texts: How to view changes made to a texture with Nodes, in Blender Render?

texts:
I am trying to edit a texture with nodes, in blender render mode.

And I would like to see what my nodes are doing to the texture.

I think I need a viewer node for that, but it wont work.

Or is the only way to view my changes is to re-render the scene?

Im following this tutorial


texts: What could cause a texture not to function correctly when orbiting a model?

texts:
Super new to 3d modeling and Blender but I'm having an issue where if I orbit my model the texture doesn't function correctly.
Almost like weird pixelation or something sorry I'm not sure what the proper terminology is.
Any assistance to resolve this would be greatly appreciated.


texts: High poly meshes causing save time slow down

texts:
I've created a complex mesh for the scene I'm working on currently. The mesh consists of about 25k verts, and 12k faces. The mesh is used six times making the total project verts at around 140k, and 70k faces. When adding these meshes to the project file I noticed an immediate slow down in the time it takes for the project file to save to my hdd.

On its own this isn't too big of an issue, but the problem is I have a serious habit of frequently pressing Ctrl+S while working, as to avoid ever losing progress to a project should something happen. When saving takes increasingly longer times to do, it severely affects my workflow. In hopes to remedy this I added a remesh modifier that lowers the vert count significantly to only 52 verts per mesh in the viewport, but doesn't appear in the render, however despite this change it seems to not affect the save times whatsoever. Which means that though it is specifically as a result of the meshes being in the project file, its not inherently because of the vertices count. Or that blender is still processing the mesh as it was before the modifier was added to it.

Is there anything I can do to speed up my save times? Or will I have to sacrifice some verts in favor of a smoother workflow?

Thanks. Any help would be greatly appreciated.


texts: Sort objects in collection by Z positon Blender 3D

texts:
I have made a animation of 4 walls made from brick models.
But each side is a instance of one side.
I have use animation nodes and solution made in this tutorial
https://www.youtube.com/watch?v=nxygLE_j82c
Finally i Have this effect
https://www.youtube.com/watch?v=_TXIOMyUrn4
and its wrong because each side is building seperately even if they are in same collection.
Its building in the way how i made instances.
I dont know how to change animation nodes to sort objects in collection to build all for rows from bottom to top.
Plese if You have any ideas - i will be thankfull for any help


texts: How to invoke the register method as an inner class to create a pannel

texts:
I'm trying to create a inner-class for creating a panel within a bigger class.. I'm working on a script that build menus and I'm trying to make a class that has a function where you can feed the name and it will create the menu.

import bpy

class BlenderCustomMenu():
    def __init__(self, software='blender', type_='pannels'):
        self.inner = self.Inner()

    def createMenu():
        self.HelloWorldPanel.register

    class Inner(bpy.types.Panel):
        """Creates a Panel in the Object properties window"""
        bl_label = "Hello World Panel"
        bl_idname = "OBJECT_PT_hello"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
        bl_category = 'G1'

        def draw(self, context):
            layout = self.layout

            obj = context.object

            row = layout.row()
            row.label(text="Hello world!", icon='WORLD_DATA')

            row = layout.row()
            row.label(text="Active object is: " + obj.name)
            row = layout.row()
            row.prop(obj, "name")

            row = layout.row()
            row.operator("mesh.primitive_cube_add")

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

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

#        if __name__ == "__main__":
#            register()

menu = BlenderCustomMenu()

menu.createMenu()


texts: Why are my bones rotating the wrong way?

texts: Seems simple but completely stumped. Watched tutorials, looked for similar questions and would really appreciate any help. I have 3 stacked blocks constrained to fold vertically as shown. The top block stays level. The hinges have to be offset obviously due to the block thickness and hinge points. No matter what I do it tries to fold in the opposite direction using RK since the offset picks the shortest route down as shown in the second pic. The blocks need to first pass over center (go up slightly) to fold the other way.Would really appreciate any help.


texts: Modify node value in all materials with variable name?

texts:
I'm trying to automate a process where I have to change a Value node for all materials starting with the prefix mb:. I've been messing with it, but I'm such a novice with Python that I'm stuck.
Looking at the console, I see that the code for changing the value of the node would be this:
bpy.data.materials["mb:o:150:27"].node_tree.nodes["Value"].outputs[0].default_value = 10
But my issue is that I don't know how I would apply the variable of mb: to the to string in the above line.
Is there any way to do this?


texts:
Somehow I've ended up not being able to move objects with my mouse the way I expect. In some cases they will move, but only by grid lines. I also can't rotate. I can still move them by typing a value into the move dialog, but rotating doesn't work at all.
Here is the blend file https://drive.google.com/file/d/17CQTB_8dIWrEcy0Uf-8vGA3XPBsJI6WE/view?usp=sharing
Ay ideas about how to get back to freeform movement?


texts: Blender 2.8 - how do I make a texture reflect light?

texts:
I have a marble texture that I would like to make shiny.  Roughness is currently set to zero, but there is no light reflection.

Any suggestions would be much appreciated.  Thanks in advance!


texts: I have a Rigid Body object that I want to be animated at a specific time. Can I animate it using the Blender Game engine? Also, is pressing P the only way to see it (can I see it using AltA)?


texts: Is it possible add a group to selection (not selection to a group) in the in 3d viewport?

texts: Is it possible to add a object group to selection (not selection to a object group) in the 3d viewport? I know it can be done in the outliner, but I would rather some sort of shift click function in the viewport similar to how add objects to selection is done in the 3d viewport. Thanks.


texts: Make Boolean not affected by subsurf modifier

texts: I have an object (1) with a part of it created using another object (2) and the Boolean modifier. Is there any way to make 1's subsurf modifier not effect the part of the mesh created by 2? In my case I have a mouth seperate from the head, and a boolean modifier so I dont have to modify it with shape keys. But the head seems to make the mouth smooth, even though I have creases on the mouth. I cannot remove the subsurf, the eyelids need it to be smooth, and are part of the head mesh.


texts: How can I randomly instance and distribute objects from a collection on a mesh using Animation Nodes?

texts:
I would like to know couple possible ways of taking objects (couple or all) from a collection randomly and instance on a given mesh. I tried feeding the collection into a loop and repositioning them to the given vert list, which works but that just manipulates my collection items and I cant seem to find a way to create many instances and position them inside a loop.
Thanks
thanks


texts: Possible to use Pointiness in GLSL Viewport?

texts:
Is it possible to view a model with Pointiness in the Blender Viewport without rendering?

I'd like to mix Pointiness and Albedo in a Cycles texture paint workflow using the Materials (GLSL) view. When I attempt Pointiness meshes appear as colored as the first Diffuse shader color (Black in this case). Pointiness looks fine in Rendered view.


texts: How to pack uv without breaking stacks of islands?

texts:
I've done uv-mapping and tried to pack islands manually, but failed to fill the whole texture space.

But if I try packing this with blender auto-packing, it breakes stacks and I receive trashed uv-map, that I don't want.

So I wonder if it is possible do make blender distribute islands evenly, keeping stacks? Or I just need to try more and more manually? Seems like overkill though..

EDIT: It appears that 3d-coat is able to pack such stacked uvs without splitting the stacks. It actually has two variants of pack procedure: with and without 'shuffle' of the islands: without shuffle it will only move and scale the visible islands.

May be other apps can do it too, but blender can't (at least I don't see how).


texts: How can you color smoke based on the smoke's temperature?

texts: As seen in the beginning of this video, the smoke is colored based on its temperature. I know how to use the attribute to color smoke based on flame and density, but how can I use it to color based on the smoke's temperature?


texts:
I have a cuboidal structure. I have it uv unwrapped. Now, I need to apply a same seamless texture to all the sides. In effect, I need the uv faces one over the other. The code snippet below shows my approach in selecting the faces and placing them over each other,

bpy.context.area.type = 'IMAGE_EDITOR'
//Translating the faces, to place them one above the other
bpy.ops.uv.select(extend=False, location=(0.0, 0.0))
bpy.ops.transform.translate(value=(0.378906, 0, 0))

bpy.ops.uv.select(extend=False, location=(0.25, 0.0))
bpy.ops.transform.translate(value=(0.135343, 0, 0))

bpy.ops.uv.select(extend=False, location=(0.75, 0.0))
bpy.ops.transform.translate(value=(-0.351892, 0, 0))

bpy.ops.uv.select(extend=False, location=(0.6, 0.0))
bpy.ops.transform.translate(value=(-0.108398, 0, 0))

While I achieved as much as that, the next step requires me to scale them, so as to apply the image texture properly. So, once again I started selecting the same faces using the same method above. The only change was that "extend" was set to "true", in order to extend the selection. Well, simple as it felt, it didn't work. Then I realized, it selects based on the location and now all the faces have been translated to the same location.

It meant, I can't use this same selection statement. But this is the only method I know and I am still new to blender python.

My question. Is there an effective and easier way to select the uv faces, say like faces[0]? If so, please share.

New Edit:

Now this is the sequence of operations which I executed in the console,

>>> import bmesh
>>> bm = bmesh.new()
>>> obj = bpy.context.active_object
>>> bm.from_mesh(obj)
>>> bm.faces.
             active
             ensure_lookup_table(
             get(
             index_update(
             layers
             new(
             remove(
             sort(

As you can see, bm.faces does not have any attribute named loop.


texts: Can't use "L" Key to select an object, selects vertices instead.

texts: So I've got my character model divied up, and I can select all of his limbs that I've split with the "L" key. But when I try to select his left foot, it simply will not select the whole foot. The right foot is totally fine. But the left will only select a face if I press L over it. I've tried on all areas of the foot but it still will only select the individual face. Here is a picture of what the right foot does when I press "L" over it, and what happens if I do the same on the left foot.


texts: How to give particles systems a moving target (key)?

texts:
Goal
I'm trying to 'morph' one moving mesh into another moving mesh using particles. The 'morph' is working well when the meshes don't move, but moving causes trouble.
What I've done
Here's my .blend file:

In the gif below, a sphere is breaking into particles, and those particles are moving to different meshes in a water molecule. The particles doing the "morphing" belong to a separate 'controller' object (not in view). The controller object has several particle systems with keyed physics, each of which has the sphere as its first key target and a part of the water molecule as its second key target.
As you can see from the gif, the particle systems in the water molecules (the targets) stay put while the molecule itself keeps rotating. What I want is for them to rotate along with the molecule. The current (undesired) result is that the particles morph to where the molecule used to be, and then the actual molecule mesh appears rotated ahead of the particles.
I've also tweaked a few things for the sake of the gif.

