texts: Cycles Node Editor: Double Diffuse problem

texts:
Basically there is 1 area and it is all 1 material.
It consists of 3 parts/UV maps: Mountain, Soil, and Beach. The UV maps "overlap" each other which means that the faces of transition between the parts are in both/all three of the UV maps.

The layers of the textures have an order: First there is the mountain, then there is the soil which covers a bit of the mountain, then there is the beach which covers some of the mountain and the soil. The soil and beach textures have slightly transparent parts at the transition.

I use the general Color/Normal/Occlusion/Specularity setup for each of the textures. In the end the different parts shall all have their own diffuse and glossy shaders, the mountain f.e. gets a slightly red gloss to it.

Now there is the problem that the faces of the transition seem to be "diffused twice" you can see that they are way brighter:

(note that it really is just the faces of the transition not the whole mountain even if it might look a little like this in the screenshot.)

Here is an image of the node setup, sadly it is too small to read it:

Last but not least the .blend-file(too large for blend exchange):

Choose one:
http://www.file-upload.net/download-10862405/area.blend.html
http://www.megafileupload.com/5157/area.blend

To sum it up: Is there a way to diffuse it all with the same brightness whilst remaining separate color and normal maps plus separate specularity maps and glossy shaders. Aka "how to set it up correctly".

EDIT: Here are the textures packed in a .zip:

http://www.file-upload.net/download-10862545/textures.zip.html

http://www.megafileupload.com/5176/textures.zip

EDIT: The answer of PGmath might work but in my case it doesn't because the textures are "hand painted" and they already have transparent parts at the borders and stuff. Isn't there another way to achieve this? I cannot use the mask method, I'd have to do the whole thing again.


texts: Missing 3D printing category tab in tool shelf after activating the addon

texts:
I've activated the Mesh-3D printing Toolbox in Blender. But the tab doesn't show up in the tool shelf. Please help, a bit urgent.

Thank you

What I have

What it should be:


texts: Why do I have problems with unwrapping and AO baking?

texts:
I have created a rough model of a corrugated iron roof. I need to unwrap it, and then create some shadow maps. However when I DO unwrap it, it looks, extra weird. Just pieces all over the place in the UV image.

And the lamp stops casting any shadows when I set ambient occlusion in my environment.

I followed this : https://community.secondlife.com/t5/Mesh/Ambient-Occlusion-for-Blender-tuts/m-p/2876281#M30051

And it did not work for me.

What do I do ?


texts: Audio dont work in external program with blender running

texts: im trying to make a video of my workflow in blender, the problem is whenever blender is running..i cant get any program to run with audio..even youtube stops working ..is there anything that i cant maybe switch on in blender to make this work?


texts: How can I actuate a different object than the one who's controller calls the script?

texts:
I have a button that should make things appear and and disappear in the script. However, the actuators that make the other object disappear are on the other object.

Normally, to actuate things we cal the code something along the lines:

cont = bge.logic.getCurrentController()
button = cont.owner

However, I clearly need the controller for the other object (or at least I think I do.)

I try the following code:

label = scene.objects['Text.001'] # our aptly named explanation text
labelcont = label.controllers

for obj in labelcont:
    print("object")
print(lablecont)

"Object" never prints, suggesting to me that there is nothing in the KX_PythonSeq object that is returned by .controllers.

I also tried to use labelcont[0], and well, that returned index out of bounds.

How can I get the controller for a different object?


texts: How can make the state of a boolean property relative to the 3d view area?

texts:
I need to keep unique boolean properties attached to screen area (view 3d) which may have at the same time different states depending on the context view area, like propertie lock camera to view or use local camera can have different state in different 3d view areas.

For now I managed to declare a variable but which reacts globally, it changes state in all views.

import bpy
from bpy.props import StringProperty, BoolProperty
from bpy.types import PropertyGroup, Panel, Scene
from bpy.utils import register_class, unregister_class

class MyPropertyGroup(PropertyGroup):
    My_Bool : BoolProperty()

class PANEL_PT_panel(Panel):
    bl_label = "Boolean relative to 3d view area"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "View"

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

        row = layout.row(align=True)

        col = row.column()

        col.prop(scene.mybool, 'My_Bool', text="My Bool")

classes = (MyPropertyGroup, PANEL_PT_panel)

def register():
    for i in classes:
        register_class(i)

    bpy.types.Scene.mybool = bpy.props.PointerProperty(type=MyPropertyGroup)

def unregister():
    for i in classes:
        unregister_class(i)

    del bpy.types.Scene.mybool

if __name__ == "__main__":
    register()

how can I "contextualize" his state ?

there is a specific way to register it ?


texts: Is a Graphics tablet essential in grease pencil?

texts: I am new here but been fiddling with grease pencil. Is a Graphics tablet essential when working with grease pencil for 2D animation?


texts: How to merge vertices without disfiguring mesh?

texts: My mesh has gaps in between faces so I decided to merge the vertices but this distorted the shape of my cup. Anyway to sort this out? I feel like I need to start over as I can't remember what I did wrong.


texts: Blender VSE Driver deleted when strip is copied or duplicated

texts:
I need some insight or solution. In Blender VSE I have some transform strips with driver linked with another strip. Now I need to duplicate the transform strip with the driver. When I duplicate it, the driver is gone. How to resolve it or what is actually causing it? Is there any script or addon to deal with it?
Thanks in advance!

Observation: It creates new object and not instance while duplicating.


texts: On laptop when I press F3, no search bar shows up, just the brightness goes up?

texts: On my laptop I can't open any search bar because whenever I press F3 the brightness just goes up.


texts: Hi, How do I remove the line after merged the 2 objects together? before I subdivided in multiresolution everything seem ok but after that it look like in the picture.


texts: I want to invert the colors of a texture brush. How can I do that in Blender without using an external program?


texts:
My transparent object show jungle?
Every time I make transparent object there is always a reflection of a jungle. why? how do I get normal transparent object?


texts:
I was trying to remake a scene from Assasin's Creed. It features the main character jumping from a pretty large building. I already have two volumetric lighting in my scene. Its literally impossible to use any more volumetric fog or smoke in it since my scene is pretty heavy with a lot of simulation and stuff. I recently saw Ian Hubert's splash screen. I saw that he used image planes for making steam besides the boat. Unfortunately I am using cycles and is not able to use the same node setup.
An example of what I want:

Ian Hubert's image(appended):

Node setup:

What happened is that it is completely transparent in cycles(with the same node setup)...
I would like to create the same in cycles with the same image (as I could.'t find one online).


texts:
I installed the latest version of Blender on my old mac and it looks like this???
Any ideas what went wrong?


texts:
I'm new-ish to Blender, mostly using it on a casual basis. I have no experience with cycles or nodes but am working with basic geometry to make a floor plan/scene in my spare time.
My issue, which I haven't understood the answer to in the questions I looked for, is that the spotlights I've added to the scene aren't even affecting the rendered image. At first it was grey with the world lighting, but after I followed some advice and lowered the world strength it simply went black. My spotlights aren't working at all.
Very basic question but would love some help with this


texts:
I am a beginner, so I'm just learning how to make fluid simulations in  blender. I have a fluid simulation with a domain, 3 effectors, and the inflow, which has 2 keyframes, one at the start and one at the end. The keyframes are for the use infow checkbox, the first one with use inflow on, and the second with use inflow off. I moved the inflow off keyframe from 40 to another place (I forget, somewhere between 40 - 60 exclusive), and then to frame 60. But, when I play the simulation, at frame 47, it stops and restarts (goes back to where there was only a little fluid in the scene). It also restarted at frame 53. Help! I am using blender 2.82a, and Windows.

