texts: Warp around a curve/specific edge with proportional fall off

texts:
I am probably missing something obvious, but after two days of searching and attempts could not figure it out.
I am trying to procedurally create a mesh from Megascan's opacity map. The mesh should have cylindrical volume, i.e. creating a card is easy, but is not what I want in this example.
My procedure is:

take opacity map and generate a path from the selection in GIMP;
export path into SVG and import into Blender as curve;
convert curve to mesh, fill faces, and retopo into quads.

As a result of the foregoing steps, I end up with decent geometry, but it is a flat plane.

(Image above: Flat plane mesh with the selected faces roughly respresenting the spine)
The problem is how to procedurally warp/bend this twig shape around its imaginary spine in order to make it a half-cylinder on Z axis. You could achieve something similar by selecting the edges/faces representing the spine and then pushing them upward with proportional edit turned on. However, I would like to do this non-destructively. Simple deform and warp modifiers affect the whole mesh, not the geometry along the spine. I also tried weight painting the spine, using displacement and then smoothing - the result is no good. I am sure there must be a way to create a curve that will work as a spine and tell Blender to warp faces of the mesh around and along this curve with proportional fall off.
In the end I want to get geometry as in the example below in the most procedural way.

Grateful for any tips or comments.


texts:
I am following CGMatters Tutorial on procedural crystals but the added drivers to the mapping node are not making any changes when scaling the object in question. I'll add in an image, if anyone has an idea as to why this is happening I'd highly appreciate it.
Thanks and stay healthy everyone!
enter link description here


texts: How to animate with random values in Freestyle Lines

texts:
I want to animate the Dashed line with random values. How to do it? Any methods?
Thank You


texts:
It was a cube with an additional loop made by Ctrl+R. I wanted to move inwards one of the faces, but without pulling the edge of its neighbour. Thus I Ctrl+Shift+R the neighbour. Then I just moved one of the faces to the left, the dark one in front:

making a dent in the cube.
Some time later. I noticed a flickering dark triangle below. How to get rid of this?  I tried various cleanups of the mesh, they did nothing.
Undo is out of question, as I did many other changes in the meantime. Unless there is a local object undo, but I am not sure if there is one in Blender. I do not want to delete this object, as it is carefully measured. I tried to cut the problematic bottom with a cube, but most CSG operations work badly with this mesh - intersection produces a plane even if there is a substantial overlap, difference does nothing.
Here is the source of the mesh:
And here is the wireframe, as asked by batFINGER:
UPDATE: the face overlapping with the triangle had one of its edges along the full width of the mesh. I finally deleted the whole bottom (somehow) and created a new one with F.


texts: When I switch into Viewport Shading (Cycles) I can't see any objects.


texts: Cycle Combined bake only adds lighting on side of mesh

texts:
so when I try baking something using combined, it only works on the side of the mesh. What i mean is that my only light source is above my mesh, like so :

Yet the final result has zero reflection on the top parts, as you can see here

Surface of object that the sun is lighting up:

And it's pretty easy to see the ring has zero reflection on it (Is mostly comprised of highly reflective metallic pieces)

What do I do? Mind I'm fairly new to baking on blender, so if possible please  be as concise as possible.


texts:
I had made a basic smoke and fluid simulation, and after applying necessary textures, I wanted to save the animation as a video file. After rendering each and every frame (till 150) for around 2 hrs, the animation was finally saved as a video format. Now when I open the video file, all I can see is a white screen, nothing else. Why?

Edit: Sorry for the late response. Here is the link to my blend file: https://drive.google.com/open?id=1mA6utHHBe1YqzVaXOU6mNeSS1KQNfoOO

Even if I render it in PNG format, all the individual PNG files come out to be completely white.


texts:
here's my problem.
I've just started using Blender and I've almost finished to model my kitchen for my project. I'm trying to unwrap the sink faucet, but I have some problems even with quite simple shapes.
the island in the pic is a cylinder which has 4 circular cuts made with a boolean modifier. As you can see, the mesh is all messed up.
I can't really tell what make that non to unwrap properly. any advice?


texts: How do I stop Blender 2.8 from quitting when I close a project?

texts:
I was working on a throw away project (a tutorial) and decided I wanted to try a different one. I closed the project, said I didn't want to save it, and it closed, but so did Blender. A bunch of macOS utilities do this, but IMHO it's a terrible choice for a major application.

How can I make that stop? I can't find anything in the preferences.


texts: Bad looking motion blur with cycles motion blur and vector blur

texts:
I currently have a simple scene in blender consisting of a particle emitter with thin rectangular prisms as particles.  They have a pretty fast speed, and it's causing some terrible looking artifacts in the final renders.

I've tried this with standard vector blur with compositing nodes in blender:

And I've tried this with the basic motion blur option available in Cycles:

This looks really great as a still image, but as soon as I actually go in and press the "animate" button instead of still render, it starts to fall apart.

And in my current revision, the Motion blur setting makes frames horribly messy and doesn't seem to know where the object is going.  Blurs are curved instead of linear like in the still image.

I've never had a problem like this before where the animation view looked different than the still image view.  What's going on, and how can I fix it?

Here's a link to my blend file.

EDIT: Fixed by nik10110
Here's a gif:


texts:
I have a character & needs to be exported to Unity as FBX, so everything has to be actual mesh
here i have hair particle converted to mesh

but here's the real deal : how to rig it or weight paint so I can animate it ?

Thanks for the attention !


texts: How to convert cloth simulation into mesh animation?

texts:
I want to transfer Blender scene with cloth simulation to Maya and Houdini.

The solution of this problem involves answers to two questions:
- How to "bake" the animation, so it does not depend on the cloth modifier (how to bake cloth simulation into shape key animation, if this is what I need to do)?
- In what format it is better to save the final result for future transfer to Maya (fbx?)?


texts:
hello kind blender stack exchange folks!

does anyone know any tips to make the freestyle match viewport wireframe?

I am new to blender, but I found I really like using wireframe mode to create these "line-art" style scenes. very basic, but looks kind of hand done. I know you can use the "Viewport Render Animation" or "Viewport Render Image" in the View Menu in Object mode, but I cant move the camera around if I just render the viewport animation. So, I've found out about Freestyle render options. The problem is I cant make it look just like the wireframe viewport... its close, but not the same. Or if someone knows how to move the camera around while doing a Viewport Animation render???

Here is a viewport render:

and here is the best I can do with freestyle with Eevee (.4px lines and "Suggestive Contour" selected):

as you can see the wireframe viewport render is much better!


texts: Is there a way to append to an external blend file?

texts:
I know that bpy.data.libraries.load() allows me to append data from an external file to my current blender instance, but is there a way to do the reverse? Take something (let's say the default cube) and append it to an external file using the Python?

My exact need is to take a node group from the current blend file, and append it to an external blend file.


texts:
Is there any addon program or plugin, to make a Timelapse look like this?

https://www.youtube.com/watch?v=ac4qV2uIF3Q


texts: How to use modifiers on a metaball animation

texts:
I know that if I want to use modifiers on metaballs, I first have to convert them to a mesh. However I'd like to use modifiers on a metaball animation, and the only way I know of is to repeat the steps of [convert to mesh, use modifiers, render image] for every single frame of the animation.

Is there a way around that, for example, converting the whole animation to an animated mesh, or an addon that automates the process?


texts: I am trying to make this box look more realistic There are too many lines and I need to remove some without messing it up. I put this into blender using a CAD file. STL. Is there a way I can do that without having to make it from scratch? The mesh is too complicated. I need to make the top clear and the bottom a tan plastic color. I've tried limited dissolve but it took chunks of the box out.


texts: Image with transparency used as texture shows white line on the edges

texts:
The plane object have the bubble text as texture.
The texture have alpha channel, but in the 3d view and the render is generate lines of white color, I don't know why. I wait that you can help me. Thx.


texts: How to move the handles of a sequence via scripting?

texts:
There are the following commands:
create sequence editor
bpy.context.scene.sequence_editor_create()
add strip (name, filepath, channel, frame_start)
bpy.context.scene.sequence_editor.sequences.new_image("coolName", "path/db.png", 4, 1)
Until now I have created a sequence on channel 4, starting at frame 1 like in the following picture:

I want to control the starting frame of the slider and the ending frame of this strip. How can I achieve this using blender script?


texts:
Looking for a way/constraint to point bone towards ground, always. I am trying to build a robot leg with a toe, and when the leg moves up, the toe points down, unfortunately I am not able to find a way to do it other way than manually.

Thanks :)


texts: MMD models imported into blender are missing all textures?

texts: I am very new to using Blender and I've been using the add-on "MMD_tools" to import MMD models into the program. The models themselves are imported fine but they're always missing all their textures when they are and I'm not entirely sure how to stop that from happening or how to add their textures back on?


texts: Hair particle system possibly bugging out

texts:
I've been working on body hair for a character in Blender, when it is not rendered , the hair looks fine even during animation, but when rendering it does this weird glitch and i have no idea how to fix it.

Anyone have any clue what might be going on?


texts:
When I do unwrap in blender 2.78 I get like this. With strange triangle diagonal line - what's this?

How I can get smooth linear interpolation?

Thanks!

P.S. Post edited - change to more evident gif demo.


texts: How to add a material to the active material slot with python

texts:
I currently have

matName = "Black"

blendfile = addon_dir + "/assets/materials.blend"
selection = "\\Material\\"
material = matName

filepath = blendfile + selection + material
directory = blendfile + selection
filename = material
newMat = bpy.ops.wm.append(filepath=filepath, filename=filename, directory=directory)
mat = bpy.data.materials.get(material)
bpy.context.active_object.data.materials.append(mat)

this appends a material and adds it to the current object. The problem is that it adds a new material slot with the material. How can I make it add the appended material to the active slot?


texts: How to draw mesh Schwartz Primitive Topology

texts: Can you help me how can draw these geometries with add mesh Math Function (XYZ Math Surface) for this equation : (cos(x) + cos(y) + cos(z) = t)


texts: Wrong / Undesired Bone Rotation problem with IK rigging

texts:
Anyone know how to fix it?
I was rigging the legs of a robot. When I setup the IK, and move the control bone to test the result, I found that the leg on left hand side cannot show proper as the right hand side does. I was using the same setting by symmetrize function of the bone.
Here is the blender file. I hope someone can help. Thanks.
https://drive.google.com/file/d/1epvhikoV1_exKOxB_Y1INY6L6JZJzmyr/view?usp=sharing


texts: Rotate point A and B on a sphere to point C and D on a sphere

texts:
I have two points on a sphere, $A$ and $B$. They are fixed on the sphere: if the sphere moves, the points will move with it.
Now, i have two other points on the same sphere, $C$ and $D$. I need to rotate the sphere such that $A$ and $B$ will end up on $C$ and $D$.

