texts: Hide instance (original) light while keeping the instanced versions

texts:
I've created a lightchain. For that lightchain I need a point light at every "bulb", as an emitting material is too weak of a lightsource. To achieve this I have created an array of planes that follows the curve of said lightchain.They are within the lightbulbs and they are hidden as shown in the instancing tab of the screenshot. Each plane instances a single point light.
The problem is, that the original point light can not be hidden in the render, without the instanced lights also being hidden.
The only way I can get this to work as I want it to, is in the viewport (render preview). By simply hiding the original light in the outliner. Trying to do this in the render disables not only it, but also every instanced light. Meaning either all of them, including the origin, or none of them are shown in the render.
I can not move the original light, as that changes the position of the instanced lights. How do I fix this? The only other way I came up with is to make the instances real just before rendering, and then hide the original lamp, but that is more of a workaround than a solution to the problem.


texts:
I am new to Blender and would like to create a model for my chemistry students where I show a section of a 2s orbital. Basically this means creating a fuzzy sphere of one color embedded at the center of a fuzzy hemisphere of a different color. I tried to create a UV sphere, apply subsurf, and smooth for the inner sphere. I then duplicated this sphere and scaled it up for the outer sphere. Afterward, I cut off half the outer sphere and now have the inner sphere sitting in the middle of a hollow hemisphere. I just wish I knew how to close the gap between the edge of the hemisphere and the inner sphere, and have the two objects be blurry/fuzzy with different colors.
Thank you for thinking about this and any suggestions you could offer.
Das
Tags


texts: How can I remove multiple overlapping vertices?

texts:
I'm having trouble removing vertices that are on faces

Is there a way to remove all of these at once?


texts: Active Keyframe Panel is not showing in the graph editor

texts:
I have selected a keyframe in the graph editor and I want to view it's properties.

I selected keyframes in the graph editor.
Pressed N key and tried pulling out the side arrow.
Instead of getting the "Active Keyframe Panel" I'm getting the "show cursor" option.

Is there something I can do to get the Active Keyframe Panel seen in the link below:
https://docs.blender.org/manual/en/latest/editors/graph_editor/fcurves/properties.html#id3
See my attached screen shot of what I get when I press N in the graph editor.


texts: Is it possible to "act" an object's movement?

texts:
I have no idea whether this has been done or is even feasible. Nonetheless:

The scenario I'm imagining goes like this: you model a spaceship in Blender, add a script so that can control pitch, roll, yaw and throttle using the keyboard, then "perform" the movements that you want to have in your animation. This is then converted into a set of keyframes for location and rotation.

I think this could be a huge time-saver for scenes requiring multiple objects behaving the same way, but I know very little about the practical side. Has anyone else done this? Many thanks.


texts: i hope what im trying to do is simple but im still learning how to use Blender fully. I modeled a helmet in blender recently and found out how to unfold it via UV mapping. My question is, how can I do this but keep the dimensions i made for my model? How would i print it out to scale? Thanks in advance!


texts: Old 3D paint mode instead of Project Paint

texts: How do I switch off the Project Paint mode? The Project Paint mode is on by default and it seems there is no way to turn it off for painting around corners without projection.


texts: i am texturing my mesh and i want to see how it looks with light and shadow on it before i bake it. i am looking at it right from front(Orthographic-1)(picture1) and then i look at it again from another angle(pic2). They look totally different. i just wonder from what angle Blender bakes textures ? How to understand rendered and baked results match eachother ?


texts:
I'm struggling to pass a variable to an EnumProperty items callback, resulting in making this variable a global, which I prefer to avoid. I want to be able to access the "plant" from the "model_callback", but I can't reference it as self.plant. I am unclear on the scope I'm running in within the callback.

Simplied example follows. Note that in the real example, the plant variable changes whenever the filepath is updated.

class ImportPlant(bpy.types.Operator, ImportHelper):
    bl_idname = "import_object.plant"
    bl_label = "Import Plant"
    # ...

    plant = ["spring", "summer"]

    def model_id_callback(self, context):
        items = []
        # Results in: AttributeError: 'IMPORT_OBJECT_OT_plant' object has no attribute 'plant'
        for model in self.plant:
            items.append((model, model, ""))
        return items

    model_id: EnumProperty(items=model_id_callback, name="Model")

    # ...

How can I access the plant variable in the model_id_callback without just making it a global?


texts: How to apply two different materials in Blender Internal on front faces and back faces, *while involving transparency*

texts:
Basically, I want to see through the transparent front faces to the opaque back faces. This isn't the same as flipping all normals and executing backface culling because I want the front faces to be slightly visible, using its specular highlights and/or ramped fresnel.

I made two materials, one a diffuse (though i have enabled the transparency checkbox just in case) and another a transparent material, and mixed them in the node editor with Geometry>Front/Back as the factor.

How to get the backfaces to show through the transparent front faces?

If anything plugs into the alpha output, it doesn't do the job, it makes an alpha blank space through the whole object.

How to execute a combined output without having two meshes overlapping?

Thanks in advance!

An added bonus would be if such a material would work in the GLSL viewport, that'd have me just overjoyed haha.
(Also coming from a cycles material mix node background might be why this is so confusing to me. I know Blender Internal uses a MixRGB only, which is mixing the color values, and not actual shaders, and that's the problem. But I hope this is still possible in BI... maybe some BGE settings?)


texts: Joining objects in an array for animation with Boolean stumping me a bit

texts: I'm relatively new to Blender, though rapidly getting comfortable (my background came from CAD/CAM systems). I have a relatively simple architectural project I'm working on where I am creating posts and railings. I first created a wrought iron post that I set in an array of three posts. Between the posts I put a top and bottom rail then added a single picket that I set to array. So far so good. I wanted to use a Boolean to animate that setup disappearing for a new use of the space by the construction contractor. I decided that it would be quicker (probably less overhead) to join the entire group and have the Boolean work on the group. When I join all the items, only the original item in the array appears, all the others disappear. I get very stubborn about finding a solution ( I wrote several technical manuals for CAD/CAM systems and tend to dig deep into programs for solutions first before turning to help). So, before I spend any more hours digging through manuals, and tutorials for something that may not exist, am I correct in assuming that only the original mesh in an array actually physically exists and the others are ghosts that can't be joined? Or am I missing a setting that lets me grab all of them? Thanks.


texts: why .stl-model in blender differ from .stl-model in makerware?

texts:
I made Blitzcrank even though it's not blitzcrank.

[Fig-1]

Fig-1 Doesn't have edge on face.

.stl file is made in blender and exported.

when i import .stl file into makerware, i see Fig-2.

[Fig-2]

edge was suddenly made in makerware!

How to solve this issue?


texts: How can I make dripping saliva like this http://www.goodwp.com/images/201312/goodwp.com_30490.jpg I tried applying cloth physics to a plane, came out meh https://pasteboard.co/HAZwkw7.png . Maybe it's the material that doesn't make it look good (I used glass). Any help about material or modelling is appreciated.


texts:
My question is why does my model's hair look weird in bleders? What did I do wrong to make the dummy look like this?
I imported the model from Daz 3D .[![enter image description here][1]][1]


texts: Cannot mix .user and .addon keyconfigs in register()

texts:
I've been messing around with keymaps lately and I've come across behavior that doesn't make much sense to me. I am searching the current keyconfig for a specific keymap item, removing it, then adding a new keymap item with the same assignments. I am doing this in register(), which I think might not be able to mix the two keyconfigs.

def register():
    wm = bpy.context.window_manager
    km = wm.keyconfigs.user.keymaps['Mesh']

    # remove default keybinding
    for kmi in wm.keyconfigs.user.keymaps['Mesh'].keymap_items:
        if kmi.idname == 'wm.call_menu' and kmi.properties.name == "VIEW3D_MT_edit_mesh_select_mode":
            km.keymap_items.remove(kmi)
            break

    # add multiselect keybinding
    km = wm.keyconfigs.addon.keymaps.new(name='Mesh')
    kmi = km.keymap_items.new('wm.call_menu', 'TAB', 'PRESS', ctrl=True)
    kmi.properties.name = "VIEW3D_MT_Multiselect_Menu"

Note the difference between wm.keyconfigs.USER and wm.keyconfigs.ADDON

However when I activate the add-on, the original keymap item is gone and the new keymap item has not been registered. If I register the new keymap item under .user, it works well enough to get by. Similarly, I have another function elsewhere that (un)registers keymap items in the .addon space that also presents inconsistencies:

I have a toggle button in the user prefs to toggle between one menu and another (pie and list menus). Using .addon, I can toggle the menus and the pie is registered properly and list is unregistered, but toggling back removes the pie and does not register the list menu. If I use .user, both keymap items register and unregister just fine.

Let me explain why I want to do it this way.

First off, I'm using a custom keyconfig, which presents its own difficulties when searching the active keyconfig for an existing keymap item. This is why I'm using .user instead of .active (.active was telling me 'Mesh' was an invalid keymap and didn't exist. Using default Blender keyconfig does not give this error).

Second, I want to not overwrite or write into the existing keyconfig. Presumably this is why .addon exists. I want to keep it 'clean' for lack of a better word.

Ultimately, I want to make a system that auto-detects a specific keymap item and its assignments (in the case of a custom hotkey assignment), stores all that data, then on unregistration restores the original keymap item and its assignments. There are many other inconsistencies I've come across, but each of those deserves their own questions.

My Question:

Is there a way I can combine .addon and .user spaces OR use .active without it telling me 'Mesh' keymap doesn't exist (there are clearly keymap items in the Mesh category)? I see other add-ons use .addon without issue (yafaray, for example), but they don't try to mix the two spaces.


texts: I am making something in Blender. I was wondering if there were any way I could make 2 objects appear in a flash? What I mean is like a pulse that makes them appear. If not, can I make them appear in a glare? Please note these are two objects, and are not the only objects in the project.


texts: Objects look different in rendered preview shading compared to material preview

texts: Objects look amazing in the material preview mode, but not in the render preview (and also when rendered). I have attached two screen shots of a metal sphere in both viewports. Can anyone tell me what is wrong?


texts: Vertex Groups Density working in opposite way

texts:
I'm learning how to add hair with this tutorial https://www.youtube.com/watch?v=-Bo3wmQ5qLU

I've followed the path slowly and I got to the point of assigning density = my group of selected area almost the same way it is explained here

However, the result I get is the opposite of what I want.


texts: Python's uuid module cause c runtime error in ms-windows

texts:
I'm using requests in my addon. On OSX it seems to work fine but on windows I'm getting this bizarre message box on startup:

---------------------------
Microsoft Visual C++ Runtime Library
---------------------------
Runtime Error!

