texts: How do I get textures to show in render? All answers on google refer to buttons and options i simply dont have

texts:
I'm trying to add a couple of textures to my scene. One on the sphere and one on the plane in the background. Top right viewing window is 'render' by the way.

I've assigned the texture in edit mode for both.

I've read every tutorial for this I can find and they either end at 'click assign' or go on to talk about options i simply dont have (presumably old version of blender?).

Can anyone tell me what my missing step is here.

(edit:) I assigned the textures by going into 'edit mode' instead of object mode. Clicked on the 'material' button on the right (in picture). Clicked on color and selected 'image texture', chose my png file. The Preview displays correctly (pictured). Clicked on 'Assign' (in between the material lists and the preview). As you can see in the render window, the rectangle plane is showing as black and the sphere is a solid grey instead of their textures.

(edit2:) moonboots got it. i hadnt unwrapped the objects. a instruction suspiciously missing from all the tutorials i read. if anyone else stumbles on this you go into edit mode > mesh > uv unwrap > unwrap.


texts: Texture works in one scene, doesnt work in another

texts:
The same exactly image of the owl is rendered in Reward scene and is not rendering in HUD Screen for overlaying Scene

The same GLSL mode! The same plane and the same material. why it doesnt work?


texts:
I need to turn curve into a mesh using modifier so i can work non-destructively, and be able to make boolean with curves without convert it to mesh then export curves to cnc
Here is the situation:
I'm modeling ornament with curves and when the client is happy with the result i need to send the curves to the cnc machine so it can carve on real wood.


texts: How do I achieve more control over Fairy Wing Meshes?

texts:
I've got a set of fairy wings I'm making for some 3D animation software, and I'm trying to make them flexible - i.e. so that they can be rolled and curled, as well as flapping.

While I've had some experience in Blender, this is my first time dealing with bone weighting, and I'm a bit puzzled by the results I'm getting.  It seems that when I move the bone around, the mesh seems to clip through itself or split, despite not having any separated vertices.

Here's what happened when I rotated a couple of the bones:

Here's what the weighting looks like for each bone, with auto-generated weights:

I know that I'm missing something.  Could someone please point me in the right direction?


texts: Can I add a driver many bones at the same time?

texts: I want to add a driver to a lot of selected bones at the same time, is it possible?


texts: What's the difference between the Subdivision Surface modifier and the edit mode->RMB->Subdivide option?

texts:
Sorry for the newbie question.

I'm following the famous donut tutorial for blender 2.8.

When I press the apply button for the subdivision surface modifier to the torus it makes more vertices + faces for the donut. However, when I press the subdivide option after selecting all vertices of the donut in edit mode, it seems like it's also making more vertices + faces for the donut.

Are these two options interchangeable?

Thanks in advance!


texts: low level alternative for bpy.ops.object.data_transfer for weight copy

texts:
I am currently using this code for transfering weights from one obect to another:

def copy_weights(src, tgt):

bpy.ops.object.select_all(action='DESELECT')
src.select_set(True)  # <- context object in object mode
tgt.select_set(True)

bpy.ops.object.data_transfer(
    use_create=True,
    vert_mapping='TOPOLOGY',
    data_type='VGROUP_WEIGHTS',
    layers_select_src='NAME',
    layers_select_dst='ALL',
    mix_mode='REPLACE')

However this approach needs to have the correct objects selected, the correct mode set and the correct context set.

Is there a lower level function that i can use to replace the operator call which would work independent from the context, mode and selection ?


texts: Not able to render eye gaze animation on sheepit

texts:
First image is the sheepit rendered image

Second I have rendered on my machine, macbook pro
I have created this human modal in makehuman and imported as .mhx2.

for setting the animation
I key the head before and after rotation. This works fine on my machine, eyes rotation follow the head, but on sheepit eyes are at the same place and only head is moving.

Also, I am using mhx rig. This provides an option "gazefollowshead" under section "mhx control". when set it to 0 it renders in the same way as sheepit does. I am guessing this is the issue, not sure though.

please help me, I have completed the whole animation and now I am not able to render it.


texts: new here so hope someone can help and new to Blender also. I am trying to import video to play on a circular plane instead of square, what is the best way to make plane circular?


texts: Objects to duplicate along a path and face the same direction

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I have an object that duplicate along a curve but its orientation and shape change depending on its position on that path. I would need all the duplicates to remain intact and face the exact same direction. (facing camera)
Do you guys have an idea on how to achieve this? I've joined an image of the effect I'm heading for. Thanks for the help.


texts:
The Bowen knot is used on Apple keyboards as the symbol of the ⌘ Command key, also known as Viking's Shield, Heraldic Knot, etc.
I'm trying to work out the overlap. Ideally, I want to use a Bézier curve which can then be modified in various ways using circles or planes for various end results. I guess I can use either a screw modifier or a modified spiral for the end circles, because they must either tilt up or down accordingly depending on the flow from one corner to another, right?

The flow from one corner to the next is pretty straightforward. As simple as connecting vertices. It's the end curves I'm having trouble figuring out.
How can I create a Bowen knot?


texts:
I'm working on som abstract art in blender, and therefore I want to use the array modifier. The problem is that I want to have some displacement on my object. See the picure below:

I want to edit every single hexagon object. This model is made with the Child-parent and a displace modifier on the object.

How can I make this, so that I can edit every hexagon, and not just the parent?


texts: Wireframe and Solid viewports are not showing anything correctly

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So I have an issue where when I change the viewport to Solid or Wireframe, nothing shows up apart from one small segment of my object as if its being cast towards by the camera.
Below is a screenshot of my model in the workbench renderer where it is all rendering correctly, but when I switch it to solid view the second image is what I see.

To me it looks like the camera is projecting some kind of small ray that is only rendering the part of the model that is in that area but I have no idea how to fix it. Wireframe view has the same issue as you can see on the image below.


texts: Transfering add-ons between blender builds

texts: So, I got the blender 2.83 alpha build and, I have all of my bizillion add-ons on 2.82 beta. If I download a new version of 2.82, it will automatically update the newest version of 2.82 with all of my add-ons. But, if I download 2.83, since it's a different build, it will start from scratch. So basically my question is, Is there a way to transfer all of my add-ons/settings from my 2.82b build to my 2.83a build?


texts: Is there a Blender Virtual Camera? Or How to create a Virtual Camera?

texts:
Two pronged question: Is there currently an addon or process in which I can use a virtual camera in Blender? (a virtual camera is like this - https://www.youtube.com/watch?v=MAFVglxzkhI) I mainly want to be able to do that within blender but I have not found anything like that. Including in this post (Any tools to capture movements from a mobile phone to Blender?)

Second question is if there is no system out there like that, then how can I go about making a virtual camera addon myself? I do not have a VR system so I cannot test a system like the video above so I would like to make a bootleg version using my smart phone (both iOS and android something like this but connected to the camera instead - https://www.youtube.com/watch?v=YcylkhyauC0 or https://www.youtube.com/watch?v=xMEea6drOPA). I have made apps for both android and iOS and I would like to make an app that connects wired or wirelessly into blender (Similar to Unity Remote - https://www.youtube.com/watch?v=RdhliD0zupg) Once connected I would use the smart phone to connect to the blender camera and connect as a bootleg virtual camera  but I have no idea how to go about this and I would like some help please.

If anyone out there could direct me in the right direction where I can find further information on how to go about this I would highly appreciate it thank you!


texts:
Is there a way to make muzzle flash come out of a gun using the smoke simulator with fire and smoke?  I've seen a lot of tutorials that use an object coming out of the gun that lights up, but it doesn't seem to look as realistic as real fire.

Thanks


texts: Rotate object on axis between two points

texts: I have an object and two points I need to rotate the entire object around. I created two empties for the rotation points and I need to rotate it around an axis formed by the line between the two empties. I tried adding object constraints to no avail. In the image below I need to rotate the triangle around the axis of the red line.


texts: How to import Downloaded Materials/Files?

texts:
This is an absolute beginner question, I'm hoping it's not to broad, I will attempt to narrow it down.

I have just downloaded a handful of .zip files for several material packages (all for cycle render) and a "Modified Toon Shader" .zip file as well. I am super excited about using these but just realized I have no clue how to import them into Blender or how to really use them.

Do I just go User Preferences > Add-ons > Install From File? Or is there a Material and Shader specific path I need to follow?

And then once I do get them imported, will imported materials show up in a drop down menu of sorts? Or do I go to Node View and then I will be able to drop the specific nodes in and plug them into my objects?

I'm sorry I know this question is a bit open, I'm hoping it's narrowed down enough to be answerable. I have not unzipped the files yet because I wasn't sure if I was supposed to or not.

Here are a couple examples of the files I downloaded:

http://www.blendswap.com/blends/view/82742

http://www.blendswap.com/blends/view/70644


texts: Material does not show when I try to display my x model in a Directx9 program. Can someone help me out?

texts: first question here. Can someone tell me that why my .x model export from Blender won't show the materials in my program coded in DirectX. There's nothing complex about the materials just two solid colors as shown in the picture. Is there a setting that I'm missing from blender? It just looks grey in the actual program. Any help is appreciated.


texts:
I am trying to bridge the edges on a string of edges to another string of edges with faces. (See image)

How can I do this? When I use the F key, it does something strange because the height of the edges fluctuates. Also, bridge edge loops tells me to "Select at least two edge loops." What should I do?


texts: What's the best way to squash & stretch an entire rig?

texts: Is there a good way to do this? I've tried scaling the rig on Z, and parenting the rig to an empty and scaling that. Both of those produce some pretty weird results:


texts:
I've created a hairstyle with 4 particle systems. two of the particle systems work normally but the other two move at all. It budge at all. Even if I animate the mesh, the particle system will not move at all. It will act as if hair dynamics is not enabled.
I've tried baking, deleting, baking again. Redoing the particle system, messing with the collision object but nothing seems to work and there are no answers on the web. None of them pertain to a particle system not moving AT ALL.
Can anyone please help before i lose my mind?!
Here's my hair dynamic settings. Its pretty much the default blender settings.

