texts:
I am trying to use Meshroom and Blender to demonstrate a lesion in a case I'm working on.  I have digitized the top and the bottom of a skull using Meshroom, which creates meshes from multiple photographs:

I have done the top and bottom of the cranium separately, and have cleaned them up a bit, but now I need to register and merge the two parts:

I know how to join the two meshes once they are registered, I think, but I don't know if there's a way to register the meshes other than just visually, since it requires scaling as well as positioning.  I'm finding that scaling it exactly is the hardest part.  Doing it visually is difficult to get "just right."

Is there an addon or method for doing this easily?  I know there will always be some vertices sticking out -- these meshes are just a little noisy -- and I think I know how to clean them up.  But the initial registration is a pain.  Thanks ahead of time.


texts: BGE: Is there a way to stop my character moving?

texts: In my game my character performs certain actions when doing it's attacks however I want to limit it so he has to wait for the action to finish before he can try to do the action again. Currently you can just spam the key and fire a move of every half second which is a bit game breaking. So is there an actuator I can use to halt his movement?


texts:
This is probably a simple answer, but I can't seem to find it.

I've already searched BSE, but I can't find a related question.

How can I show/hide the particles in the mantaflow simulation? I would like it so that I can only see the baked mesh, not the particles.


texts: Convert animation on curve modifier for Unity

texts: As you can see in the gif above, I have a very simple animation along a path. Basically, the snake has an unapplied curve modifier and simply moving it on the Y axis creates this animation. However, if I simply apply the curve modifier, the snake will be stop deforming and move on the Y axis instead of moving ALONG the path and deforming. Since I cannot export the path and animate the snake on that path in Unity, what would be the best way to export that animation to the game engine?


texts: Extremely stretched faces after extruded in sculpting

texts:
I am new to sculpting and I am having a mesh here which I decided to make bigger to create sort of a body out of it, so I locked the upper part of the mesh with B and used the standard brush to extrude the mesh down and now, as seen in the picture the mesh is pretty stretched at one part and not usable for further sculpting.
I'd appreciate if somebody could tell me how to avoid or fix this.

Thanks a lot for the attention and help.


texts: Creating a curved cutter to cut into a sphere - Making a Jack-o-lantern

texts:
I want to create a jack-o-lantern with a mouth that stretches almost 90 degrees around the jack-o-lantern. My previous strategy was to create a SVG image, make it solid, and subtract it from the pumpkin.

What I'd like to do is curve the cutter so It wraps partway around the pumpkin. I don't know how to do that. I'd appreciate suggestions.


texts: Animation Nodes - Object ID keys - Additional influence for a selected objects?

texts:
again,

I am still battling with Object ID keys (OIk). And this time I am trying to mask out or add an additional motion to the selected group of bojects from an already animated matrix.
I am using OIk because I need to have precise states in matrices.

So my attempt was as shown in an image bellow. To create a group of objects and offset their position along +x axis with a help of a driver. But In addition I need part of that group to be offset in different direction (-x for example).

(Object controlled falloff) node with several object inputs does not suite me in this case, because I need a specific few from that group to have an additional or different kind of offset. And falloff will bleed its effect on an undesired cubes.

This setup that I did kinda work, but kinda don't some of the cubes loose their positions other don't react at all..

I tried to use second loop, but it cuts of the part of the matrix permanently And I cannot influence it with previous drivers anymore.

Again, I hope my explanation at least some what understandble..

p.s. I'm using a 2.79b


texts: Why does the 3D Viewport's Start Clip have no effect in Ortho view?

texts: Why does adjusting the 3D Viewport's Start Clip setting not effect the 3D Viewport view when in Orthographic mode? The End Clip setting works, but the Start doesn't seem to...is this a bug?


texts:
The panel that appears as shown in the image below, cannot be re-opened.
It only appears, on the left-hand-side of the screen when I create a new object.
How do I get it back as shown in the image?

https://wiki.blender.org/index.php/Dev:2.5/Source/Development/Proposals/Editable_Object_Parameters

My "Data" tab, looks different.


texts: EXR Transparency Border with bloom and glare

texts:
This issue was solved by saving to EXR, however when loading that EXR into the VSE over a background a dark border appears around the transparent text that cuts through the glare and bloom.
I'm using Blender 2.92.0.
EEVEE with bloom
Render layers -> Glare -> Composite (with "UseAlpha" checked)


texts: Hi Everyone, I was working on a car model and I was wondering if someone could help me, since I can't find a answer for this anywhere. I was wondering if someone could show me how to fix wavey reflections like that. Thank you in Advance


texts: How do you convert Mesh/Material/Texture Nodes to Compositor Nodes?

texts:
This is in regards to my question:
"How to extend an Image from side to side softening the hard edge of image"
How to extend an Image from side to side softening the hard edge of image

The file link on that page is https://blend-exchange.giantcowfilms.com/b/3584/

The Effect works good, but needs some tweaking that does not work in the compositor using this effect as an input, but using Mesh/Material/Texture Nodes, aka, selecting the Mesh and using a node editor, is that you are sending this data to the Compositor, and yet you have no access to nodes its using, its prepossessing the data, in this case I do not want to use any Material, I want to use the Compositor so I can use Difference Key and remove the black background, so the Stars show through around the Sun.

I could not get that to work in the above blend file, I know I can still do that, but it does not work the same, if I use an Image Sequencer and transform its location by scale of .5, and mix in the Environment Image map of Stars, then add this: lets call it a node group called Corona, from above file into a compositor, it does not work, see link below for this file.

My guess is that I am not using a Mapping Node and object input, and I do not know how to fix that.

I do not appear to have a upload option so I will post a link below to the file I am working on.

http://lightwizzard.com/resources/home/lightwizzard.com/Light-Wizzard-in-the-Flesh/Sun-Corona.blend.zip

What I want is the effect of making the Corona that moves outside of the image to have a tapered look as the first thread in link above tries to explain, note that if the Corona does not make a hard edge, like the second image in this zip file, then I do not want any effect added, so I only want to expand the pixels out that are actually going past the image bounds, maybe using the lighter red as a threshold, and only effecting the outer 1 px, if needed I can alpha over the original image such that its image has no effects added to it, I do not really want to change the original, just fake the Corona but make it look real, so it would still need to taper to the darker red color to look natural, hope this was enough information.

Thanks.


texts: Prefetch frames works only at opening blend-file?

texts:
On opening a 2.91 Blend-file in the video sequencer, I can see that the "prefetch frames" kicks in. A small orange line starts from the playhead and keeps going until the cache buffer is full (I assume). Previewing the video (for that range) runs then very smoothly. However, after that initial prefetch, it seems that the cache is dismissed and/or not renewed and that the prefetch doesn't kick in any more. Previewing the video becomes then very slow.
I have tried to switch the prefetch option on and off, or changing the field "Recycle up to Cost" (default 10) but that doesn't help. I'm not sure what the "strip cache option" (per strip) does in surplus, but it also does not reset the prefetch frames option.
Am I missing something here? Is there any up-to-date information about the VSE caching (aside from https://developer.blender.org/D3934)?


texts:
I am trying to bake the texture of a simple bottle using cycles. The node set up is shown in the image. The transparency never bakes on to the image and always shows up as opaque.

I want to export the mesh and the image.

Any idea how this can be fixed?


texts: Blender animation will render images in solid

texts:
So basically lets say I have a cube and I have given him an emission shader from the node shaders, and when I render it in edit mode it glows as it should.

So the problem is when I click on animation after I've done an animation with this cube, blender goes through each frame and its showing me a rendered image of the cube with its emission as it should, however when its done the images for the animation are all like solid, unshaded like this:

Its actually supposed to be showing like this:


texts: FLIP Fluids disappearing in fast moving object

texts:
I want to create a dancing glass man with liquid inside him slowly rising using a FLIP Fluid's obstacle. The problem is when the man dances at high speeds, liquid from his body will disappear (see gif below).

So far I have used a solidify modifier, increased the min substeps, resolution, slowed down the animation to 1/3 the speed and enabled adaptive time-stepping.
You can find a copy of my blend file here as well:


texts: Gun rig and arm rig animations wont work when exporting to unity

texts:
I'm currently developing an FPS in unity 2020. Tried to do my own idle, walk and reload animations. I should also say that I'm pretty new to Blender and unity. But have less experience with Blender
At the moment I have two rigs. One for my gun, and the other for my FPS arms. the gun's root bone is affects the rotation and location of the right hand, and the mag affects how the left hand moves.
So, when I managed to do the animation for reloading, it works well in blender, however when I try to export the two animations to unity, the animations seem to split into two. the animation of the two hands, and the reload for the gun.
I've tried to research this and ask on groups, however im getting nowhere with this. Even tried to bake my two animations that I always seem to get when pushing down the NLA tracks.
I have attached some of my screenshots of the issue. Nothing on the internet seem to answer my question and get me anywhere closer to figuring out how this process works.
I need these animations in one reload animation, one idle and one walking animation. But they all seem to split into two, the gun and arms.
How would I combine these animations together, so that when I export this, it comes to one animation and not several?


texts: Why is for loop not working among the phrases listed in a line?

texts:
Perhaps this question is related to Python's grammar. Please excuse me.
Examples 1,2,4 work. However, Example 3 creates a grammar error.
In particular, examples 2 and 3 have exactly the same statement except that they were line up on single line using semicolons, so why doesn't example 3 work only?
# example 1
import bpy
bpy.context.view_layer.cycles.use_denoising = True

# example 2
import bpy
print("one line for loop")
for i in bpy.context.scene.view_layers : i.cycles.use_denoising = True

# example 3
import bpy
print("one line for loop"); for i in bpy.context.scene.view_layers : i.cycles.use_denoising = True;

# example 4
import bpy
vl = bpy.context.scene.view_layers; check = True;
print("one line multiple statment"); vl[0].cycles.use_denoising = check; vl[1].cycles.use_denoising = check; vl[2].cycles.use_denoising = check;


texts: Why is there no color in my lava material?

texts: I followed a tutorial and it looked great there but mine has no color and also has no displacement either. tutorial i followed here: https://youtu.be/B4XDBG4m3d0


texts:
I'm relatively new to VSE, and I'm trying to place an image in my video, but when I render it the image doesn't show at the designated time.

