texts: Add a Keyframe Option to a Button in a Panel

texts:
I am trying to create add a keyframe option on Buttons in my Panel. As instructed by a tip here, using
layout.use_property_split = True and  layout.use_property_decorate = True seems to only add a keyframe option to sliders. Is it possible to enable keyframing for buttons?

import bpy
from bpy.props import BoolProperty

win_man = bpy.types.WindowManager
bool_prop = bpy.props.BoolProperty

def update_test(self, context):

    if not context.window_manager.test:
        test = 1
    else:
        test = 0

    return

win_man.test = bool_prop(default = False, update = update_test)

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):

        wm = context.window_manager
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = True
        obj = context.object

        col = layout.column()
        col.prop(obj, "location")
        row = self.layout.row()
        sub = row.row()
        label = "test = 1" if wm.test else "test = 0"
        sub.prop(wm, 'test', text=label, toggle=True)

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

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

if __name__ == "__main__":
    register()

Here is the test example used in the previous link with a button property added to demonstrate my point.

from bpy.props import BoolProperty

win_man = bpy.types.WindowManager
bool_prop = bpy.props.BoolProperty

scene_man = bpy.types.Scene

def update_test(self, context):

    if not bpy.context.scene.test:
        bpy.data.objects["Cube"].location[0] = 1

    else:
        bpy.data.objects["Cube"].location[0] = 0

    return

win_man.test = bool_prop(default = False, update = update_test)
scene_man.test = bool_prop(default = False, update = update_test)

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        loc = bpy.data.objects["Cube"].location[0]
        wm = context.window_manager
        sn = context.scene
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = True
        obj = context.object

        row = self.layout.row()
        sub = row.row()
        label = "cube = 0" if sn.test else "cube = 1"

        sub.prop(sn, 'test', text=label, toggle=True)

        return
        icon = 'DECORATE_KEYFRAME' if sn.arm_ik else 'DECORATE'
        sub.operator("object.simple_operator", text="", emboss=False, icon=icon)

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

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

if __name__ == "__main__":
    register()

Here is what I tried. The keyframes now work but they don't save the position of the cube, they only seem to affect the button display. How do I make the keyframes react to the location of the cube instead?


texts: Nested objects/animations like in Flash?

texts:
I'm wondering whether there is an equivalent functionality in Blender to simulate the way Flash let's you create object "instances" each of which encapsulates other objects and even animations. The key thing here is that you can have multiple instances of the outer object and if you change the internal setup, all instances will be updated on the main stage.

The motivation is that I'm trying to create in Blender an animation similar to a camera iris where each of the fins is an identical shape with an identical animation  but with each instance rotated a certain amount.

Techniques like the duplication one here seem to only work with the outer most object in a parented stack: How can I duplicate a mesh along a curve?

And linked duplicates duplicate (w/o linking) the animation actions in the NLA editor.

Is this kind of encapsulation possible in Blender?


texts: Rigid Body Physics - Mesh collision not working

texts:
New to blender, and have hit a wall getting a test scene to work. Funnily enough, the wall I've hit is that I cannot get my rigid body geometry to hit a wall!

I am creating a galton box simulation to help wrap my head around Blender, and have created what I thought was good geometry for the Galton box - have enabled rigid body physics, turned off "Dynamic" apart from the sphere which drop down, and set the Source to Mesh for the box. The odd part is that most of the spheres ignore the mesh completely - apart from a small section of the mesh, which they correctly interact with! The face they hit in one section, other spheres pass right through just next to it, and I cannot figure it out.

You can see what I mean right here - how can part of a singular face provide collision, but for the rest of it the spheres fall right through? Ive tried subdividing the face, turning it into triangles, everything I can think of, but nothing does the trick. Would anyone have any ideas? I've also uploaded my blend file if it helps:


texts:
I'm using a displacement modifier on a mesh like this:

Is is possible to get this displacement texture into cycles? I'd like the displacement height to influence the colour of the material.


texts:
im new in blender.

I have a cube and only move the edge, one face look good but the other.....

Its a bug or im doing something wrong?


texts: FlipFluids & Ocean modifier as displacement. Baked frames in 3D view show all movements but rendered animation not. Manual keyframe ok. Any solution?

texts:
I have created a FlipFluids simulation in Blender 2.81 ( 2019-11-25 21:45) and added an Ocean modifier in displacement mode to the fluid_surface.
Then I have baked the complete sim from within FlipFluids.

When I move from keyframe to keyframe in the default timeline everything is moving as desired in the default 3D window:

Ocean modifier waves, FlipFluids waves & wake, flags, radars...

When I render the complete animation everything EXCEPT the ocean modifier waves are moving.
The ocean modifier waves remain static but the FLIPFLUIDS waves move on that surface.

I like to add that ALL modifiers and elements ARE enabled for renderings.
D-NOISE: AI Denoiser is on (switching denoiser off did not help). I run a Win 10 Pro, HP Z800 with dual Xeons, 72 GB of vRAM and a GTX 1060

If I render & save the frames manually individually by hand the ocean surface moves! But thats not something I really like to have to do on several hundred frames

As its working when rendering&saving each frame manually as image (Png) and its not giving the same result when saving out the same images (Png) when I hit render animation, I do suppose this might be a bug in 2.81.

Does anyone have an idea how to fix this, preferably without rebaking?


texts: Cannot add modfiers to objects, don't appear on menu

texts:
I'm able to apply them on some modifiers, the drop down tab to show all objects will ignore the ball, this seems to apply only to the modifier icons being red. I'm trying to apply a curve to the object. Do I need to apply something else beforehand?
On windows 10 x64, blender 2.92.2


texts: Creating / Re-creating the X,Y,Z mesh Surface functions with the (u,v) options using python

texts:
Creating / Re-creating the X,Y,Z mesh Surface function with the (u,v) options using python in Blender 2.8x
Does an example exist / anyone have an example of how to reproduce the X,Y,Z mesh Surface functions / ad-don with (u,v) options.  Just using python and Blender 2.8x?
I'm trying to do some animation with it using python but I can't find a way to get just those particular functions I would need.
This is the functions i'm talking about.

I'm referring to the arrows and highlighted sections below when referring to (u,v) options  (They are connected mathematically)


texts: Should i animate the Color Setting of a lamp or its Strength?

texts: Im experimenting with eevee a bit and i was wondering if there was any difference between increasing the brightness of a lamp by using its Color Settings or by using its Strength/Power/Energy Setting.


texts:
I tried to use the Ocean Modifier, but couldn't get anything that resembles a realistic ocean. I tried everything from subdividing and distorting, to generating and playing with all the parameters. Nothing worked, I even tried changing the choppiness to some absurd value (see screenshot below). I don't need the ocean animated, just a freeze version of an animated ocean. So I also added Keyframes at Frame 1 and 100, but did not get a result there, either.

Update: Here's an example with lots of parameters tweaked, where I would expect to see any rough ocean surface, I only get a distorted plane:


texts: Problem: light passing through metal surface

texts: I've modeled a ceiling lamp. Would anyone be able to explain how to solve the problem of the light passing through the material? Thanks


texts: How to add Wear & Tear effect in a Texture

texts:
I just need help to make my scene look like the scene in DYING LIGHT Game at least similar. the wear-and-tear look is somewhat missing, I'm a beginner in blender so i really don't know how to achieve this look, not really sure if its texture painting etc.i circled it red.

blood stains
crack in the wall
tear in the sofa
bulb wires and ivy (kindly disregard this, i'll search for this in YouTube instead but if you know one kindly pass on the link)

Thank you so much


texts: Scripting: Is there a way to test if an object has shape-keys?

texts: Is there a way to test if an object in Blender has shape-keys or not?


texts: How to snap 2D cursor to key in graph editor

texts: As the headline says: Is it possible to snap the 2D cursor in graph editor to a specific key? I can snap it in time from key to key using up and down arrow, but how can I exactly position the horizontal line to a key? I only found options to snap keys to the cursor, not the other way round.


texts:
I want to frameserve rendered images to an external ffmpeg binary for x264rgb/lossless encoding (its much faster/smaller/efficient than PNG/FFV1). In Blender 2.7x there was OUTPUT->FRAMESERVER that could be used for that (via PPM format - like this) but that function seems to be removed in 2.8x.
I also tried cmdline rendering but its not honoring the pipe (it uses the '-' char literally creating local files):

blender -b ~/Blender/test.blend -o - -x 1 -F BMP -a | ffmpeg -hide_banner -y -framerate 30 -i - -c:v libx264rgb -preset veryfast -tune animation -qp 0 -pix_fmt rgb24 blender.mkv

External renderfarm software (flamenco, crowdrender, etc) are not acceptable as they are either too bloated or not freely available (registration). Rendering all to BMP first and encoding afterwards with ffmpeg is not a goal either. Its wasting too much HDD space.

So the question is: How to frameserve to an external ffmpeg binary?

Blender 2.82
Arch Linux 5.6.15


texts:
I'm very new to Blender so this question may be very simple / foolish, but I don't find the way.

Suppose I want to construct (draw? add to mesh?) the centroid of a triangle (the middle point together with the three medians) in a way that it dynamically changes when the three original vertices are grabbed and the triangle itself is not deformed (if I add points and edges with the knife, the triangle deforms to a polygon when the vertices are moved). Could this be done? Which are the best tools for it? My goal is to do an animation showing the centroid of a triangle whose vertices are moving. Thanks!!


texts: Hi Blender StackExchange, can you help? I'm currently trying to create glass from a solid object by turning transmission up to 1.0. The rendered image I'm getting is a solid dark grey and not transparent at all. Thank you.


texts:
I'm new to rigging process and I can't solve my problem. I'm trying to create armature on this mechanical arm but there are a lot of constraints (for my experience) How can I rotate multiple rods with different pivot?
Thanks a lot if someone can help me


texts: Why does joining meshes result in a joined mesh with (previously) non-actively selected meshes being transparent?

texts:
I am currently working on a character model / rig and I want to join some meshes together to a single object (not parented).