Using the Pyton API I can turn the sphere around the using the axis-angle rotation method:

axisAC = np.cross(A,C)
rotateAC = np.arccos(np.dot(A,C)/(np.linalg.norm(A)*np.linalg.norm(C)))
object.rotation_axis_angle = [angle] + list(axisAC)

This will rotate the sphere around the axis that is perpendicular to A and C, with the angle between A and C, thus putting point A on point C. However, trying the same with the B to D will not work, because object.rotation_axis_angle will reset if I feed it a new value.

So, my question is, is there a way to make the 'new' rotation zero, so I can apply the same trick again, or is there an easy way of doing the rotation of A and B to C and D in one operation?


texts: Cycles: access actual length of hair strand?

texts:
For materials pertaining to hair strands, Cycles gives us a Hair Info node with a scalar output called Intercept,
whose value will be 0 at the root and 1 at the tip, irrespective of how long the hair strand actually is (in Blender units, e.g. meters).

Knowing where we are along a hair strand, we can achieve visual effects such as banding along each hair.
But (by the use of vertex groups for density, kink, and length) I also wish to bring about
a smooth transition from hairless to full-crop —e.g. along the nape of a character’s neck—
and this will result in a range of hair lengths that can span an order of magnitude.

If we lack information on the actual length of a hair strand, any banding algorithm
that relies on Intercept and works well for full-length strands
will necessarily give a compressed and visually dissatisfying result on the shortest hairs:

To compensate, algorithmically, we need the ability
to read the actual length of the strand being rendered. Actual length information is, of course, available somewhere inside Blender
before the Cycles rendering is invoked.
Is there any way for a materials developer to read that information, in Blender 2.79 or 2.80?

Or, at the very least, is there a way to read the vertex weight of a vertex group
(such as: the one that is modifying hair length)?


texts: How to switch all lights on/off at once in Cycles?

texts:
In cycles, lights intensity can be modulated by varying their Color values.

Is there a way to do this for multiple lights at once without using individual keyframes (keying a single object is ok). My need is only to have two states (black, white) if this is more simple to obtain.


texts: Boolean Union vs Difference Error - Swapped Behaviour

texts:
I've been working happily with Blender all this week and last, performing hundreds of operations, many booleans, and getting good results in a rudimentary model for a small enclosure.

Today I've renamed the file to v2, and started to make a couple of changes.  I'm just removing some material using a simple shape to create insets and a boolean difference operation.  Suddenly, though, the 'difference' is behaving like a 'union' and vice-versa.

I thought I'd forgotten something overnight, and tried it on two other simple objects in the same design, with the same result. I then opened a new design with just two cubes and tried it there, where it works without error.  Quit, back to my own design v2, and still the behavior is swapped.

I've restarted Blender a couple of times.  Moving on to trying more renaming, rebooting tests etc.  Is this a known issue, am I missing something obvious? Is there a work-around that someone can suggest.   (I'm using ver 2.70 on Mac OS 10.8.5)


texts: Blender 2.8 stuck on some selection mode - no idea what it is

texts:
I'm in object mode, there's a circle around the cursor - exactly like what would be there if circle select were active, but it's not active.
Single click on things does nothing, I need to double-click to select anything.
And hitting C simply enables the normal circle select.
I have no idea how to turn it off.
BTW - it only applies to this project, none other. So I think I just hit some key by mistake - Thanks.


texts: Is it possible to change sRGB/Non-Color color space procedurally?

texts:
All "Diffuse-Albedo-Color" need to be, or at least they would be in an sRgb color space (in my experience), inside the diffuse node.
On the contrary the other maps such as: Normal, Specular, Roughness, etc ...
They should be set to "Non-Color" in the nodes.
Now the question I ask is the following:
I would like to keep the sRgb color space, and create a group that transforms (Or at least simulates) this "Non-Color" color space.
Is it possible to reproduce a procedural transformation after the 'TEX_IMAGE' node? The group would be immediately after the image and would serve to transform it into Non-Color
I'm not sure about this, and I'm not even sure if it requires additional hardware consumption.


texts:
I'm new to Blender and making a scene with a few objects in it. Somehow I switched something on and all of my objects are scaling and/or moving when I adjust one thing. How can I turn this off? I don't think anything is grouped.

Here's a quick video of the problem.


texts:
I am making a 3d Tennis game in Unity. I have made human objects in Makehuman and successfully imported them in blender.

I want the human object in blender to hold the tennis recket object imported from another file so that when I animate in unity the tennis racket moves when the hand of the tennis player moves.

How can I achieve that in blender.


texts: Redefine numbering of frames in export animation

texts:
I have a single Blender Scene that consists of lots of scenes (in the movie/theatrical sense), so scene 1 consists of frames 1-1000, scene 2: 1001-3000, etc.

But I'd like to redefine the numbering when I export an animation as frames. I'd like to export scene 2 as s2_0001.png-s2_2000.png, but blender insists on using the frame number in the timeline, so it'll always be s2_1001.png-s2_3000.png.

The problem with this is if I decide to change the length of scene 1, then my numbering for scene 2 completely changes, so if I need to re-render any part of scene 2, the number for every single frame is different.

Any ideas how I can achieve this?


texts: How to texture curved road system / road? (UV's / Mapping)

texts:
So, to be brief, I am trying to create a system of roads from a top view of google maps.

I started out making the UV Map of the first segment and getting it in order, and hoping that when I extend the road the UV map would keep intact.

I can create the mesh fine, and as far as that goes, I have no problem. I am able to model it rather close to as seen on google maps, using extrude and rotate / translate.

I had the first section good at one point (of the road) but after that, the textures go weird.
(Since then I have messed about and now nothing works properly, in regards to texture mapping which is when these pictures were taken.)

So, my biggest question, is, how can I add a road texture to this curved road, that will follow the road and the curves?

I would use the bezier curve method for road creation, but unfortunately, when exported to the game I intend to use the road for, the poly-count is tremendously high. 20000+ whereas with this method, 600-ish.

I guess, essentially, what I'm trying to do, is create roads like this:

[![Road/UV Windows][3]][3]

So how would I go about that, as far as texturing?


texts: Accessing image texture connected to Cycles material Diffuse BSDF

texts:
Hey guys, I'm writing an blender python exporter and want to be able to export supported cycles material configurations.

Starting simple - diffuse with an image texture input:

diffuse_BSDF = mtl.node_tree.nodes['Diffuse BSDF']

if diffuse_BSDF != None:
   input = diffuse_BSDF.inputs[0]

... then not sure how to access the image texture from input which is a NodeSocketColor.

Thanks in advance for any assistance you can offer.


texts: I Want to Access Walk Mode in Texture Paint Mode With Shift + F

texts: Currently if i press shift + f in texture paint mode it gives me the brush strength scaler. It works fine in object and edit mode. What options do i have?


texts: I've tried animating the "Time Remapping" settings, but get the "property cannot be animated" message. Is there a way to animate the time of a scene?


texts: Python: Selecting faces from a Material Index

texts: How can you select faces from a material index in edit mode through Python?


texts:
I want to export my texture and i want to display on it also the UV layout
(Like on this image ) :

How can i do that ? I can do this in blender or this can be done only in an image editor software ?


texts:
How can I use the boolean modifier in GE?  When I hit play, both meshes are shown.

There is any way to do that? Or can I automatically apply the modifier before start GE?


texts:
How can a finished animation be rotated? Or, should the animation process be redone according to the new rotation?
I rotated the whole scene but the resulting animation does not change.


texts: Linked objects are not rendering properly?

texts:
When I render my scene there seems to be an issue with my floor panels. These are individual floor panels, so I created a separate file and linked the floor panel in my new blender file. Then I did ALT D for each one to keep my file size from getting too large. This image is before I render.

However, the rendered file has the floor panels in different places and some not showing at all? I am certain this has to do with linking the floor panels, but not sure what I am missing? Also, I still have to create the floor pedestals which supports the floor panels that also have several parts, and I would like to link it as well. (Well, if I can get this to work first)

Thank you

Edit 1:

Here is my Blender File. After some time working on this, it seems as though when I attempt to select a row of tiles to copy (ALT D) I begin to have the Render problems. When I only copy one floor tile at a time it seems to render fine.

I wonder if this is a bug or just how it is? Since I have so many floor tiles, I really do not want to have to individually select each floor tile and copy.

Edit #2:

I retract my last statement above; "select a row of tiles to copy (ALT D) I begin to have the Render problems. When I only copy one floor tile at a time it seems to render fine. "

As I added more tiles one by one my renders are still not rendering properly.

If I cannot get the linked floor tiles to render properly does anyone have any suggestions on duplicating these tiles without creating a huge file? So far I have tried having the floor tiles on a separate layer then Shift D to duplicate the each tile and rows; approximately 400 individual floor tiles. However, I am looking at a file at 700 MB which is way to much, obviously.

Thank you


texts:
I am going to work together with an architect who works in FormZ.

The idea is that I take his output and make 3D visualisations in Blender.
FormZ can export .obj, .dfx and .3ds files. Those file formats can be imported into Blender right? Are there any (dis)advantages in using either one of those file formats (or put more simple; what is the preferred format) when my objective is to create 3D visualisations of architectural designs ?

Aliasguru commented:

  It depends on what version (free, jr or pro) and what OS your contact
  is using, but seen from the Blender side, OpenCollada and FBX would be
  the neatest choices.

As Aliasguru pointed out I should have included FBX and OpenCollada. So my question should be: FormZ can export .obj, .dfx, .3ds, .fbx and OpenCollada files. Those file formats can be imported into Blender right? Are there any (dis)advantages in using either one of those file formats (or put more simple; what is the preferred format) when my objective is to create 3D visualisations of architectural designs ?

