texts: Running with AMD Radeon RX Vega M GH results in messed up screen

texts:
I am trying to run blender on my NUC Hades Canyon. This NUC has both an Intel HD 630 and AMD Radeon RX Vega M GH GPU. Running without additional options works great albeit without OpenCL support. I tried running with
DRI_PRIME=1 blender
but that results in a totally messed up graphical interface as shown in the attached screenshot.
Output from sudo lshw -c video:
 *-display
       description: VGA compatible controller
       product: Polaris 22 XT [Radeon RX Vega M GH]
       vendor: Advanced Micro Devices, Inc. [AMD/ATI]
       physical id: 0
       bus info: pci@0000:01:00.0
       logical name: /dev/fb0
       version: c0
       width: 64 bits
       clock: 33MHz
       capabilities: pm pciexpress msi vga_controller bus_master cap_list rom fb
       configuration: depth=32 driver=amdgpu latency=0 mode=1920x1080 visual=truecolor xres=1920 yres=1080
       resources: iomemory:200-1ff iomemory:210-20f irq:158 memory:2000000000-20ffffffff memory:2100000000-21001fffff ioport:e000(size=256) memory:db500000-db53ffff memory:c0000-dffff
  *-display
       description: Display controller
       product: HD Graphics 630
       vendor: Intel Corporation
       physical id: 2
       bus info: pci@0000:00:02.0
       version: 04
       width: 64 bits
       clock: 33MHz
       capabilities: pciexpress msi pm bus_master cap_list
       configuration: driver=i915 latency=0
       resources: iomemory:2f0-2ef iomemory:2f0-2ef irq:157 memory:2ffe000000-2ffeffffff memory:2fa0000000-2fafffffff ioport:f000(size=64)

Anyone knows what's going on? If it seems a bug I can also do a bug report.


texts: no even thickness with solidify modifier

texts:
i tryied to add thickness to this and i set the clamp to 2.0000, and i notice that i get even thickness but the thickness value doesnt does anything in a high value, i want more depth with a even thinkness, how can i do this?

capture showing how it normaly add thinkness and this how i want it of depth but with even thickness  capture showing how it adds even thinkness when i set clamp to 2.0000 but i cant add depth


texts: Why do rigidbodies snap back when keying "animated"?

texts:
I know this question has been asked before, but no one has properly answered it. I am trying to animate two rigid bodies on a curve to hit each other at a certain point, but upon keying "Animated" tab to off, the involved rigid bodies snap back to a seemingly random position.
I have tried various solutions:

Baking both objects to keyframed animations rather than using the curves
Placing the rigidbodies into groups and animating those, only keying the rigidbody animation on and off on the actual physics object
Repeating the same baking process on the group after animating that on the curve
Applying transformations at different points along the animation.

If anyone has had this problem, do you have any solutions?
Below is the file
https://www.dropbox.com/s/vjmixkwa6j9zg4g/CarExport.blend?dl=0


texts:
Simply put, I've created an ellipse from rescaling a cylinder primitive to make a basic shield. Next, I used the inset to create an inset (obviously) and finally I extruded said inset on the z axis to create a rim.
However, despite entering 0.04 as my desired inset width, Blender obviously calculates this to mean that each vertex (I assume) is 0.04 and not that the actual width of the rim is 0.04. Hence, in an ellipse, this means that the 'ends' (i.e most narrow) portion of the ellipse has a thicker rim than 'sides'. Asis hopefully demonstrated in the following pic:

Is there a way whereby I can modify the inset's outer and inner edges to run perfectly parallel with each other, for a consistent width of rim?
I'm new to Blender altogether, this being my first  model, so forgive me if there is a fairly obvious answer. Any help would be great!


texts: Is there a way to recalculate normal for every frame?

texts:
So I just finished this tutorial:

https://www.youtube.com/watch?v=qx5L8K99j10&t=1476s

However, the fact of the matter is that the direction of the some of the faces get inverted during the deformation part of the animation.  As such, in order too keep the normals in line for with the actual mesh at the time, I would like to recalculate the normals for every frame.

Is this possible, and if not is there some reason it wouldn't make sense...

Thanks.


texts:
I am trying to model a grass stalk and I want the bottom part to be brownish-yellow and the top part to be fresh-green. All I know is that we have to select regions from the mesh and assign different colors to them, but this method will not make it realistic. It will look odd. I want those two colors to merge in the middle. I think you know what I mean.

I want it like this: you can see the different colors and they are merging in the middle:


texts: Can a circle be filled with a triangle fan?

texts:
When a cylinder is added to a scene Triangle Fan fill type for the cap is provided in the last operator panel.

Is there any tool to use with a circle to fill it like triangle fan would do?

The alternatives Grid Fill and F (n-gon) can't be used when the vertex in the center of the circle is required.


texts:
How do you show the normal of a face in Blender 2.8.

It used to be in the properties panel (n to show) but now where has it gone?


texts: Tracking; How to deal with tracked features that disappear and become visible again later?

texts:
I'm tracking a box in a video by tracking dots on each side, and at certain points in the animation a side of the box disappears, and then later on that side is visible again.  As a result, the dots that are on that side (which I am tracking) disappear, and then reappear.  What do I do with that time in the middle, where those dots are invisible?  Do I just stop tracking?  How?
How do I get Blender to know that the time in the middle is irrelevant?  Can I get those trackers to stop tracking and restart when those tracker dots are visible again?  I'm afraid that Blender takes that time in the middle into account, thus causing the tracking of the object to totally fail.
I hope this make sense.


texts: Best/ preferred way of storing Image references?

texts:
I'm currently working on a project-specific addon where I'm dynamically loading and removing images on the fly.

So far I've gotten away with a simple Image.isProjectProperty, but I now need an (ordered) list of these dynamically loaded images. However, a CollectionProperty with a type of BlendDataImages seems to be out of the question, and there doesn't appear to be a StringVectorProperty to store the names in either.

I could probably sort a temporary list, then find their bpy.data.images[] indices and store those in an IntVectorProperty, but that doesn't seem very safe either; what if 0-user images get removed between sessions? Is there a better way of going about this? What am I missing?


texts: How do I change the mouse sensitivity for orbiting?

texts:
When I rotate the viewport with Mouse3, the view rotates about twice as fast as I'm used to, and I would like to reduce this. I tried the "mouse sensitivity" setting and "NDOF orbit sensitivity" but neither had any effect.

It may be because my Windows display DPI setting is causing the pixel delta on my mouse to be doubled. Whatever the case, I'm really surprised there is not a slider for this, at least as far as I can find.


texts: Increase brightness of HDR to light the scene, but keeping the background at a lower exposure

texts: I have a scene in which I am using an HDRI texture as a light source.  However, I am also trying to use it as a background, but when I turn up the strength of the sky it just turns white.  I am looking for a way to render the sky again(at a lower exposure) and then composite the sky under the rendered object.


texts: Blender 2.8 December 24 Grease Pencil convert to geometry is gray out and it's not working

texts: Hi everyone I don't know if it's a bug or not but I'm using latest version of Blender 2.8 December 24 blender-2.80.0-git.4c5e76025d83-windows64 and I can't convert my strokes to geometry at all they all are gray out, disabled!


texts: Zooming in dope sheet. Change to zoom at current mouse-position?

texts:
In 2.79 in the Dope Sheet editor.

Is there a way to change the mousewheel-zoom style from: "Zoom to the middle of the track."

to

"Zoom wherever the mouse currently is ?"

Coming from video editing, this seems much more intuitive


texts: Drawing surfaces with BSurface, get many wrinkles and stripy texture

texts:
I am creating a surface using BSurface plugin (great plugin!!), my surface is very large (10 km2) and the result is a very "stripy" looking surface.   I have applied auto smooth, smooth shading, subdivision surface modifier, decimate surface, laplacian smooth modifier, corrective smooth and smooth modifiers and still have a unnatural stripy surface.

I suspect this stripy texture is because the surface is drawn between two curves and is interpolated along a straight line.  However, I still get a stripy look when i use many lines to interpolate my surface (see image of surface drawn with 10 lines) . Has anyone figured a way around this? For example, can you draw a surface, then changes its shape by drawing a 3rd grease pencil line? What is the best way to remove these wrinkles?


texts:
I am working on an ejecting shells animation using particles, and I have to crank up the normal setting in order to make them coming out fast enough.  However, this causes the gravity to not be strong enough to pull them to the ground until an eternity later.  Anyone have any suggestions?

Here's what it looks like:

the 3d widget is where the plane which ejects the particles is.  Due to how much velocity the shells have (normal settings are high), they just keep going up, as shown by the red line.  I would prefer them to fall a lot sooner, as shown by the green line.

Here are my settings:


texts: Is there a way to visualize border edges of meshes?

texts:
When editing a mesh, it sometimes happens that two faces are seemingly connected by an edge, but these are actually two edges on top of each other. Often enough I only notice this way later. For example when moving one of the faces, revealing the hole in the mesh.

In Maya there was an option to highlight border edges. Does Blender has something similar?

Or this there another workflow in Blender to detect gaps?


texts: I did mirroring but as you can see, there's a line dividing face into half which I don't want. How should I fix this?


texts: Reset Camera Perspective view after exiting Camera view?

texts:
After exiting Camera view i find that my perspective view is rotated strangely
like this
https://ibb.co/r58nTjz
is there anyway to Quickly get back to my original perspective leveled view?


texts: Two faces inside of each other sharing same 4 vertices, why and how to fix?

texts:
Good afternoon everyone!
I've been learning hard surface modelling and after a while noticed that some polys of my mesh are darker than others. On closer inspection, it appears that each of these is somehow not a single face but 2 polys taking same exact space and sharing same exact vertices.
Initially, I thought that this happens due to duplicated verts and did merge by distance but apparently that's not the case. If I box select one of those polys in wireframe mode blender prints Verts: 4, Edges: 4, Faces: 2.
I strongly suspect that doing fill holes (Alt + F) did this to me, but I don't understand why.
Any ideas on how to fix this? I surely can pick them manually but would like to know a proper solution which can remove them automagically. Googling yielded nothing but I might've been googling wrong terms.
Blender 2.80.
Thanks in advance!

Blender file:


texts: Is there a way, after a library is linked to move that library to another location? I have a library that is in a different folder than my scene file and for the sake of more easily sending it to a renderfarm I want to move it all into one folder. Is there a way to edit link paths?


texts: How do I freeze the wave modifier animation?

texts:
I have an animated mesh with the wave modifier.
I want the mesh to be frozen in a certain point in time after it animates for a bit with the modifier.

