texts: bmesh.ops.bisect_edges interferes with my list of verts

texts:
I am trying to subdivide a face, using bmesh.ops.bisect_edges, followed by bmesh.ops.connect_verts.  I collect a list of vertices, before subdividing further, but after I use bmesh.ops.bisect_edges again, the list contains only dead vertices (although different vertices I think as they have different addresses).   I am using Blender v2.79 on Windows 10. See code and generated output.

import bpy
import bmesh

# Get the active mesh
startmode='OBJECT'
obj = bpy.context.object
if obj!=None:
    startmode=obj.mode
    if startmode=='EDIT':
        bpy.ops.object.mode_set(mode='OBJECT')
    del obj

bpy.ops.mesh.primitive_plane_add()
obj=bpy.context.object
me = obj.data
bm = bmesh.new()   # create an empty BMesh
bm.from_mesh(me)

for face in bm.faces:
    if face.select and len(face.verts)==4:
        ret1=bmesh.ops.bisect_edges(bm,edges=[edge for edge in face.edges[:]],cuts=1)
        ret2=bmesh.ops.bisect_edges(bm,edges=[edge for edge in face.edges[:2]],cuts=3)
        #Now there should be 14 edges and 14 verts in face
        print("=======Face",face)
        outside_verts=[vert for vert in face.verts] #Construct my list as face will soon be different
        ret3=[]
        for i in [3,5,1,7]:
            ret3.append(bmesh.ops.connect_verts(bm,verts=[outside_verts[11],outside_verts[i]])['edges'][0])
        print(outside_verts) #All 14 verts fine here
        ret4=bmesh.ops.bisect_edges(bm,edges=ret3[:1],cuts=2)#['geom_split']
        print(outside_verts) #14 dead verts here, but they are not even the same verts...?
        print(ret4) #vertices 10 and 6 are still alive here.
        #bmesh.ops.connect_verts(bm,verts=[outside_verts[2],ret4[0]])# This would generate an error

bm.to_mesh(me)
bm.free()
if startmode=='EDIT':
    bpy.ops.object.mode_set(mode='EDIT')

OUTPUT:
=======Face <BMFace(0x0000022F99011030), index=0, totverts=14>
[<BMVert(0x0000022F98E7C190), index=0>, <BMVert(0x0000022F98E7C350), index=8>, <BMVert(0x0000022F98E7C388), index=9>, <BMVert(0x0000022F98E7C3C0), index=10>, <BMVert(0x0000022F98E7C270), index=4>, <BMVert(0x0000022F98E7C3F8), index=11>, <BMVert(0x0000022F98E7C430), index=12>, <BMVert(0x0000022F98E7C468), index=13>, <BMVert(0x0000022F98E7C1C8), index=1>, <BMVert(0x0000022F98E7C2A8), index=5>, <BMVert(0x0000022F98E7C238), index=3>, <BMVert(0x0000022F98E7C2E0), index=6>, <BMVert(0x0000022F98E7C200), index=2>, <BMVert(0x0000022F98E7C318), index=7>]
[<BMVert dead at 0x0000022F98928BE8>, <BMVert dead at 0x0000022F97A92300>, <BMVert dead at 0x0000022F97A92AD0>, <BMVert dead at 0x0000022F97A92828>, <BMVert dead at 0x0000022F98928B48>, <BMVert dead at 0x0000022F97A92800>, <BMVert dead at 0x0000022F97A92A08>, <BMVert dead at 0x0000022F97A92A30>, <BMVert dead at 0x0000022F989283F0>, <BMVert dead at 0x0000022F98928788>, <BMVert dead at 0x0000022F98928878>, <BMVert dead at 0x0000022F98928490>, <BMVert dead at 0x0000022F989287D8>, <BMVert dead at 0x0000022F989288A0>]
{'geom_split': [<BMVert(0x0000022F98E7C4A0), index=14>, <BMVert(0x0000022F98E7C4D8), index=15>, <BMEdge(0x0000022F98F9B2B0), index=14, verts=(0x0000022F98E7C4D8/15, 0x0000022F98E7C2E0/6)>, <BMEdge(0x0000022F98F9B3F0), index=18, verts=(0x0000022F98E7C3C0/10, 0x0000022F98E7C4A0/14)>, <BMEdge(0x0000022F98F9B440), index=19, verts=(0x0000022F98E7C4A0/14, 0x0000022F98E7C4D8/15)>]}


texts: How to fill base for 3d printing a topographic map

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I would like to 3d print a topographic map of the world. I’m starting from the following grayscale PNG.

I have previously played with Blender to render this shape using a grid mesh and the displace modifier. However just exporting the resulting mesh to obj/stl hasn’t worked with my slicing software.
I suspect the main problem is that the grid isn’t “filled” underneath -- how would I go about fixing that?


texts: How to save cut video as a video file in Blender 2.92.0

texts:
As the title says. This is similar to this answered question, but before marking it as a duplicate please note there's a problem with that post: it is outdated.
Basically, all existing answers that I found on various sites refer to pressing some Animate button as a way of triggering the process of saving to a file, and the button has disappeared. On the current interface the most similar one I found is Render → Render Animation at the top menu, but all it does is creating a new window with a playback, which has no obvious way of finally triggering the save to a file (and I also found a Sequence Render Animation menu elsewhere, which seems to do the same thing).
I've been searching for about two hours already, and I'm kind of becoming desperate at this point. I find amusing that Blender even has a documentation about setting up a video output, but it lacks the most crucial step: how to make those properties result in an actual video file.
For reference, below is a screenshot of the current interface.

At the top-right half of the window you can see a panel with video output settings: a codec, a quality, and most importantly there's an output directory. But whatever I do in the program, the output directory is always empty.


texts: is there any shortcut for manipulators (move,rotate,scale) ? i want to use single axis with manipulator handler. i do not want to use key combinations like G, X.


texts: Approach to creating low poly version of high poly model

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I've been making models in blender for a short while now and have gotten decently good at the basics that I've started to pay more attention to the topology and face/triangle count when creating my mesh (before, I was just focusing on getting good at blender and creating a good looking end product).
So I came across the concept of using normal maps to reduce poly count and improve performance over in unity. I've watched Blender Guru's tutorial on creating normal maps, and in the tutorial, he had a high poly and low poly mesh. From what I understand from the video, having the 2 models be similar in size, shape, and position are crucial in the process of baking the normal map.
So how is this low poly model created? I understand that decimate and merge vertices are options, but those sometimes don't create the best results. Is the low poly model a copy of the high poly model that has been modified by hand, or is there some workflow that makes the process easier so I don't have to do the modifications by hand? Or am I getting it backwards, and I create the low poly model and then turn a copy of that into the high poly model?


texts:
i made this "3d" effect in photoshop, but i want to make it real 3d in Blender, how can i do that? i'm working with a SVG so i can import it in Blender, thanks!

update >> using bevel and offset


texts:
I am exporting some of my meshes, how can I position them to the center of the world all withouht having to set the position one by one ? I know I can select all of them and position them by eye-balling it with the grab mode, but how can I position them all at once by entering the coordinates in the ''transform menu'' ?

Because for now, when i enter the coordinates, it only takes into consideration the last mesh that was selected in the group.


texts: how to create an object particle that sticks to the top of the mesh selected?

texts: I am creating a doughnut in blender and I was trying to use the particle system to add sprinkles to the icing on top of the doughnut. but, when I add the object particle, they get added under the frosting and inside of the doughnut. I've tried messing with rotation, emission and a few other random things but I can't seem to figure it out.


texts: Computer Crashed - entire scene replaced with Default Cube

texts:
Running 64 bit Ubuntu Studio 14.04, GTX 970 using NVIDIA 352.93 with CUDA 7.5 with an AMD 8 core processor. I've had problems with the computer freezing up during graphically intensive moments, I suspect I am due for a reinstall of Ubuntu.

My blender-related problem is this: I was working on a landscape scene, and the computer crashed, so hard it wouldn't load from the motherboard screen for several resets. I've just gotten the computer to restart, and after navigating back to my blender file, Blender throws me a "File Format is not Supported" error, and instead of a landscape, I have a default cube, with default lighting, and the default BI engine in both the main blender file, and the .blend1. It also seems to have propagated to my Dropbox, so every instance of this file that I am aware of loads just the default cube. I have also attempted to load last autosave--there is nothing in the tmp file, and load last session--Blender tells me that quit.blend does not exist.

I've sunk about a week into this thing, is there any hope of recovering this file?


texts:
The mesh seems alright but there are dents in render view; the mesh was created using modifiers (screw over a circle to create a spring):

What I tried:

recalculate normals for whole mesh
recalculate normals for selected face
dissolve/recreate face


texts: Programmatically add image sequence in Sequencer?

texts:
I am using this code to add one image at a time:
bpy.context.scene.sequence_editor.sequences.new_image(f,os.path.join(in_dir,f), 1, i)

In the sequencer this then shows up as:

Which is individual frames - how would I go about adding all frames in my directory as one strip programmatically?
Kind regards


texts:
I am new to blender, and tried to make my sword based on my mind. And I found a problem...

I want to connect the center/middle cube to the lower sword part(the small gap between the sword), but I don't know how. I tried to connect it, but it will be intersect with each other and unable to delete the area inside it(at least I tried). I tried to use boolean method, but it  got an error(might be my drawing's problem). Can you teach me how to fix/do it?


texts: How to control transparent depth intensity to get even gradient based on another object?

texts:
So I'm trying to make a configurable way of revealing something inside of any object with corresponding node group. Whatever I did I couldn't get a nice gradient between pink and grey area which I certainly want.

And as I see it, the gradient shape has to be based on shape of the transparent plane, but gradient projects on cube with it's coordinates and choosing object-->object-plane didn't really help, because the gradient has to move with the plane and I would like to make it without using drivers if possible.

Also I want the gradient to repeat shape of the plane along edges(it can be a rectangle with round corners for example or a triangle).

Another problem is that if object placed inside of the cube emits light at certain angles it makes clear that there's a transparent plane floating in front of the cube, because the light stops for some reason, that I don't understand.

Here's my blend file


texts: How do i make the edges sharp without adding loop cuts?

texts:
Hi I have added a sub surf modifier to my car and the edges have curved and I would like to sharpen them.I have tried to use loop cuts but that causes a slight crease in the geometry. Is there another way of sharpening the edges while keeping geometry smooth.

