texts: Finding objects from spesific vector from another object location with python?

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I have made 8x8 array that should work as chess table and seperated faces to invidual objects. Then i have chess piece knight as object that i want to select active with mouse click and then find array plates that are possible to move on. So i know, that knight can have max. 16 checker areas with its's "L" movement where it can go on. What i would like to achieve is python script to first get knight's current location, and then find out if there is another object at for example knight location + (1, 2, 0)

EDIT:

For now i have come this far (i started learning python today)

import bge
import GameLogic as g
import mathutils
cont = bge.logic.getCurrentController()
obj = cont.owner
scn = g.getCurrentScene()
own = cont.owner

pos = obj.worldPosition
move1 = obj.worldPosition + mathutils.Vector((2,4,0))

so with this code i get one possible vector knightpiece can go, but haven't yet find way to check if there is other object at the same vector point


texts:
I'm developing a script that exports and imports timeline markers with binded cameras. Printing marker info and exporting are working fine. The problem is the last step of the import script.

This is the XML I'm trying to import:

<?xml version="1.0"?><root>
<timeline_marker name="F_00" frame="0" camera="Camera.003" frame_time="-0.04"></timeline_marker>
<timeline_marker name="F_335" frame="335" camera="Camera.005" frame_time="13.92"></timeline_marker>
<timeline_marker name="F_616" frame="616" camera="Camera.003" frame_time="25.62"></timeline_marker>
<timeline_marker name="F_1214" frame="1214" camera="Camera.001" frame_time="50.54"></timeline_marker>

The goal is to recreate the markers, the marker's name and binding the marker to the respective camera.

I got everything to work except the binding of the camera. Blender insists of using only the last camera. Here's the code I'm using:

for c in range(len(markers)):
    for area in bpy.context.screen.areas:
        if area.type == 'TIMELINE':
           bpy.ops.object.select_pattern(pattern=markers[c].attributes['camera'].value)
           override = bpy.context.copy()
           override['area'] = area
           bpy.context.scene.frame_set(int(markers[c].attributes['frame'].value))
           bpy.ops.marker.add(override)
           bpy.ops.marker.rename(override,name=markers[c].attributes['name'].value)
           bpy.ops.marker.camera_bind(override)
           bpy.ops.object.select_all(action='DESELECT')

Cameras are being selected and deselected, but the binding is done only to the last one, for some reason.

My only clue right now is that the select operation is slower than the script and when the first select operation is performed it just catches the last camera. But if that is true, what is the code i should be using to select the camera?

Thanks!


texts:
I have new basic nodes. I want it on the rim.

I can see the preview but cant fix on the rim.

I have uv the mesh but did not get any solution. Any suggestion or help. Thanks


texts: How to draw line between intersecting meshes in Freestyle?

texts: Is it possible to draw a line between intersecting objects? With my current setup, it won't draw anything between them.


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In the course of teaching myself Blender, I've always been led to believe that marking edges 'Sharp' had an effect only if used in concert with the Edge Split modifier. But then I saw a couple of tutorials which used the 'Sharp' Edge Data property without splitting edges.

The objects below are identical. Autosmooth is enabled for both at 60 degrees. Both have had a Bevel modifier applied to all edges but the ones in the curved section, controlled by weight. The only difference between them is that the one on the right has had its sharper edges marked 'Sharp'

And after the Bevel modifier is applied, there are split vertex-per-face normals on the marked 'Sharp' version, again on the right. The vertex count in both versions is the same.

The Blender manual goes no further than to say the 'Sharp' property works with the Edge Split modifier.. but no Edge Split modifier has been assigned. Can anyone explain what marking 'Sharp' actually does, under the bonnet, contrary to all the explanations I've heard?


texts: Is there a way to tell blender which images do not differ within an animation to render them just once?

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Question

I wonder if it is possible to tell blender to not explicitly render images in a given time range when they are not changing. So to say, if I make an animation and within the animation there are time intervals with nothing changing. E.g. with a keyframe at time 1 and the same keyframe settings at time 2 theoretically the image could be copied a number of times equal to the number of frames of the interval and does not have to be rendered each time.

Manual solution

Of course this could be done manually, but is some work to do with copying the images certain times, renaming the following images to consecutive numbers and continuing the rendering at the end of the interval.

Details

I save the images as png-files and would create a movie afterwards myself. I do have more constant intervals which are marked in the dope sheet by grey bars. I've simply made two keyframes with the same settings for the start and end of the constant interval.


texts: Help with UV's modifiers and projection needed

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I'm attempting to do some 3D projection mapping on my wall at home with blender. Now the problem is that the mapping software as can be seen at 10:15 in this tutorial (https://www.youtube.com/watch?v=gVTjA1nwZro) requires UV Maps that can be orientated over the actual 3D prop.

Now the 2 effects on my prop that i am showing in the pictures are modifiers & animation nodes which cant be unwrapped, how could i best get UV's & rendered animation of this into the mapping program as seen in the youtube video? it Isnt that easy to explain so please do check out the video real quick. I've also added a screenshot below to show what i'm aiming for.
Thanks a bunch community!


texts:
I was trying to create a golden statue of an eagle in flight, but for some reason even after making multiple loop cuts and using the subdivision modifier, I could not make these weird grooves disappear. Should I use smooth in sculpting mode? If you have any suggestions, please let me know.

Edit: I apologize for not doing this before, please let me know if this image helps. The grooves only appear when the beak is opened in Pose Mode or when looking at the new pose in Object Mode. I am not sure how to see the altered pose in Edit Mode. Also if you wish to make a comparison between the rendered eagle and the topology of the eagle, I am not sure how to include more than one image on a post.


texts: How to draw a for e.g. a grass ground in texture paint within blender 2.8?

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So I wanted to draw a gras ground on a plane, but I don't know what i have to change in the Texture Slots and Texture Panel, maybe someone can help me?

enter image description here


texts:
Why does rendered fire on transparent background look different than on preview?

Preview:

Render with transparent background:

It seems that the flame loses its  red color in my final render,

But it's weird that it appeared normal when I use a non-transparent background.

With background:

This are my nodes settings:


texts: Get topbar area instance to toggle menus

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Searching for a solution to

  When using blender 2.8x on an old 4x3 monitor the workspace tabs get
  shifted too far right and its a handy option to collapse the menus.

  For most,  if not all, other area headers, this can be achieved by
  collapsing  menus and saving the start up file.

  For other editor types it can also be toggled via  script by finding
  all header regions and passing that area via a context override to
  header toggle menus op

import bpy

for a in bpy.context.screen.areas:
    bpy.ops.screen.header_toggle_menus({"area" : a})

  to toggle menus in headers of all areas in screen.  Or as pointed out
  by @Leander can set the area property directly

    a.show_menus = False

Alas the topbar area is not a part of the screen areas collection, nor have I found a way to reference it from   windows or workspaces.  There appears to be one instance of the topbar per main window opened.

Would prefer not to go down the slippery slope of patching the UI code directly. I build from source often and overwrite

This "orrible ack" adds a draw method to the topbar header that uses the driver namespace to store a reference to the area, toggle it, then remove the draw method.

import bpy
from bpy.app import driver_namespace as dns

def dummy_draw(self, context):
    #self.layout.label(text="Foo")
    dns["tba"] = context.area

bpy.types.TOPBAR_HT_upper_bar.prepend(dummy_draw)

while not dns.get("tba"):
    continue

dns["tba"].show_menus = False
bpy.types.TOPBAR_HT_upper_bar.remove(dummy_draw)


texts: What is the max size of a scene in Blender?

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I created a landscape full size in Autodesk Inventor from shapes I traced using AutoCAD.  I made it from a chart of Charleston Harbor that was created in 1861.  It is about 8 x 10 nautical miles square.  I made extruded shapes and brought the file into 3DS Max so that I could export an FBX file that I brought into Blender.  The shapes seem to have come in fine, but they drift in and out of the visible space as I rotate the view.  It appears that I have exceeded the size of mesh that I can use.

Can you tell me what the limits are for importing meshes into Blender?

How would you approach this?

I intend to use in my Blender class it to get my students to recreate the "Race to Freedom" of a steamship that was commandeered by Robert Smalls a slave and turned over to the Union Blockade of Ft. Sumter in 1862.

Can you place an image into Blender that is that large?  I mean a full scale chart of Charleston Harbor.

Is it possible to scale a reference image that big and accurately inside Blender?


texts: Texture not being displayed on object mode but it does appear on texture paint

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Why my texture is pink as if it were not assigned at all but in texture paint there's the UV texture I'm currently working on?

When exporting my model there is no texture. In the past I used to be able to see the textured model but now it just shows a pink mesh.

I think it could be some issue with the material because I don't see the texture there on the material. Only on the texture tab I see the texture I'm painting in texture paint mode. I'm not sure how to link them back again.

Thanks!

EDIT: adding blend file and removing detail view of texture settings because not enough reputation for more than two links.


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I want to join the camera with the empty using ctrl+j but this command is not working with the empty object.

reason to join is to change the local axis of the camera. I wanted to attach the file but I did not find attachment option here.

if it is not possible then any one can tell me that how to change the local axis of rotation without rotation the object in blender Thanks in advance


texts: What is the most physically correct glass shader?

texts: What node setup is the most physically correct? I mean, wich is the glass shader that looks the most like real life? The glass shader that makes the light rays act like real life.


texts: Is there a way of 'cooling' smoke over time?

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I want to make my smoke simulation send smoke up, but eventually that smoke begins to fall, simulating the smoke losing thermal energy over the period of time it exists. How can I go about this in Blender and, ideally, is there a way of editing a curve of the derivative of temperature to time, so that I can control how it cools?

The only thing is, I don't think it would be as simple as editing a dope sheet, since I want the smoke to continuously do this. As in, the smoke immediately coming from the emitter is warm throughout the timeline, while the bits smoke that have lasted a few seconds get colder. I think directly using the temperature in a dope sheet would just cause the emitter to change the temperature of the smoke immediately coming out of the emitter while also having that smoke remain at the same temperature throughout the timeline, which is not what I want.


texts:
I generated a bunch of random cubes from MATLAB as .STL and imported into Blender. All cubes intersect so there's a bunch of internal geometry. I did ctrl-F -> intersect to create edges between cubes, but now how do I remove all the vertices/edges/faces inside the cubes?

