the most part but this just looks horrid.
Lines / Creases that mess up my Sub divide mod:

In the mesh these show up as darker edges. I am wondering how I get rid of this so my object looks nice and smooth under the modifier.
Image of the object's Mesh

Image of the entire object

It's worth noting that I have tried to merge by location but the option to merge does not show up, I also checked my normals.
Is this just an issue with the placement of my vertices?


texts: How can I batch render multiple blendfiles consecutively?

texts:
How can I batch render multiple blend files consecutively?
Are there different ways of doing this? If so, what would be an easy method?

I'm guessing there will be a command prompt method of some kind but I'm not very familiar with this. (although I'd love some pointers)

Basically what I'm looking for is a way to render a given blend file which executes the compositor nodes and saves the images connected to the file output node. When finished, I'd like the blend file to close and in it's turn open the next given blend file and so on and so on...

I'm not looking to render multiple scenes or render layers but actual blend files with it's predefined render settings.
Also, I'm aware that there are some render managers available but due to the lack of knowledge I'm not able to figure out how to set these up. (not really looking for a render manager here but an easy method to do batch rendering on the go)
I'm sure render managers have their advantages but I'm currently only looking to simplify some basic batch rendering (without having to get up in the middle of the night just to press a single button).


texts: UV mapping for exporting blender textures to unity

texts:
I am using UV mapping for exporting textures to unity. Firstly i map the object with smart uv mapping and then bake it. After that I save the image as png;  add it into material as texture of object in unity.

With that process should I save and export blender file again after mapping objects or can i just use texture files directly? How unity understand UV maps if I just add textures as png files? I am assuming composite nodes are not exported with that method. Are there any method for exporting composite nodes?

And are there any easier method?


texts: How can I render a sequence created in the video sequence editor?

texts:
I loaded 320 PNG files as an image sequence in the Video Sequence Editor and then applied a speed control effect strip to extend the sequence length to 960 frames (it's stop motion intended to be played at 10fps, but my final movie is going to be 30 fps).

Now I'm scratching my head - How can I now use this slowed down movie as input for another step? Ideally, I can just hook it into the composer (but I couldn't find how). Alternatively, I don't mind rendering the sequence to a movie or image sequence, but I couldn't find how to.

In Overview of the Sequence Editor it just says "When you click Render or Anim to generate an image or video..." but where do I click?!?

Thanks.


texts: How do I Snap a pose bone to the other using python?

texts:
I'm trying to make a IK-FK switch, and Im having trouble to make the pose bone to snap to another bone. (With rotation and stuff)

I tried to do something like Bone1.matrix = Bone2.matrix but it doesn't seems to work.

What I want to achieve is something like copy transform constraint, but instead of constraint, is a one time snapping via python. I have try many things and search around, and nothing seems to be working for me. I hope I could get some luck asking for help here.

https://drive.google.com/file/d/13yGv-U5joAzT0SheWNu3id7yAbvRtwz5/view?usp=sharing

Heres a link to my blend file if that helps.

Thank you very much


texts: How to make particle system animate in different key frames

texts: I have a water spray which sprays particles at a given frame range. In-between there's a break where the spraying stops but after certain frames I want my spray object to spray particles again. How can I do this using the particle system? because currently I only have one frame start and end option. I want the emission to take place between multiple frame ranges.


texts: Is there a way to disable auto-capitalization?

texts: I was creating display dimensions (aspect ratio) presets in the render options, going along with corresponding names (HD, Full HD, QHD, etc). However Blender automatically capitalizes the first letter in the name and prohibits capitalization for all the following letters. Is there an option to disable this?


texts:
Having selected "User Preferences" from the leftmost menu thingy, the Blender UI replaces the main menu with a bar with some buttons that offer to save settings or install from file. If you're lucky you discover that you can drag down this bar to reveal the actual User Preferences panel.

But then when you're done, how do you get the main back?

I of course went on a detour to discover how to get rid of unwanted panels that proliferate as you try to close panels, but even that "join area" method doesn't work in this case because the User Preferences panel spans the entire main window, and its lower border is shared with three wanted panels rather than just one neighbor.

Eventually I had to quit Blender completely just to be able to exit from Preferences, and restart with a menu. Surely this can't be the intended way?

Blender 2.69, Windows 64.


texts:
As you can see in the gif, my problem is that that one of the vertices is loose while the other is connected, the loose vertex is located on the edge. My question is, how can i weld the vertex of the loose mesh to the edge ?

The blendfile:


texts: How to move two parenting objects together?

texts:
When I try to move two objects together they move separatelly in a weird way, here is a GIF showing what happens.

How can I solve this?


texts:
I am trying to create a flat/modern looking icon. The visual style I am aiming for is

Here is what I got so far with my icon.

As you can see it is missing the fake shading and fake shadow. Is there some way I can achieve this?