However, every time I try joining any mesh, all geometry except that of the mesh which was actively selected (bright orange outline) before joining becomes transparent.

Shown below is the character model with non-joined meshes and the same two meshes joined to a single one. In this example, the eye-mesh was actively selected and the body secondarily (i.e. dark orange outline). The result would be inverted if the body was actively selected (i.e. eyes transparent, body normal).

Anybody have a clue what the cause could be?
The shaders all transfer correctly, nothing is changed in the viewport visibility section, flipping or recalculating normals doesn't help... I really have no idea at this point.

As a possible cause suggested was the "Blend Mode" of the material being set to "Alpha Hashed", this isn't the case either. The Materials are all assigned to the correct meshes and both remain "Opaque". In the images below I selected a face of the previously separated meshes respectively and took a screenshot of the material tab:


texts: Rigging Non-spherical eyes in 2.79 or 2.8 that will work in Unity

texts:
There used to be a trick to setting up non spherical eyes that can be squashed and stretched while still being able to use "track to" constraints to animate where the eyes look, it would also work in Unity when exported with the fbx format.

It seems like when the "track to" constraints are applied it breaks the effect. I remember this working in older versions of Blender like 2.76 possibly I don't quite remember which one. Is there an alternative method that can be used with 2.79 or even 2.8?

Would love know another technique as I tend to work with cartoony characters. Google hasn't yielded any useful info for me.


texts:
I am trying to modell the shape on this image.

But as you can see the middle part on the image is more narrow than what would come out of the boolean operation in my modell. How do can I modell the shape on the picture above?


texts: Let's say I wanna make a snow shader in OSL. How is it possible to create and manipulate an alpha channel in the shader? Kinda like a "cutout"?


texts:
Can you provide me with different methods, or at least one, for accessing the vector of cursor location?
I need anything but the one described in this line of code:

bpy.context.scene.cursor_location

I do not want to access any method in my code using "context"! My code reloads the modules recursively and Blender for no reason I know always loses context when I do so. By the way, lots of people are complaining about losing context in scripts and add-ons after reloading Blender (not in a direct way). If you have any suggestions I would be more than glad.


texts: Blender crashes when importing/exporting images (jpeg,png)

texts:
When importing/exporting images, like trying to import an image on an image node or exporting UV image, it will crash after pressing "import". It's strange as for the past few months I was able to use the feature just fine. I don't recall tweaking anything on my laptop to cause the problem. Is there a fix for this bug?
I'm using the latest version of blender, I even tried to install a Steam version to see if it works, crashes as well. The image I'm importing isn't too big, around 2MB. My laptop is fairly strong, with 32GB ram.


texts: How to set the Alt+S default filename other than untitled.png?

texts: I need to set the rendered filename (Alt+S) to something else than untitled.png. However I can't find the setting as displayed here Is it possible to set the Output name based on the current Timeline marker?


texts: Changing filename format based on current animation frame?

texts:
I'm currently working on an animation for a character in which I need the animation for in 8 directions (Up, Down, Left, Right, Diagonals). I can keyframe up the camera so it moves to these directions just fine every 12 frames and then just repeat the animation 8 times but I'd like the output for each filename for each direction to be different. Something like WalkingAnimation_00_01.png, where 00 is the direction and then 01 is the frame number for that direction.
To clarify, something like...
WalkingAnimation_08_(0-7 depending on the direction)_(01-12 depending on the frame for this direction)

I know some programming but I havent learned much of Python but I figure I'll need a double loop for this, but I'm not too sure how to interact with the Blender scripts yet. Any help is appreciated.


texts: Unable to install Sverchok on 2.80 - Could anyone help

texts:
I downloaded Sverchok from Github - but when I try to enable it I am getting the following error:

I am using Blender 2.80 Portable on Win 10 64bit.
I have no problem installing any other add-ons or Installing the older version of Sverchok on Blender 2.79b Portable.

Could anyone please help?


texts: I am making a short clip of tracking and then making 3d object injected in it. I want to make series of png of 3d object then combining my original footage and that 3d object. The problem is when it shows in a rendered pic, it shows checker box which shows transparency but when I see in computer or GIMP (a photoediting tool) it shows black background. I deleted all nodes and made my own by render layer and composer. Changed render layer option to foreground and background both. In background, it shows 3d object with black and in foreground, it shows only black color. Please help me.


texts: How can I smoothly transition between two UV maps?

texts:
In the "UV Maps" section in Context, it is possible to switch between two different UV maps.

Map 1:

Map 2:

I would like to be able to transition smoothly between these two UV maps, so that I can animate the eyes moving smoothly.

How can I achieve a smooth transition between UV Maps?


texts: Reduce subdivision quality in viewport on multiple objects at once

texts: I increased the viewport quality on my subdivision but forgot to reduce it after finishing the model and have since duplicated the model like 60 times, is there a way to turn down the viewport quality on all of them at once since it happened on two separate models and I'd rather not go through 120+ objects reducing the quality manually but blender is starting to lag from the massive amounts of geometry it's having to render in real-time.


texts: Is there a way to procedurally scatter objects on the ground of my scene?

texts: I would like to have plants, rocks, sticks and other debris scattered randomly on the ground in my scene, but I don't want to have to place it all there by hand. Is there an easy way to do this in Blender?


texts: Part of body not staying with armature when bone moved

texts:
Whenever I move the beak bone for the mesh I am making it always moves way too much and moves the wrong part of the body. Here is a clip of an animation that I am not done working on:

The gif isn't a perfect representation but you can see what I mean.


texts: Pack external files - with photoshop files?

texts:
Ok I know you can pack external images into your blend by packing external data, but I this doesnt really work with photoshop files.

I have several images as planes that link back to .ai files that are placed into photoshop files, and these are fed into blender. Packing them results in gray images - what's the easiest way to pack files so I can send the blend to another computer?


texts: Can I add more Armetures /bones to a model anated and rigged from mixamo?

texts: My 3D character has a tail, I animated snd rigged the character from mixamo! Now can I add armetures to the tail and animate the tail seperately? Would it work with the mixamo rig and animation?  Any kind of help will be appreciated. ❤


texts: The sub-surf modifier is causing a weird indent around the end of my sleeve right next to where I have the sleeve thicken a little and I was wondering why it was causing that and what I can do to fix it?


texts: Connect vertices where they would meet, not fill?

texts:
Lets say I have a plane, and I extrude two edges, it would produce a gap. I would like to fill this gap by using the projected intersection of the new outer edges. Shown in the right most example of the image below:

I can extrude the two vertices and fill the area, making the desired outcome. If I had used F to fill before I've made the vertices meet, the result would be a square with diagonal edges (the empty area would be filled and turned into a triangle, not a square).

For my situation, I am trying to do the same, except I am using a circle. If I simply hit F to join the two vertices I get the result seen on 3.
How can I connect the two vertices where they meet (shown in 4). Are there any tools to get the intersection or fill it automatically?


texts: Crumpled cloth/paper-like black artefacts on render

texts:
I'm trying to get rid of these black artefacts that looks like crumpled paper.
From my kitchen scene below, it's mostly on the lower part of the render and you can find most of it at the right.

I have the nishita sky texture on
And these are my render settings:

Any help would be appreciated! Thank you!
Btw the lower right white cube is just a simple mesh—a white cube with the default material..


texts: Can't perform the slicing operation with Blender's boolean modifier

texts:
I'm following the "Sci-fi Crate Design" tutorial from BlenderBros. The tutorial guy created a cutter in the previous video (which can be seen sitting on top of the base of the crate in screen shot 1 below) and then applies the boolean modifier (ss 2) by shift selecting both objects to perform a slicing operation between the two objects.
After this, the slicing line can be seen between the two objects in his viewport in the screenshot and he is also able to select the two objects separately.
But when I press Ctrl + Num / to apply the boolean for the slicing operation like he does I cannot select the cutter and the crate separately as they have become one object now. Also there's no slicing as can be seen in the ss 3.
Amateur here. Any leads as to why this is happening would be much appreciated. Also - the tutor is using Blender v2.8 and I'm using v2.9 if that's a problem?


texts:
I'm working on a python script for my addon, but I can't find a correct reference for changing Freestyle lines set from script. When I hover mouse over a toggle button for example:

I see only ellpipsis (...). I would like there was a full path to the property.
Is this possible? O could you help me with the Freestyle lines?


texts: Is there a way to split an object by vertex index?

texts: I used umodel to rip models from an unreal engine game. However, it put a lot of meshes in one object. So, I have a black hole of 22k verts that all belong to like 40+ items. The good thing, is that the items can be separated by vertex index. Like, verts 0-277 are a model, verts 278-569 are a model. Is there a way I can split a model based on vertex indexes?


texts: When I try to do any animation (in cycles), it ends up with black specks. like a dirty screen that stays with the camera and moves over objects in the scene. I have tried many settings to fix this.


texts: How can I know where the normal ring is convex and where is concave?

texts: Normals to understand - How can I know where the normal ring is convex and where it is concave?


texts: Is it good to have a normal map on a subdivided model?

texts:
When animating a head, it is quite usual to work with the original geometry and at the same time having a normal map on it. So, is this a good way of doing it:

You unwrap the head (lets call it "A"). You duplicate it two times ("B" and "C"). "A" has a subdivision surface modifier set on 1. "B" is the same as "A", but the modifier is applied. "C" is the high poly model to be used for baking a normal map on "B". However, the normal map is baked from "C" on "B" but it is used on "A", so that when you animate the head you work with the original geometry. My concern is - If you render an image, will the normal map fit on "A" the same way as on "B"? And what are some other ways of making a normal map for a model to be used for animation?

Again -


texts:
I have a wind field and cloth animation set up created, but when I hit the play button the animation is so slow. I can hardly tell the animation going.
How to set this to real time?
Blender 2.81


texts: Is it possible to bake materials to textures?

texts:
I have this funny little goat model, and the colors and everything looks fine (I used assign material)

But then, if I change to texture mode, (I need it to have a texture, too)
because it has no texture, it looks like this!