After reading the answers on my question and doing some more research myself it seems that OBJ and FBX are the best candidates for exchanging 3D models. It is my understanding that OBJ is only able to exchange geometry data and FBX can do that but also exchange materials/textures data. So it looks like that FBX is the best candidate for archviz workflow with OBJ as a second best. Are the experts supporting this view ??

As advised I am now testing the files created in formZ. It appears that with OBJ and DXF you can only exchange geometry data and not materials/ UV's/ textures. I am not sure If I would want that but now I cannot see how the architect thinks the building should look like.

It appeared that the client was using a very old version of formZ and therefore no FBX export was possible. After testing I was most satisfied with the DXF format as it did exchange the geometry data the best.

As regard to the bounty ... in fact everybody helped me with their advises but the best advise was to do a lot of testing.


texts: What is the invisible unselectable entity on a supposedly empty layer?

texts: My scene has stuff on three layers.  The layer buttons show a dot on a fourth layer, one that to my knowledge contains nothing - no meshes, no cameras, no lights or anything.  If I have only that one layer active, and tap 'A' to select everything, nothing shows, just the usual grid and 3D cursor.  What the heck is existing in this layer that prevents it from being empty?


texts:
I am very new to Blender to please excuse me if I might use the wrong terminology.

I would like to coat part of a sphere will well packed cones. With this I mean that the cones will have two radii, one connected to the outside of the sphere (let us call it r1), and one sticking out (r2) of the sphere, similarly to what is shown in the image below.

One approach has been to simply make the cones by hand and try to match the radius of curvature of the sphere with that of the cylinders, however, this has not turned out great because:

1) I have not found a good way to match the radius of curvature of the sphere with r1 and r2.

2) I have not found a good way to snap the sides of the cones without deforming them. I want to snap them while only rotating the snap element (or target).

3) Doing this for many many cones would be very tedious.

Another approach I have tried was to make an array of several cylinders (r1=r2, same top and bottom radii). I then used a sphere as curve modifier to get a curvature. This worked quite excellently, for one radius. As seen below, the top radius (r2) will be kept intact whereas the bottom radius (r1) is deformed into a oval shape.

So the main issue here was:

1) to keep the bottom area as a circle, and not deformed into an oval.

2) Also for this approach it would be handy to be able to snap the arrays together

A third approach was quickly tried, which involved duplicating a cylinder on all the faces of the sphere, resulting in the rendition below

The problem here is that the cylinders are of different size but internally have the same top and bottom radius, so this was not the best approach.

Do you have any advice on how to solve this? I am open to all kind of solutions, as there are probably a million ways to actually do this, with more of less finesse.. And I apologise if this is way to basic or if my problem is not very well described.

All the best

Glassmacka


texts: I'm making a Victoria sponge in Blender, and I'm not sure how to make the outside texture of the sponge cake. If a picture of a node setup could be provided, that'd be amazing. Thank you! :)


texts: Is it possible to rotate an HDRI background without rotating the lighting it gives off? I know that you can go into shading, world, and then add a mapping node and that rotates it, but that also rotates the light, I wanna keep the light in the same place but rotate the background. Is there any way to do this? Thanks!


texts: how to fix a rig when weightpaints still dont work

texts:
hello I am working on this dragon and I used a plug-in for blender..well using this set of bones does work but it pulls in places that it shouldn't even after weight painting I was directed here even though the group I asked the same question in.. some how could not help me..here is a snapshot of it..i don't think it should pull in those places when I move that leg

I have learned some of blender on my own the past two years so I really have had no help except watching video's on youtube so if you guys have any idea's id appreciate it


texts: Adding an image in the image editor through python

texts:
I was trying to automate the process of adding an image in the image editor through python. Well i kind of succeeded, but only in changing the resolution and not the color/alpha values. I seem to be lost at this part, i want the alpha value of the image to be 0 and i cant seem to find a way to automate that through python.

How can i change the alpha value of the image im adding through python ?


texts: Newbie from 3DS Max. Ignore Backfacing ? Limit Selection to Visible ? 2.80?

texts:
Veteran user of 3DS Max, I'm one day into learning Blender 2.80 but am struggling with selecting ALL faces of an object including those which are backfacing.

My searching has mentioned that there is a Limit Selction to Visible which needs to be unchecked but where is that in Blender 2.80 ?

Many thanks.


texts: I created a simple fluid simulation with cube as domain and sphere as flow object (geometry) in Blender 2.82. After baking the data I played the animation, the particles simulated as expected. Then under mesh section, I checked 'mesh' and click on bake mesh, and waited for it to be 100%. When it was finally done, I played the animation, it behaved in a weird way. The flow object takes shape of domain at the end. Seems like the mesh was not baked. Can someone please explain whats wrong with my simulation ?


texts:
I would like to create the following animation: one mesh scrapes the other.
I think the best option is to animate the boolean modifier, but the boolean difference disappears as the object moves. I would like the difference remain to make it look like a scratch.

The next idea was to use dynamic paint (displacement), but it leaves a lot of "artifacts", I believe due to dragging the outer vertex?

Could you suggest me other solutions that may work as intended?
I tried searching for it on the internet but with no luck so far.
Edit: The above examples are simple, but what about more complicated scratches?


texts: Random stacked pellets for a scientific study

texts:
For a scientific study about air flow distribution through stacked pellets we want to build a model (stl-file) of hunderds of random stacked pellets in space.  The individual pellets have all a dimension of 10 mm length and a diameter of 6 mm. The pellets have to be stacked in a way that they can make only surface contact with each other but without cutting through the volume of each other.

Do you think this is possible with Blender?

For illustration (see attachment) I made a small example in CAD software (Geomagic Design) based on a stl-file of one pellet but it is very time consuming to do it manually.  By the way… up to now I don’t have any experience with Blender.

Thank you for your answer!

Paul


texts: Blender alpha mask transparency for Source usage?

texts: I'm converting a model from fbx to smd, and I'm writing the files to make it compatible with Source.  However, I've only ever worked with textures that are already transparent.  But with this model it comes with a solid black background on the texture itself and uses and alpha mask, which I don't think source can use.  Is there any way to get rid of the background of the texture via the alpha mask and get the main texture file transparent?


texts:
How do i add the render layers node? its not there at all. In fact there are no nodes

As you can see there is literally no nodes even though i zoomed out a lot of times.


texts: Mesh not deformed correctly and armature not attached to it even if the weight colors are good

texts:
I'm trying to animate a character with blender 2.71. But before to reach this step I need to fix correctly the armature. The problems is that the mesh is deformed correctly but when I move it the armature seems to be separated from it. Another problem that I have is that even if I have configured correctly the weight colors,the mesh in some regions aren't deformed correctly. You can understand better where are the problems by checking the pictures located here :

pictures list


texts: How should i go about baking textures for my model

texts: I continued learning blender after quite a while and cant seem to bake textures on 2.8 how i used to on previous versions. I have a simple model of a can of cola. need to bake the texture then edit and add the logo using photoshop. i have added the texture node to each material (i have two materials one red and the other silver) but when i do bake it gives me complete black output. Theres no red or silver anywhere to be seen. could someone guide me as to what i can do to get that color in my texture?


texts:
here is the cloth property
 here is the tube property
I try to make a cloth wrapping the tube surface, I already click those tube and the cloth as collider but when I sew those 2 line, why do I still get the cloths trespassing the tube?


texts: Baking a displacement map with Blender 2.8 and Cycles?

texts:
I want to achieve a greyscale displacement map, like this one:

I have a model and another model which has been modified using a displacement modifier, now I want to bake that displacement into the uv map.

Following this awesome tutorial I was able to generate a normal map, however I see no displacement in the bake type selection

How do I make a displacement map instead?

Here is the blendfile if anyone wants to take a look.

https://drive.google.com/file/d/1IrQmUGCSRCOfJQmsxSaZAlCw4XE49YZi/view?usp=sharing


texts: Can't see the 3D rendered mode in Blender 2.81

texts: So, I'm new with blender and I am having problems on what's happening cause I can't see the 3D render mode. I attached the sc. Thanks ;-;


texts: Add a mesh from a list of locations, rotations and scales?

texts:
Let's say I have a file with a list of locations, rotations and scales:

1.32 3.434 4.4 - location
24.1 32.1 0.0 -rotation
1.2 1.3 0.75 - scale

12 32.4 -32.2 -location of mesh 2
0.0 90.0 32.45 - rotation of mesh 2
0.8 1.0 1.2 - scale of mesh 2

etc.

Is there any addon that will allow me to create copies of a mesh with these transforms.

If there isn't, do you know how could I write it or find someone that will?

Thanks in advance.


texts:
I am new to Blender.  I see post about hollowing out a 3d text.  I have a project where I want to take a letter and hollow it out but be able to adjust the wall of the text so it is thicker.  Then be able to take the top or back off the text so I can print them separately. The text when finish would be around 20mm extruded.
Thanks


texts: Smooth or merge the hand and the forearm

texts:
I have made a model in Sculptris which is a 3d sculpting program from the Zbrush team. And I have separated my whole character body from hand, feet and eyes. I exported it to .obj and what I'm trying to do is to "merge" all the separated parts I have sculpted.

But my problem is that it was exported as a single object so there's a clear separation between forearm and hands, feets and legs. And i don't know how I have to proceed in Blender to "merge" them together. Here's an image to illustrate my problem.

I have never used blender. (it's my first time with sculptris too :p). So please be as precise as you can if you know how i can fix this. Thank you.


texts: Dynamics on surfaces in Blender render as in Unreal engine

texts:
How to set dynamics on the surface with some texure ?
1) How control the glare on this surface? (but not overall scene). If I set glare  node in compositor it affects whole scene.

2) How to set this moving/dynamics with  distortion noise/musgrave/magic texture ?

I want  to create this similar effect:
https://www.youtube.com/watch?v=e-BLfThM3JE

On this images are involved particle effects also. I know how to make it, I just need this dynamics on sphere. This transparent sphere  is not static, it scales to some value and some distortion noise is moving along them.

