texts: blender particle cache impediments to farm rendering

texts:
I have been working with SheepIt farm rendering for a while and see others commenting on some impediments that an enhancement to blender could help solve.  I'm not sure of a better place to post this as I don't know if there is a product management team to submit enhancement requests.
If one creates long particle or cloth or fluid simulations, there are folder collections of many small cache files, one per frame.
A farm often has a file size limit, in this use case the blender file plus the simulation cache folders enclosed in a zip file that could easily exceed this limit.  And a farm often sends one or a small subset of frames to each helper (client) host.   So a rendering project goes through "gyrations" of dividing up the farm rendering project into subsets of frame groups to overcome this restriction.   Not a simple task, although scripting does help.   But this effort detracts from farm rending just when a farm is ideal (large rendering tasks).
It could be useful if I were able to include a read-only, read-back cache reference to these that used URLs (ftp: or http:, etc).   If the primary (read/write) cache exists (my local project machine), that would be used during render.  If the primary (read/write) cache does not exist, but the URL reference was valid (i.e., I uploaded the cache to a publicly accessible server), that cache would be used.   Call this the "alternative cache".   So when I submit such a vast job to a farm, all rendering hosts would end up accessing the alternative cache on my publicly accessible server (perhaps even on my Dropbox/Public folder), for the few small cache files they need for the frame they were assigned to render.


texts:
I'm trying to make wings. I want to animate them later so I have to rig and weight paint it.

Does anyone know if there is a simple way to weight paint the space between the layers of feathers? Or ho to make it simpler in another way


texts: [Blender2.8]When getting vertex belongs to vertex group

texts:
I tried to get a vertex belongs to a vertex group like below. But nothing is returned.
import bpy

obj = boy.data.objects['Cube']
obj.select_set(True)
obj.vertex_groups.new(name='Group')

vertexgroup = obj.vertex_group.get('Group')
for v in obj.data.vertices:
    for g in v.groups:
         if g.group == vertexgroup.index:
             print(v)

to check if it's working I called print(), but nothing happened.What is wrong?? can anyone help me??


texts:
I'm currently writing my own exporter and want to add an info text to my export options.

Inspired by the obj-Exporter i use the ExportHelper class as a basis. Sadly I could not found any good information on how this actually works. From what I can see, it uses context.window_manager.fileselect_add(self) to open the file dialog, which will then automatically show all the properties of my class.

However I would like to have a bit more control over the GUI of my exporter. Is it possible to add more kinds of control element, just like in a panel? Like a text that explains some details, or a button that performs an additional action.


texts:
BGE question.
I have applied movement to a cube with apply.movment([0,1,0], True).
How can I stop it if is near a cylinder that is timed to flick from 5 to 5 seconds, and after to continue?
Let's consider the cylinder a barrier.


texts: Is it possible to access just part of a data path with Python?

texts:
I am trying to access just the last few nodes of a data path, however blender tries to execute it when I try to use split or similar functions. What is the proper way to do this?

The data: bpy.data.scenes['Scene'].sequence_editor.sequences_all["Image0001.png"]

What I want: sequences_all["Image0001.png"]

Some things I've tried so far:

The split function:

n = bpy.context.selected_sequences
x = n[0]
x = str(x)
print(x.split(str='.'))

The problem is blender tries to interpret split as an attribute of the image sequence.

I need a dynamic result, as values could change in the first few parts. A way to just capture the "data path" of the selected VSE strip could potentially work as well.


texts: Rendered image is missing parts of the object that are visible in the 3D viewport

texts:
My problem is that when I press ` + 1 to see the camera view in Viewport Display, I can see the spheres under my UFO.
Here is what it looks like :

But when I actually F12 and render, this is how it looks like :

As you can see, 2 of the 3 spheres that are visible on the first image are not visible on the render.
I don't understand why they look different when they are both camera views. I tried changing focal length but it doesn't seem to make any difference at all.
How can I sync two images exactly the same?
Thanks for reading!


texts: How can I export and store light curves?

texts:
It is easy do color correction/grading (Add -> Effect Strip -> Adjustment Layer, then Modifiers -> Add Strip Modifier -> Curves). This can be used for instance to give a "sunset look" to an amateur video that had a blueish look.

Once I have created some color curves, how can I export them so that they can be imported and re-used in different projects?


texts: What does this dotted box mean in the viewport?

texts: A while ago, I realized there was a dotted box at the origin of my chair object. I don't remember when it appeared. It moves whenever I re-position the origin, and it only appears in the layer my object is in. What does this box represent? Is there a way to turn it on and off for any object? It hasn't caused any problems for me, I'm just interested in what it is.


texts: How do I copy a leaf and make it look different and connect with another leaf at a certain point via scripting?

texts:
How do I copy a leaf and make it look different(scale, size, seeds if there are any?) and connect with another leaf at a certain point via scripting?

Here's my leaf model:

Here's the result I want to achieve:


texts: How to merge multiple vertices to each other and keep uv?

texts:
I'm having troubles with the seams of my .obj jeans on blender.

First of all, I added some edges like this:

Now, what I want to do, is merging each vertices to the one beside, like this:

The result is exactly what I want, but this take so much time.
Is it possible to select multiple vertices of each part of the pants and merge them just in one click, instead of do that with every single vertice ? Of course, the most important, is that I want to keep the uv exactly the same when merging.

I tried the remove doubles method and it didn't worked. Also tried the Bridge Edges loops method and I got this message:

(one time the Bridge Edges Loops tools worked, but this changed my uv and did my objects have a weird white shadow on the merging line)


texts: Why does my Armature deform so incorrectly?

texts:
I have been trying to create a rig for my model of a dragon (it is a school project). I have constraints on the eye, inverse kinematics on the legs, and a spline restriction on the tail.
I stupidly made the teeth as a separate object, sculpted the mouth to include the teeth, and then used Ctrl+J to make it a part of the dragon. Before using Ctrl+J, the teeth moved very weirdly but everything else worked. After joining the teeth everything went weird. How do I made this armature work?


texts: I'm a beginner in blender, I use the AMD kit (motherboard, processor and video card) I was taking a course and ended up being stopped by a problem - my Wireframe overlay doesn't work, I've tried everything, uninstalled, updated blender and my video card driver, and nothing solves it. Can someone help me?


texts: whenever smooth vertex is pressed it breaks up mirrored objects

texts: whenever smoth vertex is presssed it breaks up mirrored objects and i dont know why could somebody help please? i have tried: using diffrent axis,re-building the whole thing and others. please help. Result After Using Smooth Vertex:


texts:
I'd like to know how to do two things with materials related to the Ocean Modifier:

1) Change the color depending on the depth of the water, and

2) Create some believable foam.

Both of these features should change as the ocean modifier plays back.

The attached image shows what I mean pretty well, methinks—you can see how the water changes to a darker blue where the water is a bit deeper, a lighter blue where it's shallower, and blends to a white where the foam should be. I also believe that this image was made with Blender's ocean modifier [EDIT apparently it's not, but the point still remains]. I'd like this to be possible regardless of lighting conditions.

Does anybody know how to create these effects with materials that use the ocean modifier?


texts: I am trying to render a very straight forward scene in cycles with some volume. I have tried creating a large cube with volume, and I have also added volume to the World. Everything looks great in the preview, and in the render right up to the last noise pass, then poof, the volume disappears. I'm mystified.


texts: how to apply a boolean modifier to a collection instead an objects?


texts: Points extruded in object mode but not edit mode how do I get rid of these lines

texts: For some reason there are extruded lines and points when I am in object mode on the model's left shoulder, but these lines do not show up in edit mode. I thought it might be the weighted paint but it doesn't seem the case. How do I reduce/get rid of these lines.


texts:
I'd like to mix the colors to get the exact color that you would get in reality, I realize that RGB is a completely different system, but I was wondering if anyone has experience with this.
In the picture obviously I get the White being an RGB system is very obvious. I'm trying to study this a bit but I don't know if I'm on the right way

Further clarification:
I would like to get the colors that would be obtained in reality (I think by subtractive synthesis) but I don't know this study very well, and I'd like to create a node that does this


texts: Plane is not smooth when I render at 400 sample

texts:
I added a colored plane below the orange terrain,the plane look weird when I rendered it. I was expecting a smooth surface without weird black lines or dots

How can I solve this please?


texts:
I scaled the standard cube to be 2 x 1 x .5, created several copies of it and moved these around so that they should not topple over according to the laws of physics for the following reason:

The center of gravity (COG) of the top brick is at x = -1.349, the second brick extends from x = -1.449 to +0.551, hence should nicely carry the top brick.
The COG of the top two bricks together is at x = (-1.349 -0.449)/2 = -0.899, the third brick extends from -0.949 to +1.051, hence should nicely carry the top two bricks.
The COG of the top three bricks is at x = (-1.349 -0.449 +0.051)/3 = -0.582333..., the fourth brick extends from -.616 to +1.384, hence should nicely carry the top three bricks.
The COG of the top four bricks is at x =  (-1.349 -0.449 +0.051 +0.384)/4 = -0.34075, the fifth brick extends from -.366 to +1.634, hence should nicely carry the top four bricks.
The COG of the top five bricks is at x =  (-1.349 -0.449 +0.051 +0.384 +0.634)/5 = -0.1458, the sixth brick extends from -.166 to +1.834, hence should nicely carry the top five bricks.
The COG of all six bricks is at x =  (-1.349 -0.449 +0.051 +0.384 +0.634 +0.834)/6 = +0.0175, the floor plane extends from x = 0 upward, hence should nicely carry the bricks.

Nevertheless, if I run the animation, the bricks start to topple and three of them fall down to negative infinity ...

Is this a problem of the blender physics engine that it cannot deal with such fragile balancing? Or did I do something wrong in the modelling?


texts: As I understand it, the number keys are used for changing the view, but they are changing the 3D Layers instead. Can anyone help me? Thanks!


texts: White objects in a gray background when exported in the Egg format

texts:
I am creating an object to use in Panda3D, as below.

When I export it in the Egg format using YABEE 13.1,

The following is the export options:

the object is displayed white in a gray background like this:

I cannot find relevant previous posts about this problem.