I have tried using edge crease and it has definitely helped, however it only gets rid of part of the curve if that makes sense. There is still a bend visible.


texts: Why am I always zooming at center of grid?

texts:
Isn't there a way I can zoom into where my cursor is instead?

Hope someone has an answer :-)


texts: A sequence of 90-degree rotations with Python

texts:
I am trying to do what I thought would be a simple task but turned out to be a very frustrating endeavor.

I need to program an object to undergo a long series of random 90-degree rotations around the origin of the object, which coincides with the World's origin. I am using Python to set the angles and create keyframes. Let's say I need a 90-degree rotation around the global X, then 90-degree around Y and then -90 around X again. The following code does not work properly:

obj = bpy.data.objects["Sphere"]
obj.animation_data_clear()

obj.rotation_euler = [0, 0, 0]
obj.keyframe_insert(data_path="rotation_euler", frame=1, index=0)
obj.keyframe_insert(data_path="rotation_euler", frame=1, index=1)
obj.keyframe_insert(data_path="rotation_euler", frame=1, index=2)

# rotate 90 around x
obj.rotation_euler.x += pi / 2

obj.keyframe_insert(data_path="rotation_euler", frame=20, index=0)
obj.keyframe_insert(data_path="rotation_euler", frame=20, index=1)
obj.keyframe_insert(data_path="rotation_euler", frame=20, index=2)

# rotate 90 around y

obj.rotation_euler.y += pi / 2

obj.keyframe_insert(data_path="rotation_euler", frame=40, index=0)
obj.keyframe_insert(data_path="rotation_euler", frame=40, index=1)
obj.keyframe_insert(data_path="rotation_euler", frame=40, index=2)

# rotate -90 around x
obj.rotation_euler.x -= pi / 2

obj.keyframe_insert(data_path="rotation_euler", frame=60, index=0)
obj.keyframe_insert(data_path="rotation_euler", frame=60, index=1)
obj.keyframe_insert(data_path="rotation_euler", frame=60, index=2)

Depending on the rotation mode (XYZ, ZYX, etc.) the results are different and never what I want them to be. For example, under XYZ, the first two rotations are correct, but the 3rd rotation ends up being around the Z-axis instead of Y.

So how do I make those rotations consistent, and without wobbling? Someone please point me in the righ direction. Thanks!


texts:
I have been learning Blender, I have a complete human model but I want to wrap a small plane around the bottom left leg, like a strap/belt.
Before I did the shrinkwrap operation, my model looks like this. A plane with no modifiers and a duplicated part of leg mesh where I want to wrap. (Human model from MakeHuman)

After I apply the skinwrap modifier it looks like this. Though I increase the length of the plane, it never makes a complete circle around the leg. I have tried will all options but failed. Is there some way to accomplish this ?

!
I want to wrap my plane around the leg mesh. Can someone help me out. Thanks in advance.


texts: I am trying to model a helmet from Doom Eternal, and I have a model from the game as well as textures and Normal maps. My ultimate goal is to 3D print, so I need the detail in the mesh itself. What I want to do is change the vertices of the model I have using the normal map so I can have higher detail. I want to avoid starting from scratch by using the things I already have.


texts: My mesh is not moving like the motion tracked video

texts: With lots of help of you I ended up with this movie. Something has gone wrong because my mesh is moving .... Any ideas what has gone wrong ?


texts: How do I make a clip extension using an image texture node in Blender render?

texts: I'm not sure how I can clearly explain this as a noob, but how do I make an image node in texture editor not repeat its texture when it is outside of the UV map. The first image below is what I want it to look like, the bottom is what happens when I use the node editor.


texts:
I am working on animation in which I have moving object filled with liquid. Problem is that liquid is reaching over the mesh. Scaling does not fix the problem since the liquid does not follow up the animation.

Any idea on how to fix this?


texts: Can I learn blender and in future work in any animation studio, without needed to learn script language?

texts:
I'm 2d animator, graphic designer, musician.
Software knowledge : Toon Boom Harmony, Illustrator, Photoshop, After Effects, Sketchbook Pro


texts:
Hi there I'm a newbie (to vfx), below is the image in which I opened a box and with blender I placed a sphere (it's a video actually but I posted image here). But this doesn't look real, what changes can I make to make it appear more realistic?

Also how do I make the sphere part a little soft because compared to photo the sphere looks very sharp.


texts: Setting a color for "World" doesn't work

texts:
I would like to have a pure white background in my animation.
When I set the color of the World in the World Panel to white, nothing works.
Even the "Preview" stays pitch black.
How do I change the color of the background "World"?


texts: Get list from Animation Nodes using console

texts:
Is it possible to get the outputs of a node from the Blender console?
For example, I can acces to this expression from Animation Nodes in the Blender console:
bpy.data.node_groups['NodeTree'].nodes["Expression.001"]

But I do not find a method to get the list from the console in order to be used in a custom addon.


texts: How do I get objects to follow another mesh?

texts:
I have a "book" mesh that is rigged and sample objects on the surface.  When the book opens, I want the spheres to follow and keep their current location.  The only way this works is if I make the spheres part of the same mesh, which I do not want to do. I also don't want the spheres to be part of the same amature as the book.  They will have their own amatures. I want them to remain in their static location when the book opens.  Is there a way to keep the spheres at the static locations on image 2?
Is there a trick using empties?


texts: 3d manipulator disappears in rendered view

texts:
When I switch from solid mode to rendered mode, my 3d manipulator diappears. I'm trying to create some interesting light effects, but because I can't see the rotation and transformation arrows, it isn't all too easy to position my sunlight. If someone could please tell me how to enable the 3d manipulator in rendered view, I would be much helped! I'm using blender 2.79b. I can see the effect the lamplight has on my scene, but I can't see the actual mesh. If I select a figure in my scene, I can rotate it and see the effect of the rotation, but I don't see the rotate manipulator in the viewport, nor do I see which object in my scene is selected until I start the rotation with the Rkey
Many thanks in advance.


texts: How to show scaling keyframes that are not appearing when adjusting f-curves?

texts:
I am animating the camera movement for my scene. The scaling option for some of my keyframes do not appear on-click when adjusting f-curves in the graph editor. The problem is depicted below:
Image 1: Highlighted keyframe represents clicked keyframe, no scaling options are given

Image 2: Highlighted keyframe gives option of scaling(as shown at 700 and ~840)

My question is: How do i enable the scaling keyframes to be shown for those keyframes that do not show it automatically?


texts: Cycles render for Facebook without color

texts:
I am writing to you because I have a problem with files to use for 3D posts on Facebook.

I had done a lot of tests all using BLENDER RENDER: file had the color and the characteristics that I had set by the nodes, everything was ok but did not have the shine of the Glossy BSDF.

Then I changed the rendering engine in CYCLES RENDER, and checking from the rendered mode it has the shine I needed, I again exported my work in .glb for posts on Facebook, but so I see it all as gray as in the picture .

A) Can you explain to me why and how to solve?
B) Can someone tell me how to set a colored background?

Link to post (.glb) with Blender Render:
https://www.facebook.com/paginaprovaSynptc2018/posts/2189922261052625

Link to post (.glb) with Cycles Render:
https://www.facebook.com/paginaprovaSynptc2018/posts/2191151167596401

Thank you all


texts:
I have a problem with the denoiser, I need it but it's messing up final render.
Everything seems right.

Then when denosier comen in.

Presets are default and this is the first time this happens,  image its 1920x1080 with 512 tiles at a 1080ti.

I have volumetric scatter at .1

I gave up. Final result:

That´s at 5048 samples, denoiser radius 1 and turned off volumetrics, it lasted a lot, about 1/2 hour but i'll leave like that, thank's for the comments.


texts: How to render model with plain cartoon like colors

texts:
I just started to work with blender, finished my first models and i want to do some advanced things.
My question is pretty simple: please see attached image. How do i achieve such rendering style in blender ( solid, plain cartoon-style colors) ? I'm not even sure how to google this, since i have no idea how this style is properly called.

Thanks!


texts: How to iterate through all vertices of an object that contains multiple meshes?

texts:
I've learned that an object may contain multiple meshes. I want to export all vertices from all meshes. How do I iterate through them?

Also, is there a simple way to know in advance the total count?  Other than doing 2 passes?


texts: UV Unwrap brick wall, gable ends, slanted roof

texts:
I am trying to model the inside of a room (brick walls, wooden floor).

I modelled it from 4 planes, put together like walls. This has problems with the edges not aligning when using displacement however. So I think it may be better to switch to a cube.

I find it difficult to uv-unwrap it however.

I want the roof to be slanted. But I can't figure out how to apply the texture correctly if I do, since it becomes warped, like this:

And I wanted a look something like this:

http://4.bp.blogspot.com/-3lENfxSJ_D0/UWWrONi20CI/AAAAAAAABrU/If-dkD5htwM/s1600/IMG_9933.JPG

How would one go around UV-unwrapping for that?

Best way that doesn't warp the "gables" (ends of the house, hope it's the right word) is to unwrap those by themselves. Only disadvantage to this is that blender will not see to it that proportions are kept then, so bricks will not be same size on all sides.

Also if possible I would like to avoid seams at the corners.


texts:
I have 3 questions related to masking in blender. I'm using latest 2.80rc2.

Is there a way to mask a subobject or selected vertices inside a mesh?
Can we mask a selected vertex group?

For example, say I added a UV Sphere as eyeball and then I need to place the skin in relative to the eyeball without affecting it. Hiding eyeball sphere would be harder for visualizing the effect of sculpting.

Using mask brush to mask the eyeball would be tedious to do. But we could hit [L] key to select vertices of just the UV Sphere..

Can we use a feathering like mask with mask brush? If so, can we adjust the easing function with graph, just like in proportionate editing?


texts: What is the proper workflow when adding an image texture to a material

texts: When adding an “Image Texture” to a UV Mapped material does it make a difference if you add it first in the “Node Editor” or in the “UV Editor”?


texts: Motion tracking an image to go offscreen

texts:
Hello Blender Community

I am trying to make images track the heads of characters in a video clip. I can do this fine, but when a character goes offscreen or behind an object, the image doesn't disappear with the track- is there a checkbox I'm missing or something?

Thank you.


texts: Bone selection in edit mode is no longer working

texts:
I can no longer select a complete bone from its body in edit mode. It only selects the bone end points. I have to use the outliner to select a complete bone.