How can I make blender display the image in my final render?


texts: How to only show preview for template_ID_preview?

texts:
Note

I have tried to be deliberately detailed in this question: please scroll down to the bottom to see the summary of my question. Thank you.

Background

The UILayout template template_ID_preview gives a nice selection popup with a preview image for each element.

I am interested in tapping into this feature to improve display of selectors, but I can't find how to remove the "extra" features (outlined in red).

Here is some python code to show what I mean (MVCE in parts).

Minimal:

l.template_ID_preview(properties_texture.context_tex_datablock(context),
                      "active_texture",
                      new="texture.new",
                      rows=2,
                      cols=5)

Complete:

import bpy
import properties_texture

def texture_selector(self, context):
    l = self.layout
    l.template_ID_preview(properties_texture.context_tex_datablock(context),
                          "active_texture",
                          new="texture.new",
                          rows=2,
                          cols=5)

def register():
    bpy.types.TEXTURE_PT_context_texture.append(texture_selector)

def unregister():
    bpy.types.TEXTURE_PT_context_texture.remove(texture_selector)

if __name__ == "__main__":
    register()

Verifiable:

To use this, right click on the active texture button, then select "edit source" to see it in the text editor.

Replace this line:

layout.template_ID(idblock, "active_texture", new="texture.new")

With this:

layout.template_ID_preview(idblock, "active_texture", new="texture.new", rows=2, cols=3)

Then hit Run Script. This will change the UI from this...

...to this:

The new argument is optional and, if left out, it removes the "+", but there is no such arg for the user count, fake user toggle, and unlink (although unlink is optional, its absence does not remove the associated "x" button).

Question

How can the preview be shown (highlighted in green in the first picture) while removing the rest? Would this only work with custom properties instead of, for example, active texture selection like I show in the screenshot?

I want the template to look more like this screenshot that doesn't have any other settings below the selector:

Please note that this is not the same as the preview for materials, textures, etc. that looks like this:

This is the same sort of thing that the sculpt brush selector tool uses to show a large preview for the brushes.

I don't know what version of Blender this was put in (I notice a lot of new ones since the last time I went through them), but there is now a "ui_previews_dynamic_enum" template in the text editor that demonstrates how to use an icon preview enum like this. It doesn't, of course, talk about linking it with built-in collections such as a materials list as @aliasguru mentions.


texts: How to optimal display multiple subdivided objects with one or few clicks?

texts: I have several objects with subdivision surface that I would like to set in optimal display option, because it is annoying to apply that setting in every single object separately.


texts:
I've modeled a clock and saved it as clock using blender 2.56. I've also modeled a room using blender 2.56 and saved it as room. I've made the clock a group and named this group clock. How do I open up my room file and then open up the clock group in the room
file or scene?


texts: I'm trying to duplicate a loop cut on all the top teeth of the gear and I can't honestly remember how to do that. I haven't work in blender in a while and I completely forgot the basics. It must be a better way instead of doing it individually for every tooth. Picture attached bellow and ty for your time.


texts: Why can I see through a box in blender game engine?

texts:
I have a problem where I can see through a box in blender game, see picture. This effect changes so that the near side of the "chassis" of the truck is invisible when I rotate the model

What can I do to not make this happen?


texts: What are space types, callbacks, and listeners?

texts:
I am trying to learn the Python API and I figured I'd start at the beginning with this page. It says:

The Blender/Python API can’t (yet)…

Create new space types.
Assign custom properties to every type. (I assume given the context, every "type" is referring to the aforementioned space types)
Define callbacks or listeners to be notified when data is changed.

Could someone explain what these things are, so I can better understand what I can and can't do?


texts: "Rain - Dynamic Paint problem" - how can I get all hits to register in the image sequence?

texts:
I am trying to make a rain simulation for a work project, and create wet maps and splashes on impact etc.

Everything is working except for one basic thing. The wet map is only picking up about half or less of the impacts so only some drops are getting hits on the image sequence. The rest seem to be ignored.

I have tried setting the substeps to max and this doesn't do anything.
Played with scale influence and radius as well. Even with scale influence on max it still doesn't register all the hits.
Tried upping the subdivisions of the rain instance geo ( icosphere ). No effect.

Can anybody help or point me in the right direction ? This is becoming very frustrating as deadlines loom.

Thanks in advance !


texts: When I move a vertex, it seems like I'm "breaking through" the mesh

texts:
I'm trying to make a car from blueprints using a cube and a plane, but
when I move some of my vertex, it seems like I'm "breaking through" the mesh.

It seems like there is some part of the mesh on top which is totally in mobile.
I have tried to put new vertex on the surface, but nothing seems to help.

Can you tell me what i'm doing wrong, and how to either prevent it or to repare it?


texts: How to duplicate a certain collection using Python?

texts:
Is it possible to duplicate a collection from a Python script? When I do it manually, the Console shows bpy.ops.outliner.collection_duplicate(), however if I call it from script, there is a problem with context:
RuntimeError: Operator bpy.ops.outliner.collection_duplicate.poll() failed, context is incorrect
Does that mean that collection_duplicate() can be called only from the Outliner editor? If so, how to 'fake' it from a script?


texts: Convert a partial loop of faces to an edge ring with python

texts:
I'm creating a script that converts a loop of faces to an edge ring.

This is super easy if the faces loop all the way around because I just subtract the border loop and I'm left with the inner ring, but doesn't work in this situation.

How can I do this for a partial loop of faces with python? (see image)


texts: How to build your own preset(node) in Animation Nodes?

texts: How to build your own preset(node) like spider generetor or procedural wire generator?


texts: How can I cast artificially darker shadows?

texts:
I want to make certain shadows more prominent (using Cycles) without further illuminating the rest of the scene.

Example: I have a simple studio with a bowl of fruit and 3-point lighting.  The light looks great so I don't want to change it but I want the bowl to cast a darker shadow on the ground (without dimming the back-light).

Alternatively, and this would be really cool, an anti-light source.  Like a spot light that throws darkness instead of light. (Am I crazy for wanting this?)

Thanks!


texts: Blender to Three.js: Cutting Mesh in Half Creates Seam Line when Halves are Displayed in Three.js

texts:
I have created a hill in Blender.  I smoothed the faces and then manually cut the hill into two halves and saved each in a separate file.  When I load and display the halves in blender, there is a noticeable difference in shading that creates a visible seam line.
I am guessing that the reason is that the surface normals for the adjacent faces have changed because they no longer share the information that they would use to make a smooth transition.  If so, I suppose that one way to solve this would be to leave one extra row of faces in each half (e.g. on the left side, instead of cutting down the middle, leave one more row of faces to the right of center). Since this would create interference when you bring the two halves together, you would want to make the overlapping faces invisible - if that is possible.
Is there a better way to solve this problem?  If the above is the cause, can you lock in the surface normals?
EDIT
Thanks for the response.  I am trying to create a landscape grid where everything is 1 mile square.  So if I wanted a hill that was more than 1 mile wide, I needed to split it in two.
I just discovered the answer a few hours ago at
How to remove visible seams between joining objects
What that answer did not explicitly mention was that you have to select "auto smooth" for the half-terrains and select "custom normals" to make it work.
So to make it work with my grids, I would add a small cube under the center of each half and join the terrain with the matching cube so that the new centers of the terrains were at -1x and +1x, respectively.  I would then, hit "custom normals" for each half-terrain and then "apply".
For each half-terrain, I would delete the other meshes, center the mesh and then export to a glb file.  The results display fine with no visible seams.


texts:
I've added an image. Unfortunately, when I render the scene the image looks washed out.

Is there a way to intensify the colours of an image?

Many thanks,
Meri


texts: So I made a platform like you would see in a tron game. There's an outline of the object that I colored orange and the rest is black. My problem is that when I render the object with f12, all I see is the black color. Is there a way to make the render show the orange outline too?


texts: Can anyone help with this rigging error? Rotating bones causes my model to shrink/be squeezed

texts:
First off, I want to say that I have little to no idea what I'm doing. This is the second time I've ever tried to rig something, and the first consisted of only two or three bones, so this is my first attempt at a full body rig. That said, I could have made a mistake in the beginning of the rigging process, so the error may just be my sloppy rigging. I hope I'm not thaaat bad and this just happens to be a simple, common, and easily fixable error. Still after searching a while, I haven't found a solution, so I decided to ask here.

Full model

If I did this right, above is a picture of the model I am trying to rig. I've completed the model and skeleton, but only the body and head are connected to bones. I think I should note that this isn't the first problem I've had with the rigging, so I have already done a bunch of things, adding weights and normalizing in weight paint mode, although I can't say I'm sure I did those right.

Bug-HeadY

Now this is the bug. As you can probably see, whenever the I rotate a bone on the X and Y axes, any objects connected to the bones rotated appear to shrink. The effect increases the farther the bone is from the starting place or a full 180°. Oddly the closer the bone gets to a full 180° flip, the less it distorts, so the effect is only noticeable between 0° and 180° rotation.

Bug-HeadX

And, above we have the an example of the bug with the same bones rotated along the X axis. I'm fairly certain that this is even more distorted then when I rotated these bones on the Y axis.

And here you can see the distortion's effect on the whole mesh. So yeah, that's the problem. If anyone has a solution or a similar experience, please let me know.

And here's the blender file if anyone wants to see the error first-hand.


texts: I'm still trying to understand nodes. But I have looked everywhere for explanations on proper eye gloss/transparency and have followed all instructions to the letter, always to the same effect. I have no idea what I am doing wrong. When I add the glossy toon shader, the eye becomes milky. I love the effect, but I need the pupils to stay black. Can anyone tell me what I'm doing wrong? https://drive.google.com/open?id=1J0umYchSbfx2weOFbjVrUlinVBsLDAPC


texts: Blender search boxes -using multiple keywords

texts:
I like using the little search box available in the graph editor and dope sheet to filter the view.

