texts:
First of all, I've seen tons of questions about this already but none of them solved my issue.
I've tried:

Rebaking in Marmoset with custom padding (8, 16, 32, no success)
Make mesh smooth shaded
Enable Non-color data on Color Space (Image Texture node)

Also, in Marmoset, the seams are almost invisible (can be seen if zoomed in too much, yes). But in Blender, it's visible even from a distance since it's interrupting the normal map with a weird shading (pic below). Is there anything else I'm missing? Thanks!


texts: How to create old looking/ cracked glass

texts:
I am looking for old looking cracked glass for a window in a shack scene.
I have looked everywhere but can find a tutorial or material or model on this
please can someone help me on this
thanks


texts: Is there a way to save composite node presets?

texts: Is there any way in Blender to save settings in your compositing node setup. For example say for my shadow catcher I have it setup for a hard shadow for sunlight, and then I also have a setting for diffuse light shadow for indoors. Is there any way I can save these settings individually so I can quickly switch to them rather than having to individually change the nodes every time.


texts: How can I dump and compare .blend files?

texts:
For understanding Blender better, I'd like to decode what's in a .blend file.

If the output were usable as input to a text-based diff program, that would be perfect (allowing to compare different files).

I'm aware that these .blend files may contain binary data, and I saw unanswered question "Compare two blender files".

If there'd be a mapping of ".blend -> text representation -> .blend" (re-creating the original file from the text representation), I could even version-control .blend files (a real-life requirement IMHO).

Update 1:

After many hours of programming I'm closer to a solution, but I'm having trouble with some "pointers", having many diffs like this:

-Bone.Bone DATA.*parent 29ce15fe9788
+Bone.Bone DATA.*parent 29cd1e23ad88

I did already try to convert absolute pointers to relative ones, but I'm unsure where pointers actually point to: Inside file-blocks only, or even across file-blocks? (I did not resolve pointers yet)

The other thing is how to interpret pointers. For example right at the start of a file I have:

# First line is the whole Link struct, then a relative dump for each component
# The decoding is "types names" where each is hierarchic, not actual C syntax
0024:  01 00 00 00  fa 00 00 00  53 63 65 6e  65 00 00 00  |........ Scene...|
0000:  01 00 00 00  fa 00 00 00                            |........ |
Link.Link REND.*next fa00000001
0008:  53 63 65 6e  65 00 00 00                            |Scene... |
Link.Link REND.*prev 656e656353

So there are (unless my decoding is wrong) two pointers, *next, and *prev; the first looks more or less OK (despite of being unaligned), but the second looks very much like a text string. So what is the magic with these pointers?
Other pointers look different:

# the pointers below are decoded relative to some base address...
0008:  48 64 f8 05  cf 7f 00 00  28 66 f8 05  cf 7f 00 00  |Hd...... (f......|
0000:  48 64 f8 05  cf 7f 00 00                            |Hd...... |
IDProperty.IDPropertyData.ListBase.void DATA.data.group.*first 29cd1f16e8c8
0008:  28 66 f8 05  cf 7f 00 00                            |(f...... |
IDProperty.IDPropertyData.ListBase.void DATA.data.group.*last 29cd1f16eaa8


texts:
I'm trying to create a simple animation moving the camera through a curved tube, which has a .png image (just a grid) mapped on it.
My problem is that I see some differences in the lines when I export on Eevee and Cycles. The lines on Cycles seems to be much smoother.
Here you can see what I mean:

Eevee

Cycles
I've tried using the Smooth modifier but that changes nothing. Both images are rendered using the same sampling values.

Shader
Q: Do you know how I can get smother lines for that curve (tunnel) when using Eevee?


texts: Cannot reenter draw mode after inserting 3D object

texts:
I'm new to Blender and I may be doing something wrong.
My goal is to use two images on textured planes for reference and draw over them.

Create new scene (File -> New 2D Animation)
Draw something (everything is working)
Add new workspace (General -> Layout)
Add Mesh -> Plane
Go back to 2D Full Canvas / 2D Animation workspace

Now I cannot select the 2D drawing, cannot get out of object mode, cannot draw anything else. Grease pencil doesn't work anymore and nothing related to what is drawn is selectable/editable.

I have Blender 2.80 Beta

Thank you.

Mihai


texts: How to project (bake) an environment texture onto a mesh as if from a slide projector?

texts:
I have an equirectangular texture applied as the environment. I go to the camera view, match the camera's settings and create my mesh so it somewhat matches the objects' shapes in that texture. I unwrap the mesh.

I deliberately avoid such methods like cutting an image into small pieces and then manually texturing the objects. It's really tedious and time consuming and I have to do tens of these images. Also, the projection, as I've mentioned, is equirectangular, so doing it manually is really not an option.
How do I project the pixels from that env. texture onto my mesh? (like a slide projector)


texts: How to disable Background layer rendering?

texts:
I’ve done tracking of the footage, and I’ve setup the tracking scene.
As you probably know, once you setup the tracking scene, Blender automatically creates two “Render Layers” nodes in the compositor. One node is for the “Foreground” layer, as shown in attached screenshot, and the other is for the “Background” layer.
Also, Blender creates two collections in the outliner: foreground and background. Background consists only of “shadow catcher” plane.

The problem is, Blender is rendering separately those two layers / collections, which doubles my rendering time, and since I have very simple scene, that is in fact just a waste of time for me. I want to do all the rendering in a single pass.
I’ve tried deleting the background “render layers” node, and deleting the “background” collection, but still, when I try to render the scene, it always renders both foreground and background, although the background literally doesn’t exist anymore in my file. At least, I’m not aware of it.
I’m sure I’m missing some simple solution.
Help!


texts:
How do I achieve a physically accurate laser beam within Blender?
This is what I want to achieve:


texts:
ok...
let's try this again!
Newby here and i have a problem that is really really really annoying.
Blender becomes sluggish with time!
And i can't find a cause for it.
laptop has
8 gig
4 cores
4 Gh
While i run blender only 1 core is active around 1 Gh and rarely more.
Less than 4 gig of memory is occupied.
When i open the software it runs properly...
i click on any object, vertex, etc... and it lights up immediately.
But after about half an hour latter it can take more than a second for the item to light up.
And after a full hour it is beyond 5 second.
Someone suggested it could be the undo step???
if it was...
when i close the file and open a new one, the system is suppose to drops the old undo list and create a new one...
hence the system should then return to normal speed...
it doesn't!
Plus the lag time should not keep growing.
it does!
Therefore the problem must be something else.
I tried reinstalling the software a while back but it didn't solve the problem.
i didn't have that problem with...
3ds Max
maya
or Rhino (and i used a lot more undo step then, as i was beginning to teach myself 3d).
Having to close and reload the software every 30 minutes is truly annoying!
Does anyone have any usable ideal?


texts:
I was trying to make a really low poly flower, basically using 2D planes and applying textures with an alpha channel (Targa, 32 bit).

However when doing the UV mapping and applying the texture as usual doesn't yield the expected results. The render either shows the image with the alpha being white, or it doesn't show anything at all (an empty/completely transparent square).

I've tried several settings, but without any results. If I drag the "alpha" down to 0, it makes the whole texture transparent which is not what I want. I've tried selecting Z transparency, and also Mask, but nothing. Is there something I'm missing? It'd be nice to know the basic workflow to get it to work.


texts: How I can distort image(movie clip) from rectangle to polar?

texts:
How I can distort image(movie clip) from rectangle coords to polar? Maybe I can do it in Node Editor or whatever?
I need to replace pixels from XY to Angle R. But how I can do it? Thank you.


texts: Blender Cycles - How to make particle planes to face towards the camera?

texts:
So I've been working on an explosion, with textured planes coming out of a particle system. Too bad it destroyes the whole feeling, when I can't see the texture on one of the planes, but a line, which is the plane, but not aligned to the camera. It also makes the middle of the explosion seen by the camera almost fully invisible, because there are no planes aligned to the camera. I tried to "Track To" the parent texture plane to the camera, but it only worked for that specific object, not the partices.

I couldn't find any solution not even on YouTube or Stackexchange so I'm asking you for help :)


texts:
I've been trying to write out particles cache files from Houdini to Blender.

I successfully exported a sequence of bphys file, which Blender loads fine. the code is roughly ( in python ):

    dataType = 1
    nParticles = npoints
    data = struct.pack("8c","B","P","H","Y","S","I","C","S")
    data += struct.pack("III",dataType,nParticles,31) # I don't understand that 31 ...

    for i in range(nParticles):
        #index
        data += struct.pack('I',idList[i])
        #Location
        data += struct.pack('fff',positionList[i][0], positionList[i][2]*-1, positionList[i][1])
        #Velocity
        data += struct.pack('fff',velocityList[i][0], velocityList[i][2]*-1, velocityList[i][1])
        #Rotation
        data += struct.pack('ffff',0.0,0.0,0.0,0.0) ## no values for now
        #Avelocity
        data += struct.pack('fff',5.0,10.0,0.5) ## no values for now

This code runs for every frame in the animation.
Lastly, I write the very first bphys file ( with 6 padded zeros) "filename_000000_00.bphys" , containing a list of all the particles 'times' in the simulation, with the good header data.

dataType = 1
nParticles = len(particlesList)
data = struct.pack("8c","B","P","H","Y","S","I","C","S")
data += struct.pack("III",dataType,nParticles,64)

for particle in particlesList:
    data += struct.pack('fff', particle['birth'], particle['death'], particle['lifetime'])

Now, that's a good first step. Althought I haven't been able to see any Angular velocity in blender; Location and Velocity are read fine.