I checked out Simplify mesh by cutting out inside parts and tried to remeshing modifier, which did absolutely nothing possibly b/c I'm noob with this software, and tried the code which failed on line 4.

I'm used to using CAD, so could I possibly make an enclosure, boolean subtract from said enclosure, then fill the enclosure up with a second solid that doesn't have internals? Can Blender do that? Help!

Edit: Figured it out. Bool tool solved all my problems. Regular boolean would take forever to implement for something like this I think.


texts: How to get name of image corresponding to active paint slot?

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I understand that I can get the paint_active_slot for the active object, and that returns a number that corresponds to the position of the texture in the slot panel and in the texture panel.

bpy.context.active_object.active_material.paint_active_slot

What I don't seem to understand is how to get the names of the textures that correspond to the list of positions. If I want to force a 2d editor popup and have it in paint mode and also have the active paint slot, I am stumped on how to use the [0], [1], etc. that is returned by getting the active paint slot to correspond to the name of the texture.

This isn't just about making a new texture through python and forcing it to be loaded in the editor, but what I mean to do is to be owrking in the 3d view on an object with one or more image texture slots and be able to select and image slot and press a button to pop up a floating 2d editor that shows that image slot so that I can make use of the differences in the 2d paint tools while still focusing on the 3d paint scene.

edit:

I tried to look at a few things.

bpy.data.materials['my_image'].paint_active_slot

gets me the index of the current active paint slot.

bpy.context.active_object.active_material.active_texture_index

gets me the index of the active texture slot. These can be active and not be the same as the active paint slot, but they do share the same sequence in index so that if you move a texture slot up or down, the paint slot moves up or down to match.

bpy.context.active_object.active_material.active_texture

gets me bpy.data.textures['Diffuse_Color'] and appears to be usable for getting the name of the texture to match to the index of the texture slot index, but only the active one.

Somehow I need to connect the index of the material texture to the active paint slot index, and pull the name from a list I don't know how to get other than one active texture at a time. Is this a typical use of the for loop then? Do I iterate through the textures making them active and getting the names, and populate somehow to a list that will match the index numbers?

edit: I worked on a version that at least does change the active texture to match the active paint slot, and in the process I noticed that the paint slot image was opening in the main uv imge editor, but I suppose my problem is getting it to work on the floating editor that was formerly the user prefs window :D

import bpy

# Call user prefs window
bpy.ops.screen.userpref_show('INVOKE_DEFAULT')

# Change area type
area = bpy.context.window_manager.windows[-1].screen.areas[0]
area.type = 'IMAGE_EDITOR'

bpy.context.space_data.mode = 'PAINT'

#get active material

activemat = bpy.context.active_object.active_material

#get active paint slot for material

indexslot = activemat.paint_active_slot

#get corresponding index for texture/make it active in texture index
activemat.active_texture_index = indexslot

#get name of active texture
texname = activemat.active_texture

#set active texture to active image in 2d editor space

for area in bpy.context.screen.areas :
    if area.type == 'IMAGE_EDITOR' :
            area.spaces.active.image == texname

Thanks for any help you might have to give.


texts:
I'm currently creating a dial where the needle is a separate texture. I would like to be able to turn the needle around the dial via the mapping node, as this will allow me to randomize the needle's position for multiple instances.

However, when using the mapping node and adjusting the "rotate" value, the needle does not spin around the center of the UV map (0-1 UV space). It instead rotates around...somewhere else.

How can I get it to properly rotate around the center of the dial?

Blend file:


texts: Render Layers are not visible in compositing when I close and open the program

texts: Every time I open a project that was already rendered I can not see the render layers in viewer node in the compositing. So I have to render them again and again every time I try to edit my compositing. Does Blender saves the rendering so I dont have to render layers all t he time to make changes in my compositing? I use cycles and blender 2.79


texts: How to create branches/trunks in cycles blender

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I would like some help with a problem I have been having with cycles blender! I am using Blender 2.79.

I am creating a realistic tree model using this video https://www.youtube.com/watch?v=mGFGuL8bfdI&list=LLQivTFjh5_BJGNWA99UmUig&index=1&t=1189s

This is an older version of blender so I obviously take what he says with a grain of salt and use it as a base. I got to 19:20, and I ran into a problem. He started editing the trunk of the tree but it wouldn't select in my version of blender. I have been experimenting for a few days now and I haven't found a solution yet. I opened up the picture in rendered view and all I saw were the leaves I created and no branches or trunk.

I would appreciate any help in the matter! Thanks!

-Jinx


texts: 4K 250 frames Architectural animation Is it possible to render?

texts: Hi I got an architectural indoor scene that I want to render 250 frames in 4K. I got the samples down to 300 with the denoiser. ( Cycles, blender 2.90 ). I tried to upload the animation to a render farm but ended up paying 200+ USD since my computer isn't good enough. If I had a Ryzen thread ripper and a rtf 3080, would I be able to render the animation sequence without a render farm and about how long would it take? Understand all scenes are different depending on allot of reasons but for a quite heavy interior scene. Unfortunately I can't share images since I signed a NDA.


texts: normal map shows up slightly offset on mesh, but only in cycles render view

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I am following a tutorial to make an anvil in blender 2.9.1.  I have 2 different meshes, a sculpted high poly mesh, and a low poly, regular mesh.  I made sure both objects were on the exact same spot when I baked them.  the normal map turned out great, and when I plugged it into the normal in the material viewer, it looked just fine.  My problem is that when I go into render mode, the normal map suddenly changes, and it shifts a few inches to the left around the whole mesh, making it look really weird. (See image below)

but when I go back to material view, it looks perfectly fine.
Here is a picture without materials on it so you can better see my problem:

I want these normals to show up on the corners of the mesh instead of where it is now.  I know that the problem is not UV based because I have already checked my UV's.
here is my node setup:

(sorry it might be kind of hard to see)
does anyone know why this is happening?  And better yet, how to fix it?  any help is appreciated! :)
(PS, I will give the link to my file below)


texts:
Is there a way to achieve something similar with Blender? Specifically, I want to drive the lights with a 3d mesh.
https://youtu.be/zRJ_HWQ7peE


texts: Limit Rotation weird jumps min to max and max to min

texts:
YouTube video of the problem
I set a Limit Rotation, but when I rotate wrist then the wrist jumps from min to max and also from max to min.
How do I make that when I rotate the wrist above the max so that it must to be the max value and also when I rotate it below the min value so that it remains at the min value?


texts: selecting in python: ask to pick an object?

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How do I create a picking session in python?
Say I have a script that does some operations, but its want the user to pick first a source object and then a target? How do I invoke the picking?
My guess is bpy.ops.view3d.select(), but I get a context error all the time...
What is the secret?


texts: How can I export an animation to be viewed in 3D

texts: I'm working on an animation in blender and I want it to be viewed in 3D on a television using a SamsungSSG-5150GB 3D-Active Glass. How can I export the animation in 3D.


texts:
Please see the screenshot here:

At the top of the window I have 3 toolbars packed together, they are all the same.
How can I remove them?


texts: How do you add emission to singular faces

texts: So i'm trying to make assets for a video game and I recently hit an obstacle, and that obstacle was adding emission to a certain face on my 3D model.... Can anyone help me out?


texts:
I'm a newbie in Blender, but I've noticed one of my friend's models is not placed exactly at the center of the grid.

I've grabbed the model and placed it in the center, but manipulator with root bone also moves, but I want to keep root bone in the center of the grid as well.

Here are some screenshots with my problem

Root bone placed correctly (by default) in the center of the grid, but the model is away from the center.

Ok, the model is in the spot that I want it to be, but root bone moved away from center grid?

BTW I'm using blender 2.77 version


texts:
Sorry for the noise... My previous question was answered, and I've fixed what I was doing wrong; but only so far as to allow me to phrase a new question, as my original problem still exists. :/

I am trying to apply a driver to the Y Location of a mapping node in a material definition:

Note that I have previously keyframed this Y value successfully, but now I want to use a driver so that I can drive this from a complex animation that's on a different object. I have deleted all its keyframes.

The driver tracks the value of a shape key:

However, when I scrub through the timeline, the value of the driver (in the bottom field of the driver panel) doesn't update. Instead, it shows the key shape's value for the frame that was current when the project loaded. I can prove this by saving it with the playhead in various places.

If I apply the same shape key to a driver that affects, say, an object's X scale, it works fine, updating as I scrub.

In my simple mind, I'm directing a single floating point value to a single floating point value, so I don't know why it's not working. Maybe I'm wrong?

The scripted expression simply maps the key shape's range (0.0 to 0.8) onto the range for Y Location that I was using when I keyframed it (-14.0 to 0.0).

Is there something I'm missing?


texts: How can I layer two images, to be used as height information in a Bump node, while retaining control of the Strength Value of each?

texts: I am trying to understand how to cleanly and efficiently layer two images, which will both be connected to a Bump node's Height input, while retaining the ability to control the Strength value of each contributing image. One of the images will also be used as the Factor value in a Mix Shader node. Here is my node work with an empty area where my question is.


texts: Why does .obj exporting hang and output so many files?

texts:
I frequently encounter this issue while exporting to .obj that causes blender to freeze (or sometimes crash) and output hundreds of copies of the same file.

What's causing this to happen?


texts: Can Blender run headless on an ARM processor?

texts:
Was wondering if anyone knows of a way to run Blender in a non graphical mode to use as a render node?

I'm thinking of setting up a small farm using raspberry pi's or another of the mini, efficient, low cost computers to use as a node to process everything.

Does Blender run on ARM and can it be used as a render node?


texts: Blender 2.74 Windows 64bit quits and displays hz issue

texts:
Here is the message that gets displayed:

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 4800hz instead
found bundled python: D:\Blender\2.74\python
Blender quit

I've reinstalled twice and get the same problem. Not sure what I should do to get the program back up and running.


texts: Why does my Curve turn black? (only happens without bpy.ops)

texts:
I'm creating a curve without bpy.ops but the previously created curve turns black for some reason. Toggling in and out of Edit Mode fixes the issue but that seems kinda silly.