Here's a simplified file. Click here


texts: I messed something with color (principled BSDF?) and I don't know whats wrong

texts: I was attempting to make a chocolate chip  but it renders like a ghostly mint-chocolate. I recently made a doughnut and was trying to make something similar on my own. What should I do to fix it?


texts: Apply all modifiers, .poll() a bpy operator with keyword argument?

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I would like to apply all modifiers to an object with python.

for mod in ob.modifiers:
    bpy.ops.object.modifier_apply(modifier = mod.name)

This works fine, unless for some reason the modifier is disabled, e.g.:

A Boolean modifier with no object
A Shrinkwrap modifier with no target

General Problem:

Other than knowing all of the possible attributes of every modifier and checking to make sure the modifier is valid, is there a way to bpy.ops.object.modifier_apply.poll() while specifying which modifier I want to apply?

I see that the poll() method expects

poll(self, *args).

Perhaps I can put something in for *args which will help

Work Around: I can get the modified mesh object.to_mesh()


texts:
How would I go about creating a 3D MMORPG Mouse Look? I have created a 3D Space Rpg that is almost finished with success so far. However, I didn't have a clue, how I would attempt to make a Mouse Look method where if a user right clickes and then holds the right mouse button and moves it around the camera moves around with the mouse. The camera can not move away from your character/ship, it should act as if the character/ship is it's origin and that it rotates all around the origin.

I don't mind coding this with python either. Advice is welcome!


texts: How to not rotate child object in game engine?

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I have an object whose child is controlled by mouse, and the parent object can tilt towards the same z rotation. However, when the parent object rotates, the child object rotates as well, thus keeping the same relative angle between the both objects.

I managed to fix that by adding a script to the parent object, and within the script give to the child object an opposite rotation.
Here is my script:

import bge

obj = bge.logic.getCurrentController().owner
child = obj.children['Turret']

rot = obj.localOrientation.to_euler()
childRot = child.localOrientation.to_euler()

dRotZ = rot.z - childRot.z
rot.z += childRot.z * 0.0175 #1 deg = pi / 180 rad
childRot.z *= 0.9825 #<=> childRot.z -= childRot.z * 0.0175
obj.worldOrientation = rot.to_matrix()
child.localOrientation = childRot.to_matrix()

Although this script works rather fine, it is not an obvious solution, nor a very performant one I guess, is there a simpler way of achieving this?


texts: For a character that has really big eyes, it isnt possible to use the standard spherical eyes. I need to make the eyes oval. But then the problem comes with the rigging. Would it be possible that the oval eyes can be rigged in such a way that they can be used in unity?


texts: How do I keep a cloth sim object inflated?

texts: I'm modelling a bed for a personal project and I wanted to make a duvet or puffy blanket for it, I've tried using cloth sim or Model Cloth (Used this video for example but mine doesnt seem to work https://www.youtube.com/watch?time_continue=34&v=qHEWsNYdGag&feature=emb_logo) and I cant seem to get the look I want. Any tips or ideas?


texts:
I'm not sure if this is a "follow path" question, but I don't want this animated.

I have a parent handle empty that I want to be able to grab, and for that empty to only move along a nurbs path.

I can animate it but if I try to just grab the handle, it has no location limits.

Is this a simple setting I've missed?  Does the empty have to be parented to the path?


texts: was wondering if there was a link to blender 2.79b as I can't seem to find a download link anywhere.


texts: Create and manipulate height-map, save as greyscale texture

texts:
I need to create a height-map and pass it into a custom shader in Unity3D.

I can pass it into the shader as a greyscale texture.

I believe I can create a height-map in Blender by starting out with a 100x100 (say) grid, restricting movement to only the vertical axis, then I can use stock tools to mould the surface.

But now is there any tool that can export the resultant height-map as a greyscale texture?

Would I have to write my own using Python?


texts: How do I merge all coinciding vertices using a Python script?

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I've spent awhile using the extrude tool to construct a mesh, but once problem I've noticed is that if I'm creating a shape with some kind of concavity and two parts of the mesh come back together, then there are two faces pointing into each other and each one has its own set of vertices. I've been consistently entering numbers when extruding so I know that the vertices are in exactly the same position, aside from a possible small amount of floating-point error.

I found this question about merging vertices to create a pyramid, but the answers on it are only applicable to creating pyramids and similar shapes, since they are about manually selecting one of the cube faces to collapse. My mesh likely has hundreds of these duplicated vertices and manually checking the entire mesh is not an option, so I either need to use a tool or get a Python script to automate the process. However, the Alt+M functionality in that question looks useful, since it seems to be able to merge arbitrary vertices.

How do I merge my vertices together? Is there some kind of Python script I can use? Is there a way I can iterate through all of the vertices, check if any two are equal in position, select them, perform the Alt+M functionality from Python, and repeat for all vertices? Since merging vertices would change the amount of vertices, the entire script would basically need run itself many times to merge all of the coinciding vertices, or somehow loop until it finds no coinciding vertices.


texts: Requesting help for answer to 'Model a simple plane into steps'

texts:
This is exactly what I want to do but I don't understand the answer:
Model a simple plane into steps
I'm in version 2.92 and don't understand which field to enter .0000001.  I also get lost in step 3 and 4.  If I switch to face selection my selected areas a gone.  I also didn't understand how to get into pivot point.  I'll go through the steps again.


texts: I'm using Blender 2.80 and I need to map the "view selected" / "frame selected" for a different key because I'm using a notebook that doesn't have the numpad. How should I proceed?


texts: Is there a way to export a blender grease pencil animation to svg?

texts: I know that an svg file can come animated, either internally or via sprite sheets. is it possible to take a 2d animation made in blender and export an animated svg file, with all of it's frames?


texts:
I have downloaded and installed fSpy for linux and installed the add-on but there is very little detail on how to run and use fspy as an app to import to linux as there is no proper tutorial or support data on this issue.

Does anyone have help for running this app for blender 2.8 onwards as I have 2.82?  Trying to do a tutorial and without it I can't do it.


texts: Wrong loop cuts position offered by blender by default

texts:
I'm making the arms of my bird, and I need to place some loop cuts in a specific area to match the topology of the arm with that of the body.

The problem is that Blender offers to place the loop cuts in totally wrong places! Can you explain how I can place them where I want?

I attached 2 screenshots:

Or, if Blender offers the chance to correctly place the loop cut, I can't use it because it breaks the mesh, like here:

...and here: (it seems it creates a series of vertices under the existing ones without care about the actual topology):

Since I haven't been able to make people understand what I mean, I am trying again by attaching 3 new pictures to the post.

On the first picture you can see that there are 3 starting loopcuts. The circled one is correctly attached to the end of the arm while the other ones aren't.

On the second picture you can see that at the end of the arm, there is the need to make two loop cuts that should be attached to those you have seen on the previous picture.

on the third picture you can see the loop cut proposed by Blender; that's not right for my needs.

So, how can I make the right loopcuts without too much effort? Thanks. Also, I've attached the .blend file of the bird:


texts: how to get texture interpolation to blend across UV seams

texts:
I'm baking a star map texture to a high poly icosphere using "cubic" interpolation and noticed these hard edges along the uv seams.

first image is cubic and second is closest

is there anyway to get the cubic interpolation to blend across the seams so there's not that hard line?

Edit: i noticed it's possible to manually blend the texture across the seam in texture paint so that the seam is minimally noticeable (not actually gone but hidden better for sure).  It would be preferable if i could get this blur done in the initial bake process so i don't have to manually fix all the seams. So I'm also looking for bake setting that will better blend across the seams.

Other details to note: I'm baking to  high poly icospheres because the default unwrap has the most even pixel distribution as its mapped to equilateral triangles. This is already 16k bake texture so increasing res is out of the question. I plan to paint nebula's into this and render it out as an environment texture so these seams will be noticeable if they are caught in a zoomed shot. I also plan to use this baking method to turn other equirectangular planet textures from nasa into icosphere unwrapped textures for painting, so getting a clean blend across the seams is critical for the planets poles to look clean.

here's the icoshere uv bake shape in case that matters


texts: Textures show in material view, but are magenta in rendered view (Cycles)

texts:
I've been working on a scene with some subsurface scattering materials, and to save time and reduce grain in the render, I've baked those materials to textures (in OpenEXR format). However, after closing and reloading the blend file, some of the textures now appear as magenta in rendered view, as if they couldn't be loaded, even though they show up correctly mapped in material view. All of the objects are UV mapped, those UV maps are enabled (as far as I can tell), and the texture runs to the material output via an emission shader.

Here's what it looks like in material view:

Here's what it looks like in rendered view:

And here's what the material setup looks like for all 3 materials:

Interestingly, one of the textures appears in rendered view fine, but the others don't, although I set them up through the same process. Whether the textures are loaded from a folder or packed into the blend file doesn't appear to have any difference on the result.


texts: What is a good workflow between blender and 3d coat?

texts: I bought 3d coat pro. I upgraded from an old edu license I bought three years ago and now I'm trying to find a good workflow between blender and 3d coat. I mostly make game models like characters, weapons, props and modular level assets. I also do a bunch of animation. My old workflow consisted of building a hp mesh and baking it to a low poly mesh with cage mesh via xnormal. Sometimes I cheat and do a lp mesh and beef up the poly count for baking then paint heightmaps (saves a ton of time for simple stuff). From there I generate my own textures in blender and gimp then use substance painter indie to put together my textures for pbr usage. But now that I have 3d coat I have some new options for my asset creation process. Not sure which route to take. Lots of possibly. What do you guys recommend?


texts:
Here is a very easy node setup in blender:

when I apply it to a plane it results into:

suppose if we want to bring the result for a bump map, we could take it in gimp with the subtract mode set on the wave texture we get a result such as this:

the results are quite different because of the 'fac' value in the node in blender:

how can we do fix this in gimp so that I can get an image file to use it in blender as a bump map?


texts: How to append .L and .R to my vertex groups with script - AND maybe how to duplicate

texts:
I'm trying to create a simple script that appends '.L' and '.R' to my existing vertex groups respectively. They already have an existing naming convention that begins with 'b__R' and 'b__L' and I don't want to change that, you can see that's actually an important part of my 'if'.