How do I make a material a texture?


texts: Is it worth running Linux on my Mac to use the built in AMD graphics card?

texts:
Is it worth running Linux on my Mac to use the built in AMD graphics card with Blender? Right now I'm only using cpu and it takes a very long time for high poly rendering. Would it work to partition my computer and is it going to make that much of a difference?

Thank you.


texts:
I know the result of the ray_cast call is (result, location, normal, index) as stated in the documentation. But what is the ray_cast result in case the ray exactly hits a vertex? It seems that in my tests, just one random linked face is given in the index result.
How can I get all linked faces then?


texts: How can I create a milky, smooth, transluscent plastic material with nodes?

texts:
I have been searching around for quite a while now. How to create a plastic material which absorbs light with properties of having a volume absorption node;is shiny on the surface (glossy) and is a nice milky white. Something of an eye candy as far as node materials are concerned.

I do not know if this question has been answered yet, so if it has please send me a link and I will check out the procedure. Thanks..!


texts:
I would to know where can I find free 3d models like the following:

 cyclette

 monitor

 piano

My goal is to make a very large render, where these parts are only small details, so I don't need (if I can find a faster way) to learn how to model them by myself. In other words, my render is an "architecture render" and these are only parts to enrich the render.

Some advice? In your opinion, should I learn how to build them or is there a website where I can take and import them to enrich my render?
This question is because I am afraid of spend too much time to model them, when they are only details, not important how they are, I don't know if I am explaining well what I want to say.
Thank you and sorry for my bad english!


texts: Combining bpy_prop_collection to use in prop_search()

texts:
I want to have a prop_search box that searches over two different bpy_prop_collection's.

My thinking on this is that I need to create a combined bpy_prop_collection using a parent class (say bpy.types.ID) and add all the values from the two lists to it.

But this doesn't seem possible for a few reasons, but mostly because it doesn't seem that you are allowed to change a bpy_prop_collection (or any prop type?) during a draw() call (where the prop_search is called).

So, is it possible to have a prop_search work with multiple collections some how?

Eg:

class SomeClass():
   myProp: bpy.props.PointerProperty(type=bpy.types.ID, name="my", description="prop")

   def draw(self, layout):
      self.collection = bpy.props.CollectionProperty(type=bpy.types.ID, name="foo", description="bah")
      for name, val in context.blend_data.objects.items():
         self.collection[name] = val
      for name, val in context.blend_data.collections.items():
         self.collection[name] = val
      layout.prop_search(self, "myProp", self, "collection")


texts: Is there any way I could use motion tracking to make my dog look like she's talking? I've seen people use After Effects to animate a dog's mouth and facial expressions, but I couldn't find any tutorials or questions similar on Blender. Has anybody tried this or know of a way to create that illusion?


texts: Need to get a 360 view of the object using cameras

texts:
I need to render an object and get a 360 degree view. I plan to do this by taking pictures from atleast 36 cameras, at 10 degree separation to give a 360 degree view.

Since I have several objects, I dont want to this manually. I am thinking to write a script to do it.

Is there any better alternative to do it, other than writing a script? Some way if I can do it manually in a much faster way?

Thanks.


texts: What kind of rig type are facial chains in metarig?

texts:
I'm trying to add custom chain of bones to the rigify metarig of my character.
I tried setting the rig type to basic.copy_chain but that doesn't generate IK control points like the bones for the eyebrows or mouth or eyelids do.
How could I get that effect?


texts:
I looked it up and 'remove doubles' should be under Mesh in 2.8.

I can't find it.


texts:
I'm interested in architectural illustration and always find it hard to get a realistic outdoor lighting (shinny/cloudy).
Can you provide settings/tutorials for that?


texts: Is it possible to paint the edges and faces separately, so that it will look like a squared notebook , for example?


texts: save intermediate render result to OpenEXR not working (Cycles/ v.2.79)

texts:
I want to render a single frame of a texture and then print it in the measurements 150x266cm at 300dpi, therefore I calculated a render resolution of 31488x17717px, which seems to be a bit of a problem with Blender.

I have tried rendering to TIFF but once it's done and I want to save it Blender crashes. Then I tried rendering to an EXR file with "Save Buffers" activated under the performance tab since I read in another thread that this will make Blender save the EXR file after each render tile is done (using single GPU) and even if Blender crashes (which t still does after finishing the last tile) I should still have a working file in my TEMP directory that I can use in Photoshop. Only thing is that no intermediate saves are being done, only a corrupted EXR file is being generated at the very end of the render process (not opening in PS and way too small).

I wonder what I am missing.

Anyone got an idea why this might be?

Thanks & greatful for any advice!


texts: How to bend legs at the knee and make them move independently?

texts:
Follow up to: Why can't I get the foot and the ankle move with the rest of the leg?

1) How I can get the two legs to move independently? 2) How can I get the legs to bend at the knee in Pose Mode?

Thanks Tak


texts: Should I avoid modelling clothes out of a reference image?

texts: I wanted to recreate my jacket, so I decided to use an image to create a mesh of it, however I want to eventually fit it onto a human body so should I have not done it this way?


texts: How to simply find the code/script behind the volume scatter node so I can see the math?

texts:
tl;dr I need help finding the code or OSL script for the volume scatter node. Not asking how it works, just a specific, noob-friendly instruction how to find it, or a link to it. Blender is big, and this is my first time, so...

The volume scatter node has an Anisotropy input to control the relative strength of scattering in different directions. When changed from +1 to -1 the scattering changes from more forward to more backward scattering.

It turns out there is a published excerpt from the Blender Cycles Encyclopedia that shows this - I've included two screenshots below.

The (unnormalized) distribution could be as simple as:

I(theta) ~ 1 + A * cos(theta)

where A is the Anisotropy factor, or it could be completely different.

I could build a science experiment in blender to "measure" the intensity distribution as a function of angle. I don't know if there is a "light meter" node yet, but I could do it with cameras, saving rendered images, and analyzing them with NumPy.

But I am wondering if I can just read the math somewhere? Are nodes like this written in OSL, or in C? (I learned about OSL in this helpful answer.) How would I go about finding the code for this node to find how the shape of the distribution is calculated?


texts:
I'm using an image as texture for sky background on a sphere, however I'm unable to see inside of that sphere, which is the whole point of background image.
Thanks.


texts: How to make different objects follow and bend with different curves with AN?

texts: how to make each lines to follow each curves as my pic shows?


texts: Modelling a computer monitor - need some topology advice on using edge loops for sharpening

texts:
I'm modelling a computer monitor (as a learning exercise after completing Blender Guru's "Donut" and "Anvil" tutorials) and need some advice on how to use edge loops the right way for sharpening some details. Please let me explain my problem with a few screenshots, see below.

The last screenshot shows the problem, the three edge loops over the corner surface causes problem when applying subsurface modifier.

I really like to learn the best way of working with topology, maybe someone can guide me in the right direction on how to model my example in a better way? My blend file is attached at the end.

Overview of model (using Mirror modifier):

Detail on my edge loops  for sharpening the corners:

Artifact visible using Matcap shading:

Blend file:


texts: How can I flip one texture with a mirror?

texts: I'm testing some textures with this model but when I press the U button it flips all the textures and I only want to flip the eyes textures. help


texts: I've found a number of how-tos for solving video but I'm just looking to put an element in a photo and can't seem to find a how-to for that.  Is it possible in blender to do a camera solve with a still image?  Thanks.


texts: How to apply a displacement texture consistently across a mesh?

texts:
I jumped in off the deep end into blender a few days ago, and it's been an interesting ride. Right now I'm trying to apply a displacement to a mesh, but the displacement looks like it is only applying properly to the top and bottom of my object. Here's an image that contains what I've been trying:

In the image above, you can see that the displacement applies correctly to the top of the surface, but on the side of the object it has the appearance of rain drooling down a vertical surface. How can I get it to apply to the object in a uniform manner? I've been watching youtube videos and scouring the 'net, but I haven't been able to stumble on an answer yet.


texts:
About Branched Path Tracing, I'm using the Arnold Renderer theory without Square Samples as many forums said, but seems Cycles goes different.

I have better times/results with higher AA Samples value and less Light Sample value than AASamples < LightSamples. To explain it better:

AA = 128 & SS = 1
better than
AA = 8 & SS = 16

And for example, with AA=64 & SS=1 is faster and with better results. And I can use my GPU 1070...
Following maths I don't understand well what's happening, are there any explanation about this?

And one last thing, Path Tracing has different results. SS Indirect is different between Path Tracing and Branch Path Tracing... Anyone knows why?

Thanks in advance

About Arnold Renderer theory, I want to explain that:

AA Samples are for aliasing and multiply every other light component sampling. If you want less noise on glossy component you only have to increase these glossy samples, not others. It contributes to maintain render times under control.

But what I've found on Cycles is that this theory is not real. It makes increase render times and indirect light change on a non-physical way.

In Cycles is not the same:

AA= 8 * Diffuse= 8 == 64
VS
AA= 64 * Diffuse= 1 == 64

You won't have the same results, times, etc... Seems the second way is the correct one for Cycles nowadays...

Thank you so much for your far explanation. This is what I read and understand about "Arnold theory" or this kind of engines. I understand that AA Sample is a multiplier for every kind of ray on the scene, like diffuse, glossy... And at the same time which define super-sampling/over-sampling. Following this idea, the best way to take control and lower rendertimes is to set low AA value and increase any ray as we need. And here is the BUT... When I follow this steps I have unwanted results:

And here is the BUT... When I follow this steps I have unwanted results: - I have higher rendertimes for the same results - Appear another kind of noise with green, red, blue pixels I can't clean with more samples. - If I push up diffuse samples, the indirect power increase and give me unphysical results

All these makes me think Cycles need core development to fix it, because if I increase only AA samples and other rays at 1 everything goes perfect: less noise, faster, no errors. And I can use my GPU (970 and 1070)

Is this an error? Am I losing something?

I hope I have explained better. Thanks to every contribution


texts: How to properly apply all this image textures? Cycles

texts:
Even though I do feel like this may be a duplicate I am unsure on few on how to use them.