EDIT:
I reported this as a bug just in case, but it seems related to the Unto stack somehow. Switching to Undo Legacy in the preferences fixes the issue and prevents it from happening. Adding an Undo Push manually in the Invoke method also helps in this particular example but not in other, more complicated scripts.
Steps to reproduce:

Run the code below in Blender's Text Editor
Search for "black curve test" and run it TWICE (this will create two curves).
Expand the redo panel(F9) and tweak the bevel radius.

Result: The first curve should turn black.
Curiously, if you select the first curve (click on viewport) before running the operator the second time and tweaking the radius, it will NOT turn black. Maybe that's a clue?
Code:
import bpy

def curve_test(self, context):
    curve_dat = bpy.data.curves.new("My curve", 'CURVE')
    curve_dat.dimensions = '3D'
    spline = curve_dat.splines.new('BEZIER')

    spline.bezier_points.add(2)

    p0 = spline.bezier_points[0]
    p1 = spline.bezier_points[1]
    p2 = spline.bezier_points[2]
    p0.co = (0 + self.offset, 0, 0)
    p1.co = (1 + self.offset, 1, 1)
    p2.co = (0 + self.offset, 2, 0)

    p0.handle_right_type = 'AUTO'
    p0.handle_left_type  = 'AUTO'

    p1.handle_right_type = 'AUTO'
    p1.handle_left_type  = 'AUTO'

    p2.handle_right_type = 'AUTO'
    p2.handle_left_type  = 'AUTO'

    obj = bpy.data.objects.new("My Curve OB", curve_dat)
    context.collection.objects.link(obj)
    context.view_layer.objects.active = obj

    return obj

class TEST_OT_black_curve(bpy.types.Operator):

    bl_idname = 'object.test_op'
    bl_label  = 'black curve test'
    bl_options = {'REGISTER', 'UNDO'}

    radius : bpy.props.FloatProperty(name='Radius', default=0.1)
    offset : bpy.props.IntProperty(default=0)

    def invoke(self, context, event):
        self.offset += 1
        return self.execute(context)

    def execute(self, context):
        curve = curve_test(self, context)
        curve.data.bevel_depth = self.radius

        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # Run twice from the search menu and then tweak the radius property in the redo panel.


texts: How to go back to previous Collection visibility setting?

texts:
Edit: Still a legitimate topic for 2.9.

Let suppose that I have a complex visibility setting, with some collections visible and others invisible.
If I want just one collection to be visible I press ctrl and click on the eye icon (isolate). Now only this specific collection is visible.
But how can I quickly go back to my previous visibility setting? For the moment ctrl click brings back ALL the other collections visibility, not the previous setting where only some of the collections were visible. Is there a way to do it or do I have to click again on all the eye icons I want? A little bit tedious... but maybe I'm missing the simple solution ?

I start with this setting, collections 1 and 2 are invisible:

I just want to see collection 3 so I Ctrl click on collection 3:

I want my previous setting back (with collections 1 and 2 invisible), I press Ctrl click on collection 3, but it brings all the collections back:


texts:
Is it possible to modify the bouncing and elatic curves in the graph editor ?

For example, modifying the number of bounces, the amplitude, ... ?


texts: How can I get the normal orientation of an edge

texts:
I need to get the Normal orientation of an edge and apply it to a new object:

obj = bpy.data.objects['Edge']
mat = obj.matrix_world
# Decompose object in location, rotation, scale
loc_obj, rot_obj, scl_obj = mat.decompose()

The method above give me the Global orientation:

Is it possible to get a matrix containing the Normal orientation in the rot_obj component?

Thanks


texts: is there a way to get the final object space normal (with normal maps applied)

texts:
Im trying to create a light source within a shader, this light source needs to be in object space.
I have created a node network that does this well, but only uses the mesh normals (in object space), i thought adding the normal map would be simple but im struggling to get something that works correctly and have with help over engineered several solutions including recreating a TBN matrix (think this didn't work as the tangents didn't appear as i would expect them)
however im thinking there must be a simpler solution that im missing? get pixels normal (mesh + map), transform to local space, do stuff?...


texts:
So I'm trying to merge two face loops into one like so:

would it be detrimental to do this using tris? If so is there any way of doing this with quads only? Any help is appreciated, thanks!


texts: How can I cap a cylinder with a hemisphere?

texts:
How can I make this shape using a cylinder and not a cube? It is going to be a table chair leg so its not completely flat.

I'm not that experienced in blender yet and I've tried a few techniques across the web described for other objects but none have worked thus far so I'm at a stand point.

Thanks!


texts: How to delete all objects/cameras/meshes/etc. using Python scripting?

texts:
I have a Blender Python script that uses a loop to sequentially load and render viewpoints of multiple OBJ files that I generally try to run from the command line. However, if I have Blender open, eventually it starts using up more and more memory and things will crash for processing a large amount of OBJ files. I've gone through several Stack Overflow answers to figure out how to delete the OBJ files I'm importing as well as the camera settings and such that I set for each viewpoint render, but none of them seem to delete everything. I've tried the following answers:
https://blender.stackexchange.com/a/101319/103462
and https://blender.stackexchange.com/a/27235/103462
However, each time I hit run on my script, the stats under "Current File" keep going up, thus progressively increasing memory usage:

How do I clear out those camera, material, mesh, objects, etc. for each iteration of processing loop?
My code is located here: https://pastebin.com/HDxQKByY


texts: Can Blender VSE sync the video and audio with VFR strips?

texts: After done editing, I exported only to see that audio and video do not sync. I know what the problem is - the project's video strips have a variable frame rate. But is there a way to make Blender sync them despite that? I don't want to encode every clip that I have with a CFR.


texts: How to bundle python libraries into addon?

texts:
I would like to distribute a Python addon that depends on two libraries: Numpy and PyAudio. I have seen all kinds of sorcery related to installing stuff via pip inside of Blender's Python interpreter, but this is different: I would want to generate a single .zip containing everything instead of messing around install-time. (As for example here: Including 3rd party modules in a Blender addon)

Is there a humane way to do this?


texts:
I am trying to figure out how to program such control and a function called eveytime I change the value.

Thanks guys for any tips or link!


texts: Why be formed face to split when apply the Solidify modifier?

texts:
I'll make the modeling by two axis Mirror modifier. But, when, apply Solidify modifier, Its has be formed face split at meeting point vertex of the Mirror modifier.

Show you next pictures:
 - When apply the modifier not yet:

When apply the modifier:

Q. How to remove the faces?

blender_2.81


texts: How to add holes to an extruded path object - I wish to modle a filmstrip

texts: I plan to animate a filmstrip (growing and curling around itself), using the path or bezier tool. BUT how could I get the sprocket holes as well; is there a system where you can extrude and add a regular set of boolean holes for example? Thanks in advance.


texts: How to adjust UV mapping for each element of an array?

texts:
I am using an array in conjunction with a curve modifier to make a stone wall along a path.  But the problem is that it is easily noticeable that all the stones have the exact same mapping (i.e. the exact same cracks in the exact same place) which looks terrible.  This problem is easy to eradicate for just the displace modifier by basing the texture coordinates on an empty.  I would like to be able to do something like this for the material mapping as well, altering the position of the UV pelt on the UV grid.  Though I am open to any suggestions on how to fix this problem.

Edit:

As a clarification, I need to use UV coordinates, not generated.


texts: SSS turns black when mixing with diffuse with map

texts:
when I apply a SSS to my material and mix it with a diffuse which has a texture and i use the alpha of that map in the mix shader then the part of the SSS turns dark.

I kind of fixed it when I put my Image Texture with an RGB value of the SSS into a mix color set to linear light but the pinkish part is much softer that way and i want to to be more strong.


texts: Enabling IK stretch in the IK Constraint does nothing?

texts:
Enabling IK stretch in the IK ConstraintS

Stretch in the IK Constraint does nothing?


texts: Composite node/ Viewer node preview not showing

texts:
I am trying to get a depth map of my imported model for which I found out this tutorial. So far here is the picture of my work. As you guys can see there is no preview in the backdrop or the nodes of the node editor, I read in a couple of places to render my model to make these preview appear but that didn't work for me too.

Edit:

The updated image to find the depth map using mist. Mist is checked in the camera and render layer settings also.


texts: Lock object to remember another position

texts:
Please advice on this on.
Let’s say I split one face from the cubes and make it it’s own object
But I want it to remember it’s original position (the 4 corner) to the cube.
So later during the animation I want the face to assemble back to its position to form/shape the cube.. hope it makes sense:
Please point me in a direction
Br Hamid


texts: Why when I select FFmpeg option for rendering a video the encoding tab does not showing up?

texts:
I'm trying to render an animation in blender 2.79
I have selected FFmpeg video in output and I need to select codecs etc but there is no encoding tab showing up under this but only freestyle. please help!!


texts: Is it necessary to use baked texture in cycles?

texts: I have heard that, if we bake the textures then then it will define more quality and it makes more faster in rendering in cycles...


texts: Textures from Blender to Unreal/ How to get textures image

texts: How do i get the textures of my mesh? It might sound stupid, but I'm extreme newbie. When I chose viewport shading: textures or rendered, model looks like I want it to, but when I export it to fbx, the textures doesnt work in Unreal. Can I get like 1 big texture image for this character "printed" as png or such? Or maybe there's other way to get the textures to Unreal?


texts: Is there some way to increase the thickness of the outline around selected objects?

texts:
I'm visually handicapped, and am finding it very difficult sometimes to see which object, of many, in a scene is the "selected" one as The line/halo surrounding it is very thin.