Your advice is much appreciated.


texts:
I'm very new to Blender, and I've been watching the Blender Guru tutorials. I've gotten to the materials episode, and the person in the video has a dropdown menu to change the texture from Diffuse to Glossy or any number of others. I can't seem to find a way to change from Diffuse, and I'm very confused.

I'm in Blender 2.79 if that helps, thanks.


texts:
I had made the tree using add-on in Blender render.
1.But many of the leaves end aren't join to the branch (after using texture and i don't use UV)
2.Selecting all leaves in edit mode and after pressing Unwrap the Blender stops responding(maybe due to too many leaves.)
Is there another way to unwrap.


texts:
How can I get an effect like this?

This is what I have right now:

I'm trying to make the words follow the line so I can curve sentences downward.

Credits: https://www.behance.net/gallery/60396931/BLACK-SERIES-1-POSTER-COLLECTION


texts:
So, i made a temple and wanted to render it. I changed the default settings of the aspect ratio ( after looking up how to do that). Everything seemed fine, but when i finally render it, the image is squashed. What did I do wrong?
this is how it should look...

and this is the squashed looking render.


texts: missing some audio channels when rendering

texts:
i'm new to Blender... currently using the Video Editor and running into an odd issue...

i have a long 20+ min edit with exrs as video source and multiple audio sources

but when i render to quicktime "some" of the audio, usually top channel music, does not render.

i didn't have this issue when i had lo-res jpegs as my video source but now with the exr's it's become an issue

any insight into what could be causing this?

thanks!


texts: How should you encode VSE output so that it will play correctly in Windows Media Player?

texts:
I can't for the life of me figure this out. I've tried so many different combinations of video containers, formats, and codecs and none of them have worked. Is there ANY possible way that you can output a VSE video so that it will play in Windows Media Player in Windows 10?

My video is about 5 minutes of compiled 4K clips (with audio), which was originally encoded in H.264 and was originally in the .MOV format. I can view it just fine in Windows Media Player. I made a montage in Blender Video Sequence Editor, and everything works great, but I cannot properly render, encode, and export it so that I can watch it on Windows Media Player or any other native Windows application. I've tried lots of different combinations of codecs and formats, none have worked. Which combination should work with Windows Media Player?

I've tried downloading codec packs for Windows 10, but every time I do, it seems to make me unable to play the .MOV videos my camera card puts out, which is very important because I need to be able to review assets before I can put them into my video.


texts: Why is Blender ignoring bitrate, is there a way to fix it?

texts:
My video settings:

notice the minimum, it's set to 5000kbps (the "kb/s" is stated in the tooltip when hovering over the minimum field).
Result:

What is going on? Is this a bug in Blender? Is there a workaround or do I have to render to PNGs and then use other software to make a video? (That's really cumbersome, especially for preview renders.)
Blender version: 2.91.2


texts: How would I add motion blur to a cycles render scene? I have tried looking for youtube tutorials and using the vector blur node but nothing seems to work.


texts:
Related to: How to evenly space vertices?

However, I want to evenly space vertical or horizontal edges, and this tool does not work for the job.


texts: Is it possible to move vertex along the blender focal length

texts: If i arrange vertices in a shape in front view and as I pull those vertices backward from the right view, the shape of the front view changes, it contracts as the vertices are pulled backward. So is their any feature to move vertex along the focal length so that the shape of the front view remains the same.


texts:
I can't find a way to animate this logo with booleans
so i need this logo to appear from the center with a boolean-like effect

can anyone help me with this?


texts: Unpaintable streaks in Weight Paint Mode

texts:
I am new to blender and am currently trying to rig and animate a model of a simple cartoon duck. After creating an armature and assigning it to the model however, I found the automatic weights given were inappropriate, so decided to attempt to fix them using weight painting.

Once of the changes in particular that I wanted to make was to have the flat foot of the duck be fully affected by the foot bone. My problem is this: when trying to paint the foot all red, I get these strange blue streaks appearing:

I have tried painting over them with mixture/add brushes, with and without "limit selection to visible" checked, but it does not seem to make a difference.

Am I painting the weights incorrectly? Is it something to do with the way I have set up my armature or mesh? How can I solve this problem?

For reference:

Vertex view of foot

Wireframe view of foot


texts: Problem with incorrect Freestyle rendering

texts:
Can anyone help with why the area red is rendering incorrectly? The middle and back objects are duplicates of the front mesh. Object 1 & 2 rendered fine.

Thanks, JohnS


texts: I'm making a table Rounded Edges - Noob question

texts: So I used a cylinder to make the table head but I've noted the irl table edges aren't just flat they tend to be a tad rounded I just need to know how to make the edges of this table rounded, I've tried smoothing the vertices and extruding them doesn't seem to work :(


texts:
I'm completely new at blender and yesterday I followed a tutorial and everything turned out fine, not a single problem.
So I wanted to try and make something myself, now the only problem is, when I try to render it, I don't see the object.

Here is the .blend file:

http://www.pasteall.org/blend/31320

Please keep in mind that I'm completely new.

IMG1: This is what it looks like when I choose the "Only render" option in "edit mode"

IMG2: This is what it looks like when I choose the "Only render" option in "object mode"

IMG3:And this is what I see when I render it..


texts: Crash trying to delete object or particle system

texts:
I have updated a project from 2.79 where there is a plane with a particle system on it.

Every time I try to do anything to the plane it crashes Blender right away. Sometimes even selecting it makes it crash. When I try to go to Edit Mode, it crashes, I try to G  move or R rotate, it crashes.

I tried to delete the particle system that's on it but it makes it crash too.

Basically I cannot do anything with it and cannot get rid of it.

Any idea what could be the problem?


texts: Applying a texture to a model as it shows up in a game

texts:
Firstly, please forgive me, I haven't used blender before but I think it may help achieve this.
I am making a 'skin' for a ship in the game 'Warthunder', as it is a historically based skin I would like it to be accurate, however, the modeller of the ship has mirrored two sides of the hull and many other parts of the ship, hence making accuracy impossible. When downloading skin files the game provides two albedo textures- one is a typical map, with UVs and includes the mirrored parts of the model. The other (apologies I don't know of an official term for it, the skinning community calls it the 'generic' map) is a texture that wraps around the model, but is not defined by the UVs and therefore has no mirrored parts. Hence, if the 'skinner' is able to, they can paint onto the usually mirrored parts but on this 'generic' map and overcome mirroring.
It should be simple, but as you can see in the photo, the 'generic' texture (the one I put the UV checker on) is severely warped and in places scaled differently (see the superstructure vs the hull). This makes it impossible to paint accurately onto without painting directly onto a 3d  model which has the texture in the same place.
Essentially, I am trying to add the generic texture to the model in Blender, but when on the model, it has to have the same warping and scaling as it does in the game. Is this possible in blender? And if not does anyone know of software in which it may be? Thanks, I understand I've probably done a poor job of explaining this so if you have any questions please ask!


texts: Why do I get a cube when I try the Fracture Modifier on a sphere?

texts:
Heyhey,
if I try to fracture a cube, everything works well but if I try the same with a sphere I just get another fractured cube. Why is that?
Here is the result when I try to fracture a sphere

If you would have any idea of how to fix that I would be very glad.
My aim was to create something like this https://www.youtube.com/watch?v=noqxBQ2TZaU&list=PLI0-9khDuTlgFvhBndWQgJS18fq5TXXQy&index=16
Best regards
Fabrice


texts: Packed textures not showing Blender 2.8*

texts:
Here's the file (7.5 Mb) https://www.dropbox.com/s/6hkim9hj0ntw013/NiRoadSigns_Full.blend?dl=0
I downloaded this packed Blender file, created in 2.8. When I open it none of the textures show (the usual pink colour instead). Examining the .blend file shows that the textures are packed into the file, but Blender can't find them. I've tried "Find missing files" and "Report missing files". I've tried telling blender to unpack data into external files but it gives me the error message "No Packed Files to Unpack"
So I'm at a bit of a loss.
The textures are packed into the file. Blender can't unpack them or find them.
Help!?


texts: Reseting Position in pose mode not working, AltR AltG AltS doesnt work

texts: I think its because I saved the file without knowing the pose mode pose was all messed up. When in edit mode its normal rest position but in pose mode its mispositioned. In pose mode I select all then click AltR, AltG, AltS and it resets to a different rotation but not the correct rest pose. How can I fix this?


texts: Create cube in bmesh at given position in a efficient manner

texts:
I want to create a cube in bmesh at a specific position. How can I accomplish this?
I'm interested in as efficient solution as possible btw... there will be A LOT of cubes to create every frame.


texts: How to Offset\Distribute EVENLY with PBR in Blender 2.8x?

texts:
this my first question here and yes i'm a beginner in Blender especially in PBR.

So i'm trying to create a conveyor belt close to what you see in factories lines or airports, and I started with a simple cube (Default cube) and shaped it into a belt like you see in the pictures below.

Then I wanted to create vertical lines using the shader editor which then I can create an image from by baking it and then use it as diffuse map in Unity where then all I have to do is to just offset it (through time) the Y axis of the material in unity creating the effect of a working conveyor belt.

What I said above almost worked but I keep facing this issue, where the lines are not evenly distributed, they are sometimes close to each other and sometimes are far from each other only on curved faces. They are evenly distributed on the straight faces but the not of the curved faces.

From the pictures below you can see where that happen and also you can see that the belt is perfectly Unwrapped. The cube is just made of 64 faces and I didn't use any modifier on the cube.

The lines i'm talking about are made like this:

Coordinate Texture Node > Mapping Node > Wave Texture Node > ColorRamp Node
Where i'm using the UV output of the Coordinate texture and in
the Mapping node I set the rotation to 90 on X and 45 on Y to make
the the lines vertical and in the ColorRamp I set the factor to a very small
value to make the lines thin.

Please download the blender file if you don't know what i'm talking, it's a very simple model. You can download it from github Here. I created it in Blender 2.81a.


texts:
I know how to make it manually with cone rotation around the sphere. but maybe there's much simpler solution or addon that has that option, preferably not very high poly solution.