Program: E:\Blender Foundation\blender.exe

R6034

An application has made an attempt to load the C runtime library incorrectly.
Please contact the application's support team for more information.

---------------------------
OK
---------------------------

Blender does run but I can't seem to get rid of this error. I can't see anything in the requests code that would even trigger this issue.


texts: Helmet glass part makes hair not show for character

texts:
I've been following a course on creating a character with Blender 2.8 and have got to a point where I should make the helmet glass part look like glass. After applying the filters to do that, the hair on my character disappears. Do you know why that might be?

Filters for helmet glass

Filters for hair


texts: Is It Possible To Change Camera Interpolation?

texts:
In Animation, my DEFAULT INTERPOLATION is BEZIER

I wanted to do a camera movement wherein it starts with BEZIER INTERPOLATION first then it changes to LINEAR then back to BEZIER INTERPOLATION? Just like those action movie shots where it start from slow to fast to slowmow then back to fast.

I tried doing it but I failed or just doesn't know how it works. Is it even possible?


texts: How to make liquid's color intensity less, where the geometry is thinner?

texts:
I created this ICE TEA. Now I'm after even more realism. I figured that the intensity of the liquid should be less, where the ice cubes are close to the glass, where the liquid is 'thinner'. How to achieve this effect?

Currently The liquid is Glass BSDF with IOR 1.33. I tried to subtract (boolean) the ice cubes from the liquid, to actually create the liquid thinner or thicker in certain parts. Only it gives a terrible geometry on the top surface of the liquid where the ice cubes stick out. I will probably have to model this surface manually, to get good geometry. But I figured I must do it, since I need thinner and thicker parts of the liquid. But even then, will it work?

I will be pleased also if you can advise me on other ideas how to make this ice tea more realistic. I'm thinking for instance bubbles along the top edge where liquid meets the glass. Anything else?

Edit: Ok, I used the Volume Absorption node. It works to some degree - the liquid seems brighter where the ice is. But now I want to put a gradient on the liquid, so that it goes from bottom of the glass to the top. At the moment I have a gradient going left to right. See my node setup. I suspect I have to feed the coordinates into the Vector plug on the Gradient node, I tried Vector Mapping node with various settings, but no success. How to change the coordinates of the gradient, so that it goes bottom to top?


texts:
How can I create the trail and grass, with a smooth transition of dirt using textures?

Assume I already have the textures and normal maps for trail path, grass and dirt.

I would assume I can use height as a factor for choosing between trail path, grass and dirt texture. But this makes the transition too rough/hard and too even.

Image taken from this post.

I am using blender 2.82 with Cycles engine.


texts: GPU Memory Consumption before Render - Linux Mint 17.1

texts:
since i switched from Windows to LinuxMint 17.1 Cinnamon, i have a problem regarding rendering with my NVIDIA 780 GTX (3GB VRAM).

I get this:
CUDA error: Out of memory in cuArrayCreate(&handle, &desc)

Interesting Fact: it already stops preparing the Render at ~800MB.

nvidia-smi: Memory Usage 2115MiB / 3071MiB BEFORE i even hit "Render"

On Windows, i was able to render the whole scene without any problems.
Looks like Blender is messing um my VRAM or using it wrong, any Suggestions?
Thank you!


texts:
I've set up my first scene in experimenting with lighting and glass, and at one point I managed to have the Sun lamp object shine through the windows and cast intense shadow inside the room. This was exactly what I wanted. However, in trying to switch to 'Cycles' mode, my PC crashed. I lost those few hours of work. No big deal, except I can't make the transparency work again.
Emission objects seem to pass their light through the glass, but the Sun lamp I set up isn't. This is really frustrating! Image is attached for reference of nodes used (yes, it's Principled BDSF but I used a Glass node earlier and it still didn't work as intended.) I really would love some help


texts: My Cloth Sim with Pressure is Acting very Unusually

texts:
So I've been making this scene with some balloons. They have been absolutely fine until now. The sim plays through absolutely fine (sort of) and then the 2nd time around, even if I bake the sim, it starts going all crazy and i have no idea why. I think it's a bug. I've made the scene exactly the same before, it had self collision and collision with other objects and they were all interacting fine. Then all of a sudden the animation wasn't playing back and kept crashing blender. So I remade this scene and now this is happening.
Here's a link to the blend file
And Here's a link to a video of the problem: https://vimeo.com/549503971/9e965b00bd
Here's a link to another video with exactly the same setup and it's working fine: https://vimeo.com/549505660
Hope someone can help because it's driving me nuts. Remade this project a few times and goes fine for a while then starts going nuts for some reason.
Many thanks!


texts: Blender file keeps crashing - how do I open it in safe mode?

texts:
I'm making a blender video using the VSE and compositor, with multiple scenes. I noticed that it's a bit buggy when I'm using blender scenes in the VSE editor, but so far everything was working.

Now all of sudden, I can't even open the blender file without it crashing. Please help! Is there a way to run it in safe mode, or disable something so that it will open?

I'm on a macbook pro running blender 2.76b. I don't know how to view the console so I can see the error message.


texts: I cannot weight paint my character mesh; the mesh just appears with a yellow grid on it

texts: I'm brand new to Blender, and am sure I am just making a simple mistake, but this is what I see when I switch to the weight paint tab. I don't get the multicolored surface which I can add to / subtract from, I just see this yellow lined surface and I cannot do anything to it. Any help would be greatly appreciated.


texts: Why is my render result is just rendering a little square?

texts: I have a problem with my rendering results, it is just rendering a little square of all the image, I don´t know why.


texts:
I wanted to give a try to create and animated a character i made back in the day and there's a few thing i would like to know to make easier to create it.

I completed the body with a few problems with the edges which i can take an idea.
Where i would like to know is if there's an easier way to "soft" the body to look like almost a perfect sphere instead of use the proportional editing everytime on each vertice or using sculpt.

PSD: The pike on the third image is intentionall. Last images on sculpt mode to clarify( need the body to be smoother like a round sphere)


texts: Bump map not showing differences for different height

texts:
I've tried three cubes with different height, and render the height map in Render View Image, the upper one is the height map, the lower one is a plane with the rendered height map.
From top-down view,

From side view

My question is why there is no difference when the height map is applied, my node steup is like this,

Edit:Slope doesn't help too much for the height, I can't tell the difference either.


texts: Armature not animating in Blender Game mode?

texts:
I'm relatively new to blender and I'm currently trying to put an animation of Shrek performing the Gangnam style dance into Augmented Reality however I seem to have ran into some bumps in the road.

The blend file is very simple, a looping animation using the always game logic sensor and the animations play great in timeline view, but when I try and press P in Blender Game Shrek disappears which I find odd.

I've tried deleting the armature modifiers in the modifiers menu on the character model but when this happens there is no deformation of the character model in timeline view, and when importing the file into Unity there is no animation here either, apart from in the animation preview which I'd guess say would be the equivalent of Blender's timeline view.

Would anyone be able to offer any advice? I'm sure it's pretty simple.

Cheers,

Oliver


texts:
I'm using a simple script to create and render a scene and when I run the script from command-line as blender --background --python hello.py it prints lots of lines like:

Fra:1 Mem:7.99M (19.13M, Peak 27.65M) | Scene, Part 243-256
Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 244-256
Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 245-256
Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 246-256
Fra:1 Mem:7.99M (19.13M, Peak 27.65M) | Scene, Part 247-256
Fra:1 Mem:7.99M (19.13M, Peak 27.65M) | Scene, Part 248-256
Fra:1 Mem:7.99M (19.16M, Peak 27.65M) | Scene, Part 249-256

Please, does anyone know how to render silently, i.e. not verbose? --verbose 0 didn't help...


texts:
new to Blender but really enjoying it. There is one specific effect that i've used a fair bit in After-effects & fusion which is grid/mesh warp. Basically the software adds in a predefined number of mesh/warp points, & you can drag them out to create interesting effects.

This is a simple animation I made using grid-warp to give the impression the tree was swaying gently in the wind.

https://www.harrisonillustration.com/animation/hjhxcsgb01tiqjhj9i2d1ob0fgmpvx

Attached is an After-effects screen grab.

I've imported an alpha channel .PNG into blender as a plane, but have been stuck for days as to an easy way to warp it.

Any help much appreciated.

Ok that sounds hopeful :) ..any links to tutorials?....since posting the question I've got as far as using ‘loop cut’ in edit mode to make a grid, & this can be deformed, but there doesn’t seem  to be a way to keyframe the deformation..


texts: Emission shader on large object is black in Cycles?

texts:
Starting with a new scene, I inserted a UV sphere with a 5028' radius (1 mile). In edit mode, I removed the bottom half making it a dome, then flipped the normals inside.

Then I added an emission shader. In cycles, it's just black, no matter how much I turn up the light/emission power. It works OK in Eevee. I also can't get point lights bright enough to hit the dome.

It works fine if the dome is 100', so this has something to do with the scale. I changed camera clipping to 30k feet, and I also set clamping in cycles to 0 for both. I wonder if there is a "light clip" setting somewhere? I also tried using the light falloff node with constant and the maximum strength it would allow.

I'd post a picture, but it's just black....

How do I get an emission shader to work on a giant object and/or from a great distance?

2.82a

UPDATE:

Here is a test file:

There is no scene camera, just the viewport camera with cycles enabled. the camera is position inside the dome.


texts:
I'm my experiments with hair in the particles feature, I've seen certain ways one can shape hair, such as the manual and tedious usage of the particle edit mode functions, to using bezier curves as hair guides.