Is there a setting in the preferences that controls this, or perhaps a third-party plug-in?


texts: Render view is different from texture view

texts:
I have imported a mode to blender and i am using Cycles Render.
When i switch my viewport to Texture mode it shows textures just fine as shown in the image below

But when i switch to Renderer Mode it does not show the character with textures.here is image of Render View

This is how character looks in material view

I Want my character to look in render view like it is in texture view.


texts: automatically detects 3D view by selecting one face mesh

texts:
hi instead of using numpad ( front / back /left / right / bottom / top
  ) to locate the desired view , is there a operation in blender that
  automatically detects/change the view by just selecting a face of a mesh object

reason im looking for this command

less hotkeys ( 1 only )
Quickly locate the view
Avoid confusion ( sometimes i tend be confuse whether if its left/right or front back of the mesh which leads to slowdown of workflow )

thank you for answers


texts: Cannot Deselect objects in when other objects are behind the selected Ones

texts:
I can select the objects in all the modes, but I just can't deselect. (I even tried deselect in box select,circle select and the default ShiftRMB but nothing works.)

So if I select something which I didn't want to, I have to deselect the entire scene with A, and then go on again.

I forgot to mention one key thing, that I can deselect objects, but only when there are objects behind it I can't. Unfortunately my scene is a bit complex and has many objects behind each other and hence I just couldn't deselect any of the selected.


texts: How can I prevent the body object slipping through the clothing object?

texts:
When I model cloth separately and rig them to the same rig as character I have a lot of sliding - the cloth uses solidify to thicken them, but the "body" mesh still slips out of the clothing (through them, not using cloth simulation).

Just to clarify - In the picture it's not rigged yet.
Any ideas?


texts: Get material and color of material on a face of an object in Python

texts: I want to iterate over the faces of a mesh and get the diffuse color of the material that is assigned to the face. How can I get the material that is assigned to the face of the object and the diffuse color of that material?


texts: Blender Internal Render Material/Texture Mapping Issue: Texture standing out far more than normal on a different object

texts:
I'm having a problem with something that I do not really know about, or how it began, or what it even is. In my file, I had several base objects, and then I created another one, assigned the same modifiers to such, and applied the same material to it. This was the result:

The two objects have the exact same material, yet the marble texture seems to stand out far more than the other to the point where I can't use the material on the arm to achieve a desired effect. When I tried duplicating and separating the original object, I found it did the same once I made it it's own object, separate from the original. I have no idea why this is, I tried different varying things of use, such as copy/pasting the material, altering the marble texture, and some other things, but I cannot seem to figure it out.

Any help would be appreciated.

(Btw, the marble texture is mapped through Generated Flat.)

Here is the .blend file, it is not the entire original file, because I did not want to share the entirety of the file publicly yet.


texts: How to rotate collection instance with reference point

texts:
I have a question concerning precision edition of a geometry.

Here I'm simply trying to align a window collection instance with a given axis.

Logically, with a pivot set to the instance's origin P0, I would like to select P1 and then P2 to match edge [P0 P1] with [P0 P2].

Actually I can snap on P2 but geometry just tries to ture 90 degrees.

Does anybody has a solution for this?

p.s. Please concern that solution has to be made without manipulating original collection itself. Just think about placing identical windows along walls that doesn't go parpendicullarly.

Happy blending!


texts: Why isn't my Normal Map visible after baking&applying texture?

texts:
Here's my .blend file for reference:
AllMight Blend File

I have two meshes. One Low Poly mesh in layer one, another high poly in layer 2. I believe I've followed the correct steps for baking and applying a normal map to the low poly mesh, but it doesn't even seem to appear in render mode. And I don't think it looks right in texture mode either.

If someone could take a look at my file and settings for baking/applying the normal map UV that would be tremendously helpful.

P.S. There's a sun lamp in layer 3.


texts: What is the single line of code required to change a preference in 2.8?

texts:
I am trying to use one line of code in the console to toggle...

Preferences>Navigation>Orbit Around Selection

bpy.context.user_preferences.view.use_rotate_around_active = True

This line works fine in 2.79 and updates the user preference window.

bpy.types.PreferencesInput.use_rotate_around_active = True

This is my best shot at the equivalent code in 2.8rc. Nothing happens and yet there is no error message either.


texts: How do i straighten UV island without warping them?

texts:
i have those curly UV island witch can make them harder to work with.
how do i straighten up without warping them?


texts: Keyboard shortcut for texture paint brush strength?

texts:
When texture painting the two most commonly adjusted settings are (in my experience) brush Radius and Strength. Radius already has shortcuts to decrease or increase: [ and ] keys respectively.

I want to configure a shortcut to similarly adjust the Strength.

From the console I can see that when [ is pressed this happens:

bpy.ops.brush.scale_size(scalar=0.9)

And when ] is pressed this happens:

bpy.ops.brush.scale_size(scalar=1.11111)

Here is what the key configuration for [ looks like:

So I am hoping there is some kind of corresponding command for Strength, but nothing I've tried has worked.

For example: brush.scale_strength does not work.

Is it possible to set keyboard shortcuts for the Strength slider?

Thanks


texts:
Here I need to make this character run forward in this corridor.

Following this path:

I've already done the run cycle but I can't find a way to make it move while running. I tried to slow down the fps rate and keyframing the character while it moves and other things but without succes.
There is maybe an add-on or an internal blender's function?

I'll attach the .blend file in the way it cuold be usefoul for helping me.
Thanks in advance!

.Blend file:
https://www.dropbox.com/s/di4r9kp11h8rlf2/Concorso.blend?dl=0


texts:
Three quarter view -- if I understand correctly -- is used a lot in technical illustration. I am trying to make a technical illustration using Blender, and wonders how to setup such a view.

The default view looks a lot like three quarter view, although surprisingly I couldn't find any official statement to confirm that. And what if you adjust the camera while working, but want to get such a view in the end?

I am wondering how you guys deal with this. Do you keep adjusting so it looks OK? Or there are some accurate parameters to use? Thanks!


texts:
I would like to get face angle information (same information you can see when "Mesh Display->Face Info: Angle" is enabled.

I want to loop over the mesh to find triangles that fit certain angle thresholds (for example: select all triangles that have 2 interior angles below 10 degrees).

I tried using the built in function (BMVert calc_edge_angle) but this only works on detached triangles.

I found this to be good code for iterating over selected faces/edges:
How to get a list of edges of current face in bpy

Any help would be appreciated!


texts: What is an efficient way to remove loose vertices?

texts: I have a mesh that has some vertices between edges that do not need to be there. How can I easily remove these vertices without selecting them manually? I tired using limited dissolve but that get rid of anything that coplanar not just the floating vertices.


texts:
I wrote an add-on which uses frame_change_pre as an application handler.  Other add-ons may also use frame_change_pre as their application handler.
If two add-ons use the same application handler, is there a way to see (or force) which add-on executes first?


texts: Export 3D Model als standalone exe DMG viewer

texts:
I'd like to publish 3D models as exe or DMG so my clients can open them as a stand-alone application for viewing. Basically, I'm looking for something like Sketchfab offline suitable for products I signed an NDA.  How can I do this with Blender? Do you know an easy alternative?
Thanks for your help


texts:
I just made an idle pose.

I manipulated several key frames, but then I watched a tutorial video

I am supposed to generate keyframe for every frame.

I don't understand what he means by that.

Anyways, I would like to make animations separately

like run, idle, attack and etc.

But then again, in the video he makes all the poses straight

and doesn't seem to divide.

To sum up,

Procedure for exporting an animation (things I have to checkbox and etc.)
Is it better to make all at once then divide export? or else?

Screenshot is added so as to explain my situation.


texts:
I have an animation in blender, but its very small in dimensions. I have to scale it to a factor of around 10. However, I just realized that just scaling an object won't actually scale the whole animation ( while rendering ). Is there anyway with which I can scale the whole animation ( including each keyframes )?

Thanks

EDIT: Sorry for the confusion, I dont want to extend the moving area of the animation. I want to increase the dimensions of the image used in animation. When I am trying to scale up the object in 3D view, it does scale the animated object placed on the scene, however, when I play the animation, the scaled dimensions aren't preserved.

I hope its a bit clear now what I want to do.

Thanks


texts: I believe this shadow on the glass material is not normal, it follows my camera creating a weird effect, please help me fix it!

texts:
So basicly when I move the camera I get these shadows on the windows ( glass material).
The shadows follow the camera angle and i would like to remove them or fix them.

Im using Eevee. The shadows don´t appear in cycles render and i guess this would be a solution, but I would like to remove them on the eevee if possible.


texts:
Before I begin
Let me state my end goal here before I continue, in case the method
I'm using isn't the best way: I'm trying to make text appear and
disappear in an animation. What I'm doing now is animating a mix
shader with a transparent node and a diffuse node. If this is the
wrong way, please correct me.

Please ignore this part. Workaround found. However, my question still stands.

I have a text object in my scene that I'm trying to switch between transparent and opaque. However, instead of getting transparent text, I'm getting a grey colored text.

I've tried the method on other objects, and it works there, but not on the text.
Any help is appreciated.

Download link for the .blend


texts: Can't get 2 Dynamic Paint Canvases to render at once - Blender 2.8

texts:
Trying to render both the waves and trail of a boat using 2 dynamic paint canvases, one of the Waves Surface Type, and one of the Paint Surface Type. The two show up together perfectly in the viewport, but for some reason when rendered out, only one of the Bakes appears. Any ideas what is going wrong here?

Thanks!

Blender file:

https://drive.google.com/open?id=1ifVx50dHrmQLoipd2KTRkFLt6xYGBwNB

Viewport:

Render:


texts: How would I go about removing these dark spots from the final rendered image? Currently, I use GIMP to remove it but it takes a while. Any ideas why this is happening? I am rendering at 1000 samples.


texts: How can I make a track for an object in Blender Game (not blender render)?

texts: I want to do a track in blender game. I have done it in blender render with constraints track to,... but it's not working in blender game.


texts: (Is there an easy fix?) Imported model bones are all rotated 90 degrees

texts:
I am learning how to model in blender, and am trying to make a character for my game. Instead of making a character from scratch I imported a default model from unity and am modifying it.
I noticed the bones in the rig are all rotated as shown below. Should I just delete all the bones and redo it myself, or is there an easy way to fix them? They seem to be working correctly. (I don't think I would be able to redo the eyes and mouth rigging)
Thanks! :)


texts: Scale edges symmetrically, preserving UVs

texts:
I want to Edge Slide two Edge loops on Y-axis. Normally, I would press S and Y to scale on Y-axis but that wouldn't preserve the UVs. And Edge Slide doesn't allow me to slide symmetrically along an axis. Is there a way to achieve that effect using Edge Slide?
Thank you!


texts: How do you bake out a world space/position normal maps?

texts:
Cycles doesn't seem to allow me to bake it's World-Space Normals or Position Map. I just tried to bake it the same way I'd bake a Normal Map but with their own Material and Image. Then some setting switched around.
That'd be cycles render, bake type diffuse, only color on the Influence, and selected as active is false. New Mat with the Texture Coordinate plugged into a Vector Transform and then just a Material Output.
I need image data of the world space normals and the position map so I can use the tri-planar node in substance to get a seamless sphere material.
But I can't figure out how to bake out my maps. And the bake is "successful" but the image data is just pure black. I know I got my material setup good because in the render mode it looks alright. Any help appreciated.


texts:
I have color A and color B and you want sub surface scattering.  My question is, on the "thickness" map, does pure white represent complete translucency or does grey?