Also if possible I would like the spikes not to be very pointy if that makes any sense

Here is what I kinda have in mind

Thanks


texts: Gltf- file, some materials doesn´t show in threejs editor

texts:
Some of the materials and textures on my models doesn't show up in the threejs editor (https://threejs.org/editor/)
I export the files from blender (2.9) as gltf2.0-files, in blender i add textures from the addon "blenderkit" and it all looks good when i view them in blender.
As i open up the files in threejs editor some materials doesn't show at all and some materials views completely different than in blender (different scale and colors)
Do you guys know what i do wrong? i'll provide more info if you need!
best regards


texts: I'm now using blender 2.79b. So the problem is, if I change the version from blender 2.79 to blender 2.8, is all of my work in blender 2.79 lost?


texts: Fluid Obstacle while animated by modifier

texts:
I'm new to 3D animation, and was trying out Blender. I've come across an issue that I'm not sure how to fix.

I wanted to try throwing fluid onto a subdivided plane, whose vertex's are being moved by the modifier 'displace'. The strength of displacement is being modulated by an audio file I put in through "bake sound to audio file".

The problem I'm facing is getting the fluid to interact with the displaced plane. I can't apply the displacement because that unhooks the f-curve and it stops being animated. Does anyone know a method (even if I have to start from scratch) that would allow me to make this interaction possible?


texts: 2.8 is missing the Carve option in the Boolean Modifier

texts: Was there a specific place to post 2.8 observation? I would like to continue to use 2.8 but used the Carve option in 2.79 which is missing


texts: rigging a character with armor that is in loose parts

texts:
So I have an idea for an animation that was supposed to be published by now, ut I keep having problems with my character rigs.

Let me explain I have a model that works extremely well with the rig I created but the armor I modeled to be on the mesh will not be rigged I have looked it up everywhere I can think of and every variation of this question but I still need help.

I tried using this tutorial https://www.youtube.com/watch?v=WVfTRwXpmuQ It was helpful for the most part but I couldn't get the armor to not bend and deform the mesh.

Here is a picture of the character and the armor. One of the problems might be that because of the way I created it it is made in tons of little objects.

I cannot just recreate this character either like I said I am supposed to have published this animation by now.


texts: Shader turns black when connected to node group

texts:
I have a project where I reuse the same material for multiple things.
So, I use node groups; saves a lot of trouble - at first!

Up to this problem I have with node groups:

In 1 you can see, that the logo (white text) is on a black background. This black background should be a node group (and certainly not black).

Here is the Logo Overlay node group:

If I put the node group "ultramarinblau" into the Logo Overlay node group, it does not work!

Only if I add the "ultramarinblau"-node group directly into the Logo Overlay node group, it works:

This behavior is not desired. I'd like to reuse my Logo Overlay node group multiple times with a different node group-input.

What am I doing wrong? Or could this be a limitation of Cycles node groups?

Any ideas are appreciated!


texts: Blender is very slow in Pose Mode but only with one character?

texts:
first sorry for my english, I will try to be as clear as possible.

Recently I try to make a rigg in blender, everything was ok but now I'm doing the skinning and when I move the character in pose mode (to test the skinning) the selection of controller and move is really slow.

I downloaded many character and animate it, and I don't have the same issue of "slow pose-mode" with them.

So i searched everywhere on the internet and read all forums I can find but I didn't find solutions... I re-started my rigg twice and looked closely at my bones, the relations between bones, the IK-FK constrains ... But I didn't find any problem so I don't now where the problem come.

I don't know if it will help you but I use two addons : "Rigify" and "Bones layers Managers".

If you have any idea, or if you want more detail, I'm listening to you :)


texts: How do I do axis-locking + edge/face intersection snapping? (with screenshot)

texts:
I want to move an edge of object A onto the face of object B. I want them to meet where the blue lock-axis meets the face of B. How can I do this?

If there isn't a method available, where/how can I suggest this feature to the Blender development team?


texts: Is there a way to port all your Cycles Render materials to Blender Render?

texts: I made an object in Cycles Render and I have created and assigned my own materials to the object. I have just realised that a game engine is not compatible with Cycles Render and is only compatible with Blender Render, so when I switched to Blender Render this is what I see in the material's inspecter. Is there a way to port all these materials to Blender Render?


texts: How can I move an edge a precise distance from another edge?

texts: In the image below, I have an edge loop selected.  I would like to move that edge loop to be exactly 0.30083 from the edge loop on the right.  How can I move it precisely?


texts: Normals messed up after applying transform

texts:
I have a simple cube that I'm using to make a wall. I had already duplicated the cube to make more walls and cut some doors and windows into them before I realized that the normals are getting messed up somehow. None of my other cubes have the problem, but I'd rather not repeat all of my work if it can be avoided.

The problem comes when I try apply the rotation and scale to the cubes so that I can use the bevel tool on the door hole. It happens on all the walls, even the one that doesn't have any modifications other than scale. The incorrect normals are visible if I switch to smooth shading, I'll see a diagonal shadow line going across the wall where the triangle would be if it were triangulated. I tried recalculating normals, but that didn't fix it.

If I view the normals before and after applying the transformation, I can see the problem. Before applying it, the vertex normals come straight out in the same direction as the face normals. Smooth shading works fine in this case. If I apply the transformations, the vertex normals change and come out at an angle instead of coming out straight. Nothing I do seems to be able to fix them.

The geometry is fairly simple, as I said one of the walls it happens to is just a scaled cube. It's only got 8 vertices. So there are no duplicate vertices, or hidden faces, or anything else I can think of that might cause the problem.

Is there something else I can try to properly rebuild these normals or am I going to have to model all my walls over again?

EDIT: I rebuilt the walls over again and the one that is a plain cube is no longer having the issue. Maybe when I was moving the vertices around for sizing I accidentally added on somewhere or something? The ones with the door cutouts are though. In this screenshot the whole thing is set to smooth shading. An edge split modifier only fixes it if I take the angle all the way down to 5 which no longer smooths the door frame. If I set the wall to flat, and individually set the door frame vertices to smooth, the problem goes away in shaded view but comes back in both Blenders textured view and when imported into Unity (whether I let Unity calculate normals or use Blender's)

Edit2: I just realized that I never applied the transform to the plain cube wall. When I do, the problem comes back. It looks just like the one in the screenshot except the messed up normal goes all the way from the top left to the bottom right.

Edit3: I've added the blend file for those asking about it. When the wall is set to flat shading and view mode is set to solid, the problem doesn't appear. But it does appear pretty bad in Unity whether it is set to flat shading or not and it's slightly noticeable in Blender when set to textured mode as well.

Blend file


texts:
What is the best way to project this logo on this cup without so much distortions on the and of the logo.

I've tried one tip that I saw here that used lattice and shrinkwrap modifier but the result was not so good.

The idea is to 3d print this model... I would appreciate any help to make this task easy and with good result.

this last picture is the result using the tips that I saw here.


texts:
I made a barrel out of a cylinder and want to texture it. Can I somehow UV unwrap one column to texture that one and "clone" the other (31) columns to have the exact same texture?

If I UV unwrap the entire barrel I get 10 different (distorted) strings of small faces and the texture quality sucks.

I hope I described the barrel correctly. I put 6 loop cuts horizontal through the cylinder, set some parts in and rounded it off (which I think caused the distorted UV unwrap.

Thanks in advance!


texts: How can I change a property on a shared material depending on the object?

texts:
I've just started using blender after using Cinema 4d for years. I have this trivial problem that I can't work out how to solve.

I have a material that I want to use on multiple objects, however I want to change the tiling of the material on depending on the object. In Cinema 4d I would just select the material tag on the object and change the tiling. I cant work out how to do the blender equivalent of this without making global changes to the material.


texts: Why the Pink textures? Not Packed but called from a source file

texts: So I wanted to make a Blender game and I've been working on the exterior now suddenly after about three days of working on it, Blender will no longer call the textures I need it to and I wind up with this, which is completely undesirable. The textures for some reason show in the materials tab but not in the textures tab nor in the Materials viewing pane. Is there a way to fix this? Preferably permanently so that it doesn't happen again?


texts:
I'm trying to add a movie to Blender's video editor; a mpeg video. It crashes every time regardless of the size of the video. The video is an animation rendered out by Blender; .mpeg with mpeg2 codec.

While trying to solve it, I realized I need video with transparent background; so what format should I re-render out in that supports transparent background that I can then import into the video editor without crashing?


texts: Using Blender 2.83.9 - trying to apply a custom die face thru uv mapping

texts:
I am still trying to resolve my issue of not being able to apply a custom 6 sided die image to my cube. I was able to perform a UV Unwrap and create a PNG and Blender file, which are saved in the same folder. I then added the custom lettering to my PNG image and re-saved it (still PNG File). I went back into Blender - added a new Material, and Texture (Type - Image or Movie) - opened my image (it displays in the Texture window PREVIEW) - but when I go to put the image on the cube I get an error message of "Missing Textures, detected!". Also if I hit F12 to render - my result looks nothing like my custom die faces.
ANY help or guidance would be GREATLY appreciated! Trying to get custom dice images built in Blender to then be able to export into UNITY. Thanks!


texts: how to get an empty for an object to move with the object?

texts:
I have done a couple of tutorials to do with simple car models animated in the rigid world. What I have noticed is that empties associated with the moving objects, like wheels and the car body stay where they are while the objects move off. You then see a long dashed line stretching from the empty to wherever the object is.

Shouldn't empties for moving objects move with their objects? Is there a way to make those kind of empties travel with their objects? I have just thought of turning off the visibility of empties, which makes things look better but can anyone comment on my query. In rendering they would disappear anyway I know.


texts:
My problem is that after scaling the axes to show the curve I wish to work on in the Graph Editor, as soon as I try to grab a handle on the curve (or click anywhere in the window), the view zooms right in to show a fraction of a frame. The editor is essentially unusable as a result.

This video shows what I mean: https://vimeo.com/231747708

I've tried opening a new instance of Blender and copying over the meshes in case the original file was corrupted but makes no difference.


texts: Boolean modifier cuts out more than it's supposed to

texts:
I'm modeling my mouse in Blender and I'm trying to create some indentation with a boolean modifier. The modifier is set to difference and with my logic it should just cut out the parts where the two objects (mouse body & the boolean object displayed in wireframe) intersect.