Is it possible to use two keywords instead of one?

For example if I want to view both loc and rot values for my objects but nothing else, can I achieve that with the search box? In other words, what is the correct syntax for filtering with multiple keywords?


texts: Noisy final render and codec issues. Any ideas?

texts:
I created and rendered out a 4 second animation in blender. I followed a tutorial to a T but I still seem to be having issues with the final render and I can't figure out why. When I render a single frame it turns out really crisp and clean, but when I render out the animation it comes out super grainy no matter how many samples or different things I try. 128, 250, 400, 650, and 800 have all come back with noise in the image.
Here's my settings:

Another issue I keep having is that Blender keeps refusing to start the render when the format is MPEG4 and the container is H264. Is there something I should change to help with this? I keep settling on other combinations of formats and containers, but ideally I'd like to get it into this combination. Thanks!
Images of this issue:


texts: glitch on my meshes (Except wireframe mode)


texts: Proper way to attach an armor to mixamo armature

texts:
Hello Blender Community,
We want to attach an armor to model. The model is rigged via Mixamo.
When we attach the armor to the model and then rig them both in Mixamo, rotations and translations work properly (see the second picture).
But when we rig only the model (without an armor) and then via "automatic weights" attach the armor to the armature, strange deformations appear (see the first screenshot). In the vertex groups only the groups affecting the two arms/shoulders bones are selected.

The armatures in both cases look identical, but the weight painting is different. We tried via weight painting to fix it, but without any success.
What is the proper way to attach an armor to an armature? And how can such deformations be corrected?
Best Wishes,
James.
UPDATE
Don't use Automatic Weights. Instead, use "With Empty Groups" and then via "Data Modifier" transfer the weights.


texts: Combining two IMAGES so they fade into one another in a gradient or transition

texts:
I've checked all the other threads on this question and there are ones similar but not quite explaining the effect I'm looking for.

Essentially in cycles, I want to fade a sand unit into a clay unit gradually transitioning from one to the other. The image shown has a harsh, unrealistic change that makes my already amateur equipment look appalling!!

I've set it up with two planes (1 Sand (below) and a similar Clay 1. Intuition says I should probably be using only one plane to get the gradient I want but this is what I have so far..

Thanks for any help


texts:
I've found a script that I want to test and use from a thread around, which was marked as "SOLVED" with this script. However, I can't get how this script is used:

import bpy
import bmesh

class SimpleOperator(bpy.types.Operator):
     """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return (context.object is not None and
            context.object.type == 'MESH' and
            context.object.data.is_editmode)

    def invoke(self, context, event):
        me = context.object.data
        bm = bmesh.from_edit_mesh(me)
        verts_sel = [v.select for v in bm.verts]
        edges_sel = [e.select for e in bm.edges]
        faces_sel = [f.select for f in bm.faces]

        loc = event.mouse_region_x, event.mouse_region_y
        try:
            geom = bm.select_history[-1]
        except IndexError:
            geom = None

        ret = bpy.ops.view3d.select(extend=True, location=loc)
        if ret == {'PASS_THROUGH'}:
            self.report({'INFO'}, "no close-by geom")
            return {'CANCELLED'}

        try:
            geom2 = bm.select_history[-1]
            print("geom2 sel 1st", geom2.select)
        except IndexError:
            geom2 = None

        if geom is None:
            geom = geom2

        if isinstance(geom, bmesh.types.BMVert):
            geom_sel = verts_sel
            bm_geom = bm.verts
        elif isinstance(geom, bmesh.types.BMEdge):
            geom_sel = edges_sel
            bm_geom = bm.edges
        elif isinstance(geom, bmesh.types.BMFace):
            geom_sel = faces_sel
            bm_geom = bm.faces

        for sel, g in zip(geom_sel, bm_geom):
            if sel != g.select:
                g.select_set(True)
                bm.select_history.remove(g)
                bm.select_flush_mode()
                break

        self.report({'INFO'}, repr(geom))
        return {'FINISHED'}

def register():
    bpy.utils.register_class(SimpleOperator)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)

if __name__ == "__main__":
    register()

The thread I am mention is here: Get Edge / Vertex / Face from mouse position
Please, if you can explain what I have to do with this code.

Regards.


texts:
I've got a problem with scale my moving text, I have an intro moving but when I want to rescale it as when I preview what I have done it re-sets it self back or original size. Is there a way to save the size I want it to be.

First image: This is shown when I edit it

Second Image: This the size goes back to its original size after I preview it playing to see what will happen.


texts: How to generate Automatic Weights if not parenting?

texts:
When parenting a mesh to an armature, we are presented with some options, such as to generate Empty Groups, and to generate Automatic Weights.

If we choose not to parent the mesh to the armature and instead add an Armature Modifier directly, we are not presented with these options.

Is there a way to generate Automatic Weights or Empty Groups separately in the menu somewhere?

It's not a big deal since we can parent it and then unparent it and rearrange the hierarchy, I just feel like I should know how to do it without this extra step (if there's a way).

Thanks


texts: How to make a zoetrope out of a single mesh?

texts:
Can anyone explain how to go about making a 3D printable zoetrope like those in this video? https://www.youtube.com/watch?v=nom7NiTLrFg

Unlike any other zoetrope I've seen, each of these are a single, spinning mesh rather than a series of similar objects in a circle. Is there a modifier or addon for creating such a model?

Thanks!


texts:
I have been using Blender for a while now. I have made a flag which reacts to Wind (based on a couple of videos I got on YouTube). I would like to know whether we can decimate a text with Wind or similar manner. The idea is to create an intro video for my presentation. It will be great to have some help. I am no pro, please be easy with me.
I am using Blender 2.8 with Ubuntu 20.04. Thanks.


texts:
This may be an unusual case, but I have an equirectangular image that I am wrapping onto a cylinder mesh using an environmental node on a bsdf material tab so that the end caps line up properly. The image wraps perfectly which is great. But I want to export this which apparently means I need a UV mapping but I cannot figure out how to make the UV mapping since there is no unwrapping of the mesh that matches how the image is wrapping to the shape.
I thought that perhaps if I could get the faces from the rendered mesh then they would map to the default unwrapping of the image (two circles and a rectangle) but what I currently get is a rectangular image in the UV plane with the cylinder shapes randomly on top of it.
Has anyone got experience with this?


texts: Body mesh is rendering over clothes mesh when duplicating/mirroring clothes mesh

texts: When editing this model. I duplicated the shoe on the right foot and mirrored it to the left foot. I also duplicated the tights on the left leg and mirrored it to the right leg. It seems that the mirrored meshes have something wrong with the rendering layers or something else. For some reason, even though the body mesh is below the clothes mesh, it is rendering above the clothes mesh. When I import this model into Unity, I see the same render issues I see in blender.


texts:
So I have completed a model of an ice cream cone, but I'm stumped on how to achieve the waffle pattern. What would be the best way to go about this?

Is Sculpting with an alpha good? Or can you achieve this with the poke tool? I tried leaving criss cross edges but it just didn't want to work.

Any help would be appreciated!
(If you need Blend file, let me know! I don't know how to upload .blend files here yet)


texts: When I arrange vertex in a shape in front perspective view and when I move them forward from side view the shape looks bigger as it comes forward in front perspective view and when every time I move it forward I need to shrink it to make it look same the same size as it looks before, this takes a lot of time for modeling. Is there any way to shrink the model as it comes forward so that it looks the same size as it looks before?


texts: Can't import the 'Serial' library to connect with Arduino

texts:
I'm trying to connect a blender project to Arduino but I have a problem with blender. I cannot import or use the 'serial' library. I can control an LED with Python and Arduino, but when I try it with blender it doesnt work.

Can you help me?


texts: Below you see the chocolate bar I made. The method I used is that, I created a cube, made its size as rectangle and extrude top a little, resize then extrude again. And there was one part of chocolate bar. After that I duplicated it and joined them together to made the final chocolate bar. But is there a way to duplicate the action I do on one face when I work on subdivision? That would make this kind of work so much easier.


texts:
This is my game.

My game ends when the character collides with a wall.
I need to be able to count how many times the character passes by a wall (under or over). I do not want to count how many times the character runs into a wall, because the game ends after one collision.

Here is my game so far:
http://www.pasteall.org/blend/37853


texts: How to get HDRI Environmental Maps to light a scene?

texts:
I'm using HDRI's in Blender 2.8 (cycles) and I don't understand how these are supposed to work to create realistic environmental light. The BLUE in the "Sky" shots is casting so much BLUE that my entire world looks ridiculous.

Is there a way to use JUST the sunlight within the HDRI to create more realistic sunlight?

UPDATE: I think the trick is to ensure that the trees or mid-point of the HDRI is exposed as to cut down on the sheer amount of blue influencing the rendering. This version looks acceptable to me.


texts: Issue with unwrappind Edit mode to Object mode

texts: When in edit mode (right) the texture is, say, almost ok. When I press tab to object mode the texturing changes unsepectedly into a completely messy one (left). What can it be? I used uv unwrapping / smart uv project and last cube projection, but with no results.


texts: Hair Particle grows different on curved mesh

texts: I have a mesh, a plane, and it is supposed to be a landscape with grass. It has some ups and downs not a flat plane. When adding the hair(grass). I did some weight paint to tell where the grass should grow. It seems to be more grass on lower parts of the mesh for some reason. The strange thing is that it looks fine in the viewport but not after rendering in Eevee. I have played around with the settings but can't find any solution. Would appreciate any help here.


texts:
I'm new in texturing and I've been trying to create materials for my pistol model. However, for the grip part the plastic texture is undesirable as it is way too smooth when rendered. Ideally I want the material to look like this.

But for my own texture it looks like this.

How should I create the plastic material to make it look realistic? (With roughness on the surface) I have gone through the Internet but the tutorials mainly focused on creating glossy plastic which is not the one I need. Any help is appreciated.


texts: Object's edit mode to another object's edit mode

texts:
Is it possible to take a part of mesh from an object in edit mode and copy paste it into another object's edit mode.