What I've made:
https://dl.dropboxusercontent.com/u/13451287/masseffectsurface.blend


texts: How to setup character outlines to facilitate better topology?

texts:
I a beginner modeler and had a question regarding my process creating 3D characters. For example, let's say I'm modelling a character's head. I typically start by having a front-facing and profile-view reference set up in Blender which I use to create an outline of the character's head. Then I'll rotate the camera and outline the character's head's profile the same way. When I do this, I use an arbitrary amount of vertices which I think may be causing my issue.
My issue is, when I start extruding vertices from these outlines and generating faces, the faces start to curl up and I don't know where the remaining faces should go. Here is an example of a character's head that I'm trying to model

I don't know if you can tell, but my process is that I select a vertex on the outline, extrude it in necessary direction (towards the center of the face), repeat with neighboring vertices, and create a face between four of them. This process starts to crumble a bit when you notice that I have so many faces starting to squeeze together/collapse as I try to connect them to the center of my character's face. Is it because I arbitrarily chose the vertex density of my character's outline? Should I try to keep the number of vertices I use for the head's outline to match up with the number of vertices I use for the character's profile so they can cleanly match up together?
Or is the problem that I can't simply expect to generate "rows" of faces cleanly like how I've been trying to. In my last model I made, I would resolve the same issue by creating somewhat ugly quads that made some parts of the character look awkward. Hopefully I made my issue clear, and thanks for reading.


texts: Calculating and exporting global rotation of faces created from splitting an isosphere

texts:
I have created a large set of individual objects by splitting an icosphere along its edges. I am currently trying to import these objects into unity, along with their appropriate transforms, relative to the origin in blender. I have been successful in importing the positions using the experimental transform functionality, however all of the newly created objects' rotation transforms are set to (0,0,0), i.e. the original parent icosphere's rotation. How could I go about recalculating the rotation of the new child objects prior to exporting to a .fbx format?

Thank you for your help, any assistance is greatly appreciated :)


texts: how to unparent objects without everything moving?

texts:
So I got this model of a robot and I had to rotate the whole model (which is made up of several non-joined meshes) so I parented every single part to the body and now when I unparent everything goes haywire. Anyone got any ideas on how I can unparent them without everything moving?

This is how it looks parented

And this is what happens when it gets unparented (I used alt+p clear parent)

I got another question. I need to rig this model and keep everything unjoined (because I dont want anything to bend since this is a robot made up of solid parts) any tips on that?

Here is a download link if anyone wants to have a closer look: http://pasteall.org/blend/index.php?id=50768


texts:
I have a plane which I rotated up 90 degrees on X and 45 degrees on Z. I run this code to get the vertices world location's:

import bpy

ob = bpy.context.object
verts = [i.co * ob.matrix_world for i in ob.data.vertices]
print(verts)

The results I should get should be something like:

-0.707, -0.707, -1
0.707, 0.707, -1
-0.707, -0.707, 1
0.707, 0.707, 1

Instead I get:

-1.41, 7.1e-15, -1.19e-7
-1.19e-7, -1.06e-7, 1.41
1.19e-7, 1.06e-7, -1.41
1.41, -4.1e-15, 1.19e-7

What is going on here?


texts: How do you define a custom axis from an edge?

texts:
You can define a custom axis from a face with ctrl+alt+space, but sometimes even that's not good enough because some edges are sheared which offsets the x and y directions.

What would be helpful is if instead, I could simply click on an edge, and define a transformation axis with a x, y or z that runs perfectly in the direction of the two vertices of the edge I selected. Does blender have such an option?


texts: How to make TISSUE blend between solid and wire frame?

texts:
Blend file hereOkay, so I'm messing with tissue and some other techniques to create an object that has two areas blended or have a gradient. The first area will be solid/flat, and the second area will have holes.
I tried masking using vertex group along side using weight mode to specify areas that I  want the holes to stay.
I tried weight mode before adding wire frame modifier in order to only apply on the areas I didn't do in weight mode.
Blend file attached alongside a reference of what I'm trying to achieve.
Thank you.[


texts: I cannot manipulate a face like in Maya you can move it accordingly. Even when I try to use the edges as a workaround same issue. Is there another way to achieve manipulating each faces? Someone please help. Using 2.8 btw


texts:
I added a plane to a scene, subdivided it, and deformed it with proportional editing:

I'd like to UV unwrap this plane, making the mapping what the would have been without the edit mode deformations. In other words, I'd like my UV map to look like a square grid.

Is it possible to UV map this deformed plane to a square grid? Or do I need to start from scratch, and make sure I unwrap it before I do the edits?


texts: How to Mouse Scroll Through Scene Selection?

texts: With ctrl+scroll you can quickly browse through values like Area.type.  How could you add this ctrl+mouse scroll-browse functionality to other drop-down menus to quickly select values for "scene" and "material"?


texts: Grease pencil strokes stop rendering when camera or view-port is too close

texts:
I have a 2D greasepencil object with some strokes. Some of the strokes disappear when they are too close to the camera:

If I zoom out just one notch with the mouse wheel then the stroke reappears:

How can I get them to render?

Render Engine - Eevee
Blender Version -  Blender 2.83.2
OS -  Arch Linux / i3wm


texts: Fur is growing out too thick on retopologized emitter

texts:
Can anyone tell me why my hair particles are growing out so thick? I am using a mesh that I retopologized for the purposes of easy animation and brought the number to 22,000 polys. This particular mesh is a duplicated emitter to be hidden for the fully rigged mesh. On the previous mesh the hair grew perfectly fine, which was a decimated 100,000 poly mesh. I tried subdividing the mesh that I retopologized, but that had no effect on the matter. The hair cannot be thinned out so much to adjust to its over thick default settings. It causes the fur to be all patchy looking when the tip is scaled in the particle shape tab.

If anyone has any ideas to the matter I would greatly appreciate it.


texts: making templates in blender, questions about parenting

texts:
I want to model a library full of bookcases, and i want to have a template of a bookcase so that when i edit one bookcase, all bookcases be effected. and whenever i want, i can break this relationship and make a single one bookcase 'unique'.
in other words, i'm looking for a grouping method in blender, that every group can have same property and change in something change all members together..
i used the parenting system in blender. and it confuses me more.. and so i have problems with parenting itself.

when i want to copy one bookcase, and i press shift + D only parent object duplicates; and i have to select all children and parent together to duplicate them.
i can't assign a special point as origin of bookcase.

i'll be thankful if anyone help me :-)


texts: How can i eliminate the edges from this mesh?

texts: I'd want to extrude the face go this mesh but i can't understand how to eliminate the edges inside it


texts:
I don't know much of the intricacies of nodes and was wondering how I might go about creating a procedural dark red leathery textured skin for a model I am working on. I don't want to use a UV texture for it.

This is the look I'm going for the skin, I'm currently looking at some tutorials but most haven't had a great result

The problem I am having is that textures I've tried aren't showing up it just looks red even with increased factors, here is what I have from following a video.


texts: So I'm making glasses because that's what I decided to make (still learning so making simple objects) and ran into this problem. I have no clue how to put these vertices (I think they're called) onto the edge here. Is there any way to merge, or weld them onto it?


texts: Help with non-manifold geometry and stl file

texts:
Pretty new to Blender and modeling in general and I've spent a couple days trying to figure out this problem. Can someone more knowledgeable take a look and give me some direction?
Background
Been working on modifying a 3d model in preparation to print, but have been running into what's become an insurmountable problem for me.
I've divided the model up into sections and added keys to help printing and assembly later. Have then exported each section as individual stl files to test importing and slicing in the print utility. All of the parts are fine except for one.
Issue
The problem section seems to have some geometry issues that I haven't been able to fix. There appear to be some non-manifold sections but I haven't been able to find a way to fix them. Have spent hours tinkering with the model manually to no avail. I've ran the section through Mesh -> Cleanup, as well as trying to apply a combo of remesh and decimate modifiers. (The last 2 kept crashing Blender so couldn't make progress that way.)
The key hole on the bottom may be causing problems. The stl file that gets generated sometimes has errors in the slicer or completely disappears when I change the rotation of the section model.
Here's an image of the non-manifold sections selected.

Here's a link to the blend file of the model https://drive.google.com/file/d/1ESKfCxDuTgUELPmL98NK5f8HZFfpfKw9/view?usp=sharing.
In the blend file, each model section is labeled like "sword-0", "sword-1", etc. The problem section is "sword-0" and should be the only one visible on opening the file.


texts: CLI (linux) rendering cycles, and cpu + GPU

texts:
I'm currently testing my first try at the rendering cycles on the CLI in Linux. this is the script  I wrote for it. I was wondering what about using the GPU along with cpu.Laptop Specs

CPU Intel(R) Core(TM) i7-2760QM CPU @ 2.40GHz
RAM 15993 MB : 1614 : 151
Graphics Card [AMD/ATI] Seymour [Radeon HD 6400M/7400M Series]

#!/bin/bash

#executable
Blender=/media/data/blender-2.79-5480de3fca8-linux-glibc219-x86_64/blender
#file to render
file=/media/data/Charlotte_Zone_video/CZ_Shorter_version/BlenderNightly/Charlotte_Zone_Marque_SS_ShorterVersion_08a2a.blend
#output images to
output=/media/projects/Charlotte_Zone_video/CLI_CZ_Shorter_version_middle/Charlotte_Zone_SuperStar_ShorterVersion_Marque_08a-####
render_type=CYCLES
cores=2
#Frame Numbers
start=2355
finish=2400

 "$Blender" -b "$file" -o "$output" -E "$render_type" -s "$start" -e "$finish" -t "$cores" -a

reference page:
Blender CLI


texts:
I would like to change point on the path that is followed by my object. I do not want to move my object - only change point on the curve that is followed.
Thank you.


texts: Grease pencil 2.8 stroke placement problem

texts:
i'm currently working on blender 2.8, and i'm importing some mixamo models for drawing over them, my problem is when i draw strokes that if i move the view: the strokes move too like a 3d object, on 2.8: stroke placement panel : there's no more "view" as a possible choice but "origin", anybody has an idea on how to configure "stroke placement" in a way that the strokes doesn't move when i move the view port on different axis? Thanks!

stroke placement "view" in 2.79 blender ver.


texts:
I have a big problem of anti-aliasing near the edge of the door . This problem occurs only when i render with GPU ( GTX 1080 ) with the same settings . How can I do ?