The mirror modifier does not recognise the L and R in its current format, so I just want to append the .L and .R then be able to remove it when I'm ready to import to my game. I want it to ignore central groups I have that do not have b__R/b__L in the name so that those just mirrors themselves into their existing groups.

Here's what I currently have, and it's not working:

import bpy
obj = bpy.context.active_object

vg = obj.vertex_groups[:]

for g in vg:
    if g.name.beginswith(‘b__R’):
        g.name = g.name+’.R’
    if g.name.beginswith(‘b__L’):
        g.name = g.name+’.L’

To reverse:

import bpy
obj = bpy.context.active_object

vg = obj.vertex_groups[:]

for g in vg:
    if g.name.beginswith(‘b__R’):
        g.name = g.name.replace(’.R’,’’)
    if g.name.beginswith(‘b__L’):
        g.name = g.name.replace(’.L’,’’)

I am COMPLETELY unfamiliar with Python just keep that in mind, I'm just taking guesses here. I'm really just using Python as a means to an end and copied and edited the script from an answer to a similar question on here (linked below).

How to remove a common prefix from vertex-group names?

Also, importantly - your opinion. Is this the best way to do it? I already have an L and R with assigned weights and groups BEFORE deleting half of my mesh (in order to use the modifier). I'm working with a pre existing mesh here. Or should I delete the groups associated with the side of vertices I have deleted to use the modifier, then use the script to also CREATE the other side's groups again? I ask this because I'm not really sure how the data transfer works in the former case and whether those groups will be holding onto information from the deleted vertices.

If it turned out that the latter is the better way to do it (make the script create the other side's groups again), how would I do this?

Sorry for the load of questions, I've avoided this aspect of mirroring the weights in the past because I'm not too clear on its effects in my situation. I'm more than happy to answer any questions for clarification.

Here's the error I'm getting when I Run Script in Blender.


texts:
Is there a way to select all the polygons within a mesh having a size similar to a given one.

The idea was to have an automatic selection of all the polygons within a range of size similar to one you select.

I think it could be done by scripting something using polygon.select and polygon.area, but I have no idea how to start.

I am not a coder but if someone gave me good indications and it is not going to be particularly difficult I could try to make a script.

Thanks in advance!


texts: Imported High Res texture but wrong resolution visualization in UV Editing

texts:
I have this weird problem. I made a large image texture 18000x12000 pixel subdivided in 3x2 squares of 6000x6000 pixels each. I want to map each face on a cube, so I have to move the faces in UV Map editor, pretty simple.
However in UV Map editor I see a lower resolution of my image. The pixels are not squared anymore and I see a vertical smudge in the vertical transition of my square faces but I need the thing I see in Photoshop.
In the red box is how I see same thing in Photoshop.

I can save each squares alone but it is a step I would not want to take if possible.
Edit: For anyone who want to test it here a sample file. Just zoon in in UV Editor and confront it with the real texture in Photoshop
https://drive.google.com/file/d/11q7DyFVX4XEim2ZU4AOlbUdY-RkGqmq-/view?usp=sharing


texts: Why is my Cycles render lighting squared when using GPU compute and smooth with CPU?

texts:
The first image is when using GPU compute and the other is CPU
Why is the lighting squared on the GPU render?

GPU: EVGA RTX 2080 SUPER      //
CPU: i7- 8700k
thanks


texts: How do I export color models in Blender? I'm trying to color them but they come out in gray.


texts: Blender 2.83. Sun lamp is not rendering at all as if its disabled but it is not

texts:
I’m working with a day to night cycle timelapse animation. so  my problem is the lighting on final render that is much darker than the render preview

and I’ve uploaded what render preview looks like:
https://imgur.com/a/XyRWG4P

and the final render:
https://imgur.com/a/8gtREIh

I guess the sun isn’t rendering on the final render? but it is enabled on outliner window the camera icon is enabled and all light source is outside all collections, and i use the Dynamic Sky addon.

I think its possible the problem is in Layers or in the dynamic sky addon? and also i use the denoiser thingy on compositor and disabled it.
i searched all possible related to my problem but no luck… Any help will be appreciated!

and here are my settings


texts: I have created curves for a character's eyelash,I wonder if it is possible to convert them to particle hair guides so that I can use children and other control.


texts: Can I jump to the previous/next keyframe but ignore Grease Pencil keyframes?

texts:
I'm using a shortcut for the Jump to previous/next keyframe function, but when the scene's Grease Pencil is visible, Grease Pencil's keyframes are also in the timeline.

It interferes in jumping between keyframes of an object I am animating.

When I turn off Grease Pencil, the keyframe markers disappear. I can jump to only my object's keyframes again, but I lose the scene's Grease Pencil in the viewport.

So, I want to see the scene's Grease Pencil in the viewport but not see it's keyframes in the timeline.

Are there options to enable this?


texts: How to create UVs for a number of duplicated objects

texts: I created an object and duplicated it a number of times and arranged them in a specific order but forgot to unwrap the original object .Now I have about fifty of them without UV or texture .Is there any way to unwrap them easily and apply texture? I cannot create UVs for each of them beacause I have made some differences in each of them (like length, width ,etc ) .So is there any way of getting the work done quicker?


texts: Is it possible to render an object's "ground shadows" on a separate layer in Blender Render?

texts:
Lately I've been trying to look for any tutorials on how to make "shadow catcher" planes in Blender Render because I need to render ground shadows on a separate layer. However it seems every tutorial I've come across uses Cycles. But can this be done in Blender Render or not?

No this isn't a duplicate of another question. Yes I have a shadow rendered against a transparent background already, but what I am trying to do is have that shadow on a separate layer. Using Blender Render and not Cycles.


texts: The Pivot point of every object is glued to the 3d Cursor

texts: Sorry for that, but I have to interrupt your hopefully beautiful sunday, before I'm goin crazy.. :D In one of my projects (I'm a newbie) somehow I glued the pivot point of rotation to the 3d curosor (generally). If I select anything in my scene and push R, the center of the rotation is the 3d cursor, no exception. I attache some pictures, where you can see it. I'm sure somewhere somehow I used a shortkey accidentally, but google doesn't help, maybe you will. Extremly hard to work this way. Thank you!


texts: How to fix issues with the "Back to Black" theme?

texts: Camera, Empty, Grease Pencil and some other objects in the 3d view are not visible in the 3d view when not selected. Why?


texts: How to convert different contrast parts of image to curve?

texts:
Suppose I have this image.

and I want to convert it into curve for this animation Curve animation

Watch from start to 0:03
I can do it by Bevel Factor in Blender.
But i Have to make the curve by "Draw Curve" Is there any simpler way. Please Tell.


texts: Rigid Body Simulations never work- everything flies in random directions

texts:
I am so confused. I try to make a simple rigid body animation.
There is one piece in the middle which rotates and some other parts are connected to it and should move if the rotation is taking place.
However, if I start the animation, then everything just flies in random directions, even though i selected Mesh everywhere.


texts: Is there a way to copy a certain transformation from one mesh to another?

texts:
Let's say I have a cylinder and I bent it it with a curve modifier. Now I have another cylinder, a duplicate of the other one. Now what I want is for the second cylinder to copy the bent shape of the first cylinder as a shapekey. So that I can insert it at a given moment and the cylinder bends. Is something like that possible?
Again the first cylinder was bent in the x-axis using a curve modifier. The second cylinder is positioned somewhere else I simply want it to bend like the first cylinder but in its position I don't want it to change and find it somewhere else.


texts: Script for simple finance calculations in blender?

texts:
I am working on an infographic-animation that features simple revenue cost profit finance projection tables. I would like to be able to enhance this complexity with larger tables for scenario variables that change as the animation moves forward without mass edits.

Is there a calculator table script?


texts: Assign Material Slot to no material via python

texts:
I'd like to, in code, remove a material from a material slot without deleting that material slot (because deleting it would remove the connections between that material slot and the vertices). The only code I've found that can remove materials also deletes the material slot: bpy.ops.object.material_slot_remove()

I've also tried to use the property_unset function in the material slot, but it just doesn't seem to do anything. For example: C.object.material_slots[0].property_unset('material')

Setting the material to something else is fairly straightforward, but setting it to NULL seems impossible, even though it's easy to do via the interface.

This is related to, but not solved by:Python - Set material to material slot


texts:
I'm following the blender tutorial series by the BlenderGuru and my donut looks different after tutorial #4, making the icing on the donut look more realistic. The colouring on my icing looks like it has black residue around it.

I believe it's my videocard, I'm using a 2009 macbook pro 13inch model, however, I'm new to this and trying to learn which is why I'm asking.

Attached is a screenshot of what it looks like...

Thanks for any help anyone can provide.


texts:
I am trying to weight paint my rigged character (rigify add on used). But it is completely pink when i select the custom shapes. But I can see weights when i click on individual vertex group. Also when trying to paint using vertex group selection, I can only paint it to a value, not to 0?? Did I do something wrong?

On further playing around I found, for some reason when i select my custom shapes, it does not select the corresponding deform bone, unless i select it manually from the vertex group box, and then my weight painting tool doesnt work on it either. I have attached my blend file:

https://ufile.io/6wpqa


texts: Architectural Window Glass - White or Black circle in IOR Reflection

texts:
I have modelled a window using a glass that has thickness (about 10mm). Normals face the correct way.
I have researched glass shaders to make sure light passes throught the material and also keeps relections based on the angle to object.
My issues is that I get a White Circle that appears when viewing the glass head on. The circle changes in size related to IOR I have set.
If I make the IOR in the material settings higher the circle gets smaller but the reflections get weaker! I want reflections as it looks nice BUT I don't want a big white circle in my glass reflection.
I think this is all related to IOR.
Does anyone know what this circle is? it appears even when I just light the scene with the default HDRI enviroment textures and have no other lights.
White Circle is the circle in the glass window***
Thank you for any help.
Ian


texts: procedural generate mesh that fits each other

texts:
is it possible to generate mesh just like the one in the picture? if so, how?