One of the key parameters I would love to export from Houdini, is the scale parameter. But I have no idea how to add this value to the bphys file.
I tried to add a float to the "collection" , of course it doesn't work.  I must have to change something in the header. This "31" value seems to correspond to the amount of data per particles.
There seems to be a lot of different possible values for this parameter. How can I find some informations about that ? ( if possible without having to dive into C++ source code, which I tried )

I feel like I'm almost there

I need some light ^^


texts:
Im trying to to solidify a object. Here I have just removed the faces with metal, still correct shading in Unity.
edit: this is not true. Removing the rim also changed the shading a bit. But more dramatic shading change after solidify
edit2: I can see the vertex normals change when removing the orignal rims faces. Can I somehow keep the vertex normals? Thanks (I dint now if thats the error)

But when I solidify it in blender 2.8 shading breaks


texts:
Running Linux and using a small Python script globally in Xorg to bind left mouse down + up to the caps lock key. I use this because of RSI and the buttons on my trackball are crap.
It just works with everything. But in Blender it only works in some situations.
For instance selecting objects in Object Mode doesn't work, but it of course works using the real left mouse button. Dragging to select works though, although only some areas of the viewport will let caps lock activate the drag region.
I'm using pyautogui.mouseDown() and pyautogui.mouseUp() when caps lock is pressed and released. And using pynput.keyboard.Listener() to listen for events.
Anyone got any ideas to make it work? Script below.
#!/usr/bin/env python3

from pynput import keyboard as keyb

CAPS = keyb.KeyCode(16777215)

def on_press(key):
    if key == CAPS:
        return pyautogui.mouseDown()

    pass

def on_release(key):
    if key == CAPS:
        return pyautogui.mouseUp()