I downloaded a fbx from online, a free one which came with textures but I am unaware on how to use it properly.

This is what they come with and the model is this

I did something upto a point but I am unsure on how to use the two normals, the cavity, spec, and translucency. I am not even sure if I did the rest correctly.


texts: How to select vertices on different meshes in edit mode

texts: I have two meshes. I'm trying to combine them by keying W and selecting Bridge Edge Loops. However, I can't select the vertices on both meshes for some reason. Any thoughts? Heres a pic:


texts:
I rendered an animation with different layers (3), and safed every frame as exr.
If I render just one frame I can see the every single layer using the "Render layers" node.

But if I render the whole animation, and then open all the exrs as an image sequence in the sequence editor I just see one layer.

Is it possible to see and edit all layers of the frames in the sequence editor too, and if yes how can I do it?

Whatever I tried I just got one layer of the three.
So acutally its not possible to make a video out of the frames because just one layer is rendered... and all the information from the other layers is missing.

EDIT:
I also tried to render the image in exr multilayer.
But there I just got a black image... and was not able to found any of the layers..

EDIT 2:
The workflow I tried so far:

I have many exr files
Open Blender and switch to Compositing
Open the Node editor and the VSE
Cleared all nodes and added an image node.
Opened all my exr files in the node as an image sequence
Added the Composite / Viewer nodes and activated the backdrop
Then this is what I get:

Sadly I just get one layer like mentioned before.. But directly after the rendering I have a picture will all three layers.
Like here:

With the green box I marked the missing layers.
With the orange one you can see how I made the layers before rendering.
As you can see in the EXR just the second layer (glass) is displayed.

I think maybe it's because the Render Layers node needs the scene.
And when I just import the EXRs I don't have the scene.

But is there a way to get the other layers in the EXRs after the rendering, when I have all images rendered?
I want to do the same like in the second picture (add filters and so on to the single layers) just after the rendering.
Is that possible?


texts: Why is this 3d json file so shiny in three.js?

texts:
I've tried everything to take that shine off. Turned 'shininess' down, specular, turned the lights way down low, everything. Why is it still so insanely shiny? :D

Here's my code
(and the json model file). Takes a while to load.


texts:
Is there any way to scale an individual face evenly shifting its edges in respective directions? Similar to Outline command in 3ds max?
UPD: I know that inset will work to make the face smaller, but what about the enlargement?


texts:
I have two movies considered as images (because I need to set up the beginning frame, offset ...) and I want to concatenate them so that one appears before the other one.

Is there an operation in the compositor which can do this ?

As mentionned here :

docs.blender.org/manual/en/dev/compositing/types/color/mix.html

the mix node needs a background image and a foreground one. I don't want to mix but to put one movie one after the other after specific frame.


texts:
I have a human mesh with armature I have imported from Makehuman.  I want to put an arrow through the human to illustrate a bullet path.  I then want to pose the human mesh to illustrate how the bullet path would change as the orientation of the body changes (e.g. standing straight versus bent over), e.g.:

versus

I did the above by posing the human and then manually repositioning the arrow, but I'd prefer to just pose the human mesh and have the arrow follow.
The human consists of three meshes, one for the head and arms, one for the shirt and pants, and one for the feet and shoes.
I have tried:

Making the arrow a "child of" the shirt and pants mesh.  This works for moving the human mesh as a whole, but does not affect anything when I change pose.

Doing a boolean union with the mesh of the shirt and pants.  This causes a couple of vertices from the shirt to stick with the arrow when the body is reposed, but does not move the arrow.  I have tried doing the boolean both before and after the armature constraint application.

Any pointers to tutorials or information on how to do this would be appreciated.
Thanks!
billo


texts: How to extrude the Grease Pencil draw like in sketchup?

texts:
I drew some curves with the Grease Pencil, and I want to transform it into a 3d wall.
I tried researching a lot of how to do it, but i was really not able to found nothing.
In the object mode, with the pencil selected, the option to Convert to Mesh doesn't appear for me.
I also tried adding a plane behind it, and extrude the hole draw in the edit mode, but it didn't work as expected.
What can I do?
Thanks


texts: Change the Bone Rotation (Quaternions) of an Armature in text script

texts:
I am using Blender 2.49b. I have a hand model and I would like to set the bone rotation (in quaternions) to take values from text (Bone%i.txt); on each column of the text I have 4 values (W,X,Y,Z). My hand model consists of 25 bones, as can be seen in the following image.

So, I wrote the following script to do the job

from Blender import *
import math

# Path to data directory
dataDirectory = 'C:/Users/andarist/Desktop/Data'

# Number of frames to render
numFrames = 100

# Range of bones
handIndices = range(1,26)

# Bone file name patterns
bonePattern = 'Bone%i.txt'

# Hand object pattern
handObjectPattern = 'Bone.%03i'

# Global scale
scale = 1.0

# Global speed
speed = 1

def FrameChange():
    pass

def SetIpoForFrame(frame):
    frameIdx = (Get('curframe') - 1) * speed
    Set('curframe', frame)
    frameIdx = (frame - 1) * speed
    dataStore = Registry.GetKey('MoCapImporter')
    nanmap = { }

    # Move bones
    for handIdx in handIndices:
        handObj = Object.Get(handObjectPattern % handIdx)
        pos = dataStore['Bone'][handIdx-1][frameIdx]
        nanmap[handObjectPattern % handIdx] = False
        if(pos == None):
            nanmap[handObjectPattern % handIdx] = True
            pos = nanpos
        handObj.setRotation(scale*pos[0], scale*pos[1], scale*pos[2], scale*pos[3])
        handObj.insertIpoKey(Object.IpoKeyTypes.LOCROTSIZE)

    Scene.GetCurrent().update()

def LoadFile(pattern, index):
    fileName = dataDirectory + '/' + (pattern % index)
    file = open(fileName)
    lines = file.readlines()
    output = []
    for line in lines:
        c = line.split()
        if(c[1] == 'NaN'):
            output.append(None)
        else:
            output.append((float(c[0]), float(c[1]), float(c[2]), float(c[3])))
    file.close()
    print "Read %i lines from %s" % (len(output), fileName)
    return output

def Main():
    dataStore = { 'Bone': [] }
    # Attempt to load the data
    for handIdx in handIndices:
        data = LoadFile(bonePattern, handIdx)
        dataStore['Bone'].append(data)
    Registry.SetKey('MoCapImporter', dataStore, False)

    for i in range(1, numFrames+1):
        print "Frame %i/%i" % (i, numFrames)
        SetIpoForFrame(i)

if((event == 'FrameChanged') or (event == 'Render')):
    FrameChange()
elif(event == ''):
    Main()

However, it seems that the Object.Get function cannot find the bone.%3i from Armatures hand, and I get the following error

Thanks in advance for your help and consideration.

Best Wishes,

Andreas


texts: Blender already rigged and animated characters

texts:
I have 4 different characters (Person, Dog, Cat and Rabbit). I have rigged and animated all the 4 characters separately, each in different blender file. Now, i want to make a scene with all the four characters so my question is how do i get all the 4 characters (Animated and Rigged) together in one blender file to make a scene with all of them ?
Also, i want to project this onto something so i need them to be together.


texts: How to make mesh axis in local mode like in custom mode?

texts:
I have this in local mode

I created face orientation axes
Now I have this in custom(face) mode
I need this in local mode

I found the answer
It consists of 7 steps
Orient local axis to match mesh's shape
How can I do it faster?

THANKS!


texts: Remapped keyboard keys don not work properly in Blender only (Windows 10)

texts:
I have bought a laptop that was German (I’m not, I use an English keyboard), and I have a clean installation in English as Win 10 OS language and Greek loaded as an additional language pack. Both use a QWERTY layout, whereas German uses QWERTZ.
To maintain my keyboard habits I physically flipped the Z/Y keys to have the alphabet keys in place (and re-tagged the 4 keys with the basic punctuation marks in the familiar QWERTY positions - I am putting this in parentheses because if I solve the first issue, read more, this will follow).
Apart from the alphabet keys there are more than a dozen keys that differ (such as the shift numbers and others at the keyboard extremities). Those I don’t normally type “blind”, I look for them and press the key, as tagged. In order not to re-tag physically all the keys and make a mess of my laptop, I used Microsoft’s Keyboard Layout Creator to match the key codes with the key tags.
To save myself retyping all the keyboard codes in basic, shift and AltGr shift combinations, I originated my custom keyboard with the German layout and changed only a couple of keys that I physically replaced, the Z/Y and the punctuation marks above. I saved the layout as English Language Layout and everything has been working fine: it is available as an English language alternative keyboard, I type what I see on the keys (wysiwyg) and spellchecks properly identify the language.

Not in Blender, not in parts of Blender anyway:
In the viewport pressing Z which normally restrains along the Z-axis, restrains the Y and vice versa. But when I type text in a text file in blender Z is again Z…
Somehow on occasions gets the blender key input at a lower level than the keysetup from Layout Creator, ignoring the setting that this keyboard is an English variant.

Any ideas?


texts: Does the camera angle matter when rendering a model or 3d animation for unity

texts:
I want to help someone with making a game, and since they dont need any programers i may as well help them with other things. But my problem is the camera angle, i think it will affect the model/animation because you would of only rendered that angle. So im kind of confused because im wondering if i should just send them the project. Even though he wants the volentiers to use maya, but then i saw, in the list of things he needed help a layout of export settings for BLENDER say that the settings have to be like that.

This is the link http://puu.sh/kn93D/61fc4326d6.png
And next to the link it said; If exporting from blender use these settings.


texts: Extrude edge loop along the 'average edge normal' direction

texts:
I have a following setup: a curve aligned to one of the main axes (e.g. z), so every vertex of that curve has z = same value. I want to extrude and offset the new vertices along the direction locally given by the average normal vector of the two adjacent edges projected onto the plane of the curve (gives two options, I want to be able to choose the direction) by the same constant offset so the resulting thickness is the same. I know this must be possible mathematically, because when I choose two adjacent edges, change the transform orientation from global to normal and move in 'z' direction, it moves exactly according to the average normal of those two edges. I hope this would be possible for individual vertices and their two shared edges.