I have to make a whole bunch of those for a project i'm working one and they don't need to be handmade but they do need to fit each other


texts: Complex lighting situations issues_light intensity decreases > number lights increases

texts:
I’ll try to explain the issue as best as possible, I’ll attach some pictures to better explain the problem.
I have noticed that the more “lights” are introduced in a scene (both interior and exterior) the more the intensity of each lamp is reduced.
I’ve notices the same issue with HDRI images. Again, adding more sources of light into the scene, results in a decreased intensity of the HDRI image itself.
Clearly, the problem becomes extremely limiting especially in situations where multiple sources of illumination are required.
In the attachments I’m showing the aforementioned issue, as you can see the source of lighting (in this case a simple Point lamp) decreases its intensity as the number lights increases. On every picture I’m adding one or more lamps.


texts:
I want to export the UV layout of a mesh but I can't seem to find the UVs menu in the image window to save the UV face layout (according to the blender wiki). I could of course use the plain command but that seems like a bit of a workaround, and there is also a lot more in that UVs menu that I'm not able to acces.

edit: the switch to edit mode did it


texts:
i'm a total newbie to Blender ( v 2.81a ) but i'd like to spin .png images in the video sequence editor. So not rotation , but really spinning around their own axis, is there an easy way to do this ? I've been looking on the net,but can't find the solution.
Any help would be much appreciated,
Thanks in advance!


texts: why are my meshes looking the way they do

texts:
please help this is bugging me a ton it looks so weird and i need this for class tommorow.

there isnt any overlapping faces so i have no idea also its not in wireframe
it looks worse the farther i go out but even up close it looks really bad.


texts: Hair particles causing cycles render to hang on 2.9

texts:
I don't know if anyone else is having this issue but for some reason a hair particle system is causing cycles renderer to hang at the initializing stage and I have to force quit blender.
If I turn off the particle system the scene renders fine.
I've narrowed it down to the children section, I have it set simple which is the best look for the hair I'm rendering however if I set it to interpolated the scene renders fine but the look isn't what I want.
Can anyone help?
I'm using a Macbook pro 2018. OS Catalina 10.15.7
Blender version 2.91


texts: I have a few objects on the scene, each having a different colour, with an alpha value of 0.5. I would like to select one of the objects without changing the colour and only changing the alpha to 1. Is this possible?


texts: I'm making a simulation of object dropping into the water. In previous version of Blender it gives nice, big effect of splashing and air bubbles around an object. However, using mantaflow surface of liquid is almost untouched and bubbles are really small and rare. How can I make object interact with fluid more intensively (like on the picture below - using 2.79).


texts: Why can I not achieve a smooth surface when subdividing?

texts:
I'm not sure whether I have created the polygons correctly but I can't seem to get a smooth surface when subdividing. Prior to this I also reduced the complexity of the mesh by reducing the number of polygons, but less polygons made it even worse when subdividing. I've also deleted doubles, converted to tris to quads but with no real success. Can anyone help? thanks

Here I have redone the topology but I still get uneven surfaces. I'm also trying to convert the odd tri's into quads but I can't seem to do this without having to rebuild the topology?


texts:
I want this edge to be hard, but when I try to use the bevel modifier or edge crease, this problem occurs. Also when I tried to add support edges, it still looks bad and creates other unwanted problems with the mesh.

Can you help me fix this?

EDIT: Topology

EDIT2: Curved Part


texts:
Is it possible to automate the sequencer so that each time I render an animation into image files in a folder, the newly rendered image files would be inputted into the sequencer in a specific arrangement or something like this?:

Load images 1-300 and place in sequencer
Load images 1-300, again, and place after first image sequence
Apply backwards effect to the second image sequence

If not an option in blender, is there a way to create a script to do this? Often I will rerender the same animation with a different setting or something, but every time I have to manually apply what was described above. I'm not necessarily asking for a solution specified to this example, but for all examples like this. Is there something that would work to automate this process?

Any help is appreciated. If what I am describing is unclear I can further describe it.


texts:
I want to make changes to a model on Zbrush then bring it back as a shape key on Blender. I won't be adding any geometry just changing the shape.

EDIT: I tried what Mr Zak said but seems like there's something that changes when I export from Zbrush. If I import the basis model into Zbrush and then export it without making changes and use it as the basis it does work.

What should I change on zbrush?

Here's the file with modifiers deleted and some other things I removed. It also has the other model already imported from Zbrush.

https://www.dropbox.com/s/7sse481vepjp43f/Capn%20B.blend?dl=0


texts: I Need Sharp Edge And Have Problems With Redirecting Edge Flow

texts: After sub d I get no sharp edge but I think on that side must be sharp, can you help me with edge flow?


texts: Smoke rendering as the domain box in grey within Cycles Render

texts:
None of the previous questions have answered my issue.

The elements of this project were all created whilst in Cycles Render mode.
No node information has been produced as a result of using  Quick smoke.

Any Ideas?


texts: Is possible use multiprocessing for joining objects in python?

texts:
I strongly suggest not to try this code as it will open a number of blender windows out of proportion.
This is an example for illustrative purposes of what I would like to understand, that is if it is possible to speed up this operation which is very time consuming, I am trying to join certain objects, the test works well, but I currently use a processor with 8core and I am I'd like to try to understand if I can take advantage of this opportunity.

So I stop here and ask for advice, this is my wrong example:

import bpy,multiprocessing
from multiprocessing import Pool

##This list (joining) was created in a previous function,
##I don't place it because the function is quite complex and not useful for my example

joining=[[#obj1,#obj2,#obj3],[#obj4,#obj5,#obj6,#obj7,#obj8],#etc...]

def join_group(joining):
    for g in joining:
        objs = [o for o in g]
        if len(objs) > 1:
            c = {}
            c["object"] = c["active_object"] = g[0]
            c["selected_objects"] = c["selected_editable_objects"] = objs
            bpy.ops.object.join(c)

pool = Pool(processes=multiprocessing.cpu_count())
pool.map(join_group,joining)


texts: I have made a car model which i want to collide with a man and then deform its front and roll in down the way any one knows that how to deform a mesh while in animation


texts: Heightmap on sphere gives a weird equator

texts:
I tried applying this heightmap on a sphere to obtain the surface of the moon.

Here is a step by step procedure of what I did:

Created a grid of 1024 X-subdivisions and 512 Y-subdivisions
Scaled plane along x axis by 2 (Didn't Apply Transformation)
Modifier Properties->Add Modifier->Deform
In Deform Properties Texture->New->Show Texture in texture Tab
Image->Settings->Open->Selected the image above
Went to edit mode
Went to Orthogonal Top View and Select All using A
Rotated along X by 90 (R->X->90)
Rotated along Z by 180 (R->Z->180)
Moved it along Y by 1m (G->Y->1)
Mesh->Transform->Warp
Warp Angle->180
Rotated along Y by -90 (R->Y->-90)
Mesh->Transform->Warp
Warp Angle->360

The result was this moon:

The Different Views

You can see that the top view looks perfect, but I don't think the top view in my model is the actual top view to be obtained by this image.
I think that the sphere needs to be rotated but I am not sure what direction.

Along the other views you can see that the model along the equator seems weird. It seems stretched along the middle region. I dont think that it is an issue of the image but I am not sure.

What have I missed or messed up? And how do I fix it?

Also is there any other better way to do this?

And the rotation of the model, what is the correct one?


texts:
I'm new to Blender fluid simulation and want to fill a cylinder with water.

As you can see in the following image, it fills up the cylinder, but on the rendering result, there are strange black stripes.

I tried to increase the fluid resolution to 300, but it didn't resolve this issue.

The skyblue background is composed of 3 planes. I thought open space in other three axis could be a cause, so I put that cylinder in a cube, so that it resides in a closed area.

Unfortunately, it didn't solve the problem neither.

Does anyone have an idea what causes this problem? I would really appreciate your help.


texts: How to disable scene shading and view Vertex Colors only?

texts:
I'm working with an older model from another program (3DS Max) meant to be rendered in an engine running on older hardware with no dynamic lighting (Faked with shaders and vertex coloring)

The model was exported from Max as a DAE and imported into Blender. Upon importing, I found that it has this sort of automated shading going on based on which angle you view the model from, which really interferes when I'm trying to paint vertex colors.

Max has a 'flat' shading option which disables all scene lighting/shading and leaves vertex colors and textures only. Is there anyway to do this in Blender?


texts: I have footage of a person moving around and turning their head. I would like to have a 2d image follow the basic shape of their head. Is this possible? I also need the image to grow larger as the head gets closer to the camera.


texts: Eevee vs Cycle Transparent Render Problem

texts:
I been trying to figure out how to get the model I've been modeling to render in Cycle. I followed a tutorial and it was made for Eevee as you can see from the screenshot. It looks great but as soon as I render it in Eevee it looks bad.

When I switch to Cycle then the iris part is rendered with a lot of noise. I tried using Denoising but didn't fix it. I tried to increase the sample to 500 and it did sort of fixed the issue with the noise, but too way longer. Somehow with Cycle some of the detail were not shown and I thought Cycle would make it more realistic. Could someone please help me with it?

Eevee Render

Cycle Render 300 Samples

You can see on the Cycle Render that the top lighting reflection part is sharper and looks more fake.


texts: Blender not working in Windows 10, any suggestions?

texts:
Yesterday, I upgraded to Windows 10 from Windows 7 and I had Blender version 2.75a installed before the update. Went to load blender and I get that script box that pops up to load blender and then nothing happens. The box does not show anything and then it just closes. Any suggestions?

I have tried reinstalling blender after the update. Same thing happens.


texts: Boolean modifier adds verticies but doesn't remove anything

texts:
I'm using the boolean modifier to remove a cylinder shape from a partial cone, as shown here

However, after applying, the partial cone is still one solid piece. When I enter edit mode, I see that there are verticies, but all the faces are still there.

How can I cut the cylinder out of the partial cone?


texts: Hello is there any good tutorial for real head modeling in blender 2.8 i would like to model and enliven my grandfather from old photography. Thank you very much


texts:
i'm creating a fps game and i was wondering, which is the best way to load a new map without put the player manually in this map? everytime i'll have to create a scene and put my player in there? there isn't a way to creat a blend file for each map and make the main scene load it putting the player automatically in this map?