    pass

with keyb.Listener(on_press=on_press, on_release=on_release, suppress=False) as listener:
    listener.join()
```


texts: Fragment pattern appears in render from a distance

texts: I found that when rendering my Earth model from a distance, these patterns appear. I've checked and adjusted the clipping distances multiple times to see if it was a form of Z Fighting but it was not, and I've also removed doubles from all objects in the scene, each had 0 doubles. I'm not quite sure what's making this happen. Any suggestions I could try?


texts:
When I paint a Vertices the opposite one gets painted too, but the vertex painted isn't mirrored either, it is equal in direction. When I paint a red vertex blue, the opposite one goes from blue to red and even makes the painting non equal. I want them to both be the same colour when painted.

Also the new painted vertices get deformed even when the bones are in resting position, this has only recently happened when returning to my project.

-I do not want the vertices to be mirrored when painting.


texts: Animation Start Length and End Length is not showing in Unreal Engine 4.26.2

texts:
I have this issue where I import this very simple door animation with the armature selected in object mode the bake animation export setting checked. Everything looks fine but when I import to unreal engine it does not register that a animation exists even though with what I am looking at in Blender there is a animation in place. This is really weird I have been having problems importing from Blender to Unreal Engine regularly. The Door is at the world Origin too.

I have tried importing the animation but the engine doesn't recognize it.


texts: I went through many tutorials and documentation but cannot seem to get it to work. Bug? I go to texture paint, I add new image, set color size. In model, I select single image, selext the image I created, object becomes color. Able to use fill to change entire color, but none of the other brush options work and cannot draw on object in 3d mode or uv editor. Am I missing a step?


texts: I can't seem to scale textures on 2.81. I'm using the usual nodes but whenever I try to connect the UV or Generated to the Vector, scale option suddenly disappears. Anybody having this issue too? Can't work my way around it.


texts: How to move bone to the object position?

texts:
I made a simple sphere and a bone. I want to place a bone in the center of the sphere.

I want to just place it, not bind or constraint.

I don't want to change the rotation and scale of the bone

What should I do?


texts: Adjust color balance/brightness/contrast on scanned mesh

texts:
I am currently learning how to use blender as a tool to clean up and edit 3D scans. I am currently working on really large scans which were split in multiple chunks. Some of the chunks differs slightly in vertex color balance and brightness from each other.
To be able to make a complete mesh from the chunks I would like to know if there is a way to adjust parameters such as color tone and brightness and contrast on the separate chunks?

I know that in the "Paint Vertex" menu toolbars there are tools like this (brightness/contrast), but I haven't been able to figure out if and how they can be applied to a complete chunk.
I don't even know if the Vertex paint are the right tool for this since it only colors the areas visible in the viewport when I need to make changes that will apply to the whole chunk at once?

Thanks for any helps and have a great day!


texts: How I can have an object in the foreground with a transparent background? I do not want to have a background that is just keyed out because that always leaves halos even when I do the correct lighting. So how would I go about having a background that is transparent alpha channel and all? Also what video file do I have to use to preserve the alpha channel?


texts: What are these markings on my sculpting model?

texts: I am using the mirror modifier to poly model and sculpt this head. These marks appear on the nose and the big one looks like a mouth :). How can I get rid of them? Adjusting them just makes a seam down the middle. Thank you.


texts:
I am trying to fracture objects using cell fracture and I want them to have "inner layers" with different colors, to make it more realistic.
So I modeled an object and the layers separately,

merged them together and applied cell fracture. It fractures corectly, but overwrites all the materials with a single one.

This is what I am trying to achieve:

So, does anyone know how to fracture an object without changing materials? I really need to find out how to do it since my entire project is built around this. I could assign all the materials by hand, but I really don't have time for that, because I have many of such objects.


texts: X-Axis Mirror mirrors the bones, but they appear on the same side

texts:
So, my problem is this: I started building an armature for a character to do a walk cycle with Blender. Now with X-Axis Mirror ticked, the bones are mirrored but they appear on the same side of the mesh. Here's a picture of the problem:

So, I tried extruding the shoulder bone with Shift + E, and this is how it turned out. Blender automatically names these bones as _L and _R, why are they mirrored on the same side?


texts: How can a grid mesh be unwrapped to overlayed quads?

texts:
I have a grid mesh on the floor and want to UV map it to an image of 2x2 tiles.
I remember that there was an option which allows it to map all quads over another, but I no longer know what the name of the menu items was.

Between the tiles are joints (in case this makes a difference), detail view:


texts: Trying to add muscle to a 3d skeleton model

texts:
I have a 3d model of a atlasaurus that I imported to blender as a .obj file and it comes up, but I do not know how to add muscle to the existing static skeleton.

I have searched online and all of the tutorials seem to be for adding muscles on the interior and thus rigging, but I want to add muscles on the exterior. I have the Blender X muscle system add-on, but I do not know how to get the muscle to connect to the skeleton bone.

I hope this is clear, but mainly I am asking how to add muscle on top of the skeleton.
Do I have to add "bones" on top of the skeleton in order for it to work?

This is for a comparative anatomy class where we have to make some sort of 3d reconstruction of an animal. I have included an image of the object in blender that I am talking about and that I want to add muscle on top of the skeleton.

Any help would be much appreciated!


texts: So I have a mesh which I tried to beautify, and convert to Quads (Alt +  J), but nothing works. Is it because the mesh was joined together before-hand? I don't get it.


texts:
I'm trying to parent an object to a bone in python without using operator
So I did this :

object = bpy.data.objects['object']
armature = bpy.data.objects['Armature']
bone = armature.pose.bones['bone']

object.parent = armature
object.parent_bone = bone.name
object.matrix_parent_inverse = bone.matrix_local.inverted()

the object is on the tail of the bone it must be on the head
What should I do?


texts: How to subdivide a non-rectangular face?

texts:
Hi guys, I am creating a leaf using reference picture, I started from one vertex and kept extruding until I got the entire outline of leaf. Then I selected all vertices and press F to fill them with a face. Now I want to subdivide the face as I want to sculpt/bend it. But pressing W->Subdivide doesn't do anything, probably because the face is irregular and not rectangular. Any workaround this?
Thank you!


texts: With 2 maps on same material i am not able to see and paint on 2nd map in texture mode

texts:
I have applied 2 maps to same material, they use same UV. In texture paint mode 3D view with solid display. I can only see 1st texture map (topmost in the stack) and paint on it.

But on the contrary in texture paint mode with Texture display mode. I can only see the last image in the stack (in this case Helper overall). But when i paint in 3D view it starts painting on top most image in the textures stack (in this case checkers)

How do a paint on 2nd texture (in this case Helper overall) in 3D view? I am able to paint by temporarily by moving the texture slot up

And in texture display mode of texture paint i had to disable 2nd texture to see the first texture

What is happening ? Is there a right way of doing this?


texts: Random sized cylinders with no intersection/gaps

texts:
I'm trying to find a way to achieve an extruded version of what the image below shows without having to manually scale every cylinder.

I tried particle systems (hair, both vertex and face modes), but I seem to be unable to reach a satisfying compromise between gaps and intersections. My cylinders, in an ideal world, should not intersect at all, and every cylinder must be touchng at least another one.

Here is my reference image:

Any ideas?

Thanks in advance :)


texts: Extrude Individual Faces (Corners) and Expand Without Scaling

texts:
Was hoping someone could help me out with this predicament.
I am currently making a video game within unity and most of the environment will be made of square tiles.

After having a frame composed of 4 rectangles, I want to extrude outwards to create the following object:

Only problem is that I would like the corner(black arrow) to be filled in with another square. Other methods are able to fill in the corner but not with square faces like I desire. For instance, a normal extrude will create an edge diagonal to the corner vertex.

Second problem I am running into...Is there a way to expand this frame while retaining the original scale. For example, transform this frame to the first.

Bonus Question:

I am fairly new to the whole unity and blender scene. Would it be more extensive on the game to tile game objects made in blender with faces or with materials made in unity. For example, in blender: have a 5x5 tile (25 faces) and apply a 1x1 material to each face of the object or have a 5x5 tile (1 face) and apply a 5x5 material to the face. Of course the first condition would increase the number of vertices greatly while the second condition would require my project to have 100's of materials but only applying 1 material per object.

I apologize for the poor wording in my questions. Have been confusing myself as well.

Thank you for any sort of help!


texts: Subdivison surface modifier corrupt my model!

texts:
edit: thank u guys i solved my problem with dissolving some distorted vertices and adding new ones via knife tool.

Hello everyone i am a newbie at blender. I am watching a character modelling tutorial but i have a problem. For some reason subdivison surface modifier scattered vertices on my models face and it creates roughness . And i dont know how can i gather them like a line. I tried to fix it  with repositioning but i couldnt.  What i done wrong and how can i fix it?

Screenshots:


texts: Tetrahedron isn't proportional even though math seems to be correct

texts:
I am creating an object from vertices and faces. I have written two functions that can convert from spherical coordinates to cartesian and another one for the other way around. I am generating the tetrahedron so that if a bounding sphere touches the vertices the radius is 1. The problem is that the even though the radius is equal to 1 for all four vertices the tetrahedron shape isn't right but then looks correct when the top vertex radius is 3/4. Weird. I am running this with Blender 2.9.
What do you suppose I did wrong? Or is there something weird about Blender (which I doubt).
import bpy
import numpy as np

def sphere_to_cart(r,theta, phi):
    x = r*np.sin(np.radians(theta))*np.cos(np.radians(phi))
    y = r*np.sin(np.radians(theta))*np.sin(np.radians(phi))
    z = r*np.cos(np.radians(theta))
    return x, y, z

v_tetra = []
# x,y,z = sphere_to_cart(1,0,0)
# v_tetra.append([round(x,7),round(y,7),round(z,7)])
v_tetra.append([0,0,0.75])
x,y,z = sphere_to_cart(1,120,0)
v_tetra.append([round(x,7),round(y,7),round(z,7)])
x,y,z = sphere_to_cart(1,120,120)
v_tetra.append([round(x,7),round(y,7),round(z,7)])
x,y,z = sphere_to_cart(1,120,240)
v_tetra.append([round(x,7),round(y,7),round(z,7)])
f_tetra = [[0,1,2],[0,2,3],[0,3,1],[1,2,3]]
name = "Tetrahedron"
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(name, mesh)
col = bpy.data.collections.get("Objects")
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj
mesh.from_pydata(v_tetra, [], f_tetra)

so = bpy.context.active_object
verts = so.data.vertices
print("Vertex info:")
for v in verts:
    print(v.co)

To illustrate I have checked the math:
print(v_tetra)
r,theta,phi = cart_to_sphere(0.000000001,0,1)
print(r,theta,phi)
r,theta,phi = cart_to_sphere(0.866,0,-0.5)
print(r,theta,phi)
r,theta,phi = cart_to_sphere(-0.433,0.75,-0.5)
print(r,theta,phi)
r,theta,phi = cart_to_sphere(-0.433,-0.75,-0.5)
print(r,theta,phi)

Which give the result:
[[0.0, 0.0, 1.0], [0.866, 0.0, -0.5], [-0.433, 0.75, -0.5], [-0.433, -0.75, -0.5]]
1.0 1e-09 0.0
0.9999779997579946 -1.0471848490249271 0.0
0.9999944999848749 -1.047194375741009 -1.0472102531819656
0.9999944999848749 -1.047194375741009 1.0472102531819656

Tetrahedron with unequal radii


texts: OSL Script node: Slider with value range between 0 and 1 (like Fac)

texts:
I am currently writing my own shader using a Scriptnode in Blender, and I cannot figure out how to limit the range of a slider between 0 and 1.

I basically want something like the "Fac" slider in a Mix Shader, but whatever I try in my custom shader, I always can enter values < 0 or > 1 when I use my script node in the node editor.
(I tried to clamp the value, and to do annotations for min and max as in the OSL doc.)

Does anyone know how to limit the input range of a float slider to 0...1 ?


texts: a line appear in object mode, but it doen´t appear in edit mode. how can i delete it??


texts: How to select particular edges with a python script?

texts:
How to select all the edges through the YZ plane with a python script ?

update

I know this script which do it for faces but I don't know the equivalent for edges :

import bpy, bmesh

me = bpy.context.object.data

bm = bmesh.new()
bm.from_mesh(me)

for face in bm.faces:

    center = face.calc_center_median()

    if center.x == 0:

        face.select_set(True)

bm.to_mesh(me)
bm.free()