Blend file: https://drive.google.com/file/d/1mlmLsOfclxOvEghPIv5HvV3vIm8Scqf1/view?usp=sharing


texts: Strange stretching of mesh when using automatic weights

texts:
I am using this tutorial.

I've been attempting to work out what exactly is making the mesh snatch onto the original T model instead of moving with it. I'm completely stumped on this one.


texts:
I have a camera System that is supposed to look at the empty in my scene. It should only move, not rotate. It should rotate in two parts. One, the actual sensor body and the other, mount plate. Rotating these two parts the camera should be pointing straight at the object. I assume this should be done using constraints.

blend file


texts: copying/editing a material animation parameter

texts:
I would like to copy/paste or somehow apply the same animation parameter of one material to another.  For example I have a mix shader in one material where I'd like to apply a similar Mix Factor to a material that has a mixer in another objects separate material.   I may then want to "curve edit" to offset timing or values.
Is there a way to copy/paste a similar animation of similar values, or to copy/paste or display the TIMING of the animation in the source material?

Is there a way to see and edit this parameter in the Graph Editor?

Or select the material animation?


texts: Baking diffuse to a second mesh leaves a lot of black pixels in target

texts:
I'm trying to bake lighting into a texture.  At the end of my bake, about half of the pixels in the image appear to be correctly rendered, but the other half are completely black and in a Moire pattern.
I've created a test file where I create a new instance of the monkey, assign it a new material with a new texture and then paint it.  Next, I duplicate my mesh (I do not change its transform) and assign the duplicate a new material with a new blank texture.  Then I select my first object, then the second and go into the Render tab. Under Sampling, I have render samples at 128.  Under Baking, I have Bake Type: Diffuse.  Under Influence, Direct Indirect and Color are checked.  I press Bake and a few seconds later my baked texture is created with the black pixels.
Does this have something to do with overlapping geometry?  None of the tutorials I looked at say I need to tweak the vertices in either my source or destination mesh.

Left pane: the baked texture.  Right pane - my source mesh and texture.  The bake target has exactly the same mesh and the same transform.


texts: How do you convert Weight paint to new mesh layer in blender?

texts:
I used weight painting tool to select specific area of an dental model object and I want to convert that selection to new separate mesh layer, is there any way to do so in blender 2.8?

Please advise.


texts:
I want to randomize several procedural textures in the same material. For example, have 3 different Noise textures with a random number as their Scale. I can use the Random output of the Object Info node, but this gives me the same random number each time.

Is there a way to get more random numbers?


texts: How to make a lamp only half-cast shadows?

texts: There's of course a binary option to use shadows or not to use shadows with a lamp. How can I do this somewhere in the middle, giving more control to use, say, 50% shadows?


texts: Active rigid object not following the animation movement of other rigid object

texts:
I've created a conveyor belt out of single links using an Array modifier and then a curve modifier to get a conveyor shape. Additionally I've added a keyframe animation on the Y coordinate with a Generator which produces a constant movement of the belt.

The problem is, that the little white-green package falling on the belt does not interact with the moving belt: It falls through and is not moving as you see below (there is an additional passiv black cube below the moving white links and this is the object the package collides with).

The package is an active rigid object, the belt a passive animated rigid object. Potentially this has something to do how I created the curve of the belt: I used a circle, selected "Curve from mesh" and applied the curve modifier to this curve:


texts: Is there a way to execute code before Blender is closing?

texts: My add-on needs to do some clean-up action before it is ended. This is done in the unregister() function in __init__.py when the user unchecks the add-on in Blender's preferences dialog and works fine in this case. But if the user just closes Blender the unregister() function seems not to be called. How could I achieve this or force Blender to do some other action before closing? There is no handler list for the event "Blender is closing" in bpy.app.handlers as far as I can see.


texts: I have been modeling and then I've noticed that I had a strange seam going at a certain part of my mesh, quite weird, can't figure out what is causing this to happend.


texts:
Hi! I'm been trying to work on something but whenever I switch it to viewport, this happens, I dont know how to describe it well, and if i render, my graphics drivers crash along with blender itself.
I found some old similar things i've worked on aswell and then when I opened them, they worked fine and didn't crash/looked normal.
PC Specifications:
I7-3770
Intel Graphics 4000
21GB Ram
Windows 7 Ultimate
Please help!


texts: Memory useage 100% when use brush draw obj

texts:
I'm drawing directly from 3D view mode, memory up to 100% and it can't go down, is it a bug? It doesn't happen in uv/image editor mode.

environment:
amd ryzen7
memory 16G
blender version 2.79
obj faces: 2584 polygons

Edit:
That is the obj link: https://free3d.com/3d-model/heart-v1--404644.html
"Draw" means using a brush to hold down the left mouse button while sweeping over an obj in TexturePaint Mode.


texts: How to apply "Envelope Muliply" in Deform in Export

texts:
Title. I have a bugged shoulder in animation of a mesh that I have imported into UE4. I went back into blender to select the bone and I went to bone properties and checked "Deform" which was ticked. If I tick it off, it will fix the bone in animation. If I tick the "Envelope Multiply"-box, it will also fix it in animation.
When I export it however, it returns back to normal. Any help?


texts:
Blender Cycles Diffuese Material - Why it stays so light? I can't figure out how to get id darker!

Thanks,
Manolo


texts:
Something weird is happening and I don't know why.

I imported an animated .fbx character from Maximo. Everything seems fine but whenever I try to move the position of the camera the character seems so stretch as if it is attached to the camera.

I tried to delete the camera but I keeps happening. Does anyone know how to fix this?


texts:
Is it possible to transform/affect the texture coords from within the OSL shader?

I would like to be able to have my shader slip the input texture around on the surface of my object which already has uv coordinates.


texts: Why is rendering with cpu added only mildly faster even though it uses so much more power?

texts: I get 3 seconds faster rendering rate when using optix with cpu but when I render without it is about as fast. I can render 4-5 project really fast at the same time when cpu is turned off when cpu is on there is no difference and sometimes the render times are substantially longer then just using GPU making matters worse rendering a second file at the same time is mildly possible or just straight up impossible when adding the cpu.


texts:
Any advice on the best way of opening the mouth using Proportional Editing or rotating the bottom jaw from the pivot point/3D cursor? It's the latter I'm trying to achieve. Sadly, the jaw always looks a bit too wooden, like a ventriloquist dummy's.

Thanks


texts: How to have the head of a bone move freely?

texts:
I've set most of the important control and pole bones and they worked, but the head of the chest bone is locked. The tail can move freely.
The file:


texts: Why is this UV map going horribly wrong?

texts:
So, I've created a little light-saber, (I got the idea from here, but I got carried away and my model looks nothing like the video.)
Feel free to download the file here.
...The UV unwrapping, sadly, has been a disaster.  The output makes so little sense it could've strained Euler's short term memory, because I have no idea what "piece" (what are those called again?) of the UV map goes where on the model.
My model looks like this:'

I got some effect out of applying scale, as the unwrap is no longer some huge distortion extending several times the length of the grid, but still utterly useless.