I hope this picture demonstrates what I want...

Here is how it works for two adjacent edges...note that the vertex in the middle gets displaced along the exactly correct direction, which is the average direction of the normals of the two edges next to it. However, the vertices on either end are in slightly wrong direction...

Is this even possible? Did I miss something obvious in the "Extrude region and move" menu? I also tried solidify (which also warns the user that faces are needed for useful output) and bevel, none of which produced the desired effect. Thanks.


texts: I have some footage with a weird frame rate of 57.19 fps. Is it possible to convert the footage to a frame rate of 24 fps? I know Adobe Premiere has that feature but does Blender?


texts: Is there a way to navigate the file system more efficiently in Blender?

texts: I feel like I waste a lot of time clicking around trying to find files in Blender's file navigation system. Is there any way to use the python shell or some plugin for navigating the file system more easily? The "Recent" folders is helpful, but not quite fast enough...


texts: Function that fit a cube to 8 selected vertices

texts:
I'm trying to make a script that can create a cube where the vertices are moved to 8 selected vertices in the scene. I want this function because of my physic collision workflow later on in a game engine.

However this is easier said than done. Matching the order of the selected vertices to the outer bounds of the cube (so that the cube doesn't get deformed in a weird way) is not easy. Has someone done this kind of function before? Or does someone have a good solution that could work?

A cube has 8 vertices so if you want to span a cube to 8 vertices in a scene you need to have 8 different positions to span each vertex to.

However if the indices are ordered in a weird way, this is not that easy, as you need to identify the bounds (top right forward corner for example of the selected vertices which the created cube top right forward corner should be positioned at.

This is the script that works for vertices that have normal index order.

import bpy
import bmesh
from mathutils import *
from math import *

obj=bpy.context.object

locations = []

if obj.mode == 'EDIT':
    bm=bmesh.from_edit_mesh(obj.data)
    for v in bm.verts:
        if v.select:
            location = v.co
            locations.append(Vector(location))

    bpy.ops.object.mode_set(mode='OBJECT')

    newObj = bpy.ops.mesh.primitive_cube_add(location=(obj.location))
    newObj = bpy.context.object
    newObj.scale = obj.scale

    bpy.ops.object.mode_set(mode='EDIT')

    bm2 = bmesh.from_edit_mesh(newObj.data)

    for i in range(0,len(locations)):
        print(bm2.verts[i].co)
        bm2.verts[i].co = locations[i]

else:
    print("Object is not in edit mode.")

this part:

for i in range(0,len(locations)):
            print(bm2.verts[i].co)
            bm2.verts[i].co = locations[i]

is wrong because it needs to be looking into each position and compare them to make the cube span the positions in a correct way. But this is the problem, how do i do this in a easy way?


texts: Maths question regarding curved bay window

texts:
I have been using Archimesh to create floor plans for a representation of my house. Generally, this is OK but it really is not very flexible with curved walls and cannot reflect my bay window at all.
All curved walls so far have not been smooth enough to add the 4 bay equal size window panels that I have.
I have finally decided that I will succumb to splitting the bay into 4 straight walls.
As it is not an exact representation, but I do want it to look right, I realise I have a maths problem to solve to identify the angles and lengths of these 4 walls.
The width of the bay on my plan is 240cm. At the centre of the bay, it should reflect a protrusion of 70cm and the curve of the bay is consistent with an arc on a perfect circle although I cannot be sure how many degrees of circumference this would be. It looks roughly 75 degrees to me. I expect with the width of the bay and the distance the window protrudes, this can all be calculated.
If anyone could provide me with wall lengths and angles to create this, I would be grateful.
Also, in case I have to change scale but with the same ratios, I would be grateful for the working to calculate this in the future.
Width of bay  240cm
Maximum protusion at centre of window 70cm
No of sections to split curve 4
Cheers


texts: How to make a button link to a DataLibrary using python?

texts:
I have a random 3D model from a .blend file and I have been using Blenders Data Libraries to import it.
Here is the code:
import bpy

filepath = r"C:\\path\example.blend"

coll_name = "collection name"

link = False

with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):
    data_to.collections = [c for c in data_from.collections if c.startswith(coll_name)]

for coll in data_to.collections:
    if coll is not None:
       bpy.context.scene.collection.children.link(coll)

It imports my object I need. But I would like to be able to press a button to activate it. So how can I do that?
I want the button to look like this:

(That type of formatting)
-

If you have any questions, please let me know and I will reply as soon as I can.
Thanks
Daniel


texts: Is it possible to avoid finding my operator via the search menu?

texts:
I was wondering if it was possible to avoid making bpy.ops.myscript.doesomething()available in the search menu of blender?

I think it is not possible, but I would like to have some information about it


texts:
I'm emitting grass (2 meshes into a Collection) on a mesh. Everything works fine in the EEVEE realtime preview but those particles are not visible/rendered in the final EEVEE render.
I'm using Blender 2.91.2
2 pictures : First one is the Preview, second one is the render.

Blend file : https://drive.google.com/file/d/1Vcl6Lz52V2MnKmsSOT3L_kBaE1icoxaG/view?usp=sharing


texts: how do i indent into a cube to get such curvature

texts: how do i create the above arch without those shabby polygons formations so its easy for UV unwrapping


texts: How can I move the pivot/gizmo to (0,0,0) in a Python script?

texts:
I'm brand new to python, and blender scripting.  I'm just trying to make a simple script that will move my current selected object(s) pivot to (0,0,0) in world space -- ie. move it to the origin.
I'm sure this is very simple, but I looked everywhere online, and couldn't find this simple question answered.


texts: How would I lock an axis for a curve? I don't want the curve to go in a certain direction until I unlock it. I'm frequently finding that when I created a beveled curve, what looks like everything is on the same level, is actually higher and lower on the Z-Axis.


texts: How can i fix subdivision surface + bevel modifier issue with modifiers

texts:
I am wondering if it's possible to get rid of artefacts after using a bevel and subdivision surface automatically by using modifiers.

I get those artefacts:


texts:
So here's the thing. I'm trying to make a sailshade. I'm going to be making many of these over time, so I want to find a fast and accurate way of doing this. Basically, a sailshade is normally 3 or so fixed points with a curve between the fixed points.

That's how most of them look, although some are more complex.

What i'm trying to do is make a plane that i can shape and stretch to how it needs to be, that way i don't have to constantly modify all the vertices. Sadly, i'm not an expert at Blender yet, and was wondering if there was some way to 'control' the curves that i put on the plane? For example, i could have a square plane with 8 'control points'. 1 on each point (4) and 1 between each point (4) to control the curves.

I'm pretty sure his is possible... but I haven't quite figured it out yet... Anyone able to help?

Please and thank you!

That isn't exactly the solution i was looking for, using a cloth modifier doesn't really work for what i'm doing.


texts: How can I get rid of multiple normals in a face with more than 4 vertices?

texts:
Each one of the faces has 20 vertices (I know that every face is actually made out of triangles), but shouldn't it have the same normals? Or maybe there is a way to access those "background virtual faces" and fix it? It also does show up in the render.

I've noticed that it only happens with smooth shading. (Isn't it supposed to make things smoother?) I think it's okay with just flat shading, but I still want to know what's up.

Edge split modifier seems to be a good solution.


texts:
How to get lamp object?

def test():
    Lights = bpy.data.lamps
    for light in Lights:
        light.use_nodes = True;
        light.type="POINT";
        AdddLightIes(light)

#how to get light.object? and set position?


texts:
I am developing an add-on, which only works if some specific conditions are satisfied (e.g. some other add-on is installed). Hence, I want the user to be unable to register this add-on if the conditions are not satisfied.
I thought I can ensure the conditions during the register() function. If the conditions are not satisfied, I want Blender to cancel the add-on registering, while displaying a message, saying what the user has to do.
I figured out how to display the message following https://blender.stackexchange.com/a/118183/117198
def display_error(message):
    display_text = lambda self, context: self.layout.label(text = message)
    bpy.context.window_manager.popup_menu(display_text, title='Error', icon='ERROR')

However, I don't know how to properly cancel the add-on registering. I figured that raising an error would cancel registering, but it displays the traceback, which is not user-friendly.
def register():
    if not my_conditions:
        raise Exception("The conditions were not met.")
    else:
        # Continue register

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\modules\addon_utils.py", line 382, in enable
    mod.register()
  File "C:\Users\VirtualUser\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\my_addon.py", line 116, in register
    raise Exception("The conditions were not met.")
Exception: The conditions were not met.

Is there a proper way to cancel add-on registering? Alternatively, is there a way to hide the traceback?


texts: Is there any tutorial on creating a slideshow with transition and with images of different sizes all done from python script?

texts:
I would like to create a python script for blender that takes in paramater a set of different images of different size and create a slideshow with transition. When the image doesn't fit the camera view size i would like that the image would move with a ken burns effect. I would like to know for example how to fit the camera bounds to the size of a an image if possible and if not to fit the camera bounds to a portion of an image. All scene setup and rendering has to be done with a python script.

Thanks.


texts: How to draw shapes in the node editor with python bgl

texts: I want to draw a diagram using shapes such as triangles and squares in the node editor. How can I do this?


texts: How to loop a triangle-shaped piece into n-gon

texts:
I have a triangle with an angle of 45 degrees, I need to loop it so that I get an octagon with the same pattern on each of 8 "slices"

I could use a screw modifier, but it messes up edges inside of a slice


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

texts:
I have read so much about Blender rotation in the last two hours that my head is spinning, but I can not understand how to rotate strictly in global coordinates without using bpy.ops. In reality I will have a large number of objects and do this frequently, so I'd like to use a rotation method of the objects themselves, like one of these: obj.rotate_euler() or obj.matrix_world *= some_vector or obj.rotation_axis_angle()

but I don't understand how to use them for strictly single global axis rotations like the following example:

import bpy
import math

half_pi = 0.5 * math.pi

group = []
for y in [-3, 0, 3]:
    bpy.ops.mesh.primitive_cylinder_add(location=(0, y, 0)) # ops is OK here, but not in the rotations
    obj = bpy.context.active_object
    group.append(obj)

zangles = [1, 1.5, 2] # radains

for obj, zangle in zip(group, zangles):
    bpy.ops.object.select_all(action='DESELECT')
    obj.select = True
    bpy.ops.transform.rotate(value=half_pi, axis=(1, 0, 0))  # rotate about global X by 90 degrees
    bpy.ops.transform.rotate(value=zangle,  axis=(0, 0, 1))  # rotate about global Z by zangle

bpy.ops.object.select_all(action='DESELECT')

ops can rotate globally, but I don't see any methods associated with objects to to global rotation, and I can't figure out how to do that.