This only happens on my main computer, both version 2.77 and 2.78. I have installed blender 2.78 on a second computer and things work fine. Has anybody else experienced this? Been looking around in console and input short cuts but I'm lost.


texts: Node noodles getting cut when I change image for image node

texts: The attached GIF files below explain what's happening exactly, whenever I open a new image in the Image Node, I lose all connections between output points in the Image Node and their adjacent input points, check first GIF.  The weird thing is that it doesn't happen always, only with some files, check the second GIF.I double checked, all loaded images are Multilayer EXR, with the same amount of passes.I think there's a simple explanation to what I'm doing wrong, but I can't find it!


texts: Errors in baking normals. I'm either doing something super dumb or I'm not using normals the way they're supposed to be used. Please help

texts:
Just can't seem to bake normals the right way. I've tried multiple tutorials and read quite a few blog posts. I'm trying to make a whole mech. Best outcome would be to bake the complete mech in a 1-2k texture. However, that is turning out to be a nightmare so I'm thinking of doing 512x512 or 1k textures for different parts of the mech. Now the problem is even the smallest parts are getting errors which I can't seem to solve. Am I doing something wrong? Is Blender not suited for this job? Or are normal maps not viable here and I MUST use geometry? I've been stuck on it for a week now and I'd really appreciate it if you guys could help me fix this ASAP. Here's the image with (hopefully) all the relevant information:
File
PS:I'm trying to make a mobile game and that is why I want to keep the textures small.


texts: Difference in layout panel / menu ? difference in set property in operator / menu?

texts:
I am trying to make a panel and a menu .
But using the same code have different result.
I am trying to make a row with 3 operators, The panel Works fine , The menu Dont resize the element and act weird.
Here a screenshot and a question about it ::::
blenderartists.org/t/layout-error/1279457
I am also trying to set a property in the menu,
I thought that that could be done in the same way i did for operators, but no.
Here a screenshot and a question about it :::
blenderartists.org/t/using-button-to-set-property-in-operators-menu-panels-b-290/1284432
Thanks for your time


texts:
I need to create real-world cameras with Blender.
My target workflow is:

Use OpenCV to calibrate the camera model
Use the results of OpenCV to create the exact same camera in Blender

Since Blender has other camera parameters (for example, OpenCV has a focal length in x and y direction and Blender only one focal length value) a direct mapping is not possible.
I found some sources like this where people provide a function to convert the matrices from OpenCV to Blender and vice-versa.
These are nice approaches but do not exactly fit my requirements.
I need to be able to, for example, simulate a fisheye lens.
I know that "compositing" provides a lot of possibilities but I would like to directly create a camera lens instead of processing the image afterwards.
My question is if it is possible to implement a new camera where I can use parameters as I create them?
For example to implement a camera where I can set the focal_x and focal_y.


texts: I'm definitely a newbie with blender still, as I've dipped my toe in a bit being a video editor.  My issue is importing .svg saved from illustrator.  Just simple vectors with not too many paths.  Just a thick text company logo.  I want to bring in and extrude, light, etc.  I've done it before in older versions of blender with no problem.  Am I not doing something right? Can someone tell me how to get an eps saved as an svg from illustrator to size correctly?


texts: How do I stop image textures from disapearing

texts: I've had a problem that I've fixed before but i'm asking if anybody knows why this does this. I've worked on one of my projects and when i went back onto it another day the image textures don't show up. everything else does. The objects are already unwrapped and i even tried doing that again. The only known way i can fix this is to remove the image on the image textures and reapply them. No need to unwrap again or anything. Could someone tell me how to stop this from happening because its a long and annoying process to do this especially later on in the project. Also I use Cycles.


texts: Change region width/height ? (read only)

texts:
i'd like to change width of T,N or other type of panel in blender with python, but it seems that it is impossible ?

for ar in bpy.context.window.screen.areas:
    if ar.type == 'PREFERENCES':
        for reg in ar.regions:
            if reg.type == 'NAVIGATION_BAR':
                reg.width = 5 #nope -> read only

is it really impossible ?
(by the way there's also no operator to toggle the navigation bar. it's kind of annoying as i use my addon pref as a little asset management system.


texts:
While gnuplot is serviceable and matplotlib is a popular choice for Python developers, I wanted to use Python for plotting some simple graphs (matplotlib had some issues installing on my system, with one of its dependencies).

While I could spend time to fix the issues with matplotlib, my needs are quite basic and something Blender could be made to do without much trouble.

Are there some existing solutions to setup Blender for real-time, graph plotting?(which could be interesting to adjust input variables with real-time feedback for example).


texts: What is causing the bright edges on this mesh when using volume emission shaders?

texts:
I've followed an old Blender Guru tutorial on creating muzzle flash, using it in Cycles instead of Blender Render as he did. The mesh is shaped like a rounded double-ended cone, then has Subsurf and Displace modifiers applied to it to create the flared effect. The material uses a 50/50 mix of Emission and Volume Scatter shaders plugged into the Volume output.

When rendering the scene, bright lines appear on the edges of the displaced mesh, highlighting them. I've been learning 3D modelling/rendering for the past several months so am still relatively new and unsure as to what is causing this, it's as if the light rays are trapped in the sharp edges.

This issue doesn't pertain to this particular model or scene either, as I tried modelling it from scratch again in a different scene and had the same issue. Could anyone please advise me as to how I could stop the bright edges appearing? Ideally the orange colour should just fade out.


texts:
I'm very new to blender but keen to learn more. I have used a lot of 2 and 3D modelling packages as well as a number of GIS applications.

I'm just trying to work out if I can model a fluid flow over a surface, ie a DTM (digital Terrain model) which I understand needs impotent as a tiff or similar image file.

What I want to do is simulate flood water across a surface/DTM.

If so, is there somewhere that would help me get started?


texts: how do I import .obj using python/blender api

texts:
I am new to blender/python api. I am trying to import an object into blender using python api, and I keep getting syntax errors. Here is what it looks like:

import bpy
from mathutils import Matrix, Vector
from math import radians

context = bpy.context
scene = context.scene

bpy.ops.import_scene.obj(obj()
bpy.ops.import_scene.obj(filepath="//OBJECTS/Boat_OBJ.rar Folder/Boat.obj", filter_glob="*.obj", use_ngons=True, use_edges=True, use_smooth_groups=True, use_split_objects=True, use_split_groups=True, use_groups_as_vgroups=False, use_image_search=True, split_mode='ON', global_clamp_size=0, axis_forward='-Z', axis_up='Y')

The above gives me syntax errors. Thanks in advance for any help!


texts: How to disable multiple keymaps with the same name?

texts:
I figured out how to disable a keymap by a unique name, but in this case, there are five different keymaps all named wm.call_menu_pie. Is there a way to iterate over it to disable all of them? or if I needed to just disable a specific one, is that possible?
This is the code that works:
bpy.context.window_manager.keyconfigs.active.keymaps['3D View'].keymap_items['wm.call_menu_pie'].active = False


texts: Shadow from camera vs shadow from reflection

texts:
Is it possible to distinguish between shadows viewed directly from the camera, and shadows seen in the reflection of an object?

For example, the shadows circled here:

From the cameras's perspective, I'd like the tile to disappear (along with its shadow, diffuse effects, etc).

If I make the tile transparent for camera rays, shadow rays, and diffuse ray, I get this:

I'd like the shadow to be visible in reflections though. If I remove shadow rays from my transparency condition, I get this:

So here's what I'm trying to achieve:

Is there a way to determine whether the shadow is viewed directly from camera, or if it's being viewed through a reflection?


texts:
Let's say I want to have multiple identical copies of the same object (e.g. a piece of furniture modelled as a mesh) within a blend-file. But I want those copies to be connected in such a way that when I change or re-model something in the original object all the copies change accordingly so that the copies always stay identical, yet freely distributable within the 3D space.

Within a CAD software like AutoCad this is usually accomplished through the use of something called a "block".

In Blender terms this could maybe be described as similar to what the Array modifier does, except that the copies can be freely distributed throughout the file.

Anybody have an idea on how to accomplish this?

Maybe there is an obvious solution to this that I have overlooked. In any event thanks for any help, which is greatly appreciated!


texts: How to indent an object using edge loops without changing edge sharpness?

texts:
I am trying to make a small indent in the bottom of a gun I am modelling, like in the picture below.

The problem is, in order to add this indent, I need to add detail to my mesh, in the form of more vertices. These additional vertices change the sharpness of the bottom of the barrel by affecting my subsurface modifier, making the edge too sharp where the indentation is.

Is there a way I can both have my indentation at that height, and keep the edge at the desired sharpness?
I know such a small detail is unimportant, but feel it is important to learn.
I have tried three methods.

tl;dr- I tried a boolean modifier, moving my edge loops away from the bottom edge where I didn't need them for the indent, and using vertices without edge loops. The first resulted in unrealistic sharpness in the indent. The other two made the bottom edge unevenly rounded.

The above indent was made with a Boolean modifier. As you can see, the inner edges are rounded, which I achieved by making the 'cutting' object rounded here. But because the bottom edge of the barrel is curved inwards, I cannot make the 'cutting' object match this curve without applying a ton of modifiers and unnecessary complexity which will slow my render.
The result is that the outer edges, marked in red, have unrealistic perfect 90 degree turns.

Here I used edge loops add the necessary geometry for an indentation. The point is, even if I move other parts of the edge loop, the edge was still too sharp at the indentation itself, because the vertices making the indentation also sharpen the edge.
Adding vertices without edge loops has the same problem, but also creates ngons.


texts: How to Install Three.js Exporter in Blender 2.72b

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Does anyone know how to add on the Three.js File exporter in blender 2.72b I can not for the life of me get it installed.

~Thanks.


texts:
This may have been answered in another post but I quickly skimmed over the answers there and they didn't look like they would help

I'm making a bow but I'm struggling with the string. I'd like the ends of the string to fold inwards.

Right now it's doing this.

But I'd like it to do something like this in the one mesh

I've subdivided it once but I haven't made much progress with that. Is there something I'm missing or should I subdivide it more? I've also tried to use armatures but it just isn't working for me.


texts: Rigid and soft body collision - no interaction

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I'm trying to animate a basketball through the net, but I can't get collision to work.
I tried flipping normals for the net, but no luck.
These are my settings - I tried the net WITH and WITHOUT the rigid body physics - still nothing.
Any ideas what I might be missing?
EDIT:
I am able to make it interact with passive rigid body that I keyframe through the net, but ACTIVE does not. I can't figure it out.


texts: how can I invert the weight paint of dynamic paint?

texts:
I have a surface with all vertex weith set to 1, when the object set to brush in dynamic paint came over, the vertex must be setted to weight 0.
Any solution?


texts:
I want to model an opening mouth. I don't know how and I don't find a good tutorial.