texts: Why is the child of constraint acing up?

texts:
How can I get my child of constraint to work properly? I want this bullet to be in the revolver's chamber but when I clear the set the inverse it goes haywire.

EDIT

I'm still stuck, I really hope someone can help me so I can move on with my project. I can offset the child of by moving the object after adding the constraint, but then it freaks it again when I clear set inverse.


texts: How to edit Parameters for an Object after it is created?

texts:
When you first add a cylinder, you have the option to change the number of vertices, etc, but once you do anything else in blender, it seems you no longer can edit those parameters.

Is there a setting anywhere or an add-on that allows these parameters to be edited later on? If not, how easy would such an addon/feature be to create for anyone reading this?


texts: best practice for add-on generation with many functions single file or split it up?

texts:
This is quite a theoretical question.

A simple function can remain inside an add-on text file. But what if you have many functions and your text file gets very long. Would it be better to split each function into logical segments lets say one file for modifiers, one file for mesh editing and such and then have one add-on file that calls / loads the code from those text files?

Or, is it better to keep everything in one file?

Are there facts I should be aware of to help me make a choice?


texts: How get drawing area in callback for quadview?

texts:
I need help with Quadview drawing. I know how get the quad using the mouse position, but the problem is get the drawing area in the callback.

I have some code like this:

bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, (self, context), 'WINDOW', 'POST_PIXEL')

..

def draw_callback_px(self, context):
    # mi draw code here
      quad = get_quad(x, y) ???
    # need information of area in pixels or location to select Quad

But, I need the area that is drawing to detect the Quad.

how can get it?


texts:
Every time I pose a rig(originally a T-pose .fbx from Mixamo), after saving and re-opening the blend file again, the rig pose is reset to the T-pose.
I have no idea what the problem is and how to fix it.


texts:
1<- Side of chest1<-Neck
Can I select only the faces that are on the outside of the mesh? I just want to select all of the external faces.


texts: Call a function when new node link is created

texts:
Is there any way to trigger a function call when a node link is created with another node? The called function should be able to access both the input and output nodes of the link created.

It would be helpful if possible in the Materials node tree and not the Compositor node tree.


texts: eye target controller is not visible in CG Cookie Flex Rig

texts: I've been trying to test out the CG Cookie Flex Rig, but i faced a problem when i got to the face controllers. i can select the eye target controller but it's not visible on the 3D view. are there any possible ways to show the controller? it would be very annoying during the animation


texts: Animation end euler rotation values too high

texts:
Okay so maybe I am missing how this is supposed to work but I am trying to set my animation to end at a certain angle but am getting values that are way too high for some reason?
angleErrorTreshold = 0.075
animationFrameEnd = 15

if(abs(propellorNormalX) >= angleErrorTreshold): endRotationX = propellorNormalX * endRotationValue
if(abs(propellorNormalY) >= angleErrorTreshold): endRotationY = propellorNormalY * endRotationValue
if(abs(propellorNormalZ) >= angleErrorTreshold): endRotationZ = propellorNormalZ * endRotationValue

print("endRotationX (" + str(endRotationX) + ") = " + str(propellorNormalX) + " * " + str(endRotationValue))
print("endRotationY (" + str(endRotationY) + ") = " + str(propellorNormalY) + " * " + str(endRotationValue))
print("endRotationZ (" + str(endRotationZ) + ") = " + str(propellorNormalZ) + " * " + str(endRotationValue))

#Clear previous animation data
animatedPropellor.animation_data_clear()

#glTF animations start at 0
animatedPropellor.rotation_euler = startRotation
animatedPropellor.keyframe_insert(data_path="rotation_euler", frame=0)

animatedPropellor.rotation_euler = (endRotationX, endRotationY, endRotationZ)
animatedPropellor.keyframe_insert(data_path="rotation_euler", frame=animationFrameEnd)

This prints
propellerNormal
<Vector (-0.0714, -0.1406, -0.9875)>
endRotationX (0) = -0.07136961072683334 * 360
endRotationY (-50.61446964740753) = -0.14059574902057648 * 360
endRotationZ (-355.49689292907715) = -0.9874913692474365 * 360

But the rotations at the of the animation are:


texts: How to extract render info from a .blend file without launching Blender?

texts:
Is there a way to get render info (frame start/end, output path, etc.) from a .blend file without actually running Blender?

I know it's possible to launch Blender and run a Python expression to extract information. However, this requires additional processing (grep, sed, etc... see here for reference) and could be a bit heavy and time consuming for large .blend files.


texts:
How can I uniformly divide a plane into even segments?
I am hoping to split a 2D rectangular plane into a series of smaller rectangles along its long horizontal axis before animating each individual piece differently.


texts: Is there a way to look at the inside of a cube or other object?

texts: Is there any way that you can look at the inside of a cube and edit it from the inside? If so is there a way to see textured faces on the inside of a cube so they aren't transparent?


texts: how to reduce the TRIS and FACES from a Displace modifyier

texts: i made a billboard from an image texture but the problem is that i was following the Blender gurus texture tutorial using photoshop but the Displace modifier adds 3.3 Million tris , quads and verts , this hangs my pc significantly , so how can i reduce these things , can a bake help


texts: How to make a Python operator as a Slider- Scripting an Addon

texts: I am in the process of finishing an add-on I have been making and I am trying to work on some final tweaks. I am wondering how I can make a Python operator that is a Slider which controls the x, y, or z position of the selected object. Something like the image below except that controls position specifically. Thanks! - Brad


texts: How do you set bevel profile to less than 0.15

texts:
Just wondering is it possible to set bevel profile to less than 0.15?

I need it for this particular case: I want to match this bevel's "profile" to the other bevels. But can't.

If setting it to less than 0.15 is not possible in GUI, then perhaps there are other workaround?

So far I think boolean op (subtract by a cylinder) might be a best idea.


texts: Any way in Blender to project an edge from a vertex, along an axis?

texts:
Super beginner question:  I'm trying to do something in Blender that's relatively easy in a different program I use.  I'm trying to project a line from a vertex (point 1 below) to an edge (point 2), such that it follows one of the major axes to get there (X,Y,Z).  Where it intersects, I'd like to add another vertex.  I've tried the knife tool, but this doesn't appear to be getting me the results I need.
Another question:  The picture is a wall with a cutout in it (bathroom with shampoo shelf).  The whole reason I started wondering this is because it appears Blender will not let that shelf exist within the plane it is on unless there are at minimum of 2 edges connecting it to that plane (as there are below it here).  I realize this is likely super basic behavior, just wondering why that must be.  Is that to avoid creating ngons?


texts: blender keyerror idproperty names cannot include \\ or \

texts:
Can someone please help me?
I'm getting this error "blender keyerror idproperty names cannot include \ or "
When I'm trying to import an mdl model.
I've downloaded the addon SourceIO from the official release https://github.com/REDxEYE/SourceIO/releases
And a fortnite mdl model from the steamworkshop.
I thought it was that specific model but no, I've tried other mdl models and I keep getting that error.


texts: I textured my model in Substance Painter and exported the textures to Blender. Material seems working overall but Relief details that i made using alphas in Substance are not visible in Eevee. They are visible when I use Cycles however.


texts: My scale bar in transform is in orange color

texts: My scale transform is in orange color bar.If i apply the scale and save the project also,when i reopen it the scale is not applied and the orange color continues in the scale bar.I couldnt figure it out what mistake i have done here.So please help me to come out from this issue.


texts: I wish to make a hologram in my blender video game, but I don't know how to make objects transparent. I see tutorials everywere for cycles render but for some reason not game, anything helps.


texts: When sculpting cloth nothing happens, object turns dark

texts:
I'm new to Blender and I'm following Blender Guru's tutorial on YouTube (https://www.youtube.com/watch?v=HlrgFS8AMMU at about 11:59).
So far everything has worked according to plan. First I added a cloth physics to the couch cushion with 5 pressure and 0 gravity. Then I tried out the cloth sculpting brush on a flat plane to make sure it works, which it did. I selected my object (couch cushion) and moved to sculpt mode. The object turns dark grey, and sometimes I get a warning that says "object has non-uniform scale, sculpting may be unpredictable." When I use the brush and try the space stroke method or line as the tutorial suggests, nothing happens. I checked my settings to make sure they look the same as they do in the tutorial, and they are.
I have no idea why it is acting up.
Any help would be great, thanks.


texts: Is the ocean modifier better than the fluid simulation for making an ocean?

texts: Is the ocean modifier better than the fluid simulation for making an ocean when it comes to  visibility under the surface of the water, reflections and splashes in the water? Which one is better for making those things?


texts:
When I try to render something with Luxcore it get really noisy.

I read that Luxcore was working as a camera so if the image is too dark you need to add more light in the scene or it gets noisy.

I tried but instead of having RGB noise I have white and grey noise. Why?


texts: Can the compositor be used to batch process images?

texts:
There are tools to batch process images already of course, (such as ImageMagick), but this isn't as flexible as Blender's compositor since they typically perform linear operations and don't have the control you get with a node-tree.

Is there some way to take point Blender at a directory of images (for example), and batch process them (using an existing compositor setup).


texts: AMD RX550 (4GB) GPU - OpenCL not available in Cycles Rendering Compute

texts:
I recently purchased a new GPU, and AMD RX550 (4GB), but in Blender OpenCL does not appear as a choice.  Would this have to do with the fact that AMDGPU-PRO drivers include AMD's OpenCL?  I don't think xserv is running with the public OpenCL - How do I test that?

Specs:

Processor: AMD FX on a Gigabyte 970A MB with 16 GB of Ram (GPU not integrated)

GPU: AMD XFX Radeon RX550 (Polaris 12)

OS: Ubuntu 16.04

Blender: 2.78c

Initially I installed version 2.76b (2.76.b+dfsg0-3build1) from the Ubuntu Software Center.  I would see similar to the above screenshot only I would also see "CPU" as a choice.

The bummer is that I haven't seen or been able to utilize my GPU for rendering.

After reading a bunch of threads on this problem, I thought maybe it was my setup not working in that version (some had success with installing a direct package from the Blender.org website).

So, I downloaded and unpacked 2.78c from the website.  When I ran blender it looks like the above screenshot. When it renders, it renders using the CPU (obviously as default), because I can see with my System Monitor the CPUs being pegged.

I'm still bummed though, because I can't use my GPU to render.  Any ideas on how to get my system and blender to communicate? (that's my hypothesis...)

I (re-)downloaded and installed the latest drivers from AMD: AMDGPU-PRO  Everything appears to have installed correctly - AMDGPU-PRO, OpenCL, etc...

However after install, I still have no choices

Also, lspci | grep VGA returns Advanced Micro Devices, Inc. [AMD/ATI] Device 699f (rev c7) - the name is a bit different, but it should be available, yes??

Any ideas on next steps?

Thanks for any help!
--Dave


texts: How to search images in folder by suffixes and add as Image nodes?

texts:
I'm working on an addon which will add image nodes with custom images.
Here is the plan:
 - click on "file browser" button and choose a folder with 5 textures (every texture has a suffix (tex_nor, tex_col etc.))
 - script will automatically recognize suffixes and add textures as nodes to active material

I wrote a script with interface which adds new material, but I don't have any ideas how to write next part.

import bpy, os

# Add material
def MakeMaterial_1():
mat = bpy.data.materials.new("PBR_group")
mat.use_nodes = True
nodes = mat.node_tree.nodes
for node in nodes:
    nodes.remove(node)

##########   Add custom nodes ########
# create emission node
    node_emission = nodes.new(type='ShaderNodeEmission')
    node_emission.inputs[0].default_value = (0,1,0,1)  # green RGBA
    node_emission.inputs[1].default_value = 5.0 # strength
    node_emission.location = 0,0

# create output node
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = 400,0
mat.diffuse_shader = 'MINNAERT'
mat.diffuse_color = (1.0, 0.719, 0.137081)
mat.darkness = 1
return mat

# Panel
class PBRGROUP(bpy.types.Panel):
bl_label = "PBR Group Addon"
bl_idname = "PBR_Group"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"

def draw(self, context):

    layout = self.layout
    obj = context.object
    layout.operator("add.button")

# Button
class AddButton(bpy.types.Operator):
bl_idname = "add.button"
bl_label = "Add PBR Group"

def execute(self, context):
    obj = bpy.context.object
    # Change render on Cycles
    bpy.context.scene.render.engine = 'CYCLES'
    # Add a material slot
    bpy.ops.object.material_slot_add()
    # Assign a material to the last slot