However, when I switch back to object mode it looks like this:

I've tried recalculating the normals and removing doubles on both objects but nothing's changed. Any idea?

Here's the .blend file if it helps:
desk.blend in Dropbox


texts: How to search for the 'double click' shortcut?

texts:
In preference, i tried to find any hotkey which using 'double click' , but how can i do this properly ? i tried to use keyword 'double' or 'dbl' but nothing shows up, in fact i check manually there's some hotkey using double clicking. Does anyone know ?

Thanks


texts:
The lights themselves are not visible, but they are visible in reflective materials such as mirrors.
how to fix this?


texts: How can I get my texture to appear correctly on my cylinder?

texts: I am trying to make a simple casino chip.  I have the textures for the face and the sides created with photoshop. The texture on the face appears correctly, however, the texture on the side looks awful.  I just want there to be the same number of white stripes on the sides of the chip as there are on the top and in the same spots.  In other words, I want the stripes on the top to extend down the sides.  How can I accomplish this?  The cylinder in blender is 39mm in diameter and 3.9mm thick.  The texture in PS is 3.9mm wide by 39mm tall. This is what I have so far...


texts:
I did the exact same IK steps in two armatures and one of them SimpleArmature works great, but with the second one HumanArmatureit works really bad. Each of them has an IK bone named "IK" which should control the left Arm of each armature. With the HumanArmature once I grab the IK bone I find it flickering and rotating and it's very hard to control. I don't know why and how I can have a better IK control in my HumanArmature

My blend file can be found here in this link.


texts:
Apologies if this comes across as a stupid question, but I was wondering what might be the best way to achieve the curved attic (roof?) part of this building?

My gut says add a cube and add some cuts to pinch in the middle sections, but I'm not sure how to convert that into a smooth curve!

Any help would be greatly appreciated.


texts: Alpha Transparency not working for mesh in Cycles Render

texts:
I created a text object and then converted it to Mesh (Alt+C).

What I want to do? Achieve a fade-in animation. Insert one keyframe for transparency when it is fully transparent, and another when the object's opaque.

What's the problem?

I am stuck at the first step. I can't seem to make it transparent. Here's a screenshot:

The transparency works in the solid view but not in rendered mode. If it matters, I have some keyframes related to scale attached to that mesh text object.

I had followed one tutorial that led to me the above step. I have also seen this question Alpha transparency not working but it did not work for me.

Question:

  Why is my method not working?


texts: Blender model is messed up and missing textures in Unity?

texts: So I need to create a personal project for my Gaming Concepts class so I decided to make some new models in Blender. When I imported the FBX file, parts of the model was missing textures and was transparent on edges, and some parts are clipping. Anyone know how to fix this?


texts: Black and white view after splitting window

texts: I have a huge problem (I'm new in blender so it maybe be something stupid actually), after splitting the windows and go back to only one view window, I can not see colors anymore. At the beginning, when splitting the window, the left window is normal (with colors if you had an object or something with a color material) and in the right window you had a black and white image. Ok, after joining the windows I only have forever and ever the black and white view :/, the only way for me to see the material's colors is to render the image. I even  tried to delete and reinstall Blender (2.8 and 2.81a) but I still the black and white view. Can someone help me with this issue?


texts: How to add a uniform complex shape to a high poly geometry?

texts:
Can anyone help me understand how to add this kind of ring geometry for a high-poly mesh:

It almost feels like the author simply selected an edge loop on a high poly mesh and applied some action that bevels the loop and smoothly extrudes (spins?pops?) the newly created loops. Can anyone tell me how that can be done?


texts: Is it possible for me to export an animation as an OBJ File?

texts: I have been reading around and cannot seem to find anything that will allow me to save a model animation as an OBJ file that would allow for CFD analysis in a different software. Any help on how to do this would be a great help, thanks!


texts:
Consider the under-construction flower mesh:

For each leaf shape, I want one single UV face. Is it possible to merge UV islands or is the only solution to overlap them manually?


texts: Set the graphic card, before the first blender start. (Virtual Linux System)

texts:
The problem:
Blender does not start and prints the following error message:
Error! Unsupported graphics card or driver.
A graphics card and driver with
support for OpenGL 3.3 or higher is required.

Background:
Blender should run on a virtual linux system started from a terminal with a X Server. The system gets the graphic card (NVIDIA Tesla P100 Card) by passthrough with OpenGL 4.6.
How to force blender to use this graphic card?
Is there a config file, where the graphic card could be explicit set before the start of blender?
Or is there some configuration of the X Server or the virtual system neccessary?
Usage:
I want to use blender for rendering images of 3D models.


texts:
I'm trying to cut a piece out of an object I made by extruding a plane several times. As usual, I'm using a boolean difference, but for some reason (and it's not the first time this happens to me), the result is "incomplete", since not enough material is removed (see picture). When this happened in the past, I could solve the issue by using the "fast" setting on the modifier. Here, it makes it even worse (not material was removed at all, no matter the setting).
Can you please help me?

Many thanks!
P.S.: Link to project


texts: How can i get a smooth rendered surface (without weird vertex lines)

texts:
The problem is, i want to render a smooth surface smootly, i use shade smooth but somehow it looks weird, i just want to have a polished curved and smooth sureface without that weird shading caused by smooth shading,shading flat isn't the option since the object is a cylinder

here you can see the lines, (compare it to the image above):

topology shots

flat shading

it looks more closer like the output i want but i want to conserve the round surfaces to maintain the cilinder shape, but playing with flat hard surfaces at same time to give it a better shape since it's a torso

edit:

I've been playing with shading between faces, and i got a better output

but still having issue trying to shade smooth and flat at the same time, some surfaces like this, what i want to achieve is a polished and round surface at the same time, tried using F key, to create a whole new face, it didn't worked out for me

what i want to achieve in the picture above is something like this:


texts: I want to clear this at all. But unlike Mask, it is indelible.


texts: I got my hands on three identical PC towers, I would like to hook them up into a render farm, but I would like some advice on what opperating system I should use. I know that I need one of them to be a master, when I looked up linux I found that they had a linux server, is that the sort of thing I'd want for the master?


texts: Is there a way to make an HDRI light setup not cast shadow? I Want to light my scene with an HDRI, but control the shadow with an normal lamp.


texts:
Image 1

Image2

When I do Loop Cut as in image 1, its not coming like image 2.. what can be problem , I have removed doubles , manifold geomertry, etc. nothing works fine for me..

I have uploaded the blend file here - https://filebin.net/n3mrxwjbsvcs02ck/GoodDinasoure.blend?t=wuah6hdx

Please help i am following some tutorial and struck here.. otherwise i will not able to complete.. thanks


texts: Blender 2.8.3 Archipack, Applying Textures/Materials

texts: Really new to blender and I've just created a building using Archipack. I have looked at tutorials online on how to apply texture and they work on basic cubes meshes. But when I try to apply them to wall and/or roofs from Archipack nothing happens.


texts: Can a Deform Mesh Be Split Along the X Axis?

texts:
I am trying to split a deform body mesh along the x axis in order
to further edit the mesh to use to create another object.In this case
form fitting armor, anyone have any advise ?
When I try to use Ctrl+ R , I get a
message that says loop cut does not work well with a deformed mesh.


texts: Switching transform tools mid-operation using hotkeys

texts:
I’ve been using some basic tutorials, and think I’m following them OK. But there’s one thing that’s bugging me. When I see the instructors moving vertices about, or extruding faces, it seems as though they’re chaining multiple transformations in a single operation. Watching screencast keys, in one case it looks like they’re doing ‘E’ to extrude, drag the mouse to move, ‘R’ to switch to rotation at the new position, drag the mouse to rotate, then left click to finish. When I try this, pressing ‘R’ cancels the initial translation and starts a rotation at the original face.
Is this a thing, or is it just that the demonstrators are just fluently adding left clicks in between the transformations?


texts: How do I add a composite effect to a scene using material index?

texts:
I am trying to combine a shockwave (edited in the render layers compositor) with the rest of the composition (currently a torus).  I do not know how to add the shockwave to the rest of the scene.  I do not want the particle system to be visible, just the shockwave effect generated from the particle system.  This is the shockwave and my current non-effective node setup:

Here is the current render... The torus and the particle system, but no shockwave.  At one point I had managed to add the shockwave to the particle system, but I do not want to see the particle system.

Thank you for any help!

Here is the .Blend file:

EDIT in response to Cegaton's answer:

I set everything up and for some reason "Views" is not where to put Torus and Particles on my computer.  However, the torus is the only object showing up in the render, and I think it has to do with the missing AO checkbox:

You can see there is no checkbox for Alpha Over and I am guessing this is why it is not working in the render?  I checkmarked "AO" in "Passes" but I think this is not the same thing, since it is not working.

Thank you for advice!

Here is what "Views" is like on my computer:

That's why I was confused for a while!

EDIT !

Big problem solved!  I needed to click "transparent" under "Film" under "Render" (the little camera icon).  Now the render layers nodes have checkered backgrounds and everything seems to be working properly!


texts: Difference operation (Engaving) not creating internal faces

texts:
I feel like this might be a dupe but its hard to find the words to look up this exact problem.
I am trying to engrave a 3d object with a logo that is relatively complex, however when I apply the boolean operation, I don't seem to get internal faces in the object.
As you can see below, only the top part has been removed, revealing internal geometry. However with the text, it created internal faces.
The object of the logo is manifold


texts: Weird Patterns on Glossy materials in render

texts:
I've been getting weird patterns on my viewport render which i am trying to get rid off.
i don't know why they appear in the first place,but i tried everything to remove them but all in vein.

i've also recalculated the normals but that too didn't work.

it appears that it looks fine in a render,but when i see it in viewport, i see those patterns again.strange. This one is a viewport render:

The bottom one is the final render.


texts: how to combine blender internal and cycles?

texts: How can we combine the two render engines to make one scene affect the other? Especially, since cycles doesn't do halos, how can we make it so that the halos created with the internal, enlighten a scene in cycles? For instance, if we created a bunch of firefiles rendered with the internal and have to make it so that a room rendered with cycles have to be enlightened with the fireflies, how do we achieve it?


texts:
I've made this tiger head rig, and started adding teeth. When I started to rig those teeth (as separate objects), I noticed they did not move with the head bone in a similar fashion. This was the case, however, until I noticed that the jaw/mouth itself was deforming when the head bone rotated, making the teeth not stay within the head. It does this for any direction.