I am making a model and gloves are a separate object. I want to somehow make it and arms as single mesh what are the possible ways.


texts:
I want to select a number of evenly spaced vertices from a mesh. I have tried Checker-Deselect (not been able to find settings that would do), and also made a vertex group first (with the highlighted vertices), and then subsurface modified to increase vertices in between. Problem is, the new vertices are also in the vertex group, so I can't select them.

Here is an image for reference of what I would like to achieve:


texts: How do you get the top menu settings back

texts:
For some reason, Blender isn't letting me getting to the "File Edit Change", like the top menu that usually all programs have. This is the weirdest problem I have ever had, and here's the screenshot:

As you can see, there's no menu at the top.


texts: Shadows in Bender 2.9 appear jagged or serrated. Is there any way to avoid this?


texts: Shader for reflective black plastic surface

texts:
After some research on how to model reflective plastic surfaces best I established this as my surface:

which I found in an older thread here: (https://blenderartists.org/t/cycles-glossy-plastic-material/582572/5)
If I turn the glossy BSDF dark there is no reflection what so ever.
What I want to achieve is something every close to this:


texts: How to erase any residual keyframes from a .blend file?

texts:
This is something annoying because it always happens at some point, since I know Blender in version 2.5x I have always wondered how to delete those keyframes that are lost and do not appear or are assigned to any object or value or constant of your blend file, and that you never find and although they seem harmless they always end up causing you problems to export your model to some other game engine platform.

Any suggestion of how to erase these keyframes? Some script or something in the file that you should delete???

empty.blend download


texts: How to speed up render time when frames repeat in V2.80 beta

texts:
I create a lot of technical animations and as such there are time delays between some transitions to make the presentation flow nicely.
For example a device assembly scene where some components go together and between each component animation there is a 1 second gap. In this case for 25 frames, or whatever the frame rate is, each will be rendered. Adding another 40 minutes render time to each of these seconds, in my case.

Is there a way in blender to copy and repeat the previously rendered frame for those 25 frames where practically nothing happens, apart from showing a static image to the viewer for a second.

It would be great if someone could point me into the right direction so I could save many hours of render time that is really a waste.

I normally render into PNG and create a movie file from that in blender, if that would make a difference with possible solution.


texts: Is there a way to numerically position sun in sky texture?

texts: I'm creating a scene set in a real-world location and require the sun to be at exact locations for the day, however, I can't seem to find a way to precisely control the sky texture's sun position. Is this possible with nodes or anything?


texts: How to change a ui color from within the console?

texts:
I'm trying to change ui colors from within (blender's) console.

I'll admit it's a peculiar idea (common sense suggest to import the "xml") but I want to propose 3 or 4 "color hacks" for blender's default color theme, its the sort of change every pro would suggest at first moments notice (its not supposed to be a redesign or revamp).

But how to rise to attention at "blendernation"? By posting an unreachable xml at "blenderartists"?

Instead of downloading, saving, unwrapping and installing a file my "color hack" could simply be pasted into the console and previewed in a nondestructive manner (blender discard unsaved ui changes when it quits) -- ie it'll help my "color hack" to rise to attention of blender's Bartholomew.

Thanks in advance.

Curious how the fixes look like, or what is it good for? Its all about the "setting buttons", here the user can distinguish between a "function" and a "setting" button.


texts: Creasing edge with "Subdivision surface" modifier on rounded surface

texts:
As you can see on the images below, my problem is when I crease an edge to get sharpness with "Subdivision surface" modifier on, eventually, I get that pointed convex edge.

How can I avoid this 'bug' without complicating the topology, because obviously "mean crease" doesn't work, as well as making vertex group of the vertices on this edge and using it with the "Bevel" modifier.

Blend-file: https://yadi.sk/d/AtQSze6ogdbd4


texts: Since 2.82 my computer completely crash on random occasions

texts:
I am using blender since 2.8 around October.

Since I installed 2.82 the software keep crashing together with my whole computer.
Not even a BSOD, the computer just reboot while I am modelling, or more recently while doing weight painting.

I deactivated most of the addons, and that have helped, but it is still crashing several times a day.
I even tried to get back to Blender 2.81 but the crash also occur with 2.81 now.

I believe all my drivers are up to date.

my configuration is:
windows 10 pro N 64bit

CPU intel core i7 4790 @ 3.6ghz

ram 16 gb DDR3 @ 798MHz

NVIDIA RTX 2070 gigabyte

I do not overclock anything.

I really have no idea what I could do to stop the crashing

Any one have an idea?


texts: How can I update a text object dynamically in the Blender Game Engine?

texts:
I have seen examples of HUD's showing a dynamic count of either ammunition or objects. I have the general idea of what I want, but I need to know how to update a text object dynamically in the game engine. My use case would be like so: on [collide with collectible] update[stockpile = stockpile + 1].

Basically, I want to add one to a value (dynamically displayed in a text element) every time the player collides with a certain type of mesh.


texts: Geometry data is coming instead of geometry

texts: I want to create a pipe from converging the plane vertices, then in the object properties its showing geometry data instead of geometry so that I can put the size of the bezier circle in it to make a pipe? why?(blender 2.9)


texts:
I'm using blender 2.79b. Since the first time I installed, it's interface is like that. Any help would be appreciated.
(https://i.stack.imgur.com/shQqC.jpg)

In IconViewer add-on it looks like this:
(https://i.stack.imgur.com/Kl8wv.jpg)


texts:
We need to run an xml rpc server on each blender session started.
Blender communicates with our python 2.7 based pipeline through xml rpc.
The xml rpc server will receive python 3.0 commands as strings set to the xml rpc server.

the wall we've been hitting are:
-We need the script to be started from the same location on each blender workstation.
-When we load the script as an addon, it attemps to spawn several servers on each session when we just need a single one.

Any help would be very welcome on:
-How we can load a startup script for blender from a shared location for all users.
-How we can make sure one single server is started within each session.

Please bellow the snippet code of what we are trying to get up and running on each blender session:

A Python 3.7 XMLRPC Server program in Blender

bl_info = {
    "name": "XMLRPC Server",
    "author": "KristenH",
    "version": (0, 5, 0, 1),
    "blender": (2, 79, 0),
    "category": "System"
}

from xmlrpc.server import SimpleXMLRPCServer
import threading, time
from socketserver import ThreadingMixIn
import bpy
import sys
import socket
print()
from queue import Queue

# Simple server class
class SimpleServer(ThreadingMixIn, SimpleXMLRPCServer):
    pass  # The same statement as Null in C++, Java, C# etc.

# The command function
def command(com):
    com='import bpy\n'+com
    exec(com)  # Trigger command to server
    return com

# The server data
def server_data():
    return bpy.app.version_string, bpy.context.blend_data.filepath, socket.gethostname()

def pscan(host='localhost', port=8000):
    # Setting up a socket
    sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
    proxy = (host, port)
    try:
        con = sock.connect(proxy)
        return True
    except:
        pass

class ServerThread(threading.Thread):
    def __init__(self, host='localhost', port=8000):
        self.proxy = (host, port)
        self.server = SimpleServer(self.proxy)
        self.port = port
        self.host = host
        threading.Thread.__init__(self)
        # self.server_thread.setDaemon(True)
        self.server.register_introspection_functions()
        self.server.register_function(command, "command")
        self.server.register_function(server_data, "server_data")
        self.version_string = bpy.app.version_string
        self., bpy.context.blend_data.filepath, socket.gethostname()

# A class shows a server panel in Blender
class ServerPanel(bpy.types.Panel):
    bl_label = "Server Panel"
    bl_idname = "Object_PT_server"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_category = "Shortcuts"

    def draw(self, context):
        layout = self.layout

        row = layout.row()

        server = None
        x = 8000
        attempts = 0
        while(server is None):
            con = pscan(port=x)
            if con is not None:
                print(con, 'found server on', 'localhost:',x)
                row.label(text="Server found on: localhost:" + str(x) + "\n")
                x+=1
            else:
                # time.sleep(5.0)
                server = ServerThread(port=x)
                # Make sure the first port is the start up port.
                # row.label(text="Started the server with:" + str(server.host) + ":" + str(server.port) + "\n")
                print(attempts, "Started the server with:", server.host, ":", server.port)
                server.start()
                # row.label(text="... Press Ctrl+C to exit\n")
                #print("... Press Ctrl+C to exit")
                attempts+=1
                break

# Blender code below
def register():
    bpy.utils.register_class(ServerPanel)
    #bpy.utils.register_class(SimpleServer)
    #bpy.utils.register_class(ServerThread)

def unregister():
    bpy.utils.unregister_class(ServerPanel)
    #bpy.utils.unregister_class(SimpleServer)
    #bpy.utils.unregister_class(ServerThread)

if __name__ == "__main__":
    register()

Many Thanks,

-H.


texts: Move camera on a straight path while on a Z rotation

texts: I'm working on a project and my camera is at a 45 degree angle on the Z axis. I want to do a simple push in pull out to my object with the camera on a straight path, but I can't seem to get it right. Is there anything I can do here?


texts: blender 2.8 : temporarily show all visible objects in the scene

texts:
When dealing with collection, the object in the 3d viewport will be visible depends on current selected view layer. Some objects won't be visible as they have been excluded from current view layer. But when edit the 3d scene, i want to be able to see all visible objects temporarily so i can select them in viewport. So far i ussually add new temporary 'view layer' (which include all objects) and later delete it before doing the render. Is there any better way to do this ?

Thanks


texts:
New to Blender. I'm trying to thicken a curved mesh. I tried to use the Solidify modifier, but I keep getting these artifacts near one of the curves. I removed double faces, as well as flipped the faces to normals, but the problem remains.

I also noticed in Edit Mode that the edges where the artifacts occur are darker than in the rest of the mesh. Does the problem have something to do with this?


texts: Can't move ArmatureAction in the timeline!

texts:
I apologize for the quick questions, but I encountered a problem after I got out of that last one just now..
So, I successfully used "Append" to bring in the model and animation from the separate Blender project.
Now, I need to duplicate the little character and "offset" the animation by a few seconds.
In order to do that, I copy+pasted the "Armature" (as can be seen on the top right), and voila! Two characters doing the same motion in-sync.