As you can see, most people won't be able to see how this was unwrapped.  At the moment I only have three seams, onet is along the "bottom" of the shape directly under the one asymmetrical part (the protrusion visible to your right.)  The other two are on either side of the protrusion, but instead of red lines I see thick black lines:

in one of the places I want the seam (I assume I want seams about asymmetries.)  I don't know what these black lines mean and I can't tell if there is any seam there.
Thanks for the help!


texts: Pixel Coordinates of Rendered Image with Python

texts:
I need to get Pixel coordinates of a rendered image.
Here is explanation:

In the Image Editor, I can see the coordinates in the bottom left corner by right clicking in the image. Is it possible to get the coordinates with Python? I need them to setup many crop nodes.


texts: CUDA error out of memory in cuCtxSynchronize()

texts: I need your help about an error, this is the screenshot of the problem.


texts: How to change object color depending on its location? (EEVEE or BI, no Cycles)

texts:
I have a colored plane (4 faces 4 colors) and I'd like another plane which is above the first one to change the color accordinly depending upon which face is under.

I tried Data Transfer modifier but nothing happens. What's wrong?
Or is there another way to do that? No Cycles render. EEVEE (2.8) or internal (earlier versions).
Thank you.


texts: Calculating / Estimating the normal at any location on a face

texts:
In a recent answer I employed Object.ray_cast which returns the location and normal of a ray hitting a face.  The normal is needed to calculate the rays reflection, ray.reflect(norm).  The normal returned for any hit on a face is the face's normal, not as I was hoping the normal for that location on the face.

In image camera is projecting a grid of rays onto sphere and reflecting them back to create the plane.

The result of using face normal can be clearly seen in reflected mesh. Mimics the rings / loops of the sphere.

To get around this, as an estimate  a barycentric interpolation using the triangle constructed from the centre of the face, and the vertices of the outer edge that the hit location falls within. Using the normals at these three points, the location of hit on face can be plugged into mathutils.geometry.barycentric_transform(...) to estimate the normal at the point of hit.

def calc_normal(mesh, face_index, point):
    face = mesh.polygons[face_index]
    o = face.center
    p = point - o
    # find the edge

    for ek in face.edge_keys:
        v0, v1 = (mesh.vertices[i] for i in ek)
        if (v0.co - o).angle(p) <= (v0.co - o).angle(v1.co - o):
            break

    return barycentric_transform(point, o, v0.co, v1.co,
                                face.normal, v0.normal, v1.normal)

def obj_raycast(obj, ray_origin, ray_target, matrix=None):
    # returns global coords
    if matrix is None:
        matrix = obj.matrix_world

    # 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
    ray_direction_obj = ray_target_obj - ray_origin_obj

    # cast the ray
    success, location, normal, face_index = obj.ray_cast(ray_origin_obj, ray_direction_obj)

    if success:
        n = calc_normal(obj.data, face_index, location)
        return matrix * location, (matrix * (location + n) - matrix * location).normalized(), face_index
    else:
        return None, None, None

Which produces this "ok" result.

Are there other ways to calculate / estimate the surface normal at any given point. Perhaps using BVHTree Utilities ray_cast


texts: Export - Internal render vs Cycles render

texts:
I saw this tutorial: https://www.youtube.com/watch?v=Tovu1A0LxeQ

And now I'm trying to export my model into obj file with textures. However, seems this is not possible to achieve with the cycles render (from what I read).

So, is there a way to do the same process using the internal render, so that I can have my obj/mtl file referencing the uv layout png file?

The final goal is to publish my model into Facebook, which needs glb file. So I was trying to get first the correct obj file and then convert it to the glb file.

Thanks


texts: Is gone the Handles of Curve tools in 2.8 version?

texts: I can't find Handles tool of Curves in Blender 2.8, Indeed, has it gone?


texts:
I have an rig set up with a control armature, and a deform armature.
I have some control bones that I use for IK constraints.

When I try to rotate some of these control bones, instead of rotating around the head of the bone as the pivot point, they rotate around the cursor - changing not just the angle of the bone, but also the position - which I DO NOT want.

I have made more than one version of my rig, saved as I went along. In an older version the rig has several problems, but at least there, when I rotate the bones, they rotate around their own heads as the pivot points, not around the cursor.

I want to be able to rotate the bones to change their angles, but not their positions.

Does anyone know what setting I may have unintentionally altered that has lead to the bones rotating around the cursor instead of their positions?

(the bones are parented to other bones in both versions, with "keep offset" - I do not understand why in one file, they keep their position as parented to the parent bone, and rotate around the head, whilst in the other, they rotate around the cursor and change the distance from the parent bone.)


texts: Cannot rotate sun lamp after importing OBJ file

texts:
I created a new scene, deleted the cube and imported this OBJ file (created in FormZ). After that I did not see the scene but after following up Cegaton's advices the scene showed up (but I must say I don't really understand what I am doing).

After that I moved the lamp and made it a sunlamp. Somehow I cannot rotate the lamp to point it to the house in the scene. I don't understand that.


texts:
Q: How can i randomly rotate several separated faces, wich are part of the same object, in z-axis in edit mode?

Context:
I have ≈150k instances, some are rivets and some are screws, i need to random vary z +/-0.5mm each rivet, and random rotate z each screw.
I must avoid making instances real since doing so renders the scene unstable, hard to edit and nearly impossible to render.
I managed to do the z variation for the rivets using a displace modifier with clouds texture but could not manage to achieve the random per face/screw z rotation.


texts: i've got a sculpt i'm retopologizing and i'm having issues with the area where the legs connect to the body. The shrinkwrap doesn't seem to go into the creases. is there anything i can do to fix this?


texts:
Does anyone have any idea on how I can create a realistic shader to emulate clear water? I am struggling because while clear water looks clear it also tends to change the color temperature of the water and there still tends to be a small amount of fine debris in the water. If anyone has any tips that would be great, I am using cycles rendering engine!
(I can share the file with anyone if you want to get a better idea)


texts: What's causing these artefacts when rendering my baked normal maps?

texts:
I'm trying to bake normal maps for my first hi poly to lo poly sculpt and things are coming out wonky.

I made the low poly mesh by remeshing it in Instant Remesh, and then decimating it further using a Decimate Mod in Blender. It's not pretty topology but it was a fast way to do things and I've seen similar things done online etc, and I just plan on using this as a static character sculpt.

The normal maps are coming out looking weird once I apply them to the Lo Poly model.

Here's some pictures:

Also I have a thread on Blender Artists I started asking for help that also includes a blend file for download.

https://blenderartists.org/forum/showthread.php?435940-Baking-normal-maps-for-the-first-time-and-things-are-looking-funky-on-the-lo-poly-out


texts: Modeling tenement house only using photographs from random angles and mostly useless blueprints, what could go wrong... but I have to fix it

texts:
I've got a job and I've got dozens of pictures of an old apartment house and blueprint that let me get mostly basic info like length of some walls so I can model a refurbished object that someone will put over the image and possibly a video clip that presents the actual object. So after I drew some lines with a blueprint, I set the camera at a particular angle, set the picture as a background, position and FOV around 41 degrees by hand, and then I modeled what blueprint couldn't give.

Before I finished the corner I wanted to set another angle and then I ran into big big troubles. I sat for 2h and the closest I got with a camera (which fov is different and is around 72 degrees) is this. Don't look at the roof as it was just temporary, I care about the elevations.