.blend file


texts: the bake button is not where it should be

texts:
I was trying to bake a displacement map into the actual map following

https://www.youtube.com/watch?time_continue=94&v=McALCOr39rY&feature=emb_title
for how to do it but I can't find any bake options. please help

Here is the save file for anyone that would like to check problems with the mesh or the UV:

I have seriously no idea.


texts: Normalized z-depth shader (based on the cycles camera data node)

texts:
I'm trying to create a shader that displays the normalized (0 to 1) camera Z-dpeth on top of the viewed object.

Yeah, I know I can easily do this in post with the normalize node if I render out the z depth pass, but I prefer to have this in a shader.

I tried to do this with an OSL script using the clamp function but it didn't really do what I wanted. See image below for clarification:

You can see the desired result on the right (achieved with compositor nodes), and the existing result on the left (with shader nodes).

This is the OSL script that didn't quite get me where I wanted, but might be a good start (I intended to use it between the camera data and emission nodes, the same way I use the normalize node in the compositor):

shader normalize_value(
    float inputValue = 0.0,
    output float normalizedValue = 0.0
){
    normalizedValue = clamp(inputValue, 0, 1);
}

I'm of course open to any other method, for instance involving other shader nodes (I couldn't find a way to get the same result but hey who knows!).


texts:
When I start Blender, the default cube is not displayed. Instead, only the center point of it is shown. When I add other meshes, I also see only the center point. How do I exit this strange mode?

EDIT:
I just found out, my other models now look crazy:

This one has a problem in user perspective:


texts: Why blender is not registering its website on brave rewards?

texts: I was trying to send blender some fund but my brave browser said that blender website is not registered for brave rewards.


texts: I made some annotations (not grease pencil!). Where is the menu to remove / hide / edit them?

texts:
I used the Annotate tool to make some annotations in the 3D viewport.

I would like to edit, hide or remove them, but I can't find the annotate layers editor.


texts:
I’m newer to blender, and trying to create a 3D model of a brimmed cap sort of like a ball cap from a scan I took of the exterior using an iPhone app (ScandyPro). I’ve managed to import the .obj file and clean up the exterior (fill holes/inconsistencies in the scan etc).
Problem is that it needs an “interior” to look real. Since a caps material is mostly thin fabric, I imagine there’s a way to duplicate the external scan and shrink it slightly, move it down, and to close up the “exterior shell” by connecting it to the exterior - I’m not sure how I would “bridge” the edges between the interior And exterior cleanly and efficiently though.
Can anyone confirm if this is the easiest way to accomplish this and point me to the tools to bridge the two meshes together?


texts: can I install Blender internal render engine into 2.8 so I can open my old projects incompatible with Cycles and Evee?

texts: Or if you know a better solution please share. I just can`t switch between 2.8 and 2.79 fluently because of changes, so I want to move to 2.8 completely


texts: How can I make an object face or locate to the active camera?

texts:
I want the eyes of a character to rotate to look in the direction of a specific point.

I have a rig for the eyes of a character and I want the part of the rig that controls the eyes to be at the active camera, the rig crosses the eyes to its location and thus the character looks to that specific point. Also, I want the head rig to face the active camera. I just need to know if and how I can make the two bones snap to the active camera.


texts:
I've been looking for a way to sculpt straight lines in Blender for some time. The most common answer is to create a custom brush, but it seems inflexible.

Does anyone have a better solution? Also, is it a planned/possible feature for Blender in the future?


texts: i'm trying to make a gravity game where you can use keys to change the direction you fall, solving puzzles etc. so how do i change the direction you fall entirely?


texts: I'm not sure where to go from here in my uv mapping!

texts: I'm new to blender and was wondering what would be the steps to resolve the artifacts I'm seeing in this texture. The texture is supposed to be a lampshade. I'm unsure what to do to the uv map in order to fix this issue.


texts: how do I make my textured objects look textured in my render?

texts:
As you can see on this top image it looks textured. This is in textured mode in the Eevee engine and it looks exactly the same in Cycles.

This Image is what it looks like if it was rendered. It looks very different because it has no texture besides the brick texture. How do I make it look like the textured version?


texts: Best way to render passes off different objects?

texts:
I have a full detail version of a model and a less detailed version. For style reasons, I want to render my diffuse pass off the full detail model, and my gloss pass off the low detail version.

I know I can achieve this by putting the two objects on separate render layers or scenes, then combining them in the compositor. However, this requires me to render two separate layers or scenes.

Is there any way to do that does NOT require rendering twice? It seems that perhaps you could use light paths or something to make one of the objects only take diffuse and the other glossy or something, but I haven't been able to figure it out.


texts: Best way to allow water to flow inside this mesh?

texts:
I am a blender beginner and after watching some tutorials online I figured I'd give modeling and animation a try.
I am trying to make an oil hourglass animation that will move the liquid downwards.The hourglass is exactly the same as the one shown here, I have a physical reference of it.
The only issue is that my liquid doesn't seem to want to pass through 2 holes I made on the container mesh, I suspect it's because of the wrong facing normals right outside of it:

I managed to get the liquid to flow inside of the top sphere.

but It won't flow into the rest of the mesh.