The molecule usually doesn't show until the particles arrive. For the gif, I show it the whole time so you can see where it emits the particles.
The 'target' particle systems usually don't show either, but I'm showing them in the gif.
I've enlarged some of the 'controller' object's particles to make the morphing easier to see.

Question
How can I give particle systems a moving target?
I've tried setting the parent of the target particle systems, which did cause the systems to move, but particle systems don't have the matrix_parent_inverse property, so the scale and rotation were offset anyway. Also, despite seeing the target systems move, the keyed "morphing" particle systems seemed to still be aiming at a single spot. (Hopefully that made sense, but if not, suffice it to say that I can't get parenting to work with particle systems.)
I'm doing this with python, so I'm considering manipulating the individual particle positions based on the movement of the emitter, but it seems like there must be a better way than re-implementing parenting myself.
Finally, I have to morph with particles rather than shape keys, unless someone can tell me an algorithm/feature that can make the topology of two meshes equivalent while keeping the same resulting shape. :)


texts:
I checked the blender documentation on "VR Scene Inspection" here: https://docs.blender.org/manual/en/dev/addons/3d_view/vr_scene_inspection.html
I enabled the VR Scene Inspection addon:

But now I still don't have the VR tab available:

I tested that OpenXR works by running hello_xr -g Vulkan -ff Hmd -vc Stereo -s Stage -v first. It seems currently the SteamVR beta doesn't support OpenGL yet but I don't think that's the issue because I haven't seen any error logs about anything anywhere yet.
I ran blender with -d to check for debug logs and looked in the "Info" view, however there are no logs related to VR/OpenXR. I also tried running with --debug-xr but that was not a recognized flag and it tried to open a file called --debug-xr.
Has anyone gotten the VR scene inspection working in Blender or is there some more info on this yet? I'm running stable Blender 2.83.0 installed from the normal Arch community repo together with the new SteamVR beta providing OpenXR support (working in hello_xr) and I've got OpenXR headers, layers, loader and utils version 1.0.8.r26.g3e40561-1 installed.


texts:
I have a python script that receives data over a socket and uses that data to update a scene.  The resulting render of that scene then needs to be sent to an output socket.  This needs to occur in real-time (50-60fps)
The viewport render is very fast, and has a high enough quality to work for my needs.
How can I trigger a viewport render from a python script and then access those pixels?

Some things I've tried:

calling bpy.ops.render.opengl() from the script.  This is a lot slower than the live viewport render (which surprised me because I thought this was what the viewport was doing)
calling bpy.ops.render.render() - even slower
calling bpy.types.SpaceView3D.draw_handler_add() and from within the handler, calling offscreen.draw_view3d().  Same problem.
-- For this one, I would "think" that in the draw handler, the pixels already exist somewhere in the system (and there would be no need to call draw_view3d()).  But, glReadPixels() does not work.

Any other ideas?

I've looked at:
How to access Render Result pixels from python script?
(the solution for which is not fast enough)

and

Accessing Viewport Render Result pixels from script
(doesn't have a solution, but what it does have doesn't solve my issue)

and
https://docs.blender.org/api/current/gpu.html

and reviewed the docs here:
https://docs.blender.org/api/current/gpu.html

In none of these cases have I been able to both (a) render fast enough, and (b) retrieve the pixels

I am open to hacking the blender source code as well, but could use some guidance determining where to begin.


texts: Blender proportional edit slider gone in 2.8 and above?

texts:
I'm using a Wacom tablet and don't have a scroll wheel to adjust spread of my vertex proportional edit selection.  My other option are the PageUp PageDwn buttons. I would love to find the Proportional Edit slider that was around in older version of Blender but it doesn't seem to be there is 2.8 and up.
Any pen tablet users have any ideas?
Thanks


texts: Why is this environment texture image showing only a solid color in the 3D view, using Cycles?

texts: I'm having a problem rendering the environment map. I downloaded a sample project that has the same settings as my project but it renders without a problem. I tried using both a .hdr and .png image. Attached are screenshots with node settings. First is the incorrect render and 2nd image is the project the renders correctly. How do I go about fixing this?


texts: Properly render freestyle in this example?

texts:
I have a set of planes which I have "solidified" and then Boolean intersected with a skeletal hand to form the below model. The skeletal hand lines and the plane lines are in two different collections, which have two different freestyle line sets associated with them.

The planes have a black stlye, and the hand white. I have disabled selection by visibility and only have selection by collection enabled.

The render gives the following image:

As you can see, all of the freestyle lines are overlapping one another, and it ruins the depth perception of the image. I cannot use visibility by QI range, because the same thing inevitably happens. Is there any way to stop this happening?


texts: How can I make a screenshot in the BGE (numpy of pixel values) without saving to disk?

texts: I'm doing a computer vision simulation in blender game engine, so I need to make screenshots that will give me an array/numpy of pixels to do image processing on at each frame. Saving it as PNG through bge.render.makeScreenshot(path) and then reading values through there won't work since that will be very slow for this task.


texts: Outputting an STL file that contains multiple objects for import into Blender

texts:
[NOTE: I originally asked this question on the 3D Printing forum but it seems that it would be more approriate here. Perhaps a moderator would like to move the original question here?

Also: there is no STL tag, but I don´t have enough reputation to create one.]

I want to print a object that looks like a flat board with a set of matchbox-like lumps on top of it.

I have written a script that outputs an STL file. To keep the script simple, it creates an object that includes non-manifold edges. To be precise, the board and the boxes are a single model, but each has 6 faces made from 2 triangles. The underside of each matchbox rests on the top of the larger flat board.

If I understand correctly, the top face of the board should be broken up into many smaller triangles to take into account the position of the matchboxes, but coding this by hand (although it might be an interesting Exercise For The Reader) would not be a good use of time, since well-written code that already does this is built into Blender.

However, Blender cannot merge or fuse shapes that are part of the same object. My current understanding is that I will need to:

Provide Blender with multiple objects
Select all the objects
Use Ctrl-J to merge them
Export the world in STL format

Is this a valid approach?

If so, my key question is: how do I format the STL file so that Blender will recognize that it contains multiple separate objects?

(I have found references to STL files containing multiple objects, but I have seen nothing in any of the STL files that I have examined that tells me: here is the end of one object and the beginning of another.)

Or should I just be clunky and export two STL files — one for the board and one for all the matchboxes — and then import both into Blender?

NOTE: I know that there are free services like Netfabb that will correct my simple files for me, but I would prefer not to include that in my workflow if possible.


texts: Noise trap - Interior Scene with no glass materials

texts:
I want to get rid of the noise but I can't for the sake of god find out what is causing it.
I am using an HDRI.
I am not using glass materials.
I blocked all the HDRI light with objects apart from 2 windows (no glass, no geometry, just 2 big openings).
Here is a picture (32 samples)
:
(I am new to blender but I am very familiar with 3d environments)
(HDRI is hidden by ''world-> ray visibility-> camera (uncheck)'' but checking it doesnt make any difference anyways)

EDIT:
My question here lies on, why does this happen? The problem is solved, I can just increase the samples and activate the denoiser. The problem I have with this is that previewing with 32 samples is different than previewing with 100 or 500 samples. At one point I added a glass material and it acted as a noise trap and after removing the material, the noise trap persisted. I want to know why that happened.


texts:
I was wondering if there's the same feature as in Blender 2.7x, that if you check a  checkbox, your UV map get's stretched accordingly like in this post.

Thanks for your help in advance!


texts:
I finished my model and if I render it using 128 or 2048 samples it looks the same.How many samples should I use?
The only thing that samples do is to rid of the grain?


texts:
I tried to create a transparency but couldn't get it work.
What is that I did wrong? :)
The black background is still there and not getting transparent.
I also tried to invert the shaders in the mix shaders but then averything disappears, even the white and red surfaces.


texts:
I want automatically make images of some 3d model from different camera positions. I think Blender ideally for this task because has python support.

I tried:

blender -b audi.blend -x 1 -o //render -a

Error: Cannot render, no camera

So I need:

1)load blend model

2)set camera position

3)render and save image to disk

PS.
I completely noob in Blender so sorry for stupid question, but I can't find end-to-end tutorial.


texts: Blender 2.90.1: HDRi rotated and repeated

texts: All the hdri (downloaded from hdri haven) appear to me rotated and "duplicated?", I have reset blender to factory values (version 2.90.1) and it remains the same, could someone tell me why this is happening?


texts: How to automate the conversion of objects generated by Python script to fbx or to obj?

texts:
I've several Python scripts (around 6000 scripts). Each of them generates 3D objects.
I want to find a way to export these generated objects to either fbx or obj files.
Is there a way to do it using Blender in command line?
Py file example:
import bpy

bpy.ops.mesh.primitive_plane_add(enter_editmode=False, location=(0, 0, 0))
bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')

obj.data.vertices[0].select = True
obj.data.vertices[1].select = True
obj.data.vertices[2].select = True
obj.data.vertices[3].select = True

bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip":False, "mirror":False}, TRANSFORM_OT_translate={"value":(-0.220266, 0.10617, 0.490731), "orient_type":'GLOBAL', "orient_matrix":((5, 2, 3), (4, 1, 9), (6, 8, 7)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
bpy.ops.transform.rotate(value= 10, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, release_confirm=True)
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.context.object.modifiers["Subdivision"].levels = 8

When I launch the script (("<your path to blender>\blender.exe" --background --python exportFbx.py -- "<your py file name>" "<your output directory>" )) I get this error on the command line:
C:\WINDOWS\system32>"C:\Program Files\Blender Foundation\Blender 2.81\blender.exe" --background --python exportFbx.py -- "<Essai.py>" "C:\Users\user\Desktop\Bank2Son Zone Originale II\Command line"
Blender 2.81 (sub 16) (hash 26bd5ebd42e3 built 2019-11-20 16:33:00)
Read prefs: C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.81\config\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender 2.81\2.81\python
Warning: 'BatEx_PT_Panel' doesn't have upper case alpha-numeric prefix
register_class(...):
Warning: 'BatEx_PT_Panel' doesn't have upper case alpha-numeric prefix
OSError: Python file "C:\WINDOWS\system32\exportFbx.py" could not be opened: No such file or directory Blender quit


texts:
I’m new to Blender and need to learn Blender from scratch.