A link to a less theoretical, and more "if you want to do this, use this" scripted rotation explanation would also be greatly appreciated. I'm OK with the math, it's the Blender conventions I can not get a handle on.


texts: my brush setup got destroyed when open in node graph

texts:
i'm in texture paint mode and i created a new texture brush, so i click '+' and name it 'stars'. Then i go to far right panel, in the texture tab, i open my new created brush and change type to "Marble". The problem is when i now go to node editor and try to load my brush nodes, everytime i turn ON 'use Nodes' , rather than loading my current selected brush setup, it destroyed my brush and reset to the checker one. Is it a bug ? or did i do something wrong ?

Thanks


texts: Cannot extrude curve after converting to mesh

texts:
So I drew a teardrop-shaped bezier curve and converted it to a mesh using Object -> Convert to -> Mesh from Curve/Meta/Surf/Text. A new mesh object appeared in my collection, but when I select it and go into Edit mode, Mesh -> Extrude has no options. Likewise, pressing ALTE just brings up a blank menu labeled "Extrude". What am I doing wrong here?

You can find my workflow here.


texts: My model messes up after importing to unity from blender

texts:
I have created a cliff model in blender and it is my first ever model. I have tried a lot to fix this but I can't get what must be done.

this is my model...

this is how it looks after rendering...

this is how it looks in viewport shading window...

this is how it looks in unity...

I am new to all this modelling and blender, Guys please help me sort out this problem.

Thanks in Advance!!!


texts: I always get rendered and old version, I cannot save the new version neither

texts:
Hello Blender Community,

I already checked for this question, and it seems it already has been asked and answered. Still, I none of the answers helped me to fix this problem in my case.

I opened my file (waste floating in the ocean) to add more waste to the scene. Then I want to save it and render it. But pushing the render button it jumps back to the old version and renders the old version.
To get back to my modified version (where I added more waste) I have to use the CMD-Z combination, because it seems I also cannot save the new version.

In the photo attached I described the problem.
I hope somebody can help me.
Thank you!

********************* EDIT 1 *************************
I edited the scene again. I put 2 new plastic cups in the scene.
And when I push the render button these 2 cups stay in the scene.
Only the 3 new bottles disappear?
I duplicated the other 2 bottles to create the 3 new bottles. But why do they disappear when rendering the scene while the new cups stay in the scene?

********************* EDIT 2 *************************
Has it something to do with these arrows?
Because the cups do not have these arrows while the bottles have them.


texts:
Is it possible to have a model rendered as it's seen in the 3D view in Blender?

That means, no shadows, sharp edges and everything illuminated just like the image below?


texts: Looking for a usable solution for Z-pass aliasing

texts:
i'm trying to render a small video of a city in fog using the cycles engine. The main problem is, i need physically accurate fog. In order to achieve that i'm using the distance of a pixel from the camera to the object calculated by the Z-Pass. But the Z-Pass has no anti aliasing so the end result has a lot of jagged edges. I have already searched for a solution.
The options were:

Switch to blender internal render because it has FSAA (Full Sample Anti Aliasing)

I have tried that and the option does what i need, but i started using cycles and switching to blender internal render
at this stage requires a lot of material work to be redone.
Use super sampling and down scale after the rendering.

This does work but has some side effects. In order to achieve good results i need to render 16 times more Pixels.
In theory i can also reduce the rendering samples per pixel by that factor, so the workload should stay the same.
But it doesn't, this correlation is not linear. It takes considerable more time to render the bigger picture.
5120 x 4096 with 9 samples takes 4m53s and a 1280 x 1024 px frame with 144 samples takes just 3m39s. Which doesn't sound like a lot, but if you need 2400 frames, it does add up.
Also the super sampled result has a lot more noise and is noticeably darker as well.
Use mist pass.

Sadly, i had no success extracting the distance information from the mist pass and wasn't able to get it to work
in my application.

Does anyone have any suggestions?


texts: Is there a way to make the active selection more noticeable?

texts: I'd like to make the active selection color different because I can barely see it when I'm selecting faces. I have an object that I'm trying to UV map, and there are some tiny faces that haven't unwrapped the way I expected, which I can see in the UV map editor, but can't find in 3D view because the active selection is too hard to see.


texts:
I have a baked simulation of a wall shatterinng that I'm try to export to Unity.
Everything works ok, except that when I open in Unity, instead of having a single animation with all the objects animated in syncro, what I get instead are tons of animations, one for each part of the breaking wall.
In maya, what I'd do is use "combine" to join the different parts of the wall. But ni blender, "join" turns the object into a single mesh, making my wall a single mesh. I'm a bit confuse.


texts: Create animations then update the model?

texts:
So basically I have a model rigged and set to animate. I have someone else that is going to work on the animations, while i finish the model (sculpting and textures).
Would it be possible for him to finish or save his animations and simply apply them to the updated model (or vice versa)?


texts:
I'm moving my current workstation files to a brand new machine. Is there an addon or feature within blender to pack all settings and many addons downloaded/purchased/enables into a single folder?

Best,


texts: How to control particle's direction by animation node?

texts: As title, i do not have any idea to control particle's direction by AN.


texts: How to get a Center Point from multiple Vertex Locations?

texts:
tl;dr: I just want to create some curve guides along those middle points of vertex groups but with a script.

I am new to Python in Blender and I can't seem to find how to do this.

So far, I managed to get X, Y and Z coordinates of each vertex, stored in arrays in a variable named like each vertex group. My goal would be to find the middle point, something like a bounding box for each vertex group.

I did find topics about matrix for bpy.types.MeshVertex but what I have is lists of vertices which do not seem to work with those examples.

Edit2:**Thanks for two different answers on how to do it, have a sub-question, if there is a way to create effectors like path, that **start from those points *(Have their starting point there), and I guess prefferably to get them to go outward away from these vertex group locations.

ob=bpy.context.object

GL = {g.index: g.name for g in ob.vertex_groups}
verts = {name: [] for name in GL.values()}
vertsloc = {name: [] for name in GL.values()}
verts2 = {name: [] for name in GL.values()}

for v in ob.data.vertices:
 for g in v.groups:
  verts2[GL[g.group]].append(v)
  verts[GL[g.group]].append(v.index)
  vertsloc[GL[g.group]].append(v.co)


texts: How to draw a line that tracks the path of an object on video

texts:
I am trying to find a solution to creating a follow flight path of a frisbee (but could be any object), similar to what is shown in this video (https://www.youtube.com/watch?v=cKQc1cxZV7Q).  This video also shows how to do it in After Effects, but I want to do it on Blender.
I've seen this done with lines (https://www.youtube.com/watch?v=vquFGH9jw9s&list=WL&index=20&t=1876s) and I've seen it done with a particle emitter (https://www.youtube.com/watch?v=_qGd-Z5cjow&list=WL&index=17).
Does anyone know of instructions to do this in Blender 2.83?


texts: Two viewer nodes, switch between output images

texts:
Is it possible to switch between the output images of two Viewer Nodes? To get the rgba values and the z-depth, i linked a Render Layer node to two Viewer Nodes (one for rgba and one for z-depth). Even if i change the name of the node, i can only access on the picture with:

bpy.data.images['Viewer Node'].pixels

I tried to select the other node (and deselecting the previous one), but even then i get the same results (bpy.data.images['Viewer Node'].pixels[0]) as before. I noticed, if i select the node manually in the node editor, then the result changes, but also the python log was not helpful.

Is there another way to solve this? Thank you.


texts: Is there a way to update Blender without deleting it and downloading the new version?

texts:
I like to stay up with the latest version of Blender. I use Blender on my Macbook Pro and it is kind of a pain to update Blender because you have to delete it and then re-download it.

This isn't a huge deal but is there a way that you can just update Blender without deleting it and re-downloading it every time? It is kind of ridiculous to just re-download the entire program when the new version consists solely of bug patches.


texts:
Is there a way for the sculpted area to smooth as you sculpt dynamic detail on it. I might be missing something obvious, but as you sculpt with dynamic topology, smaller polygons are added, but the surface is not smoothed, creating that jagged shading. I think this behaves the same way when using a Subsurf modifier put on "Simple" instead of "Catmull-Clark".

In blender:

However, Sculptris on the other hand smooths the surface and there's no problem adding more detail.

I find it that only the Snake and Smooth brush are working fine for this. Is there a way to sculpt with smoothing somehow?


texts: How to cut out unwanted content from the 3D model

texts:
Hi People hope everyone is good and having a good day, i am trying cut out a quater of a circle and i have tried using the knife tool but found this rather dificult and have tried the default editing tool and tried inverting the excess inwards but this did not work as well, as you can probably tell i ahve only just started learning how to do 3D modelling on blender. Basicly i just want to get rid of the excess quater i do not need. please see the PNG i have attached.
Any help would be apreciated.
Thank you :)
P.S. i have done a landing foot and cut corners out thanks to bruno's instructions :) however i do it manualy for each corners and some corners as you can see from the picture are not equaly continuitive :)is there a way that i can duplicate the first cut like for like so all corners are the same :)

Simon


texts:
I am using blender version 2.73 on windows 8.1. I rendered an animation into a png sequence the first render worked fine. I then changed the scene, and tried to render it again. This time, I am getting nothing but a bunch of black images. They are not just dark or poorly lit, they are solid black. When I view the scene in rendered mode, I can see the image fine, but during the final render, I get nothing. Cycles doesn't seem to go through the usual rendering process of doing each frame section-by-section, it just instantly creates a bunch of black images in the output folder.