I thought if I keyframed the speed value to 0 it would make the animation stop but it doesn't work like that at all.

Other way I can think of is to apply the modifier, but then I wouldn't have the animated part.

EDIT:
I have 500 objects with a shrinkwrap constraint that has the wave mesh as the target. This makes it impossible to use the solution of duplicating the wave mesh and keyframing a switch of the animated to the static geometry (as suggested in the comments) because the target of the shrinkwrap can't be animated.

Thank you!


texts:
I am able to input liquid into the scene from a flow object set as geometry and the liquid falls into a flask that is set as a collision effector.
But when I scale down the flask to its actual size (about 8cm diameter), the fluid particles either disappear altogether, or they appear for the first frame only and then disappear. Plus, the particles are extremely big and are larger than the flask itself.
Can anyone explain how I can work with such a small scale and still get the same results as I would from a larger scale scene? What factors or settings can be adjusted and what is each of their significance? Does adjusting the grid size do anything?
I saw this post: https://blenderartists.org/t/is-there-such-a-thing-as-too-small-of-a-scale-for-mantaflow-flip-fluids-particles-too-big/1208348 but I am still confused. I try changing the particle size and don't see any difference.
My geometry-set flow object is a 0.025x0.025x0.01 cube (see image). Thanks for your help!
UPDATE: Here is the link to the blender file if you want to take a look https://spaces.hightail.com/space/4kpJQiVAFl


texts: Converting blend file to wavefront obj file

texts:
I am trying to convert a blend file into OBJ file. The file in question is : Birch Tree Free 3D.

Now, I don't have any idea about blender or rendering for the matter. I want to use OBJ file format for course-project. I want to convert this to an OBJ file and a single Texture Image, thus preferably without any references to MTL files. All the UV coordinates should map to single image. I don't care about Texture options in mtl files either.

Simply exporting the blend file simply creates a obj file and mtl file, and NO texture files at all.
I am unable to bake the image either. ( Error : Circular Reference in Texture Stack )
Also, Path does not contain spaces or anything.

I have enabled write materials (+ Copy) while exporting still no Image files are generated.

Any help would be appreciated !


texts:
I have 3D Objects I want to convert to 2D Geometries by projecting onto a plane. Is that possible with Blender? If possible in an automatic way. An export to a Shapefile would be fine too.

For instance, I have a 3D building and I would like to get the 2D Geometry as if the Object were parallel projected on the ground plane (for instance the x-z-plane).

A box/cube would either become a rectangle or an hexagon depending on the rotation.


texts: Command Line Rendering - "cannot render, no camera"

texts:
I'm rendering a few scenes with command line and it works fine with most of them. But there is one scene where I get the following error: "cannot render, no camera". I can manually render it because there is indeed a camera in the scene.

I erased everything that could cause trouble ending up with only a cube and a camera. And all properties match with the working scenes but it's still not working with this file.


texts:
I am trying to apply a softbody to a curve. Is it possible to not affect the 'root' origin?

I want the top of the curve to hang. As seen in the image, the left one is what I want the soft body to do. In this case I just used proportional editing, but I am searching for a procedural method to produce great variety while still being able to control and adjust it.


texts: Camera and lens settings/preset for iPhone 11 Pro

texts: I've recorded some footage using my iPhone 11 Pro that I want to track. Using Google I found that the primary lens (the one I used) has a focal length of 26 mm. However, I understand that for proper tracking I also need to know the Sensor Width and lens distortion values (K1, K2, K3). I've found some articles that explain how to calculate them, but that's quite a lot of work. Has anyone already calculated these values? Pretty strange that Blender 2.90 doesn't come with presets for recent iPhones. After all I think they're one of the most used 4K 60 fps cameras.


texts:
So, I've made a character out of multiple different parts that I've mixed and matched to a point where I'm satisfied.

However, I'm having issues with the armature and deformation as shown here

Got about 25 hours in blender by now, so still new, and can't really figure out the weight paint stuff.

Looked at another thread and someone talked about going into Edit Mode and messing with the vertex, but I couldn't figure that out either.


texts: I have a mesh and rig, I have one bone for jiggle effect, the right one that I have moved to right, but in Unity there's a jaggy edge. Why?


texts: I've had no luck googling for it, yet. What do the red lines in the dope sheet mean?


texts:
I want to precisely (it's important) deform one side of the object to follow some kind of curve (in this particular case - an arc, part of a regular circle). This manual modification (I pulled edges one by one), I hope, explains what I want:

I tried to move top edges with proportional editing but it also affects bottom side (it just bends the whole object). Probably, there is a way to lock bottom faces or detach it from modification temporarely.

Finally, it should be a bar with flat bottom and very gentle slope (two slopes actually), forming an radial arc from the side view and it must have exact height in the middle. Some kind of bridge or overpass, just solid. It would be nice to make other forms of slopes (straight slopes for instance) the same way. Thanks in advance!


texts: I like to work in inches in Blender. When I export a mesh STL I have to scale the object by 3.28 to get the correct size STL object. Why 3.28?


texts: Is it possible to disable menu items in custom menus?

texts:
I want to disable and enable menu items (layout.operator) in my custom menu, the disabled ones should be displayed greyed. I managed to disable the whole menu with layout.enabled = False, but I failed to disable a single menu item.

Something similar what I want to achieve can be seen in the "Ui Menu" Python template with the entry "Hello world!", but this is a layout.label and not a layout.operator. Before I use this approach as workaround I'd like to know if there is a more easy way to dis- or enable single menu items.


texts: How to rotate just bottom half of model? With shapekeys?

texts:
Ok Ive made a paceman ghost and am trying to do what they did in Wreck it Ralph, with bottom half circling while top stays still:https://youtu.be/HgoUIvnDLGc

I think I need shapekeys, but if I just rotate bottom half I get:

Separating the bottom half due to the transparent material gets:

Is this possible?


texts:
I have some free downloaded OBJ 3D objects like this cat (http://www.cadnav.com/plus/download.php?open=0&aid=48009&cid=3). It have its material MTL file to give the cat a real appearance. (http://img.cadnav.com/allimg/190709/cadnav-1ZF9121629.jpeg)
I have both files in same folder, of course. However, after I import the OBJ and press Alt + Z, it seems Blender ignores the texture. It happens with other OBJ/MLT imported.

Please, could you help me? What am I doing wrong?


texts: Assign texture in texture paint - Cycles render

texts:
This is probably a question with a very simple answer, but I am completely new to blender so I'm not used to the UI. I am making a low-poly landscape from a height map in cycles render and I'm selecting the surfaces I want to give a stone texture. I am following a tutorial but they are using a mac, so I can't find the assign button for the texture.

I'm running Blender 2.79b on Windows 10


texts: Render Image is further back than viewport image

texts: I am new to blender (yes, laugh at the obligatory doughnut) and I when I set up the camera (I use NUM 0 to access the camera and move it into position with "Lock camera to view") in the viewport it shows as the first attached image, but when I render it the image is further back as shown in the second image. Is this normal behavior or am I missing something?


texts: how to delete an object without deleting its particles in Blender 2.83.0

texts:
OK so i made an object. And i put particles In that object OK. Now I want to delete and when i mean delete the object.. And NO i dont mean hiding the object I mean deleting it. Deleting the Object Without removing the particles on it i just want the object gone without getting rid of the particles  Is there any way to do that
I'm on Blender 2.83.0 just in case that was important


texts: Logic bricks disappeared in the Blender editor, but still work, can't find them

texts:
I'm pretty new to Blender, but I have a model in which I defined a bunch of Sensors, Controllers, and Actuators that move my model in response to the keyboard in the blender game engine.

When I press [P]lay, the keyboard sensors I defined all work just fine. But when I look in the logic editor it doesn't show any sensors controllers or actuators. I don't know what changed between the last time I looked at the model and now.

  Is there any way I can somehow hide my definitions of sensors,
  controllers, and actuators in some other layer or somewhere that I
  perhaps don't know about?

This is what I see, but a half dozen logic bricks still function as expected.


texts: Boolean difference tool leaves open gap when performed with multiple objects

texts:
enter image description hereAfter boolean difference or intersect, the intersected areas do not close up with faces but stay  open with gaps. Is this due to trying to boolean multiple objects at once? they were all connected by as one object but not vertex connected.

please help..thank you!


texts: Keep a set of objects from casting shadows while having a shadow

texts:
I am making an animation in Blender 2.82 that shows the Earth and the Moon orbiting around the Sun. For clarity, I want to avoid the Earth and the Moon to cast shadows on each other because I made them move in the same plane. I use the Cycles rendering engine.

In a previous version, the Earth and the Moon were single spheres. In the “Visibility” section of the “Object” panel, unchecking the “Shadow” box did the job.

However, I wanted something more realistic and followed the Blender Guru tutorial on how to make a realistic Earth so now the Earth is 3 concentric sphere and everything I tried did not give the right result. (Note that I did not follow the tutorial for the atmosphere: mine has a volume scatter shader only.) The Moon is still a single sphere so the problem is with the Earth only.

What I would like is a way to tell Blender that the 3 Earth spheres can have shadows casted on them, cast shadows on themselves, but not on other objects.

This is what I have now, physically correct but the moon is not visible due to she shadow (it’s located on the missing arc of the blue circle):

My first try was unchecking the “Shadow” box just for the surface. The moon is then visible but the night side of the Earth becomes reddish and it’s not realistic at all. With the box unchecked for the surface, the clouds and the atmosphere, the Earth is invisible except a few reflections, but the moon looks as wanted:

Then, with every boxes for the Earth checked, I tried to prevent the light source to cast shadows. The Moon looks great and the Earth is quite good but its shadow is way too light:

This last try would be perfect if the shadow on the night side was darker.


texts: How to introduce an edge where two faces intersect

texts:
I'm looking for a way to introduce a cut to a plane where it is intersected by another plane.

The plane is a single face for simplicity.

Here's the setup:

Add a plane
Add another plane and rotate it by 90 degrees at X or Y so it is not coplanar

Join the two meshes together using Ctrl + J and enter edit mode
Notice that in edit mode face select allows selecting one or the other face
Notice that no edge has been introduced where the two planes intersect

The first solution I came up with was to just use two loop cuts, one on each plane. In this setup the plane dimensions were left unchanged as was their location so it just so happens that the intersection edge coincides with what you get if you loop cut both the planes.