^Every bone appears to be linked.

^Viewed straight-on appears normal.

^Rotating head makes it slack-jawed.

^Weight painting seems fine to me (but I'm very new). I also painted the teeth, but they don't deform strangely in the same way.

File Download


texts:
I use 4 points to create a plane track.
It works for half of the clip but at a point the movements are difficult to track and the plane starts to wobble.
I would like to manually correct the plane movement, on a frame by frame basis, a bit like it works for masking.
Unfortunately, anytime I move a corner of the plane, on a specific frame, it readjust the position of the plane for the whole clip.

Is there a way to take manual control over the plane track ?


texts: How to put a model in a scene with another model

texts: Let's say I make a sword, a shelf and a character. I want to put all three in the same scene with another character and have them fight. I can't figure out how to get models edited and saved into the same scene. Please help. Key words or a English speaking tutorial will help fix the problem. Ty Dwayne Herron.


texts: Why are the shadows disappearing for a few frames

texts:
In this portion of a longer animation, the shadows suddenly disappear for a few frames then reappear.

This doesn't happen when I scrub thru the Timeline in the 3D window, only in the Render.  I assume I've accidentally animated something, but don't see any key frames in Timeline, Dope Sheet, or Graph Editor.  Any ideas?


texts: Dividing terrain mesh up into multiple tiles with script - border gap issue

texts:
Having found a fantastic Script for dividing up terrain from user batFINGER

within this post - blender.stackexchange.com/questions/80460/slice-up-terrain-mesh-into-chunks/133258

import bpy, bmesh
from bpy import context
from  mathutils import Vector
# bounding box helper methods
def bbox(ob):
    return (Vector(b) for b in ob.bound_box)

def bbox_center(ob):
    return sum(bbox(ob), Vector()) / 8

def bbox_axes(ob):
    bb = list(bbox(ob))
    return tuple(bb[i] for i in (0, 4, 3, 1))

def slice(bm, start, end, segments):
    if segments == 1:
        return
    def geom(bm):
        return bm.verts[:] + bm.edges[:] + bm.faces[:]
    planes = [start.lerp(end, f / segments) for f in range(1, segments)]
    #p0 = start
    plane_no = (end - start).normalized()
    while(planes):
        p0 = planes.pop(0)
        ret = bmesh.ops.bisect_plane(bm,
                geom=geom(bm),
                plane_co=p0,
                plane_no=plane_no)
        bmesh.ops.split_edges(bm,
                edges=[e for e in ret['geom_cut']
                if isinstance(e, bmesh.types.BMEdge)])

bm = bmesh.new()
ob = context.object
me = ob.data
bm.from_mesh(me)

o, x, y, z = bbox_axes(ob)

x_segments = 2
y_segments = 2
z_segments = 1

slice(bm, o, x, x_segments)
slice(bm, o, y, y_segments)
slice(bm, o, z, z_segments)
bm.to_mesh(me)

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.separate(type='LOOSE')
bpy.ops.object.mode_set()

I'm then trying to make use of it in combo with BlenderGIS

Cutting up the heightmap works well, but when I try and layer sat image tiles (already divided up within QGIS) over the top, I notice there is a tiny anomaly on all the edges - a gap to some extent. which it seems to be trying to fill with a different part of the image - which stands out.

When posting about it on BlenderGIS - github.com/domlysz/BlenderGIS/issues/172

It was noted that an additional rows + 1 and columns + 1 might be added so borders overlap.

Not being a Python wiz just yet, can anyone help me understand the tweaks required to adjust the above script to potentially handle the gap issue?

Update - 18/05/19

So one thing I also noticed was a loss of data when importing my heightmap (.asc) into blender, here is the header detail on asc -

When importing into blender I expected 1250 faces along one edge - but in fact it seemed to lose one, and only had 1249:

This might not be a huge issue, however when I then run the script to split into 4 x 4 - dividing 1249 by 4 seems to prompt the faces to be split into 3 sections of 313 x 313 (rounding up) but the edge faces are squashed:

Because I thought this might be contributing to the issue I regenerated my square heightmap with dimensions of 10020 mtrs which made following:

so losing 1 face when imported to blender gave me faces of 1252 which cleanly divides by 4, so now my edges look neat:

My next conundrum is that if I shift the objects following the dividing of heightmap using ob.location = (0, 0, 0)
then I am unable to import jpg sat tiles using BlenderGIS as it returns error 'No Overlap Data'
Clearly it want's the sat tiles to match with the heightmap's converted blender geo location (however it does that within BlenderGIS)?

and if I try and import the sat tiles at the heightmaps imported location:
Vector((644784.5, 4979542.0, 0.0))

I still get the usual edge anomaly:

perhaps shifting all 16 tiles to the origin will resolve that - but I'm unsure how to move all of them in one batch move?

I'm also wondering if I should just try laying the sat images over the divided heightmap sections using default UV editor / texture config, rather than relying on BlenderGIS custom import feature, as maybe the Geo location element is confusing things? I think I tried one tile like that, but had other issues getting it to lay over terrain without the texture falling through the mesh.


texts: How can I store lists & dictionaries in an object?

texts:
In blender, you can store strings, integers, floats, timers, and boolean operators in an object by creating a property in its logic. However, you cannot store lists and dictionaries. I am creating a class, and I can't store a dictionary or a list as you cannot create this in an object's properties. The only method I can seem to think of is the following:

Have a module with the properties you want to save. For this example, I will refer to this module as class_properties.py.
When creating the class, refer to class_properties.py for properties.
In the module that has the class, use import imp and imp.reload(class_properties) in order to always reload the module and get the newest values.

Sure, this may work, but it's messy and nonsensical. With all my properties in my class, I can refer to the game object's properties. For example, I can do the following:

class Player(object):

    def __init__(self, game_object):
        self.game_object = game_object

        self.health = self.game_object["health"]

But if I have a dictionary, I cannot do the following:

class Player(object):

    def __init__(self, game_object):
        self.game_object = game_object

        self.health = self.game_object["health"]
        self.dictionary = dictionary{}

Why can't I do this? Well, the reason I used self.health = self.game_object["health"] is so I can update the player's game object's property health and have the class always have the updated value. If I use self.dictionary = dictionary{}, I would not be able to change dictionary according to the current scenario as self.dictionary would always be dictionary{} without anything in it as it always gets reset, for the __init__ function will always be called.

In other words, I need to have a dictionary in a game object's properties. I can store, for example, integers, in a game object's properties, so integers will always be stored. However, I cannot store a dictionary, so the class will never have  the correct dictionary as it always gets reset in the __init__ function.

How can I store a dictionary & a list in a game object the same way I would store, for example, an integer? Thanks.


texts: Parenting objects to Bézier control point handles?

texts: I can parent objects to Bézier control points easily enough. However, when I try to do the same with the control point handles, the objects still parent to the main control point. Is it possible to somehow parent objects to control point handles, whether natively or via plugin?


texts:
I am doing retopolgy on a sculpt. But while doing this I ran into a problem. Please refer to the picture below

The region I marked with blue marker contains more vertex and the region I marked with red marker contains less vertex. So how to fill the gap in between? I naturally don't want to populate the region I marked with red marker with more vertex. So how to bridge the gap?


texts:
So i'm new to rigging... or attempting to rig in blender and I seemed to have somehow created a hierarchy for my armature including it, and its poses. I cannot delete the poses, I cannot remove the armature from its grouping. For some reason I cannot apply my group to my model via parenting like I've been doing and I'd rather not remake the rig. Any help? If further explanation is needed please just say so- again i'm new so i'm not sure i'm using proper terms or just speaking gibberish.

Edit: Image of question added

Edit 2: I mean, if it can work this way that's fine too. I can't seem to get the armature to be applied to the model with automatic weights this way though.


texts: Addon: Render burst - doesn't work as expected

texts:
It should do a Render batch for selected cameras, but it just keeps repeating the same camera and I can't cancel it. I have to kill it with task manager.
 Video:


texts: UDIMs not compatible with object particle systems?

texts:
I've made particle system based on single feather alpha and to color it I used color map based on main object. Since it has UDIMs I used them as well, just scaled color map to 512p to save space. All worked just fine in viewport, but when I decided to make test render - it was all wrong. To make it more interesting the other particle systems which only used paths, had correct colors in correct places. I tried everything, and finally found solution - I isolated texture tile mapped to main body, where most of the object particles were and it suddenly worked.

Could someone explain to me what's happening here? Why this particular fix worked? Are UDIMs not compatible with object particles?


texts: how to symetrize a part of the mesh in its normal orientation/position in edit mode?

texts: how can i symmetrize this mesh in this position? i mean to do it by the median point and by the normal orientation rather than local or global transforms orientation, in this case in the X axis in normal orientacion or custom orientation in this case. because i need to symmetrize in that position the selected mesh of the object, but i have notice that symmetrize option in b3d only works by the object´s median point and global axis, no i cant perform this in this exact position and orientation, so does someone know some trick to preform this action in edit mode?


texts: How can i activate the wireframe on preview while in solid mode?

texts: Is there any option to show the wireframe while i preview the geometry on solid mode?


texts: Are addons written in python compiled at runtime?

texts: Or, are the interpreted each time they are executed? If not compiled (JIT?) then how much slower is their execution than native code?


texts: Linked objects between blender files does not transfer vertex groups

texts:
Just modified a simple rig on a game character inside a "master" blend file with my character in T position. Had to add a vertex group after subdividing the spine bone.

But when creating animation, I import-link that master character into another blend file. I've got everything in place, the subdivided bone, the geometry changes. But I'm surprised to see that the vertex groups aren't modified as well. They are present in the LINKED object that I can't modify, but not in the Duplicate Linked object I use for the animation.