While curves do make the process significantly easier, it still seems limited. From what I've tried, it makes the hair take on a noodle-like shape. This got me wondering. If a curve could be used as a way to guide hair into a desired shape, why not a mesh?

Naturally, I tried to recreate the steps of using a curve guide, but with a mesh, but nothing happened. Is it not possible, or am I just not doing it correctly?

To clarify, the curve guide method is to create a curve, enable the curve's force field physics and set it to curve guide.

Running 2.8


texts:
Is there a simple way to feather edges in the Node compositor?

Here is an example of what I'm trying to achieve.


texts: Leaving edit mode loses almost all detail

texts:
I'm fairly new to Blender (and 3D modelling). I'm trying to model a human ear to attach to a head I've made. This is my second attempt because I wasn't happy with the first. I started with a single plain and extruded the basic shape. I added a subsurf modifier with subdivisions set to 1 and applied it. Then I added another subsurf modifer (which I haven't applied yet) and currently have the subdivisions set to 2. But I've just noticed that when I switch to object mode the ear loses almost all detail and I can't figure out why. This didn't happen on my first attempt at making an ear but I can't think of anything I've done differently other than laying out the initial faces in a slightly different pattern.

Edit Mode:

Object Mode:

EDIT:

Subdivisions set to 0:


texts: Why can't I see an outline around selected objects?

texts: I think I pressed something I didn't know and now object that I want to select won't get highlighted. The outline thing when you select an object doesn't appear, I still can move it around but that orange thing doesn't appear.


texts:
I have been trying to model a dumpster wheel in Blender, but it turned out to be trickier than I thought. In particular, I just can't figure out how to do the central part (with the holes). I have tried this a couple of times, but ended up with nothing but a mess. Could you show me the correct way to do this? I'm not completely new to Blender, so there's no need to be too specific.

Here's the reference picture:

http://www.jtmetal.com/steelcaster2.jpg

[And just when I thought I was already past the “beginner stage" in Blender before this. Meaby I should quit Blender and throw my computer out of the window.]


texts: Help in getting color on an ocean modifier plane with solidify

texts:
I've managed to find some tips on the forum on making an ocean by using a plance + ocean + solidify
But I can only color the upper surface while i want the "depth\volume" of the ocean to have color as well.
Anyone know how can I achieve this?
screenshot attached.


texts:
My global axes are not not level anymore. How can I reset?

So I don't mean an object, but the actual coordinate system.


texts: How to set the animated character's position on the grid floor?

texts: I already animated the action for the character, just realise that the character in the middle of the grid floor, My question is how can i set the character on the grid floor instead of inserting keyframe one by one


texts:
Issue: I can't seem to fix this strange shower glare that's happening at the top of my glass for a shower. Can anyone help me figure out how to remove this glare, and/or explain why it's happening?

Context: I know the source of it is caused by an Area Light above it, which is used to light the shower area, but I can't figure out how to remove the strange glare from the light that reflects into the glass. It also reflects on the ceiling behind it, and I don't know how to get rid of this. Any suggestions?

Thank you in advance!

Link to downloadable file

The glare:

The Area Light setup above the shower:

The shower glass node setup (includes a raindrop material for creating condensation on the glass):


texts: How to change mutiple parts by changing just one?

texts:
Let's say I'm changing the scale of one face and subdividing it and whatnot, but I have 20 of those faces. How do I just select all of them and change one so that it also changes all the others in the same way I changed the first one?

I'm making a castle, and I have a design to make, but I don't want to do it to every brick, I just want to select one, make the fancy design, and then it would be on all the other bricks so that they would all look the same.


texts:
So, as a newbie relatively new to blender, I started doing some texture mapping (blender internal Render). I created a texture for the main object and a couple of transparent decals to decorate it. (basic effects made in GIMP). Simple stuff, just to know how it works.

After unwrapping, having 2 UV maps made, creating both new material and textures, enabling UV mapping coordination I always end up with:
 - all - 1 faces of the cube being covered nicely in the main texture
 - 1 face covered in blank material with a decal in the middle of it
 - the whole thing partly coated by a huge "stain" of a decal

So, the problem is that I can't layer textures correctly. Is there a way to have one texture covering everything and more transparent ones on top of it?
I am working on a bigger project right now and having this ability would be useful


texts:
My intent is to have a black letter on a bright white background.  I have played around with lighting, roughness, etc but I just can't get the clean colors I want - just these different shades of grey.  The image is below, as well as the shaders.

Thanks in advance for your help!

Here's the image.

Here's the shader for the black.

Here's the shader for the white.


texts: Mesh moving in the opposite direction to bones

texts:
I'm very new to blender. I've meshed a basic structure and added some bones for the legs, but the mesh is moving in the wrong direction for one of the legs. See the video below:

https://gfycat.com/MagnificentThatLaughingthrush

Any idea how I can get the mesh for the right leg to move outwards?


texts: How does blender convert a color's value to a numeric value?

texts:
I've been creating procedural materials in cycles likewise creating roughness textures but recently something's been bothering me. The Value showed in the HSV do not match with an actual numeric value, thus creating unexpected results.
In my current scene I have a gray color which has 0.5 as Value in the HSV sliders, but then if I connect that into roughness or any other slot that needs values I get a different result than if I input a value node with 0.5 as value (hopefully this paragraph made sense). So my question here would be, how to treat colored textures (roughness for instance) in order to get the correct output values (or at least the desired ones), meaning that if I have a texture with HSV showing 0.5, the actual value be 0.5.
Thanks in advance :).


texts: why blender motion track didn't render the movie?

texts: I build a motion tracking animation, but the render result didn't shows my video. I make sure my nodes are linked right. what's wrong with my animation? please help me!


texts: Blender Game Engine not displaying World texture

texts:
I'm trying to add an equirectangular image as a world texture in the game engine. The texture displays just fine on other objects, but I can't get anything to show up in the sky. Am I just missing a setting somewhere? I've tried everything suggested in the the other threads for game engine texture display (I think!).

Here's the file:
https://www.dropbox.com/s/g5plirpm22vqf7l/BGE-textureProblem.zip?dl=0

And here's what the camera shows when I run the game.


texts: So i was multires sculpting this until I realized i had to apply the scale to the mesh because when i would switch from adding to subtracting it kept acting inversed, and just kept sculpting after fixing. But now everything i did before that is inside out. Is there a shortcut to undo this properly instead of starting from scratch?


texts: Attaching edges with dissimilar vertex counts

texts:
I'm experimenting with adding modelling techniques, one being attaching edges that don't have the same vertex count (for example so I can model hands with more detail than the arms to which they attach).  I've made two simple meshes to experiment on:

I've tried various ways of connecting them and have so far come up with the following:

Whilst these work for basic flat planes, there's a couple of issues:

The version with 2x vertices in one edge introduces triangles
The version with 2x vertices introduces poles with 5 edges meeting at a vertex
The version with 3x vertices introduces poles with 6 edges meeting at a vertex

I expect that there's no way to eliminate all of the above issues, but are there ways to minimise them?  Is there a recommended technique for doing this in the general case (connecting edges with an arbitrary number of vertices?)


texts: When I render the objects are in a different position then they are in camera perspective

texts: I am guessing this is a very simple fix and apologise for my ignorance in advance.\


texts: How do I achieve this 'dynamic cracking" effect in 2.8?

texts:
Im trying to achieve this effect in 2.8, any help would be great!
https://www.youtube.com/watch?v=05tEg_Im6Bk


texts: Rendering the scene causes models' geometry to break

texts:
I don't really know how else to explain it, but whenever I render my scene the models break with some of the geometry being rendered and some of it not.

Link to the .blend file


texts:
Complete beginner here just three days experience.

I am creating a bottle water, picture below. and I want to achieve two things.

I want to have a circular mesh in the shape of the circle beside the bottle to cut all the 3 bottom swimming lines like as if it is part of the bottle on both sides.
I also have a vector logo which will go into the circle all meshed together with the bottle.

Like I said I am a complete beginner, and I will be glad if someone can point a very easy and straightforward tutorial to achieve this.

Thanks

Edit

Look at this plastic.

I want to achieve the annotated bump on the plastic below where the annotation is using the circular shape beside the plastic or any means possible.

Guide will be appreciated


texts: Fire Created in Blender 2.92 looks Mushy and Blurry

texts:
I am using Blender 2.92 on OS 11.  Playing with fire....
The flames are there, but kind of mushy.
This is EEVEE, but Cycles looks the same.  I am including screen shot of shader for domain as well as settings for domain and emitter.  It is okay, but not as well defined as what I have seen in tutorials.  I need it to be more "flamey" and less "Smokey"
suggestions appreciated.


texts: After I finish doing texture paint when I go to viewport my object is purple anyone knows how to fix it?

texts:
When I finish my texture in texture paint on my object and go to viewport shading the whole donut goes purple and I don't know how to fix it.
But on the other settings I can see my texture perfectly it's only on viewport mode.

Also I have noticed that in shading once I don't connect the base color on prinicipled BSDF node to the color on image texture node the purple color disappears but then there is no texture and I need it to finish my render so if anyone has the answer that would be great thank you :)


texts: There is a way to add custom split normal use Python API?

texts:
I can't find a way to achieve custom split normal effect.
I want to use python (mesh normal/hard edge or soft edge) data collected from Maya then write to Blender mesh.

How to do it using the following Python API and how?

bpy.data.meshes[objName].normals_split_custom_set_from_vertices

bmesh module


texts: how do i enable "modifier" in blender 2.79?

texts: I want to be able to morph some modeled pieces. I am unable to use the apply modifier control. It is disabled. I'm doing all that i can to re-enable it. Nothing is working. What am I doing wrong? How do I enable the Modifier?


texts:
I make my object complex so that i can paint real circle in part of his body but when i decimate it my circle look terrible. I don't know what to use to make this circle stabile and make my object with less polygons as possible. . Now I have 766 000 faces and that is not acceptable. Please help. (sry for my bad english)

I have one more question. I tried to use f brush to point out his water gun but is there a better way to get punched his wather gun?


texts: MSGBUS drops subscriptions on new or reload blend file

texts:
Any ideas why the subscription via msgbus to property changes (node/attr) are dropped while starting a new blend or reloading a blend file?