The second solution I found was to use a boolean modifier on both planes, selecting the other plane as the object for the boolean operation in both cases. This correctly introduces an edge where the planes intersect. The can be joined after both boolean operations have been applied, giving a single mesh with four faces as desired.

I am wondering about the general case, though. What if one plane was twice the size of the other, or shifted by half the size?

My solutions do not work in those cases. Loop cut needs to share origin in order for the cut offset (half the face size) to coincide with the intersection edge. Boolean doesn't work if the faces are different sizes or shifted against one another so that their edges do not connect anymore.

Is there a general purpose tool in Blender for selecting two faces which may or may not intersect and saying "introduce edges where they do"? Obviously some sort of logic needs to be applied when the faces are shifted so that their edges do not connect with each other, my thinking is in that case both faces should be cut as if the other face was infinite in size and not finite? Or some other logical fallback behavior.

Is there such a tool? This question is primarily for Blender 2.8.


texts:
I've got to model a minnie-like ribbon to put it on a character, but I can't find any tutorials on the web.
Have you got some tips on how to do it?


texts: What is this weird ugly dark join using mirror modifier, smooth shading, and possibly subsurface modifier?

texts:
I've made some shape in Blender 2.8 that roughly resembles a handle one might find on a fridge to learn, following along with Gran Abitt's videos.  Where the handle part of the handle meets itself in the mirror, in the "viewport shading" mode, there's an ugly dark band around it.  There is no such join on the backplate.

I think my problem is similar to Mirror Modifier making ugly smoothing on mirrored faces, but the proposed solutions don't work for me - there is no option to "clear custom split normals data", and the problem actually goes away when I tick "Auto Smooth".

The real problem is that I just don't understand what I'm doing.  Why does ticking "Auto Smooth" make the dark band go away?  What is the dark band?  I can't see anything untoward in Cycles whether it's on or off - is it actually a problem?


texts: Add more to camera space but keep the perspective

texts:
Let's say I made a model, set up light and camera, render size is 1024x1024

All of the sudden I need to add a second object that's outside the render boundary.

so I want to change my render settings so that both objects would fit in the render. But! I need to keep the perspective and pixel dimensions so that the first object would be exactly the same as on the original render.

If I simply change render width, the render boundary shrinks...

At the moment I create a duplicate of the active camera, shift it and render a second image to compose with the first one. Which isn't perfect for a lot of reasons. So I was wondering if there's a simpler solution?

Another solution would be using a wider camera angle, but in this case pixel dimensions of the original objects would change. I'd need probably to change render size accordingly but I don't know if there's a formula...


texts: Installing Blender 2.78.1 - Cycles Disney Brdf

texts:
Recently I learned that there are several initiatives to make Physically-Based Shading available on Blender. One of these is the development of a Cycles Disney BRDF.

I have a couple of questions on installing this Blender development on my computer.

Is this Blender Branch Windows only ? I would like to install it on macOS.
As I have a Windows machine too .. how would I install such a branche on my Windows machine

Edit: after reading the answer of @aliasguru I understand that GraphicAll makes new developments available without having to compile code ?

If I push that download button what am I downloading and how do I install that as a experimental feature to my Blender 2.78 installation ? Is this possible for macOS ?


texts: How to export an FBX file with textures?

texts:
Hi I am currently exporting FBX animated files from Blender 2.8, with textures mapped onto the model. I need to be able to zip everything so that the file can be imported into Adobe Aero but a problem occurs where only the colour texture is applied, no roughness or normals are there. My question is am I missing something at the Blender stage? I use Principled BSDF to assign the textures but maybe that isn't correct in this instance?
Any help would be great.


texts: I'm trying to make a Lightmap to use in Unreal Engine and it's producing some weird effects with the lighting. I've tried spacing everything very far apart by scaling everything tiny, increasing the Lightmap resolution, snapping to pixels in Blender... still no go. Can anyone help?


texts: Here is the problem, when I use curve modifier. How can I fix it?


texts: Bone shrinks mysteriously under the influence of an IK Constraint

texts:
I tried setting up inverse kinematics on a very simple test character rig and the bone went all crazy. It shrinks the leg to a stump when the IK Constraint's influence is at 1. I've set it to 0.5 so you can see what's happening, and still select it. It also can't be grabbed.

My experience with rigging is limited, but still it's surprising to see this bizarre result. Please explain to me what's causing this.


texts: How can I make a particular Blender rendering pause as soon as another thing is being rendered?

texts:
I'm rendering an animation, but it's a low priority task.
I want that rendering to pause every time I render something else and resume as soon as that's finished.

I just want to use all idle time of my GPU to render that animation, but prioritize other tasks.

I'm running Linux Mint and have an Nvidia GTX 960 GPU.


texts: What is the factor in the collapse option in the decimate modelifier?

texts: I get it roughly, but there's no response on the program.


texts:
First I was wondering if it was possible to convert the strokes into a curve or 3d mesh while keeping the visual fidelity of the 2d stroke. It would be really cool to make 3d objects that with this look

Also I painted this gamecube using a cube and painting on it so its actually drawn in 3d but you can see through it. Is there a way to keep the lines from being visible from all sides?

https://i.imgur.com/YFaLDa8.png?1


texts: Create new actions without being influenced by NLA

texts:
I'll start of by saying that the action- and NLA- editors are both pretty new to me.

I have so far been able to create a walkcycle that I can loop through as the character moves around in the scene. Now I want to add a new loop for when he is stading still. It's really just going to be him standing in place breathing, not anything more.

I created a new action that I called "Idle" and I would now like to make the new animation. This becomes tricky when the character keeps moving around the scene as I have previously made him do.

My question is this;
Is it possible to create new actions without being influenced by all the stuff I've already done?
Like maybe have a seperate scene for creating new actions or an option to temporarily disable all animations and setting the character to the center whilst I make a new action. something like that.

The only other way I can think of is if I had made all my actions before I started making the actual animation but that is a bit too late at this point.


texts: Can someone explain the relationship between normal color vs vector angle?

texts:
So here's my problem:

what are you seeing here is a UV Sphere in 3D view with Normal pass (displaying object space normals)

Can someone explain how are we supposed to know the normal angle (surface prependicular) in the case B?

There's this octant in a geometry where all R,G,B values are 0 and I'm trying to wrap my head around why that's the case


texts:
Related question: How do I create slices of a topographical mesh?
I'd like to separate each slice and put them on a plane to generate a svg or jpg for laser cutting.
Does anyone know how to do it?
Thanks in advance :)
Something like this example picture:


texts: i was texture paiting donut and some weird glitches happened:   this pattern isnt dissapearing when i paint it down again.


texts: Is it possible to load file from memory?

texts:
Is it possible to load a .blend file from memory? Thus, open it without using its filepath (bpy.ops.wm.open_mainfile(filepath=l)) but its data.

Theoretical example:

import bpy

filepath = r"C:\Users\Blender\script.blend"

with open(filepath, "rb") as f:
    r = f.read()

bpy.ops.wm.open_mainfile(r)

If it would be possible to do it using command line, that'd be great too.


texts: How do I get rid of these wrinkles in texts

texts: Whenever I add a curve modifier to this text object, It shows these weird wrinkles in some of the letters. If anyone has a solution the solve this, that would be greatly appreciated. This is Blender version 2.79 in cycles render.


texts: How to construct a moebius loop using bezier curves

texts:
How can I cut 2 bezier circles and then join them to make one continuous loop and then extrude a circle along the loop? Then texture it to make it look like a garden hose like my StackExchange profile picture.

This is not a duplicate. It is a different form of moebius loop.


texts: particles in particle system rendering on the same place

texts:
I have a particle system where I want to use a vertex group for the density(normal stuff).
But I am also using a vertex weight edit modifier with a mask to control the vertex group.

When I'm previewing the vertex group everything seems ok.

But when I later tried to use that group in the particle system. Every particle just spawns in the same place and I have no clue why this is happening.

I have checked for solutions but the vertex weight edit doesn't have a lot of documentation


texts: When adding a new face, joining faces become reflective

texts:
Having this problem with multiple meshes (so it's probably something easy I'm missing). I have these flat meshes I'm attempting to make into closed 3D objects. But the original vertex shapes become reflective and change colour when adding in a new face.

I'll select the vertexes for the edge of the face (pic 1) create a new face with F key (pic 2). But then BAM, all the faces that connected to those original vertexes have lost their colour and become shiny/reflective (pic 3).
(You can also see the colour change from pic 1 to 2)

I'm wondering if there is a fix for this, or if I'm doing something wrong. Cheers in advance.

Pic 1

Pic 2

Pic 3


texts:
I would like to know how to extrude with even length in all directions. When I extrude with selected faces I get some lengths higher than the others.

This is especially seen when you subdivide:


texts: How to tell whether Object is a duplicate?

texts: Say I duplicate (not linked duplicate) the default Cube, "Cube", N times and name the duplicates "Cube.001" to "Cube.NNN". How can I tell, aside from the name, that "Cube.NNN" is a duplicate of "Cube"? Is it possible to determine the object, that "Cube.NNN" was duplicated from? I need this for my export program to avoid exporting the geometry of duplicates.


texts: How to hinge an object and apply physics?

texts:
I'm trying to hinge a modified torus to a hole made to a modified cube.

Torus: physics: rigid body | dynamic ON | Collisions shape: Mesh

Cube: physics: rigid body | dynamic OFF | Collisions shape: Mesh

But during simulation the torus simply flies off, instead of hanging.
[Model screenshot attached]
[]1

Blender version: 2.73a


texts: How to prevent mesh parented to bone from moving after changes to bones in Edit mode?

texts:
clip of simplified situation - https://streamable.com/3z1l1x

I have finger cubes parented to 3-bone armature (Ctrl+P -> Bone)
after tweaking bones in Edit mode (fine tuning bone positions to reduce clipping, let's say)
switching back to Object mode, I notice meshes are moved according to bone changes done in Edit mode. How to prevent it? I'd like those meshes to stay in same places

Workaround would be unparenting meshes, make changes to bones in Edit mode, then parent again. But it's too laborious and I'm hoping there's some elegant solution (some toggle option?). Some people probably would say I should just get armature right first, but I'm new to it, so trial-errors and finetuning are guaranteed in my case.


texts: How does the Turbulence Force Field work?

texts:
I am doing a series of experiments with smoke & fire. I found a blend file that uses the Turbulence force field in a fire simulation. During the simulation the force field is moved along the Z-axis starting below the fire and ending above the fire.