White would mean I'm taking 100% of color B right?  Which means color A will not be present at all which isn't translucent.  So my guess is .50 (grey) is the true value if you want both colors?  Or am I wrong?

I already tried this with principle shader with red and blue creating purple with .5 (grey) sub surface scattering:

If I have white, I would be taking 100% of color B, thus there is no translucency with the red.

[

So my basic question is, when I make a sub surface scattering map, should I be using grey for max translucency?  Or is there something I'm missing here?  Because I have seen White areas in thickness maps before which makes no sense to me, you're just taking 100% of color B?


texts:
I have a car model with many vertices already however some parts of the car which need to be separated as a separate mesh don't have vertices. I tried using extrude, but that doesn't help in moving that specific part of the car.
I need to make it separate meshes to ensure that when I change the texture of the car, some portions are not changed and stay black.
Is there a way to do this?


texts:
I would like to render 3 dimensional text which both includes unchanging text, and automaticly calculated distance to camera (in the units specified under the scene tab), which should look something like this:

is there any way to do this in 2.78, are there any third party add-ons (for Blender 2.78) which allow me to do this or is it possiple to achive this through blender python scripting?


texts: Easy way to run python script in blender python console?

texts:
When I press "run script" with a python script in the Text Editor, it runs, but seems to spawn some new invisible python interpreter. I'd like it to run in the Python Console that I already have open. Is there a way to do this?

As it stands now, I'm copying and pasting from the Editor to the Console, which sure is tedious.


texts: How do I make my object look smooth without using the subdivision surface modifier?

texts:
Sorry if I phrase this incorrectly but I was following a tutorial for a character model (the link should be below, end of part 4 and beginning of part 5) and I don't understand how he got the body to look so smooth. I tried applying the subdivision surface modifier but it only made my object look flatter, like this:
It originally looks like this in sculpt mode:
And like this in Object Mode:
I want it to look smooth and not so blocky like in the tutorial:
https://www.youtube.com/watch?v=wdsY4BtlcpQ&list=PLvgIVNDU-Dxjb3eukDF5W0l0-6ShO9OiM&index=5

Thank you for your help

P.S.: Sorry if I added too many pictures to get my point across. Also, I am a novice at Blender, and yes, I know, even without the blockiness of my character's body, it doesn't look like the one in the tutorial. I'm doing my best so please disregard that if you can.


texts:
I tried to create a manifold structure but Blender keeps complaining that the structure is not manifold. I can't figure out what to do as according to what I see, it is manifold.
What are the steps to have it watertight?structure bottom


texts: How to make a node tree the context? (MTree implementation)

texts:
I'am trying to use the Python API to make a lot of different and randomized trees with the MTree add-on. But I'am struggling with an error telling me that the context is incorrect.
RuntimeError: Operator bpy.ops.node.add_node.poll() failed, context is incorrect
I've tried to use the bpy.context.active_node but that doesn't seem to exist even though it's in the documentation.
For now my code looks like this:
import bpy
bpy.ops.node.new_node_tree(type="mtree_node_tree", name="Tree1")
bpy.context.area.add_node(type="MtreeParameters", use_transform=True)

But it gives out an error which I listed before at the 3rd line. The code should just put a node into the node tree, but it probably doesn't know where to.
So does anyone know how to make the node tree the context?


texts: Active object set, object mode set, but still "RuntimeError: Error: Modifiers cannot be applied in edit mode"?

texts:
I'm trying to apply my modifier to object with Python. I've set the object of interest as the active object and ensured its mode to be object. However, I still receive this error.

Here's the relevant code.

bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.ops.object.modifier_apply(modifier='Subsurf', apply_as='DATA')

RuntimeError: Error: Modifiers cannot be applied in edit mode

I saved the .blend file right before the error and opened this file in GUI. Then, I ran

bpy.ops.object.modifier_apply(modifier='Subsurf', apply_as='DATA')

that used to cause errors in the command pane, and weirdly it ran without errors!


texts: How to quickly create duplicate recessed portion?


texts: I made this picture with 6000 samples. No fireflies but still so noisy. I read a lot of articles to get rid of fireflies but I just need to clear my pic. Any idea?


texts: How to view meshes at a lower quality to prevent lag

texts: Often I am trying to work with a scene that has many high-quality and high poly count meshes. I do not have a very beefy computer so often it lags and crashes when I am trying to edit them, duplicate them, etc. Is there a way to view high-quality meshes at a lower quality? I need it to be low quality enough so that my computer can handle it but also not so low quality so that I can barely recognize it.


texts: modifiers on duplicated meshes applying to unselected part of duplicated+original mesh?

texts:
I'm a beginner.

When I attempt to put a material on a duplicated mesh, the material only applies to the deselected mesh, including the original mesh that was duplicated, and changes freely as my selection changes.

I cannot for the life of me unlink the duplicated object from the original object. When I try to go into object mode it selects the original + the duplicated mesh, and attempting to deselect one deselects both of them, so I can't use Object > Make Single User.


texts:
i am trying to build a road with guard railing.modeled a road and railings seperately like this--

then applied array mod on both of the objects and it looks like this--

then i tried to bend the road a little upwards and downwards with a curve modifier pointing to a nurbspath. it was a disaster. the road looks ok but the railing are bent,skewed,stretched( i don't know what is the exact word for this) -

i need help to know if I can apply the curve modifier to those rails without damaging their actual shape. thanks in advance.


texts:
As I was adjusting my settings I realized that my GPU is not recognized for CUDA at Cycles tab. I tried everything afterward to make it appear- went to Nvidia developers website to download CUDA toolkit(10 version as 11 is not supported on MacOs), reinstall blender, etc.. but it still does not work... Could anyone please help me here?
Thanks for your help!


texts: Blender Preferences Lights- Studio Lights edit default when starting new scene

texts:
Youtube video showing issue and questions
Basically I am looking for a way to edit the default viewport shading studio light setup.  In the upper right when you launch Blender you have the viewport shading icons.  It defaults to the second one.  I have studio selected for lighting.  If you click on the gear icon to the right in the window you go to the preferences for lights. In studio lights section there is an editor area.  You can load new ones and save your own edits.  Clicking the Edit Studio Light button lets you see what you are editing or it will display any studio light files you have loaded.  My question is how do I get any of those to default when I open Blender so I don't have to go and click that button every time I open Blender?  Saving a startup document or saving preferences does not work.  It always goes back to the initial look Blender starts with and the Edit Studio Light button is unchecked.  If there is a default studio light file that I can overwrite to get mine to be the default that would be great.  Hope this was a clear question.  The video really walks through it better than I can write.  I know I can always make a matcap and do that instead.  Might have to if there isn't a way to fix this.  I really like the flexibility to create my own Studio Light setup.  I just don't want to have to reinitialize it every time I start Blender. Thanks for taking the time to read through this.


texts: Blender transparent bsdf not fully transparent

texts:
I was trying to add a fire effect to the side of this car. I wanted just the fire to be showing and everything else transparent. I made the node setup. But for some reason, the transparent areas were not 100% transparent. The transparent areas looked a little brighter than the actual area. I thought it was my node setup that was the problem and lost my mind over this. Then I said frick it and plugged in just a transparent shader. To my surprise, with no other node setup connected, just the transparent shader was not in fact fully transparent. So it's definitely nothing to do with my setup.

I opened up another blender file and made a cube and a plane in front of the cube to test my theory. I was right!

This time, the transparent shader made the area a little darker. I tried some things people recommended online but nothing worked.


texts:
If I want to move the user view in Mac, I can do it by pressing Alt + Shift + LeftMouseButton. Note that I just have a trackpad, not a mouse. Anyway, the problem is that this way I can just move along two axes. To make this clear I took a video, which you can see here.

Like you see in the video I can only move just along the Y and Z axes, not along the X axis. If I wanted to move the user view in order to look at the back of the cube. I had first to rotate the camera and then move the visual again, which is doable but it's not fast/comfortable at all. I need a way (possibly a shortcut) to move the user view along the X axis.


texts:
I would like to render the volume that is shaded by an object (e.g. cube), not only the 2D shadow cast on the ground (as in the attached image).

I understand that in reality the shaded volume is not visible as shaded (only when it "reaches" a surface like the ground plane it becomes evident), but in my project I need to somehow show the shaded volume as well (preferably semi-transparently).

Is there an easy way to do it? I am using the lamp of type Sun and the Blender Render engine.


texts: Why do these shadow catcher planes seem to let light pass through making new direct shadows to appear?

texts:
I'm solving a VFX problem: virtually stage an indoor scene.
My workflow:

Create a room, carve out windows, assign material and use HDRI to light the scene.
Add the objects on the floor and walls.
Make all objects created in step 1 "Shadow Catcher"
Render the scene.

Problem:
While the objects seem to have been lit with global illumination, they also seem to cast direct shadows as if the HDRI was lighting the scene without the walls in the way.
Here's the rendered image:

To compare, I disabled shadow catcher planes and rendered the whole scene. The dark shadows are no where to be found and the shadows look consistent with the scene. (pls ignore the blotchy look on the wall; too few samples)

Given the popularity of shadow catchers, this problem might be due to my limited understanding how they need to be used. Please advise.


texts: How to choose a 1 camera out of 2 cameras in the scene to align using CTRL + ALT + 0?

texts:
I have a simple problem. I have 2 cameras in the scene and I would like to align only of them when I press CTRL + ALT + 0.