I supposed it to be exact, but it's not and now I question if I'm able to continue the work if I can't get a reference. Do you think it's as bad as I think it is? Should I worry about it? What would you do?


texts: Morph one object into another and then use same morph on another object to change it into a different shape

texts:
I know morphing between shapes has been discussed in other posts, however, I have a particular set of requirements that I'm not able to address based on the information I have found elsewhere and personal experimentation.
I want to morph between two objects and then use that exact same morph/transformation on a separate object to transform it into another shape. For instance if we used transformation x on a cube to transform it into a circle then when we apply transformation x to another object it will become more circular.
Ive tried using shapekeys, shrinkwrap, and particle physics but they all have drawbacks. When I use particle physics I don't believe I can use the same transformation on other objects and while with shape keys I may be able to do so, I'm not able to transform complex objects into others adequately due to differences in the # of vertices. Trying to create objects with equal #s of vertices (subdivision/decimate modifiers) didn't quite work out either (that may not help anyway). If anybody has any ideas for doing this with the requirements stated, even using something other than blender, please let me know.


texts:
I'm trying to figure out a way to make the ellipse shape even, right now the inner elliptical shape is even all the way around except in the corners where the shape get skinnier. is there a way to make all faces of that inner shape even?
here's images of my problem


texts: Stuck in compositing! Only video renders nothing else!

texts:
I'm new to this, but used the compositer and a node trees to put images keyframed in the nodes and text over the video clips but none of it shows when I render it out, I've checked the boxes under render menu bolth compositing and sequencer I'm lost and don't have a clue how to fix it.... unless I did it all wrong..... hope not.
I used image nodes as inputs for all images set to single image
Then to a transform nod to a mix node which I have tons of them, all Keyframed, it all works fine in viewer node but all I have is video when I render it. Nothing else shows.


texts: When i transform an object, the previous key frame changes as well

texts: The whole object moves across all key frames. I was just wanting to change the position at each key frame.


texts: Trying to render an emission layer with environment reflections on transparent background in cycles

texts:
Long time lurker, first time poster.

I am making a rendering for a video wall during a live performance coming up, and what I am trying to achieve is two separate renders;

the background/environment, unaffected by the pink "Laser Bridge" and its emission reflections,
and the laser bridge itself with its pink reflections on transparency that can then be overlayed over #1.

I have done a lot of learning of how to composite render layers and such, but given I am no expert, I am looking for advice.

I illustrate what I am trying to achieve in the diagram below. The three colored layers represent layer #2 (only separated by color to indicate what I will be doing in my live performance, shifting the hue of the laser and its reflections on the environment, thus why I am trying to render it out separately)

The gray layer represents layer #1, which also contains the white emissive environment lights you see in the two renderings below.

This is the environment layer with the white emission textures on the lights as you can see. I am not done texturing the scene but I wanted to get this problem out of the way before I continued.

Below is what the final thing should look like when I overlay both the environment layer and the laser and its reflections in my live performance

I have not found any solutions, and I am probably making it sound more convoluted than it is, but any help would be appreciated.


texts: Problem: Particle System Objects Collide With Mesh on the Scene

texts: I have used particle system to randomly put trees on the grass field shown on the screen. Then I made a road mesh which I put over that grass field without joining road and field into one object. The question is can I somehow make trees not bump right out of road without turning off the particle system and placing trees by myself.


texts: I want to split an stl file into (say) 1mm segments in the x direction and apply convex hull to each individually.Any way to do this automatically?


texts:
I somehow changed the way my meshes are displayed in edit mode :

Do you know how to return to the original display that is provided by default in Blender ? I've tryed many options in Properties panel and in User Preferences.

It happens only in "User Ortho" view.


texts: How to assign a key to "Select All by Trait"? It is not in list

texts:
I'm trying to assign a key to "Select All by Trait" (mesh edit mode, "select" menu) but it is not listed in Keymap. Is it possible?
I want to popup this menu on some key, same as Shift+G popups "Select Similar" menu.
Currently I added it to "Q" (Quick Favorites). It's OK generally, but I wonder if it is possible to assign separate key for such unlisted key.
I'm using blender 2.83 and 2.9


texts: Blender 2.8 cycles on GPU compute just shows pink and purple noise?

texts: Any idea what's causing this? I'm set to render cycles with gpu compute. I have 2 geforce rtx 2080 ti's. All I'm getting is this pink and purple garbled mess..


texts: Can I "cut" edges on same mesh with extruding inwards?

texts:
I have made some edges on this face, but want a quick way to apply the same vertices/edges on the opposite face. I have tried extruding inwards and through the mesh and have been clicking buttons to see if I can stumble across this, but no success so far.
I have researched a bit and understand I could look into the boolean modifier some more and get the result I want, but if there any trick to achieve this with my inward extruding? It seems like this would be a fast method if possible.
Or some sort of copy&paste vertices to a face?


texts:
I'm trying to render a scene with VRAY for blender. The scene I'm rendering is a character that has been linked into the file. My material is a simple black and white shader setup to override the entire scene.

When I render, blender freezes up. VRAY never opens, and my RAM fills up (32gb). It never recovers and I have to force quit blender. I have experimented with a variety of settings and nothing helps. It has no trouble rendering new objects that I create in the scene. And if I Make Local > All on my character, then it renders it just fine (making anything less than All local and the problem persists.)

I've looked through VRAY for blender's forums and bug tracker, and also general google searches, and I cannot find anybody else mentioning this issue.

Any ideas? I'll do further experiments to see if I can pin down more details of the issue and update, but I wanted to get the question up. I cannot share the exact scene as its for a client, but I will see about re-creating the problem.


texts: When working with different scenes, lower channels fade out

texts:
I am using Blender 2.74 with LUbuntu 14.10. In this case preview and rendering acted different, as I explain below. I tried also in Blender 2.69 and in this version preview was showing the same behaviour as rendering, which is what I am trying to resolve.

I've got a project with 6 channels. Channel 1 is just for Color strips, to easy the process of fading in and out. Channel 2 is a Movie strip. Channel 3 is the (processed) audio of that movie and channels 4 to 6 contain different Scenes with text fading in and out.

The movie and its related sound also fade in and out. I play with Keyframes and opacity for all fades. When previewing everything runs smooth.

But when rendering, with no apparent reason the movie strip fades out to black just a short time after its programmed fade in, and stays that way short before ending, where it fades in again (by itself) before performing its programmed fading out.

If I move that strip from channel 2 to channel 7, then its channel 4 (i. e., one of the text scenes) the one fading in and out with no apparent reason.

I've checked Keyframes in Graph Editor for the different strips and I can't see anything abnormal. All the strips have an Alpha Over blend except the color strips in channel one, with a Cross blend.


texts: Reduce text output of command-line render

texts:
When executing something like blender -b project.blend -a a line for each object syncing objectxy1, syncing objectxy2 and rendering 1 / 128 samples, rendering 26 / 128 samples (and so on) is written to the command-line.

Is it possible to limit the log to less output or even no output?
Maybe by using some -verbose=0 switch or something similar?

Some background:

In my case I am rendering a relatively simple EEVEE animation with blender 2.80.75 created with animation nodes (AN). However, there are about 5000 Objects created with AN (but it shouldn't matter where they are coming from). When I render within blender itself it takes about 2s per frame, but interrupts rendering at some random frame causing blender to crash and close (for whatever reason). The reason for that shouldn't be the matter of the question though. Rendering via command-line works without any crashes, but takes much longer!

When rendering via command-line, it takes 8s alone to write 5000 lines (one for each object which is synced) to the command-line, before doing a roughly 1s render. In generel, writing a lot of text to the command-line could slow done a program significantly and I think that is the bottleneck here. So reducing the output should decrease the time for each render dramatically.