I use msgbus to subscribe to changes to a node name (in the sverchok blender add-on) and I setup these subscriptions once in the register() of one of my nodes that need to monitor such changes. Everything works fine after I just launch Blender.. however, once I reload a saved blender file or create new blend the subscription does not work anymore. Reloading the scripts fixes the problem (since the subscription call is re-run).

(see here a video version of this description: https://youtu.be/-KwFKuxbnJs)

    VIZ_NODE1 = sverchok.nodes.viz.vd_draw_experimental.SvVDExperimental
    VIZ_NODE2 = sverchok.nodes.viz.viewer_idx28.SvIDXViewer28

    subscribe_to_list = [(VIZ_NODE1, "name"), (VIZ_NODE2, "name")]

    def msgbus_callback(*args):
        message = args[0]
        print("msgbus_callback: ", message)
        # propagate the messsasge to all layer nodes
        layer_nodes = [n for n in bpy.data.node_groups['NodeTree'].nodes if n.bl_idname == "SvViewerLayerNode"]
        for node in layer_nodes:
            print("propagate msgbus callback to:", node.bl_idname)
            node.viewer_changed_name()

    owner = object()

    def subscribe_to_viewer_changes(subscribe_to):
        # listen for changes to the "name" property of any node of viewer classes
        print("layer_nodes_subscribe_to_viewer_changes: ", subscribe_to)
        bpy.msgbus.subscribe_rna(
            key=subscribe_to,
            owner=owner,
            args=("Viewer node name property has changed",),
            notify=msgbus_callback,
        )

    def layer_nodes_subscribe_to_viewer_nodes_name_changes():
        print("layer_nodes_subscribe_to_viewer_changes")
        for subscribe_to in subscribe_to_list:
            subscribe_to_viewer_changes(subscribe_to)

   ...

    def register():
        print("Registering the SvViewerLayerNode classes")
        _ = [bpy.utils.register_class(cls) for cls in classes]