Here is the Duplicate Linked one, which only get "spine" vertex group and not "spine_upper" and "spine_lower"


texts: Object are invisible in the 3d viewport, I get only a yellow outline

texts:
The cube is invisible but I can select it, this happens with most of the meshes I import.
This recently started happening 2 days ago. I tried my best to research this problem but i just can't find any solution for it.
I reinstalled blender multiple times and it just kept doing the same thing.

Also this happens in rendering view (Eevee)
Every time I zoom out, the little cube inside gets smaller, why?

I'm using version 2.83.1, this happened at 2.81 I think.
Edit: Heres the project file thing
i hope i did it right, im pretty new :')


texts:
I want to simulate two fluids shearing past each other, to show that they form a vortex naturally. (That is, I don't want to put an artificial vortex to make the fluids rotate. I want it to happen as a natural result of the physics simulation.) I don't need to render it, but I would like to have it show the velocity of the particles, as done in the tutorial below.

I followed the technique in Maxim Sachs' tutorial on YouTube on how to do Fluid Flow Simulations. I made an emitter of particles and set its physics to "fluid." I duplicated it, flipped it 180 degrees and aimed it at the first emitter. (So that both fluids belong to the same particle system.) But when I animate it, the fluids flow past each other as if neither was there. (That is, no collisions between the two particle systems.)

Can such a simulation be done in Blender and what's the trick to allowing the two fluids to interact?

====
Update: Since asking the question, I've tried another tack. I am using a fluid domain and created two inflow volumes. I get some mixing that way, although I haven't gotten parameters right to get a vortex yet. But even if I get the vortex, I don't see a way to color the two inflows. Blender sees the fluids one (probably related to doing it all in the domain.) I've tried coloring the inflows with red and green materials, but no difference.


texts: How do I get the correct color for Minecraft swamp grass?

texts:
I've got the texture and the material and the UV mapping down for the grass, but I can't seem to be getting the color down. It keeps getting too light, not showing enough green, too tan, or not 'lush' enough for swamp grass.

I've tried taking the swamp grass hexadecimal(#4c763c) from here (refer to item 1 in the link below) then getting RGB percentages from here (refer to item 2 in the link below) and putting them into the textures property like this (R: 1.298, G: 1.463, B: 1.235), but the result is disappointing: (refer to item 3 in the link below)

I have also tried putting the RGB values into color balance in gimp: (refer to item 4 in the link below)

The original Minecraft texture: (refer to Item 5 in the link below)

target color: (refer to item 6 in the link below)

https://docs.google.com/document/d/1xbP10JUztmZoTq74KTY-mh4eX07V6YpAMq_Rd6fN6BE/edit?usp=sharing (I can't have more than 2 links because i don't yet have 10 rep)


texts:
is there a convenient tip, or method from within the python console, to echo Ctrl+MMB / Shift+MMB events to several viewports simultaneously. My concern is to pan and zoom in an ortho-top 3d view and obtain the same navigation effect in a distinct Camera view.

I read this post, but it does not do the job as it turns back my camera view to 3d persp or ortho view (indeed the same as the parent viewport). Any clue is welcome !

Thanks,
V.


texts:
Hi, I have a problem with Eevee, when i render an image the first few second it fine but when it finishes to render everything it goes white and i can't see anything in render layer.
This is what i get every time i render and there is no other object that is hidden in the viewport or anything like that


texts:
When doing animation in blender, how can you get the illusion that it was animated on 2s. I do my animation 24 FPS.

A perfect example would Spider-man into the spider verse. The entire movie is on 2s.


texts: How can I preview all of my video strips?

texts:
I have pressed something, not sure what... and now I cannot preview all of the strips in my video, eg; I can preview sound, but not image. If I add a new clip, then this previews fine.

The strips I can't preview seem to be faded out in the video sequence editor, how do I get it back? see image!

Thank you in advance for your help :)


texts: What's the recommended method of circumventing infinite recursion with the scene_update_post handler?

texts:
I am writing a Blender addon that stores extra information inside a mesh (as custom vertex data layers).
The information in these extra layers needs to be recalculated whenever the mesh changes. More specifically, this custom data is a function of the vertex position, so whenever a vertex's position changes, the data needs to be recalculated.

One way to recalculate the data when vertex positions change (the only one I know of) is by handling
bpy.app.handlers.scene_update_post. However, when I write the recalculated data to the mesh, bpy.app.handlers.scene_update_post is triggered again (as it should be)! This leads to an infinite recursion.

This behavior of bpy.app.handlers.scene_update_post is intentional. A similar thing happens with update callbacks for custom properties, as documented on developer.blender.org.

  What is the recommended way of sidestepping this problem? In other words, how can I avoid infinite recursion when handling bpy.app.handlers.scene_update_post?


texts: When I import an STL file and try to use the shrinkwrap modifier, I cannot set the target to be the body. Whenever I click the eyedropper and click on the object, it says "failed to set value". Could anyone please help?


texts: Using Python to create a sphere and map a texture onto it

texts: Is it possible to map a texture onto a sphere using python script? I am sure it is, but so far I was not able to figure out how to do it.


texts:
I am trying to Sculpt a character using multires and i tried to shape general forms in lower Sub and move on to higher subdivisions step by step but after forming the basic shape that I wanted subdividing cause this artifact!

Notes:

-Rot scale applied

-Base mesh did not changed in edit mode

-apply base makes it worse

Does anyone have any ideas?

Thanks for your time!


texts: Only Render Vertexes with Normals Parrallel to the Screen?

texts: Given a particular set of 3D polygon data, etc, is it possible for Blender to render only those vertices(and by extension, those polygons) whose surface normal vectors are parallel(within a specified error/tolerance) to the surface of the screen?


texts: Q: Remove materials using same image? (Python?)

texts:
I've ripped a model from within an emulator. It creates an .OBJ that has hundreds of materials using the same image with different names
[Material1(image1.png.001, image1.png.002); Material2(image1.png.001, image.png.004);Material3(image2.png.002);] etc...

Is there a way I can clean all that up without having to manually go through and reassign textures for every face, in blender?


texts: How to Render Composite layers for timeline video creation

texts:
Hi and thanks in advance!

I followed the tut to make a planet using Blender 2.8.1.16, https://www.youtube.com/watch?v=oUNfPavsViY which resulted in an image containing 2 layers, Planet and Atmosphere.  I can render each separately using cycles and see them in the compositor.  I can create a simple timeline to spin the planet 360 degrees on Z and play it in timeline.  But when I attempt to render a series of images from the timeline, it ONLY renders the frame playhead images.

How can I instruct blender to create all of the images needed for the timeline rotation?

In Output I have, Frame Start=1, End=250, Step=1, In Post Processing  I have tried with Compositing on and off and I have Sequencer Checked.


texts: Extruding, right-clicking, then scaling moves some vertices to the wrong place

texts:
Here's the image:

It starts like this before I perform the procedures in the title:

Here's the file:


texts: When I create a new object how cna I make it align with my previous

texts:
I'm watching a tutorial: https://www.youtube.com/watch?v=qYKQwMc-WdE
and at 4:39 he creates a new object and it's instantly aligned with the barrel!


texts: Operator.report not showing up in header

texts:
class my_operator(bpy.types.Operator)
    bl_idname = "op.my_custom_operator"
    bl_label = "my_custom_operator"

    @classmethod
    def poll(cls,context):
        return True

    def execute(self,context):
        return self.invoke(context,None)

    def invoke(self,context,event):
       ... do some code here...
       self.report({'INFO'},"MESSAGE OF SOME SORT")

The above is a representation of what my code looks like - it executes fine, the only problem seems to be that whatever I use self.report with, the resulting message never appears in blender's header, as it should according to the documentation and every topic I've found on the subject ( I have looked around and found nothing that helps me ). Instead, the output refuses to go anywhere but the console window.

Does anyone know a way to get information to Blender's header?


texts:
I am creating several objects and I want each of them to have different colors based on a color spectrum. To do so in the Shading tab I select all the objects and assign them a material. I then connect the Principled BSDF node with ColorRamp. Since I am using ProRender I do not have the Object Info input. Therefore I have using the RPR Lookup with Random Color selected. I then connect RPR Lookup to ColorRamp. In ColorRamp I selected three colors, Red, Cyan, and Blue. However, on the objects instead of showing any of these colors on each of the objects it only shows white.

What did I do wrong?

Thank you.

Blender 2.82a
Lastest version of ProRender


texts: I am trying to make a pair of eyeglasses but am having trouble with the lenses. I can't seem to make the lenses look right. I tried using the glass shader but it made the lenses look more like a mirror. I also tried the transparent shader but it just made the lenses invisible. How can I make a material that looks just like a glasses lens?


texts: How can I convert multiple mirror ball exposures into an HDR?

texts:
I was hoping I could use Blender's compositor to merge multiple mirror ball exposures into an HDR.
I have 7 images, each with different exposures, all aligned, each square, 32-bit tiff format. Yet every time I run them through picturenaut it turns out to be ATROCIOUS. Is there a way to combine them into a HDR in the compositor?

I'm not looking for a tone mapped image; I'm looking for an actual HDR or exr for use as image based lighting.


texts:
I am linking a large scene into another file. The scene consists of lots of objects and lights. All of the lights use the same material group, but it has a different output for each light. This lets me easily control their emission strength all from the same location.

What I want is to Link the whole scene into a new file, but then still be able to adjust the strengths of the lights, but for that file only. To do this I need to somehow have access to the Nodegroup that they all use.

I can make proxies of specific objects to change their settings for that file only, but is there a way to do this for materials/nodes?


texts: Reducing polygons while preserving the texture?

texts:
So, i have made this map model in a program called MagicaVoxel. I exported it to Unity and noticed that the mesh had an absurd amount of polygons. What the program does is that it creates a polygon for each voxel color in the mesh, as shown here:

So what i want to do is use BLENDER to reduce the amount of vertices (or polygons), without screwing up the texture. Is there a way i can do that?
This is the texture that came out with the model (to see the colors, open the image an zoom in to the right part of the line. You can see the colors):


texts: Can anyone explain to me what the advantage is of the current Child Parent location is?

texts:
Almost in every other apllication that uses a coordinate system with a world origin, the basic principle of a child parent relationship is: the parent becomes the child world origin. In blender when you parent an object, the transform(position,rotation,scale) stays the same, even more against every basic logic, when you move the parent, the transform of the child object stays the same, I know there are workarounds, but for me and many others that come from other 3d packages this makes even the most simple rigs very backward and a pain to work with. So can anyone give an answer other then : "this is how blender works"
First of all, blender is awesome, but if this isn't fixed in the future then I fear blender will never become an industry standard beyond basic asset creation.


texts: Can't see camera's 'passepartout' / overlay around the camera's view

texts:
I have 'passepartout' selected in the Camera tab.