I tried ...

--verbose 0
--log-level 0, --log-level 1
--log-file test.txt (creates a file which stays empty without changing anything at the command-line.)

These parameters are from https://docs.blender.org/manual/en/latest/advanced/command_line/arguments.html and I tried them before and after the -a-parameter, and also right before -b. Nothing seems to have an influence on the syncing object-lines.


texts:
I just wanted to know how to create a flashlight lighting as it is showed in the pic

I have tried to create a spot light, but it doesn't works. Could anyone help?
Thanks!


texts: How to bake normal map with alpha in Cycles

texts: Is there in Cycles any way to bake normal map from highpoly to low poly mesh with alpha like below on the picture? It works with other "Bake Types" like "Combined" etc. but when I try to bake normal map alpha is not part of the baked map. I would bet that it worked in earlier Blender versions.


texts: Correct way to render crepuscular rays in cycles?

texts:
While trying to use the new cycles volumetric rending features to create crepuscular rays (with the intention of updating my answer here), I have found this to be a little trickier than I anticipated.

When I create a basic setup with a spot lamp (sun lamps don't seem to work, not sure if that is a result of their one directional nature or what..) and a world material like this:

Which gives me this (500 samples):

The problems with this that make me think that I'm missing something (aside from the rendertime and noise, which I understand to be a part of using bleeding edge new features) are:

The background shader/sky texture isn't visible at all (volume is too dense?)
The lamp needed to be set to 50000 strength (this is of course dependent on the distance from the camera, but the kinds of strengths required to get some nice defined rays will blow everything out if volumes are disabled)

I can't seem to get a straight render (no compositing tricks) to look anything remotely like the pretty image in the release notes:

  (source: blender.org)

Is this just how it works?
Or is there some trick I have missed (not counting compositing/renderlayer tricks)?


texts: Good afternoon. Is it possible to create a plug-in for the blender to create normal spline lines, which are the same as those in 3d max?


texts: Weird drawing lines on donut (Vid 3, level 1 with Blender Guru)

texts:
I am trying to make the donut following the tutorial by Blender Guru.
Just wondering why there are some weird lines on my donut before even getting to making the dripping, have you experienced something like this before?
Grateful to have your insights!


texts: How can I get these body segments to seem less 'round'

texts:
So you'll see here that the top shoulder piece, even the top arm piece, has these nice edges that create the impression of pieces of denim.

But with the lower pieces you can see they sort of round out towards each edge creating a vertical michelin man effect. How can I get them to sit more 'flat'?
I have shade smoothed the pieces but I've also marked all the edges of each piece as sharp and also used shift+E to create creases, thinking it would solve my issue, but it hasn't. Though it seems to work on the top parts!
Thanks for reading!


texts:
guys, I'm really new to blender - so I'm hoping this is a rookie mistake. When I try to UV unwrap the face I've sculpted (using Dyntopo) there is a hole where there are no vertices or faces (see photo)
As a result, when I paint, it does not show up on the face. How do I fix this?


texts: How do the options in the Post Processing tab work?

texts:
Can someone explain what the Compositing and Sequencer check boxes in Render Settings do?
Basically I rendered a scene with several layers, then used the compositor to stitch them together. Next I saved out my layers as multi layer EXR and in the compositor replaced the Render Layers with the EXR file.
At that point pressing F12 to render seemed to not do anything. I googled around and I found solutions that advised to turn off "Sequencer" ... however in my case what solved the problem was turning off "Compositing".
So basically the problem is solved but it would be nice to understand how things work and what exactly happened.


texts: Converting Quaternions to Euler in the Graph Editor

texts:
I have imported a camera animation that came from a collada file. When I open the graph editor I see the rotations as quaternions.

How do I convert that to euler. I need to see euler in the Graph Editor.

thanks

NOTE: OK, I select the camera and change from Quaternions to XYZ Euler in the transform panel but the graph editor continues to show the animation in quaternions. I see that this box just changes the visualization mode on the transform panel instead of changing the keyframes that already exist. Any real way to convert existing keyframes from quaternions to euler?


texts: How do I get the edges of the Manhatten Voronoi texture?

texts: So I was trying to create a sci-fi building material for a building and I wanted to use the Voronoi texture. I found Manhattan to be the most suitable but I found out that I'm not able to make the edges a thing. The edges are only available for Euclidean when using "Distance to Edge". I didn't find any solution, any ideas on how to make it?


texts: How to push down NLA strips for selected objects via python?

texts:
I am trying to create a python script that creates NLA strips for a selected group, and sets the start frame for each of the generated strips.

So I have a scene where I've keyframed a few objects and grouped the objects that have the keyframes. I've put together what I've learned of Blender's Python so far and created a script that I thought would select my group, make some NLA strips for the selected objects, and set the start frame of all strips at frame 60.

It's not quite working as I had hoped. Several strips are created, and only some of them have their start frame controlled. Does anyone have any ideas as to what could be the issue?

#Anim controls

bpy.ops.object.select_same_group(group="MyGroup")
nla_strips = []
for obj in bpy.context.selected_objects:
    if obj.animation_data is not None:
        action = obj.animation_data.action
        if action is not None:
            track = obj.animation_data.nla_tracks.new()
            track.strips.new(action.name, action.frame_range[1], action)
            obj.animation_data.action = None

            if obj.animation_data and obj.animation_data.nla_tracks:

                for track in obj.animation_data.nla_tracks:

                    for strip in track.strips:
                        nla_strips.append((strip,))
                        strip.frame_start = 60


texts: Automatic import, group and export with command-line (CLI)

texts:
Hi there for a while now we are building stuff on sketchup (cause we love the simplicity of the tool :o )

But we still use blender for exportation purpose on THREE.js

So the actual workflow is to export in .dae with SketchUp8 and then import in blender, group all the elements with ctrl+J (it avoids material duplication)

Sometimes we also have to slightly rename the materials (cause they are renamed MATERIAL_NAME.001, MATERIAL_NAME.002 and we don't want this)

Then we export the object as is in .js format with the THREE.js exporter plugin.

As you can see it's a pretty tedious task. Is there an easy way to automate this through the CLI ?

Thanks


texts: Use array values from a C++ program in blender

texts:
I have a C++ program which creates an array and stores the z-coordinates of the objects blender. How do make use of these values in the python script of blender? I surfed the net and found boost Python but not sure if it would work in blender.

Please suggest ways of doing this.


texts: I've added new images into a blender file and they turn up pink. I haven't moved the file, which I understand can affect how Blender finds them. I have tried packing and all sorts of things, but the image doesn't show up in the first place, unlike other questions I've seen where they came back a day later. I have tried both .jpg and .png files and nothing seems to work. I've tried File > External Data > Report Missing Files and nothing comes up as missing.


texts: Is it possible to restore default viewport condition?

texts:
This is default viewport condition after I made a '2d animation' project by ctrl+n.

And I scrolled mouse-middle button to zoom out viewport.
Then I wanted to restore default viewport condition(not similar but exactly same as first picture ) but I could not.
How can I do it?


texts: Load camera track from an external file (by Python script)

texts:
what I need is to import a camera track from an external file and to do this in a Python script.
The external track is a sequence of camera poses (location + rotation) in world coordinates.
How to do this in Blender Python? Since the Camera Solver uses a constraint to do this, I was wondering if I have to use something similar, but I am not sure (and if not, why the camera solver uses a constraint?).