        layer_nodes_subscribe_to_viewer_nodes_name_changes()

```


texts: How to get access to Bone Matrix on the Previous frame with Python? (or animation nodes)

texts:
Does anyone know if it is possible to get access to a bone matrix on the previous frame with python? (or any offset value for that matter)

I'm trying to figure it out but it isn't possible to sample the fcurves, as that won't include parenting and constraints (there isn't any animation curves on the bone I want to control anyway)

And it also isn't possible to jump to the previous frame with frame_set(), as I'm trying to find a solution that will work in the viewport rather than just at playback (for animators to see the result while they are animating).

I've also looked into using Animation Nodes fo this.  In the older versions of the add-on there was a 'Frame offset' on the Matrix Input Node (in the advanced node settings).  This feature looks like it has been removed in the latest version.

So I'm after any ideas on how to get access to the bone matrix data on the previous frame using...
(A) Python or
(B) the latest version of animation nodes (2.1)


texts: UPBGE and VS Code issues with python and Blenderpy module Cant use blender script in local IDEs

texts:
1
I am new to Blender community and has created some add-ons to model things through code..
However, I am failing to execute the same code through my IDE, IDLE and VS Code with all my paths set for Python 3.7.0 installed inside python folder of Blender directory (cant use other version for VS Code as Blender extension in VS Code only supports python 3.7.0 and the same Python version is compatible with only Blender 2.80)
However I have installed UPBGE in another drive with latest versions of Python and Blender.. There, I manually installed latest version of Python like the one I had installed
So, I have my python interpreters at two following locations
C:\Program Files\Blender Foundation\Blender\2.80\python\python.exe

D:\Softwares\UPBGE\2.93\python\python.exe

Problems are as follows:

When I check python version through command "py --version" it
displays 3.9.1 even when interpreter selected as 3.7.0 in VS Code

Whenever I install any pypi module through cmd, it installs the module to older version, i.e., 3.7.0 directory in C drive even when python 3.9.1 interpreter selected

Whenever I try to run any script importing bpy stuff, it says bpy module is not present cannot find the module named bpy-types

Whenever I try to launch Blender from VS Code extension, it gives error saying "TERMINATED WITH EXIT CODE 1".. I think the same problem would be behind not finding blender modules


texts: Cutting off a cone as if it is a light ray

texts:
I am trying to draw this simulation drawing where the smaller box is a kind of light source, and the bigger box is a cardboard box which blocks off some off the light at the side(like limiting the extents of the light). This cardboard box has an opening at the front so light can pass through in front, but not at the side(hence, the majority of the light can pass through, but some at the side are blocked off)

I am trying to cut off those part of the cone where it is blocked by the cardboard walls. But i have tried several ways but just doesn't work....

Anyone has any idea how to do it?


texts: I've googled and tried a lot, like the common answer changing the ''Camera Clipping End'' the rendered version changes each time depending on the camera view but nothing seems to be working, I'm quite new to Blender


texts:
How do I bend this arm (block) so it curves into the torso?

I'm using Cycles and I'm not that good with NURBS curves and all that. Is there an easier way?


texts:
I'm using Blender 2.75, 64 bits with two GTX-980.
I work with a script that render without issues with low resolutions (up to 480p). However, when I try to render with higher resolution the rendering process crash randomly with Error: EXCEPTION_ACCESS_VIOLATION. By randomly, I mean that sometimes it renders up to 10 images before crashing, and sometimes it crashes at the first one.
I've put two logs at the end (one successful and one failed) of the same frame being rendered at 720p.

How can I identify the source of this issue? I think that it has to do with some  performance preset, but I don't know what to look for.

Rendering successful

Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Remaining:00:02.05 | Mem:1331.54M, Peak:1331.54M | Scene, RenderLayer | Path Tracing Tile 9/9
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Mem:1327.59M, Peak:1331.54M | Scene, RenderLayer | Finished
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Compositing
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Compositing | Determining resolution
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Compositing | Initializing execution
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 2-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 2-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 3-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 4-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 5-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 6-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M)
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 9-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 9-9
| Compositing | Tile 9-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Deinitializing execution
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) Sce: Scene Ve:0 Fa:0 La:0
Saved: D:\software\3dgenerator_blender\renderWrap\F_01_Original\Apt\lightNone\noPose\8febee5b-daa2-40de-8aac-754aeb1a486e.png
Time: 00:12.80 (Saving: 00:00.16)

Rendering failed

Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Remaining:00:02.11 | Mem:1331.54M, Peak:1331.54M | Scene, RenderLayer | Path Tracing Tile 9/9
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Mem:1327.59M, Peak:1331.54M | Scene, RenderLayer | Finished
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Compositing
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Compositing | Determining resolution
Fra:244 Mem:209.85M (0.00M, Peak 404.40M) | Compositing | Initializing execution
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 1-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 2-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 5-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M)
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) | Compositing | Tile 9-9
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) Sce:  Ve:0 Fa:0 La:0
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) Sce:  Ve:0 Fa:0 La:0
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) Sce:  Ve:0 Fa:0 La:0
Fra:244 Mem:219.73M (0.00M, Peak 404.40M) Sce:  Ve:0 Fa:0 La:0
Error: EXCEPTION_ACCESS_VIOLATION


texts: Why is this arm bone bending the other way after exiting edit mode?

texts:
I have a bone and I'm giving it a slight bend for a pole target, and on the right side of this image

the arm is bent the other way. Its also bending the other way when I move the ik. Help please.


texts: Adding some mesh to existing rigged mesh

texts:
I have done rigged mesh with maked animation. Now, I have to add some mesh (new part of character) to the finalized rigged character. Can you please help me? :) I tryied find solution, tried "everything" and nothing help me, becouse the new part not corespond weight painted character. And when I reset all and maked new parent with aumotatic weight paint everything is absolutely wrong... :(
Thank you.
Robert.


texts:
So I have a subdivided Plane acting as a base and a flower object with random colour node set to it and I'm using it in a particle system to cover the entire Plane: the regrow at the exact position where another one already is even when there's empty space left. The trouble seems to be that if I set it as 'hair' the particles start overlapping before covering the entire Plane.With 'emitters' the tend not to align neither with the faces nor vertices as I want. I tried with a particle collision animation but can get to work it right.
Is there a way to prevent particle from overlapping each other and spreading uniformly over a plane(not grid).


texts:
I have now for a few hours been trying to animate one set of bones but with no success. I animated one set before and that worked but with this one it does not want to be animated.

I have placed the bones in one position and then moved the time line indicator to frame 0 and then pressed "i" and captured the location. Then I placed the time line indicator to frame 25 and pressed moved the bones and pressed "i" they show up on the time line but when I render it or move the time line indicator it does not show the recorded animation.

I have no idea why it does not work I tried different methods, with using the auto record button but that did also not work.

With kind regards,
Remmert


texts: Objects shows through other objects when compositing

texts:
I'm trying to composite some lights using screening but while it looks fine head on, it shines through parts of my main object.  Sorry my node setup is large; hopefully you can see it better when you click on the image.

Here you can see what I mean as the lights go through the hose:

Here is my node setup:

Thanks!

EDIT:

I found the solution.  Not sure why this worked, but I just made the hose (and subsequently every other object on the first layer) a pass index of 1, and used an ID mask (with 0) directly from the first layer into the factor of the screen node.

Here's the updated render:


texts: I'm trying to 3D print this chair, but the lumbar area is too thin. The rest prints fine. I've meticulously selected the boundary of the area in question (I suspect one of the loop functions would have helped me there). How can I thicken that area to match the upper section of the chair? As you might guess, I'm pretty new to Blender. Thanks.


texts: Navigate the disk cycle, like you can navigate the loop and radial loop cycles in bmesh?

texts:
So, in bmesh you can navigate the loop cycle via

loop.link_loop_next
loop.link_loop_prev

You can navigate the radial loop cycle via

loop.link_loop_radial_next
loop.link_loop_radial_prev

What I'm missing is access to the disk cycle. There should IMO be

loop.link_loop_disk_next
loop.link_loop_disk_prev

which would allow you to cycle the loops around a vert, as described here.

Is this something that's coming in the future? Was it left out deliberately? If so, why?

I realize you can do it by combining the loop and radial cycles, but it's not very convenient.

Any input is appreciated!


texts: Apply mesh transformations to primitive_uv_sphere_add()

texts:
How can I apply mesh transformations using the Blender's mathutils 3D transformation matrix to a sphere formed using bpy.ops.mesh.primitive_uv_sphere_add()

I am successfully able to construct a 3D transformtaion matrix using mathutils.Matrix.Rotation matrix and mathutils.Matrix.Translation matrix and apply the transform() operation on a mesh created manually using me = bpy.data.meshes.new() and passing it the vertices and faces/edges using me.from_pydata(verts, edges, faces). However, I would like to use the same transformation matrix to apply the corresponding transformations to a sphere.

Can someone point out a way to do the above; or suggest some workaround for the same?


texts: How to light up back of mesh from emission material or light

texts:
I currently have a planet with asteroids.
A sphere with an emissive material is in the back.
The problem is that when the asteroids, which I animated, move in front of the sphere with emissive material, it completely blocks out the "light" instead of letting the emission wash over the asteroids.  I also positioned a spot light with the emissive sphere but it didn't really help.
Is there a better way to solve this problem?
I'm using eevee rendering engine.


texts: How to give a variable rotation, scale or location offset to dupligroups objects?

texts:
I would like to bring a natural look to my dupligroups by giving every instance a different scale and/or rotation.

Predictable: All locations, rotations and scales fields in blender can be computed (give 3*2 and it will compute 6). But is it possible to give a rotation like RotX = "a factor" * LocX instead of having a fixed value ? Then moving the object would rotate it and duplicating it with dupligroups would give predictable rotations to the instances.
Random: Is there a special symbol as well for random ? (for example like writing "r" in a field to make it random ?)

I know a particle system can give such result, however, this method misses some of my goals :

easy real-time preview while editing : Unlike Blender 2.49, newer versions still don't offer any 3D preview in particle painting mode, you have to constantly switch back and forth to/from object mode to see what your changes look like.
I didn't find any way to take the area of an Ngon to define the scale of the emitted instance. Dupligroups allow it as allowing to only have 1 instance per Ngon and not per triangle.

If I'm just bad and there are options to have this 2 goals reached with a particle system, I'm ok for such a solution.


texts: Stuttering Mesh in perspective display viewport

texts: I was working on modelling this piece for a necklace so it was already small in size but when I switch it to perspective the faces start to stutter and spasm like it’s Z-fighting.


texts: Where is the "Local Coordinates" option for Inflow Object?

texts:
I want to use an animated object to determine where liquid pours out from, but I cannot for the life of me find the option that dictates this...
Previously this option was in Blender 2.79
So far, after several days of looking, my search efforts have gone in vain. Hopefully this question isn't too redundant!


texts: Change animation time to match audio track

texts: I'm changing an animation simple youtube intro from 24fps to 60fps. The music in the intro plays at the right speed but the animation only lasts for the original time and hasn't changed its length with the new frame rate. So it is rendering what appears to be VERY QUICKLY while the music it was matched to is still playing I have a black screen because the animation is over. Is there an easy way to have the time of animation match the time the audio takes to play?


texts: I can't get my model to stand up straight in pose mode

texts: I'm animating a model for the first time without step-by-step instructions.  I can't get my model (R2-D2) to stand up straight in pose mode. The bones turn into a pile when I try to move them.  I think my problem would be more easily solved if someone were able to actually open my .blend file and look at it.  Is it possible to upload my file with my question? Since the Blend-Exchange method isn't working, I am now trying to make my file available through Dropbox. dropbox.com/s/y8jfkcdp1eg4a5m/R2D2-e.blend?dl=0