Sorry about my bad english


texts:
First question here. I came from a 3DSMax background, since then I've succeeded to find pretty much everything I needed to make the switch from 3DSMax to Blender, except for this : there a very useful option called "preserve UVs" that allows to move vertices / edges /faces without stretching the mapped texture on the mesh. In fact it moves the selection simultaneously in 3D view and UV view.

As far as I know, actually the only way to "Preserve UVs" in Blender is to use the "Slide Edge" tool and select the "Correct UVs" option. I would like to know if there's any workaround to apply this "Correct UVs" option when moving elements in 3D view

Is this a planned feature for the further Blender's updates? Actually it's a kind a straight forward workflow, modeling everything, we have to make sure that everything is ok before Unwrapping UVs. It would be nice to have a way to going back and forth easily.

Thanks for your answers.


texts: Preparing 29.97 and 30 fps video for VSE

texts: I have two videos I want to edit together, both are single long takes of the same event, taken from different angles with different cameras.  One is from an older Sony camcorder, 29 minutes long, 720x480, 29.97 fps; the other from an iPhone 6, 27 minutes long, 1920x1080, 30 fps.  Each has problems at various times, so I'd like to combine them with intercuts.  I understand that my first step is to convert the framerates to match. What's the best way to do this?  I've seen recommendations to use FFmpeg. With the frame rates so similar, is this overkill?  Thanks.


texts:
I have a cube that is scaled about 10 times on the Z axis.
I added a plane, rotated it 45 degrees on the Y axis, and placed it just below the top of the cube. I applied a boolean difference modifier to the cube, and it cut off the bottom. How can I invert the boolean operation to cut off the top of the cube instead? The plane should be deleted after the cutting.


texts: What would reduce the render time? Should I get a better GPU or more RAM?


texts: I'm pretty new to Blender, and what didn't seem to be a challenge to anyone gives me bad trouble. I'm trying to connect two vertices with an edge, they are highlighted in the first picture. However, when I press F with those selected, the edges appear between them and the opposite end of their stroke, as seen in the second picture. What can I do to connect them? Thanks in advance!


texts: Blender Boolean errors with texture Object

texts: I'm a blender newbie. When i use Boolean to disapear and apear object , Some frame render have texture of Object apear on cube.I don't know is this error of Blender?  anybody have this problem? Thanks!


texts: What is the best workflow for dealing with modifiers and complex objects?

texts:
I'm coming from Cinema 4D and a new user. I'm trying to figure out the Blender version of this kind of workflow:

Download car (for example) model from Turbosquid (made of hundreds of objects in a complex hierarchy)
Apply subdivision (or bevel) to the entire hierarchy non-destructively (in C4D this would be putting the entire Car hierarchy under a Subdivision Surface.
Apply effects to the entire hierarchy: For example, 'bending' the entire car using a single bend deformer.

I initially tried to use modifiers in Blender like this, but I'm confused by how they seem to only affect single objects and don't flow through the object hierarchy. Again I'm new to Blender so I'm probably missing something basic.


texts:
I have this model I'm trying to export to a posing software, which has its own IK system.

I'm porting this model with a custom outfit, in which I decided the best approach for it would be using "Transfer Weights" from the source model. It worked like expected.

Now, I want to fix the weights according to the IK deformings, and my question is Is it possible to export the weight paint colors from a mesh?

My idea is looking at how the mesh deforms with the IK, and if it deforms wrongly, then change the weights of that given segment instead of blindly painting weights on them.

Thank you in advance for any help!


texts:
SO I linked an animated camera from another file, however when i press Numb0 or ctrl+Numb0 the results are weird, basically from what i can tell it just like a centered camera looking face down.

Is there a way to use a linked animated camera from another file ?


texts: When I go into Shading and I load a new material it adds in the Principled BSDF and Material Output but they are not connected. When I try to connect the output to the input (left click on green dot) nothing happens. If I add more nodes it also won't let me make any connections between them. Do I have some setting turned off causing this? I am using Version 2.82.7


texts:
I have a rigged character as you can see below

It seems ok in T-Pose, but when I try to move his feet, I get into something odd:

All of the vertexes are in the same object, the shoes and the ropes ARE moving, but not enough. What's the problem?


texts:
Is it possible to use procedural textured materials in the blender 2.80 EEVEE viewport?

Are the procedural maps that come with Blender 2.80 enough to compose any material?

Are there procedural map plugins that I can get?


texts: Why doesn't the paint-on texture show when rendered (packed and saved texture)?

texts:
I'm both new to this website and Blender.

The problem is the painted on texture won't show when rendered as an image or animation. I have saved the texture and packed all of the files together but it still won't work. Is it something to do with the mapping? Please help. Blend file included

(texture included separately just in case)

Thanks


texts:
I am trying to create a 3D bevelled version of my own logo

And make it look something like this:

or this

Where it is beveled in the middle.
Currently I have tried taking in a svg file into blender, tried their curve bevel options. It just bevelled in depth not in width

I even tried to convert my curve into mesh and then extruded/scaled in the middle but due to the curve – mesh conversion the faces wouldn’t scale uniformly and it was all over the place. I was wondering if there was another way to create something like this?

Thanks
Phoenix

Edit:
This what happens when I use the curve bevel

And this is what happens when I have converted to mesh and tried to scale it in.

Perhaps it is my design or the way the curve is converted but the points seem to go crazy.


texts: Bake displacement to alpha channel washing out colour channels

texts:
I'm trying to put a displacement map into the alpha channel of a normal map.  As per answer to question "Bake displacement to alpha channel" I am trying to use the Node editor for this purpose.  The result washes out the colour.  I have my problem demonstrated in a test case as follows.  I have two (RGB only) images: PaleBlue is coloured (0.5, 0.5, 1.0); DarkGrey is coloured (0.25, 0.25, 0.25).  I am trying to combine the colour channels of PaleBlue with the red from DarkGrey as alpha. The screen shot shows my results.  On the left are the two input images (RGB only).  In the middle is my node structure - a bit more complex than needed, but I think this explicitly shows what I want done.  On the right are two views of the output - actually the Viewer Node, but the Render Result is the same.  The top view is the colour component, the bottom the alpha channel.  Note that the colour is white - not pale blue and that the alpha channel is black.
First screen shot removed to be within link limit.

Question Update:  I've made the recommended change.  It improves my result, but still have somewhat washed out colour and 'brightened' alpha.

Question Update 2:  Here are views of a parallax mapping texture (obtained from other sources) and what it should look like in the image viewer.


texts:
I was trying to add the subdivision surface to this object so I can later add a displacement modifier, but when I add it, even on Simple it creates some weird geometry bugs, can someone help?

https://imgur.com/a/tNFQRTG


texts: Blender 2.79 screencast keys do not display rotation axis

texts: When I enter a command like R followed by an axis e.g. X, only the R is displayed by the screencast script. All of the other expected functionality is there. Is there a way to force the display of the axes?


texts: How do I update my Autodesk Import/Export Plugin?

texts: I'm having trouble importing FBX files from Daz with morphs, and a friend who is using an older version of Blender (2.78) actually has a newer version of the Autodesk Import/Export Plugin (and in the Blender docs I see there is a newer version still -- I'm using 3.1.17).  How do I get a newer version?  I've searched the web everywhere, but don't see any way to download this.  Do I just reinstall Blender and assume the newest plugins will be there?


texts: What does "users" means in term of datablocks?

texts: I found that there is a "fake user" button (with a F icon) on object data tab in properties editor. What is the exact meaning of users and its usage?


texts: Is there a way to replace an object in my scene with a different one?

texts: Is there a way to replace one object position to another object position? and automatically match the scale? Any sort of addon or there is a way to do it? For example, I have a basic chair obj in the scene, however I downloaded a better chair, so I import the obj to the scene, is there a way I can just replace the downloaded chair obj to the basic obj with matching the scale and position?


texts:
I started working on this model you can see below. I noticed there are these weird flickering shadows. So I tried googling it, but I didn't find anything (I googled "Blender Flickering shadows on model") I also tried to switch my render engine to Eevee or Cycles but that didnt help either, they are still there, just less visible. Other than that I did not try anything else, so any help would be appreciated. I am using Blender 2.92
Thank you for any answer


texts: Python - Local bone rotation issue in Game Logic

texts:
Background: I've rigged a jointed hand and I'm having trouble rotating the joints in the local axes programatically (in the game logic area). The bone "local" axes are pointing in the direction of the bone which isn't aligned with the global axes. If I rotate them in Pose mode everything rotates correctly, with the X axis being the rotation axis for each joint.

In the following code example you can see I'm getting the input from a joystick (which works), creating a Euler vector for rotation in the X axis then applying that back to the LOCAL axis. When I run the player and move the joystick, the joint does rotate, but does so aligned with the GLOBAL axes, not the local axes.

I have printed out the Euler vectors for both the local and global axis and they are the same, which explains the result, but I have object's 'show_axis' flag set so I can see that this is not aligned with the global axes.

import bge.logic as logic, bpy, math, mathutils
from math import*
from mathutils import*

cont = logic.getCurrentController()
joint = cont.owner

joy = cont.sensors['Thumb.distal.R']
aXis = joy.axisValues
ang = (aXis[1] + 32768) * 180 / 32000

eul = mathutils.Euler((math.radians(ang), 0, 0), "XYZ")
print(eul)
joint.localOrientation = eul.to_matrix()

If I [instead] do a apply rotation like so;

joint.applyRotation([math.radians(ag), 0, 0], True)

...with the local set to True, it does rotate in the correct axes, just by too much as this is a additive rotation, not an absolute rotation from the axis itself (I want a joint to range between it's closed and open angles.

Can someone explain where I have gone wrong and/or provide a snippet that will do what I want.

Sincerely, Paul


texts:
after writing a script to import cornerpin data from Nuke, I just realized that there is no motion blur. Is there a way to turn it on, or is it just not supported?
Thanks


texts: Export Blender Character animation to Cinema 4D Lite

texts:
I'm trying to export a character animation from Blender to Cinema 4D Lite. I've tried several exports, but I have been unable to have the animation come across. I'm afraid it has something to do with Cinema 4D Lite's lack of character animation tools (they're only available on the full, non-lite versions).