I know I can add to the camera a (location + rotation) keyframe for each frame, that is what I already did, but I am wondering why the camera solver does not do this and why and, as a consequence, if there is some reason I am not considering that makes the use of a constraint a better solution to keyframes. Blender devs added a specific constraint type for this, there must be a reason.


texts: How can I export curves(nurbs) to AutoCAD without converting to mesh?

texts:
I have some curves (nurbs) in blender and I want to use them in AutoCAD the same way as same curves. However, when I export the file as .fbx or .dxf and open in AutoCAD, the curves are converted to meshes.

How can I preserve the state of these when exporting? Is it possible?


texts: Object gets tinted by nearby Object's Color

texts:
I'm trying to texturize an exterior scene but I have a problem and I don't know why.

I have a white building and there is another object with orange color under it. I know that it is normal that the white building get some orange color from the orange object.

My question is: Is there any away to avoid an object getting tinted by nearby objects' colors?

It has been happened before in another building, but it got fixed by its own. I'm working on Blender 2.8 Cycles Render Engine now.

Rendered scene:

White material node setup:

Orange material node setup:


texts:
I would like to align a circle with the edge under it. But every time I try to rotate it around the z-axis, it never gets perfectly aligned and overall this "window" has some curves in it.

I want it to be rotated the same way as the edges around it as if they were the same plane.


texts: How to precisely rotate object to align with 3D cursor via Python script?

texts:
I would like to rotate my object, which is a simple rod, so it PRECISELY align with the 3D cursor.
Here are some images showing what I mean:

I wish it to be precise so I asked for the python script, but showing me how to calculate this is also very helpful.

Any help appreciated.


texts: How to check if an object has a particle system or other modifiers

texts:
I have a few objects in my scene and I sort them in collections based on the some parameters of the applied particle systems. No problems here. I would also like to check if an object has a particle system applied or something like a collision modifier. How would I go about doing that?

I have tried the len(obj.particles_systems) == 0 as my condition but that didn't work.

Thank you in advance!


texts: Is it possible to use armatures with weight paint to shape a mesh permanently?

texts: As the question implies, I wish to deform my mesh permanently with armatures and weight painting so that the changes I made in pose mode are reflected in edit mode.


texts: Blender writes render even when there is no composite node?

texts:
I am new in Blender and I would like to know what is best workflow for creating output to many files and compose in AfterFX or in Blender Composer.

I know that I can render from Blender finished composed frames, but it is not ideal, because if you want change color correction or DOF you have to rerender whole frame :( So much better is render it to PNG, EXR ... and compose later.

I discovered that best option is don't use Compose node, but only File Output. But there is some hidden compose node, which save my render together with File Output, so I have to delete this files (I named it null). I can rerender only some layers and let others unaffected. But maybe there is better workflow ... thanks for tips.

I also reported this behaviour and Sergey added this to TODO list: Report

Sorry for my english :)


texts: Best way to make particle lines on cylinder

texts:
I have a simple glass cylinder that has particle dots on the inside in line patterns going upwards. They will always start from a specific base line and have a random height.

They need to be procedurally generated, since I need to generate random images. What are your thoughts?


texts: What is the fastest way to do a cut extrude / inward extrude?

texts:
Let's say after a knife project I have a nice region that I want to extrude. Extruding outwards along the normal works fine. Extruding inwards along -Z however does not work the way I want it to.
Starting geometry with selection to be extruded inward:

Dragging this down generates correct faces in the interior but also zero volume regions at the exterior:

Instead, I am looking for a final mesh without these exterior slivers. Similar to ZBrush's QMesh or Solidworks Extrude Cut:

This is obviously a simplified example where I can delete offending faces one at a time. What is the best workflow to either avoid these faces or quickly select them all?


texts: How do I make my mesh look thicker around the collar?

texts: Is there a way to increase the thickness just around one part, the collar,  the jacket? It is a seperate abject from the dress. Thank you.


texts: Glare Transparency Correct in Render, but lost in save to PNG

texts:
I know this is a tired problem, but the solutions here and here aren't working for me so I'm posting here. I'm using blender 2.92.0. In the compositor I have a Render Layers Node going into a Glare node, and the Glare node into the Composite node with "Use Alpha" checked. On the left is the blender render with glare, on the right is the saved .png where the glare is lost in the transparency. I want the image to look like the render. Is this to do with premultiplication or something?
I tried the other node configurations from the aforementioned posts, and all of them produce similar results with a functioning render and a malfunctioning png.


texts: Blender IK armature rotation issue importing animation to Unity

texts:
I was making some animations and discovered strange artifacts when importing certain rotations to unity. When main body rotates while IK limbs move on their own, Unity seems to not compute correctly the positions of the baked animation, so the whole body seems to vibrate, moving the limbs in a completely wrong way. I attach the difference between the two animation tests I was doing for realizing when did this issue appeared.

I attach a link to the blender animation:
https://media.giphy.com/media/f6K0jitr4erEocGDZo/giphy.gif
and a link to the animation imported to Unity:
https://media.giphy.com/media/H62Vu0MDaAWqFej4JE/giphy.gif


texts:
I am able to edit H.265 movies in VSE by adding them like any other movie.
Does anyone know how to render a resulting project in H.265 using Blender?  I've tested v2.72b on Ubuntu 15, as well as the latest and greatest on Windows 7.

When looking at the Properties window in VSE, under the output section, a number of file formats are listed, including H.264, but no H.265.  Same in the Encoding section of Properties.  H.264 but no H.265.  Is that something I can add to current versions of Blender?


texts: Dynamically change the bl_label for an operator

texts:
I have an operator, attached to a button. The button creates a tower of cubes depending on 3 input dimensions. What I would like to do is dynamically change the text on the button so that it tells me how many cubes you're about to create, before you create them.

When I run the script, it initialises the button to the correct number, but the number doesn't change when I change the input conditions. The only way to do that at the moment is to re-run the script. I would appreciate any help finding a better solution, here's a code snippet so you can understand what I mean a bit better:

# operator for pressing the button
class Button(Operator):

button_text = bpy.context.scene.my_tool.cube_number

bl_idname = "object.simple_operator"
bl_label = str(button_text)


texts: Problem with weight painting a mesh to bones

texts:
I'm having difficulties with creating toes on a humanoid 3D model. I have created toe bones that I would like to use in order to articulate the feet. I have the entire body mesh correctly weight painted to the rest of the bones, but in accommodating the new toe bones, these problems have arisen.

The toe bones are children of my feet bones. I have given the feet bones the vertices of half of the feet by subtracting away vertices I want to keep for the toe bone as shown below:

How do I go about adding vertices to the tow bones?

Thanks


texts: I have to run a for loop in blender, but screen is not being updated

texts:
import bpy

 from time import sleep
 x = 1
 for x in range(10):
...     print("Done")
...     sleep(1)

If run this script, the blender hangs for a while and restores again with 10 Messages 'Done'

But what I need is it should print the string 'Done' one by one. but it hangs for a while and prints all the 10 strings named Done altogether at once.

Same thing happens with bpy.ops.transform.translate()()


texts:
Vertices with anything above 0% weight move as if they were 100% weight?

and as you can see, when the vertices have 100% weight, they move the exact same way

and no, no other bone has any weight on the same vertices


texts:
I made a physics simulator and have a pre-calculated data set of point positions for each time step.  Can I programmatically render each frame individually with the data, output to an image with blender and stitch it into a video (maybe blender does both steps), or maybe an animation controlled with a slider?