But now, when I go into the Playback bar on the bottom, and drag-select every keyframe to move it a few seconds later, the keyframes at "Armatureaction" does NOT get moved!

I open up the tab to find that there's only a "Head" section, whose movements DID in fact get moved (and can be seen moving by itself a few seconds later, the way I want it), but there's no other body part. (Pic 3)

Could someone tell me what I'm doing wrong? Why does the head move but no other part moves?
Again, I apologize for my childish questions, but I can't even start to figure out how I can fix this problem.
Thank you all! I really appreciate it :)


texts: Whenever i open 2.8 beta it will not let me use my keyboard. I cannot create any text or use hotkeys. I have tried a few versions but they all have this problem for me. Do you have any ideas what would cause this?


texts: My Diffuse node is broken. Can't change color, as it just gets capped

texts:
does anyone know why my blender caps my material color picker? http://prntscr.com/mp0l56 I can't make the color more saturated than this? I can't even color pick, I color picked her dress and it just picks a color no where close to it http://prntscr.com/mp0ksi  Adjusting the brightness of the purple also just desaturates it to white instantly http://prntscr.com/mp0ljd

http://prntscr.com/mp0mzf http://prntscr.com/mp0n3c it just starts curving up to the blue

http://prntscr.com/mp0n8o

and gets capped at .838

http://prntscr.com/mp0nde and if i try to adjust the hue http://prntscr.com/mp0nh7 it just instantly changes the saturation to white

video https://youtu.be/yODr51F2xgo


texts: How can I automatize the separation of flat faces in a geodesic polyhedron?

texts: I have these geodesic meshes from the geodesic add-on, every flat face is not made just by the vertices of the border. How can I separate every face as diferent object or linked meshes making them stay in place?


texts: Animate the Viewport Visibility of an Object within the Timeline?

texts: I want to hide an object in the Viewport up to a certain frame in the Timeline and then make it visible (e.g. at frame 30). How can i do that?


texts: Outline only the outside of mesh (depending on camera angle)

texts:
How can I create an outline, using solidfy, only on the outside of the mesh (no the inside) even depending on the camera view.

for example, with the model below, the inside of the object still has outlines, only the outside should. And this should be no matter the position the camera is view the object.


texts:
This isn't the first time that this has happened to me. This also happened to a different project I had 2 months ago in version 2.8.
Objects would just disappear the next time I open the project. Yes I checked if they were in a hidden collection, I kept toggling / , and I tried Alt + H . The first picture was a test render I made, and the second is what it is now from the same view.

There is no way that I accidentally deleted them, since staircase is made of 3 separate objects and I would have to select all of them at once then delete them. Besides that, other objects in different locations also disappeared at the same time.
The one thing I noticed is that the objects disappear after open and start working on a different project. There is no particular order that they disappear either. Below is a couch that I modeled. The main cushion was the first one that I made, followed by the 4 large pillows, then five smaller ones (The three in the middle and two on each side that were leaning on the arm rests). Even though I made the cushion first and the small pillows last, they both disappeared, along with a table I modeled many weeks before the couch itself.

I need help to somehow find out how to recover the objects and/or prevent this from happening again.
edit: screenshots of my outliner


texts: What's Better: One Large PC or Many Small Ones?

texts:
Okay, so I'm working on setting up a small render farm, and I'm unsure of something. Is it better to use one really powerful computer, or the price equivalent of smaller computers in an array?

I'm a student and my teacher asked me to look into this. We have a lot of students that use blender. We use GTX 1080s for rendering, but for those of us that do animations, they often take a while to render. We have a server system running and it wouldn't be difficult for us to set up a network rendering machine or a render farm. But I'm trying to figure out if it's better for the single powerful machine, or multiple small machines. I haven't been able to find any direct comparisons between the performance differences of those setups.


texts:
Hi so I am currently creating a Witcher Wolf School Medallion just for fun, However it's decided to do this with the last extrusion. I saved before this happened so I've being unable to fix it.

What is this and is there any way to fix it? I appreciate any help given!

Gemma


texts: ok, there's probably something  huge I'm missing that makes me look like an idiot, but I'm relatively new to blender and I'm having an issue, does anyone know how to solidify a cylinder? everytime I try, it just makes a smaller (and also hollow) cylinder inside of it, I've tried adding the solidifier modifier and fattening the faces, each time it remained hollow. If I could get any help I'd appreciate it. Thanks!


texts: Fixing deviant vertices after Remesh modfier

texts:
I have been trying to model a submarine; I deformed a cylinder and scaled the edges outwards, and the result was a torpedo shape with a front face consisting of six triangular sub-faces.
I need to add a circular window on the front face, so I tried converting the triangles to quads using the Remesh modifier. However the end result looks like this:
The modifier converted the triangles, but now those 4 highlighted vertices project away from the mesh and cause the model to appear crooked instead of tapered on rendering.
Why are these vertices projecting? How do I get them to hug the contours of the mesh?
.blend file here


texts: Quixel exported textures not behaving like they should

texts:
I have the exported Quixel textures for the material "shiny brushed steel" but basically everything it does is make my materials follow the albedo only and they are dark, even with some fine HDRI images as environment light. I'd like someone with lighting/texturing skills to take a look at my scene and tell me what am I doing wrong.
Of course, removing the albedo helped a bit, but then I lost imformation and the material didn't do what it was supposed to.

EDIT: If I saw it well, the textures didn't upload along the file. I include the scene in a zip via google drive if that's fine by the answerer.
the scene .zip


texts:
I'm relatively new to Blender, and am considering downloading it to edit videos. Currently, I use WeVideo, but it only supports exports of 25 fps and 720p, which isn't very good for the types of videos that I plan on creating. So I am wondering, what is the max resolution and FPS for exports that Blender can support?
Update: This question seems like a duplicate of another question. However, this doesn't answer my question because it only states the maximum size, in pixels, of a render. None of the answers provided mention anything about frames per second, and revolves around file size, not exports.


texts: How to reduce the convex shape of a surface, to make it more planar?

texts: How to reduce the curved shape of a surface, to make it more planar ?. Doesn't have to be perfectly flat like a plane or grid. I want to 'relax' the shape so become less convex.


texts: How to import Acclaim's .asf/.mcf motion capture files?

texts:
First of all, I am a total Blender novice!

I need to knowm is it possiple to import Acclaim's motion capture files in Blender? Or rather, how can I do that?

I am especially interested in seeing the skeleton file, I would like to see a drawn skeleton corresponding to the file.

I have found this link that should provide an extension for this but it seems to be dead.

Any other researches led me to knowhere...


texts: Issues rigging and skinning a characters helmet

texts:
I'm having issues trying to rig and skin a characters helmet. I'm using Blender 2.78c.

I've tried the following:
1) Joining the head and helmet meshes together.
2) Parenting the helmet to the head bone.
3) Parenting the helmet mesh to the head mesh.

I've ensured that the weights are painted on the helmet so that the head bone 100% influences all of the helmet.

But whatever I try it does this when I move the head bone...

ie the helmet crashes through the characters head mesh and looks all wrong! I'm simply after the helmet moving realistically when the characters head moves and it staying in line with the top of the characters head.

I could really do with some points in the right direction as to the correct process or techniques to use to get it to work please.

All thoughts very gratefully appreciated. Many thanks in advance for your help.


texts: I am fairly new at using Blender and I am currently trying to learn how to rig my modeled guy I downloaded off the internet. I was able to rig my guy's leg and is moving smoothly, but when I tried to use inverse kinematics on the arm, it went berserk. It seemed that when I applied the "Inverse Kinematics" operation to the bone, it showed an orange line attached from the bone to the abdomen, and I know that this is what is causing the problem. I have tried everything to remove it. I tried clearing the parent on this using pose and edit mode but nothing is working. Can anyone help? (Picture attached)


texts:
I'm trying to work out cloth unveil effect with blender, but I cannot get the shrinkwrapping correct. Even if I test it with just a cube, it still turns out flipped, and unchecking 'negative' does nothing..
How can I solve this?


texts:
I'm currently trying to figure out how i can change the active view layer with python. The change to 2.8 made sourcing for documentation quite difficult.

I'd be thankfull for any help!


texts: I want to make the material in the provided .blend to be like the provided image. .blend https://drive.google.com/open?id=1ZDs_sCikX-TMTRcuNTmoQeKwBAvsabfk


texts: How do you create a simple single vertex mesh with no actual faces whatsoever?

texts:
In link How to edit Parameters for an Object after it is created?, it is suggested in one of the answers to begin a workaround by "Create(ing) a simple single vertex mesh with no actual faces whatsoever,...."
There's an animated GIF embedded within the answer that illustrates its making, but does not include the menus and commands involved.
All I see in my own 2.92 for Add is commands for meshes that are 3D objects, not anything like a simple vertex mesh.  Can anybody look at what's going on in the link and tell me how its author is building the first 8 seconds of the screen that is reproduced there?


texts: How to make a Text File dependent of an Armature object so that it appends with it to other projects?

texts:
If you ever used BlenRig, you may have noticed that it pops up a text file in your text editor called "generate_customprops.py". This is a python script that the rig uses for various purposes such as automatically disabling drivers and hiding bones. When you append a BlenRig rig to another file, this text file comes with it.

I also need to execute some python script in my own custom rig, and I also have a text file. The functions in the script can be called from any Driver. All of this works fine and opens a lot of new possibilities for what a rig can do. However, if I try to append my rig to another blend file, the text file will not come with it, and has to be appended separately. Since I'm trying to create public rigs for other people to use, this is not ideal. Any help would be appreciated!


texts: How do I use texture maps in Cycles nodes?

texts:
What I did:

Change render engine to Cycles
Add Suzanne
Add plane
Scale plane by 5
Change environment texture to HDRI from https://hdrihaven.com/
Change Suzanna node setup
Change plane node setup (use default principled BSDF, add image textures for diff (diffuse), spec (specular), rough (roughness), normal, disp (displacement))
Change all image textures to non-color data except for diff (diffuse) and normal

The specific texture for the plane is https://texturehaven.com/tex/?c=wood&t=rough_wood. I am given the option to download:

Diffuse
AO (unused)
Bump (unused)
Displacement
Normal
Roughness
Specular

Is this the correct node setup to use the texture and how do I connect the unused textures?