At the moment, one of the camera is set and I want the new camera to align with CTRL + ALT + Z but my first all set camera moves instead the added new camera.

Any suggestions?

W


texts:
I did AddDriver for RotationX of the cube.
From the EditDriver, I selected Armature in Prop.

In Path, "pose.bones [" Bone "]. Rotation_quaternion [0]" was input.
However, rotating the armature did not move the Cube.
How to AddDriver the rotation value of the armature for the rotation value of the object?
I don't want to use Child of constraints.
Because I want to use Bone's local value.


texts: Blender python subdivision problem: mistake or bug?

texts:
I've been working on a python script in Blender (2.8) and so far everything's been going fairly smoothly, except for an infuriating problem I encountered yesterday.

It seems that the 'bpy.ops.mesh.subdivide' operator suddenly forces the 'quadcorner' parameter, even though it is (or at least should be) optional. This makes the generated mesh a mess of millions of verts that often crashes Blender.

The weirdest part is that everything worked correctly until an accidental modifier application that crashed Blender, and after reopening the program it has worked very weirdly.

This is the subdivision part of my code:

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.subdivide(number_cuts=xsubds, smoothness=0.0)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
me.update()
bm.from_mesh(me)

for e in bm.edges:
    if ((e.verts[0].co[1]) != (e.verts[1].co[1])):
        edgeindex = e.index
        obj.data.edges[edgeindex].select = True

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.subdivide(number_cuts=ysubds, smoothness=0.0)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
me.update()
bm.from_mesh(me)

for e in bm.edges:
    if ((e.verts[0].co[2]) != (e.verts[1].co[2])):
        edgeindex = e.index
        obj.data.edges[edgeindex].select = True

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.subdivide(number_cuts=zsubds, smoothness=0.0)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
me.update()
bm.from_mesh(me)

And it returns with a nonsensical quadcorner:

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=14, smoothness=0, quadcorner='INNERVERT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=8, smoothness=0, quadcorner='INNERVERT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.subdivide(number_cuts=10, smoothness=0, quadcorner='INNERVERT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.editmode_toggle()

I tested with earlier backups as well, which have the same symptoms all of a sudden, suggesting that this is a problem with how Blender functions and not the code that just suddenly doesn't work anymore. I even tried a couple newer releases but to no avail (currently running this morning's release, caf52e3779a9-windows64).

It's getting a bit infuriating so I'd really appreciate if someone could tell me what's going on! I essentially can't continue my project before this is fixed one way or another.


texts: When are edges necessary and when can I get away with only vertices?

texts:
I'm new to blender and digital modeling, and am trying to get a feel for the sweet spot for how many edges I need in a mesh. If my understanding is correct, I need edges only when defining a boundary between separate faces. I've attached a screenshot below (part of a simple sword mesh), in which I've highlighted a few edges that seem unnecessary. Is there any advantage to keeping these edges or can they simply be discarded?

It seems there's a disadvantage in that with excess edges, things like smoothing faces become unnecessarily complicated.


texts: Other vertices affected when moving one vertex

texts:
I have a mesh that I have not created myself. I took an existing mesh and started modifying it for my own purposes. Suddenly I notice some vertices go crazy when I move (or grab) certain vertices.

This is NOT due to proportional editing as far as I can tell (hopefully you can tell as well from the gif).

I don't know how I got these vertices into that state, I have been removing edges, filling gaps with new faces etc on the mesh, and now this. Any idea how I can repair that state? From the image it appears to happen when vertex is moved, but it happens as soon as G is pressed if I do that instead.

Here's an image of some of the settings. You can see x-mirror and topology mirror is on. It seems it's the topology mirror that causes it, removing it stops the weird behaviour. And I don't need it and it doesn't make sense for this mesh, so my problem is solved for me. Maybe others have the same problem.


texts: (Blender Game Engine) How can I make scene/layer visible through a certain object without using python?

texts: I am needing a python-free way to make a layer or scene ONLY visible through a certain object. I want to make like a portal effect where you look through an object into another layer or scene. If anyone knows how to do this, please let me know! I would very much appreciate it!


texts:
I'm trying to make this shapes in the image, is there a way to make the randomized spikes?
My first attempts were with hair particle system but it's not connected, so I tried with sculpting but the orientation needs to be almost perfect so it didn't work (the only randomness is the spread /density and the scale/legth). This is why I'm trying with displacement, also because I want to make many variants so I want it to be a non-destructive workflow.
If you know a way that doesn't involve displacement let me know anyway, my goal is to obtain those shapes so even if it's destructive workflow and takes longer it's ok.
Please let me know if you have any ideas, thank you.


texts: Need a sane, Unity friendly vertex animation workflow

texts:
v2.92. I need to animate a very simple mesh and I want to do it on the vertex level. One way or another the whole thing needs to get over to Unity in one piece. It's so simple that I don't want bones/armatures, I'm basically just moving one edge loop of a mesh along an axis while the other parts stay put, and rotating it a bit.
I am almost at wit's end, but I'll spare you further editorialization and just say what I've tried.
Dope sheet - Obviously I was trying to pair this with the other approaches listed, but I also tried the naive approach of just moving vertices around in Edit mode and learned the hard way that you can't key frame like that. I'm also not sure if an animation made via the dope sheet can be accessed in Unity for control via scripting/whatever.
Shape Keys - didn't work for me as I need more than one keyframe for the animation and my understanding of them is that each is based off the "base shape". There is an interesting view when turning off "Relative" shape keys where it looks like a multiple keyframe supported thing, but I couldn't get it working like I wanted. The constant flitting between Edit/Object mode absolutely mandated by the Shape Keys workflow also seemed like I was making a mistake.
Animall - this is the latest thing I tried and I think it will work but it is probably kind of resource intensive as it is storing info on every vertex even though higher transforms like entire mesh rotation are more efficient. And I'd be willing to accept that sin, but it also seems like a bad workflow with vertex animation because the animation will only play in Object Mode of the 3D Viewport, but I can only make vertex edits in Edit Mode. (Making edits accidentally in Object Mode applies it to the whole mesh, not the keyframe in the animation) It is not possible to get a 3D Viewport on one side of the screen in Edit Mode and one in Object Mode so this workflow again seems very poorly thought out for vertex editing. I am also not sure if it will be supported by Unity.
The worst part is not knowing what is supported or not in Unity. Many tutorials I have found refer to old Blender functionality or say X or Y thing isn't natively supported, but are 5 or more years old and could be flat out wrong nowadays. For all I know I could be missing a really simple clean solution that is relatively newer, hence the question. Worst case I can swallow my pride and try out one of the above workflows (but Animall is the only one so far that may go the distance to actually giving what I want and my confidence that Unity supports it is low).
So what can/should I use here, and what are the steps to get it into Unity once I have the animation ready?
Thanks!


texts: They are both the same menu way do they have different options? How do i get the left options to look like the rights?


texts: How to extract this one frame from simulation?

texts:
Plus, how to fix that cloth penetration through the mesh beneath it?

Thanks in advance!


texts: How to display backfaces in black or other color in Blender 2.8?

texts:
Backfaces always appear transparent. Is it possible to display them in black or another color? Different from the color of the front faces, of course.

Turn on Face orientation is not an option, as it fills up front faces too.


texts: Procedual material not applying correctly

texts:
i have an issue i need to fix ASAP because is getting in the way of my work, i started modelling with Blender and i love it, specially Vehicle modeling, and i have an issue, i created procedual materials like Metal, glass, tinted glass, carbon fiber using nodes in blender without any textures, and the problem i have is that whe ni apply the material in the vehicle for expample the windows i'm not getting the result i should be getting but when i apply the material to a plane or monkey head it applyes correctly, i have a few Screenshots to show you guys what i'm talking about with hope you guys can hellp me understand what's the problem cuz i really can't find any solution to this...

here another example on my carbon fiber material that's different in both meshes but is the same exact material... i really need help with this. i may be a noob and this is an easy thing to solve but i really need help to figure it out...
PS: english is not my native lenguage and in the picture i wrote in spanish in red "mismo material" it means "same material"
PS2: i'm rendering with experimental build GPU supported (Cycles)


texts: Can't see through BSDF principled/glass 2.8

texts:
High risk this question was asked a billion times and I am just too stupid to find the correct answer, so apologiez.
I am trying to create a drinking glass, the inside faces are colored red to simulate a sort of fluid, now how come that I cannot see it through the glass. Not in cycles, nor eevee in dev, or rendered view. Not by using principled, nor glass BSDF and I made sure that Screen Space Refraction is enabled. Any further suggestions are more than welcome.

The image you see is made in dev view and colored faces behind the glass do color the glass itself, but not what happens to be inside of it.


texts: Rotationally stretch or compress 3D texture around Z axis

texts:
I want to distort a 3D texture around the Z axis in Cycles.
I found here that you can convert cartesian texture coortinates to polar coordinates but the problem is that you end up with a projected 2D texture. I want to preserve all the 3 dimensions and stretch or squash the texture around the Z axis to get a behavior like this :

...but with 3D texture coordinates.

Can we achieve that with Cycles nodes ?


texts: Bottom Status Bar Doesn't Show Verts, Faces, Tris Information In v2.9a

texts: I don't see the statistics information that's supposed to be on the status bar running along the bottom of the main window towards the right in version 2.9.


texts: Cycles - Skybox using 6 projected images

texts:
I have generated 6 images that are of a sky projected onto the faces of a cube from the viewpoint of the centre of the cube (ie. a hopefully seamless skybox).

However I am having issues adding this texture to the world material. I have tried adding the images to the background via an Environment Texture but am unable to get anything even remotely close to looking correct.