Basically, I'm trying to serve up the data visually via a web page.  Background servers already compiled the data.  I am either looking to have a server use blender to take the data and render to a video file, or send the data to the client through the page and use blender to render it on the fly on their machines while they use a slider to navigate the time steps.

I don't need too many details right now, just a high level if it's possible before I jump headlong into it.  Any details on how would be icing.

Thanks! :)


texts: Fluid bake crashing at high resolution divisions

texts: Having the resolution set to anything higher than 128 is a guaranteed crash, the higher the value the sooner the crash.


texts: How does tile size affects render time in GPU compute cycles?

texts:
I do some tests on a scene with various tiles size. The first time, i set the tiles size to 256x256. It rendered in about 9 minutes. The second time, i set it to 512x512.

Now because the tile size is bigger than the first, i thought it would have rendered much faster, but apparently it finished in 12 minutes. How is this so?


texts:
My render is "almost" complete...

It took almost 5 hours to render the center object, and from now on Blender will render nothing but white pixels of the Emission background all the way to the edges.

According to its estimations, Blender is going to spend 2 more hours rendering all the white background:

I don't need Blender to do this; I could easily bring the current data into an app like Photoshop and flatten to get the background to be white.

But I cannot save the image in its current state:

I cannot take screenshots and combine them either - it would take too long at 100% (Image is over 8000 pixels wide).

I'd like to restart my computer, or start another Blender project, etc... and would like not to have to wait 2 hours.

Can I save the current, unfinished state of my render as an image if the elements I need have already been rendered?


texts: I'm new to blender and I'm following this donut tutorial, but when I render in cycles I get these weird rectangular shadows and I can't fix them. I get them in Eevee too


texts: Non-Metallic Surfaces are not receiving Roughness value

texts:
Its my first time using the Eevee render engine. I want to learn how to render some game ready 3d models in Eevee.

My issue is that if the surface has 0% metallic value it will have 100% roughness in blender.

This is my intended result from Marmoset Toolbag 3:

But this is the result I am getting in the LookDev mode in Blender 2.8:

This is my shader setup. Its pretty basic using the Principled BSDF:

And finally this is my export setting in Substance Painter:

I greatly appreciate any reply.

Thank You.


texts: How to create effect that looks like an acetylene torch cut steel plate

texts:
I wanted to have some text cut out of a steel plate, but I wanted hot/glowing edges as if it has just been cut.
So far I did

Created a plane and bent/dented it with sculpting
Add a solidify modifier to give it some thickness
Created some text and extruded it
Overlapped the text with the plate and added a boolean modifier (which is applied) to cut out the text.
I applied a rusty metal material to the plate
I applied a shiny metal material to the cut faces in the plate.

Now I'm stuck trying to make the metal look like it was cut with a torch.
Thanks


texts: How to edit gaming videos for youtube with blender?

texts: someone told me that blender was good for editing youtube videos, but had a steep learning curve. I've looked for tutorials online, but most of them seem outdated, from a year or two ago. Could anyone possibly help me or explain how to use it? Thanks in advance!


texts: How can I detect partially overlapping objects?

texts:
I need to find a way to detect objects that have identical overlapping faces but also different faces inside them.
I am linking to this thread where @batFINGER gives the solution for a similar problem: detecting fully identical objects overlapping, but in this case I am guessing the script looks for indentical bounding box and the same number of vertices, edges and faces.
Thank you


texts: Fixing shadows in cycles without increasing subdivision

texts:
I'm creating a dune model in blender with cycles and the shadows are kind of messed up. the model is only created from a subdivided plane and then using noise textures. it already has 1.7 million vertices so i don't want to increase the subdivision modifier any more. Do you have any ideas how to make the shadows "softer" without increasing subdivision?
Thanks in advance!


texts: How can I render all the frames and not 1 frame at a time

texts: I am trying to render my intro on Blender but when I render it it only renders 1 frame at a time. Help? I need it to auto-render


texts: Is there a way to apply denoising in the Internal render with Ambient Occlusion active?


texts: How to join meshes without interfering with modifiers?

texts:
I have made a character mesh and utilized the mirror modifier to get the arms, legs and torso to be symmetrical.

Once I try to join all of the seperate meshes, the mirror modifier wears off and  it ends up looking like this /

This looks significantly creepier than the first image and I was wondering if anybody knew how to prevent this from happening. Thank you in advance for the feedback.


texts:
I have a problem with a python script for generating an object consisting of
two parts combined with the union modifier.

This is a stripped down part of the code:

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

####################################################################

verts = [
    Vector((0.0, 1.6738300323486328, 0.0)),
    Vector((0.0, -1.6738300323486328, 0.0)),
    Vector((3.849679946899414, -1.929069995880127, 0.0)),
    Vector((3.849679946899414, 1.929069995880127, 0.0)),
    Vector((0.2250913381576538, 1.455641746520996, -0.3000001907348633)),
    Vector((0.2250913381576538, -1.455641746520996, -0.3000001907348633)),
    Vector((3.6170783042907715, -1.6805357933044434, -0.2999999523162842)),
    Vector((3.6170783042907715, 1.6805355548858643, -0.2999999523162842))]

faces = ((0,1,2,3), (7,6,5,4), (1,0,4,5), (3,2,6,7), (0,3,7,4), (2,1,5,6))

origin = Vector((0, 0.0000, 2.0))

# Delete all
bpy.ops.object.select_all(action = 'SELECT')
bpy.ops.object.delete()
for item in bpy.data.objects:
    bpy.data.objects.remove(item)
for item in bpy.data.meshes:
    bpy.data.meshes.remove(item)

# Create mesh and object
name = 'klotz'
me = bpy.data.meshes.new(name+'Mesh')
obj = bpy.data.objects.new(name, me)
obj.location = origin
obj.show_name = True

# Link object to scene and make active
scn = bpy.context.scene
scn.objects.link(obj)
scn.objects.active = obj
obj.select = True

# Create mesh from given verts, faces.
me.from_pydata(verts, [], faces)
# Update mesh with new data
me.update()
bpy.context.scene.update()

# Rotate local object coordinate system
rot_mat = mathutils.Matrix(
    ((0.0000, 1.0000,  0.0000, 0.0000),
    (1.0000, 0.0000,  0.0000, 0.0000),
    (0.0000, 0.0000, -1.0000, 0.0000),
    (0.0000, 0.0000,  0.0000, 1.0000)))

# Rotate object vertices in opposite direction
me = obj.data
me.transform(rot_mat.inverted())
bpy.context.scene.update()
# Update object matrix applying rotation
obj.matrix_world *= rot_mat
bpy.context.scene.update()

nasen_w = 0.5
nasen_d = 0.6
nasen_h = 0.3  ## <== sensitiv to nasen_h
nasen_pos = Vector((0.5579, 0.2000, 0.15))

bpy.ops.mesh.primitive_cube_add(location=nasen_pos)
nase = bpy.context.active_object
nase.scale = (nasen_w/2,nasen_d/2,nasen_h/2)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.context.scene.update()
nase.matrix_world = obj.matrix_world.normalized()

# union of klotz and nase
if 0:
    modifier = obj.modifiers.new('Modifier', 'BOOLEAN')
    modifier.object = nase
    modifier.operation = 'UNION'
    bpy.context.scene.objects.active = obj
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier=modifier.name)

    bpy.context.scene.update()
    scene = bpy.context.scene
    scene.objects.unlink(nase)

As shown, the script generates two object, a flat truncated pyramid
and small box.