Should I start with version 2.79b or start using 2.8?

I’m expecting 2.8 to be mainstream before I reach any level of proficiency.


texts: Append object and use the material from the target .blend file

texts:
I have A.blend and inside there's a window object. It's already assigned with multi material ( glass, metal_frame , handle etc).
I have B.blend which identical to A.blend (it has the exact same material but has different window shape). I want to append the window from B to A.
The problem is : after import the window (using append), the new window will have the new set of material ( glass.001, metal_frame.001, handle.001 ). I want the new window to use the current material in the A.blend rather than the new material set.
So i want the window to have glass , metal_frame and handle rather than create new set of material ( material.001)


texts: Texture doesn't fully cover my selected mesh

texts:
I'm not sure what's going on here. The unwrapped mesh doesn't extend the full length of the face down the side of the can. Is there any way to remap this using nodes?

Thanks guys


texts: Blender File View to populate an Empty/Image from the dowloaded files no longer linking to reference files

texts:
When opening Blender file view to populate an Empty/Image from the dowloaded files (which linked perfectly before) why is my 'Blender file view' popup suddenly empty? I assumed it was a broken link, I erased and re-downloaded the same reference files, still empty. Researched how to relink files in Blender manual.Went to File dropdown menu, tried all the options there that looked related to relinking, reloading external files. No result yet. Also, when I drag and drop an image reference file in, I don't know how to populate the scaled imported image to the Empty/Image file.
Please help.Thank you in advance.


texts: How to mathematically round positions of all vertices to nearest integer?

texts:
I have a mesh with 1.5M vertices, and I'm trying to round off vertex positions to reduce the filesize of my exported .obj file. Each vertex has a very high level of precision, which I don't really need for this project. For example, I have a vertex at [492.98198, 382.19873, 274.98789], and would like to run a Python script to round it to [493, 382, 275], effectively reducing my output by over 50%!

Is there a python script that I could run to round off all 1.5M of my vertices in one go? This is as far as I've gone:

for vertex in bpy.data.meshes['meshname'].vertices:
    vertex.co[0] = round(vertex.co[0], 0)
    vertex.co[1] = round(vertex.co[1], 0)
    vertex.co[2] = round(vertex.co[2], 0)

But it seems like I can't really change the vertex values this way because mesh.vertices is a readonly attribute.

Anybody know how to modify the script so my vertices all snap to the nearest integer?


texts: Shrinkwrap not working on half model ( mirrored half )

texts:
I'm new to Blender coming from Max.
I'm doing retopo on a face that I sculpted on zBrush. The face and the hair
are one object because the model is a manikin so it's solid and the hair style is not symmetrical.
I started modeling half the face and everything was going good, so, after
I finished, I applied the mirror deformer so I had the full face, and then I started
to work on the hair that is not symmetrical. But the new half face ist not responding to the modifier.
Any idea of what should I do?.

Here is  a pic with the problem , left side ok , right side not wrapping


texts: I discovered a vertex on my mesh with 6 edges connected to it. It is causing problems with smoothing. How do I solve this problem without deforming the mesh?


texts: Multiresolution subdivide modifier on a mirrored surface causes a visible seam

texts:
I've been following a tutorial by Daniel Kreuter on Youtube (https://www.youtube.com/watch?v=wdsY4BtlcpQ), modelling a body using a mirrored surface.  I thought I had followed his actions fairly accurately, but I'm getting a weird seam on the mirrored plane in my model when I apply a multiresolution subdivide.  Oddly enough, it doesn't appear when I use the subdivision surface modifier.

I'm not really sure where to start looking for problems.  This question has an "answer" which seams (see what I did there?) to have the same problem I'm having, with no solution.  This forum post looks like they have the same problem.  One of their suggestions is to move the mirror modifier above the subdivide, as the modifiers are applied sequentially.  Unfortunately, that gives me the error "Cannot move a modifier requiring original data".  The other suggested fixes, checking clipping (it was already checked) and increasing the merge limit,  haven't worked.

Another thing I've checked, based on what I've seen on the web, is whether faces have been inserted along the mirror plane by accident.  Sadly, that's not the solution either, nor is it due to duplicated vertices.  What should I try next?


texts: strange behavior duplicating objects in blender 2.8

texts:
Within a day of installing the molecular script addon, selecting an object in blender 2.8, duplicating it (hitting "shift + d"), and confirming (if that's the right term) the duplication (hitting "enter") results in the two objects becoming linked.  This problem is similar, but not identical, to the problem described in Can not find unlink object data in Blender 2.8
None of the solutions to unlink the two objects works.

A workaround: the second object is able to be moved without hitting "g", and that's enough to unlink it from the original.

The question is how to make a duplicate without having to move the copy of the original?


texts:
I am making walking robot and get a weird blinking shadow on the robot's body.
This shadow lasts only one frame and then disappears.

Blender: 2.77
Renderer: BI

Frame 3 is similar to 1st (without shadow).

If any details help to fix this just ask.
I don't know what information might be useful for it.

Response to Sonace:

It doesn't help.

And the robot doesn't have any duplicates under its body.


texts:
While working on the texture of a model I found a problem with my render.

As you can see here the mesh outline for the eyebrow can be seen and everything I've tried, I just can't seem to fix that one thing.

I used Blender Cycles and Blender 2.78.

Edit: Packed textures in .blend file.


texts: How to return the velocity of a bone at a certain frame?

texts:
How would I return the velocity of a certain bone at each frame during my animation? And ideally I'd want to be able to output all of these velocity values as metadata in a text file or the console to see. I'm not exactly the best Python coder let alone coding for Blender so I'd greatly appreciate if someone could show me how to do this.
I think this would be done by taking the time between two keyframes divided by the position of the bone at the previous keyframe subtracted from the current keyframe like so: (time between two frames)/(current frame - previous frame)
But I need the velocity at every single frame in the animation, not at every keyframe. Much appreciated.


texts: The cycle toon render is not working properly

texts:
I made it into a cycle toon render, but it's no different from normal diffuse render.
I hope toon shader looks like a picture of a monkey.
I know how to feel toon shader with eevee.
There's a toon node in the cycle, so I want to make it simple.


texts: Why are particles showing up outside my weight painted areas?

texts:
I'm following Andrew Price's new donut tutorial level 2 part 1 (link: https://www.youtube.com/watch?v=jNmnPXY9UQA).

Please see attached screenshot. I only have one vertex group and one particle effect in my scene.


texts: Check if an object is occluded by another object from camera using script?

texts:
Is there a way to check using a python script to check whether an object is occluded from camera by any other mesh/object in the scene?
For example, in this example, how can I find out whether if the cube-looking mesh is fully/partly visible from camera, using python script?
I am using blender v2.83


texts: How can I make a mesh glow over time with keyframes?

texts: I'm working on a project for a friend and I am trying to get something to glow over time with simple keyframes. At the moment I am placing a keyframe of nothing different, then I'm moving the timeline cursor to the place I want it, then adding an Emission Material to it and placing a keyframe down. I don't understand what the problem is so if someone can help me that would be greatly appreciated.


texts: Attached mesh to sculpt is a darker colour in sculpt mode - how to fix

texts:
I have a mesh I attached to the sculpt but when I enter sculpt mode,
it is dark ? I'm not sure what went wrong or how to fix
But I cant undo it...


texts: Exporting individual frames as .stl or .obj for 3D printing

texts:
Test in Blender 2.80 for an art piece.
Added subdivision to the default cube and then added 2 modifiers (particle system and explode),
the animation shows me the desired explosion of the cube.
I want to save for example frame Nr. 31 as an object (.stl) for 3D printing, but whatever I do,
the result of saving is always the undestroyed cube. Any help?


texts: Blender 2.83 object selection not working correctly

texts: I just downloaded version 2.83 and am following a tutorial, but things aren't working like how the tutorial is. When I select an object it doesn't highlight completely like in the tute; only the outline does. When in Edit Mode, I can't see the edges or the faces, but can see the vertices for some reason. I played around in the Overlay box, but it hasn't helped. I'm sure it's probably just some quick setting somewhere. Thank you to anyone who can help me.


texts:
I was wondering why boolean operations are hard to compute for pc, ı got one desktop and one laptop , and uses 2 different operating system , but in all systems stiuation is the same.
I am using boxcutter addon , jmesh addon , fluent addon but all same , Cpu gets higher than 100% percentage.

Why this is so heavy computation for pc, and my systems are one with ryzen 5 1600 and radeon rx580 gpu , the other 5th gen i5 and gt740 gpu , same result , even in cycles rendering i am happy with my computer performance , but in simple cutting addon , computer go nuts , is there anyone with the same problem ?
 problem is same for all addons and for boolean modifier too


texts: Are UI Color Ramps Possible through Python

texts:
I looked around in the source and other places and I found the code that creates a Color Ramp is as follows:

layout.template_color_ramp(tex, "color_ramp", expand=True)

Does this work for addons because I can't find any documentation or anything on it and whenever I try it doesn't draw in the panel.