texts:
Is it possible to make the normal map gradiently transparent? I need to do this Making Vertical Gradient, then make top half transparent , but not for the object, only its normal and specular map.

Why? Because I have one object with 2 different maps. I have got rid of the seams with texture paint, BUT the strength of the normal map differs, so seams are created. So I need to make them transparent where they meet, in order to get rid of them.


texts: Isometric 30° seems to behave like dimetric 26.6° (Blender 2.8)

texts:
Isometric video game graphics article on Wikipedia says:

  The projection commonly used in videogames deviates slightly from
  "true" isometric due to the limitations of raster graphics. Lines in
  the x and y directions would not follow a neat pixel pattern if drawn
  in the required 30° to the horizontal. While modern computers can
  eliminate this problem using anti-aliasing, earlier computer graphics
  did not support enough colors or possess enough CPU power to
  accomplish this. So instead, a 2:1 pixel pattern ratio would be used
  to draw the x and y axis lines, resulting in these axes following a
  26.565° ( arctan(0.5) ) angle to the horizontal.

I'm making a game and decided to create some assets in blender, with this typical use of pseudo-isometry, in order to be able to retouch my renders with "neat" (as Wikipedia puts it) lines, or to avoid changing viewing angle when switching from renders to fully drawn pixel art.

I've added a new camera with 0;0;0 rotations in the center, moved it up, parented it to an empty in the center and rotated that empty along X to 63.4 (which is 90 - 26.565, as I had to set the angle from the vertical and not the horizontal).

Then I parented that empty to another object in center, which I rotated along Z by 45°. You can see on the image, that a bounding box of a plane I use as a guide, is drawn in same, sharp style as in pixel art - except it has a jagged line:

This wouldn't be a problem, as I see it, the algorithm drawing these lines could be not optimized to draw them in a "neat" pixel art pattern, even if its angle allows for it. However, I started to have some fun with the interface, by fine-tuning the rotation of my empty until the lines became perfect:

I looked at the angle with which I achieved this result, and lo and behold, the angle was exactly 60° from the vertical (30° from the horizontal).

I don't understand what is happening here. Is Wikipedia wrong on the angle 26.565° producing "neat" lines? Does Blender introduce some magic algorithm, that somehow makes the "neat" lines possible on true isometric view? Does Blender lie about the angle, or does it apply some kind of a trick like slight vertical stretching/horizontal contracting in order to preserve 2:1 ratio for these lines?

I tried to see if it stays the same on renders, and it seems the effect is there too (I didn't know how to render crisp lines, but I measured pixel colors in 2 px to the side and 1 px down pattern and the render with real isometric setup was more consistent with the colors along edges than the one with pseudo-isometric setting).

As in title, I tested it on Blender 2.8.


texts: Join objects deletes surfaces, and messes it up

texts: When I join 3 objects together they mash up in a wierd way. Instead of joining together, they all go to the same z-coordinate.


texts: Blender 2.83 Cant see particles in render

texts:
I am brand new to Blender coming from Maya and I can't figure out why I can't see my particles in the render. Am I missing something?

The Emitter, Domain and Collision Object all look good in the Viewport, but the Render View does not show any particles. I needed foam and spray.

Thanks


texts: Why don't my materials reflect HDR images?

texts:
When I load a HDR into my scene and set rougness to 0 a material it don´t reflect the HDR image. It´s like it take the light info but don´t reflect the imagen.

The left material have metallic 1 and rougness 0. The right one have metallic 0 and rougness 0.
I tried with Eevee and Cycles.
Am I missing some settings?
Regards.


texts: How can I make honey drip down a surface endlessly?

texts: I am trying to recreate a concert visual of Ariana Grande's. The visual looks like a white liquid dripping down a wall. This goes on for 4422 frames. I tried with particles and and icosphere but it did not give me the dripping effect. What I am trying to make is a liquid dripping slowly down a surface that goes on for a long time. I will insert a photo. Someone please help![this is the effect I want. It drips down for 3 minutes]


texts: uv_textures.active.data[0].uv equivalent in Blender 2.7?

texts:
I'm trying to update a 3rd party addon from Blender 2.6 to 2.7, as the author won't do it.
The only problem I have is here:

ActiveUV = BMesh.data.uv_textures.active
for iFace, BFace in enumerate( BMesh.data.polygons ):
    FaceUVs = []

    if ActiveUV != None:
        for UV in ActiveUV.data[iFace].uv:
            FaceUVs.append( [UV[0], UV[1]] )

And I have this error message:

  'MeshTexturePoly' object has no attribute 'uv'

I've tried with:

BMesh.data.tessface_uv_textures.active

But it returns 'None'

And with:

BMesh.data.uv_layers.active

But It doesn't seem to be the right one.


texts: Getting Error "CUDA binary kernel for this graphics card compute capability (8.6) not found"

texts:
I have a new NVIDIA RTX 3080 FE and I just started having issues where I'm unable to render via Cycles when in CUDA - GPU Support. When I first installed the card I didn't have any issues initially. I rendered an old project no problem. But I did a NVIDIA driver update to Geforce V 456.71 and since than I get this error - "CUDA binary kernel for this graphics card compute capability (8.6) not found."
I'm running Blender 2.83.8 Windows 64. I also downloaded Blender 2.90.1 thinking that might support the card, but that version simply crashes and I don't even get an error.
Has anyone else encountered this issue yet? Is this simply because the 3080 isn't supported for Cycles yet.


texts: Rendering Issue - Tracked Video & 3D Object Composite

texts:
When I render the scene, only the tracked video appears; the 3D objects do not render. However, the objects appear if I set my active view to rendered (Shift-Z). "Restrict Rendering" is inactive.

After rendering, this message appears:

  No Layers in Render Result


texts: Imported 3D scan displays texture in editor, but renders without texture

texts:
I am new to blender and I have a 3D scan of a stone tablet (which I am unfortunately not able to share, so I will try to be as detailed as possible) which was imported as OBJ and MTL files.  The editor displays the texture and mesh perfectly, but when I render the scene (pressing F12) the texture is not there.  I am trying to use blender to reduce the file size of the tablet for use in a three.js visualizer for a website.  I have tried exporting the file as a JSON file (as well as several other file formats to the same effect) for use in my three.js webapp and thought it was an issue with three.js, but after seeing that blender did not render the tablet with the texture I now believe it is an issue with my blender configuration.
I am unable to find within blender or online any way to check what current resources I have displayed and what options I have with them.  I have not applied a mesh or texture to the object, but when I do so it renders with the generated texture applied in the default pink.  I am confused as to where the disconnect is between the editor and the renderer.
I am still figuring out what is important and where to find all the relevant information, so any help on that regard would be very much appreciated.  Here is what blender looks like for me with the sensitive parts censored (can't be too careful these days):

I have looked at this question: Texture view works, but render is without texture
And there is no material overwriting the texture - I have not assigned a material to the tablet at all.
EDIT: In regards to the duplicate answer, I looked at that one as well and the issue I have is that it doesn't have an actual texture file that I can just put on it.  The OBJ MTL files come with their own file that can't be applied directly to the model.  Blender read the OBJ MTL files and recreated the object inside blender algorithmically - and now I need to know how to get blender to tell me where that texture is and how I can get it to show up in the render.  The texture is not on my hard drive, but entirely within blender which is the issue I am having.


texts: Blender 2.8 Shader editor : I can't add any node

texts: As you See on Photo I cant add something on shader editor. What am i supposted to do?


texts:
Still trying to understand some audio/video sync issues, I noticed the following weird behaviour (that seems to be related to said issues) of Blender.

Sometimes just opening a .blend file (not modifying anything, and I mean anything) and then exiting (without saving) will cause Blender to silently modify this file, unless it is marked as read-only. Moreover it seems the case that when this happens, the modified .blend file is slightly smaller than the original file (around 3 kB). Also it seems that this 'phenomenon' always occurs when I have these strange audio video sync issues.

Hence I would like to know what causes Blender to silently modify .blend files, and which data it is that is being modified.


texts: Is there any way to apply adaptive subdivision displacement to mesh?

texts:
Following Gleb Alexandrov's tutorial I made a cool displacement mountain material with adaptive subdivison and a few noise textures in the displacement output. For another project i need this same mountain model, but as real geometry rather than render-based since I want it 3d-printed.

Any way to apply the adaptive subsurf modifier or convert the material nodes into an image-displacement texture?


texts: how can i quickly optimize this mesh out from a curve?

texts: this is a hair that i have done for my character there, so its made out from a curve, after convert it to mesh, it gave me too much verts or poly count, i need to optimize it, i tried the unsubdivide option but it gaves me a weird result because of the triangules topology, and decimate modifier but its ugly as fuck the shape and topology, the the result that i want its the first that i tried but unfortunately that issue happened.. its there a better way to optimize this kind of meshes?


texts:
I am hoping this is a simple question....

I have a Gradient Texture,
I have a hollow circle mesh extruded to a ring,
I have an outside/outset and an inside/inset to the ring.

I am trying to map the gradient texture in a clockwise or counter-clockwise rotation to just the inset face, so that if you cut the ring and laid it flat the gradient would just be a simple left to right flat gradient.

Does anyone know the easiest way to do this?


texts: I can't find a way to close a view panel, in particular the horizontal at the bottom, is pretty useless to me at this moment.


texts:
I am a Fashion/DIY YouTuber who has successfully used Blender & Gimp to produce videos for more than two years now.  I am looking to take my video editing to the next level by adding more effects.  However, I am having trouble with simple things like making my transitions appear clean.

For example, I added a png image into the VSE which is the title for the video.  I wanted it to move across the screen, so I made the image Offset start at 0 and move over to 1000 about 11 frames later.  I used to do this using the Transition Effect, but it looks way worse as far as lag.  Here is the link to the video I am talking about. (https://www.youtube.com/watch?v=wCJ0eidTFhQ)  It occurs on the text at about the 34 second mark.  Can anyone help with this?


texts: I texture a model and then import it to unity. The texture doesn't stay, Why is this and is there a way to get a textured UV map?


texts:
Is it possible to create a Normal Map from a Texture, not a mesh? If so, how?

As I'm working on an Eye, and have already made the textures, I was wondering if it was possible to create Normal Maps out of those Textures.


texts: How to hide the axis lines that show when moving objects?

texts: when you move an object in blender, say in x, a red line shows up to show that you are moving it in x. its really annoying. is there a way to hide the lines that show up when moving stuff in blender? thank you


texts: MMD Textures missing vertices after importing

texts: i am using the MMD_tools plugin for Blender 2.83 and I am having difficulty with missing vertices of the textures after importing a .pmx file. See the below images for examples of this. I have seen similar problems online, but the solution is still not clear. Rendered in Cycles.


texts: Make specific color in a texture transparent

texts:
I am working with very old model files that have BMP textures. The designers did not use a transparency in the textures or a separate alpha b/w texture. They used a specific color value that was then removed by the engine to create a transparency, similar to a chroma key. In this case, all textures used a bright purple/pink color.

I cannot modifying the original texture images by converting them to PNG and add an alpha. I would like to figure out how to do it all in nodes.

The goal is to have this value keyed out and transparent. I have been messing around in the shader editor and cannot figure this out.  I've also been looking around online and in this forum, but the only search terms I can think of are chroma-keying which only results in Compositing results, which I don't believe is what I'm looking for.

Here is an example of the texture (its very small) and it's context:

Any help or direction would be much appreciated!


texts: Removing solidifier mod on a certain part of a mesh

texts: Just a quick question, is there any way to remove a solidify mod on a certain part of a mesh whilst keeping the modifier intact on the rest of the mesh?


texts: Create ghost character from a certain point in cloth simulation

texts:
newbie here, so please be kind.  I tried googling and searching here for an answer but I think I just don't know correct terms to use.

I am trying to model a ghost for a game.  I have a frame (UV sphere extruded down) and a plane with cloth modifier that I drape over it.  When I run the cloth simulation, I eventually get the ghost shape that I want.  Now, I want to add some actions for it.  How do I "pause" it at the ghost shape that I want and start making animations for it, like Idle (I want the cloth to swing around a bit, like the ghost is swinging its hips) and Walk (I want the cloth to flow back like it's walking).  I hope that made sense.