    obj.material_slots[obj.material_slots.__len__() - 1].material = MakeMaterial_1()

    return{'FINISHED'}

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

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

if __name__ == "__main__":
register()
bpy.utils.register_module(__name__)


texts: When Animating the Eye with the "Track To" Constraint, the location of the mesh changes. How do I fix this?

texts:
I am new to the community and have hesitated before asking, but I really think that I cannot find an answer online.

I am currently working on my first project and have a 3D Mesh of a female character with separate eyeballs. I have parented these to the head bone and have tried recently to make them follow a controller bone using the "Track to" Contraint. The Problem is, when I apply this constraint, the Eye teleports outside of the body. With the Z axis set as "Up", the location of the eye changes according to wich axis I pick as target, except when I check Z or -Z, it returns to normal... but it has no point anymore as the constraint is no longer active.

Here is my mesh how it is supposed to be with the eye mesh and the controller in place:

Here is the mesh when I add the Constraint to the Eye, you can see where it ends up:

Actually the "teleportation" starts even before I specify the Bone I want to Track. As soon as the constraint follows the armature, it teleports:

If you have any ideas on how to fix the issue, or what could be causing it, please let me know.
Thank you.


texts: Glass surface shows objects behind, but not world

texts:
I have a model with some objects surrounded by a blobby glass surface (solidify modifier, Principled BSDF with color=white, IOR=1.1, transmission=1.0). When there's an object behind it, like the plane in this image, the glass looks correctly transparent. But when there's nothing behind it but the world (an all-white HDRi), it's as if it's sampling the world as black, not white, so the glass looks shiny black instead of transparent. This is with latest Blender 2.93 alpha nightly.

Replacing my world HDRi with a sky texture doesn't help; the glass still is black.
I've turned up all the render bounces to 1000 so I don't think it's premature ray termination.
Any idea why this happens?
I tried to create a simpler test case, but that works fine, so it's something about this particular project I guess. Project will be uploaded to blend-exchange.


texts: Noodles gets disappeared after joining the two different nodes

texts:
We've installed the animation nodes recently in Blender 2.83.2 in Windows 7 platform. We would like to learn the animation nodes. We installed the animation nodes from here.
When we try to join two nodes it isn't showing the attachment, but showing the preview while making a attachment, and even the change gets updated when a change is made in the node-1, but we couldn't able to see the noodle(i.e., the attachment between the nodes) between the nodes.
But in the reference we would like to learn, it is displaying..
Do we need to make any settings or any thing to be enabled in order to view the noodles appear between the nodes?
Please help..!! Thanks in advance.!!
These are the screen shots below for clear understanding of the problem:

Just created two nodes. Screen shot before making any attachments.

While making an attachment(Showing the preview..)

After making the attachment..

When made any changes to the values in the node1, the attached node getting affected.
(But no noodle is being displayed between the two nodes).


texts: Computer Freezes While Working On Complicated Scene In Blender?

texts:
I have been working on a short film type scene with full textures and particles of grass, but whenever I add the particles of grass my machine slows down to a snails pace. (I know that working with particles can be tricky because of the load it places on the computer but I have yet to give up.) I have linked in two buildings into my scene and only one is filled with junk (junk linked in with the building), the other is empty.

I have no idea how to make the performance faster, I have tried so many different things to improve it but its not working. I have been to numerous sites and haven't found anything that works. I have even tried converting the grass to separate meshes and joining them together, that made the problem worse.

Once the grass is in my scene it slows the computer down to the point that I can no longer use or move my mouse, and I end up having to restart my computer and start all over repeating the same process over again.

here is my scene in an image.

Building with stuff in it.

I haven't even added the key elements of the scene yet and I cant do this until this is fixed.

It appears the memory usage slowly creeps to max while preparing to render a single image, and the mouse stops working once its maxed.

Any ideas would be appreciated.


texts: Difference between using VSE and direct output as video?

texts: I recently learned that for rendering animations I could directly output the rendering as a video file instead of using the VSE to assemble the images and then rendering the video from there. My question is, is there any difference between the end video between these two methods? Any quality loss or change in video properties? It just seems like there is no point to using the VSE for creating animation videos, clarification would be very much appreciated :)


texts: Camera Specs: How change a 16/9 camera render to other ratio?

texts:
New in the blender community, i've got one question about the camera settings.
Here's my problem, in order to do video mapping on stage for an event, i would like to do a render of my scene in an aspect ratio of 16/10 and not 16/9 (default).

I use the camera on blender as my video projector would stand in real at the event.

Maybe i should use an internal ratio directly on my graphic card, or maybe there is settings that i don't see in blender ?

Hope my english's fine,
Hope that you got answers

Thanks


texts: Cannot find camera after deleting and appending a new one with python

texts:
I run a background script that:

deletes everything:

override = {'selected_bases': list(bpy.context.scene.object_bases)}
    bpy.ops.object.delete(override)

appends a camera, a mesh and a light as object to the scene from a blend file:

with bpy.data.libraries.load(filepath) as (data_from, data_to):
    data_to.objects = data_from.objects
    print ("Objects added for map "+selectedmap+": " +str(data_to.objects))
sets the appended camera for the scene:

bpy.context.scene.camera = bpy.data.objects['Camera']

adds a bunch of cylinders
does a render of the objects in the blend file
saves the file:

bpy.ops.wm.save_mainfile(filepath=basepath + 'FPSPath.blend', check_existing=False)

then repeats again from, delete all
append another camera, mesh and light from a different blend file
render all again, but at this point the new camera does not seem to be selected as active, I do a bpy.context.scene.camera = bpy.data.objects['Camera'] after appending but, the render keeps coming back empty.

My print debug shows that the camera is changing name, (as camera.001 and so on) could that be the reason I am not getting anything on the render, is there a way to get any camera and then make it the active one?

Also the last blend file saved does not contain the camera, light or mesh objects I appended, should I add something else to the appending method? does it need anything else, the mesh object is never on the render, and only the first camera works.

Thanks.


texts: How Do You Re-render a previously rendered animation after using the Video Sequence Editor?

texts:
Hi I have run into this problem before and desperately tried to find the answer again but couldn't.

I rendered a scene, then edited in the video sequence editor, then went back to re render the animation and when I hit the render animation button it just produces blank black renders.

I am attaching a file.


texts: How do you iterate over the items in outliner with python script?

texts: I am trying to create a script that will find all the cubes in the scene and join them. How do we iterate over the items in the Out liner window with python script?


texts:
I am trying to solve the Orthogonal Procrustes problem inside Blender for a specific case but I am having some trouble. I have a face and a pair of glasses in my scene. They are not in a specific position, they can be anywhere.

I have then defined the following function using the numpy library, that is an implementation of the Orthogonal procrustes problem:

import numpy as np

def procrustes(X, Y):
  X = X - X.mean(axis=0)
  Y = Y - Y.mean(axis=0)
  (U, S, Vt) = np.linalg.svd(np.dot(Y.T,X))
  R = np.dot(U, Vt)
  Y = np.array(np.matrix(Y) * np.matrix(R))
  return X, Y

It finds the best translation and rotation for putting glasses on the face (it finds an orthogonal matrix which most closely map Y to X) and now I want to apply it.
In my case the translation can be avoided and we can assume that it's already fixed. So we can consider only rotation for simplicity. X and Y should be two np arrays of points in the space.
Do you have any idea of how I can apply this function to my problem?


texts: Encountered this error. Few times already. Am i stupid or it has a real problem?


texts: How could I create a 3 Dimensional scribble or doodle?

texts:
I am trying to create a scribble drawing but make it spherical as if the pencil or pen lines are twisted within. I have tried to extrude planes and uv map a texture to those planes and unfortunately I lose dimension when planes are parallel to the camera view.

Any thoughts to approach this would be appreciated.


texts: Make particles face outwards of object center?

texts:
I created a planet (deformed Ico Sphere) that I added a particle system to. The particles are supposed to be trees, and so they should face the sky (outwards of center). However I am unable to make this happen.

Here is an image showing the problem:

My current rotation settings:

EDIT: To clarify, all trees should face outwards of planet center, like so:


texts: How long should a 10mb .svg import file take to load in Blender?

texts:
I am trying to load a 9.6Mb .svg file into blender and it is still working on it after 45 min.

Hardware is a duel Xeon 32 core workstation, Titan X video, 128Gb Ram, 1Tb SSD


texts: Rigify and Root Motion in Unity. Latest Version not working?

texts:
I'm trying to get root motion to work with my Blender character. The issue is that the character keeps lunging backwards, since for some reason whichever bone I pick to be the root node is delayed as you see in the transform. (https://media.giphy.com/media/MczFKgE17JI7LZPQqj/giphy.gif)

I believe the problem is Rigify. I followed this great tutorial based on an older version of Blender (https://youtu.be/SsHCkK4iou0). But I still hit this issue, with and noticed some differences. The nodes that show up are different and mostly missing. Changing to humanoid does not work since the 'head' is missing which is not the case. And the biggest difference is the lunging backwards.

I created a simple 4 bone rig with the cube as seen in the gif and that moved with the root motion, so I am not sure why I am getting issues with the character. I've tried different methods of FBX export and no results yet. If anyone was able to use Rigify with Unity/Root Motion, I would really appreciate the help! Thanks.


texts: Exporting .obj distorts normals (or UVs/tangents)

texts:
Once again, I am writing my game collection with common engine. This time I have worked with ASSIMP-based asset loader. To test the loader and rest of the framework, I have fetched few models and tried them out.

Now, one of the models behave strangely. If I load the original Wavefront .obj to blender, it shows it just fine:

Then, I scale it smaller, and try to export it in various formats (.dae, .obj). In this process, something happens: when I load the exported .obj (or .dae) back to Blender, it looks like this:

I have tried to load it with my current loader, and it looks just the same. It does not matter if I export it as .obj or .dae. It didn't help that I saved the original one as .blend, and then tried to export the model from that (note: both original and saved .blend file load normally to Blender).

I am currently bit out of ideas to get it loaded correctly (to Blender and/or to my game project), I have tried like everything (flipping UVs, correcting normals on both Blender and ASSIMP, converting it to left-handed on ASSIMP and so on, and so on). I am pretty sure the solution is simple, just can't figure it out :/

I'm using Blender 2.78, Linux Mint 18.1 64-bit. The model was loaded from here: http://tf3dm.com/3d-model/puo-3998-36657.html


texts:
I am trying to render my model but the camera kinda shoots into the model. When I press Ctrl+Alt+0 to bring up the camera view mode it makes my model so large instead of showing the view from the camera.

I'm very new to blender this is my first  project.

Thank you


texts:
I have already asked a question based on this topic today which was well answered. It is related to my new question so I put the link
here!

First I will post a picture for clarity.

My aim is that the red "ball" is moving on the path with the red flashes (it's a bezier circle), additionally it should not rotate on its own axes.
The Blue, Green, Yellow, and other "balls" should follow the Red one and also move the pistons with the same color towards and away of the center of the whole construction.

I tried the solution which was suggested in the last question I asked and it worked well, but with these new "conrod endings/crankshafts" it doesn't  work anymore. I have also tried to make the red ball follow the red line via "Follow Path" constraint but then the method of "Copy Location" for the pistons it doesn't work anymore.

I'm very sorry for such a specific question. Maybe I should just build a V engine ... but then again I guess I would have the same problem with the crankshaft.


texts: I have a blinking animation on a shape key. Is there a way I would be able to export that blinking animation into ue4? Would it work if I used a bone to control the shape key or do I have to create a rig for the eyelids and create another animation for it?


texts:
I am having issues with a laptop I converted from the sims 3 to the sims 4. The laptop in the sims 3 was animated, when a player clicks on the laptop, the lid opens when the sim goes to use the laptop.

The sims 4 does not have laptops, the game has desktops and pads. One other person was successful in getting the lid to open, but it stays open and never shuts. It is not animated.

I can either get the lid to open and stay open, or I can animate the lid.

I know nothing of animation and I do know it has to be outside of Blender.
So, I will need to open the lid and keep it open, but have neither "cut" through a mesh before. I am extremely new to Blender let alone to meshing and creating.

So, I would need detailed explanations; preferably with photos, I'm a visual learner.

Here is a photo of the laptop Here is the file

Thank you in advance for all of the help with this. It is greatly appreciated.


texts: Vertices disappeared on some but not all Objects

texts:
Vertices disappeared on some objects (not all). I'm trying to merge 2 vertices at center, but nothing happens when I select 2 vertices, and select that option. I'm very new to Blender editing. I've searched YouTube, and all Stack Exchanges, only old references come up, nothing about this issue. Please help.
In my image, you can see, there are no vertices on the 2 right objects. Even for the left two, I cannot merge any of those vertices together. All 4 objects will eventually be merged, but I can't merge if there are no vertices to do so with.


texts: Separating one face into two with an edge

texts:
I am looking to separate the body of the sword into two faces, so that I can easily make the top half black and the bottom silver.

Simply adding an edge in the middle did not separate the blade into two.

I created the edge by directly connecting the vertex at the tip with the vertex near the handle, shown in the picture.

Any tips appreciated!


texts: How to change a flat section of a mesh into a smooth curved one

texts:
I have this mesh:

It's crossed shape; what I want is to turn the inner flat sections into smooth curved ones (white marks showing what I mean).
How can I do this?


texts: fire and smoke kicks back in the final half of the animation when I add a wind force field

texts:
I am animating a rocket engine and I added a wind force field above the emitter, however when I bake and play the animation, the first half of the animation is fine, but when it gets to around the middle, the fire and smoke suddenly "kickback", like the wind stopped working, and the fire gets considerably weaker.
First half:

Second half:

End of animation:

How can I fix this?
Thanks


texts:
I am calling a script with this command and it fails.

class QuickOrigin(bpy.types.Operator):
    bl_idname = "quick.origin"
    bl_label = "Set Origin"
    bl_options = {'REGISTER'}

    def execute(self, context):
        if bpy.context.mode != 'EDIT_MESH':
            bpy.ops.object.editmode_toggle()
            return{'FINISHED'}

        bpy.ops.view3d.snap_cursor_to_selected()
        bpy.ops.object.editmode_toggle()
        bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
        bpy.ops.object.editmode_toggle()
        return{'FINISHED'}

The problem is the "bpy.ops.object.editmode_toggle()" command
after "bpy.ops.object.origin_set(type='ORIGIN_CURSOR')"

Why cannot I just add "bpy.ops.object.editmode_toggle()" in a new line.

But when I do it this way it works.

class QuickOrigin(bpy.types.Operator):
    bl_idname = "quick.origin"
    bl_label = "Set Origin"
    bl_options = {'REGISTER'}

    def execute(self, context):
        if bpy.context.mode != 'EDIT_MESH':
            bpy.ops.object.editmode_toggle()
            return{'FINISHED'}

        bpy.ops.view3d.snap_cursor_to_selected()
        bpy.ops.object.editmode_toggle()
        bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

        if bpy.context.mode != 'Object':
            bpy.ops.object.editmode_toggle()
            return{'FINISHED'}
        return{'FINISHED'}


texts: How do I make a section of hair a different color?

texts:
I have a character who I have groomed hair for but the original has specific spots where the hair is not black, but is grey.

So how can I make only those spots grey?

Blend File: https://www.dropbox.com/s/s3rew9i83jy2l6a/Hanzo%20Rig.blend?dl=0

I will also clean up the groom later. I just wanna get the materials right first...


texts: how to create a new operator for the VSE?

texts: I want to create an addon that will allow me to copy and paste video and image clips from one blender window(VSE) to another separately opened blender window(another VSE window). But I've been struggling with understanding how to code  the operator for the task. Any tips or good examples on how to structure the code?


texts: Why is half my object green in the sculp mode?

texts:
I have applied the scale of the object and sculpting works good but the half of the object is always green. When I switch to edit mod and deselect all, then switch to sculpt mod its still green.
How can I set all to green or remove the strange market half green?


texts:
Is there a way to prevent Undo from affecting actions done in Blender's UI? For example, let's say I do this:

Go into weight painting mode
Change the selected vertex group
Paint a stroke
Undo

Currently this undoes my paint stroke AND reverts the active vertex group to the default selection. I would like it to JUST undo my paint stroke, while keeping the vertex group I selected active.


texts: can someone tell me what's happening here? I'm trying to scale along an axis by moving my cursor over it but it seems to be hit or miss. It just ends up scaling along all the axis'. It seems that with the 2.81 update it's harder to select the scale with the mouse? Is there a setting I am missing somewhere?


texts: In 2.8 how can I return the 3D cursor settings back into the Item tab?

texts:
Prior to 2.8, the context menu (N) showed both the current selection properties and the 3D cursor properties, which I found very useful. Now I have to constantly mouse up and switch the tabs, and it's frustrating me.

It doesn't seem like I can drag it to the Item tab. Is there any way to return to the old layout, just for this feature?


texts: How to remove rigid body setting from all the objects?

texts:
I have a big scene that I partly created using rigid body physics. I am happy with the objects now and I applied the visual transform, but I don't know a way to remove all the physics from this system now.

Joining the meshes sounds kind of a wrong "hacky" way to do it. In some situations joining meshes would be quite bad idea, because it would destroy your parentings and all that plausible other stuff that could be messed up with that method.

I can also make all the meshes passive simultaneously by holding ALT while doing it, but it doesn't remove the rigid body setting completely. If I try that same ALT clicking for the "rigid body" button, it doesn't do it for all the selected objects, only from the active.

So what is the correct way to remove rigid body physics from all the objects after you have applied the visual transform from them?


texts: Way to transport setting of file browser to new version of blender

texts:
The point is that, I have created lots of favorite path in blender 2.81. I want to migrate them to blender 2.82.
I have checked blender cloud sync addon, but unfortunately it doesn't work. It transfers info about preference and other settings, but not info about file browser. Any one could give me some idea about this? I think this is very important, otherwise I have to set everything again.


texts: Saving images with transparent spacing between islands

texts: I am trying to save images from Blenders uv editor with transparent background but opacity on the painted parts. How can I achieve this? The reason I want to do this is because I use a filter inside my painting app that blends all the colors of the edges on each shell to prevent bleeding. This is a huge time saver. See attached pictures.


texts: What exactly does the Select Similar > Face Regions operator do?

texts: When I select a mesh in my scene and press Shift+G to Select Similar > Face Regions, it seems to select all meshes that are constructed the same. I can't seem to find any information on what this operation does exactly, other than what it appears to be doing. Can someone please enlighten me?


texts: Rendered Tile artifacts on water surface (Cycles)

texts:
does anyone know how to get rid of tile artifacts on water surface in cycles?
I have read somewhere that it may be caused by CPU rendering transmission glossy materials with other faces behind.
My scene is pretty complex so I dont want to disable my CPU from rendering.
Example, render settings and shader below:

Any insight would be appreciated.
Thanks for reply in advance.


texts: Problem coloring mesh obtained from particles(Particles converted to mesh) and weight painting this mesh

texts:
hi i made hair using particles, i assigned color to these particles as well but when i convert these particles into the mesh the color is gone, i selected mesh and went to shader and assigned material to it but the color is not showing
Another problem is when i parent this mesh to rig by automatic weight paint then vertex groups are created and weights are assigned(the automatic assigned ones) but when i go into the weight paint mode i cannot select any bone and weight paint, i can go into edit mode and make and modify vertex groups there.
When i converted to mesh then the points in the particles are lost, they are not converted to vertices, if i convert mesh into curve then i get vertices but there is no vertex group option for the curves so how to rig them?
how to color the mesh obtained from particle to mesh conversion?
how to weight paint this mesh in the weight paint mode(no bone is being selected in weight paint mode)?
if i convert mesh into curves (which makes system slow and i would not prefer) what replacement is there for vertex groups?


texts: Camera image projection on displaced geometry

texts:
trying to get my head around projecting an image onto a mesh that has material displacement. If I use a displace modifier plus UV project it works great but if it is material displacement it projects it to the original non displaced mesh, not factoring in the newly generated geometry.

I am unable to bake out the material displacements due to the nature of the project so I have to find some way to map the camera projection properly to material displaced geometry. Any help in regards to this would be a life saver.

Thank you.


texts: Blender link external scene in the existing scene

texts:
I have a wery complex scene with lots of objects, and I have to fragment my file in smaller parts to be able to work

I have basic file in whitch I shoud import the other files as objects, or as scenes.

If I import it as objects, and than if I make changes in the imported file, like adding more objects, than all the time I have to inport the newly created objects.

If I import as scene, there will be another scene created.

My question is if there is a way to import the file in a way, that if I add new objects, and I reload it, the newly created objects to appear in the same scene.


texts: I'm trying to make an object get bigger when I move a bone forward without using the timeline how can I do this? I want to use this to make a gun with a flash when I shoot but I can't figure out how to make the flash get bigger when I move the bone forward


texts: Updating curve handles by location of other objects

texts:
I'd like to use blender to animate motion of nodes in a graph (~50000 nodes) that I've exported from gephi (different layouts of the same graph). Let's call them spheres to avoid confusing them with Blender's material/compositing nodes. Similarly, instead of graph edges, let's call them connections.

I'm pretty sure the best way to handle the spheres is with duplivert, but I'm having trouble with the connections.

I'm trying things out on a small graph before I scale up. Here I have bezier curves set up for the connections, getting the appropriate curvature by scaling the handles. Looks fine for a static image, but will quickly break down when the spheres start moving.

The first thing to do is hook the curve ends to the spheres. This way, the curves move around when the spheres do. The problem now is getting the handles rotated and scaled based on the new sphere positions:

Is there a way to get the connections' curve handles to be pointed in the right direction, and scaled to give appropriate curvature, based on the position of the speheres?


texts: Animating wheel rotation with transform constraint to a proxy rigid body

texts:
I'm animating a car to collide with some passive object. The car is parented to a proxy rigid body object, which I'm animating for the first part, and then the animation is turned off so the physics takes over.
For the wheel rotation, I use a transform constraint so that the local X location affects the local Y rotation of the wheels (with a negative sign). The wheels appear to rotate correctly as long as I'm animating the proxy object, but after the collision, the wheels continue to rotate forward even though the car (proxy object) is traveling backwards after the collision (bouncing off the object). I stepped through the frames and noticed that after the collision, the location of the proxy object is no longer updated. Has anyone noticed this, and how can I get the location of the proxy object after the collision?

The proxy object is animated from frame 1 through 60 just prior to collision.
The rigid body "Animated" box is checked until frame 55, and unchecked from frame 56 onward.


texts:
I'm wondering if it's possible to "imprint" a cube shape into a flat plane.
if i use the boolean modifier to set a cube inside a larger cube it imprints the  cube shape into the mesh. But, if I intersect a cube with a flat plane it cuts a square shape into the plane. How do I imprint the cube into a plane?


texts: How do I create an Operator which requires the user to select a text buffer before it does any work?

texts:
I have an idea for an operator that uses the contents of a text buffer as part of its input (for a trivial case, imagine an operator that creates a polyline from [ f(q) for q in range(0,100) ] where f is defined in python inside the text buffer) .