Thanks


texts: How can I get the length of an edge with a script? I want to identify a face by its vertex group and get the lengths of its edges. I've gotten as far as identifying the vertex group so I can select it or get the indices - what next? Do I have to do some complicated math to get distances between points in 3d space or is there a direct way to get the edge length as it is displayed in the overlay? The angle would be great too, but I'm trying to take small bites.


texts:
I have just updated to the latest version of blender and the knife tool has stopped working. Does anyone know a fix for this?
System specs:
Intel i9-9980XE 64 bit
2 Quadro RTX 5000 GPU's
Windows 10 Pro version 1809
Thanks!


texts: How to do difference boolean between two objects in Blender?

texts:
Hello i have 4 cylinders in a "cube" and i want to extrude cube with them.
I want to delete the cylinders and leave holes in cube.

(cylinders in my case are holes for screws).

I tried to use boolean but not work or maybe i can't able to use it.

I hope you can help me...

Here file:

edit after use boolean


texts: Extracting parallax data from only two photos to help reconstruct a 3D scene

texts:
In terms of integrating Blender renders with existing photographs, is there a way to create a set of Blender mesh points using the parallax info between just a pair of stereo photographs?

I've gotten good at regular camera tracking with video, and also using BLAM for static images, but what I'd really like to do is take two very clear and stable stereo images and extract as many good 3D points from them as possible, without resorting to also videoing in order to reconstruct the scene.


texts: How do you import a Compositing Node Set-up?

texts:
I have a Compositing node set-up for a lomography effect that I want to export or append to other blend files. Is there a way to do this?

I tried grouping the nodes, but the group wasn't appearing anywhere when I tried to append them in. (Node setup attached for whatever it's worth.)


texts: My object is missing when i turn on alpha

texts:
I have my camera set up to render my object with a transparent background in PNG format. But when i enable transparency, I get nothing rendered other than an empty PNG.

These are my settings for blender render shown in the image attached (may need to open image in another tab to see it larger):

Also as a side note, is there such an option in cycles render, as I could never find the option to render with transparent background so had to resort to blender render.


texts: I would like to remove the actions that I do not need, every time I rename an action it multiplies into something else like  0 meteactionjargon. I have a list of actions that I do not need, and I wont to remove them from the list


texts: How to keyframe Ocean Modifier Resolution?

texts: Is it possible to keyframe the resolution of the ocean modifier if so?! How? I'm trying to create a land that will wave like its been hit by an earthquake...


texts: How to make a beveled cutout in a sphere?

texts:
This is hard to explain so I'm hoping the pictures will help.

I'm trying to make a half sphere with a cutout shape. In this case, a crescent.

Here's the look I'm trying to achieve:

Here's the look I'm getting using extruding and scaling:

I want the cutout to scale inwards smoothly and gently, looking more beveled than punched through, but still be able to make it decently deep.

Here's another look from the side:

It looks like garbage. I'm trying to go for a very natural, organic indentation that doesn't have a huge overhang like that.

I hope this makes sense.


texts:
I am quite new to Blender and scripting in it. I am looking for a way to use IvyGen in script, but found no tutorials. I checked the Info panel in Blender, but it only says

bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
bpy.ops.curve.ivy_gen(updateIvy=False)

whenever I add an ivy. I am expecting to see more parameters (to control the location, the appearance, etc.) than just it. Indeed, I've tried to run these commands on Blender Python console, but just got:

{'PASS_THROUGH'}

So I am wondering if you could help me understand how scripting is actually working with ivy_gen and maybe some guide of how I can get started with it.


texts:
I don't know why my object looks transparent even though I have not switched on x-ray in blender
 2.8

in the above image, you could see that the door is translucent. Is there a way to stop this effect?


texts: How would you go about creating a realistic deep water shader to depict a scene such as this one from blue planet II? I tried with a volume scatterer but had mixed results. Ideally it would be amazing to tie the shader to the water's depth, thus simulating everything from shallow waters, twilight zone, and the deep.


texts: How do i make the texture paint brush stay the same size?

texts: So, in texture paint, when I am texturing, I use a brush size. But when I zoom out, the brush gets bigger and makes me shrink it. Is there a way to stop this?


texts: Grease Pencil strokes from movie clip editor not showing in 3D view

texts:
Sorry if this is a dumb question, but I drew on top of a movie clip in the movie clip editor with the grease pencil. I have all those frames looking the way I want, but recently found out that I cannot render them that way, as it is only an in-memory representation of the strokes.

So, I went to the 3D view, put the grease pencil layers in my scene, and used the movie clip as a background image. My strokes don't show up there, even though I can draw new strokes that show up.

Is there a way to see the strokes I've made and to render them out?

movie clip editor:

3D view:


texts: (Blender Internal) Easy way to have an object shoot fire?

texts:
I'm trying to animate Godzilla shooting fire. I'm relatively new to the particle system, so what I did was I went in edit mode, selected the center of the throat, and clicked P and selected "by loose parts", and added a particle system to that mouth selection. Here was the result:
https://www.youtube.com/watch?v=cTd3kWEchrU

It looks really, really bad. For starters, the origin of it is going through Godzilla's head. It overall just looks very bad, I want to add a more flame-like look to it. Something like the original in this scene (starts at 0:44):
https://www.youtube.com/watch?v=VqgdWu4IvfM

Also can you guys give me something that won't kill my system or pay at 2 frames. Thanks so much!


texts: Don't know what's happening with the Smoke Effector (probably simple fix)

texts:
Probably and hopefully a simple answer; my smoke effector is just showing a block of smoke, instead of a sort of explosion which I'm making. It was working fine yesterday, but I must've messed with something. Thanks in advance.

(my screenshots aren't working for some reason so I had to take the photo with my phone. Sorry for the inconvenience)


texts:
I'm using blender with a Raspberry Pi 3 model B. When I use the text editor and run the script, it show that my program runs normally in the terminal. But, when I add the bge library and try to run the program by pressing the P key, blender quits.

If I run the text editor as a script it show me an error telling me that the bge not a library in Python, so the only way to run the project is by pressing P key.

At first, when I run blender in terminal it show me this message:

But, after pressing P key in blender the program quit and the terminal show me this message:

Any help is appreciated.


texts: Smart UV project unmapping outside of UV space

texts:
I am unwrapping a mesh using the Smart UV Project unwrapper. When I unwrap my mesh some of the UVs are outside of the UV grid. This is undesirable for the following reasons:

tileable textures will look wrong
I cannot texture paint the areas outside of the region

I really like how the Smart UV Project method works other than that. __How can I have the Smart UV Project method only unwrap inside of the UV grid?

blend file


texts: How do I mirror an object using the mirror modifier?

texts:
How can I mirror a cylinder using the Mirror Modifier in order to get two cylinders?

I want to edit one of the cylinders and get the same result on the mirrored one.


texts: Objects disappearing in viewport but visible in outliner

texts:
Hi I am having a very similar problem when objects are visible on Outliner but not in Default view. I tried in '3D View Full' and they appear. Not seeing any issue with layers as working on single layer. Please suggest a stepwise process to fix this problem. I searched on net and nothing really helped.

thanks PK


texts: How to make a number or letter just out of dots (emitting light)?

texts:
I'd like to build a number just made out of dots.

Or as a variant, the dots can also sit on the surface.

I made a workaround and built the dots separately, then deleted all the ones I don’t need, but I guess there's a much more elegant way.

Is it somehow possible to arrange all dots within a certain form (in this case the number 0)? How would you do that? With Dupliverts?

Thanks for answers!


texts:
I modeled a phone with a screen behind a glass texture. The screen has been smart UV projected and I put a short 250 frame clip on it. I then animated the phone to spin with glee. Looks great in the view ports I'm super proud wanna show the fam.(note this is a zoomed out view look at that cute li'l phone) However when I render the animation the background gets super messy about 20 frames in. Upon zooming the camera out I have spotted that a second projection of the screen randomly swoops into frame causing the issue as you can see in the image.
How do I remove or turn off this second projection?
What is causing this?
Super frustrating.


texts: how to expand the viewport so that top and bottom menu bard can be seen in blender 2.8

texts: The white band at top of the viewport is covering the top menu bar underneath and also the bottom menu bar is not fully visible. How to fix this?


texts: Starting two rigid body animations at different points in time

texts:
I am animating a rigid body in cycles but I am experiencing problems when it comes to other rigid bodies. As you can see I would to PEN (White one) to drop after the three rings but both of them seem to occur at the same time. Please Help.

Thank you.


texts: Edited UV of low poly object but now high poly object wont show in UV tab (2.8 Beta)

texts:
Using Blender 2.8 Beta.

I initially smart unwrapped my Cube_LO (low poly) object, but I did not like the normal bake from the UV, so I hid the Cube_HI (high poly) object, then manually marked seams of Cube_LO and unwrapped.

Next I baked the Normal map.

Finally I tried to compare again with the Cube_HI object by enabling visible, but now it won't show in the UV Editing tab.

Cube_HI was showing before I manually redid my UV unwraps.

See in the picture below that I only have Cube_HI visible, but it won't show anymore.

Cube_HI still shows in all the other tabs.

Also, I already tried restarting the application.


texts:
How do I make light go through a half-moon shape hole so it can create a half moon? I wasn't seeing any light come out even though I played around with the strength and put a plane in front of it. No light seemed to emit out of the spotlight. I want it to be like a projector,I've seen other people forum of having the light flickering on and off so I get that.

Update !: I've made the volumetric lighting and plane as suggested, however, I still cannot make the light pass through the plane/half-moon shape without it completely ignoring the plane or shape. It just continues to make a round shape.


texts: How to mirror actions from a object to another in real time?

texts:
im having some trouble with trying to mirror my actions into another object. So basically imagine Cube 1 and Cube 2 side by side, what i want to do is to when i change any form our scale of the Cube 1 the  Cube 2 take this actions as well. Sorry for the newbie question, im new at blender !
Here is a print of the problem im facing.

Thanks in advance !


texts: Is it possible to set bpy.data.filepath without saving the file?

texts:
I have some code which requires opening and closing blend files. The code has to save a temporary copy of the open file before opening other files and doing stuff to them. After the code is finished it reloads the temporary save of the original file.