How does the turbulence force field work exactly and what is the impact of the various settings ? There is not much info in the manual and I cannot find adequate tutorials.


texts: Black banding in viewport (material mode) with normal map

texts:
Model shaded smooth
Normal map influencing color
Normal map influencing normals in material mode
Render of #3

As soon as I apply a normal map the object starts displaying black artifacts. Another thing is that only the active object actually applies the normal map, other objects just glitch. Rendering shows no issues. I'm using Blender Render and Blender 2.79. I have tried switching all settings I could find inside Blender to no avail.

My question is, what causes black bands on #3 and how do I solve it?

EDIT:
I tried using Cycles and a similar issue happens, normals are only displayed correctly when the object is selected (I've hidden the wireframe for the screenshot).

EDIT 2:


texts:
Ok, Im trying to mimic the "firefly" particle systems available in unity, where the particles "glint" but more so move around in a swarming way:
https://www.youtube.com/watch?v=9O5XU_jshBU

Ive just turned off gravity and added turbulence to my particle system, however Im still not getting the swarming:

What is wrong here?


texts:
I have an addon I'm working on that builds an XML file from several fragments (other XML files) on disk and outputs a new XML file. I'm wondering how I should package these files up so that they're installed alongside the addon and so that I can import/use them in my python code.
I can access them in my script if they're placed alongside the active blend file with bpy.path.abspath("//") but I'd like to know how to to go about creating an addon package.
I'm guessing something do with creating an __init__.py file?


texts: Python: run code on enter and exit grab?

texts: Is there a way that I can run one operator when the user enters grab mode (G) in the 3D view and another operator when the user exits (Enter/ESC)?


texts: Error when trying to import Scipy module to Blender

texts:
There is an error when I want to import the scipy module into blender through the anaconda directory. How can I fix this error?

Code:

import sys

scipy_path = "C:\Users\ALAFG\AppData\Local\Continuum\anaconda3\lib\site-packages"

if not scipy_path in sys.path:
    sys.path.append(scipy_path)

import scipy

Error:

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "/Users/ALAFG/AppData/Local/Continuum/anaconda3/Lib/site-
packages\scipy\__init__.py", line 118, in <module>
from scipy._lib._ccallback import LowLevelCallable
File "/Users/ALAFG/AppData/Local/Continuum/anaconda3/Lib/site-
packages\scipy\_lib\_ccallback.py", line 1, in <module>
from . import _ccallback_c
ImportError: cannot import name '_ccallback_c'


texts: In Blender, after resizing a box - ie you could make it very flat like a square tile, the pivot point of the object will likely be outside. How do I move the mesh and/or the pivot so that the pivot will be located exactly in the center of the mesh?


texts: Blender does not automatically create manifold when a space is enclosed by faces

texts: Why doesn't blender automatically 'solidify' the space enclosed by faces? This makes no sense to me at all. If i use 3D printing add-on 'make manifold', blender goes crazy and start deleting vertices. At this moment, i have no hair left to pull. How do i force blender to make manifold any space enclosed by faces?


texts: Removing intermediate object from parenting tree

texts:
Hi i have object A as a child of B and B as a child of C (A-->B-->C ) . So C is the topmost parent, B is the man in the middle. What is the best way to remove B from the tree so A will be straight child of C ? I tried to delete B , but it will break the connection. I can selct B, shift G select children (C) then shift select A for parenting.
But in my case, C is a complex structure. there'are a lot nested children under C and some of them are hidden. If i do 'select hierarchy' , it will ignore the hidden objects. So i'm thiking the straight way to remove B from the tree (like bypassing).
Thanks.


texts: Boolean modifier does not cut correctly out of mesh

texts:
I have a series of arches that I want to cut out of a wall. I applied a boolean modifier to the walls and then selected the arches and instead of cutting the arches out, it cuts out random shapes.
I have removed all duplicate vertices and checked all normals are facing the right way. Does anyone have an idea what's causing this?
This is it with the arches displayed...

And this is with the arches hidden so boolean modifier shown...


texts:
I created an arm, and then a hand separated for it. The arm have less vertices and edges then the hand, so to connect them I had to do like this

The problem is those things in the mesh, because one vertice has a lot of edges connected to it.

Is there a way to make the hand and the arm to be more uniform, to make those things dissapear?


texts: How to get direction vector in term of image coordinate for rendered images?

texts: I am rendering images of eye for different look at points. I have look-at vector(direction) that i calculate inside blender from the center of the eye object to the look-at point. Since I need to annotate this vector in the rendered images I need it with respect to the image coordinates. I figured out a way to get a general 3D coordinate to image coordinate but how do I get the same for direction vectors?


texts: Objects in the middle of plane on hair particle system

texts: I'm tring to distribute an objects group in a plane with hair particle system, but the objects are positionated in the middle of plane and not in its surface... any advice?


texts: Why do my meshes export with a line down each side of the mesh?

texts:
can someone help me please
I must be doing something wrong as this happens on a lot of my meshes
I can never figure out why
so I just end up starting from scratch completely.
its the line down each side of the jar, in blender it looks fne, when i get it into The Sims 4
it looks like image below
Thanks Kate, The first image is Blender and the second is The Sims 4


texts: Can I use a USB drive as memory for rendering?

texts: I have a really low-grade laptop and I find that I run out of memory for rendering even very basic stuff. I have a thumbdrive and I was wondering I could use it in place of RAM. Does blender allow for renders to run based on storage and, if so, how?


texts: Compositor: Get the second darkest value

texts:
I have an image that is mostly values between .3 and 1, but has a few areas of solid black. I want to set all the pure black areas (or perhaps near black to also catch aliased edges) to be the next lowest value instead.

This is possible with color ramps on a per image basis, but I need a setup that will work across multiple frames where the specific values could change quite a lot (in one frame it may be .3, then the next .5, etc.)

It seems like the way to accomplish this would be to create a mask of the dark areas, and then have a node group that mixes that area with the second lowest value. For this to work, I need some way to get the lowest value in an image, and a way to ignore certain areas.

Is this possible? Or any other ways to solve this issue?


texts: Render problem with a glass material and the Archipack addon

texts:
I struggle with a more or less realistic environment for my prototype model of my desk.

So first the preview, with Cycles (left side). When I render the scene, the door glass is white and not transparent as it should be (the window glass is transparent).

I used the archipack add-on.

Someone got an idea?


texts:
I'm trying to implement a basic foot/leg IK system. I've added the IK constraint and that works fine, and I'm now trying to add a Copy Rotation constraint to my foot so I can control rotation via the IK bone. I'm noticing that when it's in World Space, the foot will twist upward unnaturally.

It works correctly in Local Space, but I'd still like to know why World Space isn't working, and fix it if I can.


texts: Tiny geometrical irregulatities in model imported from Rhino

texts:
Im migrating an assembly with over 300 parts as .obj to blender to animate it.
Some of the gaps of the rhino geometry get filled with extremly tiny polygons. The resulting surfaces are well connected and dont overlap. The marked gap-filling surface has a width of 0,0001mm:

Yet those surfaces have extreme effects on the shading of the object:

In the left is a high-poly, in the right a low-poly version. The surface from the first image is still selected, but too small to be seen. Even though the whole surface is really smooth you can see strong shadows.

My question is: What do you think is the most effective way of dealing with such exporting artifacts?
I know there are many different approaches, like other export options, rebuilding the rhino surface, changing the smoothing of the surface, simplifying the surface etc, but Im new to this program and dont know which is the most elegant way.
Its a bit annoying that such small features have such a big impact. Since I have a lot to export, Im expecting to see this problem over and over again.


texts: Physics: mesh moving on top of of another

texts:
I'm not sure how to use physics to make a mesh move on top of another, lets say a ball rolling on an uneven surface.

I'd like to be able to keyframe the moving object from point A to point B on the X and Y coordinates, but to have it follow the uneven surface of the Z axis.


texts:
Windows 10
This is what happens when the software first.
What should I do


texts:
I added a torus mesh to my workspace and placed a light on the inside of it and the camera. When I go into camera view in Material mode, I can see the interior surface.. However, when I go into the Render view, it's black using the camera view.

However, from the ouside view, it looks like the surface of the taurus is lit up from the light source on the inside...

What needs to be done for the inside of the taurus to be illuminated by the light on the inside?
Thanks
Harry


texts: How to connect faces without intersection?

texts:
I don't want to change the geometry of the faces I want to connect to. I'm sure more seasoned 3D modellers have a simple way for this. Please enlighten!

In the tutorials for joining cup handles to the cup they line up so it's not an issue. Another tutorial even extruded the start and end of the handle and then joined them in the middle. I don't think either would work here.

Here is the cross section:


texts:
I baked a smoke simulation but I just want to freeze the last frame so you see that the entire time. How can I do that?
Im using Blender 2.83


texts: Shrinkwrapped eyelid showing glare like outer eye glass material

texts: I'm still working on my first character and followed a tut that showed me how to shrinkwrap the eyelids over the eyes which I would be very happy with except as you can see, now the eyelids have changed color which I can live with but also they show the glare that is a material property I gave the outer eyeballs. Skin obviously shouldnt be showing this glare. I really want to keep it shrinkwrapped but how can I get rid of the glare on the eyelids but keep it on the outer eye??


texts: How to make an animation node particle wiggle?

texts:
I wonder if it is possible to have an existing particle setup (keyed) and then use an animation particle node that follows those nodes, but with a wiggle effect.

I have been trying particle nodes the whole day now, but with no results at all. The idea is that some object instance would wiggle around (normal) the particle setup.


texts: How to get precision when rotating / positioning textures?

texts:
I am modeling a coin where heads and tails are the same image, and imported an image for the heads/tails faces.
I created a new Emission material for the faces, then gave it an Image texture and assigned it.

However, my image is slightly rotated:

So in the UV/Image Editor window, I rotated the face to align it vertically (R), I also scaled it a bit:

However, now that I would like to apply the same rotation / scaling values to the other face of the coin, I cannot find the rotation values that I just created anywhere.
Do these values get applied automatically? Are they written in one of the panels? And what about the scaling info?

I couldn't find a similar question. This is the opposite of what I want to do, since I am rotating in the Image editor for visual comfort, not in a Mapping node (therefore, even if I add Mapping Nodes, rotating the texture in the Image editor doesn't change the Mapping Nodes value).


texts: How do I switch low with highpoly models?

texts:
I've heard this trick at the conference, but I can't remember it nor find the video.