I would like to use this in-panel ramp to control a color ramp that is in the Node Editor.


texts:
I'm trying to do an animation where a desertic road scrolls like a treadmill.
I have a long road designed like this :

as the road scrolls (moves) from right to left, I'd like to show only the center square of this long road.
What I mean really is to show only what's inside this cube (without actually seeing the cube obviously) :

I tried to use the mask modifier but I can't really get to what I want. I was thinking that instead of displaying only what's happening in the cube, it might be easier to mask everything that is inside these ones :

Either way I can't really figure out how to use the mask modifier in that case, to use these cubes as masks without seeing them in the render...
I hope I'm clear enough, sorry if it's not.
I'd appreciate your help, and wish you a great week-end.
Cheers


texts: How to make a bind to Ctrl Key for toggling snapping on/off

texts: I would like to make a bind to Ctrl Key for snapping on/off. When I press Ctrl - snapping should be toggled on/off. Is it possible to make?


texts: There are many ways to calculate RGB to BW. Which of those ways does Cycles use in the RGB to BW node?  (I took a quick look at the git repository, but it's not searchable and I couldn't find the node source code.)


texts:
I want to retarget the Ni Mate armature to my own armature to record a motion capture animation live.
According to the instructions of this tutorial https://www.youtube.com/watch?v=-nN0neRp444 the settings should be in profile => OSC data  but I can not find it. It may be somewhere else after many years of updates(the tutorial was made on 2012)but I have spent hours looking for it and can’t find it.
Can anybody tell me where are this settings nowadays or does anybody knows any updated tutorial about it?
Thanks in advance.


texts: I'd like to know how to create a powdered sugar sprinkling like the one shown on top of the cake in the image below. If you could provide a picture of the node setup for a material, that'd be great. Thank you! :)


texts:
My solidify modifier thickness is very less. However, I am pretty confident this to be a modeling issue but cannot figure out the problem. White is the intended outline (rim light kind of) but that green thick highlight not what I want.

Here is the part file link. Thank you :) https://blend-exchange.giantcowfilms.com/b/8nJZnesg


texts: Adding particle system after explode modifier causes blender crash

texts:
I'm using Blender 2.74 and built the following scene:

Text_1 with explode modifier, dissolving in particle_system_1
Text_2 with build modifier and particle_system_2 with harmonic field interacting with particle_system_1
Object_1 with basic particle_system_3
Object_2 with basic particle_system_4

When playing animation (not rendering) Blender crashes. After removing particle_system_4, animation playback runs without crash. In Blender v2.63 it works fine also with particle_system_4.

I've found the following on the web according this issue:
https://developer.blender.org/T33112

How can I get the fixed version r51974 mentioned in the ticket?

Thank's a lot.


texts: How to enable denoising for my final render?

texts:
I have been fiddling around with the LuxCoreRender rendering settings, but both denoisers do not seem to be having effect on my frames that I have rendered.

I have re-installed LuxCoreRender multiple times, and used the default settings + my own custom settings to try to get it to work, but for some reason it will not. The viewport denoiser is working perfectly, however. Also, if I set the denoiser settings to be heavier on denoising, Blender will quit, running out of memory.

Q: Is there some way I can use the same settings for the viewport rendered view, and somehow apply them to the rendered frame settings?


texts: Alpha in Cycles isn't totally transparent, possible Mix node issue

texts:
Having a rather frustrating and nearly impossible to search for issue with transparency in Cycles, specifically a dark outline around the texture as you can see in the included images. I seem to have narrowed it down to an issue with the mix node, because alpha on the image itself (1500x1000 aliased pixel art PNG) is 100% perfect and works fine in Eevee, and if I bypass that mix node it also works in Cycles... but that means the effects—including brighter glow and scanlines—aren't doable anymore.

At least I'm reasonably sure it's the mix node, because I've tried a bunch of things including messing with the material's blend mode in Eevee (whatever good that does in Cycles), adjusting fac and strength on the node setup in any number of combinations, adjusting transparency light paths, scene and world properties, etc.

EDIT: Solution! In addition to the answer below, there's a slightly simpler fix: Swapping out the MixRGB node for a Math node setup and swapping out the Mix for an Add node.


texts: Is it possible to make inset not behave as edge support for subdivision surface modifier?

texts:
I would like to use inset, bevel or extrude tool with subdivision modifier, but when I make more loops they bring out cube attributes- as edge support, I would like that they follow curvature. Is that possible? I would like to use inset to ad  new topology on my creature, when I add 2 or three loops they flat everything.
this is mine

this is from book


texts: normal map baking artifacts Blender ----> Substance Painter

texts:
I have a model (High poly & Low poly) exported as FBX from Blender 2.78 to be textured in Substance Painter , the problem is whenever I bake the normal map for the model and use a metal material (basic material just metal at 1 and roughness at 0 ) it looks fine in the view port , but when I render an image (in Iray or Cycles) some artifacts appear .

I tried to increase the resolution for the baking as well as the final output normal map , but that does not help .

I created a simple scene to show the problem .

here is the High & Low poly model file :

this how it looks in Substance Painter real-time view port vs how it looks in Iray & Cycles :

Thanks in advance .


texts: How to create a typing text-object animation ?

texts: As for the video editor in Blender, I would simply make the five pictures in the drawing and put them one after the other onto a channel. But how to make the same animation if the text is made out of 3d objects in the default layout ? (for instance in order to make them rotate while they are typed )


texts: Getting dents while using subsurf modifier without using mirror modifier

texts:
Why am i getting dents all of a sudden while using subdivision surface modifier?
And also i did not use mirror modifier.


texts:
I'm working on a video game project with a friend. I use blender and he uses Unity, but we have a problem trying to make a very simple object, a stone.
We made a first stone elongated on the x-axis that seems to work, then another elongated on the z-axis. This one doesn't work well and arrives lying on unity. I tried to apply a -90° rotation on the X axis and it didn't work.
What can I do?


texts:
I am setting the hair particles, my so far progress is look like this:

Problem ares can be seen in above picture, few hair crossing the ear. Where as my comb view look like this:

My hair setting are as follows:

Can somebody point out me solution? Thanks in advance.


texts: How to fix strange behavior of vertexes? (picture)

texts:
I cant understand the reason why this two vertexes move like if they are linked.
If I move one, the other moves too in a different direction, if I change the weight of one, weight of the other changes to opposite.
Please, someone, help to fix this!


texts: Why isn't Spin tool or mesh that has been rotated accurate when zooming in

texts:
I was working with some complex geometry and after a lot of calculations some vertices should have perfectly connected. I tried to just merge them since they were supposed to be at the exact same spot but instead it didn't work.
This is where I decided to zoom in and realized that it wasn't actually at the same location, but the difference was so small that you wouldn't notice it unless you zoomed into max.
Ok so either my calculations are wrong or blender isn't as perfect as I thought it was.
I decided to recreate the problem in a simpler way that anyone can recreate.

Cursor or object origin at world center.
Extrude a single vertex from the center to any distance. In my case it was 50 meters.
Now press "." and change the pivot point depending on what you chose at step 1.
Zoom into the vertex that was extruded until you cant go any further.
Now select the vertex and duplicate it "Shift + d"
Rotating it should now pivot world center and 360° should equal to one circle so it should end up at the exact same spot as the original vertex right? well you wont notice it with such small rotation so try to increase it to multiple round trips like 1800° which is five circles around world origin. Now you should see that it's not in the same spot and the discrepancy increases with each full rotation added.

Is this intentional, bug or just some minor detail that nobody would even bother with.


texts:
I'm starting to take my first steps in Blender. I recently did the BlenderGuru's light bulbs tutorial. I have problems with rendering. The two images attached were rendered using Cycles (Blender 2.79), by CPU, 16x16 tile size and 1000 samples (all other parameters by default). The first image presents an excessive amount of noise (fireflies).

To mitigate this problem I used denoising (with default parameters), but another problem arose: black areas appear around the brightest reflections in the off bulbs (zoom in image).

I duplicated the number of samples in both cases with the same reder results.

Anyone knows how to solve this? What am I doing wrong?

Here is the .blend file

Thank you very much!


texts: Fix a seam on connected objects (probably normal related?)

texts:
I am looking for help with an issue I've encountered while editing a mesh extracted from a game. Basically, I have two objects that are connected together but UV mapped differently, so I can't joined them, but I also have a seam that shows up where the two objects meet. Here's a screenshot:

As you can see, there's a clear seam around the shoulders, which I would like to correct in order to have something like this (I did this by joining the two objects):

Now, I know I could remap the entire thing, but that would take too much time and I already have a texture for this so it means I would have to adapt it as well, which would probably make it lose a lot in quality. So it is kinda out of the question.

I've looked everywhere to find a solution. I think it comes down to the normals needing to be unified somehow. I've tried the TiNA add-on (which helps transfering normals from one object to another) but that only partially fixed the problem, and for some reason Blender just crashes when I try to export the mesh like that (which can be because I'm using a plugin that allows me to export into a very specific format, I admit I haven't tried to export it using a more conventional extension but I would still need to export to that format anyway).

I've looked into Youtube videos and posts, like this one here or this one here, and I followed those steps but that seems to be changing the neck in a way that I didn't have on my source object (the one I joined).
As for other posts and videos, they don't seem to be explaining what I want to do. Or maybe they explain the basic understanding of it, and since I'm still new to this, I just don't get it. I know nothing about baking and normals to be honest.

Anyway, I hope I didn't bored you to death. If anyone could help me with this problem, I would really appreciate it! Thanks :)


texts: I'm writing a script for scaling in the movie clip editor. I need a way to check if there are two trackers selected, or if there are not. Is there something in the API to check how many trackers are in the bundle?


texts:
I want to add a simple rounded corner to this mesh, so I selected the corner and used ctrl + B to bevel it, but it bevels really strangely, it is very deformed.

Any idea what is wrong with it?

Blend file: https://files.fm/u/c5gd2hhc

Thanks


texts:
After upgrade I am unable to shift select multiple things. Not able to shift select multiple objects nor faces nor edges nor anything. Any ideas?
Update:
It works if I hold down alt (actually option since I am using a Mac), but then it also selects the whole loop in addition as shown in the picture.


texts: Is there a way to quickly swap active images for UV maps?

texts: I have been looking around for this and haven't really been able to find a definitive answer. I just finished unwrapping a model and am getting ready to bake the Masks and an ambient occlusion map. This model has a lot of different objects a modifiers so I can't exactly combine them into one mesh. Is there a way I can take all the different objects and change the active image for baking on all of them simultaneously?


texts: In eevee, the soft shadows of the sun have circular pattern artifacts

texts:
The angle value has been increased to get soft shadows with sun.
As the rendering progresses, the shadows appear to spread smoothly, but soon there are circular pattern artifacts.
This looks like a step phenomenon or constant interpolation.
I tried to manipulate all the values of the light and render properties, but couldn’t improve the artifacts.
How can I improve this problem?
I’ve attached two blend files that I set up to help you solve my problem.
Work was done in blender 2.81.

file01
file02


texts: What am I doing wrong with my rigged body?

texts:
I just started "playing" with blender after realising that I have to be able to design my own objects to make my own game without keep on using someone else's work/Unity Asset store prefabs. I never designed anything so, yeah, I can say I'm pretty horrible at it.