I'm new to Blender and tried some tutorials on baking the animation, but I'm not sure I'm doing it properly. I'm fine with not being able to edit the bones in Cinema, I just need the mesh to be animated.

Could someone lend a hand, or point me in the right direction?

Thanks!


texts:
Basically, i made a scene in blender 2.79a, with a node group containing two dilate/erode nodes, and I want them to be relative to the percentage of the resolution. My solution was to use drivers, but there seems to be a bug and the drivers don't work, I don't know any python and I have no idea how to solve it.

Any help is very appreciated :)

screenshots:


texts: Why are volumetric reflections invisible?

texts:
I have a test scene where a very thin and bright spotlight (almost like a laser) shines on a diagonal mirror in a volume that scatters light, such that the light beam is directly visible. The mirror uses a 100% glossy material. The intention is to make the light bounce on the mirror. However, it seems the light beam disappears after bouncing in the mirror.

This is the scene in the viewport:

And this is the rendered result:

As you can see, the light beam is visible from the light source to the mirror, but then the light beam stops: it doesn't continue from the mirror to the cube. Is this a limitation in Cycles or do I need to enable some options somewhere? As far as I'm aware, I'm using Cycles' default settings. I've already tried increasing the maximum number of volumetric scattering events to no avail.

(I'm aware you could fake the effect by placing another spotlight on the surface on the mirror, pointing in the direction of the cube, but I'd like to do it the "proper" way if possible)


texts: Is there a way to bake materials/textures, that use nodes, into materials/textures that can be used in the game engine?

texts:
I am using some fairly irregular shapes, and most of the tutorials I have found have been about baking cubes or rectangular prisms, and I can't get that to work with my shapes, or have been about Blender Render. The objects that I wish to bake are pictured below.

It is supposed to be a building, and there are two rectangular prisms joined to make it. The prisms have been aligned face to face and edge to edge so I know there is no gap or anything between them. The same goes for the door and door frame. The top of the larger of the rectangular prisms has a knife project on it so I can easily remove a section of it and add things on the inside of the building. There is nothing inside it yet as I want to bake it first.

Thanks in advance to anyone who helps, and if there is any information you might need that I have not supplied please tell me.

UPDATE: I tried the solution offered by @pycoder and I got an error saying that there is no active image found in one of my materials. Is this something that is required for baking?


texts: Problem with unwanted sharp edges using edge crease and subsurf

texts:
I made a object that uses subsurf modifier and i want a sharp edge (like part of image that marked)
And i made sharp edges using edge crease.

But, unfortunately an unwanted sharp edges appear like the picture above.
Can you solve this problem, thanks for viewing and answering my problem.


texts: When I Change My Frame Rate from 24 the 60 fps the particles go ultra fast and are not normal speed anymore

texts:
I have been using blender for a while. I just tried a youtube video on using bubble to match with music and realized my frame rate was 24 so I changed it to 60fps nd my animation was ultra fast and was ruined. thankful it was easy to redo so I tried he whole old map and new map trick and got nowhere. it just broke the animation. Any help on how to make this run at a normal speed but be in 60 fps instead of 24 or 30. I am using cycles by the way.
 . When I changed the thing around that you guys recommended they go from bouncing to flat.

This Is How It Is Suppose To Look.

Note that the frame rate is back at 24 and the map is set back to 100.


texts: How do I move an object with a curve modifier applied to it?

texts:
To start, I have an example scene setup illustrating my setup.

I have a round-ended cylinder that I've applied a Simple Deformation to taper it, and then a Curve to make it into a hooked claw or talon shape.

This claw is going to be used 20 times, adding claws to a figure (not included in scene). The claws are to share the same UV map and vertex order, and will share a bunch of other fiddly little shape adjustments.
But, if I make a Linked or Object duplicate of the claw and try to translate and rotate the duplicate to where I want one of the finger or toe claws to be, it instead slides along the curve modifier.

I want to have 20 claw objects of various different origin points and XYZ rotations (and scalings!) to all have their curvature driven by one curve object, so that when I adjust curvature, they all stay in sync.

If I bake the curve in by Applying it, I can't adjust the curve any more. I can't bake the curve as a Shapekey, it's not on the top of the stack of modifiers and the Simple Deform: Taper will probably want to be adjusted for different variations of the claw. Anyways, curves/rotations are terrible as shape-keys.

Should I be using another approach?
Is there a way to make the duplicates make a real linked duplicate the parent mesh, where the only things I can adjust are the Transforms from the object view?


texts: I have animation where object changes his shape using shape keys, and I want to make some animation smoothing with graph editor. Is there a way to use graph editor for shape key animation?


texts: Open new editor pane in workspace (handle is missing)

texts: There are a few tutorials (for example this one, screen shots below) which show you can add a new pane to a workspace but in my version of Blender 2.8 (running on Windows 10) I can't recreate this option.  It looks like the handle is missing.  The handle being the little diagonal lines in the top right corner.


texts: My particles are halfway inside the floor, can I move them up the z axis?

texts:
As you can see, those bullets are halfway in. Floor normal face is facing the right way. I fiddled with most of the settings, but haven't found a way to raise them on the floor.

Haalp?

Blend file:


texts: How to locate object parts of rigged object visible in camera

texts:
I'm pretty new to blender. Currently I work in animate a rigged character, and render the depth for a computer vision project. My scene consist of some walls, floor, random objects and a human character performing re-targeted motion. In addition I also add an index pass to the human character to render a binary mask to locate it easily in the depth image.

Everything works fine. Now, I would like to know which of the parts of the object are visible to the camera, e.g. head, arms, hands, etc. The character consist only in one big mesh. Does any body know what would be the best way to achieve this? I thought that perhaps the best way  is to split the mesh into different meshes and assign an index pass to each of them but I didn't find a good example to do this in python.
Thanks in advance


texts: nVidia driver causes flickering viewport background

texts:
I noticed a flickering background whenever I click a button or orbit in blender 2.8 or 2.79

It only happens when I use my NVIDIA 940mx but not when I switch to the integrated Intel 620.

I can't record the effect with a screen recorder, so it might be related to the NVIDIA driver interacting with the display brightness/gamma/contrast.

Maybe someone has experienced this problem and knows how to fix it? Also, is there any disadvantage of using the integrated graphics? Especially on 2.8 and eevee?


texts:
After reading this, I wanted to do something similar in Blender. I created a cylinder and mapped an image using UV Project with the camera. Now I had something that looked like this:

This is where I got stuck. I need some way to create an image that I could print from my printer, that when wrapped around a cylinder looked like this. The approach I've tried is transforming the cylinder into a plane, but there doesn't seem to be a good way to do this. Here's the .blend


texts: How to change unit scale for all future meshes

texts:
I am new to Blender. After import any mesh to Unreal the size is bigger twice. So I changed Unit Scale to 0,5

But whe I add a new mesh it is bigger twice.

Both has scale 1x1x1.

Am I missing something? Is there any option to change unit scale for all present and future meshes at project? Or for all projects?

Thaks for your help.


texts: Can you edit an imported XPS model in Blender?

texts:
I have found some cool models in XPS ripped from some games and have imported them into Blender using an import plugin. But I went to make an adjustment to the character and found that I cannot edit. I cannot selection or see any vertices.
Other than rigging a skeleton is there a way to edit?
I believe I was in Modeling/Edit mode.


texts: Mirror Modifier making ugly smoothing on mirrored faces

texts:
The model is vivisected right down the middle along the z axis. The right leg is rendering funny and I assume if I can get that fixed everything else will fall into place. I tried flipping normals, changing shading types - can't think of anything else to do.

.blend FIle


texts: Do nodes in EEVEE work the same as in Cycles?

texts:
I played a bit with nodes that I have a basic idea how they work but not much more than that, so I have to learn much more about it.

I know Blender Render uses different nodes than Cycles. As of now I've only made assets in Blender to export to other animation apps. Now I want to learn to animate with Blender using the coming soon real time engine. Do I need to find specific tutorials for EEVEE? Or does it use the same node branching for Cycles?


texts: Python: Apply object operator to dupli objects

texts:
I wanted to apply an object operator (shade_smooth/flat) to linked/dupli objects, but can't find a way to pass the object to this operator.

import bpy

# flat or smooth
flat = False

for ob in context.scene.objects:
    if ob.dupli_group and ob.dupli_group.objects:
        for dob in ob.dupli_group.objects:
            if flat:
                bpy.ops.object.shade_flat()
            else:
                bpy.ops.object.shade_smooth()

Of course this doesn't work, because it applies on selected objects only. Was surprised to see this even works from the python terminal, without the need to override context.

Any clues?


texts: How do I merge 3 separate "skins" into one for exporting?

texts:
I am an absolute beginner for Blender but I'm a quick learner and am having a go at this.

Essentially I am exporting 3D models from World of Warcraft to import into Tabletop Simulator (another video game). When they are exported from World of Warcraft they typically come with the model and a couple "skins" that wrap around the model, weapon, hair, etc.

(Allow me to apologize right now for not knowing the correct term for "skins")

The place I am trying to import them into, however, only allows for 1 "skin" and 1 3D model to be imported in. So, I open up Blender to see what I can do to make it 1 "skin" and when I load the model, sure enough, all the separate "skins" go right where they're supposed to be and it looks perfect. Now I just want to export it with 1 3D model and 1 "skin".

I'm sure this is more complicated than just "Oh, choose this export setting and you're done!". I'm eager to learn how to make it work!

Thank you!

Files I'm using for more context: https://drive.google.com/open?id=1RlF5O02yHLNBgXSRa4rO2s1gTN5w1d0R

EDIT: Link was wrong


texts: How do I export my rendered Animation images to disk/save them after rendering?

texts:
I am using Windows 10 and Blender 2.81 beta.

So here I have set file destinations for both cache AND the output on the disk, as you can see.

And this is the option I am selecting to Render the animation out, which it does without issue for 250 frames.

When I navigate to it on my PC, the folder ends up empty at the end. What step have I missed here?