I have 300 instances of the same linked group in a scene and I want to use a low poly version for the camera work. Then I want to switch to highpoly for the rendering.

I could do it with layers, but I want to switch between the groups. This is possible by changing one name somewhere. Does anybody else remember?


texts:
The light is not showing at all in the 2nd picture until I add a glass layer. It shows in the render mode and rendered image.

How can I achieve a light effect without rendering it out?

Thanks a lot!


texts: How to calculate rendered bone length during animation

texts:
I'm looking into the feasibility of creating a script able to export a blender animation to a JSON to be used by 2D Spine animation software.

This would be based on Blender-JSON-Exporter.

The question is: is it possible to calculate the length and angle of a bone relative to a viewport?

In other works I would like to project the blender 3D animation to a 2D plane aligned to a given camera. The relative angle and length of each bone would then be used to generate a Spine JSON animation file which would replicate the blender animation in a Spine environment.

One use-case in is to use blender to generate spine animations that require a 3-dimensional perspective, e.g. a walk-cycle from a front-perspective.

This seems to me a moonshot to be honest but I though I would ask just in case.

If feasible I'd love to crate a plugin as I think there may be few other people that would enjoy this ability in Spine.

Thanks in advance.


texts: I want to render some volumetric clouds to fly an airplane around. I don't need them to be animated, and would prefer them to be static to save render time. So I just need one frame of the simulation for the whole animation. How would be a good way to do this with the smoke simulator? Like is there a way to save a frame of the smoke to a file and load it back in?


texts:
Started using Blender yesterday (Blender 2.8 on windows 10 system) and created two small blender scripts.

Today I opened blender and the texteditor and I wanted to open a previously made blender script but the list is empty. As you can see from the photos, I have two scripts in the folder but even with that directory open in blender it doesn't see the scripts.

I have checked all types to be viewable.

What am I missing?


texts: Is there a way to set absolute dimensions of an object. Once I've created a cylinder for example, how can I go back and change the length? I know I can scale it, but I want to set an absolute length and cannot find any panels, tools, etc., to show / edit this data.


texts:
I'd like to make games within Blender, and then have them run inside a web browser, ie. have the Javascript code somehow be "made" or "exported".
I'm especially curious to know whether this will be possible with the new "Eevee" thing in 2.8? can I simply play the game inside Blender, and, subsequently, on the web? I have zero experience with Blender so far, but I'd love to learn, IF it is possible.

If it is not possible within Blender alone, can I use Unreal Engine in conjunction with it to achieve the above? And - is it humanly possible to learn BOTH together?


texts: Is there an easy way to turn parrent child objects into rigged objects

texts:
I'm having technical drawings, with a lot of mechanical parts. (think of robotic arms)
Initially, I have it set up as parent-child objects,  chains of parent-childs.
Sometimes chains as deep as 8 objects, since the base drawing wasn't blender, I had to do a lot of modification to fix all axes for all involved objects.

As I'm already a bit behind my schedule, I know animation with bones would go faster, (the other option is without bones, but making use of all relative rotations between parent & childs.

I just wonder if there is a quick way to turn hard objects into a rigged system based upon origins and the rotations in the parent-child chains. (ea I know quite good how to rig people with rigify, and in general I've used bone systems a lot, but those robotic rigs are a bit of a returning headache in my workflow especially when the drawing wasn't originally started in blender.

(note i cannot share this file).


texts: Coordinates limitation in edit mode. How to change it?

texts:
I ve found weird limitation in Blender, how to avoid it?

There is a model with global coordinates in X and Y about 100km (kilometers)
So in object mode transform location show us real values (100km) but in edit mode there is some limit to show - 10km (transform location shows us 10km maximum and it does not change when you move vertex if your global coordinates more than 10km) so I can't move vertex by typing in coordinate which value more than 10km.

Is that limit a bug or it can be turned off somewhere?

What to do if I need to set X,Y values of selected vertex in edit mode to (100002m, 99003m)?


texts: Fire looks better in 3D viewport then in render?

texts:
When I take an object and click "quick smoke" and set the flow type to fire, it looks very good in the viewport. However the render looks terrible. Here is an example:

Viewport-

Render-

It, for some reason, has a black outline. I saw this problem much more when I too the monkey, set to to quick explode, then added a smoke domain. The viewport looked so much more better then what the final result looked like.

Also, is there a way to make the fire not fill up the domain and look like a square in the final result?


texts: Particles emitting from the object origin?

texts:
I am new with Blender. When ever i try to emit particles apart from the surface i want it to it keep emitting from the object origin.
How can i get rid of it ?
As a shortcut i can move the object origin far out of the camera frame so it is not in the render but what is the solution for this ?
Any help is much appreciated !


texts: So I'm doing a golden eagle and I want to use the particle system to display rectangles with feather textures as hairs. Is there a way I can use shape keys to make the hair stand in a....kinda aggressive manner?


texts: In mirror mode, why is it not balanced with the reference picture

texts: When I'm ready to put on mirror mode - Control A - Add Location. The eyes are always not lined up with the reference picture. How do I fix this problem?


texts: This is what happens. I don't understand why. Could anyone help me please?


texts: How do you remove a draw handler after it's been added?

texts:
I'm making an attempt to use batFINGER's method from this answer for drawing some text on screen without a modal operator, but I'm finding I can't get the text to go away once it's been drawn.

class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                self.draw_text_callback,(context,),
                'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0

        sel_obj_1 = (int(bpy.context.selected_objects[0].location[0]))
        blf.position(font_id, sel_obj_1, 10, 0)
        blf.size(font_id, 12, 72)
        blf.draw(font_id, "%s %s" % (context.selected_objects, self.prop))
        scene.frame_set(scene.frame_current)

    def remove_handle(self):
        bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

I then call the DrawingClass with a checkbox in the UI:

def get_draw_screen(self):
    bpy.context.scene.frame_set(bpy.context.scene.frame_current)
    return self["vp_draw_screen"]

def set_draw_screen(self, value):
    context = bpy.context
    test = DrawingClass(context, "TURKEY PALS")
    self["vp_draw_screen"] = value
    if value:
        test
    else:
        test.remove_handle()
    bpy.context.scene.frame_set(bpy.context.scene.frame_current)

When you check the checkbox the name of the selected object will draw on screen and will update with the scene selection, but unchecking the box doesn't stop the text from drawing.

Checking the box again appears to draw a new instance on top of the previous one.

I'm guessing that each time I check the box a new instance of DrawingClass is being created, but I don't know how to access the instance again to remove them.

I've found answers explaining how to remove app handlers like this one here but can't quite figure out how to apply it to this situation.

Thanks for any help!


texts:
I'm using blender to create a 2-D animation. I have made a character by importing .pngs of the characters body parts, placing them together and applying a rig (I used this tutorial: https://www.youtube.com/watch?v=htFYQcvHXUs). But when I go to render the animation, the character's limbs are in each others way; the head overlaps a bit of the chest and some of his shoulder and his arms when when he raises them above his head.

Anyone know what I did wrong/how I can fix this?


texts: curving prodecural texture along an object (road Texture)

texts:
how can i make a procedural texture follow a curved path?
something link this (the yellow lines on the sides)

Thank you


texts: Replacing all mesh elements in a Mesh object

texts:
I'm working on the Animation Nodes Addon and want to create some new nodes which can work with mesh data like polygons. To output the created mesh I have to put it onto an object like this:

mesh = bpy.data.meshes.new(name = "mesh")
mesh.from_pydata(vert_data, edge_data, face_data)
object.data = mesh

This works all fine but the problem is that this generates a new mesh object on each call, which means about 30 times per second.

I also tried to call .from_data on an existing Mesh but this just appends the new mesh data. Is there a clean and fast way to remove all verts, so that I can append the new data to an empty Mesh?

bm = bmesh.new()
bm.to_mesh(object.data)
object.data.from_pydata(vert_data, edge_data, face_data)

This seams to work but throws an error I don't understand (or more a warning).
This warning looks like here: https://developer.blender.org/T40571

Can someone explain this message or tell me a way to work around that?


texts: Base mesh is rendered differently between viewport and final render with animation

texts:
The "body" mesh stays in edit mode when it's supposed to be animation along the mesh, like in the viewport. Rigging is properly done and i don't know why the results are different.

Here is the viewport screen and the render screen.

Blend file is uploaded for more understanding.

Thank you

Paladin


texts:
I have an issue I seem to keep coming across with the fluid simulation;  I seem to be generating a strange 'ladder effect' where the fluid spreads out regular intervals as shown in the image below.

The test scene consists of an inflow onto a surface that falls away vertically to give the fluid something to flow down.

I have tried increasing resolution (to about 200), but I just achieve a higher quality ladder effect.

I wanted the scale to be 0.25m but I tried 5m and get a very similar effect.

This is something related to slip, if I make both the fluid and surface free slip i avoid the effect, as i re-introduce partial slip the ladder re-emerges.

Is this effect expected behaviour?, is it a commonly experienced phenomena?

Any guidance/views appreciated

Thanks

Animated ...
https://i.imgur.com/Rv1COrd.gifv


texts:
I'm planning on selling asset's in unity and they need to be in .fbx or .obj form and cannot be in .blend. When i export the project in .fbx their scale is different, in blender the scale says "1" and in unity the scale says "100" and when i export the project as .obj the all of the models merge into one.

And when i export it as .obj it merges all the models.

Any help is appreciated, thank you.


texts: Is it possible to get the location (world space) of every mesh particle of a particle system and following that the vertex locations of every mesh particle using python?


texts: Is there a way to apply transform (Ctrl+a) for every frame

texts:
If I want to rotate a cube with the re-mesh block modifier, but have the blocks face one way as shown below, I would have to apply rotation every frame. Is there a way to do that?

As seen the cube rotates, but the block modifier itself does not. The blocks stay perfectly straight.


texts: Can somebody explain me why I see this black thing everytime I try to viewport shading?

texts: I have been having this problem for few days and I can't fix it, can somebody explain me or at least fix this?


texts: What is the workflow for rendering/exporting grease pencil animation? Seems that the new updates for 2.78 are intended to make the grease pencil a production ready tool for making 2D animation in 3D spsce. There must be a way to render, right?


texts: How to bend one side of a planar mesh fade the bending effect towards the other side

texts:
I couldn't figure out how to bend one side of a planar mesh like the edges on that side follow a circle. I also want this bending effect to fade smoothly towards the other edge. It is like square(projected) piece cut out from a sphere but I want to control the fading effect and I also want one side of the piece to be a line. I thought, this is a primitive thing, it cannot be considered as "do the modeling for me" request. I'm sorry, If I'm not in the right place to ask such a question. I tried different modifiers but I couldn't converge to what I was willing to see. What is the easiest way of doing this in blender?