Everything was going somewhat fine but I don't know why my character's body is not moving smoothly at all. Could you tell me if I'm doing something wrong please?

Here's a video showing the current issue (I know I can use the paint brush to correct the distorted shapes when I rotate the figure but I'm pretty sure I screwed up somewhere with the armature movement part as it lacks smoothness)

EDIT: Here's a download link if you want to see my file:


texts: Rotate an Ico sphere with 20 sides(Icosahedron) to align with the level grid

texts: I'm just starting out with blender and I'm running into an issue. I'm trying to align one of the faces of my Ico sphere with 20 sides(Icosahedron) to be equal with the level grid. It doesn't matter which face. Basically I'm just trying to make a D20 sitting on a table.


texts: How do I convert 2.8x scenes to 2.7x ones?

texts:
I am a researcher that has been coding on Python + Blender 2.78. I downloaded several 2.8x scenes from the web and want to render them with my scripts. I'm getting this error:
RuntimeError: Error: File written by newer Blender binary (280.0), expect loss of data!

Error, region type 12 missing in - name:"View3D", id:1
Error, region type 9 missing in - name:"Buttons", id:4
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 9 missing in - name:"Buttons", id:4
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 12 missing in - name:"Image", id:6
Error, region type 9 missing in - name:"Buttons", id:4
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 12 missing in - name:"Image", id:6
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 9 missing in - name:"Buttons", id:4
Error, region type 11 missing in - name:"Text", id:9
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 9 missing in - name:"Buttons", id:4
Error, region type 9 missing in - name:"Buttons", id:4
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 11 missing in - name:"Text", id:9
Error, region type 12 missing in - name:"Image", id:6
Error, region type 12 missing in - name:"View3D", id:1
Error, region type 12 missing in - name:"Sequencer", id:8
Error, region type 5 missing in - name:"Sequencer", id:8
Error, region type 12 missing in - name:"Sequencer", id:8
Error, region type 5 missing in - name:"Sequencer", id:8

I understand there might not be "perfect conversion" that covers everything, but I still hope for automatic conversion that does a reasonable job.


texts: Combine Texture Paint With Normal Map From MultiRes Bake

texts:
I have a Texture Painted Model that still has a MultiRes modifier active, and a normal map I baked from the multires. I'm trying to find a way to keep my texture painting and also incorporate my normal map.

So far my attempts have resulted in having one texture or the other (when "Use Nodes" is not selected in the material node window); see below:

When "Use Nodes" is selected with just about any combination of input and output connections I can think of, I just get a non-shaded figure like so:

What I want my model to look like is shown below:

Any ideas where I'm going wrong?


texts: Moving a layer behind another one to apply a glow effect

texts:
I've been creating a spaceship and I am now trying to set up the compositing nodes. For that, I am using pass indexes for materials, so I can change the effects in compositing nodes and i am having 3 different render layers: spaceship, afterburn and one more layer for slipstream.

I've been trying to place spaceship layer in front of afterburn so the glow effect of the afterburn would be exactly behind the spaceship and wouldn' t affect spaceship layer itself.

However, I can' t understand what I am doing wrong. Connecting two layers (spaceship and afterburn with glow effects) into mix shader's image sockets and spaceship's render layer alpha wire into the same mix shader's Fac input nothing happens. The spaceship layer doesn' t get placed in front of afterburn.

Here' s also an image for summarizing my problem. In other words, the glow of the afterburn affects the spaceship:


texts: Is it possible to shade/render a fluid simulation with whitewater imported from Houdini into Blender?

texts: I’ve done a lot of research on the process of exporting/importing alembic files of fluid simulations to/from Houdini and Blender and have read about the difficulties in importing custom attributes into Blender, with some workarounds involving assigning the attribute type to ‘color’ and having Blender read them as vertex colours. However, I still haven’t seen any examples online of a full fluid simulation with whitewater being shaded/rendered in Cycles. Is it actually possible at this point? Thanks


texts: I made a sculpt of a head and then made the retopology. Then I made a normal map bake with selected (sculpt head) to active (low poly head), but the normal map looks all cracked, even with smooth shading in both high res and low res meshes... What I did wrong?


texts:
I have recently started using blender and one of the models I'm working on has dark shadows along edges. I started this model from scratch. I can't remember them being there when I first started the model, but I had trouble joining areas together and think I've pressed something I shouldn't have. However, there are so many options I'm not sure what I did.

Here is an image of what I mean

The one on the left has the shadow. As a test I started a new model, which is on the right in the image, and as you can see it doesn't have any shadows.

Also, occluded vertices partially show through the model. Occlusion doesn't work properly.

In orthogonal view small darkened triangles appear along the the edges.

I don't really want to start the model again from scratch so any ideas on how to remove this shadow would be great. Thanks.


texts: How can I get a list of the installed addons using the API?

texts: How can I get a list of the installed addons and the version number so I can print out and use as a simple reference when checking for updated scripts?  I've looked at bpy.types.Addons and bpy.types.UserPreferences.addons but getting a list of the addon names is eluding me.  Any help would be appreciated.


texts: Python - Get/Set active hair particle keys

texts:
Is there any way to get and set selected hair keys in Blender 2.8 and later?
Getting and manipulating the coordinates is easy but that's not what I need; I'm trying to create an operator to select specific keys similarly to the select roots/tips from the Particle Edit mode.
Things I've tried that didn't work:

I've poured over the API without success. It doesn't look like there's an operator nor any object or data holding their selected/unselected status.

More creative workarounds also didn't work because hair keys don't seem to exist in the same manner vertices do. Trying to set the cursor to them sets it to the emitter's origin; converting the particle system to object resets the selected status of hair keys (now vertices) previously selected.


texts: Even tho I am new to Blender, I have tried many techniques posted on stack. However, I can't find a way to make this shape with a solid element (with faces).


texts: What does the geometry node mean with the point the shading point is being viewed from

texts:
I am trying to implement a laser line that I can move freely along an object to simulate a prototype we are developing. I am following the answer provided at Using Nodes for Laser Line and I have some doubts regarding how it works.

I am familiar with algebra and dot product, but still don't understand how this works. What is the Geometry node output? Is it the vector from every point lighted to the lamp? What is this point it talks about in the documentation: https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/input/geometry.html

I'm assuming it lights a point only if the dot product of the declared vector and the vector from point to lamp are in a 90º angle (hence the "less than") but I intend to do a clipped laser line and I would need confirmation and the documentation is not clear.


texts: Why my face is missing when I export fbx from Blender to Unity 3D?

texts:
I am exporting .fbx to Unity 3D from Blender 3d but when I see the object in Unity it has a face missing. Can anyone help me fix?

Thank you,
Waqas


texts: Selecting vertices in solid mode selects random vertices?

texts:
I've been having this issue since I started using Blender, but just kind of went along with it. Now its becoming a genuine issue though. Whenever I select vertices in Blender (Box select, Lasso, C, etc) While viewing the object in Solid mode, Blender also selects other random vertices.
I'm using 2.78. I do not feel a blend file would help as this problem has been reoccuring every time I use blender; it's not isolated to a specific file.

This issue does not occur when selecting vertices in wireframe mode;


texts: How to show missing edges with Freestyle edge mode?

texts:
Are there any settings to make edge marks appear at all angles when rendered? I edge marked part of Suzanne's head but when certain angles are rendered parts of the edge marks are invisible.

For example:

Edge Marks working ok at certain angles

Edge Marks are invisible at certain angles


texts:
I have an issue with my symmetry in sculpt mode. at the beginning everything was working well but Idk, maybe I did something wrong by joining meshes or what but I can't find how to fix my mirror symmetry problem as you can see on the pics :/

Thanks for your answers !


texts: When working in the UV editor, how can I snap the face corners to the four corners of the image?

texts: I do a lot of modeling with mesh that has rectangular faces. I would like to unwrap them and then align the four corners of my faces to the four corners of the UV image. I simply want the entire image to cover each face completely. It is easy to select each of the four verts to move them to the corners, but is there a way to get them to snap to the corners?


texts: When I duplicate the block I am duplicating disappeares

texts: When I duplicate the item once it  is still there, then when I duplicate again it disappears but still shows the outline of the box where it should be when that area is clicked on


texts: Where is the edit panel for SCA tree generator?

texts:
After adding tree to scene there is no editing panel. Where can i find this?

It usually showed up in the bottom left corner.


texts: I am new to Blender. Now I am trying to create an animation where the color of the body will disappear after sometime. For that, I am using node editor and in it I am adding a mix shader and transparent shader. Now in the material preview in the properties editor the body is disappearing as I change the value of the mix shader. However, in the scene it is not disappearing. Also, in the animation, the body is not disappearing. I am using the Cycles render engine. Kindly help me with this.


texts: Why there's not homogeneous volume scatter in 2.72?

texts:
There was an option to render volume in blender 2.71. I was used to doing that like in this tutorial: http://www.blenderguru.com/tutorials/make-atmospheric-lighting-blender/#.VKkh0CuG_h4

But now, in Blender 2.72, it is not possible to use homogeneous volume, because, the check button is just not there anymore!

I also tried to open project made in 2.72 in 2.71, and the option was there, but not in 2.72. Im really confused of that. Why is it removed?


texts: How to create a graph(ANN) with blender 2.9+

texts:
I want create a graph, or similar, like this:

How to do this with geometry nodes(a procedural method) and/or with modifier?


texts: Blender game engine python set position not working correctly

texts:
When I set a command for change object position on collision with another object, there is a problem. The position changes ok but the object hurls away. Here an example .blend.