The problem is, if the user goes to save their file (after the code has been carried out) it will save to the temporary location, of course they could change the save location manually but that would insert an unnecessary amount of entropy into this process.

I could also simply save the open file before the code was run, but I would like to avoid forcing that on the user. All that's holding me back is not being able to change the file's internal save location after all is finished.

If I could write to bpy.data.filepath (rather than only read it) problem would be solved. Anyone know of a way to set this value without actually saving the file with: bpy.ops.wm.save_as_mainfile() ?

As it stands I've developed a complicated method of working around this, but involves renaming and copying files. If I have to use it I will but hoping someone might know a slimmer solution here.

Also I'm aware there is a similar thread "Clear saved filepath" but I was hoping to explore this further. I just want to know is there something I'm missing with setting the blend file's save path.

EXPLANATION OF HOW IT'S DIFFERENT FROM "CLEAR SAVED FILEPATH":
Let's see, that thread doesn't solve the problem. The end.


texts: Area Lights disappearing when rendering image

texts:
I'm quite new to blender and I was following a tutorial by Blender Guru on youtube. Everything looked alright in the render viewport but when I rendered the image, I discovered that some of my area lights disappeared. Not all my area lights, but the main light did. I tried delete the light and re-add it, but it's still the same problem: its only viewable in the the viewport and gone when I render.

Screenshots of viewport and render is attached.

Any advice will be greatly appreaciated!

Image in viewport

Image when rendered

The 2 marked ones are the missing lights, the yellow is my main light source


texts: Register Property Group in existing type

texts:
Is it possible to register a PropertyGroup in an existing type like bpy.types.Light ?

This doesn't work: bpy.types.Light = PointerProperty(type=light.MyPropertyGroup)

But this works fine if I add my addon class: bpy.types.Light.myaddon = PointerProperty(type=light.MyPropertyGroup)

I manage to register a single property with:
bpy.types.Light.myproperty = FloatProperty(.......) but this isn't really clean to add all my properties in the register function.

The reason I would like to add my properties directly into the Light type is because I have get/set functions for my properties that would need to refer to the correct self.

Thanks!


texts: Snapping vertex with edge slide but cannot be parallel to snapped vertex

texts:
Actually, I've done it with a boolean method.

But is there any other method that is faster than what I did?
Some kind of special tool, I don't know much about the tools in this blender software. Thanks.


texts: viewport "Solid" mode object mirroring culling issue

texts:
In 2.90.0 the 3d viewport "Solid" mode some mirrored objects aren't culled. No issue in "Texture" mode. I've checked normals with no change to the problem. Other objects that are mirrored don't have an issue.
thanks for any help


texts:
Just tried to Generate a new Rig and got the following error message:

RIGIFY ERROR: Bone 'palm.01.L': The palm rig must have a parent and at
least one sibling
Incorrect armature for type 'super_palm'

Here is the screenshot of the actual palm armature:

I highlighted the particular section of the Scene Collection where it seems maybe the Thumb components are incorrectly under the Palm 01.L group and instead should be in its own individual group?
If that is the case, how do I move the thumb components to reflect their own separate group standing in that scene list? I tried a drag/drop motion but that didn't work.  Otherwise, any ideas on how to troubleshoot this Rigify error, please.


texts:
I would like to convert a given image (say a binary image) into a .svg (or the outline into a path). I figured out that this could be accomplished with Inkscape. However, I need this to be a part of my new addon, meaning it should rely only on blender or python.
Any ideas?


texts: Sequence editor split screen video output black

texts:
I'm trying to create a split screen animation (from static images though) for a part of a video. I'm following along a tutorial on this https://www.youtube.com/watch?v=9KrnywS9_vs (a little older, but it should still work).

The general routine for this is:

Add both images as strip to the editor
Add a transform for each
Change effect > scale X to 0.5 for each (horizontal split)
Change the position of one to 25 and the others to -25
Change blend to add for both
Set opacity on the actual image strips to 0 (to hide the full sized)

Now, in the backdrop this looks actually fine, but in the output preview it is just empty (and renders to black). I can't really find a point at which it fails. Sometimes it's previewing until I change the opacity, sometimes only until I change the blend. [Solved the preview, see edit. Output still doesn't work.]

If I offset the strips by one frame, it does show the splits just fine, but one half empty/black (obviously).

Does somebody have an idea what I'm doing wrong here?

Render settings are default (50% 1080p), input images are png (480x540). Blender version 2.78.

I know that there is a problem with cycles in 2.78 not displaying png images as textures, but that shouldn't be the cause for this I think.

If more information are needed, tell me. (Or if somebody has a better question title.)

Edit:
Ok, little thing I found out: When I change the channels of preview to draw from ´color and alpha´ to just ´color´ in the vse it does preview correctly now. The output is still black.


texts: I created a pattern in blender and rendered it as a 32bit openexr to use it on a model in an other scene. There I changed the feature set to experimental and the material to displacement only and plugged the map into the displacement slot. I use adaptive subdivision and it worked so far. But a closer look offered that there are some issues in the rendering with weird cuts in the shading. Changing the value of the dicing scale won't fix that. As you can see with solid shading everything is absolutely smooth. What is the problem?


texts:
I've been trying to model a tire recently and got stuck trying to create the tread. I added an array modifier to my tread and set the object offset to an empty I used for the rotation. I ended up with this. It turns just enough to not fit the tire and starts going in a different direction. What would I do to fix this? Did I snap something wrong? I had everything set to the center, what could possibly be causing this? Thanks for any help!

PS I added an extra picture. The bottom picture shows what happens when I add in a brand new empty without changing the rotation yet, the tread seems to start going a different way and also the tread arrayed starts from the bottom which I'm not used to. That is a 100 count in the bottom picture.


texts:
Disclaimer: I'm pretty new to blender and 3D modelling in general, so apologies in advance if this is a really simple fix. I've tried everything I can think of though and am out of ideas.

So I'm having this issue when it comes to baking my normal map, and I'm baking from a high-poly model onto a low-poly one using the 'selected to active' method. Weirdly though, there are some bits of my mesh that come out discoloured in the normal map.

The result looks similar to this question:
Normal baking, very weird results. I tried the accepted answer and it worked fine at first, but after making some more changes it doesn't seem to be fixing it anymore. Here is what mine looks like:

I've already completely remodelled the dubious bits (as the mesh was a bit crap tbh), and they worked at the time, but after saving, closing, re-opening and regenerating the normal map I got this result again.

I've checked to make sure my objects are in exactly the same position, and increasing the ray distance helps a little bit, but doesn't clear this up entirely. For now I haven't even added any sculpted details, the high poly mesh is just an exact clone of the low poly with a subsurf modifier applied to it, while I get this issue sorted out. And I'm using Cycles if that affects anything.

I'm not sure if this is relevant, but when it was working, instead of generating the normal map as one big square, it would only generate normals where they overlapped with the UVs. I have no idea what causes this behaviour though, so I can't replicate it.

Can anyone help?


texts: Problem with color background in the render

texts: I have a scene with a sunlight and a color background, but when I render the scene I have a blue scene. Its is who the light sun was blue, but the light in the preferences is white. I rendered the scene with Eevee. And I need only the blue background without blue light. Please, I need to find the problem. I show the images, the first render is without background, and the other render is with blue background.


texts: Is it possible to use curve modifier without stretching these holes?

texts: As you can see in the second picture the holes are stretched. Is there a workaround to this?


texts: Download a specific Blender source version from Git

texts:
I've installed and use official Blender 2.79 on my Os X. Now I'd like to better understand its structure, and try some development. So I'm trying to download hash 5bd8ac9 11-09-17 from git (the hash shown on the splash screen) so my development is aligned with the official one.
Until now, no luck. I refer to https://wiki.blender.org/index.php/Dev:Doc/Tools/Git page on Blender dev wiki. My question:

How can I download a specific Blender source repo aligned with the official one? In other words, can someone point me to Blender 2.79 git sources?


texts:
T4 GPU is an RTX GPU, in the nvidia documentation it supposed to support OPTIX.
But when I try to render using OPTIX on that GPU, blender renders on CPU.
I tried to retrieve all available GPUs and what I get is only CPU and CUDA.
Is there a way to enable OPTIX on T4?


texts: how do I animate particle key properties?

texts: Most properties can be animated by right clicking and selecting 'insert keyframe' but the keyed particle key properties (properties such as 'Time:' and 'Duration:') don't give that option when right-clicked. Right clicking the box containing the list of particle keys does give the option, but adding a keyframe for that doesn't seem to do anything. Is there any way to alter these particle key properties?


texts:
I have a simple mesh (face) and i want to add image (eye) on it. I tried

When i connect to alpha i get black result. Any suggestion or help. Thanks


texts:
So I'm working on a project, and the shadows of a CGI cube are a different hue than the other (real) shadows in the footage, as you can tell here:

Though it can probably pass as "good enough" it will bug me every time I see it.
I would like this shade to match the other shadows.

Settings:


texts:
The question is almost the same one that has been published before. But I think it's good to treat it again because it is not very clear, at least, for me.Also it does not have an accepted answer.

I want to draw a line using:
bge.render.drawLine(fromVec, toVec, color) Draw a line in the 3D scene.

Parameters:

fromVec (list [x, y, z]) – the origin of the line

toVec (list [x, y, z]) – the end of the line

color (list [r, g, b]) – the color of the line

but I get a error message:

NameError: name 'bge' is not defined

Reading the question someone did before, first I put enable the game engine by selecting it in the render engine menu:

But I get an error when a try to import bge

ImportError: No module named 'bge'


texts: When I try to make an animation, evrything goes in one motion. For example lets say I have two objects. If I want to make one object to move, then make it stationary, and then the other to move, then make that one stationary, then on the first object the same process. I can't do that. If I try and do that, both of the objects will move together. How to do it?


texts: Realistic lighting for a translucent liquid

texts:
I tried to make like this lighting in blender by adding area lights in two sides, with orange color and with HDRI, but I couldn't achieve what I want. Any tips?
.
Thank you
.
.


texts: Viewing scene render (hidden and unhidden) rather than hide in viewport

texts:
So, I have a lot of objects coming in and out of view for my animation. I find it VERY HARD to get an idea of what the render will look like when the viewport defaults to the eyeball (hide in viewport) and not the camera (disable in renders). I have the items keyframed in and out in the renders but, I cannot see this final result until I render it and that just does not work.
How can I change this?
(Thanks to whoever down-voted me trying to learn a program?)


texts: Why do my objects "glide" when they collide

texts:
I try to let some Tetris blocks fall on to each other. But for some unclear reasoning, they both move apart after the collision. I expect the object which falls, just simple "sit" on top of the other one. I've made a video to show what happens.