Thanks!


texts:
I am trying to export a Model with a armature as .dae file to load it with Assimp into my game engine. The problem now is, Blender breaks the bones.

This is how it looks when I am exporting.

When I then start Blender again and try to import the dae again, I get this:

In my game engine, which renders other animated.dae files perfectly fine, it looks like this:

I am not sure where the issue is but I guess it's me being too dumb to use Blender correctly.


texts: How to scale all axes at once using the scale gizmo

texts:
When modeling, it is sometimes good to be able to use the handles instead of using shortcuts.
In Maya, you can scale the object along the X, Y, or Z axis using handles or you can scale it along all axes using handles (that yellow handle in the middle).
Is there a way to likewise scale the object along all axes in Blender or is this something I need to suggest on Right-Click Select?


texts: Can we use blenrig 5 on blender 2.9x, or has it become obsolete?

texts:
I want to use blenrig for my character in blender 2.9x and upcoming versions,
If blenrig is obsolete, then suggest me similar industry standard rigging add-on


texts:
I made an animation to test out a cell fracture add on but encountered the lighting was changing frame to frame. The lighting set up is three planes as shown in the photo:

Here is the animation: https://www.youtube.com/watch?v=HP3vA2Yp8Aw&feature=youtu.be

Here is the .blend file:

I'm not sure what is happening here?


texts:
I have frame-by-frame x,y,z coordinates for each joint of a human skeleton. How can I use these to animate a rig? The coordinates aren't perfect so the length of the bones may vary slightly throughout the animation.

Do I have to calculate the angle and length of each bone in each frame to animate it? Or is there a way to do it directly from the coordinates?


texts: Blender Object Visibility Controls at version 2.80+

texts:
At Blender versions prior to 2.80, it was simple to toggle and keyframe the visibility - either in the viewport or the render by manipulating the buttons in the Outliner.

Those buttons aren't present in Blender 2.80 - how do I control the visibility as before?


texts:
According to wikipedia https://en.wikipedia.org/wiki/Edge_loop
an edge loop is:

  In a stricter sense, an edge loop is defined as a set of edges where
  the loop follows the middle edge in every 'four way junction'.

and

  The loop will end when it encounters another type of junction (three
  or five way for example).

In the image below we can see that the loop follows the perimeter of the n-gon and do not follows the middle edge in the four way junction.

moreover in the image below we have a three way junction in which the loop doesn't stop, as wiki says. And ,not less important, we can see how blender choose arbitrarily the followed n-gon.

So does a strict definition of edge loop (in terms of algorithm) exist somewhere?

thank you


texts: I'm following the cup walkthrough on YouTube and for some reason, the inside of my cup has weirdly shaded regions.  Is there any way to fix this easily?  Or did I have an incorrect setting and I'll have to redo it?  I'm entirely new to this software, so any explicit details would be welcome.  Thank you very much.


texts:
I am creating a photo realistic leather club chair. I've finished the blockout and im now moving on into creating the high poly. I plan on sculpting wrinkles and such on the chair, but i'm unsure as to how i can sculpt these stitches on the chair's cushion. Here is a reference photo:

i'm thinking of using an alpha but can't seem to find an appropriate one. Is their a way i can model this is?


texts:
When I try and export (im exporting as fbx by the way.)
This error message pops up.


texts: Stereoscopic camera: how to see objects visible only from the right and left camera

texts:
Previously, I've asked this question: How can I see if an object is inside the volume rendering of the camera? and I had found the solution thanks to this post: Does Camera.view_frame() return the correct size of near clip plane?

The line code x, y, z = world_to_camera_view(sce, cam, mat * v.co) is perfect for found the objects are visible from the central camera but it excludes items that are only visible from a single camera (camera L or R). I want to find the objects visible only from the right camera and objects visible only from the left camera.

A possible solution would be:

Delete stereoscopy
Move the camera to the right of intercular distance / 2
Incline the camera to the z-axis of angle of convergence (easy calculation)
Check the visible item with world_to_camera_view
Repeat for simulate the left camera (move to right and rotate z -angle)
Set True the stereoscopy

But how to eliminate the stereoscopy and have a camera equal to that of the left and right?

I solved my issue by following the steps I listed. Now I have this problem:

If I place the camera on the right of a value (even higher) and then use world_to_camera_view the result I get is the same. That tells me that the camera always sees the same objects.

Code

import bpy
from bpy_extras.object_utils import world_to_camera_view

context = bpy.context
scene = bpy.context.scene
scene.update

def checkIfIsInCameraView(cam, obj):
    for v in obj.data.vertices:
        x, y, z = world_to_camera_view(context.scene, cam, obj.matrix_world * v.co)
        if (0.0 <= x <= 1.0 and 0.0 <= y <= 1.0):
            return True

    return False

#set off stereo
scene.render.use_multiview = False

#creo nuova camera per simulare camera laterale
cameraNormal = scene.camera

#change camera position
cameraNormal.location.x = cameraNormal.location.x - 50.0

for obj in scene.objects:
    if obj.type == 'MESH':
        #print if in camera view
        if checkIfIsInCameraView(cameraNormal, obj):
            print(obj)

#change camera position
cameraNormal.location.x = cameraNormal.location.x + 100.0

for obj in scene.objects:
    if obj.type == 'MESH':
        #print if in camera view
        if checkIfIsInCameraView(cameraNormal, obj):
            print(obj)

#set on stereo
scene.render.use_multiview = True
scene.update

Some tips?


texts:
I would like my shoulder bone follows the movement of the arm like this gif below;

The theory is very clear but I can't realize it in Blender. I think the key should use Copy Rotation but I can't set it right.

Is my supposition correct? If yes, what should be the worflow to use the constraint in this situation?

If copy rotation doesn't work, there could be another solution for this problem?

Thank you!!


texts: Why do I get this error when exporting my mesh?

texts: When I go to export this room I receive this error. I am also un-able to join all of the separate mesh's together due to "Active object is not a Selected Mesh" error. I just updated to 2.9 as I was not having any of these issues last night with 2.8.


texts: How to render from multiple cameras in one go?

texts:
I have a scaffolding setup with multiple cameras locked on to a target. I plan to use this to render a model from various positions. This loop has worked for everything else such as changing name and adding constraints but I can not get the logic to work for renders.

The filename changes just fine, running context.view_layer.objects.active will report the camera is changed correctly, as does the UI, however, the render output is simply multiple renders of the same camera...it never changes. Is there a different way to force each camera to actively render other than what I have tried here?

obj_in_scene = bpy.context.scene.collection.all_objects

for cam in obj_in_scene:
    if cam.type == 'CAMERA'
        bpy.context.view_layer.objects.active = cam
        file = os.path.join("/home/jruch/", cam.name)
        bpy.context.scene.render.filepath = file
        bpy.ops.render.render(write_still = True)

I have also tried building a dedicated list object to iterate through, but it would not cycle the camera's active status as well the filtered "all object" context I used about. What am I missing here?


texts:
How to put an active rigidbody inside the other without crossing the other during the simulation?
I'm trying simulate physically a motor, now I get the problem when the motor shaft crosses the motor shield, both they are active rigidbody (mesh). See:

How can I avoid this?


texts: How to make curved windows using Archimesh?

texts:
I'm on blender 2.83.1, and I'm using the archimesh panel window to model windows because its easy to just stick in.
However for the main bay window of my house (there's 6 windows), when I change the number of windows in archimesh, I have no option to make them in a semi circle like I need for my bay window.
Does anyone know how to use archimesh, because its super easy, and still be able to get my windows going in semi circle for the bay?


texts: Without using an Empty, how is it possible to have an object bend on the Y (or X) world axis using the Simple Deform modifier?

texts:
I am trying to understand how the Simple Deform / Bend modifier works. I understand that the Bend modifier only works around the Z axis. What I am trying to figure out is how to have an object bend around the Y (or X) axis without having to use an Empty.

I found an example of what I am trying to accomplish here:
http://blenderartists.org/forum/showthread.php?350541-MotionTool-Dev-Thread/page2 and the direct link to the blend file is https://dl.dropboxusercontent.com/u/2086432/Motion_Tool_Testing.zip

The object "Deelis" (in the plank.blend file) is bending on the Y axis with no empty when the Simple Deform>Deform>Angle is changed. How is this possible? I can't figure out how to reproduce this.

Thanks,
Bryson


texts: Smoke flow force field not working with Mantaflow Gas

texts: I'm making a smoke simulation with Blender 2.82 and I'm trying to guide a particle system with a smoke flow field (like this video: https://www.youtube.com/watch?v=iddFzef4H6E). Both normal velocity and gravity are in 0 but particles don't move at all. Is it a bug? Should I change something else with the new simulation framework?


texts:
I have a box with a mesh active rigid body applied to it sitting on top of a character that has the same settings. The box will not act like a solid object and continues to intersect with the characters body. What is going on?

In the image you see his arm poking out the side of the box instead of the box sitting on top of his arm.


texts:
I am trying to find ways to hide objects behind specific planes.

That is a "tv" with a cube behind it, I already have it so when you look at it front on, the back disappears.

However the effect is that of "Non-Euclidean geometry" so the blue cube shouldn't be seen outside of the tv, but if I add another transparent cube/plane and apply the same shader to the cube, its not going to work.

It is going to block off both the cube and the back of the tv, and now the cube doesn't show head on.

My question is, is it able to do it based on groups or plane id's? I know the shader is using directly the transparency values. but just not sure how else to do it.
These are the shaders:

(Transparent Plane/Cube)

The tv back, and the blue cube (obviously blue color for cube)
Sincerely, Nota


texts: Can't pan/move my view in the 3d view, please help

texts: I'm sure I just enabled something on accident, just not sure what.  I can still zoom in/out but shitft+middle mouse doesn't do anything, or moves the view ever so slightly, as if blender is crashing. This is happening across all my projects.


texts: Making a Trypophobia-triggering image In Blender

texts:
Trypophobia is an aversion to the sight of irregular patterns or clusters of small holes or bumps

Is there an easy way, such as a modifier, to make a "trypophobic" mesh?


texts: Is there a way to see the script inside of any of the pre-made Blender modules?

texts:
This is for my own self education and understanding. I tried to open some blend files in a text editor just to see what's in there, and it was mostly unreadable. How can I see the individual modules, and where they are located or run from?

@Ray When you add a sensor and an actuator and connect them and make something happen, like move a cube. How can I look "under the hood" and see the script that makes that go?


texts:
I am having trouble exporting meshes as .stl files from blender, when I import the exported mesh into Slic3r nothing shows up. However when I import an already existing model into blender and then export that as a .stl, it works fine in Slic3r

blend file

stl file


texts: Decimate mesh without losing smooth shading

texts:
I have an fbx file of a car model I purchased from unity store.
The mesh is triangulated and vertex count is 120K.
I need to bring it down to 30K .
Here is the things I tried.
1) used instant meshes but It doesnt work well with rim and tyres and wiper etc.
2) brought mesh in to zbrush and zremeshed it . It ruined small parts of the car. So second time I brought only large parts of the mesh and It went fine.

But still I could reduce only 30K vertex.
My last option was to defimate every thing by factor of 0.5 .
Thus I reached the target but It ruined all my smooth shading when I imported it in to unity and 30-40% of my mesh looks black.

Right now retopology looks best option for me. But I have to do same thing for 20 another models. It is going to take lot of time and money.
What do you suggest?


texts:
for first time i gave it a try to make a bulb in Blender. But glass of the bulb has some white noisy and strong areas as in the picture. Do you know how can i fix it ?

And here is the material node set i used


texts:
It seems that Blender is auto saving my projects, because when I exit Blender and go to my .blendfile again my latest progress (even the ones I did not save nor want to save) were present.

Is there some kind of setting I accidentally changed?

Thanks for the help.


texts: Accidentally made 3D viewport take up entire screen

texts:
http://imgur.com/YJ7fjaI

I hit a button, I'm not sure which one, and everything except the 3D view window disappeared completely. I assume they're just hidden, but outside of the HOTKEY I DON'T KNOW, there's no way to get the menus back and I'm kind of freaking out right now so please, if you know a fix, can you post it?
There's NO menu bar, there's NO timeline, what you see in the screenshot is everything I can access outside of the tools and transform menus with the n and t hotkeys.


texts: Attempting to Extrude Imported SVG Curve

texts:
I am attempting to extrude a logo that has been imported from an SVG file. The SVG file was made in Adobe Illustrator. I deleted many extraneous layers (at this point, curves) upon import to have just a few main layers.

However, I then desired to extrude this, either through a solidify modifier, or the extrude option in the curves panel. Whichever I try, the result is the same: even if the thickness is 0.1, the shape will go off into infinity for the extrusion.

It appears that the vertices are fine and there are no duplicate/overlapping ones (but please check me), and so I have no idea what could be causing this! This is the first time I've ever tried importing an SVG like this to use, so any pointers are welcomed!

showing extrusion off to infinity with settings
 http://imgur.com/CNc66lt

File: https://drive.google.com/file/d/0B7ijsxQTdUhXQnFqYXNGN1VlRnM/view?usp=sharing

Thanks,
Nathan


texts: I have a scene which I want to render in 4k resolution however blender crashes every time when I try that. It doesn't crash if I render at half that resolution so my question is if there is a way to e.g. split the final image into four pieces and render each individually with EEVEE.


texts:
I have a texture on a plane. I can there tile the

normal map
albedo map
roughness map

But not the height map. I can't tile the height map, it always stays the same, no matter what I try. I also changed in the displace modifier  texture coordinates to "global". I also tried to tile the bump map on a plane with a smooth shaded surface, but there is no difference.

So how can I solve the problem?


texts: Update to - "Create copies of primitives a number of times along a given or random length between two primitives"

texts:
I asked the above question some time ago

Create copies of primitives a number of times along a given or random length between two primitives

and received a perfect soultion from Dealga McArdle (zeffi). I am now using 2.80 and the code nolonger works. Not sure how to contact the originator but would be grateful if this was notified to them to see if they could possible do an update. Many thanks in advance.


texts:
Grid floor is not straight
My grid is askew and I don't know why


texts: Make light visible once it passed through a transparent object

texts:
I am looking for a better solution to make light in Cycles only visible, once it passed through a transparent object.
Example which is actually pretty close but has a few flaws, see below

A doorframe seems to have an invisible lit room behind it.
Important:

the cone in front of the door, so the light source needs to be a bit further back than the door itself
the floor that is visible through the door should be lit too

what i did:
I created something like a corridor to block the light to the sides but still light the floor inside the doorframe.
I took advantage of the isometric perspective to get away with a kind of wonky shape.
The backside (opposite of the door) is just an emissive material.

The material for the corridor:

This method works, as long as there are no other light sources in the scene, which I need.

Problem:
The corridor blocks the light from the right and casts a shadow.
Method 2:
No corridor this time, just a transparent door guiding the light.

Red is a transparent material, the yellowish meterial is my light source:

The problem is the missing cone in front of the door.
Any ideas on how I could improve my methods?


texts: Where is the animation play button in 2.7?

texts:
I was used to press the play button for a preview of a rendered animation

,

all of a sudden (v2.7) there is an audio button  which opens a file dialog. Am I supposed to add all images into the VSE every time?


texts: How to simulate lowpoly hair motion in wind

texts: all the tutorials I found were just flags


texts: python - How to color accurately convert from rgb 0-255 format to values in 0.0f-1.0f

texts:
The color accuracy is completely wrong when you convert from byte rgb to float.
13/255.0, 105/255.0, 171/255.0 =
R: 0.050980, G: 0.411764, B: 0.67058

While if you were to convert the byte rgb to hex and insert that into blender where you change the base color of the material, you would get these values.
R: 0.004025, G: 0.141263, B: 0.40724

I first thought that the inaccuracy might happen because of floating division accuracy but that isn't the case and its most likely some sort of gamma correction happening within blender.
The problem is that you can not create materials by giving diffuse_color hex values let alone byte values since it only accepts floating numbers.
https://docs.blender.org/api/current/bpy.types.Material.html#bpy.types.Material.diffuse_color
Is there some sort of way to do the gamma correction which blender does but apply it when converting from byte rgb to floats?


texts:
Hello i wanted to include a smoke animation for a render.
I have watched a lot of videos about the smoke animation and how to change the color but it is not working for me.
suspiciously the standart smoke is also black instead of grey, and it stays that way.

Here are the things i tried, maybe i´ve done something wrong:

-changing the color of the smoke of the flow object
-changing the color in the materials (I heard that doesnt works anyways since 2.79)
-changing the color in the compositor.
-edit: i actually got it halfway working by only changing one notes color input but that is not the result i want + it is supposed to work otherways

Thank you, this is really bothering me as it is supposed to be working.


texts: Losing stairs in other meshes when joining objects

texts:
I am a Newbie to Blender.

My dilemma is that l have four sets of stairs as individual objects in a scene, with various other objects and when l combine all the objects into one scene/object, the stairs are integrated into the other meshes and disappear.

Is there any way of combining the objects without losing the stairs?

Screenshots of before and after joining objects. I have applied textures using Cycles render before joining the objects, is that the problem?


texts:
Recently I tried blender+cycles with denoiser turned on, and it's just awesome. I can use much fewer samples to get a better image. I became curious how does a denoiser work internally. I guess it's definitely not a simple image blur.

From my observation, a tile gets denoised only when the surrounding 3x3 tiles all gets rendered. This seems a little bit weird to me though. How can a neighbor tile provides any useful information to denoise the current tile?

I'm sure different denoisers have various implementations. It would be good though if someone can tell me how does a denoiser work in general, or point me to relevant literature.


texts: I have this model of starship enterprise all textured and set up. I wish to move over to EEVEE but heard that there is 0 compatibility between internal and eevee. Is that true? How can the model be changed into EEVEE engine?


texts:
Is there a way to generate an array object in exactly the same location as the original as per the following YouTube video (around 4:00), to enable me to rotate it 90 degrees around the empty and snap it to the original at the edges?

https://www.youtube.com/watch?v=emT-CL957HE

I am not sure how he did it in the video - here is my file - img src="https://blend-exchange.giantcowfilms.com/embedImage.png?bid=880" />](https://blend-exchange.giantcowfilms.com/b/880/)
THanks


texts: Is there a way to change Ray Visibility settings of linked objects?

texts:
I created a master object library file from which concrete projects can link in the objects needed for our scenes.  The goal was that if we needed to touch up an object we could then do so in the master object library file and re-render from scenes in project files.  The snag we ran into is that a couple of the master objects are used for two purposes: 1) Cast shadows but not be visible to the camera in one scene, and 2) Be visible to the camera in another scene.

So we were surprised to find that Ray Visibility options are grayed out on linked objects.

If it's not possible to change the options, we'll need to come up with a different approach.


texts: I have bought a new laptop and I am using blender now for a couple weeks. IS it normal that blender uses only the CPU for baking phisics? And is there a way to use the GPU for baking?


texts:
I recently saw the sculpt January and decided to try out sculpting in blender, which I usually use for hard surface modelling with subsurfs. I saw people using Dyntopo, so i enabled it but whenever I get to a level of detail like 100000 polys the viewport lags hard. My cursor still moves, but the red circle freezes as it tries to follow it, making a slideshow, and so it draws just straight lines. Another way I can get this issue is with using a resolution of 50 constant detail with dyntopo on the basic 2x2x2 cube. It lags whenever I try to draw on it.

I'm on blender 2.79 with no addons installed. My P specs are b85-g41 PC Mate Mobo Intel i5 4460 3,2 Ghz CPU Nvidia Geforce GTX 970 3GB With 16 Gb of corsair RAM.

I have a WACOM bamboo tablet drivers, but am just testing with the mouse. I did use the tablet but it had the same problem.

I've reinstalled blender, tried older versions and tried it in steam. All to no avail. Any ideas?


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I am still a novice in Blender and was following BlenderMania's Blender tutorial here https://www.youtube.com/watch?v=ahx15oEvv5g.

When it came to the texture painting part I cannot seem to get it working.Nothing I do seems to get applied in any way. Could somebody help me figure this out?


texts: Blender and three.js recent versions December 1, 2018

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I am struggling with adding Blender export to three.js because my Googling is showing older tutorials on both.

My goal is to export a model from Blender to three.js or at least I think that's the correct wording. I have a .fbx file but really need to learn .json file or whatever exported from Blender.

I have tried going to the addons but three is not showing up with three.js as an option. I think it must be a directory issue.

I am using the absolute latest of both as of December 1, 2018.

Any advice? Thanks in advance for your time.


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I'm trying to animate multiple objects together in one animation, but can't seem to do that.

I have 5 cubes. I created 4 animations, but Blender automatically created another 4 animations for 4 cubes, called Cube001.Action, Cube002.Action, and so on.

Basically, when I move one cube, it modifies its position in another animation rather than the one I want, and disappears from the animation I need.


texts: When I am in Textured view, I can't see my textures from afar. It is almost as if the camera is emitting a light. I can, however, see my textures normally when I am extremely close to (a textured object). I made a video showing my problem. Note that it does render perfectly. Lastly, I use Blender Game Engine the most, so I need it to work properly for quick building. Any suggestions?


texts: Rendering a plane plane of grass, proper particle settings, and scaling

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I have built out this plane of grass from this tutorial:

Create Realistic Grass in Blender 2.8 in 15 minutes
CG Geek - YouTube

https://www.youtube.com/watch?v=-GAm-7_3N6g

Here is a screen shot of my grass plane:

I suspect that my grass plane has some settings that are off...
Here is a screen shot of my particle settings:

My goal is to create a grass plane that I can then put warehouse type buildings on in order to create a layout of a production facility.

Did I set up this plane correctly?

Is the Emission>Number:Value to high?

Can I set this up so that I can just tile these planes as necessary to accommodate the size I need as I build?

This is my first posting here so please forgive any ignorance on my part.

Please let me know if there is any information I left out that is needed to analyze this.

Thanks.

As always,

Bice


texts: I somehow managed to delete some of my vertices, as shown in the picture below. Hitting ctrl-z doesn't work.. Is there an easy way of adding those vertices again? I need them to be shaped like the other existing vertices in the sphere.


texts: Link constrain with multiple father change

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I need help to understand how to make what I use to do in 3DS max... I cannot find a similar solution in Blender:

I need to move a piece that is a "child of" a part until the frame 50. After this, I have to change the father of my piece starting from frame 51 until frame 100...and another time I have to change the father starting from frame 101.

The problem is that after the 2nd "child of" the piece doesn't change the father and come back with the movement of the previous father. It is clear?

Maybe is not "child of" the correct constrain?

Many thanks for our help.


texts: (Beginner) Inset weight "extruding" faces individually

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Pardon the terminology in the title, just to be clear I don't want to extrude at all, but I have an inset I want to do following along with a tutorial where I have the back of an engine I'm modeling and I want to inset the faces a specific way.

With the weight its "extruding" the face individually (first picture) where I want the connected faces to "extrude" together as two connected faces, second picture.

I can't figure it out at all. Please help :(


texts: Using a particle with a bit more complex hierarchy?

texts: I've got an parent object which I want to use as a particle and this object has children/other particle systems on it etc. However when I try it to use it as a particle system it only creates duplicates of the parent. How do I fix this? I do not want to join everything into a single mesh.


texts:
could be render layer duplicated? With all its properties and freestyle settings preserved ?

There is only button for adding, but newly added layer is not set.


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I don't know how, but I made my navigation disappear. (I don't know what's the real name of it)

What I'm missing is this:

Anyone has an idea how to get it back? :x


texts: How to rotate a set of control points while masking

texts: I'm making another lightsaber fight.  It involves quite a bit of masking.  A lot of times, when I'm masking around an arm for example, the arm will somewhat rotate in the next frame. How come I can't press A to select all the control points, and then R to rotate them around their midpoint?  I can use G to translate, however, I cannot use S to scale (R and S only adjust the control points individually).  How can I change this?  Thanks.