Press arrow key for ball motion. If ball falls on the blue plane, set a change reset position. I do not restart the scene, only change the object's position. I use Blender 2.76

script used:

import bge

scene = bge.logic.getCurrentScene()
objList = scene.objects

obj_name = 'CubeNOVE'
cube = objList[obj_name]

cube.worldPosition = [2.75482, 3.59394, 13.89875]


texts: 3D View : Abnormal(?) X-Ray mode and Edit mode interaction

texts:
So for context I'm following along with a tutorial and the course lecturer demonstrates a usage of Blender Edit mode with X-ray enabled (set to 1.0) that shows semi-transparency for faces. Useful for selecting vertices on either side of an object for efficiency reasons (x ray mode) It's how it worked in Blender 2.79(?), but has been changed since. I believe the more important usage is that you can have per object transparency in a scene with multiple objects in it without making the entire scene transparent in Object Mode due to x-ray being enabled.

Here is an example of the intended effect from my friend:

As you can see, you get semi transparency in Edit mode with x-ray enabled, without having the faces completely transparent like you might in Wireframe.

After some troubleshooting and also having 3 separate friends test this in 2.82, 2.80 and producing the same result as the lecturer, I decided to try it in 2.82 (not 2.82a, which is what I was previously using) myself. I am avoiding downgrading to 2.80 if possible because I want to be able to use the overhauled sculpting tools.

I still am unable to get the intended effect of being able to view the selected object as transparent in edit mode and solid in object mode. Both mode's show the object as 100% solid.

Some things I did notice are that my wireframe's default x-ray setting is set to 0.5, my understanding is that it should be set to 0 by default. Not sure why this happens..so I change it down to 0 and I noticed that  I can produce the intended effect of semi-transparent faces if I reduce X-ray down to 0 in Wireframe mode (which isn't what you're demonstrating), but this only lasts between a few changes between Solid>Wireframe>Solid, and eventually Wireframe mode shows no semi-transparency for the faces.

You can see that affect here :

I also tried to reduce my x-ray to 0.999 and received these results :

This seems to create sort of transparent faces, but you can see that the edges are almost like dotted lines and the vertices are not visible.

This is really puzzling and at this point feels like a system specific issue for me. This is a nearly fresh install of Windows with new drivers and I've gone as far as reinstalling Blender both through the website, and even Steam as well (with restarts in between) so I'm not sure how I can even troubleshoot or fix this. Though this functionality is definitely not necessary nor required, I am concerned that the fact that it doesn't work as it should may cause me to run into more issues (or not realize im running into them at all!) later on so I'm trying to see if anyone could determine whats going on here.

Hopefully my explanation here is thorough enough that my issues are clear. Sorry for the inconsistency between the screenshots, I had completely reset my user preferences after awhile as to verify whether or not that could be affecting it.


texts:
I have been following this makehuman tutorial, and was able to find the FK/IK switch through this question for the same tutorial. I have followed the import settings (override exported data, add rig > exported MHX/MHX), but when I move the root bone up and down, the rig bends at the knees but the model does not.

The image on the left is the tutorial video, with knees bent. The image on the right is my project file - the rig is bent, but the knees are straight.

Is there a setting I am missing from my Makehuman export or Blender import? Or have I missed a setting in one of the panels? I am also thinking it may just be better to use makehuman's game engine rig, or else create my own rig with rigify, as recommended in this thread.

For further clarity on the problem, the image below shows what happens when the root is selected, and then moved using the transform ("G" on the keyboard).

Blender 2.78a, makehuman 1.1.0, running on a Windows 10 PC

My .blend file can be found here:


texts:
I am having issues with exporting a model from blender.

I have a model and an animation linked together and I want to export an .obj or .stl model of the last frame of the animation (preferably in high detail).

The issues is that when I change the pose of the last frame (which I need to do to fix the model so that it looks right), the edit I do to the pose goes away as soon as I change keyframe or export as an .obj.

I read that I might have to change the rest pose but I couldn't manage to do that. Also how can I export the final .obj file in higher quality, as at the moment it exports as a very low-poly model and looks like rubbish.

Any ideas?


texts: Is there any advantage in keeping dual video cards?

texts:
I just upgraded my graphics card from Nvidia GTX 1660-Ti to Nvidia RTX 2070 SUPER.

Is there any advantage in leaving the 1660-Ti in? The 2070 has shown a 30% increase in benchmark so far!


texts: no point, segment, face selection options in edit mode after svg import

texts: I should preface this by admitting I'm a complete Blender noob.  I have no problem creating basic objects and extruding faces in edit mode.  However, as soon as I import an svg that I want to extrude the faces on my interface completely changes and I no long have the option to select points, segments, and faces to extrude.  (Dis)enabling overlays doesn't seem to make a difference.  What am I missing here?


texts: Use all Objects in a Group as Object input (Animation Nodes)

texts:
I am using a node tree that takes an input object, and generates a new object based on data from it (see here for the exact use case).

I want to apply the effects of this node tree to more objects without having to copy the nodes for every object. I want to be able to control which objects go through it with a Group or List or something similar so I can control what's in and what's out. The output objects need to remain separate from each other. It should not have all the output meshes go into the same object.

Is there a way to input multiple objects from a Group, other otherwise make a list?


texts: How can I populate a model with smaller models?

texts:
My mission here is to use this Atlas model as a rough container of lego figurines. There are at least two sub-objectives that need to be accomplished:

Fill Atlas object with particles represented by the figurines and then remove container.
Animate removal of container so that the figurines may all fall to the floor.
Generate random assortment of figurines and/or material properties (maybe just color) to populate the container.

Really not sure how to start, but I was thinking maybe there was a way to automate this via Python that will allow me to quickly form a 3d array of these duplicates and apply a random color transformation with each iteration. Alternatively, I thought of iterating through the coordinates of the Atlas and inserting a Lego object with appropriate spacing. If there is a simpler method, pleeease advise! I know filling the container is different from just stacking as an array and will probably affect the physics of the animation. Thank you for any feedback!


texts:
I trying to do my second full project after finishing Chris
Plush's Pretzel.  So I am on to Blenderguru's anvil and have I stalled.  Cutting the circular slots with a cylinder into the anvil built from a plane has been terrible.  My problem is after I finish the the boolean modifier.  Because of the model design I need to go inside of the newly cut circular semi-circle and line up the new vertical edges with the preexisting horizontal edges.  Now I have my anvil with 2 semi-circular cuts in the base with all the geometry lined up and I go to apply the Subsurface and disaster.  The bottom layer of the geometry is gathering together in the middle of the center of the 2 semi-circles.  I have tried this with a miroir, using the loopcut to divide the mesh before the modifier and after the modifier.  I have done it without a mirror and just did 2 cuts and still the same problem.Does anybody have any suggestions on what might be happening to the bottom layer of geometry?
Thanks Wayne


texts: How to maintain the same pixel appearance, when rendering a exported image sequence

texts:
I need to import a animation png (with alpha) sequence into Blender, then put it on a geometry (a simple plane) to move some vertices (very subtle animation) and after that, export it again with the new deformation animation.
How can i maintain the same pixel ratio/animation when rendering the output? i don't want or need Blender to soften the edges for example.
(i want to render this on render internal, with plain colors, not adding any kind of light)
I also need to mention, the frame 0 need to be the same as the static image, with the same pixel appearance, without any 'filter' appeared.
Thanks in advance.


texts:
im working on pot of greed from Yu Gi Oh. I have modeled the base mesh and was wondering if anyone has any tips on doing these curved  lines highlighted in the image below.

Thanks in advance!


texts: Blender 290 Python : Rotate object , to align object any "edge" toward point (By math ?)

texts:
I am trying to build up a tool for orient objects, and align them...
I start placing a starting point(circle), and a ending point(squaredcircle),
And use these two lines of codes to orient an arrow, in that direction.
So i can rotate that strange flag item, "Z" ,toward the point.
And i can do it too with the other X Y Z...
This is what i dont understand:
How can i , selecting another direction, a random one,
and make the Item, align that "selected direction" to the point.
i am pretty lost.
"Convert the direction to local ?" "calculate the difference of eulers?"
I am going creazy
In this image the  ( OBJ is the flag),  ( the vec is B-A)
and   ( C is the Arrow)

A dirty solution could be like,
parent the item to the arrow, without loosing the offset
rotate the arrow, and unparent them ?
I am not sure that will work , and i would like to be able to use this tool even for faces and vertex one day, so i would like a math answer.
EDIT:
Unable to solve this, i found a workaround,
I made so i have 2 arrow object,
i orient them on the custom axis and the Z of the object,
Then i parent them, rotatate the custom axis so he rotate the other arrow.
then i unparent the whole thing
and i calculate the rotation of the object toward the arrow Z new orient
Discovered too that some action like parent will not take instant effect,
here another question about this behaviour and
how Force the Scene to update
https://blenderartists.org/t/python-script-operations-dont-works-in-sequence-but-woks-in-steps/1280227


texts: How could I fix artifacts caused by the armature modifier "Preserve volume" option

texts:
When I'm rigging a character I usually activate the preserve volume option on the rig modifier, but today I'm getting some really weird artifacts with a particular part of the rig
Example video: https://youtu.be/gfcIU6VaMmM
note that:
-for the rig I used rigify, with a tentacle module for the ears
-I tried normalizing  the weights but it only made things worse
-I need the rig to be one chain of bones so I can use dynamic bones with it
-disabling the preserve volume is not an option since that its bad for other parts of the body


texts: Method for drooping mesh vertices over rounded objects

texts:
So i'm modeling a gun and i want to cover the top of the barrel with a shape that droops over the mesh like a table cloth over a table.

Me being new to blender, i guess the shrinkwrap modifier is the go-to answer for this but it doesnt product the exact result i want.