Gpu render: http://i.imgur.com/DXtBwz4.png

Cpu render: http://i.imgur.com/oCLmsvK.png


texts: After stretching faces, materials are zoomed in and not exact

texts: only after stretching the faces out of other materials, the materials in Unity won't appear exact.  they're zoomed in and offset.  how do i fix this as opposed to regular cubes?


texts: Randomize texture or material for several similar objects

texts:
I want to make a scene with many fallen bricks lying around. However, all the bricks cannot have the same colour or texture. What approach can i use to make the bricks look different? Manually creating multiple materials is not an option in this case
EDIT: I'm using the cycles renderer


texts: I am working on a scene, and am on UV mapping and texturing phase. I have managed to successfully UV map and texture a few objects, but for some weird reason now the objects I am trying to UV map won't take textures. In 3dview and render they are appearing pink, which I know means Blender isn't finding the textures, but I am browsing to select the texture images. The images are there. In one computer, after browsing to select the image, the node fails to show the name of the texture. On another computer, the name shows up but the texture doesn't get applied (same .blender file). Any ideas? I am using cycles render.


texts: Render light hitting an object, but not the object itself

texts:
I am creating an overlay for a video clip. In the overlay, there will be a light emitting object. I want this light to affect the subject in the video, but not the entire surface of the video clip. My plan is to model the character in the clip and then render only the light hitting that model. I've not found a way to do so. Simpler version. I have a cube and a plane. The cube emits light. I only want the light to show on the plane and not the plane itself.  I have tried for hours to no avail. Any ideas?

After reading the answers, I tried more and this is what I came up with. Pretty close.

Renders as:

Difficult to show what I'm looking for without being able to do it.


texts: how can I benefit from blender python API documentation?

texts:
I'm a beginner at python language. I browsed the blender python API documentation, I didn't understand how to use it or benefit from it to know more about blender functions and classes. For example: I learned from a tutorial that this function is used to link an object to a collection:

bpy.context.collection.objects.link(obj)

How do I use the documentation to know more details about this function, for example, how to link the object to a specific collection?


texts: How to convert rotation_axis_angle to euler or quaternion via Python?

texts: For my script I need to get the same result that Array modifier produces with Object Offset. In particular, I need to calculate rotation difference between two objects' rotations despite their rotation_mode. Euler properties have .to_quaternion() method, Quaternion properties have .to_euler() method, so there's no problem here. But Axis Angle... well, there's no such property as AxisAngle in mathutils, and bpy.context.object.rotation_axis_angle. doesn't provide any methods for converting itself either to euler or to quaterion rotation, as well as Euler and Quaternion don't have methods to convert themselves into an Axis Angle. Any idea of how it can be done via Python script? Is it something about getting global rotation using objects' evaluated depsgraph and matrices and then converting to something comparable or maybe is there an easier way I'm missing?


texts: How to identify mysterious physics force affecting my objects?

texts:
I have some connected rigid body objects (a ragdoll). When I let physics do its thing, the ragdoll doesn't just fall - it acts as if some mysterious force hits it.
While investigating what might be the cause for it, I realized there's something (mysterious force) that affects the ragdoll. It's positioned roughly where the ragdoll is. To demonstrage this, if I duplicate the ragdoll and move the duplicate 2m to the side, the duplicate doesn't hit that mysterious force.
Here's how it looks (first 10 frames, slowed down):

For completeness, I also tried just moving everything around, and indeed there seems to be something roughly 2.5 meters above the origin:
YouTube video: Blender 2.9 mystery force affecting ragdoll falling down
Before I rewatch Stranger Things and look for clues there, any suggestion on how to find what's causing this strange behavior? How to identify that invisible force?
FTR, Here's the .blend file in question.
Thanks.
Note: this is a followup to a previous question I asked - at that point, I thought the problem was with the constraints between the objects.


texts: When modelling an object, how do u know if it is best to create a new mesh, or keep modelling out of the same one. How much effort should you go into keeping the model out of all the same mesh?


texts: Matrix from quaternion produces a different orientation

texts:
I want to convert a quaternion to a matrix and back again. The result has a different orientation than the quaternion from the beginning.

To reproduce the problem, set a quaternion.

ob = bpy.context.object
bpy.context.object.rotation_quaternion = mathutils.Quaternion((0.7795193195343018, 0.045188724994659424, 0.15823090076446533, 0.048953697085380554))

Then convert the quaternion to a matrix and apply it back to the object.

ob.matrix_world = ob.rotation_quaternion.to_matrix().to_4x4()

The object not only changes its orientation, but its scale.


texts: Broken UV mapping when importing Onshape model

texts:
has anyone tried bringing in models from Onshape into blender? I have made a chair and need to UV map it but when I put the Seam as shown in tutorials, the UV map is distorted on top and bottom of the seat and the edge around the seat breaks into multiple strips rather than just one.
I have also tried Smart UV Project, or selecting the top and bottom and the edge faces separately and unwrapping them but still does not work. The format of the file is Collada (.dae). I surface modelled the seat in Onshape. Do you think it has anything to do with how I produced the model in onshape?

I've had to match the broken UV map edges together but still not perfect. I'm new to blender, any help would be appreciated.


texts: Why is my proxy armature not highlighting when selected?

texts:
I have a simple character rigged with Rigify and in the file itself the controllers highlight when selected.

But if I link the geo and rig collections into a new file and create a rig proxy I can still select controllers but they no longer highlight.

This is how the outliner looks in the original file...

And how it's setup in a new file with proxy

What might I be doing wrong? Thanks!


texts:
I have a .3ds file someone gave me that will load in fine. I will edit it a little bit, just translating so i can change the point of origin, I export as .3ds again. If I reload it, it will be far smaller.

Is there a setting somewhere that decides what scale to maintain when it exports an object?


texts:
Is there a way to create a light-independent shader in cycles? The purpose is to create "green screens" to separate a 3d image into depth layers. The output will be a single rgb value (e.g. 0R, 1.0G, 0B) that can be color-selected and set to transparent in Photoshop or GIMP.

The reason to do this instead of using a depth layer to filter a single rendering pass is so that the foreground can be omitted from background renders in a parallax video.

Note: yes, all visibility in the object is off except for the camera.


texts: Python export addon: assign faces to vertex groups

texts:
Hi I am making an export code for a custom model format.

I need the mesh to be divided in parts, each part has to be made of triangle faces with their vertices assigned to 7 vertex groups.

The following code is supposed to store the faces ingroups, once a group of faces has more than 7 vertex groups, it should go to the next group.
Every vertex has only ONE vertex group assigned (one bone) for simplicity.

The problen is, this code only works for the first group, then it sets split = 1, and that's it... split is never 2. So I get the first group with its 7 vertex groups, and the second group with the rest (more than 7).

I'm new in python, I am surelly making some big mistake here, thanks a lot!

for face in obj.data.polygons:

    #assign group to face
    for vert in face.vertices:
        for item in obj.data.vertices[vert].groups:
            if split == 0:
                if item.group not in VGROUP[0]:
                    VGROUP[0].append(item.group)
            if split == 1:
                if item.group not in VGROUP[1]:
                    VGROUP[1].append(item.group)
            if split == 2:
                if item.group not in VGROUP[2]:
                    VGROUP[2].append(item.group)
            if split == 3:
                if item.group not in VGROUP[3]:
                    VGROUP[3].append(item.group)
    if split == 0 and len(VGROUP[0]) == 7:
        split = 1
        file.write('Hey, vgroup split 1!\n')
    if split == 1 and len(VGROUP[1]) == 7:
        split = 2
        file.write('Hey, vgroup split 2!\n')
    if split == 2 and len(VGROUP[2]) == 7:
        split = 3
        file.write('Hey, vgroup split 3!\n')

    for vert in face.vertices: #store vertices in DATA
        DATA[split].append(obj.data.vertices[vert].co[0])
                    #uv, normal, etc...

update... edit

Ok I'll try to explain in other way.

I want to divide a list in parts, so that every part contains only x different items.

My code tries to take a list, read it item by item, and when it has found x different items, it stores them in another list, and continues reading the original one.

For example:

a = [0,1,0,1,2,1,0,1,3,0,2,2,4,2,2,6,2,1,6,3,2]

for item in a:

#Take a, read it, if the value is new in r0, store it in r0 until r0 has 3 values:
if split == 0:
    if item not in r0:
        r0.append(item)
if len(r0) > 2:
    split = 1

#Continue reading a, if the value is new in r1, store it in r1 until r1 has 3 values:
if split == 1:
    if item not in r0:
        r0.append(item)
if len(r1) > 2:
    split = 2

#Continue reading a, if the value is new in r2, store it in r2 until r2 has 3 values:
if split == 2:
    if item not in r0:
        r0.append(item)
if len(r2) > 2:
    split = 3
#and so on

The results should be:

r0 = [0,1,2]
r1 = [1,0,3]
r2 = [0,2,4]

But the results are very different:

r0 = [0,1,2] #Ok this one worked !!
r1 = [1,2,2,1,0,3,4,6] #Mmm.. What?
r2 = [0,1,3,2,4,6] #completely lost

I export vertices from a mesh, each vertex has one bone assigned to it (or one vertex group), so i get a list containing all the vertices with their vertex group, then i want to split the list in parts containing 7 vertex groups.

Thanks again


texts:
I am fairly new to blender and wanted to make something in Cycles, with the same kind of white lighting/style as this:

I modeled a little train station and rendered it in Cycles. It was incredibly grainy, and adding a bunch of area and point lights did not help.
Here is what I get with ~40 samples:

The noise is much less but still very present at 256 samples.

Here are my render settings (256 x 256 tiles):

What should I do to fix this? I took a look at some other answers on how to reduce noise, but they didn't really help. My scene is very simple, but still has a lot of noise.

Thanks, and apologies if this is a common question or one that is not meant for this site, this is my first question here so if there are any edits I should make, please tell me :)


texts: Cooky cutter from svg file for 3D printing

texts:
I have the idea to create a cooky cutter from a svg file. What I basically do is importing the svg and extruding it into z direction. But now I have to make the material anyhow solid, ideally some kind of V shape to have a sharp edge and a more solid part.