This is a screenshot of the scene.

I get this message in the console after the render

  Saved: C:\path_to_directory[image number].png Time: 00.00.00 (Saving: 00.00.00)

This is repeated once for each image.

Here is the .blend file along with an image texture and bump map used.
Dropbox Download Page


texts: Fire shows up in default view but i can't get it to show up in render

texts: I have tried putting in the multiplier as I've seen it in many answers as well as the color ramp but it still only shows up as grey particles in any rendering...?


texts: how to orient of Z-local-axis through a given Point

texts:
I have a object 'A' with it's local-axis. And I have a Point 'B' with it's location (x,y,z)

Now I want to the Z-local axis (or X or Y-local axis) of 'A' toward to 'B' (the virtual straight line that Z-local axis be in goes through 'B'). of course the object 'A' not moving, only rotate.

is there a simple way to do it?


texts: Exact meaning of "film exposure" in blender cycles

texts:
Rendering with blender cycles, I noticed the option "exposure" under the "film" section in the rendering menu. Clearly, increasing the exposure value increases the image brightness, but does anyone know what function is used?

Naively, I'd expect increasing the exposure by a factor of x would be equivalent to multiplying all RGB channels by a factor of x, either before of after applying an image gamma.

Is this hypothesis correct, or is a different function being used?


texts:
Basically I am working on a small project where i wanted to place a 3d mobile in a Footage.
I captured the footage which included the small reference pieces for tracking. I tracked the camera in blender itself and put my 3d mobile in the footage. I gave my very own environment texture.
Here's the image

I put it on cycles render. But after I render the image for testing.
The mobile didn't appear in the render.

I tried everything but i didn't get any solution.
Anyone's help will be useful.
I am extremely sorry if there is any kind of grammar mistake in my message.
Thanks in advance


texts: UI Lag and Microstutters in the Node Editor

texts:
I am getting some distracting lag in the node editor. It's not terrible, but it's annoying enough.  It's a really simple file too. But for some reason I keep getting random stutters as I work with nodes in the shader editor.
At first it was really, really bad. But I deactivated some addons I barely use and it seems to be much better. However, it's still there.
What's really weird is that if I have the material tab selected, I get the lag. If I select some other tab, like the modifier panel, the lag is alleviated.
Anyone know what is causing this? I saw another post on here where someone changed the default font for the node editor and that sped things up.
Anything else I can do to speed up the node editor?


texts:
At the moment I'm using a mix of the two; usually try to use the same amout of crease for edges that create symmetry in a mesh and loop cuts when I need to add stuff to said mesh. I'm not familiar with the inner workings of blender and have not created any models where the difference might be noticeable.
Is using mean crease cheaper (vertex-wise) than loop cuts?


texts: Is it possible to make hair particles avoid each other?

texts:
I have a scene in which I have two Hair type particle systems. I am having an issue with them intersecting each other, even with different seed values. Is there a way to change this behavior?

Also, would using the Emitter particle type make any difference? Also, can this be done with a script?

More screenshots available as requested.


texts: When I rotate the palm after automatic weight painting, the forearm skin seems to rotate and looks weird

texts:
This image shows the arm before rotation.

Here its after rotation.
How to correct it and is there any tutorial series for weight painting?

My .blend file can be found here:


texts: I followed alot of hair tutorials but what I don't like about the hair is that it's always too perfect. It's like fresh from the stylist. So I wonder if it's possible to create more natural hair that's randomized into a more messy look with strands everywhere without having to create every strand manually. Is there a way to somehow randomize the messyness? I have tried with the wave and curly settings but they only create curly and wave over the whole hair body and not just single strands and these "flying" single hair fibres.


texts: Texture with a grid of points? With Python?

texts:
Is there a way to generate a grid of points as a texture? Something like this (without the box):

And/or is there a way to create my own texture node with Python? If there's API for that I guess I can also write my own procedure texture.


texts: Can I subdivide vertices in a single direction?

texts:
Is it possible to almost duplicate or split vertices but keep them part of the edge that that they're on? Subdividing basically works, but if I try to do multiple edges at once, it does it in all locations. I can do it by subdividing and then dissolving the leftover vertices or by subdividing alone and then connecting the vertices, but is there an easier way?

The closest thing that I've found is "Loop Cut and Slide", but that just creates new vertices only connected to the ones I did it from instead of inserting new vertices in the edges.

For example, if I have this mesh:

I would like to do this:

If I select the vertices on the other side and subdivide it, it gives me this though:

Is there an easier way to do this?


texts:
I want to build a clock and I need to generate the cogs and pinions. I have seen a great tutorial here, but I want to do something slightly different than fiddleware. For example I want to round the teeth ends slightly to reduce the grinding and also reduce the tooth width while increasing the gap the teeth go into.

Although I forget where it is at this exact moment, I noticed there is a screw creator script in Blender (I'm currently using 2.7) and I was wondering if there was any kind of script that would generate a cog given some of it's defining characteristics?


texts: Restart image sequence for each new particle?

texts:
I have a plane, with an animated image sequence as a material. I then have the object (below) as an emitter, emitting these planes as particles. The image sequence is a cyclic texture, so that it repeats again and again.

In short, rather than having the texture the same for every single plane, as it is below, how can I have it start again for every new particle as it appears?


texts: Baked animation actions - what do the settings mean?

texts:
The file has a camera following a path, and it tracks to an empty that was keyframed at various points on the timeline. It scrubs fine for me, but when  it was rendered on SheepIt, the camera stayed fixed on where the empty started. After looking here and consulting in their chat, I baked the action of the empty and tried again. In the screenshot is the settings used.

I don't know what any of those settings mean, and there doesn't seem to be a manual page. In fact, searching about this doesn't turn up much.

I'd like to read or find out more about this, is there a resource out there?

Edit: I'd checked the previous version when I said that the re-render was doing the same thing, in fact it hasn't quite finished yet. My bad, sorry. Still, I really would like to understand a little what I'm doing.


texts: How to play My Blender Game in a webbrowser?

texts:
Right now I have a .blend file for a little interface project I am working on in the game engine and also a .exe

Is there a way I can play my project in a web browser so I can show it to some friends?


texts: mirror not working with armature handles

texts:
i'm trying to rig an eagle fr a project and i made a complicated mesh and rig with handles but it can't be mirrored to the other side

and i can't just apply the rotation or scale because then the handles will not be right they will move and rotate drastically


texts: I'm using Blender 2.8 and Eevee. I need to read many super long text documents (.doc), some being as much as 500 pages, and to convert them into images to be textured on plane meshes that will be very slowly flipped as book pages. The format of some of those .doc is Letter US (215.9 by 279.4 mm), others are Legal US (216 x 356 mm). Is there a simple way to read a .doc and convert each of its pages into a very good quality image, so that when used as a texture and rendered in Blender, it could be zoomed in and read super easily ?


texts: EEVEE is showing screen space reflections in the viewport, but not in the final render

texts:
I put an object (a puddle) in my scene and I used a Principled BDRF with Metallic set to 1.0 to have screen space reflections. I enabled them in the render configuration and I can actually see them in the (rendered) viewport.  However, when I render the project (F12) I cannot see the reflections (only the environment map reflection, not objects reflections).
Should I enable them somewhere else?


texts: Three.js export option is sometimes disabled

texts:
I'm trying to export models from some format (.obj, .3ds, .blend) to Three.js but sometimes they can't be exported. Can someone explain why?

This is what happens:

The Three.js option in the export menu can't be selected.


texts: Is there a way to save all settings of the sequence editor to disk and load them when needed?

texts:
In Python, is there a simple way to save everything in an editor, ex. the Sequence Editor to disk and later when needed load everything again?

The reason for this question is that changing scene will change the contents of most of the editors, and this is not always desired. Being able to save and load all content from from ex. Sequence Editor would be a way to workaround this.


texts:
Blender 2.9
I'm working on a big mesh and I would like to hide the "big black dots" (vertices) of the mesh.
For the Edge for example I can do it in the viewport overlays

But for the vertices I didn't find an option to do somethig similar...
Visualy, what I would like to have is something like this (capture from another forum, another program):

in the selected region, the vertices are not marked as dots. That's what I would like to get.
Edit: I do not need to hide the vertices in an specific region. The image is only to show the diference between vertices as "big dots" VS vertices only "as interception of edges", which is what I want. Just hide them or make them really really small...
I hope this is posible to do.
Thanks for any help!


texts: Failed adding custom icon for add-on button

texts:
How I add custom icon for add-on button? I have ready a 32x32 size photo for my icon but dob't know how to add it
I have copy the code of: How to implement custom icons for my script/addon?
But when I run script, it shown this
Besides, I don't know how to write the ID of my photo. I am trying. Please tell me how where could I type my photo ID.


texts: Does anyone know if progress is being made on the Voronoi Fracture module for 2.8? Thanks.


texts: Create a single texture for an object that uses more than a texture

texts:
I've scanned a little statue and made it into a 3D object using Meshroom. Because the software creates the textures from the images you provide, some of them are too big, and it splits them in 2 or more parts.

I've edited the model in Blender, and I cleaned the object to the point that only 1/4 of the initial textures are used and exported it as an obj.
When I wanted to upload my object to sketchfab, I found out I can only select one of the two textures to apply it on the model.

When searching for a fix I have found some similar posts that pointed that baking the textures is the way to go, but I couldn't figure out how to do it, because when the model was imported, it created this complex node system for the textures (for each one) and when I unwrapped the model, some were corresponding to a texture and the others to the other texture, like in this pictures:

My question is, what should I do to create a single texture file, only with the parts that are used and how to replace the existing ones with the one that I make.