How would i get the shape i want for this object without manually having to play with the vertices?


texts: Point Separate Node not working in 2.92 Release Candidate?

texts:
I'm trying to separate a point cloud into 2 different outputs using a geometry node and no matter what i try, the point separate mask isn't picking up the attribute, Geometry Output 1 is just showing the output of the Group vertex group but despite having the mask set up correctly, Geometry Output 2 shows nothing.
I'd like to know what i'm doing wrong or if it's a problem with the Release Candidate.
Thank you.


texts: Object appears to be overlapping in object view

texts:
When panning around in the view port and rendered mode artefacts show randomly, I have checked if any duplicate vertices, and gone in the wire frame mode and everything appears normal,I have also pulled around the vertices and faces to see if any overlap and have also set a material to the object but the problem still persists. I am a relatively new to Blender and its likely to be an easy fix, Any ideas at what could be happening here? Thank you

Update: Even when adding a new object straight away it had this problem, so has likely nothing to do with any editing to the mesh and might be a problem with blender it's self.

Blend File
Version is 2.82
Render engine Eevee


texts: How to maintain IK chain angle to target?

texts:
I've got a robot assembly arm (http://sendvid.com/ze9l813s) set up with an inverse kinematics solver, but I don't know how to keep the end bone from rotating. I need that bone to remain perpendicular to the Z axis, and to the target, while it is moving. I don't want to use rotation constraints, I just want the IK chain to have the end bone remain totally perpendicular to the ground. How do I do this with inverse kinematics?

If you're having trouble visualizing it, here's a video of what an assembly arm is supposed to work like: https://www.youtube.com/watch?v=J23oqwyN9-A

The arm can move straight up and straight down, not in some kind of weird bendy arc like the Inverse Kinematics rig is doing.


texts: Get Hex triplet for color and real 256 RGB from diffuse Color using python

texts:
as you know the RGB structure each parameter (red, green, and blue) defines the intensity of the color as an integer between 0 and 255., Actually, in Blender, you have that  in sRGB, then any  traditional convertion to HEX work BECAUSE the Hex in blender is GAMMA CORRECTED.
also in Documentation I can NOT get any reference about how get the HEX TRIPLE FOR COLOR CODE ...

how to get both with python?
UPDATE:
I want the hex value or how convert the hex to RGB
AS @dr.Sybren  I thougth That was just a straight conversion of the bytes in RGB order converted to hexadecimal notation, and then tried some simple code as @tet_ii
context = bpy.context
obj = context.object

color_inferior= obj.material_slots['inferior'].material.diffuse_color

a = '#%02x%02x%02x' % (int(255.999 * pow(color_inferior.r, 1/2.2)),int(255.999 * pow(color_inferior.g, 1/2.2)),int(255.999 * pow(color_inferior.b, 1/2.2)))

print(a)

testing the code I got:

also, I test other codes with the same or worst result:
https://stackoverflow.com/questions/3380726/converting-a-rgb-color-tuple-to-a-six-digit-code-in-python
then. Can I capture the value directly from blender without any convertion? or do a 100% accurate conversion?


texts:
I'm looking to make a jigsaw puzzle to be 3d printed. I'm making a cube that is 22cmx10cmx4mm and putting text on it and extruding it out 1.5mm from the surface of the cube. I then join the text and the cube making one object.

I have tried appending a jigsaw mesh and a boolean modifier to cut through the complete piece into jigsaw puzzle pieces but it's not working. It either doesn't cut through properly or it only saves half of the text and inverts the rest. I have tried both difference and intersect boolean modifiers. Intersect gets rid of the base and difference keeps the base but not all of the text.

Is there a way to divide a cube into puzzle pieces keeping the text on top of it?


texts: How to oganizing bigger scenes? Workflow

texts:
I'm starting a big scene in which I have many objects.
I modelled every object in separated blender files.
Now I am putting everything together, and I was wondering if there was a proper way to organize my work, so I can still modify my objects afterwards, so it gets updated in the final scene.
Thanks for your feedback!


texts: hi need help learning with the reference image I have align the side (right hand view) when im trying to align with the left hand view (front view) Mesh getting disturb


texts: Removing automaticly generated (automatic weights) weight paint

texts:
I'm very new to the topic of weight painting, and have just parented several meshes to a rig.

It all works well, except for one issue at the shoes (the bone of one leg not only drags that leg, but also the other one).

I selected the bone, and then the object that I was having trouble with (opposite shoe), and, sure enough, there was some weight painting on the shoe. I changed the brush to subtract, and dragged all of the levels (weight, radius and strength) up to their maximum. I then tried to remove the weight paint, but it was not subtracted.

Strangely, adding my own weight paint and then trying to remove it works; it is only the auto-generated weight paint that will not go away.

Here's my file:
http://www.mediafire.com/?s30kckfkhqx8ga4


texts:
I have a problem: I render images, and if Blender accidentally quits while performing some sort of operation, I lose my rendered data. (If only a single unsaved image).

I have external data > 'Pack all into .blend' enabled, but this does not pack rendered images into the file.

Is there a way to pack single rendered images into the .blend along with all of my already packed textures?

This would be extremely helpful, and would save a lot of render time!


texts: I am working in EEVEE and I set up a fire simulation. I am trying to figure out though, is there a way to have my fire wrap around an object? I need it to collide with what is above it and wrap around the sides...


texts: why my plate turn to normal map in object mode?

texts:
so as i was following a tutorial on blender guru (youtube channel) when i added the normal map to my wood texture , this happen !!!
when i render every thing is okay and it's beautiful but it's annoying me so much when editing and modeling i see the normal map , why is that's happening !?
i tried to replace the images again or tweak the options , but none work , can you help me please !?


texts: How to get rid of imperfections after applying subsurf?

texts:
I'm trying to model a simple sofa in blender but after I applied subdivision surface modifier i got that nasty gap. On the other side it looks good.

here ^ is how it looks in edit mode, there are not two objects but one so moving the small part in won't do.
PS: no need for elaborate stuff since I'm using it only as a prop, it was not intended to be a high quality object in the first place, so any solutions will do (even if it's not 'by the book'). Thank you!


texts:
When I place my fbx file in unity it's only visible from the bottom, when I look at it from the top I can't see anything. How can I fix that?

This is how it looks in blender: https://imgur.com/a/F7uPO38

This is how it looks from the bottom in Unity: https://imgur.com/a/yAH2bRy

This is how it looks from the top in Unity: https://imgur.com/a/vEuQsPb


texts: Create LightCone (GodRays) with only light, no black, much transparencies; to place over (Alpha Over in VideoEditing) a video

texts:
Sorry to come again with this.
In Blender 2.79b this works easily and perfectly by just switching on "Halo" in the "Spot" setting. Didn't even set the World's Alpha to "transparent" instead of "Sky".
Now I try to translate this into a 2.82 (oder higher) version. Tried Film->transparent for background and did a long orgy with nodes of all sorts. Material nodes for the Cone-Mesh for volumetric scattering (Node "scatter volume"), every alpha-over, keying etc.
The problem still remains: The shadows of the light cone's (I split it into several parts by a slit mask in front of the spot's light source) are rendered black and not "no light but transparent".
I enclose the (simple) blender 2.79b project here; any ideas? MakeLightCone-2.79b


texts: Check if object position and rotation are zero

texts:
I want to check if all object transforms are at zero with python. What I have so far is this:

 object = bpy.context.active_object

 if any(object.location) or any(object.rotation_euler):
    print(object.location)
    print(object.rotation_euler)

This statement any(object.rotation_euler) doesn't seem to work correctly as it returns true despite there being no rotation.

How do I change the statement to make it work?


texts:
I am trying to import terrain, image overlay, and osm roads into my file. My code:

bpy.context.scene.blender_osm.dataType = 'terrain'
bpy.context.scene.blender_osm.maxLat = maxLat
bpy.context.scene.blender_osm.minLon = minLon
bpy.context.scene.blender_osm.maxLon = maxLon
bpy.context.scene.blender_osm.minLat = minLat
bpy.ops.object.shade_smooth()
bpy.ops.blender_osm.import_data()
bpy.context.scene.blender_osm.dataType = 'overlay'
bpy.ops.blender_osm.import_data()
bpy.context.scene.blender_osm.dataType = 'osm'
bpy.context.scene.blender_osm.buildings = False
bpy.context.scene.blender_osm.water = False
bpy.context.scene.blender_osm.forests = False
bpy.context.scene.blender_osm.vegetation = False
bpy.ops.blender_osm.import_data()

When I run this, I get a variety of NoneType errors, such as

File "/Users/.../Library/Application Support/Blender/2.82/scripts/addons/blender-osm/overlay/__init__.py", line 315, in setUvForTerrain
AttributeError: 'NoneType' object has no attribute 'matrix_world'

and in blender.py

bm.from_mesh(obj.data)
AttributeError: 'NoneType' object has no attribute 'matrix_world'

Yet it imports correctly as my roads are perfectly there. If i continue with the rest of my code separately, everything works fine.
What am I doing wrong/how can I suppress this?
Thanks


texts: Is there a way to generate an armature from a collection of points/vertices?

texts:
So I have some data exported from OpenCV that captures human movement from videos, such that each joint is mapped to a point in 3d space for each frame of the video, and saved into a CSV for later use.

I have a rough idea about how to load these points through an import script in blender, and sequence the frames into an animation, but is there any way I could possibly take these points and turn them into a proper rig? Is there a plugin that does this already? I've done some googling with no luck, and the recent questions don't seem to ask about this specifically. I understand there might be some complication in describing relative rotations from translations alone. If this is the case, I'm fine trying to figure it out on my own.


texts: My mesh comes apart every time I parent it to my armature

texts:
I'm trying to parent my mesh to my armature, but it seems as though as if every time I do so, my mesh loses its faces.