Will I have to create a new mesh? Help is appreciated, thank you!


texts: Array instances do not follow the path of the curve

texts: Why do the array instances follow the first path, but on the second path they are on some breaking path? It can be seen in the picture. Both paths are the same, created from a deformed circle.


texts: How can I get textures from Blender Render into Cycles?

texts: If I made a model with lots of textures in Blender Render and then wanted to use the model in Cycles with all the textures in place, is there a way to export it from Blender Render with the texture data and then import it into Cycles?


texts:
I'm trying to write a script that would iterate over all keyframes on the selected armature and then advance the timeline to compare the previous keyframe to the current to see if it's identical. If it stays identical throughout the entire timeline let's say 1-240 frames then it should delete the entire keyframe row/action.

My main issue is that I'm not sure on how to access the keyframe data or fcurve data to then later do a comparison between the current frame and the previous.


texts: How work translate=True in layout.label ? (Python Ui question)

texts:
I'm trying translate = True, in a label, but I see that no translation is done when I change the languages in the preferences, now I don't understand how this option works and if it can work, I'd like to understand if it is possible to translate automatically.

layout.label(text='My Text', translate=True)

The output on the interface is always "My text" tested in all languages.


texts: Glass/Transmissive Principled BSDF doesn't refract images in planes in eevee

texts:
I was thinking about adding a CG crystal object to a video, and thought about putting the image behind so it would have the correct distortions and stuff, but it only refracts the image behind if I use cycles. I've tried enabling refraction in the Screen Space Reflections tab and Screen Space Refraction in the material tab but it still doesn't work, but it does with actual mesh like cubes and so on.
Is there a way to fix this using eevee? It honestly would be understandable if it wasn't

Edit: Added material setup, it doesn't get simpler than that folks


texts: Question about using multiple graphic cards to rendering

texts:
I have some questions about multiple graphic card . Now I am using GTX1060 6G .I want to add another graphic card to speed up my rendering process(For example: GTX 1060 6G x2 or GTX 1060 6g+GTX 10series).

Can I just install another graphic card without doing anything(SLI) ? leave them as two single cards inside one computer.Does it matter that my motherboard dose not support SLI but it has

2 x PCIe 3.0 x 16 SafeSlots (CPU)

1 x PCIe 2.0 x 16 slot (PCH)

1 x PCIe 2.0 x 1 slots (PCH)

(Asus B350 F with 550w power)

Which should I plugin?Another PCIe 3.0 x 16 SafeSlots?

Thanks for helping me :)


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I am having problems understating the curve modifier. I can usually get it to do what I want, but only after a lot of trial and error and often I plain do not understand why it seems to work in the way it does.

I attach a blend file. I am trying to make a bridge by having a segment of the bridge, a curve for it to follow and using the array and curve modifiers replicate it along the path. I have applied scale and rotation, and made sure both the bridge segment and the curve share an origin. Still it seems to give bizarre results.

In the attached file, when I turn on the curve modifier, the bridge segment flips on its side. I am completely stumped by this. Why is this happening?

Example Blend File


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When I select the Mesh (scaled by empty), hit Alt+P choose "Clear Parent and Keep Transformation", it clears parenting, but transformation is not kept.

Is there any visible reason why the operator is not working on this specific model (blend file, collection 02)? What kind of hidden setup can cause this issue?

For now it seems like different rotation (mesh and empty), cause the issue. If empty and mesh is the same rotation (collection 01 and 03) Alt+P works fine. Since Empty is rotated it fails (see collection 02).


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For my project, I save rgb frames (PNG format) and the depth maps (EXR format) for different camera views. The compositor setup I use is shown here  and I use Cycles.
When I read the raw depth values, for plane surfaces like paintings or glass surface the depth map has sporadic, or clusters of, very large values like 10^10 among a region of foreground pixels with low depth values.
Why does blender render these certain pixels as background, when they actually belong to a foreground object? This renders the depth map inaccurate.
Is there a better, accurate way to obtain depth maps from blender?
Edit: The link to a blend file where I saw this.


texts: VSE/Compositor - Something similar to Turbulence Displacement effect in After Effects

texts: I'm experimenting with creating some video effects in Blender, and I was wondering if anyone knew how to create something similar to the Turbulence Displacement effect that After Effects has (It sort of stretches and distorts the image in a random way. An example image I found is bellow), in the VSE or the Compositor of Blender. I've tried messing around with different nodes/effect strips and can't seem to come up with anything. Thanks.


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I tried to add material on a plane but it does not show up on the object (plane).
Is there a mistake I am doing? (screenshot below)