Edit: I tried to sketch it:
In this sketch, side view shows that from B to C it is bended. This is the final thing that I want to model. Then, I will repeat this round a cylinder. That part is easy. But, initially, I have to figure out how to bend one side of the mesh from B to C like in the first figure. The edges connected to the corner A are just lines. And the shape is symmetrical.


texts: How to arrange objects around the center of a circle?

texts:
I would like to know how I could arrange 6 cloned cones around the center of a circle.

As you can see in the screenshot, it's very easy for me to arrange them in a circle using an Array modifier and an empty as the offset object that is in the center of the scene rotated 60°:

Note that the cone that sits in the center is a clone of a cone that's offset to the point where I actually want the circumference.

It would be also helpful if you gave me a hint how to translate the bunch of clones after they are cloned without changing their relative position. I can easily calculate where they should be.


texts: Blender extrude causing distortion of model

texts:
I have a problem with the extrude function. When trying to extrude a certain limb for a character, the inner part of the model is getting distorted as shown in the image. How do I fix this issue?
Before Extrusion:

After Extrusion(notice the inner part of the hand is distorted):


texts: Viewport / Rendered Cycles problem Blender 2.8

texts:
I have a strange problem with cycles
in the rendered viewport everything looks fine but when i render the scene
suddenly it doesn't look good specially on the walls

anyone has any idea why is it that happening?


texts:
I have some points which represent polylines. I want to convert this polylines into geometry for which I am creating a curve and an object containing this object.

    curveData = bpy.data.curves.new('myCurve', type='CURVE')
    curveData.dimensions = '3D'
    curveData.bevel_resolution = 0
    curveData.bevel_depth = 1

    polyline = curveData.splines.new(type='POLY')
    polyline.points.add(len(yarn)-1)
    for point, node in zip(polyline.points, yarn):
        point.co = positions[node]
        point.radius = radii[node]

    # create Object
    obj = bpy.data.objects.new('yarn', curveData)
    obj.active_material = mat

This code normally works fine, but for some data sets that I have it takes ages to generate all the geometry I need (~ 15 minutes).

I want to know if there is any way to send the points in my data set to the GPU and use a geometry shader to create the geoemtry I want to render. I would like to render it using the Principled BSDF shader, so the geometry shader should produce data for this shader.


texts: How to exclude passes from EXR file when using the denoiser node?

texts:
Situation:

Blender: 2.81a, Cycles
1 Scene, 1 View layer

View layer passes:
Combined,
Normal,
Diffuse Color,
Emission

Using the Normal and Diffuse Color as inputs to the denoiser.
Denoiser outputs directly to Composite node.

Want to write to OpenEXR MultiLayer file:

-Compositor output and emission only.

-but not the Normal and Diffuse Color pass.

How to exclude the Normal and Diffuse Color passes from EXR file?

Thanks.


texts: Solid Faces and Normals in Opposite Directions

texts:
I have a weird problem in Blender where it seems that my faces and normals point in opposite directions. I have backface culling on in these shots.

Here's what a selection is supposed to look like. The normals and faces point in the correct direction, both facing outwards, with the selection on the outside:

Here's the odd geometry:

On the left, the faces point inwards, and the normals face outwards. But the selection is on the outside. (I flipped the normals in this case)

On the right, the faces point outwards, and the normals face inwards, as they should, but the selection is on the inside. (The normals are unflipped in this case)

It seems as if the normals and faces are pointing in opposite directions, because the selection is incorrect. What's happening here?


texts: Blender python: posing bones given in world orientation

texts:
i have a model format and i try to write a plugin for it in blender (import/export script in python).

In this model format i have bone orientations given in world space.

Now i tried to create a test case with 4 bones, bone1 is parent of bone2, bone2 is parent of bone3, and bone4 is parent of bone3.

My approach is to overwrite the matrix field of a pose bone, for example this

bpy.data.objects['Armature'].pose.bones['Bone1'].matrix = <some matrix>

I figure this works, but only for the first bone. If i run this script twice, it works for Bone1 and Bone2. If i run the script 4 times, everything is like i want.

Can someone explain what is wrong here? I can't seem to get my head around thos transformations. I tried inverted stuff too, am i even on the right path by trying to overwrite the matrix field of a pose bone?

Some help is greatly apprciated, script is below. It requires to have a scene with an armature and 4 bones all parented to each other, with exact bonenames Bone1, Bone2, Bone3, Bone4, and the parent relations i described above, which is Bone1 is parent of Bone2, Bone2 is parent of Bone3, etc.

Note: i do not use all stuff i calculate in this script, for example the inverted matrices are not used. In the end i just overwrite the matrix field with the matrix i create woth "mat_bone1_r" etc.

import bpy

import mathutils
import math

#bone 1
mat_bone1_b = bpy.data.objects['Armature'].pose.bones['Bone1'].matrix
mat_bone1_bi = mat_bone1_b.inverted()

# here i create a matrix simulating a world space orientation of a bone
b1_x = mathutils.Vector((1.0, 0.0, 0.0))
b1_y = mathutils.Vector((0.0, 0.0, -1.0))
b1_z = mathutils.Vector((0.0, 1.0, 0.0))
mat_bone1_r = mathutils.Matrix()
mat_bone1_r[0][0], mat_bone1_r[1][0], mat_bone1_r[2][0] = b1_x
mat_bone1_r[0][1], mat_bone1_r[1][1], mat_bone1_r[2][1] = b1_y
mat_bone1_r[0][2], mat_bone1_r[1][2], mat_bone1_r[2][2] = b1_z
mat_bone1_r = mat_bone1_r.to_4x4()

mat_bone1_n = mat_bone1_r

bpy.data.objects['Armature'].pose.bones['Bone1'].matrix = mat_bone1_n

# bone 2
mat_bone2_b = bpy.data.objects['Armature'].pose.bones['Bone2'].matrix
mat_bone2_bi = mat_bone2_b.inverted()

# here i create a matrix simulating a world space orientation of a bone
b2_x = mathutils.Vector((1.0, 0.0, 0.0))
b2_y = mathutils.Vector((0.0, 0.0, -1.0))
b2_z = mathutils.Vector((0.0, 1.0, 0.0))
mat_bone2_r = mathutils.Matrix()
mat_bone2_r[0][0], mat_bone2_r[1][0], mat_bone2_r[2][0] = b2_x
mat_bone2_r[0][1], mat_bone2_r[1][1], mat_bone2_r[2][1] = b2_y
mat_bone2_r[0][2], mat_bone2_r[1][2], mat_bone2_r[2][2] = b2_z
mat_bone2_r = mat_bone2_r.to_4x4()

mat_bone2_n = mat_bone2_r

bpy.data.objects['Armature'].pose.bones['Bone2'].matrix = mat_bone2_n

# bone 3
mat_bone3_b = bpy.data.objects['Armature'].pose.bones['Bone3'].matrix
mat_bone3_bi = mat_bone3_b.inverted()

# here i create a matrix simulating a world space orientation of a bone
b3_x = mathutils.Vector((1.0, 0.0, 0.0))
b3_y = mathutils.Vector((0.0, 0.0, -1.0))
b3_z = mathutils.Vector((0.0, 1.0, 0.0))
mat_bone3_r = mathutils.Matrix()
mat_bone3_r[0][0], mat_bone3_r[1][0], mat_bone3_r[2][0] = b3_x
mat_bone3_r[0][1], mat_bone3_r[1][1], mat_bone3_r[2][1] = b3_y
mat_bone3_r[0][2], mat_bone3_r[1][2], mat_bone3_r[2][2] = b3_z
mat_bone3_r = mat_bone3_r.to_4x4()

mat_bone3_n = mat_bone3_r

bpy.data.objects['Armature'].pose.bones['Bone3'].matrix = mat_bone3_n


texts: Cannot Create Multiple Copies of Two Objects

texts:
I have two large objects on my scene.
CAM = a large cone with four sides, more like a camera, made out of scaling a generic cone
Target = a large rectangular object, made out of scaling a simple 4 sided cube

I am trying to make 5 copies of them. I am running the following scripts -
import bpy

# getting the objects
context = bpy.context
scene = context.scene
tar = bpy.data.objects['Target']
cam =bpy.data.objects['CAM']

for i in range(5):
    # copying the Target object
    copied_object = bpy.data.objects.new(str("Target"+str(i)), tar.data)
    bpy.data.collections["Collection"].objects.link(copied_object)

    # copying the CAM object
    copied_object2 = bpy.data.objects.new(str("CAM"+str(i)), cam.data)
    bpy.data.collections["Collection"].objects.link(copied_object2)

I am expecting to get 5 copies of the Target and 5 copies of the CAM. However, I ended up getting 5 basic cubes and 5 basic cones (4 sides). It's giving me copies of the most basic object I created to recreate "Target" and "CAM". Why I am not getting the exact copies of the current objects?


texts: Blender's Nearest Equivalent to Cinema 4D's Collision Deformer?

texts:
What's Blender's best, simplest, and most direct equivalent to Cinema 4D's (now 3+ years old) Collision Deformer?

I'm looking for a simple and fast way to have objects deforming other objects like they were outside or the inside of them like Cinema 4D's Collision Deformer can do except I'd like to use Blender or an add-on for it instead. I've looked into Blender's soft-body physics, but I'm hoping there's a more direct equivalent to Cinema 4D's Collision Deformer than that.


texts: PNG transparency doesn't work in Lightworks when rendered as an animation, but works for still images

texts:
This question is related to Lightworks, but it might be that the Blender's output creates the problem.
When I output a single PNG image with alpha, and use it with Lightworks, I manage to get it's transparency to work proper and it layers itself on to a picture, but when I make from the same picture a PNG animation, when I then import it to lightworks the transparency does not work similar.
Even if I save a single picture out of the animation after rendering, it doesn't work the same way as a single rendered image.
Q:
Why is the PNG image and it's alpha working as a single image, but not as an animation with multiple pictures, if the difference is only the Render image / Render animation?


texts: Custom / Non-Conventional Foam Generation - Softening Foam Edges

texts:
How can I blend out the visible Foam in my Current Material Setup?