Here are my problems:

The world material seems to be applied to a sphere but I want it to be a box (the program I am using to generate the sky generates a box)
I don't know how to stitch my images together for use in the world material
I'm not sure I'm even going about this the right way

I have searched and searched trying different things for most of the day so far but am coming up blank.


texts: Inside faces and export to Unreal Engine 4

texts:
I built a wall and a pillar in Blender 2.9 and I connected the two by moving the wall into the pillar:

Now when I look inside the pillar I can see the end of the wall and these are internal faces to the pillar:

Is that going to be a problem when I do an FBX export to Unreal Engine 4? And if how could I avoid these internal faces or how can I delete them?
When I check face direction I see this:

and


texts:
I have sculpted a humanoid Rat and have retopologized it. As many of the youtube tutorials say, I am supposed to proceed to UV unwrapping. I want to add hair to my character (fur to be specific) and it will be an animated character (I will rig and get it animated from Mixamo).
Now what should I do? Should I add hair particle system before uv unwrapping to the retopoed mesh or after it?


texts:
I rendered a semi-transparent sphere with two little spheres orbiting it. When I export motion vectors the sphere behind the big one doesn't render correctly when compositing since there is no motion blur.  I exported the vector files as exr with alpha. I'm compositing using Fusion. Is it possible to solve it?
Thanks


texts: Combining both Bevel Tools in to One (Edge Bevel and Vertex Bevel)

texts:
Currently in Blender you have two bevels:

-Ctrl+B (for edges and faces)

-Ctrl+Shift+B (for vertices).

I was trying to create an operator that will identify what mode you're in and activate the appropriate Bevel Tool.

I bound this script to a hotkey and it actually works, HOWEVER, it applies the bevel instantly without giving me the interactive mouse drag for offset and scroll wheel to change segments.

QUESTION:
How can I activate the interactive version of the bevel tools from the operator script?

My current script:

import bpy

def main(context):
    #for ob in context.scene.objects:
        #print(ob)
    toolSettings = bpy.context.tool_settings
    if toolSettings.mesh_select_mode[1]:
        print('Edge Mode Active')
        bpy.ops.mesh.bevel(offset=0.48369, offset_pct=0, vertex_only=False)
    elif toolSettings.mesh_select_mode[0]:
        print('Vertex Mode Active')
        bpy.ops.mesh.bevel(offset=0.537019, offset_pct=0, vertex_only=True)

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

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        main(context)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    #bpy.ops.object.simple_operator()


texts: How to flip the view from the camera horizontally?

texts:
Many Photoshop concept artists flip their canvas horizontally from time to time during painting for a few seconds to better judge the composition. Is it possible in Blender's viewport, using the camera settings maybe?

Of course I could render the image first and then flip it in compositor or any external image editor, but it would be much slower solution than flipping the viewport live.


texts: How do I precisely specify the parameters to the Bend tool?

texts: I want to use the bend tool to bend something to a specified angle and radius, but there's no adjustments box that appears afterwards. I've tried typing while the tool is active, but this just seems to specify the angle, not the radius or clamp.


texts: (Internal) fire Simulation with wind force field is too curvy

texts:
I have this simple set up that I use every time when simulating Godzilla shooting his atomic breath, and the set up is basically like this. I have a cylinder that's a flow object, the domain, and a wind force field facing the direction of the breath being shot with a strength of 50. Sometimes I notice when I have a set up like this the fire curves too much, what I mean by this is that the flow of it bounces up and down crazily, like a sea or a flag. Is there a way to turn this down in the settings of the domain or flow object or even the forcefield? Thanks!

Here's a link to the settings for the force field, cylinder, and smoke domain. But you can see it curves a lot which I'm trying to make it not do.

http://imgur.com/a/Mx3ik


texts: How does the simple deform modifier work?

texts:
This question starts with this previous question How can I create spherical topology from a 2D image?.

Testing around the solution (given by Cegaton and previously given by LeonCheung) made me try to test a bit around the bending behavior of the simple deform modifier.

The idea behing all that : this bending makes interesting things, but it is hard to predict how to do them.

An example, before the question. Using the same technics you can obtain a tire shape from a flat surface.

But first the approach gives something that I feel counter intuitive. If we start from the result of the question quoted above, go to edit mode and rotate the shape 90° (so the object own rotations stay 0), we don't obtain a similar result. Testing that I was expecting an ovoid shape but this is not the case.

After that I did a little test, without the empties, just bending the shape. I started with a square 1x1. Playing with the deform angle, we obtain a fan (convergence of the top vertices) at an angle of 114.592°. And, it seems that 360 / 114.592 = 3.14158 (PI). And we can also notice that this value is linearly proportional to the Y dimension of the shape (if the plane is 2m in Y, the angle is 57,28°)

If we continue to 360° (for the deform angle), we found that the shape rotates around a point at Y=0.1591575m. And PI x this number if 5 (very very nearly).

And as the angle can vary from -360 to 360, this last limit point varies 10 / PI around the center.

We can also notice that the diameter of the 'circle' is 1.318311m from (in Y) -0.5 to +0.818311. Which is 1 + (2 x 0.1591575) (the value mentioned above).

The inner circle is nearly (but not so exactly) half of the outer.

Clearly there are some clever rules and calculations behind all that.
But what are they ? What is to be understood in order to "predict" how use the modifier well ?

Which "patterns" are interesting to use ? (by pattern, I mean for instance the one of the initial question : using two deforms (180 and 360) and two empties (90,0,0) and (90, 0, 90))


texts: I am fairly new to Blender and have been trying to sculpt things. However, I cannot access Sculpt Mode. It just doesn't appear for me, only Object and Edit Modes. Is there something I'm not doing?


texts: Get a printable flat shape (i.e. a real world sticker) from a mesh curved in 3 dimensions

texts:
I would like to print a real-world sticker of the white stripe shown below that will conform to the real-world counterpart of the mesh.
I could probably do some trial and error based on measurements of the lengths of the two long sides, but the final design will be more complex than the simple stripe shown here, so I'm looking for a more procedural approach.
UV unwrapping would, I think (correct me if I'm wrong!), need to make lots of small splits across the short dimension of the stripe, which wouldn't look great when reassembled.

What I have tried so far that partially works is to pick one of the tris near the middle, make the view normal to that face Ctrl+num 7, and render from that view with an orthographic camera. After some cleanup and scaling in Inkscape, I had a printed pattern than wrapped well enough on the real-world object, but with some mis-alignment toward the ends. I'd still like to find a more precise approach.


texts: I am new to Blender and I have attached the photo of the render and the photo of the scene I'm working on. If anyone knows what I'm doing wrong please let me know, thank you!


texts: Is there any way to make the spiral's depth from circle shape to solid flat shape?

texts: Basically I want to make it flat like the image shown below:


texts: Detect user event (bpy.types.Event) anywhere from blender?

texts:
In blender interface, when multiple objects are selected if we press "ALT" on the keyboard while changing a property, the behavior of the property execution change (in this case we can batch change every selected objects at the same time)
How can I have a similar behavior with my python bpy.props properties ?
is there a way to tell if the user is pressing "ALT" from my prop update function?
How can I make my property run a different execution if my user is pressing the ALT key when interacting with my prop from the GUI for example?
Thanks


texts: Outliner locked me out, layers highlighted green, and many layers are hidden cant unhide

texts:
I accidently did something to my outliner that I can't find or figure out how to undo.
All of my layer trees are gone except one but all objects are in the 3D viewport. I also can't do anything in my outliner except go into edit mode for the visible layers and toggle their 3 options.

All layers are highlighted green.. I can't contract the layer trees that are visible and the other layers are there but are invisible.
I know they're there because when I go to object in properties, the drop down menu shows all my layers that are hidden from the outliner.
When I select one of those layers or object I mean, the outliner doesn't show the layer for that object. What does layers highlighted green in outliner mean?
I want control of my outliner back, how do I undo this?
thank you


texts: Black Objects dissappear when in render mode

texts: Anything black in the scenery would disappear when in render view, but when I'm in material view, they're fine


texts: How can I add a panel to the properties area of the file browser?

texts:
I would like to wrap my properties inside collapsible panels when using the ExportHelper or ImportHelper class but I can not figure it out how to draw them properly:

This is my code so far (reduced version of the Operator File Export template):
import bpy

# ExportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator

class ExportSomeData(Operator, ExportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "export_test.some_data"  # important since its how bpy.ops.import_test.some_data is constructed
    bl_label = "Export Some Data"

    # ExportHelper mixin class uses this
    filename_ext = ".txt"

    def execute(self, context):
        return {'FINISHED'}

class SubPanel(bpy.types.Panel):
    bl_label = 'SubPanel'
    bl_idname = 'Sub_PT_Layout'
    bl_parent_id = 'export_test.some_data'
    bl_space_type = 'FILE_BROWSER'
    bl_region_type = 'TOOL_PROPS'

    def draw(self, context):
        layout = self.layout
        layout.label(text = 'test')

        use_setting: BoolProperty(
            name="Example Boolean",
            description="Example Tooltip",
            default=True,
        )

def register():
    bpy.utils.register_class(ExportSomeData)
    bpy.utils.register_class(SubPanel)

def unregister():
    bpy.utils.unregister_class(SubPanel)
    bpy.utils.unregister_class(ExportSomeData)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.export_test.some_data('INVOKE_DEFAULT')

Unfortunately I get the following error:

RuntimeError: Error: Registering panel class: parent 'export_test.some_data' for 'Sub_PT_Layout' not found

Q: How can I add a panel to the properties area of the file browser when using the ExportHelper or ImportHelper class?


texts:
I'm trying to create a glowing object with a script.
This is the code I have so far. It runs but the sphere doesn't light up.
How can I fix this?

import bpy

# turn on bloom
bpy.context.scene.render.engine = 'BLENDER_EEVEE'
bpy.context.scene.eevee.use_bloom = True

# add material
mat_name = 'EmiMat'
bpy.ops.material.new()
bpy.data.materials[-1].name = mat_name
bpy.data.materials[mat_name].node_tree.nodes.clear()
bpy.data.materials[mat_name].node_tree.nodes.new("ShaderNodeEmission")
bpy.data.materials[mat_name].node_tree.nodes["Emission"].inputs["Color"].default_value = (0.151736, 0.0997155, 1, 1)
bpy.data.materials[mat_name].node_tree.nodes["Emission"].inputs["Strength"].default_value = 5.