At the moment I don't know how I have to modify only one side of my curve to expand it. I found a link to a thingiverse file which actually shows what I am trying to do: http://www.thingiverse.com/thing:35719
Here you have a solid part at the bottom, perfect for printing and a sharp edge for cutting.

Thanks in advance.

EDIT:
Maybe this is another example which would help but I am not able to add this to my curve/mesh: http://www.thingiverse.com/thing:33096
Here they just added a border to the shape.


texts: CUDA ERROR: Launch failed in cuCtxSynchronize()” and “cuCtxCreate: Launch failed” when Rendering in Cycles using GPU

texts:
When I render my image, it stops, giving the error message "CUDA ERROR: Launch failed in cuCtxSynchronize() Line 1372", then when I try to start the render again, I get the error message "cuCtxCreate: Launch failed"  all the answers I have seen say to update your graphics card driver, however, mine is up to date.
I have a GTX1080 with 4gb of RAM.


texts:
So, I want to model a rope bridge in the image below. I attempted to do this by making the individual bridge steps and then applying a curve modifier and then an array modifier.

However, it'a yielding incorrect results:

How do I rectify this? If there is no viable solution for my method any other attempt/method are also acceptable provided they are not too high poly and are easy to unwrap.
This is my setup:


texts: How can I render the motion path of an object?

texts: I have an object moves based on key frames. I used the motion paths tab to calculate the path which shows on my scene. My camera is pointed straight down at this path but when I try to render, it only shows the object moving, not the path. Is there a way I can get blender to render the path? Thanks!


texts:
I'm trying to make a game, and the camera goes beyond the walls of the room. Is there a way to stop the camera from doing that? Also, if it cannot be done without logic bricks only, can I please have a thorough explanation of the code used?

I'm basically trying to implement a system where if the camera collides with a wall, it moves a little forward.

Here's the .blend: https://drive.google.com/file/d/0B1cRCpiEAXrtOGxWYmRNS3c5RTg/view?usp=sharing

I understand how this is a "noob" problem; but quick searches online either revealed methods that did not suit my needs, or methods that did not work.

Thanks.


texts: Run modal timer depending on a condition

texts:
I have a button for a modal time operator, when I press on it the modal time operator starts and the button is dimmed/disabled (as I wanted, depending on some conditions in the poll function) and everything works fine. But if I saved the file (with the button dimmed) then closed blender and opened it again the button will still be dimmed (As I wanted in the poll function) but the modal time is not running. How I can get it running? There is a certain condition in the poll function which is when it's True I want the modal timer to starts even if the button is dimmed. Any advice please?

Below is a sample code:

class modaltimeoperator(bpy.types.Operator):
        """Start modaltimeoperator"""
        bl_idname = "wm.modaltimeoperator"
        bl_label = "Start modaltimeoperator"

        _timer = None

        @classmethod
        def poll(cls, context):
                # depending on some conditions in my scene the visibility
                #  is turned on/off. One of these conditions satisfies the
                #  modal timer to be run again

                return on_off

        def modal(self, context, event):
                scene = context.scene

                if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
                        print('entered correct event')

                return {'PASS_THROUGH'}

        def execute(self, context):
                print('entered execute')

                wm = context.window_manager
                self._timer = wm.event_timer_add(0.1, context.window)
                wm.modal_handler_add(self)

                return {'RUNNING_MODAL'}

        def cancel(self, context):
                wm = context.window_manager
                wm.event_timer_remove(self._timer)


texts:
I created a model of a knight in blender to use in a jMonkeyEngine game. I rigged it and used the timeline to make an animation.
Now I want to make another animation and I've heard I have to do that in the Action editor but when I go there the new action button is disabled. How do I create another animation for this model?


texts: how to use external values as input for color ramp shader node?

texts:
All,

I've recently started dabbling in Blender to do some scientific visualization, like ParaView but 1000x prettier :)

At the moment I'm trying to tackle adding a color ramp to a 3D surface. As of now, I've been able to figure out how to use the surface's vertex geometry as the input for coloring. My current node setup looks something like this:

This separates the z-values from the geometry and uses them as input for the color map (after normalizing them in the map range node).

I want to do this exact same process, but instead of using the z-values, I want to use arbitrary values.

If I have a surface with n points, I will have an array with n values. These may represent temperature, salinity, velocity etc.

How could I go about doing this? Both GUI and python based solutions welcome! Would like to learn it first by GUI but will eventually be coded.


texts: Render pass that output center of object of each pixel

texts:
I am looking to create a render pass that takes a scene and outputs, for each pixel, the 3D world coordinate of the center of the object to which that pixel belongs. In other words, all pixels that show the same object should have the same value.

Now, what I could do, is render a separate pass for each object where only the pixels of that object are white, and then set the values manually, but I was wondering if there was a better/quicker method.

Thanks a lot!


texts: Is there a quick way to unwrap an image texture onto a complex mesh?

texts:
Just like the topic title says, does anyone know if there is a quick way to unwrap an image texture onto a complex mesh?

Is marking seams and manually placing the UV islands the only way to go?

I have a Foosball table and associated image texture (attached below) and it doesn’t line up. What's strange is when you download the model and import it, some edges are highlighted a neon blue color. Could it be that I'm supposed to mark those edges as seams? That seems really inefficient.

The Mesh:
https://sketchfab.com/3d-models/foosball-table-1303a318d4584639acef729b9fd296fc

The Resized Image Texture


texts: Create a "global" value for multiple settings

texts:
Is it possible to create a single variable or defined value that can be used in multiple places -- and even in multiple ways?

Frame example:

** I would like to identify frame 250 as such a value. Some materials would, on that frame, have a mix shader move transparency to zero, and other mix shaders would move to 1.0 at that point. And then, if needed by the flow of the animation, I could change the "250" value to 300, with the resulting changes reflected in all places it is use.

** The same value would identify the point at which an object begins or ends a rotation or movement... or the point at which a light is turned on or off....

Value Example:

** I would like to define a value (either 0 to 1, a percentage, a numeric range or similar) and then animate that single value to drive nodes that accept a similar input. A single animated value/variable could control multiple ObjectID inputs, for example, and a 0 to 1 range could drive transparency and Film exposure.

Anyway: Can I make a "magic value box"? The specific use case I have in mind right now is responding as timeline changes are made -- causing the need to re-time events in lots of temporally related but operationally different areas: motion, value, VSE strip placement, etc.

All input welcome.

thanks
rg


texts: Pixelated render output, what am I doing wrong?

texts:
Dear blender community,

So I'm pretty new to blender and general 3d creation and now I rendered my first good project but It has many point where the pixels doesn't belong to or the color of them isn't matching. I can provide a picture for that too. Would be greate if someone could help me. I can provide any additional information if needed. You can see the pixels mostly on the table and at the plant. I could remove some of them when I added another light that directly lights in the room but I don't really want that to be there because the picture is too bright then.
Thanks for helping!


texts: How to Multiply Particles Dynamic Weight Paint?

texts:
When I let Dynamic Paint to paint by particles weight on Canvas (lets say by weight of value 0.1), another particle that paint on top of previous is not multiplied.

Like when ten particles with weight 0.1 (light blue) hit the same place in become 1 (red).
Does it possible?

Thank you

Note: Dry option, is not an option in my case.


texts: The circle wont render without it being distorted, how to make it smooth after render. Help

texts:
Every time i render the artwork it creates a strange surface instead of the smooth texture i can see on the edit screen.

any ideas why and how to fix this?
I have a feeling its the object but could possibly be something to do with the settings I have set for the materials.

I am sort of new the 3d modelling...

I have tried to insert a replacement circle into the position but do not know how to scale and rotate to the same axis as the original.


texts: Text getting progressively smaller in the distance

texts: I want to extrude text getting smaller in the distance.  How to do this ?  Extrude text property does not seem to permit getting the text smaller.


texts: Export as OBJ and create fitting image texture

texts:
I am very new to Blender and wanted to create a 3D chess board with figures for my render engine. I have designed the board and created a material and I can succesful export it as obj and load it up in my render engine. The problem I have is that when i want to bake the material as texture it looks distorted and has much empty space for a uv texture map. Also the uv coordinates in the obj file are no longer accurate and don't apply to the image.
This is what the image look like:
https://imgur.com/gallery/2QsYdzV
Any help would be appreciated


texts: Transformation Constraint with Animation nodes?

texts:
Is it possible to do Transformation Constraints with Animation Nodes?
I would like control an object rotation over another object location/translation.


texts: So I'm working on a scene where I need to light a city inside a cave with four sunlamps, except when I add the cave box the light gets stopped by the cave. How can I stop that from happening?


texts:
I searched everywhere and I can't find an answer on how to do this with Blender and Cycles:

I have a pre-made model with textures
Some materials have a Diffuse map (JPG) with a separate Alpha Map, another JPG.

What kind of texture setup do I need to make these two maps give me a texture with alpha that I can use in a Cycles material?

Thanks in advance.


texts:
I'm currently creating an addon for Blender and got stuck at following task:
-I want to select one object with an unknown name from a group with known name
-I want this object to be an object instance that can be used in the following code

I tried many different things, but none of the worked.
One Idea was to list all objects of the group and than select one.

newest try:

bpy.ops.object.select_same_group(group=scene.object_group)

# select one object randomly from the actives
scene.object_group is a strong property with the group name


texts: So, I'm creating a rigid body that I am going to throw and I was wondering, is there any way to make the rigid bodies break apart on impact (Similar to the cell frac add-on) except on the edges?


texts: Where has the "Normal" Texture paint project option gone in 2.8?

texts:
I am attempting to project an image onto a model, but faces with a shallow normal to the camera are not receiving protection. The "normal" option used to adjust this in 2.7, how do I do it in 2.8?

2.79 on the left 2.8 on the right.


texts:
Is there a way to attach a listener to the active object in such way that whenever I change the crease value of any edge, it fires a custom function?

Thanks guys


texts: Image will look broken when using image texture

texts:
If you use the E key to apply the image texture to the increased mesh, the image becomes forced to increase width or height.
Resizing the image or mesh deployment in the UV editor will not change anything.