Because of performance issues associated with using the high-res ocean modifier and the foam maps that are generated from that modifier, I've instead created an ocean using a displacement node setup. (below)

The foam is generated by selecting certain parts of the noise texture (selection done through Math Node > Logarithm) and using that output factor as the mix factor between my ocean shader and the foam material shader.

  Edit: There will be a large image of all the unexpanded node groups at the bottom of the post for convenience

However, (as seen in the image) the consequent foam is quite sharp at the edges, and cannot think and have not found a way to 'blend' them out into the ocean as foam in real life does.

Basically: How can I get the foam to appear 'softer' and have less sharp edges if I use this method to generate foam?

Thank you for any suggestions!

Notes:

1. NODE GROUPS

The ocean is made by adding the color values of a wave texture and a noise texture (scale-corrected) and using them as the input for displacement on a plane (of course with adaptive subdivision to enable micro-polygon displacement).


texts: How to combine an introduction video made in blender to a UPBGE game

texts: I made an animation using blender 2.92. I also created a game using UPBGE 0.30. I am trying to combine both but not sure how. Is there a way to maybe use the logic brick editor to end the introduction and start the game. I have both in the same file in different scene's.


texts: Cycle Nodes problem. Have no idea where to put ColorRamp

texts:
I have no idea where to put a Coloramp node...it is really confusing.

I was texturing an object that i made, but as you can see, it's not going as planned...i scaled my diffuse in the UV map editor, and put in a Texture Coordinate node, and attached the the bump, the specular map to the mix shader, and used a mapping node for the normal maps. However as you can see, the diffuse..isnt quite working well, since there is a colorRamp missing...i am so confused about where it should be.

Here I have a specular map:

And here I don't have a spec map:


texts: Save just the Material part of a .blend file

texts:
Can you just save parts of a .blend file? And link them in later?

thanks


texts: How to import a collada model with textures?

texts:
I have found very good collada model here. It comes with the texture files.

But, when I import it into Blender, it has no textures at all.

So, how to import collada model with textures into Blender?

Thanks a lot!

UPDATE:

I know for the similar question. but I don't need to add textures after, I need to import them properly...


texts: Transform zoom conflicts with cross effect

texts:
I'm new to this site and try to figure out how this great editor works.
When i use a transform effect on a video to get rid of the bars and zoom in,
this transform zoom dissapears as soon as i use a cross effect to another video.
How do i prevent this to happen after using any effect?


texts:
i dont know what's it called in the CG world so here's a screenshot from payday 2 AK-47. it's really just a texture, not an actual holes and bolts.

how do you make those in blender ?


texts: Where does my Python output go when I start Blender with a script in Windows?

texts:
I'm starting Blender 2.79 with a --python flag to run a python script.

On a Mac, print() statements show up in the terminal window as expected. On Windows, when executing the same command in git bash, print() statements appear until the main Blender window opens and then output stops.

Where does console output go says on Windows output should go to the "Console Window," but when I select this menu option, the main Blender window loses focus and nothing else happens. (If I start Blender normally the Console Window appears as expected.)

Things that didn't work for me:

Writing to the console: How can I display what happens in the system console inside blender's console?
Starting blender.exe with the -con flag

Things that kind of worked:

Overriding print() as in Blender script run print to console works but only after I quit Blender. -_-
The redirect_stdout trick from How to redirect output from 'bpy.ops.*'? prints output if I capture it with stdout.seek(0); print(stdout.read()), but only after I quit Blender. -_-
os.system('echo test') works, but if it's possible to get regular python print statements working I'd like to know how.


texts: How would I make a wave pattern onto a wall?

texts:
So I want to make a wall that has a type of wave pattern, and I cannot figure out a way to do it. I read somewhere saying I could use an image as displacement but that didn't seem to work for me.
This is the type of texture/look I want ^
If anyone can give me some pointers, that would be highly appreciated!
I did kind of manage to get a wave mesh, but whenever I tried to boolean it into the wall, even if I used the default cube, plane, etc. It just wouldn't work... It either just made the cube vanish, or it didn't actually cut into it. It just left the "shape" of the wave as if I used a knife into it... I'm fairly new so I'm sure there is something I'm missing or just am not aware of, but my god making this wall is turning out to be a major pain...thanks in advance for the help!


texts: Can someone tell me what an "Editing context" is and how to get there?

texts:
I am using version 2.73 under Windows7.

This refers to page http://www.blender.org/manual/modeling/texts/introduction.html

One can read at the top in the box labelled "Reference",

"Panel: Curve and Surface, Font and Char (Editing context, F9)"

I am in Edit mode (which I gather is not the same thing as "Editing context") and F9 does absolutely nothing for me.

Nowhere in the properties window can I see anything like "Curve and Surface"??

I can find a panel called "Font" but neither "Char" nor "Font and Char"

Help!!


texts: Render background and freestyle in different image layers

texts:
Can anyone tell me how to render an image (tiff) with two different layers, one for background (need it white) and one for the rest of the render (just freestyle lines).
I am using Blender 2.8

Thanks,
Bhupen


texts: Possible to not make light blend colors?

texts:
I'm working on animating a logo that was created for me in photoshop which is just some text and two different colors that cut across the text simulating light.  In animating the logo I decided to place two lights which I would toggle on during the animation.  However, as expected, light blends colors and in this case red and white light make pink.  Is it possible to not allow the light to blend or is there a better way to approach this?

Image is what is desired to animate/duplicate


texts: How to I translate an edge in edit mode precisely using numbers?

texts: I have a box centered on the origin of the scene. I want to grab the bottom right edge and pull it in towards the center to taper. I want to do this on the left side too, and I want to be able to translate that edge precisely using some kind of number input, so that I can control exactly how far it goes, and replicate it on both sides perfectly. I know that I can probably do something similar using mirror mode, but I'd like to know how to do this for more than just this, as it would help me to be more accurate when I'm box modeling.


texts: bone/armature movements during game play

texts:
I am trying to simply move a bone that has been parented to a mesh in Blender 2.69. I want to do this in real-time - while the BGE is running. I linked an Always logic block to the python code seen below. Can anyone point out to me why this code does not move the 'Bone'?

   import bpy
import bge
import GameLogic as GL
#"bge.types.BL_ArmatureChannel(PyObjectPlus)" in the documentation means that BL_ArmatureChannel is a subclass of PyObjectPlus.
import mathutils

# The owner is an armature, so 'alien' will be a BL_ArmatureObject instead of KX_GameObject
cont1 = bge.logic.getCurrentController() #makes: SCA_PythonController
cubeBone=cont1.owner #makes: BL_ArmatureObject
#get the scene for the mouse and other things
scene=bge.logic.getCurrentScene()
#get a keyboard
keyboard = bge.logic.keyboard

def main1():

    if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DOWNARROWKEY]:
        #cubeBone.channels['Bone'].location = mathutils.Vector([3, 5, 8])
        print (cubeBone.channels) #prints the channes available
        print(cubeBone.channels['Bone'].rotation_euler)
        print(cubeBone.channels['Bone'].joint_rotation)
        #class: bge.types.KX_GameObject(SCA_IObject)
        #cubeBone.channels('Bone').localPosition.z +=0.1
        #cubeBone.channels('Bone').rotation_mode'XYZ'
        #cubeBone.channels('Bone').rotation_euler([5,5,5])
        #cubeBone.channels('Bone').joint_rotation([0.0,0.0,0.1], True)
        cubeBone.channels['Bone'].rotation_mode = GL.ROT_MODE_XYZ
        cubeBone.channels['Bone'].rotation_euler=[25,25,25] #BL_ArmatureChannel.rotation_euler
        print("bone moved")
        cubeBone.update()
        print(cubeBone.channels['Bone'].rotation_euler)
############# end of main ###############################

main1()
cubeBone.update()

The Console prints out the new vectors that are changed, but the animation does not move.
I found this post: Controlling armature through python but there are mixed answers and they are not very helpful for noobs.
Thanks guys


texts:
Is it possible to use Pitchipoy's metarig in Houdini?
Tried to export it, and Im able to get it into H, but its messed up.
Is there an easy way to do this?

Im new to Houdini, and was hoping i could use some rigs and stuff from Blender.

thanks.


texts: Import and export in one python script for FBX to IFC in Blender

texts:
I have many .fbx files that I need convert to .ifc files by using the BlenderBIM addon.
I am trying to do this as part of a regular workflow which is initiated from a .bat file. (the bat file will do other things before and afterwards but that part is not included)
"C:\Program Files\Blender Foundation\Blender 2.90\blender.exe" --background "C:\Users\Joshua\Documents\_BatchProcessing\ProcessTemplate.blend" --python "C:\Users\Joshua\Documents\_BatchProcessing\FBXimportScript.py"

Which calls the python script
import bpy
import os
import glob

directory_im = 'C:/Users/Joshua/Documents/_BatchProcessing/max/fbx/test/'
files = glob.glob(directory_im + "*.fbx")
for f in files:
    head, tail = os.path.split(f)
    bpy.ops.import_scene.fbx(filepath=f)
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.export_ifc.bim(
    filepath=directory_im + tail.replace('.fbx', '') + '.ifc')

I have 2 FBX files to test which different geometry in each which can be seen by the different file size. the above python script exports 2 files with correct names however the same geometry is being exported to each file.

If someone could point me in the right direction it would be very much appreciated!!!


texts: Diffierence between Texture Atlas and Megatexture

texts: I would like to know if I create more than 2 texture atlantes, can this be  considered as a Megatextures or are they just 3,4,5 texture atlantes.  I think Megatextures are for modular buildings with terrains or tiled textures, right?


texts: I was using GPU CUDA rendering with Cycles and it was working fine, but part way through the render it stopped working and I had to continue the render with the CPU. Now the "GPU Compute" option in the render menu us grayed out, and in the System menu in preferences there are no devices available under "Cycles Compute Device." Any idea what went wrong?


texts:
Can I create a single mesh character from multiple meshes from the following file?

All off that in a single Body, obj, mesh.

Blend file


texts: Learning fluid simulation with blender 2.82, can't get the water mesh where i want?

texts:
I'm trying to learn the fluid simulations on Blender 2.82. I want to splash some water on the ground, but unfortunately, the mesh is always above the ground, it's like there is some offset between the data particles and the mesh.