I am using Blender 2.82a. The wood plane looks flat to me even though I added the normal and displacement nodes.

Nodes:

Render:


texts: Substracting many objects from a single object

texts:
I am trying to recreate this wall with somewhat complicated indentations. I figured out the math and it's 8.75m wide, and it has 17 diviosions horizontally. I made a 17x5 grid of the "empty" that would be needed to be "removed" from the wall, to go from a parallelepiped to the wall full of holes. However, I'm not sure how to actually make the cut. I tried boolean substraction, but I can't seem to get it to work, it looks like it can only be done on two objects at once, but  I'm not sure how to join them all. I assume boolean addition might work one by one, but there must be a faster way
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texts: Can imported Alembic be set to collision and affect cloth?

texts:
I thought I could just import an abc file, set it to collision and have its movement affect my Cloth-Ball on collision.

Just, it does not collide. Just goes through the cloth.


texts:
I'm trying to put cloth on a goblin model. Why is this cloth not working?
If I open another blend file and add the cloth exactly the same as this one, the cloth simulates, but this one refuses to. Please help.

My Blend File


texts: Wrapping a plane onto a sphere as it changes height

texts:
Hope someone out there can help answer my question or at least direct me to a path. I want to animate a plane wrapping onto a sphere as the sphere goes through the plane.

Another way of putting it: As the sphere approaches the plane, the plane that touches the sphere begins to wrap around it taking it's shape while the rest remains flat.

basically, something like this

Thank you so much for anyone that took the time to look and help!


texts: Update filepath name during "animation" render

texts:
I am using a python script to assign a StringProperty to the render output filepath name.

This StringProperty is being animated via Animation Nodes, and as such, on every frame, the string name changes. Using the script I have setup, I have set the render to "animation" because I am using the Current Frame data to for data modification purposes with Animation Nodes. As a result, I absolutely have to have an "image sequence" rendered.

I am setting the filepath name to this custom StringProperty within the code. Is there a way to make sure that the filepath name is updated whenever the render for the next frame starts? For example, when rendering frame one it's //parameter/#### + volume_1.02. This volume string changes to volume_0.97 on frame 2 but the image that is saved during rendering is not saved with the new string name attached.

See code below (note I have removed some unnecessary classes and irrelevant lines):

import bpy
import os
from bpy.props import FloatVectorProperty, StringProperty, PointerProperty, FloatProperty, BoolProperty
from bpy.types import Operator
from bpy.props import IntProperty, BoolProperty

class SceneProperties(bpy.types.PropertyGroup):
    @classmethod
    def register(cls):

        bpy.types.Object.scn_prop = PointerProperty(
            name="Scene Properties",
            description="Custom Scene Properties for Objects",
            type=cls,
            )

        cls.frame_num = IntProperty(name="Frame", default=1)
        cls.file_name = StringProperty(name="File Name", default="filename")
        file_name = cls.file_name

    @classmethod
    def unregister(cls):
        del bpy.types.Object.scn_prop

class UlriksProcessor(bpy.types.Panel):
    bl_label = "Ulrik's Processor"
    bl_idname = "OBJECT_PT_utilities"

    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "object"

    def draw(self, context):
        layout = self.layout

        box = layout.box()
        row = box.row()
        row.prop(context.active_object.scn_prop, "file_name")
        row = box.row()
        row.operator("render.button", icon="RENDER_ANIMATION", text="RENDER")

output_path = scene.render.filepath

class RenderButton(bpy.types.Operator):
    bl_idname = "render.button"
    bl_label = "Render"

    def execute(self, context):
        scn = context.scene
        file_name = context.object.scn_prop.file_name
        output_path = "//parameter/"
        scn.render.filepath = os.path.join(output_path + '####' + file_name)
        bpy.ops.render.render('INVOKE_DEFAULT', animation=True, write_still=False)
        scn.render.filepath = output_path

        return {'FINISHED'}

def register():
    bpy.utils.register_class(SceneProperties)
    bpy.utils.register_class(UlriksProcessor)
    bpy.utils.register_class(RenderButton)

def unregister():
    bpy.utils.unregister_class(SceneProperties)
    bpy.utils.unregister_class(UlriksProcessor)
    bpy.utils.unregister_class(RenderButton)

if __name__ == "__main__":
    register()


texts:
for what i understand my cycles settings should be at the bottom of objects menu ,
but it´s no where to wound, i have cycles set as renderer, what could be the cause of this .
I have looked it ewerywhere but don´t findt it


texts:
Is there any option in blender to define path as equation?
I need to move camera by specific equation of motion. This equation is described as follows:

x = cos(t) + 0.5 * cos(4*t)
y = sin(t) + 0.5 * sin(4*t)
z = sin(4*t)


texts:
I have rigged character and I want to make an animation. I set few kayframes with different poses. It shows up correctly on the timeline. And when I move the timeline character moves the way I desired. And here is the problem. When I render the animation [button render animation], all I get is frozen (almost) character without any movement. Almost, because bones with wiggle bone addon move on their own, the same with particle hair. To summarize, after rendering is done I have frozen character with jiggling body and dynamic hair - the movement of the bones I set on the timeline is non-existant.
I use blender 2.83 and eevee. The problem appears both when I use png format as well as any movie format. To answer questions, I don't think it's the problem with output directory, because blender renders animation - even with frozen bone movement. Also, I set start and end frame correctly - be it 10, 15, 20 frames. Kayframes are visible on the timeline - made with both auto keying and insert kayframe: LocRot. Rigged characters move when I move the timeline, it's only problem when I try to render it as animation. When I render it's as animation all I get is bunch of frames with characters frozen in one pose, but when I render random frame as image - I get correct pose that matches with the timeline.
Could it be possible that I have bugged pose mode? I made a test - I added sphere to the scene and in object mode I set movement of it (up and down). And it rendered it as animation correctly. Sphere moved up and down. It seems that animation works with everything (moving objects, simulating dynamic hair) - except the bones.


texts: How to delete collections from the RigidBodyWorld list?

texts: I can't find the possibility to empty the collection list, how do you do it?


texts: Is there a way to create a animation render that is exported to a UV map (or UV map like) export? In this particular instance, I would like to create a physics simulation (for instance, fluid pouring down a couple of simple cubes.) Or more simply a spotlight source moving around on the cubes. I would then like to export the animation with the faces of the cubes unwrapped, so that another piece of software can warp the 2D image onto actual 3-dimensional cubes.


texts: How can I keep Blender from duplicating LODs when I copy/paste objects that have LODs?

texts: I'm going to have a lot of small obects in a scene. Luckily, they are all uniform, so I can just copy/paste the object. However, I have an LOD loaded on the first object and I've found that as you copy/paste this object, it also creates a new LOD object. So if my LOD on my cool object was "Cool project LOD," as soon as I copy and pasted that object it would create "Cool project LOD.001." I would have to manually go in and change all of the 100_ objects back to having the same LOD. Is there a way to avoid this and make it so that when an object is copy and pasted, it doesn't create a new LOD?


texts: Blender 2.8. Random transforms several objects everytime I open a file

texts: I've been working on a project for a few days now and after I exported an fbx Every time i open the project it takes several objects and gives them a seemingly random transform. I put all the objects back in place, saved several times, and then reopened the project and it had moved those same objects into the same places again. It did this in both projects (I have 2 Identical copies of the same project) I only exported from one of them. I know the save worked because I also deleted some things and they were still gone. Other than export I didn't change any setting between when it was working and broken. I don't have a clue whats happening so any help would be appreciated Thank you.


texts:
I added seams to a cylinder that had a solidify applied to it, the inside is fine and is all connected on the UV map as it should be with the seams  I added but on the outside the majority are messed up with a bunch of duplicates that I can't delete.

If I do remove doubles it doesn't remove any verts and if I move the face either on the 3d view or the map it moves the same face with the same verts and edges connected? I've never seen anything like this...


texts: I cannot get a scene to render in blender

texts:
I am using Blender version 2.74 with cycles and I have a scene that I cannot get to render. When I click render it will just stay on the viewport will just show a checkerboard and show no signs of rendering. It seems to be using all of the memory on my computer but barely any of the CPU. This must have something to do with the model because I can easily render other models. I have tried disabling all the particle systems on the one object I am rendering but still nothing will happen.

Here is the link to the .blend if anyone is interested.

If anyone can help that would be very appreciated. Thank you.


texts:
I have been following (or trying to, at least) some basic tutorials about applying materials and textures to the default cube. There are two textures applied: first is a wood-type: colour influence. The second is a black-and-white-type: normal influence.

That's all I do before render: Select the box and add the two textures.

First one is applied as it should.

Second one is simply not applied, although it does show up correctly in the preview in the Texture tab in the Properties panel.

How can I apply the second texture as well?

Note that both textures are to be applied to the entire box, not to selected faces of it.

(Using Blender 2.77a, rendering with Blender Internal).

UPDATE

Left: preview, center: 3d view, right: render


texts: I need more subdivision levels to apply textures

texts: I'm modeling a dinosaur with the multiresolution modifier but I already have 8 levels of subdivision. I needed more subdivisions in some places of the mesh to be able to apply the textures, but my pc blocks when it increases one more level of subdivision. How can I solve this problem? And then to make an animation, do I need to do a retopology?


texts: Are there any built-in color swatches or color palette?

texts:
Are there any add-ons (or any other way) to get color swatches? In Coreldraw, Illustrator or any vector software we have color swatches.

Ready made color shades, no need of mixing.
We can have a fixed value for a specified color (red, green, blue, etc.).
We can directly apply a fixed color value on a mesh.