I'm pretty sure that it's being caused by the lack of green bones on my mesh for some reason, and I'm not sure how to fix those.
I've also tried regenerating my rig with and from rigidify, but it just seems to turn out the same. If anyone knows, thank you and have a nice day!


texts: I somehow managed to lose the materials tab in Blender. It now looks like this. It's my first time using it, so maybe I'm just being stupid. Also the other bars have somehow duplicated and I don't know how to fix it


texts: I am seeing both blender 2.8 and blender 2.81 in my program list. So can I uninstall blender 2.8?

texts:
I have previously installed Blender 2.8 and today I have updated to Blender 2.81 by downloading and installing it from blender website. I see 2 blender programs in program list, one Blender 2.8 and Blender 2.81 which seems awkward. I thought it would rewrite the previous version which I already have but instead it creates a new blender program, although the desktop icon is still single and refers to Blender 2.81

So can I uninstall Blender 2.8 without uninstalling whole blender?
And is Blender 2.8 taking extra unwanted space in my hard drive?
and
How to update Blender the right way efficiently?
Can I update Blender without downloading the whole software again?


texts: Orient animated camera horizon to object Y axis

texts:
I have Empty in scene center and camera as a child to this empty.
Camera always look in center of scene and 2m far from this center.
In center i have long Y side object.

I "tilt" camera by adjusting Empty Y angle. And rotate around center of scene by rotating Z of empty.

Is this possible using constrains made camera horizontal (Y) orientation always horizontal to this long object?


texts: As in the GIF, I try to fit that UV island in the shape which I marked with blue color. I pin the vertices that I drag to make other vertices drag accordingly. However it acts very weirdly as in the GIF? How can I fit that UV island easily in the shape without working on every node?


texts:
Is there a way to automatically save my blender files to my external hard drive when I work from my desktop?
Like saving it to multiple file paths. Someone on the blender community did create an add on, however it looks like it's only for rendered files. I'm looking to back up the entire project every time that I save. Thank you.


texts:
I downloaded a Model from BlendSwap and  when I was looking through materials, I these nodes which I have never seen before.

Examples:

How do I create one of these custom nodes?


texts: Are there any settings I can tweak to speed up blender?

texts:
I'm running blender on an older computer and it is a bit sluggish. Are there any settings I can change to get better performance out of the UI?

I'm using blender 2.8


texts: How to copy nodes and their links from one node tree/material to another - in python?

texts:
I'm trying to copy nodes from one node tree/material to another, in python.

As far as I can tell there is no good way to do this.

I have even tried context switching and then either try to use

bpy.ops.node.clipboard_copy() or bpy.ops.node.group_make() on the selected nodes.

But both will fail due to wrong context, even though I have successfully changed the area.type to "NODE_EDITOR" or the area.ui_type to "ShaderNodeTree".

So, I'm at a loss here. I don't want to have to figure out the entire tree structure and re-create all individual nodes.
I can select the nodes I need easily though. I would also be fine with somehow merging both trees and removing what I don't need.

Any help with this would be really appreciated. Blender 2.80.
Just getting the node ops to work after a context switch to the node editor, would suffice already.

To clarify: I'm running my tool from VIEW_3D in object mode. I'm switching the context to the node editor like so:

def change_context(string):
    area = bpy.context.area
    old_type = area.type
    area.type = string
    return old_type

This works, in that it switches the 3d view to the node editor, but following this with calling bpy.ops.node.group_make() or bpy.ops.node.copy() will fail:

RuntimeError: Operator bpy.ops.node.group_make.poll() failed, context is incorrect

Calling the node ops from the search bar in proper, manually changed context works. So I suspect my context switching is incomplete?

edit2: video demo
https://www.youtube.com/watch?v=N9tZLqHvcL4

running group_make() from node editor, works fine
switching area to node editor and running it, fails


texts: How to get the coordinates of the knife tool on an edge (in real time)?

texts:
After developing my first addon (Arrange objects along a curve), I was interested in continuing learning and developing scripts for Blender. The question now might be difficult, but I know it's possible:

How to get the coordinates of the knife tool on an edge in real time, in python?

With the Chebhou's tips I get:

import bpy
from bpy_extras import view3d_utils
from bpy.props import FloatVectorProperty

def main(context, event, ray_max=1000.0):
    # get the context arguments
    scene = context.scene
    region = context.region
    rv3d = context.region_data
    coord = event.mouse_region_x, event.mouse_region_y

    # get the ray from the viewport and mouse
    view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
    ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)

    if rv3d.view_perspective == 'ORTHO':
        # move ortho origin back
        ray_origin = ray_origin - (view_vector * (ray_max / 2.0))

    ray_target = ray_origin + (view_vector * ray_max)

    def obj_ray_cast(obj, matrix):
        """Wrapper for ray casting that moves the ray into object space"""

        # get the ray relative to the object
        matrix_inv = matrix.inverted()
        ray_origin_obj = matrix_inv * ray_origin
        ray_target_obj = matrix_inv * ray_target

        # cast the ray
        hit, normal, face_index = obj.ray_cast(ray_origin_obj, ray_target_obj)

        if face_index != -1:
            return hit, normal, face_index
        else:
            return None, None, None

    # no need to loop through other objects since we are interested in the active object only
    obj = context.scene.objects.active
    matrix = obj.matrix_world.copy()
    if obj.type == 'MESH':
        hit, normal, face_index = obj_ray_cast(obj, matrix)
        if hit is not None:
            hit_world = matrix * hit
            return hit_world
        else:
            hit_world = matrix
            return 0.0,0.0,0.0
    #return None

class ViewManoOperator(bpy.types.Operator):
    """using mouse events"""
    bl_idname = "view3d.mano_operator"
    bl_label = "View Mano Operator"

    hit = FloatVectorProperty(name="hit", size=3)

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':
            self.hit = main(context, event)
            context.area.header_text_set("hit: %.4f %.4f %.4f" % tuple(self.hit))
            return {'RUNNING_MODAL'}

        elif event.type in {'LEFTMOUSE', 'RIGHTMOUSE', 'ESC'}:
            context.area.header_text_set()
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

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

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

if __name__ == "__main__":
    register()


texts: Don't let FK arm controllers clip through objects

texts:
I'm having a bit of a hard time with a lot of animations which involve sitting people on a table.
Problem: I want the table to be no passable by specific FK controllers, like the hands (and maybe also the fingers).
At the moment just keyframe/animate around that, manually checking that the human mesh doesn't clip into the table. From what I googled, I figured out that the way to go might be setting up a bone constraint with the floor constraint. I made a wall (yeah, not the table but the same principle) to try that out, but ran into problems again.
Here is an illustration of the problem:

Without constraints the objects simply clip into each other, see figure 1 and figure 2. With the floor constraint switched on, the FK controller stops, but only if it fully reached through the fall (figure 3). I can set an offset which fixes that (figure 4), but when I rotate the hand around, the offset stops the hand at a position way before the wall (figure 5). Also using an offset messes with the positioning (usual mouse position is offsetted by the value) When I switch the offset off, it works for the flat hand rotation (figure 6), but it will produce the result of figure 3 for the pointy hand obviously.
It's more work to consistently keyframe offset then just manually fix things, but I would really love solution which just stops the bone when any part of the bone enterns the object, even when rotated.
PS: I know that the floor constrait might not be usable in this scenario because the rotation of the hand would be considered a non-flat surface, which the handbook mentions to not work with the floor constraint modifier. So what are other solutions? The shrinkwrap modifier works with non-flat surfaces, but to my knowlege it "pins" the bone to the object surface, which isn't what I want. I just want the controller to stop when entering.
So, do you have any ideas? I would greatly appreciate it!
Thanks in advance!
Furexus


texts: Object, mesh, material, material slot, face, material assignment: How do they work all together?

texts:
I've had a hard time to figure out why I couldn't set a different material for a given face on a mesh used by two objects (duplicate by AltD).

As soon as I was assigning a material to a face on one object, the face was also changed on the other object, in spite the material was 'object-linked'.

I initially set the material slots exactly the same for the two objects, including materials used by both objects. What I realized (and the documentation doesn't help) is that one doesn't assign a material to a face, one rather assign the material slot. This slight difference has indeed a lot of consequences.

The solution was to set different materials to the same slot in each object and not changing the material-face assignment.

Slots have a taste of C pointers for the mass... whatever, this leaves me with more questions:

Is that correct the slots are the actual entities which have the 'storage location' attribute and are stored either at mesh ('data') level or at 'object' level?
Is that correct slots (not materials) are assigned to faces, and in the case of object duplicates sharing the same mesh, the face-slot assignment done with the 'Assign' button is shared between duplicates?
Is it true that a face is assigned by reference to the absolute position of a slot in the list? The evidence is using the up/down arrow of the slot list in the Material tab, to change the order materials appear, actually changes which material is assigned to a face .

That's the general idea, do I miss an important point regarding the use of the material slots? Any reference to good documentation to go further appreciated, especially a description of the model.


texts:
I am trying to create some low poly mountains.

My issue concerns the pine trees, which I have added to make my lake look bigger. I have used the Properties panel > Particles tab > Vertex Groups dropdown > Length: setting to control the length of the trees (Hair particles), for added depth.

My Weight Painting for the Length: setting:

I like the transition, but I'm wondering if it's possible to increase the intensity (i.e. lesser values become less, greater values become greater) to increase the contrast of the sizes between the trees in the foreground and background.


texts: Objects stop emitting smoke/fire after a short time?

texts:
How can I maintain the flames on the pieces of an object after an explosion?

Here's a video of the issue.


texts: I've recently gotten back into Blender and am currently unwrapping uvs for a model I'm developing. I remember vaguely of a feature that allows me to bend a uv mesh to expand or shrink areas by dragging a vertex in or out. An example where I find this useful is when I unwrap a head, and the face is microscopically in the middle compared to all the other features bordering the seams. I remember dragging areas on the face using the vertices to expand the face out and shrink the seam areas down so more detail can be shown on the actual face. Does anyone know how this is done or am I just mistaking this feature from another 3d program?


texts: Hair Paricle System not rendering properly on plane

texts:
My scene involves a plane that has several modifiers:

Subdivide, set to six.
Array, set to -1 Y axis
Array, set to +1 X axis
Displace with a basic cloud texture

I tried following Andrew Price's tutorial on realistic grass, by adding the default hair particle system to the plane and setting the render to a group of grass, but the grass only appears in a small space in the render. What am I doing wrong?


texts: Blender 2.8 - Pro Lighting Sky and Studio -

texts: how do I install Pro Lighting Sky and Studio in Blender 2.8?