I am not sure how to even begin to code this operator.  I can't think of any existing operators that use text buffers as input.  Without knowing which text buffer has the data, the operator can't do any work.

How can an Operator prompt the user to select a text buffer?


texts:
I'm having a problem with this simulation.
When the fluid starts to move it seems to lose mass and I don't understand why. If you compare the volume of the fluid at the beginning and the volume at the end its not the same.
Does anybody got an idea on how to fix this?
I'm working on Blender 2.92
Settings for the simulation.

And here is the file


texts: What is the panel that appears after Scale operation and what is the command to display it independently?

texts:
After selecting a face and scaling it with an S operation, a panel appears on the lower left hand side:

The panel is labelled Resize and shows the results of the scaling operation (in this case a scale value of 1.1 for all three axes).

What is this panel and how can I display it on command?


texts: Derformities in mesh: This is what happens after I Shade Smooth + Subdivision Surface

texts:
I'm a beginner in Blender. I'm currently following a tutorial for a character mesh, and I'm following it very closely. I ran into an issue with the foot. To close the sides of it with a face, I was trying to use Grid Fill, but it wouldn't let me (I can't remember the error message). I had to fill it with triangles, and then have them changed to squares so that geometry was even with the rest of the mesh.
Everything looked fine, but then I applied Shade Smooth on the mesh and added a Subdivision Surface modifier, and this happened to the ankle (what's below the red line in the image):


texts: Animated tentacle collision / Rigid body not working

texts:
I've created some IK rigged tentacles animated with noise modifiers :
(.blend file at the bottom)

I'd like to create some animated tentacles that uses the rigid body system so they don't go through each other, but instead collides with each other.

As you can see, i've set the tentacle geometry to Rigid Body with Active / Dynamic / Animated set for each of them.
Spheres are Rigid bodies / Active / Dynamic.

I have two problems :

-My spheres collides ok with one of the tentacles but the collision isn't really precise (there are some great gaps between the sphere and the tentacle). They don't seem to collide with the second tentacle.

-Tentacles don't collide with each other.


texts: How can I make Blender to exit with the same exit code as the python expression?

texts:
I am running a python expression through blender from the commandline. I want to know if the python expression is executed correctly or not. But Blender always exits with a 0 code. Is there any way to make it exit with the same code as the python expression?

For example I would expect the following command exit with a non-zero code:

"\Program Files\blender foundation\blender\blender.exe" --background --python-expr "2/0"


texts:
I keep making base meshes for character sculpting. I do this in edit mode, put on a skin layer, and then switch over to sculpting mode. First sculpting anything over this mesh doesnt work. I checked my masks. Then I'll try dynotopo (to see if thats the issue), after turning it on and going to sculpt, my mesh reverts to the original wire frame view and becomes uneditable.

Any advice? I thought maybe it was my graphics card, but my specs check out and I'm sculpting in a low resolution already.
I'm still very new to blender and maybe I'm not looking for the answer in the right places. All advice welcomed!


texts:
So, I am following a tutorial on CGCookie, and it is using Python code to create an audio visualizer in Blender. Now, I've always been a coding geek, but I don't actually know Python. I've taken a few shots at it but overall, I don't know Python, however, I can read and understand the code because I know basic programming concepts. Now, I'm following this tutorial as closely as I can (the tutorial does not provide code to copy and paste) and I am getting a syntax error. As far as I can tell, there is no syntax error. The line of code (specified by the error message) appears perfect. This line of code is supposed to set the 3D cursor to the active object's origin. Here's the catch: if I run that exact same line of code in the console, it executes just fine.
So here's the error message I get:

File "C:\Me\Blender\Blender Projects\audio visualisation.blend\AudioVisualizer", line 17
bpy.context.scene.cursor_location = bpy.context.active_object.location
   ^
SyntaxError: invalid syntax
location: <unknown location>:-1

It tells me to look in the console for error message, but the console doesn't output anything.
Here's my overall code:

Thanks!

EDIT: Alright. I've tried all the examples and all the procedures that have been suggested by you guys, but it keeps feeding me errors. According to the console, one of the problems it is spitting out is in C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops.py. This makes me think there is a bug in the API that is causing one of the many errors.
EDIT: Here are the error messages I get for my code.
Original Code:

Error:   File "C:\Gannon\Blender\Blender Projects\audio visualisation.blend\Audi
o Visualizer", line 35
    bpy.ops.graph.sound_bake(filepath="C:\Gannon\Blender\Sounds\Music\Batty McFa
dden.mp3", low=i*step high=i*step+step

                         ^
SyntaxError: invalid syntax

gandalf3's Code and zeffii's Code are essentially the same with alternative formatting which changes the line numbers where the error occurs.

Error: Unsupported audio format

Traceback (most recent call last):
  File "C:\Gannon\Blender\Blender Projects\audio visualisation.blend\Audio Visua
lizer", line 42, in <module>
  File "C:\Gannon\Blender\Blender Projects\audio visualisation.blend\Audio Visua
lizer", line 35, in spiral
  File "C:\Program Files\Blender Foundation\Blender\2.74\scripts\modules\bpy\ops
.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Unsupported audio format


texts: Why the texture on my model seems so 'blocky'?

texts:
I added a normal texture map plus a geometry bump to my model but when near to the camera, it looks like a lot of little blocks, unlike the real texture that is just an 'organic' image.

How can i fix this? or is this a bug? i remember a bug with Blender that had to do something with lighting and geometry, affecting the material, but i don't know if this is the case since its the texture.


texts:
Good morning, everyone,

I'm currently on a project to make a small LEGO animation on Blender. I wanted to make a city with LEGO buildings as below.

The problem is that these buildings are built one piece by one piece (which is the principle of LEGO) and therefore a different object for each piece, so it takes a lot of space in memory. I tried to join them into one object (with Ctrl + J) for a whole building in vain because the computer crashes each time.
I then group them together in a collection, but I can't apply modifiers like the Array which only multiplies one object, so only one piece (which would be a bit long to apply an Array on each room).
For the Particle Sytem, I could check the Collection box in Render, then Whole Collection. The problem is that I would then have a Particle System with only one building, which would miss a bit of diversity for the job.

Does anyone have any idea how I could get out of it? Thank you in advance.


texts: How to iterate name of output image name in blender via python?

texts:
For example I want it to be something like:
RenderedImage1.png
RenderedImage2.png
and etc
How to do something like this?

Here's the code I have:

import bpy
from random import randint
from random import random
from random import uniform

ob = bpy.context.active_object

ob.particle_systems[-1].settings.hair_step = randint(0, 20)
ob.particle_systems[-1].settings.hair_step = randint(0, 20)

def render_image():
    if  bpy.context.scene.frame_current == 250:
        bpy.context.scene.render.filepath = 'BlenderRepository/RenderedImages/RenderedImage.png'
        bpy.context.scene.render.resolution_x = 1920
        bpy.context.scene.render.resolution_y = 1080
        bpy.ops.render.render(write_still=True)

render_image()


texts: I am doing an animation and in graph editor i need to interpolate some graphs. I select the graph point by point but it is not comfortable. Is there any shortcuts to select the graph?


texts: Can I use blender keyframe animation in Unity?

texts:
So, I am making a model for Unity in Blender. It's something like an electric oven. I want to have certain elements appear and disappear to create this digital screen effect. The only solution I found is to make all these elements separately and keyframe them.
However, this is an absolute mess in Unity and this is the biggest issue. Since all the meshes have separate animations it is basically a waste of time to work with all these animations.

Those animations aren't critical, but they would make the scene more lively. I don't know what to do with it myself and if there is any way to animate the model in a similar way without the mess that I made :D If anyone have some experience with this kind of stuff, let me know!
Thank you for help.


texts: Make labels for mathematical plot face always the camera

texts:
In a mathematical plot, the labels (the numers on the tick-marks) for the coordinate axes usually always face the camera like in this plot

I've learned that in Blender, you can achieve this by setting Track To constraints on the text.

Three questions:

Is this the best way to do it for text?
The docu for Track To is rather short. What is the correct setting to make the text face the camera and why?
Is anyone aware of a script that possibly creates such a box, the ticks, and the labels automatically? Maybe this was already done for plotting mathematical surfaces.


texts: How can i recreate this orange texture in blender?

texts: I have been messing around with noise textures but can't get anything reasonably close to this.


texts: Sometimes a render can take several hours. Is there a plugin that will take what I've rendered so far and save it to disk every minute or so? If not, how would I go about making one?


texts:
I have an model with an armature. On several bones are custom properties which are used in drivers.
At the end, the model and the armature should be linked in another scene and the custom properties are used to control certain functions of the model.

My problem now is that I want to control a color of an material node by means of a custom property. For that I added the hex value of the color to the property to use this value in a corresponding driver which should set the color of the material node. But the variables in the driver only accept numeric values and hex is a string.
Is there any other way to control a color in a linked object?

Blender 2.75, on Windows


texts: Where to set 'use_blender_profile' option?

texts:
I have seen that the Collada exporter uses a flag called use_blender_profile.

Looking at the source file, it seems that this option allows to export additional information in the Collada file :

connect to say if the bone is connected to its parent
tip_x, tip_y, tip_z to tell the length of the leaf bones

Without these values, the information is lost as Collada encodes the armature differently.

But where and how use_blender_profile can be set ?
Am I right about the exporter behavior ?

The blend file :


texts: OpenCL build failed, failed loading render kernel, isn't supported by clang

texts:
I have problem. I want to use GPU compute rendering, but when I change the userpreference cycles compute device to my gpu (OpenCL), blender cannot do rendering and shows that failed loading render kernel.

This is the spec of my laptop GPU (not sure what is called):

farestp@farestp-X555QG:~$ glxinfo | grep OpenGL
OpenGL vendor string: X.Org
OpenGL renderer string: AMD CARRIZO (DRM 3.18.0 / 4.13.0-36-generic, LLVM 6.0.0)
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.1.0-devel
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.1 Mesa 18.1.0-devel
OpenGL shading language version string: 1.40
OpenGL context flags: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.1 Mesa 18.1.0-devel
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
OpenGL ES profile extensions:

I use Ubuntu 17.10. Asus-x555QG. Use oibaf's driver.

This is the appearance from console:

farestp@farestp-X555QG:~$ CYCLES_OPENCL_SPLIT_KERNEL_TEST=1 /home/farestp/Downloads/blender-2.79-b5b5260464f-linux-glibc219-x86_64/blender
Read prefs: /home/farestp/.config/blender/2.79/config/userpref.blend
found bundled python: /home/farestp/Downloads/blender-2.79-b5b5260464f-linux-glibc219-x86_64/2.79/python
trying to save userpref at /home/farestp/.config/blender/2.79/config/userpref.blend ok
trying to save userpref at /home/farestp/.config/blender/2.79/config/userpref.blend ok
trying to save userpref at /home/farestp/.config/blender/2.79/config/userpref.blend ok
Device init success
Compiling OpenCL program base
1 warning and 1 error generated.
OpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.
OpenCL program base build output: Build option isn't yet supported by clang: -cl-no-signed-zeros

Is this bug? or I am missing something when install OpenCL? I am newbie with linux... :)

Thank you~


texts: Is there a way to make an attribute unkeyable?

texts: Can i make an attribute of a bone not keyable?, it makes me nuts that blender keyframes attributes that are supposed to be locked and makes my graph editor have way more curves than what i should be seeing.


texts:
How to align the edge in straight line. I tried align with S Y 0, The shape of my mesh got disturbed. Any way to align the edge without disturbing the mesh.

How its working S Y 0


texts: How to get the mirror image of an empty?

texts:
I have a rotated empty object, and I want to make a mirror image of it, relative to the global X-axis.

I placed the 3D cursor at the axis origin, selected the empty and used Ctrl-M X. But the result is not what I want. As you can see in the image, the empty is merely translated to its mirror image location, and its rotation is unaffected. I expected the new empty to be a perfect mirror image of the previous one.

Is this a bug, and is there a way to achieve what I want ?