How can I have a color swatch or is there any add-on available to use it?


texts: Blender Texture Maps to Unity Translation

texts:
Blender has these options for baking texture maps:
Combination
Ambient Occlusion
Shadow
Normal
UV
Roughness
Emit
Environment
Diffuse
Glossy
Transmission
Subsurface

Unity has these options under Material for texture maps:
Albedo
Metallic
Normal
Height
Occlusion
Emission
Detail Mask

Would someone clear up the confusion for me?
(Unity = Blender)
Albedo = Diffuse
Metallic = ?????
Normal = Normal
Height = ?????
Occlusion = Ambient Occlusion (If I create these for my assets, does that mean less time baking light in Unity?)
Emission = ?????
Detail Mask = ?????

Thanks for your help with this. I'm having a hard time finding any reference. I might not be searching the correct key terms.


texts: Making intersecting parts of objects turn the combined colour? (red+blue=purple)

texts:
I want to make the intersecting parts of the objects (they are two different objects converted from text) turn the combined colour (a kind of purple, I guess). How could I easily do this, without having to use the knife tool? Could I use materials to do this?

Also, do I have to assign what the combined colour would be, or is there any way to calculate it in Blender?

I tried using the boolean modifier, but it acts very weird, I don't get the desired effect.

I was thinking if there would be a way to separate the intersecting parts from the objects to create new objects where they intersect so that I could turn the new objects the required colour.

The image is from the view port.


texts:
On https://builder.blender.org/download/ there are 2 version available for download:

non-stable build and
Experimental Build Branch by VS 2015 .

What does this mean and what are the differences ?


texts: Multiple GPUs in AWS G2-8X LARGE I can only use 1 out of 4 GPUs

texts: Using cycles on AWS G2-8X large which has 4 GPUs however cannot get blender to use more than 1 GPU at a time even though I can get it to switch between GPUs any suggestions? I have the latest drivers and versions


texts: My background reference image isn't showing within blender?

texts: Good evening everyone. I'm a person new to blender, and I was watching a few tutorials that would take me through the process of creating/rendering a creature design in 3d, and from what was shown, I would need to have a side profile sketch of the design to import into blender as a background reference. I've attempted to open the image a couple of the different ways, through accessing the backgroung images tab as was shown inthe tutorial, and by simply dragging and dropping the image into the program. I've also tried changing the format of the file between .jpg and .png, to little avail. Is there someone who could help me through this issue? I'll link the image in question below.


texts: Can't fully rotate object with quarternion rotation enabled

texts:
In the process of animating, I have come to realise that my rig is doing a strange twirl, which isn't desired.

It's very easy to emulate, simply open a new file and set the cube's rotation setting to Quarternion, and then keyframe it at it's base position, and then keyframe it 360 degrees around any axis. When you hit play, it doesn't rotate.

EDIT:

Thanks to FFeller for pointing the idea of intermediate keyframes, which solve the problem on the basic cube, but on my rig, which was generated by rigify, it still applies. It seems eerily similar to a gimbal lock problem, but aren't Quarternions supposed to solve that problem?

As such, how can I solve this problem, as more intermediate keyframes don't seem to work.


texts: Possible to stop Subdivision Surface modifier from deforming my mesh?

texts:
I use a subdivision surface modifier which makes my character look great.

I have to apply this modifier and this is where problem begins. It looks good before I apply it. I have no idea why, but after applying it, if I animate my character then when bones bend my character has holes in it.

Before applying:

After applying:

I have checked almost every modifier/option/feature that could help me but nothing did. I did see someone had similar problems with this in past and couldnt resolve it.

My blend file:


texts: How can I convert Grease Pencil's 'Build' modifier to keyframes?

texts:
I am completely new to blender and started to learn it for 2D animation purposes.

I experimented with the grease pencil modifier "Build" but I can't figure out how to convert the animated sequence into keyframes.

I would like to have every stroke converted to keyframes in order to adjust the timing of it, remove/add lines etc. Any ideas?


texts: Blender renders the same camera view even after camera is deleted!

texts:
I have Blender 2.8 and setup 3 cameras for my animation. I want to render animation of one camera at a time in separated output files, like: Hit render to render camera 1 save the animation, then change the active camera, hit render again and so on - but blender always render camera 1 view.

I set a different camera as active, change the camera 1 location to camera 2 location and even delete camera 1 from the scene but it still render camera 1 view no matter what!!

I don't want to render every camera in a single animation, I want to render only one camera of those...

My setup:

Render:


texts: Syncing action and lips of a charecter with pre recorded voice over

texts:
I am trying to animate my character according to the pre recorded voice over, but the problem is my 3D view port is running at 3 FPS, and I want my animation at 24fps.
I wonder how complex scenes in movies are animated if it is too slow.
Anyway, is there any work around to complete my job?
I also want to to know what are the hardware specifications I should have to play my viewport playback at required FPS


texts:
ok, I don't know how to ask this question properly which is why I couldn't find a solution on google.

basically, I want just the middle vertices to pop out evenly that way I could give it a half circle depth. I included a picture to help make sense of what I'm trying to ask.
Thank you in advance!


texts: How to move 2 edges in different ways (symmetry)? Blender 2.79

texts: How to move 2 edges to different ways (with symmetry)? I tried to use the scale tool, but it works only in Y-axis, not X-axis, what I need.


texts: How to make bezier curve handles always visible

texts:
How to make the bezier curve vertex handles always visible?
The points are only visible, when I select them, instead of always showing.
Where should I look for settings for this?


texts:
I created a simple armature, parented all the bones properly, named them and made sure they import to Unity perfectly. The armature seems to be working great. I also have a collection of Meshes, under one object, a humanoid. It's basically just a 3D model with hair, teeth, a dress, etc.

Here's an image:

I am trying to parent them together, with automatic weights (And I tried all the other options as well). They do parent in the hierarchy but other than that, they're not connected in any way. Moving the bones doesn't move any parts of the model. What am I doing wrong?

https://www.youtube.com/watch?v=V9hNLLWHRcw

Looking at this tutorial I'm doing exactly what the person does at 6:07, but in my case the character doesn't move.


texts: Rendered view different than camera view in Viewport

texts: I am new to blender and I have been learning from Andrew Price's youtube beginner tutorial series. So I am making a donut and coffee and I have enabled Lock Camera to View but my final render is different than the camera view in Viewport.


texts: I’m trying to select only one face on my mesh, but it’s selecting 2 instead of one. I have cleaned up the loose geometry also merged vertices, what am I doing wrong?


texts: Lights show through my mesh from the backside, how can I fix this?

texts:
How can I stop the lights on the bottom of the saucer from showing through the ship?

Lights showing through body of UFO:


texts: What can I do to move a file to a new folder and leave its import image as plane intact?

texts:
I'm organizing my blender files and realized when I moved a file that has an image on a plane in it, it lost access to it and the plane just shows pink. I hadn't realized the image was never made part of the blender file, it just pulls it from the original image file whenever I open it.

Now I know I'll take advantage of that in future by placing imported images in folders with their blender files so I can modify them if I want. But I'd like to change the path this file uses to find the image it is using. Otherwise I'll have to learn to use the UV/Image editor to re-apply it, which I think will take longer. I'm not into that kind of work yet.

Can I go into the file in an editor, find the path, and change it?


texts: Converting Hair Particle to Mesh - Strip Shape Type

texts:
I am aware of how many similar threads there are to this.
I came close to an answer however blender may have changed drastically since because I can no longer convert from Mesh to Curve.

Once I convert the particles the scene with blades of grass turns it to Edges without any faces

And I have tried selecting the mesh and converting it back to a curve so that i can give it depth but 1. The option to do so does not seem to be available and 2. I fear it would not keep the shape and also the colour of the grass (I used an image with emission on the emitter plane)
Hopefully the below is demonstration enough of how the particle system is set up.


texts: Extrusion axis incorrect in Blender 2.90

texts:
I'm not sure if this is a bug or the side effect of some new feature, but I've been having an issue with extrusions along a specific axis in blender 2.90. I am wondering if anyone else has experienced this and can either a) explain it, or b) verify it is a reportable bug.
In the images below, I have attempted to extrude a section by using the extrude hotkey E + axis letter. In the first photo, I extruded along the Y axis (E+Y), and in the second, I extruded along the Z axis (E+Z). As you can see, both "axis letters" produced movement in the same direction. I know it may be hard to tell from the screenshots, but the vertical extrusion line is green (Y) in one photo, and blue (Z) in the other, yet the extruded face moves along the same (Z) axis regardless. Selecting a face with a normal that points towards the desired direction and extruding by simply pressing E works as intended.
Y-Axis extrusion (supposedly)

Z-Axis extrusion

Would someone be able to either confirm or refute that this is currently a universal phenomenon with Blender 2.90?
Steps to reproduce:

Start with default cube (or added cube - makes no difference)

Select one of the "side faces"

Attempt to extrude the face along the Y axis by using E+Y

Notice that the extrusion follows the Z axis instead of the Y (If I am correct that this is a universal problem with 2.90)

If this is not a bug, but rather an intended feature, could someone please explain the logic of why this is happening? Any feedback would be very helpful.


texts: Fluid object going through obstale, changing size and shape

texts:
I was trying to simulate an melting ice cube by letting a fluid object (cube) slowly spread in its container. Doing this i ran into some weird glitches.

The glitch that bothers me the most is that the fluid stretches along the x axis until it hits the domains edge. It even goes through obstacles.

In this case the fluid domain is close to the size of the pot my ice cube is melting in. If i stretch the domain any further the liquid also extends (only on the x axis tho) until it hits the border of the domain.

This is what i tried so far to solve the problem (nothing really helped):

Change the fluids volume initialization to shell: This fixed the deformation and stretching of the fluid but made the animation look very unrealistic. Looked more like the ice cube is collapsing instead of melting
Change the size and shape of the fluid object: This did not show any effect
Increase the fluids resolution: This did not show any effect

Here is my fluid object

Here is my .blend file


texts:
I have been trying to get the three.js exporter to export my bones and animations for days and I always run into the same wall: the bones are rotated clockwise by 90 degrees compared to the model. I am aware this issue could be in the exporter but I can't find a single person posting about that online, so I am wondering if anyone knows why this could be happening and whether this is something I am doing?