I've been told to switch to 2.83 because they fixed the offset bug, but it's still the same, looks like it's not really a bug (or maybe it is) but maybe i'm just doing it wrong, any idea?


texts: What is the proper way to access the active scene in a driver expression?

texts:
I tried to access the FPS setting of the render settings in a shader node through a driver expression.
The attempt was successful, but I got a warning and a tip saying:

WARNING: Driver expression may not work correctly
TIP: bpy.context is not safe for renderfarm usage

According to this thread the proper way to set the active scene is through bpy.context.
Therefor, I assumed, that the proper way to get the active scene would be through bpy.context as well.
This warning however makes me feel like there is a more proper way to access scene data (like render settings) through drivers so they would also work in renderfarms.
So my question is:
How do I properly access this kind of data in a driver expression?


texts:
How does the color ramp work in Cycles?:
I had only been using the blender internal and have suddenly set foot on cycles which turns out to be a 90% node based for materializing and almost anything.
Being a non-programmer and self-taught up to this point both in blender and GIMP, I'm having trouble in every node in cycles except the shaders and textures. Specially for this part of the question, would anyone be kind enough to explain me how the "color - ramp" node works???
It appears to be very different than the BI.


texts: Greeble Cube Microdisplacement - how to prevent edges from opening up and becoming black

texts:
Hi I am trying to create a greeble cube with hi res texture. But when I use microdisplacement it make the edges open up and create unsightly dark border - I have tried using bevel but then the edge is rounded and not crisp.

I can also use a pointiness texture to mask the edges but then there's border which does not look natural.

Does anyone have a solution to avoid such dark edges?

Here is a screenshot of what I mean:

Here's the blend file in case anyone wants to examine it:

And here's the greeble texture:
https://i.imgur.com/G29bdCI.png


texts: Result not visible when using Blender Render

texts:
I have such object (based on this tutorial):

When I use Cycles Render I see correct result as expected:

But when I switch to Blender Render I see gray screen:

Does anybody know what is going on here?


texts:
Beveling used to work as one might expect, but something changed and now the bevel is funky.

I would like to see a smooth arc of 90 degrees.  Instead, the arc appears to go about 20-25 degrees before changing abruptly.

Any suggestions would be appreciated!


texts:
Maya allows for fast and accurate placement of the pivot using the D key does Blender have the same?

Functionally this is similar to seting the pivot to the 3d cursor however I'm unsure of how to accurately place the 3d cursor without; Entering Edit mode, Selecting what I want, Shift > S Cursor to Selected, Entering Object Mode. Adjusting the pivot point works well like this for rotating but not so much for movement as the 3d cursor won't stay anchored when the object is moved away from it, meaning you need to repeat the process to realign the 3d cursor accurately.

Mayas method is so fast and convenient that there has to be way automate all those steps to replicate it or someone must have made an addon that does this already.


texts: Texturing / UV Mapping doesn't unwrap properly

texts:
After trying to do this, I got a first model made in the hammer editor and I had issues to apply any textures what so ever I tried to just recreate the items in blender by using the original as measurements. Now the issue is that when I try to get a UV Map, it gets all scrambled and pushed in one corner.

When I try to paint it applies the color everywhere although it shouldn't. :C
Any tips or things I have to take care of or on what to avoid doing?

Here a picture of the model itself.

Edit:

Here a second attempts to make something more simple for blender to unwrap. I created a frame with 4 cubes that got stretched and joined. 2 of the 4 cubes got 2 sides removed each to remove unnecessary faces.

However the UV map still is fubar.
When I try to manually unwrap it I don't know how to align them properly since it's all a mess. :C

Any tips or or good tutorials you can recommend to understand what is going on here?

BTW the other two bares were created with a single block and extrusion.


texts: How to merge a leg inside a shoe? (physically not connected)

texts:
I edited a mesh looking like this:

I cut the shoes from the legs, edited the shoe a bit and inserted the leg into the shoe so it looks like this (much better):

There is a small gap between the leg and the "wall" of the shoe.Now the only problem is that I want the shoe and the leg to be connected to each other as one mesh, I want to bridge them somehow without losing that edge contrast, that's the whole point of this project. I tried merging verticies but that didn't solve it (edge got ruined). NOTE:Both shoes and legs count as one object (ctrl+J) so that's not the problem, I want them to be connected via mesh. Does anyone know?


texts: Translate Z Location of object for every frame?

texts:
I am brand new to Blender and 3D modeling in general so please bear with me if I use incorrect jargon and terminology.

I got help from a friend making a video in Blender, but as I got further into the project I noticed the camera is to close on every frame. Sadly my friend went on vacation and is unavailable for a while so I have no source for help. To clarify I am looking for a way to change the Z location for every frame at the same time instead of going through and dragging the blue arrow frame by frame.

Any help is appreciated as I am going through multiple websites and only finding words and terms that don't make sense to me.

This is what I see on my screen, hoping it helps


texts:
None of the animations of my goku model in the dota 2 model editor work. In the model editor I can see that there are 2 skeletons. The animations work on one of the skeletons, but that skeleton has no effect on the mesh, so it doesn't do anything.

When I first open the model in blender and then import the animation, the animation works and I have this setup:

But, when I do it the other way around, first import the animation and then the model I get this:

EDIT: attached blender files as mentioned in the comments.

http://pasteall.org/blend/index.php?id=52341

http://pasteall.org/blend/index.php?id=52342


texts: Where can I find the Open Street Map addon?

texts: Where can I find the Openstreetmap addon? This link is dead: https://github.com/vvoovv/blender-geo/wiki/Import-OpenStreetMap-(.osm)


texts: How do I add an appended object as part of a shapekey?

texts:
So the shield is part of a shapekey. It does not exist in the "basis" shapekey.

The skull I made in a separate blend file and appended it to this file. I now want to join the skull and shield together. So they are both part of the shield's shapekey. Is this possible? Or will I need to recreate the skull in edit mode whilst in the new shapekey?

Hope this is making sense :S


texts: How would I go about in making a neck strap?

texts:
I was wondering how I would start to make a neck strap, for example one on binoculars in blender. Maybe somehow apply physics too it to make it more realistic as well.

Like the straps on the images


texts:
HERE THE FILE

This is my tunnel with all my stats . . . I had a sub surface and the displace with CLOUDS.

I want to import this model in Unity and I have to change the metric then I click on scene and modify the general scale from 1 to 0.01. After that, I scale my mesh in order to bring it back to correct measures. Now the situation is this

My mesh has the scale settings (100 100 100).

In oder to reset the scale to (1 1 1) I press Ctrl + a and then Scale. The displace disappears cause the new scale:

The only way to bring it back is to increase the value of the strenght (from 0.2 to 20) in the displace, and i did it but the result is this below:

The problem is this: It's completly different from the initial result i had before! Take a look

It's look like denser, and sharper . . . How can I fix it? What could be my error in this workflow?

Thank you so much for the help!!


texts:
I am trying to make this sphere using two different textures following a tutorial online

However when I try to add the second texture it becomes white


texts: How to import .anm, .anim or .dae_anim files into Blender?

texts:
Is there a way to import .anm, .anim or .dae_anim files into Blender and/or convert them to armature actions?
I've imported the .dae (collada) rigged model, but it contains only a single armature action.

Although there are many other animation actions included in downloaded file, which I have no idea how to import to blender.

Hope somebody has the experience with this and help me. Thanks in advance.


texts: Only showing world texture, not allowing to add texture to other objects

texts:
I am looking to add textures to other parts of this scene. However, every time I click texture it doesn't seem to change from the previous world texture, which I applied.

Here is a link to my blend file.

Also do you know how can I make the pillars dirty and realistic? Just like in this video:
https://www.youtube.com/watch?v=vtO1s86HhRU (he changes it to dirty at 34 seconds)


texts: How can i use the displace modifier for the whole mesh and not only part of it?

texts: I would like to use a displace modifier for a room (its form is rectangular). But somehow only its sides are affected and not also the up and down. How can i affect this modifier to these parts, too?


texts: Why was the visibility of objects in 3d Viewport restricted to a cone form?

texts:
I intended to select objects with "Selection group" tool, so in order to achieve that:

pressed B hotkey with Alt or Ctrl or Shift button;
moved mouse to form rectangular area.

As a result it removed everything what was outside of rectangular area, forming infinite rectangular pyramid with it's tip on the position of my viewport when I was looking from when making selection. I can rotate around that pyramid now, where only objects (their parts) fitting that rectangular area are visible.

How can I cancel it to see all my objects back? Esc doesn't work.


texts: Blender on DELL Poweredge and OpenGL 3.3 Requirement

texts:
I am building a render farm at home with old DELL Poweredge R620 servers.

I'm planning to run Linux but to test Blender I quickly loaded Windows 10. Blender when starting hits me with error about OpenGL 3.3 minimum requirement.

Is this also a requirement of Linux as it loads but the screen is missing icons and looks pretty corrupt?

Is there anyway around this or do I have to install an old GPU into each server?

thanks
Dave


texts: How to blur specific borders of an object?

texts:
I want to blur only certain borders of an fluid-object, so that its borders have a smooth transition to the white background.

I'm using a fresnel material, so naturally the edges will be highlighted a little stronger. I want to have this effect for the drops, but not for the "ocean".

This is going to be an animation, so I'll need a solution for any angle of my camera.

My first attempt to solve this problem, was to create a ring around the edges with the same material to hide the borders of the fluid, but I realized, that this plane casts a shadow, even if I uncheck the shadow-box in the object-menu  and I also realized, that I just moved my border problem further out.

So maybe a transparent material for the plane, that blurs everything behind it?


texts: Why are some of my transparent objects rendering as black?

texts: I'm trying to render an image on Cycles, I have a group of grass meshes with a transparent material, but when I rendered the image they looked like this, I tried using a Transparent BDSF node with a mixed Shader node but it didn't work, as you can see, some straws seem to be transparent, but the rest are not (all straws use the same material), my guess is that the rays stop at some point because of the plane mesh, any solution?


texts:
I followed a simple "how to make water in EEVEE" tutorial on youtube, but I don't know how to make it transparent. My current node setup:

Q: How to get the water transparent?


texts: Video on "Empty Image" doesnt show in Render?

texts:
I added in different random videos (behold first screenshot) on an Empty Image Plane to see if it was the video or its position but the rendered view doesnt show my video even though it runs fine in the program. what am i missing?
any help much appreaciated!


texts: How can I render animations in PS1 / 3D pixel style?

texts:
I really like the oldschool PS1 / 3d pixel style on these animations: https://www.artstation.com/andmish

I've been trying to figure out for a few days now how to do this rendering style, but no luck yet. Any tips on how to do this? Thanks in advance!