I have "Lock Camera to View" deselected in View (in the "N" tools section).

Yet I don't get a passepartout in Camera Perspective.

What am I doing wrong?


texts: What happens to my 3d model when I apply the mirror modifier ? it adds extra vertices

texts: I don't understand what happens to my 3d model when I apply the mirror modifier. It seems that it adds a lot of vertices that I can't remove anymore. Anyway the modifier is able to mirror the eye socket correctly. Check the pictures attached and help me to understand how to fix the problem. Thanks.


texts: Blender Game Engine: A monitor for each camera?

texts: I have a scene with two cameras and want to display every camera on a separate monitor in fullscreen. That means camera 1 is displayed on monitor 1 and camera 2 on monitor 2. How can I do this? Thanks for every answer!


texts: Is there a Frame node in Sverchok addon?

texts:
In the material and compositing node editor, frames are use to organize the node tree:

Sverchok doesn't seem to have frames:

Is it possible to add frames to Sverchok node trees?


texts:
I would like to model a bandsaw blade cutting into a piece of wood. I don't need/want to model the whole saw. I just want to see the blade (a continuous band) rotate/spin around in an oval as it approaches the wood. How can I animate this?

I have shaped a cube into a long, thin mesh for the blade. I thought I could parent the blade to an empty, have the empty follow a curve (an oval), and then add a curve modifier to make the blade into an oval.

This didn't work as I had hoped. I've added a link to a screen capture to show what happened.

https://whitanderson.com/blender/bandsaw/index.html

I am using Blender 2.8.

Thanks for any help you can give me in understanding what did happen, and how I can create the animation I would like.

--Whit


texts: Why is 'Symmetrize' creating bones on the wrong axis?

texts: When I click " Symmetrize " it works, but on Z Axis (turning the bones upside-down). Why does this happen?


texts: Motion Tracking. Linking Rotation from Track to Empty

texts:
When I do a LocRot track in the Movie Clip Editor and I press the Link Track to Empty button, it makes an empty that is linked to the location of the track. How can I make it so it also has the rotation as well?

There's got to be a way to do this. It would greatly speed up my workflow!

Thanks!


texts: 10 hours worth of work for my first project, only to have it disappear without an answer..yet

texts: As the title says, 10 hours I spent today working on scene animation for Realistic Mountains, a tutorial I found on youtube. An hour of a video was 10 hours of work for me, since it was the first time I was really using the website. When it came to wanting to make it into video format, I looked up to do so and so then click animation. Once I did, an error popped up telling me something didn't fit, then everything went pink. I then looked up that it was missing textures, but when trying to find them it keeps saying it can't even though they're very much right there. I was extremely upset realizing I may not get something I was extremely proud of and ready to show people, it was fairly impressive for somebody's first time. Any help would be much appreciated..


texts:
I'm trying to make interior design. At first Cycles is really good - all I needed to do was adjust the numbers of samples; But yesterday, suddenly, when I tried to render the same file it won't render at all, it's just showing two tiles rendered.

I've tried rendering another file and it's working fine.

So, can anybody explain how to solve this problem?


texts: How do I set the read-only 'frame_duration' property of an image sequence with Python?

texts:
I try to load in an image sequence as background image with python.
I managed to load it and set the source as sequence, however when i try to set its frame duration according to the number of images in the sequence, I get an error saying that the attribute is read-only.
Can I change this attribute in another way and if not, how can I tell Blender to use it as image sequence?

My code so far:

path="C:\Users\user\Desktop\image0001.png"
img = bpy.data.images.load(path)
img.source = "SEQUENCE"

Prints an error:

img.frame_duration = 50

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: bpy_struct: attribute "frame_duration" from "Image" is read-
only


texts: How do I make a rectangle from adjacent misaligned rectangles?

texts:
If I have a selection like the one below, is there a way to do some sort of loop edit that makes the outer selected edge a rectangle?

Kind of like this, but with a rectangle


texts: Portion of glass appears opaque in render

texts:
I'm new on this site.
My problem is with a glass window. The top portion of the window is opaque (see ) The glass is a standard setup (Glass BSDF+Transparent BDSF to Mix Shader to Material Output). There's a light (sun) aimed at an angle directed at the window and a plane with an emission node on the ceiling.
I'm using Blender 2.91.2
Render engine: Cycles
GPU Compute: CUDA
OpenImageDenoise
See images for some of my settings.
Let me know if you've seen or had this problem before.
Thanks in advance!
Updated render with the sun perpendicular to the window:
Updated render using an area light:


texts: Rendering a imported mp4 video within a animation

texts:
I having trouble with creating an animation in Blender which consists of an imported mp4 file and a moving camera.
The camera just moves from left to right panning an imported .mp4 file. When i preview the animation I can see the .mp4 and its playing but when I render it does not show anything?


texts: Blender knife tool not working as expected

texts:
I'm trying to create vertexes using the knife tool; the object in perspective mode is:

in plane after using knife:

A point is always created on the back edges:

It's incredibly frustrating to have to remove these stray vertices; is there a more fine grained way of using knife?


texts: Looking to create a japanese woodblock shader in Eevee. Can anyone help?

texts:
I am looking to create a Japanese woodblock style shader from Eevee. My main reference is using Hiroshi Yoshida's work.
Problem is, I have a mediocre knowledge of Eevee and I'm kinda out of my depth with some of the more complex shader stuff. I've worked out that I'll be needing a paper texture. For which, I'm following this (https://www.youtube.com/watch?v=ZKObDQEPR3A&ab_channel=DiegoGangl=) watercolour shader tutorial. But, I still need to work out how to have Eevee make the object's shader render a complete silhouette or 2 tone, respond to scene fog and have an outline similar to the references above. I've experimented with Shader to RGB and Color Ramps but I'm unsure if there are better methods I can be doing.
Any help for this venture would be greatly appreciated!


texts: how can i create these two similar yet somewhat different energy/light based items?

texts:
i seek to create two items,one is a "chaos emerald" from the sonic the hedgehog series (mainly as a concept and training) and the other is a sword or other bladed weapon with energy/light running along or around the regular metal blade.

i have looked up many tutorials for mechanics similar to what i need for the emerald but none of them come out quite as it should. (i need it to be a light/energy emitting almost perfect colored diamond type item that doesn't have many faces to it {roughly 6 sided diamond shape}).

For the sword/bladed weapon it essentially has a halo energy sword type blade running along the side of the regular metal blade. or energy running through different parts of the blade.


texts:
I just started rigging. No experience. I am trying to rig this mini mech/robot. How can i make this last bone turn properly?
Looks like an easy thing to figure out but i've been struggling with it for a few hours now...

I mean like this. I rotated this leg (blue) manually with bone but i want it to rotate with the cylinder (pink) as it should without facing one direction...


texts: Drawing mathematical functions using Blender

texts:
Is it possible to draw
Scherk's Minimal Surfaces (which is  e^z*cosy=cosx) using Blender?
Any suggestion would be great.


texts: Object ID or Material ID using Volume Scatter

texts:
If I have volume scatter in the scene both the object ID and material ID passes are affected by the volume scatter:

with the volume scatter off, ID passes look fine:

is there a way to get clean ID passes while using volume scatter?


texts: I love the Pose Library - but once you apply pose at keyframe how do you see the pose name in action or dope sheet?

texts:
I have got my head around Pose Library. You have to be very careful to ensure the pose's you store are only associated with the bones you want to change. But once working pretty awesome!
Thing is once you keyframe a pose and switch to Dope Sheet or Action Editor it reverts to just showing you the transforms on each bone. I am guessing this is because the pose library is a bit of a hack which just transforms armature at keyframe then forgets about it.
Now perfect scenario for me would be to have a dope sheet view with keyframe timeline for armature  tagged with the pose lib/pose name. Any addons that can do that or a hidden feature of Blender I have not found? If not any way to tag or comment parts of animation in dope sheet to remember what the hell doing?
Thanks


texts: Can I use Blender 2.7 on my Macbook Pro 15" 2017? I have 3.1GHz Intel Core i7 processor, 16G memory, and my graphics card is Intel HD Graphics 630 1563 MB - I am anxious to start learning to use Blender, so I hope so, but I am a little confused by the details I see in the manual regarding requirements.  THANKS - Billy Beyond  - NYC


texts: Centre-of-mass at a different location from the object's origin?

texts: So I'm modelling objects where the vertices are aligned to the grid, and I snap the objects to the grid often so it is important that the origin is aligned to the grid as well. Of course when adding rigid-body simulation that becomes a problem as the origin is also the centre-of-mass, which will not necessarily be align to the grid. I need to know if it is possible to set the centre-of-mass to a distinct location from the origin in Blender.


texts: Chest Bone Moves Unwantedly With the Hip Bone

texts:
I have a rig I prepared using Rigify. Everything is fine, however, whenever I move the hip bone, the chest bone distorts as if though it has a constraint affected by the hip, but this is not the case.

How do I fix this so that I can move the entire rig freely without experiencing this distortion? What causes this distortion?

Please see a longer version of the GIF at http://i.imgur.com/7OamgVn.gif for more information.


texts: How to change minor radius of a torus in blender 2.8

texts: I cannot find the way to change the minor radius in blender 2.8.


texts: Cycling between cameras through python script issue

texts:
cameravariable = "cameraname"

list3=bpy.data.cameras.keys()
regex3=re.compile(".*"+cameravariable+".*")
cam=[m.group(0) for l in list3 for m in [regex3.search(l)] if m]

for c in cam :
bpy.context.scene.camera = bpy.data.objects[c]
print("Camera change")

Hey, this is how I access my cameras in my scene and cycle through them, but right now it's looking at the data block name, not the camera object. Which is annoying since sometimes my script will try to make a camera that is in another scene the camera for rendering, which in turn just fail my script. So I have to be careful when copying cameras accross scenes to make sure I rename both the object and the data block, which I tend to forget.