This is how it looks in blender:

And this is how it looks in THREE.js:

(The green-blue lines represent the bones here, and it is about halfway through its animation - separately, the bones and geometry seem correct, but at an angle to each other instead of aligned)

I have tried a number of times from scratch, manually assigned the vertices to the vertex groups, manually creating the bones, etc... But every time the bones are off. The bones themselves are functioning perfectly fine, except that they now twist the shape at an angle, which means my animations get distorted big time. I just want to find out what I am missing as nobody else seems to have any issues with this on the internet... Gratitude to all who can help!


texts: why the environment texture is only showing in the camera?

texts:
for some reason i can't see any image in the render view i tried every solution online :(
the only way that i can see the environment  texture is through the camera


texts: How to move the 3d cursor in blender 2.8

texts: This question may have been asked already, but I couldn't find it. So, my question is pretty straight forward. With the new movement controls in blender 2.8, I can no longer move the cursor using left click. How would I move the 3d cursor without having to change the controls, since I rather like the new mouse controls compared to the old ones.


texts: Tips for anime style swift movement and teleportion effects for blender 2.9

texts:
I'm trying to figure out how to do anime style swift movements or teleportation like effects but what I do have is either laggy as all hell or effects the background and other objects. I would rather it be in real time, would like to avoid compositing, but if it's the only way then fine. Also, the effect has to effect a single character, nothing around them, unless the other character is moving too. Also, I would like the effect to be flexible, so I can make variants or use it on a single body part.
I’m currently using 2.91 and the eevee. Pictures or videos would be really helpful.


texts: How to use a weight to check if an object is stable?

texts:
Let's say that you have a table with randomly generated legs, and that you want to check if the table is stable enough to stand with a weights placed, one at a time, in four different spots on the board.

Question 1: How do you get the coordinates for these 4 different spots?

The best way would to be able to refer to each position as positions on the board rather than numbers , so that future scaling of the board doesn't affect the weights positions in relation to the board.

So let's say that you are able to identify the 4 locations. You create 4 cubes based on those postions:

bpy.ops.mesh.primitive_cube_add(radius=0.1, location=(location1))
bpy.ops.mesh.primitive_cube_add(radius=0.1, location=(location2))
bpy.ops.mesh.primitive_cube_add(radius=0.1, location=(location3))
bpy.ops.mesh.primitive_cube_add(radius=0.1, location=(location3))

However, you want to test if the table stands one cube at the time. You want to be able to unlink all cubes, then link back cube 1 to check, unlink and link back cube 2 and so on, till all four cubes are tested.
How do you unlink and link back the cubes?


texts: How can I control the number of sub-panel instances from an IntProperty?

texts:
I'm learning how to create UI panels in Blender. I have an IntProperty that I want to specify a certain number of sub-panels for. So far I here:
import bpy, sys, imp
from bpy.types import Operator, Panel, PropertyGroup, Menu
from bpy.props import *
from bpy.utils import register_class, unregister_class

class OBJECTTOOL_Settings(PropertyGroup):

    count: IntProperty(
        name = "Count",
        description="Number of objects to create",
        default = 1,
        min = 1,
        max = 6
        )

class OBJECTTOOL_PT_main_panel(Panel):
    bl_label = "Object Tools"
    bl_idname = "OBJECTTOOL_PT_main_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Object Tools"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        objecttools = scene.objecttools
        row = layout.row()
        row.prop(objecttools, "count")

class OBJECTTOOL_PT_sub_panel(Panel):
    bl_label = "Sub Panel"
    bl_idname = "OBJECTTOOL_PT_sub_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Object Tools"
    bl_context = "objectmode"
    bl_parent_id = "OBJECTTOOL_PT_main_panel"

    def draw(self, context):
        layout = self.layout

classes = (
    OBJECTTOOL_Settings,
    OBJECTTOOL_PT_main_panel,
    OBJECTTOOL_PT_sub_panel
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    bpy.types.Scene.objecttools = PointerProperty(type=OBJECTTOOL_Settings)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.objecttools

if __name__ == "__main__":
    register()

So of course the panel is being added by registering it, and it's being made a child by using the bl_parent_id tag.
How can I evaluate the value of the count: IntProperty I have setup, and have the same number of child panels created? I also want it to update the panels whenever the number changes.
(Eventually the plan is to have a menu in the sub panel that offers a menu of objects to create, then I can choose different objects in each panel, set parameters within the panel for that object, and then have a button at the top to create all objects according to the sub-panel selections.)


texts: I am making an animation with a car and was wondering if there was a way to integrate bumps into the floor constraint, so that the wheels would automatically go over the bumps


texts: Is "Separate RGB" identical to "Separate XYZ"?

texts: So far as I know, in Cycles, the nodes Separate RGB and Separate XYZ just take apart a three-element vector and put each component out. No math going on.  Is that true? Is the only difference in the names, for keeping clear what kind of data is passing through?


texts: Particle Info not working on Blender 2.8 with Eevee

texts:
The documentation for Blender 2.8 (https://docs.blender.org/manual/es/dev/render/cycles/nodes/types/input/particle_info.html?highlight=particle%20info%20node)

I am trying to use the random property of a particle info node to affect the color and emission shader. It works when I render with cycles, but not when I render with Eevee.


texts: Is There Pixel Counter for Texture Painting?

texts: I was wondering if Blender could count the amount of pixels you paint for texture painting. I looked it up and there didn’t appear to be anything. If there isn’t, it might be a cool add-on idea if it doesn’t already exist...


texts: Creating rough mesh colliders for objects in Unity

texts:
Hello fellow blender users,
I'm working on a big scene in a science project, a city with over 200 houses, streets, walls, and all that good stuff that's appearing in a city scene. The whole scene gets imported to Unity and the objects need mesh colliders to give us proper eye-tracking data.
For the houses I've created meshes by hand and assigned them as mesh colliders on the object in Unity. But now we have a lot of fences and walls created with curves and it would take a lot of time to create mesh colliders by hand for all these objects.

In the middle of the scene I've added an example of a fence-like object and tried around with a remesh and decimate modifier to create somehow a collider. Now my question is:
is there a way to create from the mesh in the middle a mesh-like on the right with modifiers or any operation? Like taking the max transform values of points and generating a mesh of a certain poly count or anything? I was not sure for what to search in the forums so maybe I'm just blind.


texts: Equirectangular projection and flattening horizon

texts: I have been given some equirectangular projections from blender to visualize in VR. The rendering was done from within some 3d model. The horizon is almost like an S, so when I project it onto a sphere the perspective seems a bit off. Is there anything the blender guy can do to produce a flatter horizon, like restrict attitude of the sphere etc)?


texts: Can I paint a texture within the UV viewport?

texts: Is there a way to draw something within the UV viewport and not the 3d viewport?


texts: Weight paint only working on some vertices? [v2.73]

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I am trying to weight paint a mesh for a unity game, and only a few if any of the vertices are being painted. This is something I was able to do a while back in version 2.49, but now it doesn't work. This is also affecting my ability to vertex paint. I just reinstalled blender, and have taken a screenshot of me weight painting a subdivided version of the default cube(Without subdivision it wouldn't paint at all.), And it is clear that only a few of the vertices are being painted. I am trying to complete a model for a client and this has absolutely halted any forward progress. Help would be highly appreciated, Thank you.

[EDIT]
OS = windows 7, gfx card = gtx 780ti.
I have tried versions - 2.69(released 2013) through 2.73(released 2015)
All fail.


texts: Anyone know why my reflection is appearing noisy/weird

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I am trying to create a scene where the reflection of the pumpkin and the lights can be seen in the floors surface, but for some reason when I render it goes weird and goes really noisy. Is there a setting I can change to fix this, as I want a realistic reflection. It even happened like this with the bump map on the pumpkins surface.
It looks like this.

Any help would be great thanks!


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I'm not sure if I'm experiencing some sort of bug or I'm missing something, but in some of my blend files the HDRI-s I use for lighting need to be turned up to a strength of around 200 to look proper in the rendered view, even though the same images work perfectly fine with a strength of 1 in other projects. Even worse, when I render as an EXR, the results opened in any other program appear overexposed to the point that they are just plain white. When I render with a strength of 1, I get somewhat proper results in other programs, but complete darkness inside of Blender. If I append the content of the project to another blend file, they work properly, but this came up multiple times already and it's quite a hurdle to set up a new project every time this happens.

Here's a side by side view of the render output inside blender and the same file opoened in Photoshop - This is with the hdri set to a very high strength.

Here's my world shader setup that resulted in the image above.
Link to the Blend file:
https://drive.google.com/file/d/1Ytu3WBe000t1bFrVV_C5kPkj3MjogzhL/view?usp=sharing


texts: Console flashes on launching, then closes (ms-windows)

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I installed blender on a windows 7 64 bit system.  I opened it one time then went to the tutorials.  in the meantime I had a power failure and when I tried to start blender again I get a dos window that closes itself then nothing.

I reinstalled Blender and get the same thing.  I am going to try to uninstall then reinstall but in the mean time, any other suggestions are welcome.


texts: Is it possible to Hide Operator Properties from the Keymap Editor?

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I know you can hide properties from the Redo Panel with options={'HIDDEN'} or with a custom draw() method, but what about hiding them from the Keymap Editor.
EXAMPLE of properties I would like to hide from the Keymap Editor:

I'm using:
layout.context_pointer_set('keymap', km)
rna_keymap_ui.draw_kmi([], kc, km, kmi, right, 0)

... to draw the keymaps in my addon preferences, but every single property is laid bare, even hidden ones. I have some values stored in those properties that I re-use between operator runs, which I would prefer I could hide from end users so they don't change them.
It's not critical that they're hidden (nothing will break), just wondering if there's something I can learn about drawing keymaps or is my only alternative to hide those values somewhere else, maybe grouped scene properties or something?


texts: How can I get text to stand up straight?

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I'm working on an AR project that includes 3D text. The text is done and extruded but I'm having trouble getting the text to stand up straight.

I have a two button mouse and I can operate the rotate, scale, etc. I know I'm doing something wrong and I'm guessing the answer is fairly simple yet, I need help.