Edit: After suggestion by Fweeb, I displayed arrows instead of plain axes. It's sort of transformed, but it's not what I expect from mirroring relative to X-axis.

Edit 2: What I expect is roughly this:

Edit 3: After the answer by Gandalf3, I played with rotations and obtained the desired effect by setting the rot and scale of the new empty manually: scale x = -1, y = -1, z = -1 to obtain a negatively oriented emtpy, then rotX' = rotX + 180, rotY' = -rotY, rotZ' = - rotZ. It is certainly possible to do the same relative to other axis. But I'm still surprised by Blender's behaviour, and I thought it would do this automatically.


texts: Can Vertex Paint Normalize Color Channels?

texts:
I'm using vertex colors to control texture splatting on my model. Each color channel controls the blending weight of a texture:

pixel = (texture1 * vertex.r) + (texture2 * vertex.g) + (texture3 * vertex.b);

To achieve consistent results, I want the sum of all color channels to be 1.0 in all cases.

Otherwise I would sum up multiple textures resulting in brightness > 1. Here's an example of what would happen if colors aren't normalized (that lower left corner has been painted with all three color channels set to 1, so its brightness is r+g+b=3):

Is there a way to "normalize" a color (just like I would normalize vertex group weights) in Blender?


texts: Floating objects from model after applying 'with automatic weights' I need help.

texts: I'm having a rigify error after applying 'with automatic weights'. My character's hair is floating after I move around the rig and it's frustrating that I have no idea how to fix it. I don't know how to manually weight paint either. (I'm a big noob)


texts: How to keyframe mesh vertices in Python and export to fbx

texts:
Hi i just came from reading this thread

How to keyframe mesh vertices in Python

and it was very helpful, however i can't seem to figure out how to actually export the vertex animation after the script creates it.

every time i try to export as fbx no matter what settings i use the model exported has no animation attached.

my end goal is to have a script that creats the vertex animation and then exports it as an fbx, but i cant even seem to get it to export even from the editor.

help on this matter would be greatly appreciated.


texts: Nodes: How do I make a node render layer transparent?

texts:
Update: I realised I didn't have the background transparent in one of my layers but then encountered the real problem.

With the scene I'm creating that involves space, I've done some stars and planets however this is where the problem lies.

The stars are appearing over the planets like a top layer would. I've only just started using nodes recently but before this I could go into the render layers section in the default window and disable sky which would give me a transparent background but now with the nodes enables it seems I can't find this option anymore.

Does anyone know how to do this with nodes? Screenshots would be incredibly helpful as well :)

Also due to copyright I can't upload the model or any part of the file, sorry guys :(


texts: Hi everybody I am a newbie! While I was working on Blender I added a uv sphere object and since I know it should be created in its default form ( I mean eg: adding a uv sphere segments:32 size:1 etc etc) but when I clicked on it to add it, it was added in a form that I last added a uv sphere. How can I revert my original uv sphere addition form back? I don"t know maybe I accidentally clicked on smt.. but I don"t really know. And Now I checked that this problem occurs in every blender file I am working..


texts: How can i make a color transparent in node editor

texts:
I have these renderlayers:

In compositor I subtracted the second renderlayer from the first one (or used the difference node, since in this case they result to the same image)

But where the cube is, is now black (of course, since this is where the cube is, in both renderlayers). Is it possible to make transparent only where it's black on the image, so not object related, but just regarding the color of the pixel?


texts:
I'm new to Blender and I'm trying to apply textures to objects for using them in OpenGL. Everything worked perfectly until today, but now when I change the Viewport Shading to Texture in order to see how my texture is mapped on the object, the object turns black and I can't see anything.

Here is a screenshot to understand better what I'm talking about.

I tried adding a lamp because I thought that might light up the object, but it didn't work. What should I do? Any help will be appreciated.


texts: Start & End Cap not working in blender, any ideas?

texts: For some odd reason I thought that just adding a start and end cap object would be easy with the Array modifier but I guess not. Any ideas?


texts: Cycles Rendering vs Eevee Reflections difference!

texts:
Can anyone tell me why there is extra shading popping up in cycles that is not appearing in EEvee? nothing is changed in both. Everything is the same.
https://blend-exchange.giantcowfilms.com/b/3GYGVzyb


texts: Blender Hair Simulation is making a Wall

texts: In Blender 2.8, I made a grassy area and used hair simulation to create the grass. The only problem is that it seems to have created a wall on the edge of the plane. I have also noticed that as I increase the number of hair strands, the wall grows taller. Does anyone know how to fix this?


texts: Boolean + Particles to make randomly distributed pores throughout a mesh

texts: I am looking to make a random distribution of pores throughout a mesh. The most straight forward approach (in my mind) is to model a few random pore shapes in a collection, use emitter to randomly distribute the collection as particles in the volume of interest, then perform the boolean operation to cut the particles away, leaving voids in the solid. Is this possible? If not, is there an efficient way to achieve this effect?


texts:
I'm making a corset kind of thing and was using a mesh I downloaded. When I look at it in Object mode, there is this strange indentation slit. I want it to be flat, not have a strange indent.

But when I go into edit mode, the mesh looks fine, it doesn't look like there is anywhere I need to pull some vertices or edges out. Why is this problem there in Object mode and how do I get rid of it?


texts: How to stop objects sticking out from the sides

texts: Is there anyway to clean up the edges so it's just one smooth face instead of these things poking out without having to resize everything?


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It makes a lot of sense to keep copied (arrayed or mirrored) objects around without collapsing the modifier stack for as long as possible. It allows you to make subtle changes to the root objects and have it influence all of the copies.

Preferably, I would rather never collapse the modifier stack. And it seems like I'm close to pulling this off, except for two big issues..

1. UV editing - Is it possible to layout UVs for a larger object when it consists of multiple element objects that are mirrored or array duplicated? I'm wanting each copy to have its own surface area.

The UV "offset" values within the Mirror/Array modifiers work great, but its difficult to group multiple objects using array modifiers into a single UV map area without collapsing their modifiers. How do you guys deal with this? Is there some way (similar to Max) to add additional modifiers to manipulate UVs on top of the array modifiers? Or is there a way to preview these modifier end results inside the UV editor?

2. Combining into Larger Objects and/or Exporting - Within my game resources, I would prefer many small objects be collapsed down into their single respective larger objects. In order to leave the array modifier active on smaller components, I cannot combine them into their larger objects. So to avoid collapsing the modifiers, I have to leave all of these smaller objects separated. This means I have to join all of them together before exporting, which can become quite a task. Is there an easy way to get this to happen?

Something that seems like it would be useful would be a plugin that automatically combines associated objects, based on a name suffix or through some type of static mesh parenting. Either right before export, or through some single command execution that can be undone in one go.

Anyone else facing these problems and found solutions?

Thanks!


texts: Transfer UV map and 3D data between objects

texts: Can someone help me transfer the uv map and the 3d model of the object from the right to the left?


texts: Python: How to move collection into another collection?

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Let's say we have collections A and B directly under the main Scene Collection. Is it possible to move collection B inside collection A using python?

When I do this manually (drag and drop), the Info panel shows only "bpy.ops.outliner.collection_drop()
", so that didn't help.


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I have created a game in BGE and I am trying to export it as an .app.

I went into Add-Ons and activated Save Game As Game Engine Runtime. When I go to File > Export > Save As Game Engine Runtime, it says

  The player could not be found! Runtime not saved

When I go to run it as a Standalone Player, it says

  Player path: '/private/var/folders/j1/n61my9px6cgc695j5_kpwfcc0000gn/T/AppTranslocation/87947515-F243-4122-8A6D-377D08161CE7/d/blender.app/Contents/MacOS/MacOS/MacOS/MacOS/blenderplayer.app/Contents/MacOS/blenderplayer' not found

I have tried uninstalling and reinstalling Blender. I have tried going to the folder above and it should have a file called blenderplayer in it but it does not.

How can I fix this issue?

I'm on Mac by the way.


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I am trying to make a shade sail with two lower points (for water) for a client in blender, this is basically what i need to do.

I've tried proportional editing but it is ineffective and very unsmooth. A cloth simulation with pinned corners doesn't work either. I am relatively new to blender and would appreciate the help :)
Thank you!


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I'm currently following a sculpting tutorial. Unfortunately, I hit a key (I think space) and the scale of my sculpt randomly changed to aroound 0.01. I have no idea why or how to fix it. Undo doesn't help. I have to manually reset the scale and, presumably, reposition all of the other objects(eyes, etc).
Weirdly. when I went back to the previous save (same file), the scale hadn't reverted back to normal. The scale was still messed up, even though I hadn't saved ther sculpt like that.
Does anyone know what on earth happened?


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how I can cordinate/align a object according a axis(Z,X,Y)?

This is the top view, and as you can see, its not correct.

This is the front view, as you can see its slightly not according to the axis.


texts: Should I use a glossy shader or a metal texture to export an object?

texts: I have a model i wanna sell on CGTrader, and i know some people might be using different software like 3DS Max or Maya, so i want to make my blender model available to all software. one of my objects on the model is using a glossy shader to create a silver look. i don't know if maya has a glossy shader, so would it be smarter to go with something every software has, textures? should i use a metal texture or a glossy shader? which one is applicable to most software? is there a glossy shader in other 3d software?


texts: glass of orange juice looks differently in viewport and render image

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i have created a very simple glass of orange juice and placed it on a wooden table.
when i look in viewport render it looks like this --

but when i render it changes to this--

in both times I have used 64 samples.
I thought it is the reflection of the table and tried to render it without table. The result was same.
can anyone enlighten me how can I achieve the render result like viewport result?? thanks in advance.

here is my blend file :


texts: Set background color: always black despite horizon color?

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The documentation here says

So I followed, setting mine as follows

However, the rendered background is still black instead of white, as below.

What might've gone wrong here? Many thanks in advance.


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I try to produce such handmade carved easter eggs: http://weburbanist.com/2010/05/22/insanely-intricate-eggshell-art-by-franc-grom/. I'm not able to sketch directly on the egg surface. I'm only beginner in 3D, so I have 2 questions:

How could I put and arrange such pattern on the surface?
How could I produce "holes/breakthroughs" in the object geometry for 3D-printing (using the 3D-printed pattern as template to transfer the pattern to the "real" egg surface using a pencil)?

Thanks for your help.

Regards,
Thomas

I unwrapped the mesh in "sphere projection". Then I applied this texture http://www.123rf.com/photo_35224838_vector-damask-seamless-pattern-background-elegant-luxury-texture-for-wallpapers-backgrounds-and-page.html two times onto the uv-map in an external image-processing-software. Then I applied this texture to the object in blender, which distorts the texture to the north and south pole. I don't know, how to align e.g. this pattern http://www.derwesten.de/img/incoming/origs7781524/6226267404-w552-h740-bF3F3F3-st/55449025-300x402.jpg or http://img.weburbanist.com/wp-content/uploads/2010/05/franc-grom-eggshell-art-1.jpg (no distortion to the poles).

My idea to produce the "breakthroughs" for 3D printing is to "bake" the pattern/texture onto an uv-map based on stripes or two circles. Then export this uv-map as image, import in vector-processing-software (e.g. Inkscape) and create bezier curves/paths and export this vector format. Then import the vector format in blender and bend the curves/paths along the given egg-shape-path, that a new egg object is created. Then delete the "breakthroughs" or apply this new object to the given egg object using boolean.

Question to the blender experts: How to bend the imported curves/paths along a path and apply the boolean? I hope, that someone could give me an example.