So how can I base my script on the camera objects? Or perhaps more simply how I cycle the cameras INSIDE my scene?


texts:
I am trying to import a hair particle system into ue4. I followed another thread that said to convert it to a mesh, then convert it to a curve, then bevel it with a shape (I used a triangle), and then convert it back to a mesh in order to import it. When I exported it, it took a very long time, and then it took a very long time to import it but just before it was done importing, UE4 crashed. I am guessing this is because it is high poly. I checked the face count and there were 7000 some odd faces. I am wondering if there is a way to convert it to low poly now. I tried the remesh modifier but that made it look very distorted. I then tried the decimate modifier but I still got the viewport lag. I then tried to go into edit mode and unsubdivide it and windows says Blender Not Responding. Is there a way to make it low poly but not distorted and doesn't make blender crash?
Edit: Just checked I have more than 9 million vertices.


texts: How to remove all shadows, lights and gloss from render? 2.8

texts:
I do not have any camera nor lights yet whenever I switch from LookDev mode with textured models to Render preview it all suddenly gets darker and glossy. I've noticed that adding light to the scene actually reduces darkness according to position. Also in render workspace there are two spheres in right bottom corner where one is completely metallic, other is white but with shadows. How come the scene has these modifiers and how to completely remove them?

attached pic is what I'm talking about


texts:
I basically set up a plane with a Subdivision Surface modifier and a ShrinkWrap modifier. I added hooks to all 4 vertices of the plane. I added another Empty in the middle that was the parent to the hooks.

I then added two shape keys. I modified the second to move two vertices down when the value was 1. It works well in Edit Mode, but escaping Edit Mode and moving the Shape Key's value slider moves the vertices only slightly:

I tried removing the Shrinkwrap modifier, but it yields the same error. Only once I removed all the Hook modifiers did the shape key work in Object mode. Is there a way to use hooks and shape keys at the same time?


texts: Tried switching AA off inside blender but didn't help. I don't want to mess around with my gfx settings since ALL other APPS and GAMES work and DISPLAY 100% fine. Only blender is the issue.


texts: Is there a way to adjust Vibrance in the compositor?

texts: There is of course a node that deals with saturation but I'm not finding anything for vibrance values like in Photoshop which I find a bit more useful. This would be a very helpful thing to include in trunk in the future I think. Or if anyone knows of a way to make a node like that or an add-on. Thanks!


texts: Cycles bake inverts a polygon on a normal map. A strange shadows with the normal map

texts:
I get a flipped polygon after Cycles bake.

How to resolve it?

When I apply the normal map I get the strange, sharp shadow on the border between dark side and light side of the cylinder.

Is it bad baking or very low polygon mesh?

How to improve it?

Link to .blend file if necessary:


texts:
I got a new PC and I downloaded Blender 2.79 and 2.8 (2.8 is full release). I'm trying to do stuff but it seems so... glitchy. I can hardly select whatever I want to. And it's really really hard to see but the screen brightness changes when I move the mouse around in Blender. It used to change view by itself and move the mouse around in 2.79 but now it's gone. I just don't know what to do. It's not about mouse, I unplugged it and it still happens. Here's a video about what happens:
https://youtu.be/8of1JAB2dkc


texts: Way to high Solve Error or it is not accurate with the refined trackers

texts:
Blend file
I tracked the thing and I do not think, that I tracked it so badly that the solve error should be 255.86. And before I wanted to change some things I had a Solve Error of about 1.03 but in a real scene I was not able to use it because it shook really bad.
I stumbled upon a post of refined tracks and mine are way of where they should be. I really do not know why, cause I think I didn't make that bad of a job.


texts: I use a utlity called TERRALAND in Unity that will pull in a digital elevation map (DEM) of a selected area and overlay it with satellite imagery of that area.  I've used a similar utility in Cinema 4D called DEMearth. I have two questions: (1) Is there a similar addon for Blender 2.8x?  (2) How would I export the TERRALAND terrain object from Unity into Blender.  I've researched but found little information.


texts: I love that you can constrain to an axis using middle mouse during transforms, but I would rather have it on Right Mouse.  I can't find it in the input settings, does anyone know where to find it?


texts: Using GG to move an edge doesn't yield expected results

texts:
I created an edge loop so that I can add a groove vertically. Just like the horizontal groove. I want it to be a thiner groove so after creating the loop I pressed G > G to slide along the face. This was the result. I did notice when creating the loop I had to do it twice because the loop didn't go from the top of my model to the bottom. I'm sure that's where the problem is I just don't know how to fix it. How do I fix my faces or edges to go the same way?

I don't know how this fixed it but I deleted these quads circled in red. Then deleted the loop cut and redid a loop cut and it worked. Can you explain why?


texts:
I have a revolver barrel, one of them is a low poly, and the other is a high poly. The high poly has lots of holes inside it, and the low poly doesn't have any. I don't want to ruin my topology/UV's so i would like to "bake" the Boolean's of the high poly object to the low poly. Is it possible? I really don't want to UV unwrap and Boolean again. I have tried doing the booleans and UV-unwrapping but 1. it increases the polycount and 2. when i join the two objects and reset and UV-unwrap again, it is a mess.

I tried baking it from high poly to low poly like a normal map, but i do not get good results, regardless if i bake in Substance Painter or Blender:

I do not understand why it is not working, So does anyone have an idea why?


texts: Blue spots in compositing after color mix

texts: I use different pass for specular in BI, make Glare for specular and try to combine it with original picture with Mix node. When I use screen or overlay mix i get final picture with ugly blue spots instead white. What I'm doing wrong and what kind of Mix should i use to combine specular with original image?


texts:
I was wondering if there is a way to exploit the F-Curve Modifiers to create a seamless loop from a Noise modifier further up the stack.

What I would imagine it would do is behave kind of like the Restrict Frame Range Influence In/Out parameters, except that it would oversample the region and crossfade the extra parameter samples (similar to a crossfade loop in video).

I can sort of get this behavior just by using the restrict range feature, but I have to go back to the parameter's default value at the loop point.

Thanks!


texts: Is there a faster process for converting splines into rigged meshes?

texts:
I wanted to have my character's arms be more akin to that of a cartoonish noodle, so I decided that the best way to accomplish this would be to create a Bezier curve, create a mesh out of that curve by duplicating and converting it, create an armature from the curve's various points, rig the mesh to that armature, and apply a Spline IK constraint. However, I think that there might be an easier way to do it than how I'm currently accomplishing it. Here's my process.

Here is a simple Bezier curve. I would then proceed to duplicate the curve three times so that I can use each one for a different purpose.

I'd then expand the depth of one of the curves to a suitable value ('0.07 m' in this case) and convert it into a mesh.

Hiding the mesh, I'd move onto another curve, converting it into a mesh while making sure that the depth stayed at a volume of '0 m'. With the mesh being nothing more than a curved line of vertices, I'd then add a Skin modifier. After selecting the modifier's "Create Armature" button and deleting the mesh, I'd have an armature ready for me to utilize.

Before rigging the mesh to the armature, I'd extrude another bone out of the end bone for the sake of accurate deformation.

Allowing the mesh to become visible again, I'd select the mesh and then the armature. I'd then parent the mesh to the armature with empty groups (automatic weights give messy results).

Now here comes the part where I want to rip my hair out.
Since automatic weights don't give me the results I want, I'd select the armature, go to the Object Data properties, go to the "Viewport Display" tab, and check "Names". With that out of the way, I'd select the mesh and go into edit mode. I'd then select a ring of vertices and assign it to the vertex group that properly corresponds with the appropriate bone.

And then I'd do it again.

And again, and again, and again, until I eventually run out of vertex groups to assign the model to.

Now, it's not too big of a deal when I only have 13 bones within this example armature, but if I were to deal with 30 or 50 bones here so that the mesh can look extra smooth while the arm is being deformed by the spline, things suddenly get significantly more tedious to set up than before, especially so if I'm dealing with multiple limbs. After this I'd just add a Spline IK modifier to Bone.11 and add a few fancy hooks to the Bezier curve, but I think you get my problem here.
I don't want to go and apply weights to the various vertex groups in my model so that it responds to every single bone in my armature here. Is there a script/add-on that can do this automatically, or is there a better workflow that would make this sort of thing easier to accomplish?


texts: Duplicate objects transformation applies to both objects

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I'm facing this frustrating "feature" that I can't seem to remedy; when I duplicate an object (and now, even when I create two completely new objects), their transformations/scaling is synchronized. This is extremely annoying when trying to use any sort of transformation keyboard shortcut.

It should be noted by going to the properties menu (N) and manually setting the properties works just fine.

For instance, here is just the camera selected (trust me, I made sure):

And when I try to transform by clicking+dragging on the X axis OR by hitting G->X, this happens:

They are not grouped (verified by going to the Groups list up in the Scene panel) and they do not have parents (verified by going to Object->Relations).

I have tried the unlink command as well, to no avail.

I have seriously run out of options; what did I change to have my G->X shortcuts transform multiple objects? It seems completely at random, too; certain objects seemed to be "linked" to other random objects, and this "linking" is guaranteed when duplicating even when I do a non-linking duplicate (Shift+D).

What gives?


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Is there any way to replicate the image in eevee? I have tried the emission node or even placing some hidden lights but I just can't get the light to behave how I want it to. On cycles it looks exactly how I want it to, but on eevee its like it doesnt bounce the light correctly. Any tips?

https://imgur.com/a/CKmwap8


texts: How to make 3D hollow cuboid objects and cut holes out of it

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I am trying to create a very simple 3D model a hollow cuboid with specific holes cut into it. I have an illustrator vector file with the shapes I want to replicate in 3D but struggling to find tutorials to help me create it.

Any tips on where to start and which tools to use would be greatly appreciated. I have attached a few images below to explain what I am trying to achieve. One image is a 3D illustration and the other is the net of the 3D object.