As shown in the attached image, it doesn't matter to change the size of the mesh, but only if you expand it through E key, the texture is broken like that.


texts: How to Save Particle Combing Data to a Normal Map Image File in UV Space?

texts: How can I extract the data created by a particle combing operation (on hair particles, for instance) to file (even if some Python code is required) in a 3-component RGB normal image map to UV space (when the unwrapping has already been done for the geometry), and then (that's a second question, I guess) feed it back to the particle system without having to recomb again?


texts: I am making animations for a zombie and using mask modifiers on different body parts which are separate models to hide in the renderer, however once a full piece of geometry is hidden i am no longer able to select it anywhere to turn the mask off again.. is there any way to select hidden geometry so i can disable the modifier and allowing it to render again?   hope that makes sense


texts: What is edge extrude technique for modeling

texts: I recently read a word call edge extrude method of modeling but content I can't find on internet please help me to get there and which aspects of areas are we can use this method of modeling.


texts: Is it possible to completely go into fullscreen?

texts:
I have hidden everything except the top header with the menus. Is there a way to hide that? Would scripting this require a lot of work ?

Edit:
 thanks for the reply. It still leaves the top header with the menus.alt + f9 hides the bottom '''footer'''. Isn't there a button for hiding the top one? Would scripting of that be complicated ?

Edit2: here's what i would like to hide in the 3d view


texts: Split vertex(s) in two, creating new faces

texts:
I would like to be able to select vertices or edges and duplicate them, but also keep the faces filled.

My example:

So something like a Rip and fill function, but also creates the faces on both edges?


texts: Create smoke like affect using hair particles

texts: I'm trying to see if this effect can be achieved the same effect from the film mama(2013) the same way her hair moves in the film I tried experimenting with force field but I'm not really seeing the results.


texts:
I'm trying to view tangents used in sceneview and that will be exported.
I found two options:

Using cycles material:

geometry or just tangent-node
but both doesn't work - i got only black screen. (Normals work great)

Using glsl shader in BGE:

https://en.wikibooks.org/wiki/GLSL_Programming/Blender/Lighting_of_Bumpy_Surfaces but shader.setAttrib(bge.logic.SHD_TANGENT) doesnt work(same tangent for entire mesh). I also can view everything except tangents :(

So, maybe I miss some ways to do it?


texts: Why might I not be able to activate my drawing canvas grid guide?

texts: As you can see in my screenshot below -- my overlay "canvas Grid" is greyed out, despite being check-able. I'm new to Blender and still getting my bearings, so forgive the dumb question here! Thanks!


texts: How can I get my foam to loop seamlessly along with my water simulation?

texts: So I have a water simulation set up with foam and everything doing what it should and looking great, but my issues arise when it comes to animating it. Specifically making it loop. The water itself loops perfectly, however the generated foam does not loop along with it and creates a harsh jerk in the animation. I am using the generate/displace method for looping my water animation and i was curious why the foam does not loop along with it. I'm just using the "generate foam" option non the modifier. Both my generate ocean and displace ocean are EXACTLY the same with the exception of the appropriate key framing necessary for the loop.


texts:
I have two images of a scene from google maps; one is a top-down orthographic view, the other one a perspective view. How can I align the camera against the orthographic view so that it looks like the perspective view? I've been fiddling with the camera settings for hours, rotating the plane, moving the focal point around, and I can't get the two images to even closely resemble eachother. I even tried using BLAM, and that didn't give a much better result than what I had already.

Is there a way I can just select 5 or so points on each image and have a program automatically solve the camera coordinates to make them both match up? That would solve my problem easily.

Here is a link to the images i'm trying to align, as well as how I'm trying to go about doing it; http://imgur.com/a/Jnu5t


texts: How make my shape manifold? Substract one face from another?

texts:
I'm quite new to Blender and I'm having difficulties with a geometry. You can see it here:

As you can see there are holes which I need to fill as I need this to be a manifold, solid shape.

I have managed to fill the holes by selecting similar and fill command but the result is this:

It creates two faces as if they were "concentric circles". For instance if I delete the largest face I end up with this:

But what I want is to have a face only between the "concentric circles". Is there an option to subtract faces? That way what I would like would be to subtract from the large face the smaller face.

Thank you!


texts: How to keep gizmos visible when moving objects?

texts:
I was wondering if it's possible to keep the axes gizmo visible while moving objects. I know it would be easier to learn was color is axis X and what color is Y, but having the gizmo visible would help and it would also help to visualize if we moving positive or negative along those axis.
Is there any reason for the gizmos to go away in the first place?
Hopefully there is a seting to prevent this.

PS: I'm talking when pressing "G" to move.


texts:
I am trying to help a friend who uses this program,  The issue she is having is trying to install 2.76.  It gives her a message she has an older version already installed. She then uninstalled the older versions but now when she tries to install the only version that will install is version 2.74 which is an executable. When she tries to install version 2.75 it tells her there is a newer version installed. When she tries to install 2.75a or 2.76 it tells her there is an older version installed. Any help would greatly be appreciated.
Thanks
Mark


texts: Is there a way to only bake your current set keyframes to a .fbx file instead of generating a bunch of keyframes for every point of the animation?


texts: Why I can't smooth a cylinder right in Blender?

texts:
Why can't I smooth the upper cylinder like the bottom one? I tried to set the top and bottom face to Flat "Shade Flat", and set the middle face loop to "Shade Smooth". It doesn't work.

I also tried to set "Shade Smooth" to all faces of the cylinder, top and bottom edge loops set "Mark Sharp". It doesn't work either.


texts:
Right now, I am making a building in Blender that can be tiled but I am having trouble unwrapping the UVs for the model. I have used Blender for quite awhile now but I am still not entirely familiar with it, especially in unwrapping UVs. While I do think I have kind of wrapped my head around it, there are some things that I still do not understand.

I have attached a photo as well as the .blend file for the model.

MelbourneBrickBuilding.blend

I need to know how I can go about unwrapping the top of the model that has been highlighted. If you look closely at some of the faces, particularly the one at the very bottom in the middle, the grid has sort of been warped across one corner to the other. Why is this happening? I also cannot figure out why some of the other faces appear warped and stretched as well. I just cannot seem to be able to mark the right seams in order to fix it.

Can somebody please help?
Thanks!

Goolog


texts: Why is my texture not showing up in 3D view?

texts: I've tried every display mode possible and nothing happens. What do? Here's the blend:


texts:
I am new to sculpting and I am trying to figure out how to make two meshes seem to be made as one. I have heard of the Boolean modifier, but I just get what I had before with extra dots all over one object. What am I doing wrong? Thank you.
This is what I have. I found a good example for what I am going for in the Blender 2.83 Sculpting Time lapse- Gotic Witch by Guilia Marchetti. There is a before and after image. The technique used here was the grab tool in sculpt mode. I can't seem to get that to work.


texts: How to disable transparent backgroud in eevee render?

texts:
When I render an image with eevee, in the background I get this "chessboard" background which indicates its transparent - how to disable this?
I tried going to the Render dashboard, then Film and tick/untick transparency but it only affects the viewport and not the render itself.

Here's how it looks:

If you zoom in you can see it has transparent background.


texts:
I know this is not the first time this question is asked, but answers I have found do not fix my problem.

I'm trying to render some smoke, it's showing great on the simulation but invisible on render.

[Here was my .bend]


texts: Is there any open software to provide cloud rendering via P2P?

texts: I'm thinking about the idea of doing a distributed rendering via internet but i don't know where to start. Is there any sort of open software to provide P2P rendering or something like that?


texts:
ive wanna recolor normal map to fix my problem with body but blender don't show any normal map

as you can see model in XPS had visible abs normal map

But model in blender normal map abs are not seen anywhere


texts: Blender Eevee (and cycles) not rendering White as pure white

texts:
So basically, I've rendered a scene, and it looked rather dull than what the viewport showed me. Not knowing what exactly caused the problem, I opened up a new blend file and checked to see if my base setup was free of this problem, turns out it wasn't.

Seems the white gets ever so slightly greyish and it's very very annoying. I don't know what could possibly be wrong.
Tried to reset my startup file, only to find out, my startup file was the default! What do I do!
Blend file


texts: Error when I try to check off POV-Ray 3.7 in Add-ons

texts:
When I try to add POV-Ray 3.7 to Blender 2.75a in Windows, I get the following message:

  Report Error
  Trackback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.75a\2.75\scripts\modules\addon_utils.py", line324, in enable mod=import(module_name)
  File "C:\Program Files\Blender Foundation\Blender\2.75a\2.75\scripts\addons\render_povray_init_.py", line 56, in from.import(
  File "C:\Program Files\Blender Foundation\Blender\2.75a\2.75\scripts\addons\render_povray\render.py", line 32, in from.import df3 # for smoke rendering

  ImportError: cannot import name 'df3'

I've downloaded povwin-3.7-agpl3-setup.exe, povwin-3.7-editor.exe and povwin-3.7-editor.exe into a folder on my desktop. I executed both installs but the message I got is still the same as stated above.

Any help is appreciated.


texts: Rigid Body Constraint: how to prevent stretching

texts:
I'm trying to use Rigid Body Constraints (type=Fixed) in Blender 2.81 to connect an assembly of rigid and cloth components.  a

crinoline cage
By Crinoline, 1860-1870. Jacoba de Jonge Collection in MoMu - Fashion Museum Province of Antwerp, www.momu.be / Photo by Hugo Maertens, Bruges, CC BY-SA 3.0, Link

that will move realistically (e.g. swaying when person walks). When I run the animation, the RBCs stretch infinitely, defeating my purpose. If they didn't stretch, I think the assembly would work ok, everything else seems fine. Is there a solution for this?
Update: here's a simplified example to illustrate this issue.


texts: Blender python FloatProperty wrong value

texts: In blender 2.8 if you run operator_mesh_add.py template and print out one of the FloatPropertyies like self.width and for example set it to 0.1 (manually by typing 0.1) when you run the operator, you'll get a wrong number which is 0.10000000149011612 for mine. Why this is happening? How can I avoid this?


texts: Blender 2.79. Rendered image show only color and not UV mapped texture

texts:
I have problem in blender 2.79.

When I want to render a model but with image texture render model appears black although uv maping is correct. But when I apply defuse shader it shows its color.
Please help me regarding the problem.

Thank you.