# add sphere
bpy.ops.mesh.primitive_uv_sphere_add(location=(0,0,0))
bpy.ops.object.material_slot_add()
mat = bpy.data.materials.get(mat_name)
ob = bpy.context.active_object
ob.data.materials[0] = mat
```


texts:
With massive help of Blender Guru I am making my first interior scene. At about 42:30 min in this tutorial he makes a render:

and my render looks like this. What are these very deep shadows on the pillars of the couch ?


texts: Use Visual Studio for Blender Python scripting

texts:
I'm starting to understand how can scripting make the use of Blender easy. However, I'm accommodated to Visual Studio's Intellisense and I don't know the Blender python API so it would be beneficial to use VS for the task.
Is there a way to do that? If so, how? It doesn't necessarily have to be VS, any SDK would do. This notepad-like scripting inside Blender is a bit tedious.


texts: I animated curve with hook modifiers. How can i export the animated curve?

texts:
I animated curve with hook modifiers. I created hook at each bezier point of a curve and keyframe animated location, rotation and scale of those hooks.

Now i need to export this animated curve out of blender.

Unfortunately i don't see a way how to do it.

I spend 2 weeks animating many many curves in given scene only to find out that i don't know how to export them. It never occurred to me it may be not trivial task to export resulting animation.

I attach scene with my animated curve in it. Please help me if know a way.

Here is the scene: https://drive.google.com/file/d/1r8lP5_ExmW1PKlGmXTx8g79-7mmjgcbl/view?usp=sharing


texts: Why does Grease Pencil ignore the particle system in Eevee? (2.82)

texts:
I'm making a animation, combining grease pencil objects with 3D objects. This looks very cool. But there's one problem. Grease Pencil and the particles system don't play nice in Eevee.

This is an example:

A grease pencil object, a white blob, is placed between two 3D cubes. Then a 3D stylized conifer (a type of bush) is added.

So far, so good. The white blob is covered by the conifer. But then I add a particle system to the 3D conifer. And that's when it falls apart. Rendered in Eevee, the white blob (= Grease Pencil object) hides behind the 3D conifer, but appears above the generated leaves (particle system).

That this set-up can work, is demonstrated when I render it in Cycles:

Am I missing something here? Have I forgot to check a box or is this just a quirk of Eevee.

I use Blender 2.82 (on a Mac)

Hope somebody can shed some light on this matter.


texts: Scaling by origin certain parts of a mesh

texts:
I'm trying to shrink the distance between the ends of three identical meshes toward the median of their origins, keeping their actual edge loops the same size/dimensions.
The intent isn't to merge the meshes, just want to close the gap.

Is this something I can do in one continuous action or will I need to edit all three separately?


texts:
I want to know how to apply a single image, like so

,

to a primitive cylinder. I tried using the node editor with this chain:

Texture Coordinate - Mapping - Image texture - diffuse - output

but I don't think it works at all.

Any help?


texts: How to convert PMX texture to Mesh in Blender

texts:
I downloaded a PMX file and import to Blender via mikumikudance (MMD) module.
How do I convert pmx texture to 3d mesh? So that I can 3D print it with more details.
Example screenshot below.


texts: Virtual Reality (2.82), Scene Inspection: how to enable it?

texts:
Following the 2.82 release notes, in the "Preferences" section of this link, I effectively have the "experimental" tab but it is empty.

How can I have the virtual reality options enabled?

In the release notes documentation:

What I have on my computer (PC laptop, Asus Geforce rtx graphic card):


texts: Vary Color of Object Based on Object Dimensions (Size)

texts:
I have a DNA model that I created and imported from a 3D chemistry modeling program (Avogadro). I exported the model in .wrl format (the only 3D format allowed for export by Avogadro) and imported into Blender. Unfortunately, there's a bug in Blender 2.8x that does not allow color to be imported in .wrl format.
So, I need a workaround. I need to color each molecule a different color based on its object dimensions. For example, the phosphorous molecule is a particular size as are carbon, oxygen, nitrogen, and hydrogen. I've spent a few hours now scanning the various forums for an answer. I have yet to find a solution.
Ideally, I'd also like to color the little stick bonds between each atom based on the colors of the two atoms it is binding together. That's not a deal-breaker, though. I can get away with making the stick bonds a single color.
See the attached images for the shader setup I have right now and the result it's producing.


texts: How to change world background based on active camera?

texts:
I'm trying to create a scene consisting of multiple cameras which all should have it's own unique environment. But I'm having trouble setting up an automated node setup.

How can I setup the world node editor so when a certain camera is set as the active camera, the correspondent background is activated for rendering?

EDIT:

Blendfile for testing:


texts: How to make a rigged object bend when pressed against a surface?

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I have rigged a shoe, which i have animated. When the tip of the shoe hits the ground, i would like it to bend, just as a shoe. How do i go about this?

I assume that i would have yo use some physics.


texts: Hi ı not using blender very much but ı know something about using. Yesterday ı wanted to make wheel for just fun but when ı duplicate something and wants to move my all meshs moving not ı selected what can ı do for it? Thanks for reading anyway ı hope you can help me ıf you cant no problem :)


texts: How to control the two transparent sides using empty?

texts: What should I do to control the right side with empty02 and the left with empty01?


texts: Exporting render image into Photoshop and still get material distortions

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Apologies if this question has already been asked.  I'm completely new to Blender and I want to use it to create 3D objects for compositing in Photoshop.

I don't know if this is even possible but here goes.  I've created a basic model that has arms and legs.  I've set it to be transparent so it looks like glass in Blender.  With another object behind my model you can see the distortion this glass material creates.

I open the blender file (.3ds) in Photoshop which treats it as a 3D object.  Doesn't look pretty to begin with.  What I notice straight off is that a photo  I drop in behind my 3D object layer isn't distorted at all.

Does anyone know if this it's possible to have 3D objects distort a 'normal' photo layer in Photoshop?


texts: Determine which particles are visible on an opaque object from current camera position

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I have an object with a particle system (hairs).
I'd like to work with the hair's point location on the surface of a mesh to do stuff.
Suffice to say, I only want to work with the visible hairs, so that I don't have to deal with the hairs on the other side of the mesh, which are not visible.

Here's what I have so far:

import bpy
import mathutils

from mathutils import Vector
from mathutils.bvhtree import BVHTree
from bpy_extras.object_utils import world_to_camera_view

# Get context elements: scene, camera and opaque  object.
scene = bpy.context.scene
cam = bpy.data.objects['Camera']
obj = bpy.data.objects['Cube']

# Create a BVH tree and return bvh, particle locations.
def BVHTreeAndParticlesInWorldFromObj( obj ):
    particleLocations = [p.location for p in obj.particle_systems[0].particles]
    bvh = BVHTree.FromObject(bpy.data.objects['Cube'], scene, deform=True, render=False, cage=False, epsilon=0.)
    return bvh, particleLocations

# Threshold to test if ray cast corresponds to the original particle location.
limit = 0.0001

# Get a bvh tree for opaque object and particle locations
bvh, particleLocations = BVHTreeAndParticlesInWorldFromObj( obj )

for i, p in enumerate( particleLocations ):

    # Try a ray cast, in order to test the vertex visibility from the camera
    direction = Vector(p) - Vector(cam.location)
    location, normal, index, distance = bvh.ray_cast( cam.location, direction )

    if location and (p - location).length < limit:
        print ('This is a visible particle.')

del bvh

Now this isn't working and I cannot figure out why? Any pointers would be greatly appreciated.

Thanks!


texts: How to export white/shadow catcher with filmic?

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Using the method described on stack exchange here to create a shadow catcher
and with Filmic render view under color space enabled, the background with shadows divided by a clean background with no shadows does not generate white.
Instead, a very light grey is created where there is no shadow.
This should be white so the shadow layer can be multiplied onto the composite.

However, when default render view under color space is used, the grey becomes true white, suitable to multiply with.

Therefore, I suspect there is some gotcha with exporting log color images out of blender and photoshop understanding them.

The foreground objects and the shadow layer both need to be exported to photoshop.


texts: Error when processing a blender file in Python

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I work on some system that generates objects in spatial configurations using Blender. I have a few samples of objects (.blend) file (e.g., cube, cylinder, sphere) and they work fine on my system. I tried to create more objects like: bottle, cup, toy, etc, and I follow tutorials on youtube but I always get errors when using them with python. One of these common errors is:
AttributeError: ‘AreaLamp’ object has no attribute ‘vertices’

This is particularly related to some code that loops over objects in the scene and use the vertices information of each object in order to calculate the centroid. So I can estimate that there is a problem in accessing vertex information.
Despite the fact that I compare the new blender files attentively to those that work well in the system, I have the same parameters in both but they always raise errors.
I attach a link to a new object (Cone) that I created which raised this error: Cone
VS
an original .blend file for an object (Sphere) which works in my python system without any problem:
Sphere
So what is missing that makes the (Cone) object raises this error?  Why isn't the vertex information accessible?


texts: Baking a normal map from a sharp edged model to an identical smooth model

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I'm in the process of making a video game, and I currently have some low-poly models that have sharp edges where necessary to make them look good acceptable.

For a shader I'm trying to implement, it's absolutely necessary to remove all sharp edges. I still want it to LOOK like I have sharp edges, so I turned to normal mapping. Basically, I want my model to have soft edges, and bake a normal map to it with hard edges. I've tried this by doing the following:

I duplicated my model
I moved the duplicate to another layer (on the exact same location)
I set all the edges of the duplicate to "Smooth"
I selected the Original model, and then shift-selected the duplicate. They were both selected, with the smooth duplicate being the active object
I clicked "bake" (before going through all these steps, I created an image, and set my baking settings like so (I've set both the distance and bias to different values just to try it out, but nothing seemed to work):

These are the steps that I went through, and I expected to see a normal map that shows hard edges at multiple places, including the collar of the model.
However, the entire normal map is one color, which leads me to believe hard edges may not be baked:

I've seen plenty of tutorials, but all that I found is about baking a sculpted model onto a low poly model. Because these models are actually identical, I wonder if what I'm trying to do is even possible. Can anyone tell me what I'm doing wrong?