I especially do not understand why they move at all, while the friction is set to the highest setting. What should I do to make the blocks fall on top of each other, and just stay there.

Both objects only have a rigid body set in the Physics tab, with the following parameters:

Rigid Body

Type: Active, Dynamic
Mass: 1

Rigid Body Colisions

Shape: Mesh
Source: Deform
Friction: 1
Bounciness: 0
Collision margin: 0


texts: What is the python script for the Rip tool

texts: What is the python script to do a rip tool (V key) without moving the components after separating the components.


texts: I made this water material and I was wondering how to export this material to use in other projects. Haven't find a concrete answer to this for some reason.


texts:
I have 3 meshes: female feet, male feet (a shape key to female) and shoes.
When I morph the first mesh into the second, I need the third to follow. Binding shoes to female feet with Mesh deform is not an option since  the former are bigger than the later and are not being fully affected.
Is there a way of achieving it without scaling the shoes or feet?


texts: How to add objects on specific keyframes

texts:
I understand that it's possible to keyframe visibility, and that might have to be at least part of the solution. However, I intend to create many objects at once, with a script to generate them, so I can't think how to apply visibility keyframes, when I'd have so many objects which initially don't exist.

If it helps, here's the (messy) code I'm working with:

import bpy

CoList = []

def DeleteExisting():
    bpy.ops.object.select_all(action='TOGGLE')
    bpy.ops.object.delete(use_global=False)
    bpy.ops.object.select_all(action='TOGGLE')
    bpy.ops.object.delete(use_global=False)

DeleteExisting()

def Create_List(Width):
    for x in range(0,Width):
        CoList.append([x])
    for i in CoList:
        x = i[0]
        i.pop(0)
        for y in range(0,Width):
            i.append([x,y])
    return CoList

def Generate_Cubes(CoList):
    for x in CoList:
        for y in x:
            X_Value = y[0]
            Y_Value = y[1]
            while type(X_Value) == list:
                if type(X_Value) == list:
                    X_Value = X_Value[0]
                if type(Y_Value) == list:
                    Y_Value = Y_Value[0]
            bpy.ops.mesh.primitive_cube_add(view_align=False, enter_editmode=False, location=(X_Value, Y_Value, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
            bpy.ops.transform.resize(value=(0.25, 0.25, 0.25), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

for X in range(1,6):
    bpy.context.scene.frame_current = X
    Width = X+2
    DeleteExisting()
    CoList = Create_List(Width)
    Generate_Cubes(CoList)
    bpy.ops.object.select_all(action='TOGGLE')
    bpy.ops.object.select_all(action='TOGGLE')

This creates a grid of cubes, which looks like this:

And it also advances the current frame, however once an object is created, it exists on all frames, regardless of any keyframes that I know of. So how would I implement this so that objects only exist on the frame which they are created on?


texts:
I wonder if it's possible to extrude in blender not only from one but two shapes. One shape would be the lateral cut in the Y-Z direction, one shape would be the lateral cut in the X-Z direction.

My source shapes are paths from Adobe Illustrator (.svg).
E.g. I have two rounded rectangles (same height, different width) as source shapes and want to create a cuboid with rounded edges and corners out of it.
See the source paths here:

How could I achieve that?


texts: Can't get a transparent background for glass

texts: I need to make the bottle glass transparent in eevee. I used Principled shader with transmission value set to 1 for glass effect.


texts:
I create Plane and adjust it to scale that I want.
Edit mode and extrude
I try to bevel 1 edge scale is correct but degree is fail.

So bevel can do the 45degree?


texts:
The following:

bpy.data.objects['Cube'].select = True

bpy.context.scene.objects.active = bpy.data.objects['Sphere.017']

don't work in Blender 2.8, they did in 2.79 though.
How should I select (multiple) objects with Python in Blender 2.8?


texts:
Is there a way to change the "active" collection?
I can check witch collection is currently selected with this code:

>>> bpy.context.collection
bpy.data.collections['My Collection']

But I can't change it using this property because is read-only. Is there a way to do that?

EDIT

After some research I found out part of the solution. I can use this code to get and set the active layer collection.

# Get the current active layer collection and store it in x
x = bpy.context.view_layer.active_layer_collection
# Select another layer collection from the outliner,
# then use this code to restore x as active
bpy.context.view_layer.active_layer_collection = x

the new problem is that x is not a Collection object, is a LayerCollection and we can't pass any collection created with the method:

myColl = bpy.data.collections.new('My Collection')
bpy.context.scene.collection.children.link(myColl)

So the refined question is:
How to obtain a LayerCollection for a particular Collection to change the Active Collection?


texts: Blender sverchok lofting with array of boxes

texts:
I found this threat "How do you loft between curves?" and i used that specific combination of nodes to achieve lofting between curves.

But instead of simply plate, I would like to use array of thin boxes (like wooden planks). How can I archive that?

Edit 5.2.2017:

Here is an example. So the selected curves presents the control curves and the grid presents the interpolation between them. And this interpolation should define the path and the curvature of those arrayed boxes. All dimensions (X,Y,Z) should be usable.


texts: Materials not showing in Viewport or Render?

texts:
so i have this little problem. My materials are not showing up, neither in Material View nor in Render View. These are basic materials made in Blender (no image textures). The file I'm working on was created in 2.8, now I updated to 2.91 and it is not working anymore.
Here are some pictures to make it more clear.


texts:
I use software to produce kitchen visuals that use dwg files, does anyone know how I can get this file into Blender, is there a free converter or any other way so I can try to use Blender to render?

I look forward to any feedback


texts: Speaker object doesn't create sound in particle system

texts: I'm trying to get the speaker object to work with a particle system so it can create sound effects for example set up a plane to emit multiple speaker objects and each speaker would create sounds in 3d space. After setting up a particle system to emit the speaker objects the particle system works correctly showing multiple speakers being emitted from the plane on screen but unfortunately the speaker objects created by the particle system don't have any sound.


texts: Can the scale tool show me the real size of the object instead of a 1 - 0 scale?

texts:
when I resize I want to see the real width\length\dept of the object instead of the x=1 y=1 z=1.

Is there a way to do this?


texts:
I'm trying to bevel an object, but I can't see any option for that. I've tried using the CtrlB shortcut and Mesh > Edges > Bevel. But as it can be seen in the screenshot, there is no option for that.

I'm using Blender 2.62 in Ubuntu 12.04 LTS. I'm not sure, but I think I downloaded Blender from the Ubuntu Software Center.


texts: Blender Cycles Baking And Small issue with textures

texts:
I have 2 problems i want help with.
1.I my model textures appears *broken(as it shown on the picture) on glsl view in texture mode and in material mode with nodes or normal texturing.That is not happening on blender 2.8.
2.I Want to bake texture and the outpout to be exactly as i see it on cycles render material view.Without shadows or lighting.I tried diffuse baking but the texture is ready dark.Thanks in advantage.Please help me on that.


texts: Lighting on triangles - every other one is darkish

texts:
I have a mesh in Blender, imported from elsewhere. You can see individual triangles on it in a funny checkered pattern, like this:

This is consistent with a popular bug where every other triangle is inverted, and you see half of them from the inside and half from the outside. But if you enable normal display, all the normals are facing outwards, as expected.

The mesh is available at http://www.jishop.com/temp/4osh.blend . Can someone please take a look at it explain the effect?


texts:
I am new to this amazing world of 3D modeling. I wanted to know how can I start 3D modeling from scratch? I am very new to this,I googled up and found that blender is a nice software for 3D modeling and its free too, so I decided to work onto this.

I wanna know is there any background required for learning 3D modeling or anyone(having some prior interest) can start up with this.

well I have some programming experience in C, C++, C#, and python, so am I set with that to learn 3D modeling or do i need to gather some more knowledge or experience in any other field.

From where should I start?


texts: make "z" toggle between textured mode and wireframe?

texts:
Is it possible to make the keyboard button toggle between wireframe and textured
instead of wireframe and solid?


texts:
Am learning about bones, so created a very basic rig.  When I rotate or move my foot bone, it scales that part of the mesh.

My object scaling is set to 1 ((ctrl + a) read about this from another question).

Here is a GIF showing the issue, and the weight paint for the foot.  Am not sure how to fix this.  I recreated my armature a number of times, but the same thing happens with the foot bones.


texts:
I'm fairly new to this.
I have a rig set up, and there's one bone that will not transform in pose mode. If I try to move it/rotate it using the 3D manipulator widget, it does that free rotate thing with the black arrow instead. However, it does work properly in Edit Mode. Manipulate center points is disabled.

EDIT: Screenshots.


texts: How can I selectively change custom split normals in python

texts: Using 2.80. I have a solution how to get the wanted loops via the bmesh faces. I can set all split normals at ones with normals_split_custom_set. But for this to work I need to read the old normals so that they will go unchanged when I overwrite them. How can I do this? Is there a better way?


texts: How to constrain a rig for a bi-directional robot arm

texts:
I created a simple SCARA robot in CAD, pulled it into Blender, rigged it, and animated it. Origins are set, bones are constrained and work correctly, (including bone rotation constraints on the joints that match the real world robot this is emulating), all that is good.
Sample video of SCARA robot.
My problem is, this type of robot can (and needs to) work in both a "left arm" and "right arm" configuration.  As you can see in the video, there is a "glitch" when the third joint wants to pass under  the second joint. The animation math forces the third joint to swing all the way around in the wrong direction, and then continues.
If there are any recommendations about how to control this movement, I would appreciate your guidance.


texts: I created a wall with over 100 bricks. I want a logo on the wall. So some bricks will need a part of the logo. What's the fastest way?


texts: How to make NLA strip pick up location based on previous action?

texts:
I am progressing on my complex animation model. Now I have just a small problem. I have create 3 action strips: walking, movingstraight and crouch.
In the NLA editor, i try to compose these actions.