This picture shows with image texture


texts: How to combine "toon-diffuse" shader and "toon glossy" shader?

texts: What is the best way to combine these two shaders? When I use the "add shader", it doesn't just combine the shaders, but it masses up the colors and the lighting. What would be some of the best ways to do that?


texts: Make white molecular particles on the outside and red on the inside?

texts:
I have been struggling to try to make the inside of my molecular mannequin red (to sort of representing blood) and the outside white. For a reference ...

I have now aimed for a collection of white/red spheres, have tried count, random, and so on without coming close to what I want.
I want to render it in Eevee any suggestions? Something I can do in the shading tab?
Here is my try ...


texts:
I am trying to make an inverse Kinematics between the leg IK.L and the lower leg.L, thsi also has to have a pole target of Knee.L

The problem is as soon as I move the leg IK.L part the rest of the leg starts spinning uncontrollably, and even if I try to move it back to the starting position it just continues to spin

I really need help on this as an hour long tedious search has turned up nothing relating to my problem, these are the settings for the IK.


texts: How to link two different physics objects together?

texts:
I am trying to make a winter hat model which has cloth simulation on it. The model :

This is not the final model but this should give you the dea

Is there any way to make the fur parts heavier than the cloth part? I modeled the hat parts separately. I tried parenting the cloth part to the fur parts of the cap while keeping two different simulations on them.

Thanks


texts:
Why the grease pencil object partly disappeared while rotating the viewport angle?
The green ground is filled with grease pencil while the trees are sketched with grease pencil.
P.S.The value of [Clip end: 10000] is set in both View and camera.


texts:
I'm trying to rig this character but the clothes are having this weird 'behavior'
PS: the clothes is joined to the body
This is what keeps happening to the clothes:
https://gyazo.com/e2de07ff431b7653148a7360ce5e2d0e
Thank you in advance


texts: How to create solid height field from image?

texts:
I want to simulate caustics generated by free form lens using Blender and Lux Core Render as a geometric optical simulator. I know how to create height field surface from a gray scale image using displacement modifier. But what I need is the one with volume, cube-like mesh solid object with arbitrarily height distribution on the top face and flat plane on bottom face. Could please anyone show me how to do it ?

Thank you for your cooperation.


texts: I need to thicken ("fatten") some parts of my mesh. I tried to scale X but it deforms and make a mess. How do I solve this?


texts: In Blender 2.8, how to make an animation with different objects appear at different keyframes

texts:
I am new to blender. I have a question related to the animation in 2.8. Actually, I have several obj files, and I import them to get multiple objects.

For example, I have 30 objects imported from my given obj files. Now, I want to make an animation, where each frame shows one object. For example, at keyframe 1, I show my object 1 and hide other objects, and at keyframe 2, I show my object 2 and hide others including object 1, etc.

I tried several ways, including shape keys, but it does not work for me, since my objects may have different vertices (unable to join). Also, if I set a different keyframe for a different object, they are not on the same channel. Thus, I can not show a video in this way as well.

My simulation is something like the liquid moving status, but I am only allowed to combine such objects into an animation, not directly use the blender to get a liquid effect. So my question is, if I have many objects, how can I make an animation, and show one object at each frame and hide others? Thank you so much!


texts: Can I copy shape keys from one model to another in separate files?

texts: I'm setting up model bases and don't want to do all the shape keys all over again. I have them all done for the female base and want to copy them over to the male base. They have pretty similar vertex structures, but are in different .blend files. Is there any way to copy them over? Or do I have to make them again?


texts: Can I use template_preview in operator dialog?

texts:
I have the following in an Operator but it causes an "Error: EXCEPTION_ACCESS_VIOLATION" with no further details.  I think (more of a guess) that the template_preview is trying to lookup/find in the region and that is returning null.  Other than adding debug code to the .c code is there a way to find out?

class BigPreview(Operator):
    bl_idname = "myaddon.big_preview"
    bl_label = "Big Preview"

    def execute(self, context):
        print("Running big preview")
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        print("Invoke big preview")
        return wm.invoke_props_dialog(self, width=600, height=600)

    def draw(self, context):
        layout = self.layout
        layout.template_preview( context.material, show_buttons=False, preview_id="corona.big_preview")


texts: 2.82a Quad View: Sidebar Region Display "missing"?

texts:
I'm trying to have a bit more control of the views while in Quad View (change view. rotate, etc...). I was reading that the controls for unlocking the views in Quad View were in the Display tab of the Sidebar Region - that is from the 2.82 docs. That does not seem to be the case for me. While in Quad View I press "N" and the only tabs available are Tool, View & Edit. Has the Display settings been moved recently. I've had a pretty good look around and don't see any options for unlocking the views. I've tried resetting to factory defaults and still no joy.

Googling brings up older articles pertaining to 2.7*.
Thanks!
Daf


texts:
I'm having an issue with the simplest armature of one skull bone and two jaw bones. Each bone is paired by vertex to their meshes and the weight paint mode shows I have assigned the vertexes to the correct vertex group (Skull, OpenJaw.R and OpenJaw.L).
The issue is that when I try to pose the bones, only one bone of the three actually affect the mesh. I've re-paired the armature and mesh to try and fix this. The result was the 'working bone' became one of the other three bones. Now instead of the skull moving and the jaws staying completely still no matter how I posed the bones, only the right-side Jaw bone is moving and the others aren't affecting the mesh at all.
Thanks for your time


texts:
recently I decided to learn and use Blender as my 3D editor

Well, all this things were working fine... until a few minutes

I made a mirrored object, but, when I press the "S" scale button, doesn't scale me proportionally

And the same thing with the "G" move button, it moves weird

And no, I didn't press the X/Y/Z keys to align it to the axes while scaling/moving

What did I do wrong or how can I return it to normal?


texts: How can I move a PoseBone to a specific world space position?

texts:
I have written some code that calculates the world space coordinate I want to move the bone to but i am having trouble figuring out how to get that back into the bones coordinates.

from bpy import context, data
from mathutils import Vector

def test_empty(matrix, name):
    # view matrix by applying it to an object
    obj_empty = data.objects.new(name, None)
    context.scene.objects.link(obj_empty)
    obj_empty.matrix_world = matrix

armature = data.objects["Armature"]
pbones = armature.pose.bones
root = pbones["root"]
hips = pbones["hips"]
test = pbones["test"]

# calculate root
root_matrix = armature.matrix_world * root.matrix
test_empty(root_matrix, "Root")

# calculate hips
hips_matrix = armature.matrix_world * hips.matrix
test_empty(hips_matrix, "Hips")

# calculate bone
test_matrix = armature.matrix_world * test.matrix
test_empty(test_matrix, "Test")

# get offset of hips from root bone
offset = root_matrix.translation - hips_matrix.translation
print(offset)

# calculate new location in local space
new_position = test_matrix.translation + Vector((0,offset.y,0))

obj_empty = data.objects.new("TEST", None)
context.scene.objects.link(obj_empty)
obj_empty.location = new_position

# obviously something wrong here
new_position = armature.matrix_world.inverted() * new_position

# move bone to new location
test.location = new_position


texts:
I have an excel files of coordinates. There's a lot of coordinates so slowly plot them one by one is not practical? Is there anyway to create a curve though them automatically?

Thanks lots and really appreciate your help!!


texts: Are the blender adjustable with specified number of lighting sources in the scene?

texts: I am design a project include road and I added a lot of lighting sources ( more than 100 objects ) beside the road . When I open material view I found some of lighting source not work ( although I make one lighting source and copy it many times ) . Also I discovered that when I hidden some lighting source the not work group worked normally . Are the blender adjustable with specified number of lighting sources in the scene ?  I'm use Cycles in render option.


texts: Why are my hooks and sewing not holding my cloth in place?

texts:
I’m trying to solve the problem detailed in

How can I make my cloth sim show tight folds?

but I’ve run into an issue where the hooks in my cloth are not holding it in place when my monkey head presses against it.

Ideally, it should be working similarly to this:

…but instead, I’m getting this behaviour…
0001-0080.mkv (13.4 KB)
…where the cloth is torn from the pinned points and blows away from the pressing object.

Can anybody explain why the cloth is not pinning correctly? Absolutely baffled here.

Blend-File:

Demonstration of Vertex Group:


texts: I want to create a material that is transparent but also has a "wet" or slimy look, like the bug in MiB 1 or the demogorgon from Stranger Things. I don't know if you could achieve this with a principled bsdf or what. Any suggestions are appreciated.


texts: Why i cant see trought while i am drawing

texts:
In Greasepencil, when i draw , my previous draw that is with transparency at 50% i wont show me the bottom reference image. I am drawing and this happends. I dont know how to revert this. I am using the stable 2.80.

grease pencil problem in 2.8


texts: What I'm trying to accomplish is to be able to wrap a plane of objects onto a sphere. Think of it as a plane of varying heights. How should I approached this? I've tried using x and y wrap modifiers but it isn't looking correct.


texts: How to convert a Grease pencil animation to mesh?

texts:
I know it's possible to convert a grease pencil drawing into a mesh but how about a full animation ?
I've tried with "convert Grease Pencil" but it creates a bezier curve that freezes the animation on the frame I am on...


texts:
I've made this ocean scene following a tutorial.

I want the shader to be transparent so I can see sharks or whatever though the water.
But adding transmission doesn't seem to work. And since it's a plane I also can't use volume absorption (I think)

Any suggestions?

My scene:

Reference:


texts:
You see, I had a very long render of about 5 hours. And in the end I found out that I totally forgot to add depth of field. So now I am thinking of a way to do that: either outside blender or in blender. I should probably be able to do something in compositor.

Does anybody know if there is a way I can fake depth of field in compositor?

(p.s. I have no object passes)


texts: Particle System error with Depth of Field

texts:
I'm trying to make a shot in a grassy field with a DoF effect but the grass particle system is having errors with it. I've outlined where it's visible. The DoF focus is just in front of the radio.

I should also add that I used CG Geek's tutorial of making grass in 2.8, maybe that has something to do with it, idk.


texts: Python Timer is not working for me in blender

texts:
I need to start animation and stop it in 30 sec
command to stop animation is the same as start, so I'm activating animation before setting delay, and I want it to stop in 30 sec, but its not working for me. Any help would be highly appreciated

from threading import Timer

def  play_animation():
    bpy.ops.screen.animation_play()

play_animation()

t = Timer(30.0, play_animation)
t.start()