Render looks something like this


texts: How to add ambient light when using cycles render?

texts:
There seems to be an "environment lighting" setting when in Blender render, but there does not seem to be anything equivalent in Cycles.

Currently, the rendering of my scene just looks grey, even though some objects I have coloured white, and I am hoping adding ambient light will fix that.


texts: So I'm trying to use an animated texture that requires transparency but with the Gif format not supported I'm having some issues with it, is there any way to sort of chroma key the unwanted parts of an mp4 in shaders and make them transparent? thanks in advance.


texts: Extruding, other side does not have face

texts:
As you see in the picture, after extruding the bottom face, it seems to simply move up. There really is no bottom face now. Sorry if it's hard to understand. I need it to have two faces instead of one. One on the very bottom, and one where it's extruded. I know you can extrude the bottom edges and then merge them, but is there any easier way? I don't want the bottom face when I extrude it to be one-sided. I think Maya actually creates a new face.

Thanks!


texts:
It seems I've been generous on questions lately. But being a Blender newbie it can't be helped.

I was wondering if there is a simple way of rotating an object around a global axis (or any other axis, such as the ones I defined in the custom frame) using a python script.

I read a decent explanation here, but I was wondering if I am missing something:

Rotate objects around their origin along a global axis (scripted) without bpy.ops

What I mean is, if it is possible to simply rotate an object in the blender in 3d View around any of the global axis, then shouldn't there be a simple command in python which allows to specify which frame I want to rotate in (global, local, gimbal or custom), and then apply rotation.

So for example, it appears that I would not be able to rotate my object in a custom frame using the method given in the link I provided above.

I would greatly appreciate your help!


texts: Alpha channel set to below 0.1 results in invisible object

texts:
I encountered a problem I do not know why when creating image in Shader Editor,
I set alpha value between 0<=Alpha<0.1 in Shader Editor, the object is invisible from texture Paint mode, as seen below,

But if if set Alpha>0.1, the object become visible as shown below, but it colors blue

So I don't know why it become invisible if alpha value less than 0.1


texts: Text with cracks and a different material inside

texts:
Hello everyone,
how would you recommend to do something like in the attached picture?
Basically a roundish text with some sort of cracks and a different material inside.
I guess a way would be to use a bezier curve with Bevel depth, converting it into a mesh, sculpting the cracks, duplicating it to make a second object with a different material, using boolean to make the missing parts
Do you know better ways?


texts: How do you reset the armature pose back to rest position?

texts: I have searched up this before and almost all the answers say "Clear all transform" or "CTRL A and set and rest position". None of these work. I tried ALT+R, ALT+G, and ALT+S, and those don't work. I am using blender 2.8.


texts:
When i have 2 or more material on my object it turns black.

This black thing is showing and I don't know why. please anyone?


texts: is there an easier way of doing corners like this?

texts: im doing models of interiors and one of the parts used molding around doors. is there a easy way of doing my corners other than having to get 2 frames and work inwards towards eachother?


texts: How to wrap up an independent blender application with customized UI for clients who do not need to install blender?

texts:
Suppose I create an blender application in blender: a default block with block parameter buttons from pressing "N" on the keyboard, as shown in Figure 1.

           Figure 1

So, users can change the parameters for different block views.

How can I wrap up the application with those parameter buttons only as a package (say, exe or msi or some other file) as shown in Figure 2

           Figure 2

for end users who don't need to install Blender. The end users just simply install the application, run it and get into the customized UI (Figure 2).

I have googled the web for it but no luck. Probably I used wrong keywords for googling.

Any suggestions?

Thank you very much in advance.

ouyang


texts: How to apply the rig to the mesh with unchecking "deform" in all bones?

texts:
I'm new to rigging, I rigged my character, the rigging works well but when I apply it (I parent it with the mesh with automatic weights) it deforms the mesh! I already unchecked "deform" in control bones but it's still affecting the mesh, when I uncheck deform for all bones the mesh goes back to it's normal but when I move the rig, it moves alone without moving the mesh with it!
I tried to weight paint the mesh in a way that the body will not be affected but it still does!
is there a way in which I can move the rig with the mesh without deforming the mesh at all?!

Thanks in advance


texts: What does “Use the pinned node tree” do?

texts:
In the Node Editor (Blender 2.67) there is pin icon in the menubar below, which is described as “Use the pinned node tree”.
What is it used for?


texts: Constrainted objects displaced during rendering animation

texts:
Faced the following problem. When I've rendered an animation, some details were not where they should be according to the timeframe. This problem occurs only when rendering an animation (3 problematic frames out of 100), if each “problematic" frame is rendered separately, each detail is in its right place. I guess this is not entirely correct from the point of optimization, but all the moving parts of the model are sets of constants and drivers, no rig (not yet, but I will return to this later). Please, tell me in which direction to look info about the missing and shifting parts? I have feelings that this is somehow related to the loading objects into the memory, because before i've upgraded from 16Gb to the 32Gb RAM i've could render only 3 consecutive frame, after that all progress have been freezing.

Here is my blend file if it helps
https://drive.google.com/open?id=16xDPaeUxWG3jUMsxfpa8RL2BmdRj3AU7


texts:
I can separate single faces in the UV editing mode. I disabled sync selection and sticky vertex selection. But when I select two faces in a group of joined faces, I can't separate them by pressing Y. I have blender 2.74.

How can I split a group of joined faces in the UV mode?


texts: I'm using Blender 2.78 on OSX and I'm trying to subtract one cuboid from another but no luck. I am in object mode and have selected one of them but modifiers tab is missing. (I really miss help search the way it works in most tools on mac)


texts: How do you check for a specific game engine property with python? (2.7x only)

texts:
Instead of having several ray sensors each set to look for a specific property, I would like to have one ray sensor that looks at everything and have python decide what to do with what is hit based on the property.

So something like this:

sensor = cont.sensors["Ray"]
if sensor.positive:
    trigger = sensor.hitObject
    if trigger.(whatever would determine if it has the property):
        # do something
    if trigger.(another property):
        # do something else


texts: Can't Select Bones or Bone Tips in Edit Mode

texts:
I recently downloaded Blender 2.8 and began working on a new model in this new version of Blender. I'm creating a skeleton for the mesh, but I'm unable to select the bones, or bone tips, in edit mode (not pose mode) to extrude from or move around. The only thing that works is clicking around the bone tip of the base bone, and doing that goes through selecting the bones in order of their hierarchy on the armature.

I'm not sure if it's just me, if there is an option I need to change, or if this is just a new change added to Blender, which is not a very effective new way way to go around edit bones within an armature.


texts: Realizing Ornaments With More Than One Curve Modifier

texts:
This ornament (1) was made by one single piece and a curve modifier and then an array modifier. Thanks to u/Avereniect who helped me so far.
I want to put now, I call them fins (2), into the gaps in the same manner, as another object. Now I need help with the "head" (3) of the fins because my first two attempts were giving an odd result. Of course, if you use a curve modifier on a curve, the curve will look different (4). Is it possible to use a few curve modifier to align a row of vertices in edit mode and then another one in object mode for the object itself?
Afterwards I want to merge both objects and then bring it into/onto the oval shape (5). But how to if not scale the object (what would deform it and breakup the relations).
In the end, I want to 3D print this model. Help is highly appreaciated.


texts: How can I have a "constant variable" for multiple Materials

texts: I have many of different materials, and they each need to have a mix factor changed all at once. I do not want to animate all of them separately. Is there any way to use one thing for all of them?


texts: How do I re-hide the bar with "View, Tool, Item"?

texts: I clicked the arrow that popped this out, so now how do I put it back?


texts: how to remove the black lines in the render?

texts:
does anyone knows how to remove the black lines in the render ?
i tried to change the sampling and activating denosing but nothing is working
there is not black lines in the viewport only in the final render


texts:
I'm using bpy.ops.wm.append with blender 2.90alpha to append a collection from another blendfile into the one I'm building with python. My problem is how to get all the top-level nodes that were just appended, so I can parent the whole tree to a new node in the dest scene?

I'm trying the deselect-all and then use selected nodes trick, but that seems to miss some elements of the appended collection.

Alternatively is there a way to append from a blendfile without using bpy.ops so I have more control?


texts: Sort out a complex UV map for a complex mesh

texts:
I asked a question yesterday regarding texturing, and now I've gone through the work of unwrapping parts of the mesh and texturing them separately. It looks beautiful.

I now have the problem of a UV map that is kind of a mess. Several textures are used, and each is derived from its own image. The exception is a texture image that was generated with photogrammetry software, which is a composite of image textures.

Now when I look at the UV map it is a huge mess with overlapping islands, though referenced to different images. I've tried to bring it into other software (Meshlab and Mudbox) and I get texture errors. Is there a way to easily sort this based on image assignment? Alternatively, is there a way to automatically generate a separate and single texture file of combined images?

I've attempted to bake textures with no success--granted I have no idea what I'm doing.


texts: Is it possible to deselect a group while keeping the original selection selected?

texts:
You can select a group of objects by selecting one object of that group and pressing ShiftG > Group

Is it possible to deselect a group, while keeping the rest of the original selection selected?
(e.g. box select a lot of objects, then deselect all of them that are in a certain group.)


texts:
I would like to create a fence that is "buckled" (sorry, I don't know the correct translation). The fence should be affected a lot by gravity.
If anybody knows how to explain that better, please tell me!

This is a picture:

I thought I would do this with a plane. I thought I should subdivide it and move the vertices around so that the textures will be stretched and shrunken in order to give create such a worn-out fence.

My approach looks like this:

However, when I put a texture onto my model in Unity3D, the texture is absolutely fine, but that is not what I wanted. :-) I wanted the texture to be uneven.

Can somebody tell me how I can achieve that?
Thank you!


texts: I have an animation I am trying to make of a flaming object emitting particles. I need the particles to be on fire though, and emit smoke. I have already tried faking it by placing the object that the particles are mimicking inside the smoke domain, but the fire does not appear. Is there any good way to do this?


texts: Sequencing Animations in Animation Nodes

texts:
I'm working on a complex animation with many sequential elements. Animations nodes I've found animation nodes excellent for creating animations, but that it doesn't really have a way to organize the timing of these animations. Below I describe the issue in more detail.