In the first test, I did like this image and the animation correctly works

Now, I need that the person continue to walk form the current place. I add walking and moving action like this

the problem that the person return continue to walk but form the first place. I think that i can resolve this by creating an other moving action from the current place to the next place but i think it so complicated if i need to move the person in different place. I hope that the question is not confused.


texts:
When I want to make separate render passes (for example Diffuse, there are 3 layers making the diffuse pass, Diffuse direct, Diffuse Indirect and diffuse color)
Is there any way to make the diffuse pass acts lonely without combining all of those layers together in Fusion or after effects to make the composting process easier?


texts: How do I change the shape of an object while keeping all of its data?

texts: This is my first time making a game in Blender and I've been using the cube that is the first thing on your screen as my player. The player has a bunch of code in it now and I want it to be a different shape, not a cube. How do I change it without having to rewrite all of its insides?


texts: Is there a way to keep the shadow but turn off the light in EEVEE render

texts:
I've set up an animation with a object rotating. I've added one point light which is casting a shadow. I like the softness of the shadow, but it's also making my object more brighter. My Scene has environmental HDRI to it, where my object is already getting the reflections when it's rotating. Is there a way to turn off the light from hitting my object?
Thank you.


texts: Use blender particle system on terrain that has been displaced using displacement node. 2.8

texts: I created a very substantial procedural system that creates everything procedurally. I went to add the rocks, grass, and leaves to the terrain using the particle system. But when I went to render, everything was beneath the terrain. I cannot use the displacement modifier, so do not suggest. I am using cycles on 2.8.


texts: How to define intersection between two domains like cylinders

texts:
I am very new to Blender and am working with modeling a few cylinders using Python. I am able to model them, but I also want to be able to select only those cylinders that are not intersecting with any previously modeled cylinders. To do this, I need to define the intersection between two domains. Thanks for any help.

Additionally, here is the current script that I am using to generate a number of cylinders:

 import bpy
 from bpy import context
 from mathutils import *; from math
 import *
 import random

When editing, use a fixed value (10). Eventually, make the number user adjustable.

Add 'total' objects (10) into the scene

for i in range(total):

    a=random.randint(2,20)
    b=random.randint(2,20)
    c=random.randint(2,20)
    add_cyl=bpy.ops.mesh.primitive_cylinder_add(radius = 1, depth = 5, location=(a,b,c))


texts: Multiple Objects, Multiple UV's and Multiple Shape Keys Conundrum

texts:
I have a ton of objects, with multiple shape keys, what I need is a way to get uv's for each shape key on all objects at once. Any ideas how to do this?

Even if I just had multiple objects with multiple, matching uv's I cannot choose all objects and choose specific uv channels to edit for all objects (I can only select the specific UV for the 'active' object, not all selected... The same applies with trying to select a specific shape key on multiple objects).

It's a real predicament and I would be eternally greatful for a solution).


texts:
I used to export armatures in 2.49 using the following code:

# armature
for bone in data.bones.values():
    pariente = bone.parent
    if (pariente):
        matriz_p = Blender.Mathutils.Matrix(pariente.matrix['ARMATURESPACE'])

    matriz = Blender.Mathutils.Matrix(bone.matrix['ARMATURESPACE'])
    if (pariente):
        matriz = matriz*matriz_p.invert()

    trans = matriz.translationPart()
    rot = matriz.toQuat()
    rot = rot.normalize()

    buf = "\n" + str(trans.x) + " " + str(trans.y) + " " + str(trans.z)
    buf += "\n" + str(rot.x) + " " + str(rot.y) + " " + str(rot.z) + " " + str(rot.w)
    file.write(buf)

#keyframes
for bone in pose.bones.values():

        buf = "\n" + str(bone.loc.x) + " " + str(bone.loc.y) + " " + str(bone.loc.z)
        buf += "\n" + str(bone.quat.x) + " " + str(bone.quat.y) + " " + str(bone.quat.z) + " " + str(bone.quat.w)
        buf += "\n" + str(bone.size.x) + " " + str(bone.size.y) + " " + str(bone.size.z)

        file.write(buf)

I tried to convert it for use in 2.69 and i got this:

for bone in obj.data.bones:
pariente = bone.parent

if (pariente):
    matriz_p = mathutils.Matrix(pariente.matrix_local)

matriz = mathutils.Matrix(bone.matrix_local)
if (pariente):
    matriz_p_inv = matriz_p
    matriz_p_inv.invert()
    matriz = matriz_p_inv * matriz

trans = matriz.to_translation()
rot =  matriz.to_quaternion()
rot.normalize()

buf = str(trans.x) + " " + str(trans.y) + " " + str(trans.z) + "\n"
buf += str(rot.x) + " " + str(rot.y) + " " + str(rot.z) + " " + str(rot.w) + "\n"
file.write(buf)

buf = str( int(obj.animation_data.action.frame_range[1]) ) + "\n"
file.write(buf)

Scene = bpy.context.scene

for bone in obj.pose.bones:
for Frame in range( int(obj.animation_data.action.frame_range[0]), int(obj.animation_data.action.frame_range[1]) + 1 ):
    Scene.frame_set(Frame)

    pariente = bone.parent
    if (pariente):
        matriz_p = mathutils.Matrix(pariente.matrix_channel)

    matriz_l = mathutils.Matrix(bone.bone.matrix_local)
    matriz_l.invert()
    matriz = mathutils.Matrix(bone.matrix)
    if (pariente):
        matriz_p_inv = matriz_p
        matriz_p_inv.invert()
        matriz = (matriz_l*matriz_p_inv) * matriz
    else:
        matriz = matriz_l * matriz

    trans = matriz.to_translation()
    rot =  matriz.to_quaternion()
    rot.normalize()

    buf = str(trans.x) + " " + str(trans.y) + " " + str(trans.z) + "\n"
    buf += str(rot.x) + " " + str(rot.y) + " " + str(rot.z) + " " + str(rot.w) + "\n"
    file.write(buf)

I based it on the way the milkshape exporter works, but it seems the keyframe matrices are wrong because it gives me an incorrect rotation and scale.

So my question is: how do i get the same pose matrix data as 2.49 in 2.69?

Thanks in advance and sorry for the long post.


texts: Blender crashes when adding many objects with python?

texts:
I am creating a program in blender that makes cubes based on the values of an array.  For example, when one of the values is one it creates a cube at a specific point and then it goes on to print another cube until you have "printed" a numpy array.  Here is my code:

import bpy
import numpy as np

def print_array(a, size=1):
    count = 0
    x = 0
    for i in a:
        y = 0
        for j in i:
            z = 0
            for k in j:
                if k == 1:
                    bpy.ops.mesh.primitive_cube_add(size=size, location=(x, y, z))
                    count += 1
                z += size
            y += size
        x += size
    return count

a = np.ones((3, 3, 3))

print_array(a)

While this does work for smaller numpy arrays blender crashes when I try to "print" larger arrays.  Is there a less tasking way to do this without making the arrays smaller?


texts: How can I scale faces without moving them?

texts:
I'd like to scale all outer faces of an object without making it smaller.

So in this case I want to make the selected faces thinner(scale them on the x and y axis), but WITHOUT being moved to their origin.
Or in other words: want them to scale to their own origin instead of being scaled to the objects origin.

Of course I could scale each of them individually, but that's a real grind and I wonder, if said thing is possible.


texts: Rendering (CPU+GPU) crash almost every time

texts:
I have a newly created .blend file (totally about 83 000 faces and 8 MB large) that crashes almost every time I Cycles-render with cpu+gpu. I have set it to 500 samples and 1920x1080@250% (i.e. not too memory-intensive. Usually I have alot higher settings when rendering with Cycles engine, without any crashing)
It is not crashing instantly, but after some time the white "Blender is not responding" screen appear and I need to kill the process.
Is it possible to check the file somehow, what makes it crash, if it is some setting or some objects that is corrupt?
I run Windows 10 pro, 32GB RAM, and Blender version 2.90. Using AMD radeon 7100 PRO graphics card.


texts: blender on server with command line : Calling operator "bpy.ops.import_scene.gltf" error

texts:
I am building a 3D web app with threejs, in javascript.
For renders, i want to use a renderfarm, so :

i save threejs scenes in .glTF
i command line blender to import and save these scene in .blend with a blender python script
so my app will be able to send scenes to the renderfarm for realistic renders

And this works well (firsts 2 points) on my local computer, but when i do the same on my server, it makes the following error :

    Traceback (most recent call last):
      File "convert_to_blend.py", line 9, in &lt;module&gt;
        bpy.ops.import_scene.gltf(filepath=obj_out+'.glb')
      File "/usr/share/blender/scripts/modules/bpy/ops.py", line 188, in __call__
        ret = op_call(self.idname_py(), None, kw)
    AttributeError: Calling operator "bpy.ops.import_scene.gltf" error, could not be found
Blender quit

I use this command line :
blender --background -noaudio --scene blank.blend --python convert_to_blend.py -- render_test
and the python script convert_to_blend.py contains just :
    import bpy
    import sys
    argv = sys.argv
    argv = argv[argv.index("--") + 1:] # get all args after last "--"
    obj_out = argv[0]
    bpy.ops.import_scene.gltf(filepath=obj_out+'.glb')
    bpy.ops.wm.save_as_mainfile(filepath=obj_out+'.blend')

Is someone know how to make blender find what he wants to work ? this :
    AttributeError: Calling operator "bpy.ops.import_scene.gltf" error, could not be found

I forget to indicate the Blender version on my server is : 2.72 (sub 0)
And Blender version on my local computer, where my command line works well, is 2.91.0


texts: surface area of a mesh using Python code in Blender

texts: How to find the surface area of a complicated mesh using Python code in Blender. The mesh can be  .obj .ply or .stl .


texts: How to to get rid of outlines of light in my render?

texts:
When I do the image render preview for my animation, I can see the light outlines in my image. Does anyone know how to get these to go away but still have the light be there and emitting light?
Thank you


texts: Is there a way to make a ball bounce endlesly? (using soft body and physics)

texts:
I can make a ball bounce endlessly by using keyframes - but i'm looking for that cool softbody+phsyics "giggle" when the ball gets when it hits the ground. Unfortunately i couldn't figure out if its possible to use physics and make the ball bounce endlessly (I mean from Z 100cm to 0cm and back to 100 and 0 again and again)

thanks in advance!


texts:
https://youtu.be/jN9ne1J0BwI

Please click the link above and take a look at this two-step animation. I don't want to do a walk cycle where the character walks in place. However, I'd like to extend the animation beyond two steps. Is there a tutorial, on Youtube or elsewhere that'll teach me how to extend this walk? I don't want to animate each step.


texts:
I'm trying to make a dragon for 3D printing.  I've previously made similar creatures by making a single scale, then, through a long series of Array and Curve modifiers, have created my dragon body (as described here: http://objectforge.blogspot.com/2019/01/new-thing-drakes.html).  I'm looking to improve the process though for my latest dragon.