Also, I'm sorry if this may seem like a stupid question for some of you, but I've just started working with textures, and it's proving to be a little more difficult than I thought...


texts:
There is something wrong with the detail size (sculpt mode) in my file. At first it worked properly, but i don't know why it started doing this:

It seems like, the detail size value is inverted, but i don't know why. With 20px resolution it makes much more polygons than with 3px, and it should be just the opposite. I don't know if i pressed any buttons by error or if it's a program bug.

I found a solution, that is copying all the stuff and paste them in a new file, and now it works ok again. But i really would like to know the reason for this problem, and if someone could tell me another solution, 'cause now i have to set again the background images in the correct place.

Thanks a lot


texts:
I'm sure I'll embarrass myself here, but I can't seem to select individual control points on a curve in edit mode.  Not by box select, not by circle select, not by clicking on them.  In box select mode, for example, Blender draws the affordance for the box, but nothing gets selected.
Select All (A) works.  Deselect all (A, A) works.  Editing a mesh object works normally.  I can delete the curve, make sure nothing is selected, add another, and I get the same problem.  I can add a mesh object and edit it normally.  The problem only seems to affect curves of all types, and only in this file.
This is on 2.92.0 on Win10.  New files and other recent saves are not affected.
Ideas?


texts:
I have been playing with the settings for the text object recently, and every time I add a new text object, I need to change the font to my favorite one. (Eurostile LT ExtendedTwo) Is there any way to change the default font so I do not need to change it every time I add a new text object?

Example:


texts: Help me understand Renderers, especially in 2.8

texts:
I was struggling to follow a 2.79 online tuts in 2.8 until I found this thread 2.8 Adaptive Subdivision

So now I see that Adaptive Subdivision and MicroDisplacement are part of the Cycles Experimental Renderer.  As a new user and beginner of Blender this was confusing to me, I thought the difference was due to the version not the Renderer. (please don't waste our time by criticizing my choice to use 2.8 to follow 2.79 tuts, it's not helpful)  Here are some specific questions that might help me understand better.

Why does Blender have several renderers? {Workbench, Cycles, Eevee}
(2.79 had BlenderRender and why did it go away?)
What criteria should I use to determine which one to use?  (I was struggling to find Adaptive Subdivion in Eevee as I expected it to be part of Blender, not tied to a specific Renderer)
What other items should I be aware of that will differ from Renderer to Renderer and might contribute to my choice of Renderer?
Since Eevee is newer than Cycles, is it a BETTER Renderer?  If so, why doesn't it support Adaptive Subdivision or is it simply baked in by default?
Can you point me to any educational material that explains and compares these?
How long will Adaptive Subdivision be 'Experimental' - I've found videos that go back a bit and would have expected Adap Sub to have moved out of experimental into core
My main goal is to texture terrains generated from heightmaps .  What is the BEST Renderer for that task?

Thanks in advance, this is always a helpful site


texts: Trying to apply a bvh animation to a glb model (vroid)

texts:
I am stuck. I have no problem animating a glb created with vroid with the existing rig but redirecting a bvh animation to it is not very successfull.
I mean, I manage to make things move but if I keep the vroid rigging, and add constraint to it to match the bvh, I have a lot of nonsense deformations
So I tried to recreate a rigging of my own but I get silly deformation as well...
I also tried to remove the rigging and tried to parent the bvh rigging to my mesh groups but for the life of me I have no idea why all is exploded.
This messy scene seems to follow the animation but I don't know what to do


texts: How do you give limbs of a character symmetry?

texts:
I used the mirror modifier to give the character symmetry but I can't really apply the same for the arms and legs as they're already part of the character with the mirror modifier. Do I separate the limbs and give them the mirror modifier or is there another solution?

As seen from the feet, one side of the feet has faces while the other does not.


texts:
I am a beginner of blender. I tried to create a chain link using rigid body simulation. But for some reasons, the chain link breaks. I have tried to turn the parameters including mass, margin sensitivity. But it doesn't work. Is there a way or addon which can make sure the chain link won't break in a rigid body simulation?
Here is the file
https://drive.google.com/file/d/1ODu5yiNmId858YBdeEBssCqIKBDAU_ns/view?usp=sharing


texts: Add an joint object to a wireframe modifier

texts:
I am trying to add a joint on the vertices of a wireframe modifier (where the lines of the wireframe modifier connect).

This is what I have:

This is close enough to what I would like:

(Ideally a joint would appear at EACH connection, unlike on the example above where there are several joint objects on some vertices and some don't have a joint object.)

I tried Dupliverts but it didn't work, and I tried a particle hair system but the results I got were very messy.

I can't apply the Wireframe modifier because it's animated with a displace.


texts: How to fix lighting artifacts due to filmic blender?

texts:
Currently I am using blender 2.83.10. After watching Blender Gurus tutorial on photorealism I switched the default datafiles\colormanagement folder with Filmic-blender that I got from github. Since then few of the object in the scene dont have a smooth light to shadow transition and are showing lighting artifacts. In order to fix this issue I have tried the following:

Swapping back to original colormanagement folder.
opening the scene in blender 2.91.

Still facing the issue.
The attached are the screenshot of the problem and my current color management setting.


texts:
When I try to Unionize two objects the one that is outlined in red before I Union them. Once Unionized is smoothed as if I had upped the view on the Subsurface Modifier. I am using Blender v2.79 and I have a Subsurface Modifier on both of the objects at view 2 and render 2 and a Mirror modifier on both objects with it on the basic set up. I can only figure out how to add one picture so I put the one with the end result.![ this is the problem the top set are more Subdivided and I can't figure out why
]1


texts: When modelling I will apply a turn the sub surf modifier back on and smooth shade my model and this tearing  happens. Pressing Crtl+N doesn't fix this issue.


texts: How to delete segment on curve using Blender 2.8 Python API?

texts:
I have a bezier curve in 3D space, made of several points. I want to be able to delete the segment that goes from (let's say) point 12 to point 13, so that now my curve has a gap where
it was previously connected. With the interface this is easy: go to Edit mode, select by hand the points, hit x and select Segment, et voila!. BUT I want to be able to do this programmatically from a python script (using the blender api).
I guess the part I'm stuck with is actually selecting the points programmatically, I've been browsing the docs but as a newbie I was not able to find an answer.
I would be very grateful for all your help.
Thanks in advance!


texts: How to keep texture mapping after applying modifiers

texts:
I've created a street by adding a street texture on a plane. I created a curve and added an array modifier and curve modifier on the plane. I made it let the plane follow the curve.

It looks like this:

I need to export this now. For this (I guess) I need to apply the modifiers. Unfortunately the texture mapping is changing.

Is there a way to keep the texture mapping but after applying the modifiers?

Edit:
Here the versions with applied modifiers:

It seems that applying the array modifier removes the texture repeat and applying the curve modifier removes the texture... distortion.

And here my blend file.


texts:
Is there any way to set Blender to delete objects when I select them in the outliner and press delete? I tried assigning the shortcut in the right click menu, but that did not work either. It works when I delete a collection, I'd like to have the same behaviour when I select objects.

As you can see, it is supposed to be assigned to Delete button, but it does not work.


texts: How to alternate red/green color for a line chart based on segment direction?

texts:
I am working on a project to create procedural line charts (e.g. share market charts):
https://drive.google.com/file/d/1WlDstmXDMZRSIO0d8xzP-R15kM1hdkp7/view?usp=sharing

Here's how I did it:

I took a plane and deleted three edges.
Next I subdivided the remaining edge 10-15 times to get some detail.
Then I used a displace modifier with a clouds texture.
Then I slapped on a skin modifier.
Now I can manipulate the chart by changing the strength of displace modifier and size, depth attributes of clouds texture.

Modifiers:

Texture:

Topology:

Problem: I want to shade the chart such that if the Y-axis value of a vertex is less than the vertex before it then the area between it and the vertex before appears red else it appears green(The color should also change if the chart changes). So that I get something like this:

Blend file: https://drive.google.com/file/d/16HB8sMU0jNejUW6g_YmPL77N9NuH3y76/view?usp=sharing


texts: How to make posed model stay in place in edit mode?

texts:
How can I make the model stay in posed postion while ive use edit mode?
Because when ive loaded saved pose, and use edit mode mode model return to default standing pose.

I have noticed this problem when my model seats so ive wanted fix it
but it is not visible in default standing pose.


texts: Weird cloth behavior: why does my cloth diverge on collision?

texts:
Earlier I've animated simple collision with a cloth-modifier. (I've compressed it to a 2MB mp4, but I don't know how to upload it). It shows a face moving along a path through a (pinned) cloth, so that the contours of the face come through. Like this:

Currently I'm trying to achieve the same effect in different scene, but now the cloth seems to 'explode' even before the face hits it. For some reason the cloth seems to diverge into infinity, even though all the settings (at least in the cloth-physics tab) are the same as in my previous animation.

My question is: why? What causes this behavior?

I've tried to remove and add the cloth serveral times, but I keep getting the same results. I've checked:

The normals (are pointing all in the same direction);
Remove doubles (or 'merge by distance' as it's now called);
Apply all transforms to the cloth;
Increase the quality steps both in the cloth- and collisionstab;
Increase and decrease the subsurface levels of the clothobject;
Check and uncheck 'self-collision'.

I get the impression that the behavior has something to do with the last two, for sometimes it works okay (though undetailed) with subsurface level 2, but not with level 3. Similar with the 'self-collision' check. The behavior isn't consistent though.

Finally, here is a screenshot of the cloth-settings:

And one of the (subsurface) modifier(s):

I hope anyone can help me to understand this behavior.


texts: I can't see Dynamic Paint neither in viewport nor in render, why?

texts:
I am trying to draw a line on an object with dynamic paint.
I am following this tutorial on my 2.8 Blender version.
Make an object draw a line?
I can't see any paint neither in viewport nor in render.
Why?


texts: When i bake the mesh on domain, i want to see the waters mesh NOT the shape of the domain mesh, how can i fix this?

texts: So I want to color my fluids on the eevee engine and when I click "bake mesh" when having only the domain selected, instead of giving me a fluid mesh so i can chose the material for the liquid, instead the domain cube just kinda resizes to fit the liquid