Some approaches that I have taken:

Creating a "Master Delay" Custom Object property: This master delay value is added to existing delay nodes. However, I find this to be a pretty inefficient
and cumbersome method because it means adding an Attribute Input and
Float Math node for each existing delay node. Also, it becomes difficult
to keep track of which animations I want to be affected by the master delay. Say I wanted multiple master delay properties for several "groups" of sequential animations. Then if I wanted to offset multiple master delays, I would have to add in yet more nodes to delay the master delays.
Using Ojbect Transform Inputs with Parented structure: Blender certainly has a means of nesting values via constraints and parenting. We could potentially create a parented delay value system by parenting several empties to a master empty. However, I find this method also means adding lots of nodes to my trees, and means we have to come up with a system for visualizing the values of those empties' locations.
Bake Animations: While this lets us move keyframes in the dopesheet/graph editor, we lose control over our node network parameters. Not interested.

I'm wondering if anyone has a different approach to this issue. Animation nodes is a very powerful tool, but without the ability to structure the timing of nodes tree, it's extremely arduous for use in longer projects where the order of the animation is important.


texts: I applied scale, origins of all object are at the world origin, and you see where the first and last vertices are, and where the first and last chain is. I want my first and last vertice to be right next to first and last chain so I can bend it. Thanks!


texts: Transparency turns black after Math:Multiply node. Need help

texts:
I'm working on Blender VFX and I'm using a blur node. This weakens the colors and I am trying to use a Math:Multiply node to strengthen the colors. However, when I use this node, it turns the transparent background to black. Is there a node that strengthens colors but does not change the background, or a node that changes transparency based on how dark the image is.

EDIT::
Unfortunately, palkomino's answer doesn't really help. The RGB Curves node does nothing!

I need a result like the Math:Multiply node, but with a transparent background.


texts: Does having lots of add-ons enabled slow down blender?

texts:
Also, does it slow down the viewport?

Thanks!


texts: "Domain Type" and other options not showing

texts: (new to blender) I'm trying to change my domain type from smoke to gas, however my smoke domain settings are completely different from the tutorial I'm watching and I'm not sure how to change them.


texts: Is Blender the "right" program for modelling 3D puzzles?

texts:
My end goal is to make a 3D wooden "puzzle" model of a car for my nephew. The wooden car would be made up of Tetras-shaped blocks that can be dismantled and resembled assemble.
My plan is to import the drawings of my chosen car and 3D model it (should be straight forward. Next, I would split the model into different shaped blocks and then print these individual blocks out on paper to use as a template. I would then use these paper templates to make a working prototype out of foam.
As the only blender experience I have had is playing along with The Blender Guru's Donut tutorial, I would like to know if blender is the right program to do this? I have seen that you can brake models down into cubes in Blender but it doesn't seem to keep the overall shape.


texts: I am very new to blender and would like to understand the mistake I am doing with the color ramp node. I am currently using color ramp to assign different textures to each object in my scene. The complete surface should have the same RGB value. I then use this rendered image and filter out objects based on the pixel values. I have created a simple scene with 2 default cubes(pass index for the bottom cube in 0 and for the upper cube is 1) and added the color ramp settings as shown in the image. But, when I render with this settings, the RGB values on the surface are not uniform. Can someone please help me with this issue. I am using Blender 2.8.


texts: How to Keep Rig Always In Front in Blender 2.8+?

texts: Ever Since Blender 2.8 whenever I proxy an Armature I have to Manually set it In Front in the Viewport Display Options. I was hoping if there was a way to permanently do that in the File before Proxy ?


texts: I have an object with a single mesh, and it has a subdivision surface modifier on it. I'm using BGE, and I cannot figure out, how to render both the wireframe (let's say in white) and the faces (let's say in red) of this object at the same time.


texts: After Effects Track (Script) to Blender mismatches the scene and the video footage

texts:
Following this tutorial, I successfully tracked my footage in AE, which looked like a really good track.

I downloaded ATOM_AE2Blender27_05302014.zip from this website and ran that script successfully as the tutorial showed in AE.

When I returned to Blender 2.79 and opened up the output script AE returned, it set up a camera and my tracking scene. But when I opened up my footage as the camera background, the footage moves too slow and the scene too fast. I noticed the script put all its keyframes into 258 or so, and the video footage extended out a lot longer, up to 400 frames.

Why is my scene and "nulls" not aligned with the video footage? How do I re-align the scene to my video footage?


texts: Imported object thickness gap as effector

texts:
I imported an object .glb into blender.
How to use it as an effector in fluid?
It works partially only when "is planar" is selected but there is a  gap between the fluid and the object. The surface thickness is at 0 and cannot go under.
I tried to give the object thickness same problem...
Do you know how to fix that?


texts: Rendering objects in collection one by one

texts:
To start, this is my first script in Blender so be kind please :)

What I try to achieve is to render all the objects I've got in a specific collection.

The script I've made seems to work but Blender crashes after the second image.

import bpy, os

os.system("cls")

def multi_render():

    scene = bpy.data.scenes

    collection = bpy.data.collections['My_collection']
    imagePath = bpy.context.scene.render.filepath

    name = collection.name + "_"

    # Hiding (render and viewport) all objects in collection
    for obj in collection.all_objects:
        obj.hide_render = True
        obj.hide_viewport = True

    #Rendering
    for obj in collection.all_objects:

        #Unhide object to render
        obj.hide_render = False

        fullPath = imagePath + obj.name + ".jpg"

        bpy.context.scene.render.filepath = fullPath
        bpy.ops.render.render(write_still=True)

        #Hide rendered object
        obj.hide_render = True

multi_render()

I'm new to scripting, probably missed something.

Thanks in advance for helping me


texts: Is there a way to paint/remove part of this texture?

texts: So I have these road lines that I have created with a brick texture an mapping, ive repositioned in everyway and I have gotten the perfect size for them! but I would like more space between them, is there a way I can remove ''some'' of the lines without removing them all? like an Eraser tool of sorts?


texts: Blender 2.81 and later crashing when adding more lights in Eevee

texts:
Anyone experiencing Blender 2.81 and later crashing when adding more lights in EEVEE? More exactly when I add the 4th light to my scene. It works perfectly for 3 lights.

Upon further investigation it's related to if shadows are disabled or not for every added lights. I can add as many lights as I want as long as shadows are disabled, but if more than 3 lights have shadows enabled it crashes or get strange color shading phenomena.

It works using Cycles. My computer specs:

Mac mini 2.3 GHz Intel Core i7
16GB RAM
Intel HD Graphics 4000 1536 MB


texts: How to convert specific Minecraft rig to cycles

texts:
Dont laugh, I'm using Blender for Minecraft.

I'll cut to the chase. Ill provide details and the download for the rig im using. The rig is designed for the blender render engine, however I am trying to convert it to cycles. As you can see, the textures work fine in the blender render engine: https://imgur.com/a/OJmVLis

When switching to cycles mode, I need to reconfigure the textures. To make the skin reappear, I need to go to the materials tab, give the surface tab an image texture node with my skin in it.  I end up with something like this: https://imgur.com/a/gHzCklS

The head remains untextured, and because it is labeled as an armature, Idk how to texture it in cycles. How was this armature head textured in blender render, but it cant in cycles?

Rig: https://www.blendswap.com/blends/view/83782


texts: Why can't a linked group be used as a dynamic paint brush?

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I have created a character for my 30second short that is my final in my Blender Graphics 3D Design class in a separate blend file from the landscape it resides in.  I am trying to make it so the character is carving out a path in the landscape, but where I have linked this character group it will not allow access to all of the physics options.  I'm using Cycles Render to get a more life like effect.

Am I going to have to go into the original character file in order to make it into a dynamic paint brush, and if I do will it work with having the dynamic canvas in the blend file the character file is linked to? Or is there another way around this issue?


texts: How can I apply the Shape Key Driver to the Pose mode?

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I made a Shape Key to fix the jaw.

I have tested it by moving the F-Curve and I can see it change when the value passed 1.

And when I go to pose mode and change the jaw bone and come back to the driver, I can see the driver value changed too.

So which means I have set the armature and bone right.

But the shape key just doesn't change at all!

I have to move the slider manually again for it to change.

So looks like the shape key's value itself was overriding the driver value for some reason!

Could somebody please be so kind and tell me what did I miss!?

Much appreciated!

Recording


texts: How do I add a rectangular mesh to the top face of a cylinder like so in Blender?

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I have been able to add a rectangular mesh to the curved portion of the cylinder using Loop Cut and the Triangulate modifier but I am struggling with the top and bottom faces. Any help would be much appreciated :)
Attached is also a .blend file up to which I have been able to make progress:


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how do you expose an object attribute to another object in geometry nodes?
for example:
on the left the main one with geometry nodes and on the right another with another geometry node instancing the first object (on the left).

I made this with these main values of:

I can randomize the look with the seed1 and seed2. but I can't randomize it on another object instancing the current one.
so far I have been out of luck just calling them with attribute nodes.


texts: How can I rig an extension arm using only constraints?

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I would like to rotate LinkA1 (as shown in the image) and then have the entire articulating arm follow, either lengthening or shortening, using only constraints (no armature). I have been trying various methods using Copy Location and TrackTo constraints, but I keep failing to get it to work.

Can someone help me figure out if it is possible to rig such a thing using only constraints?

Here is the blend file if you are up to the challenge:

https://dl.dropboxusercontent.com/u/6647893/Forum_Help/ExtensionArmTest.zip


texts: Blender is saving as a blend1 file, not blend

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I teach Blender to classes of game design students in the University of California and a student came to me yesterday with a problem I haven't seen before. She's created a very simple file, but when it's saved Blender puts a .blend1 extension on it every time, not the normal .blend. This means that after it's saved twice there are two .blend1 files in the directory, and no .blend file. I have no idea why this is happening. What has she done? Anyone seen this before?

thanks - Chris


texts: Blender manual search . . . . yes but it doesn't?

texts: I would like to go to the manual first before going to the community or YT for answers, typing a word in the search bar produces nothing ! this would save people a lot time if worked, what's the trick? is it just for show ?