My chief complaint with my current process is that I am ultimately making a "scale tube" out of perfectly formed scales, then putting it on a curve via the Curve modifier, which distorts those scales around bends in the dragon's pose, as you see here:

What I really want is for the scales to just clip through each other or separate as needed by the curve, rather than distort (I'll make sure that there's a solid tube inside the scale tube so that it's printable).

The closest thing that I can think of to doing this would be to make a big array of curve circles and Curve that array onto my dragon's body curve.  Then I could manually put a row of scales onto each of those circles via Curve modifiers on those rows of scales.  Given the number of rows on this whole dragon though, that sounds tedious to the point of impossibility.  Do any of you bright folks have better ideas about how I can get my scales into a properly dragonish shape?


texts: I tried to uncheck the "Show Emitter" checkbox under the Render tab, but the emitter is still visible.


texts: Can Blender do mathematical reservoir simulation for petroleum engineer?

texts:
Can Blender do reservoir simulation like Petrel Schlumberger and CMG do for petroleum engineer?
I'm a student of petroleum engineering, and I love Blender more than my girlfriend.

Like this :


texts: Is there an Edge Crease tool for the Smooth option (similar to that used for the Sub surf modifier)

texts:
I know this is a long shot (and I'm going to have to go back and delete/recreate my arrays with a subsurf mod) but since I've already locked in most of them:

I was wondering if there is a tool that acts as an Edge Crease (for the smooth option) that'll allow me to sharpen up some of the edges on a tire.

Currently my rendered tire looks like this:

When smoothing things definitely get a little TOO smooth.

In the end, I'm ok if there's not, just hoping to save some time :)


texts: Lower mesh density in center and higher in edges

texts:
I have a 2D shape in SVG format which I want to mesh it with blender so that the center is low density mesh and the edges are high density.
What I did so far is:

import the svg file

2.object convert to mesh

changed the Viewport Display to Wireframe
using Solidify modifier and adding thickness to the 2D shape
using Remesh modifier and mesh the 3D shape

Object convert to mesh again

There is 2 problems!
1.I dont want to mesh my geometry in 2D!
2.I want a lower density mesh in the center of the geometry and higher in the edges (something similar to the following figure). but I want to get this mesh automatically and not by deleting vertices myself. Maybe a modifier can help if there is any!


texts:
I'm trying to make a model of a book shop, much like a library (hence the title), but i'd prefer it if I could avoid having to model thousands of books and texture/color them. In the end I want to export the model to unity3d.

Is there a way I can model the library without having to model each individual book?

I saw another post a little like mine, but it was about textures and I don't know if I can do it in the same way. (Plus I didn't really understand it)

Thank you very much :)


texts: Using sensor data as alternative for Motion tracking

texts:
I am not really sure, if am right here, but maybe you can help me out.
I am curious to know if there is a way, e.g. a smartphone app which tracks various sensor data while filming, so one can use them later on in order to create a 3D path in Blender or similar programs. That path could then be used for the virtual camera.
There should be enough gyroscopic data and acceleration data etc. to create such a path.
In theory this should greatly reduce the effort needed to create accurate motion tracking for visual effects.
Is there anything already out there for smartphones or potentially any tools for professional environments?


texts: Why is my exported fbx not importing with textures?

texts:
I made an image mesh on my terrain model. I export this work in fbx format, but when I import it again, only the model comes on and the picture I dress it on does not come. The situation is like the attached pictures. I want my work to look like the first picture when I import it, but I couldn't do it.
Where am I making mistakes?


texts: Blender 2.79b on a iMac 27 late 2013 with NVIDIA Geforce GTX 780M

texts: I downloaded Blender 2.79b and i am very excited about it. Until... i read about the rendering on a mac and that apple is not supporting Open GL anymore? This is the mac i have: iMac 27 late 2013 with NVIDIA Geforce GTX 780M - 4096 MB, 3,5 GHz Intel i7 and 16GB memory. As i am a noob with 3D (but very excited and love learning it) i am a COMPLETE noob when it comes to render time, Metal, OpenGL and stuff like that. I am reading it online and find it quite difficult to understand it all. My question is this: is blender 2.79b on my Imac (see specs above) enough for someone who has to learn it all (for the next... months? year?) and when i create 'something' in Blender (no animations, just images) can i render it properly? Maybe these are stupid questions but i hope someone can answer them. Thank you. Kind Regards, Mark.


texts:
I am rendering a laptop animation, and the metal of the laptop is becoming green when I render it via Eevee.
I have tried altering the materials and it has no effect.
https://drive.google.com/drive/folders/1933oUlElwDQBeJQIXqVq3-uWECeHYYiG?usp=sharing. This is a link to download the project folder if anyone wants to help.
All help is appreciate, many thanks.


texts: Blender says model is UV Unwrapped but cycles does not render?

texts:
I can't get my model to render with the UV Unwraps. Though, there are many clues saying the model is in fact unwrapped, Blender can't render them out.

Here is the model in textured view:

Here it is in rendered mode (I linked the texture to the glossy color for visualization sake):

Here is the node setup:

And here is the unwrap:

Any suggestions on what could be the problem? Appreciate it.


texts:
Some Context

I have a computer vision task where I have to generate some synthetic data from rendered images of a 3D model(liver). So to do that, I have first to generate a bounding box around that 3D model and create voxel or vertices/nodes centers every 7m and then to store the image coordinates in the rendered image of all the voxels which lie in the camera frame in a particular scene.

My Implementation

The thing is that I am not sure how to implement this using blender's API so in order to get around that, I created a bounding box around the liver object and got the range of coordinates in all 3 dimensions and used np.meshgrid() from NumPy to create all the possible combinations of the points in that bounding box. My implementation is down below.

import bpy
x_max = -1000000
y_max = -1000000
z_max = -10000000
x_min = 1000000
z_min = 1000000
y_min = 10000000
obj = bpy.data.objects['BoundingBox']
for v in obj.data.vertices:
    x = v.co[0]
    y = v.co[1]
    z = v.co[2]
    x_max = max(x_max  ,x)
    x_min = min(x_min , x)
    y_max = max(y_max  ,y)
    y_min = min(y_min , y)
    z_max = max(z_max  ,z)
    z_min = min(z_min , z)
xdim = list(range(int(x_min) , int(x_max) , 7))
ydim =list(range(int(y_min) , int(y_max) , 7))
zdim =list(range(int(z_min) , int(z_max) , 7))
grid  = np.array(np.meshgrid(xdim , ydim , zdim)).T.reshape(3 , -1)

Now my for the second part  I have used world_to_camera_view from bpy_extras as follows.

obj = bpy.data.objects['liver']
ix=[]
iy=[]
not_visible =[]
render_scale = scene.render.resolution_percentage / 100
render_size = (
    int(scene.render.resolution_x * render_scale),
    int(scene.render.resolution_y * render_scale),
)
for i in range(len(grid)):
    vert= Vector((grid[i][0] , grid[i][1]  , grid[i][2]))
    cords = world_to_camera_view(scene , cam , vert)
    if(0.0 <cords.x<1.0 and 0.0<cords.y<1.0 ):
        ix.append(cords.x*render_size[0])
        iy.append(cords.y*render_size[1])
    else:
        not_visible.append(f)

However, as I'm new to blender, I've seen some people use cords = world_to_camera_view(scene, cam,obj.matrix_world @ vert) instead, how of how I've done, which confuses me quite a lot and makes me unsure about the correctness of my implementation. Any help would be appreciated!


texts: How to apply texture to one face of an object in cycles render?

texts:
I can find dozen of tutorials on how to apply texture to one face of an object in Blender Render, but nothing for Cycles Render!
 I selected the faces I wanted, added material, chose an image texture, brought up the uv editing screen, did the smart uv project, made sure the correct texture was selected.

Didn't work; the object is still 100% the first texture I had applied.

Any tips?


texts: Blender wont import fbx animations correctly (Mixamo)

texts: Made a character and threw it into Mixamo for some basic animations. Trying to edit/add to those animations now before importing into UE4. When I import the fbx to blender, it imports a tpose which is the root position of the armature. No keyframes. I can import the animation into UE4 and see that keyframes do exist and that it is an actual animation, just blender isnt importing properly. Tried in 2.8 and 2.79.


texts:
I'd like to know if it's possible to display text, with blf module, in the viewport with 2 colors ?
For exemple, i want to draw "Ngon: 5".

"Ngon:" should be red and "5" should be blue.

Did i have to draw my text separatly or is it possible to define the color in the string ?


texts:
I have been creating materials on mesh objects for Second Life by selecting an area of vertices and assigning a new Material to it. When I export to Collada/DAE and upload to SL, each of the Material areas appears to have a line/shadow around it. I have also been using Separate by selection to divide larger mesh objects into smaller mesh objects, but I get the exact same outline/shadow between mesh objects. Is there some setting or procedure that is optimal for creating materials/objects for Second Life?

Here is a snapshot of how it looks in SL:

~Sean

Adding a screenshot of my Blender setup.


texts:
I am creating a poker chip model for Tabletop Simulator.  When I import it it's quite shiny, that is, it reflects light, and I don't want that.
My research indicates that I have to modify the node and do something with specularity.  However, when I change to node mode Blender tells me that no node is available.


texts: The application of the textures to the body changed the eye colors of my model

texts:
I'm trying to apply the textures to my model using the projection paint tecnique explained here.

I've been able to apply the textures to the bird's body,but then the eyes stopped working. Infact,before to apply the textures,the eyes look ok,but after,they look dark grey. I don't understand what happened. This is how they look before :

and after :

I attached the blender file :

thanks.


texts: Constrain object to bone (without rigging)

texts:
I am trying to connect a gun to a hand bone that is part of a rig.
I tried using Constrain position and Constrain rotation, but it keeps popping off to funny places.

My process was - Align object origin with bone. adding the constraints - with offset (The gun is rigged to the palm bone, and should rotate with offset). Changing Space to local space.

Than when the rig moves the gun flies off


texts: how can I create faces from a mesh that has gaps? without creating overlapping faces?

texts: I am new to blender, I don't know how to describe what I am looking for. Basically, I have the following sets of edges and vertices, I am trying create a face out of the outer square, while leaving the 2 inner rectangles without a face. If I do 'f', I am getting a double face that is overlapping the square and the rectangles.