When I try to combine these two object with an union modifier by replacing the

if 0:

in the last code block in line 79 with an

if 1:

the truncated pyramid vanishes, leaving a small piece, which looks
like the difference of the two objects, not the union.

Also I get error messages:

group 0x7f145b12ecd0 is unclassified!
group 0x7f145b12ebf0 is unclassified!
group 0x7f145b12ecd0 is unclassified!
group 0x7f145b12ebf0 is unclassified!

This error is sensitive to the height of the box. If this height is
equal to the height of the pyramid (the upper and lower faces are then
coplanar to the upper and lower faces of the pyramid) the error
occurs, if I change the height a little bit, in line 68 for example:

nasen_h = 0.3  ## <== sensitiv to nasen_h

to

nasen_h = 0.2999  ## <== sensitiv to nasen_h

the error vanishes. The error is also dependent of the coordinate
transformations (rot_mat) and the postion (origin) of the object.

I tried this with blender version 2.76 and 2.68a. I also checked the
normals of the two objects, they seem to be ok. Has anyone an idea,
what I'm missing?

Many thanks!


texts: How to speed up selected to active texture baking

texts:
At the moment I am doing a lot of texture baking heavy work at the moment and it has got to the point where this is the slowest part of my workflow.

I'm aware of the obvious things like texture and mesh resolution but I was wondering if there was something I'm overlooking, though this may not be the case.


texts: What is the correct context for applying a new particle setting or override it?

texts:
I have an object (a feather) with a particle system on it (little objects that turn into spaces later - boolean/difference - to make it look a little ruffled). I have duplicated the object a number of times (to create a wing). Each instance gives me the same particle system output. To randomize the particles on each duplicated object, I give it a new particle setting and change the seed value.

To be able to do this a large number of times (and many other things as well), I am creating  code to automate the tasks.

Problem: the particle settings line bpy.ops.particle.new() gives me "#RuntimeError: Operator bpy.ops.particle.new.poll() failed, context is incorrect"

I am new to coding and learning fast. Dove in the documentation and read the Q&A's on this site, but hit a dead end. I am out of my depth here. Help is appreciated.

I know there is a "Button context" called "bpy.context.particle_settings", but I don't know what to do with that.

What context do I need to apply new particle settings to work (and how)? or how can I override the context?

In the snipped below one edge of the feather, containing the particle system, is selected and made active, before attempting to add new settings

bpy.ops.object.select_all(action='DESELECT')
object = bpy.data.objects[edge_name]
object.select = True
bpy.context.scene.objects.active = bpy.data.objects[edge_name]
bpy.ops.particle.new() #RuntimeError: Operator bpy.ops.particle.new.poll() failed, context is incorrect
bpy.context.object.particle_systems["ParticleSystem"].seed = seed_value


texts:
How can i an make an object like this:

I only interested on how to get the woven sewing thread effect.
Nodes tend to give a bad flat look. And i have no idea how to create something like this with modeling.
I was only able to create this with the use of a texture:


texts:
I have done some sculpting on the mesh (things looked all right) then when I switched to Object mode, I saw some weird lines pointing out from the mesh.

What is causing these (as I see them often) and what are the solutions for these?


texts: Render using way too much memory no matter how much I lower settings

texts:
I am trying to get my render time much lower. It's taking about 10 minutes a frame. which is obviously way too long considering that I need to do over 800 frames maybe even over 1200 by the time the whole project is finished. I tried doing the following things:

turning Render Properties > Sampling > Render from 128 to 64
turning Render Properties > Light Paths > Max Bounces to 3 for every single option
turning Render Properties > Clamping > Direct Light and Indirect Light to 0.00
unchecking Render Properties > Caustics > Reflective and Refractive Caustics

The most confusing thing is that changing these setting has actually made rendering take LONGER??!
Right now my peak memory use is over 21 GB??! I have no idea what's going on.
P.S. I am using a de-noising node in the compositing tab. Also, I'm using Blender 2.91 with the Cycles Render Engine and Windows 10.


texts:
Edit Mode
Is it possible to rotate a vertex group around the 3D cursor or some other fixed point on the mesh?
Thank you kindly.


texts: How to position the default blender cube given coordinates, direction Z vector and direction Y vector using python?

texts:
New to blender and python here,

Given the following:

Coordinates (X,Y,Z) = (-100,100,1000) and Direction Z vector = (1,0,0) and Direction Y vector = (0,0,-1) where angle between direction vectors is 90 deg

How would I position the default cube in blender there using python?


texts: Is there a simple way to straighten this line of vertices?

texts:
I'm somewhat new to Blender.
I have a simple mesh that I used proportional editing on.
Now I want to straighten out the outer four corner edges.
(ie the selected vertices when the .blend file opens)
I've seen some answers but can't get them to work.
Thanks for any ideas to try.

Here's the copied link to the .blend file:

Thanks for any ideas.

edit: okay, thanks, here's a picture...wondering how to straighten out that line of vertices, thanks again for any ideas

edit:
@Brian, Okay, so now my question is how to make it so, in this second image, these two selected vertices are on an axis? Then I can then select and scale the rest of the line of vertices and scale them to that axis. I don't know how to align these two vertices to any axis. Thanks.

(Well, forget that second image, not enough reputation to post two links, so the vertices I'm talking about are on the left side of the first image, the topmost
vertice, and the fourth up from the bottom.)

@Jesse Can you get the line of vertices I refer to to line up in a straight line between the two vertices I'm referring to with this technique? I couldn't do it.


texts:
I'm trying to learn how to use Blender, and thinking about making a model like the can in the photo. I'm thinking of starting it from a plane, extruding all over the model, and make it all from that.

But my question is: How can I make the round form of the tap, and make it morph into the box as in the picture.

Is this the right way of creating such a model? Or, is it better to use an extra cylinder for the tap, and the handle?


texts: Diffuse materials under glass dome turning black (Cycles)

texts:
I have what is essentially a glass dome modeled with internal and external faces, but Diffuse materials under it always turn nearly black no matter how smooth or what color the glass is.

To demonstrate, I put a white Diffuse cube under the dome, and you can see how it looks almost completely black.
The materials are all really simple with no extra nodes.


texts: How to use the paint tool on a Collada (.dae) file?

texts: Is there a way to use the paint tool on a .dae file. I am trying to do a custom camouflage on a plane, but the model doesn't let me texture paint on it? Please help.


texts:
Here's a design by a man named James Curran. Now James uses After Effects (you can watch how he does animations here and here, which is the long way in After Effects by animating and manipulating paths).

However, I do know that this animation of his (as well as many others) can be replicated in Blender. However, I've found the process to be more annoying and time-consuming than I initially expected (semi new to Blender animation).

Every course I've ever got always talks about animating Blender characters via armatures never curves (while I do mostly cartoony 2d animations).

The problem I've had with animating an armature for curves is it distorts the curve very badly (it even gets worse when I add more cuts) which weight painting doesn't ever seem to help with fixing that curve distortion.

character-arm-test.blend (1.1 MB)

character-arm-test-w-cuts.blend|attachment (4.1 MB)

For these type of character animations, I've found an armature isn't the best method (or maybe I just have more stuff to learn which if you know of anything I'm all ears I'm always wanting to improve.

That being said when I go to animating the character's arms and legs via just a curve. That's when I start to have another annoyance.

curving-arm shoulder.blend|attachment (577.8 KB)

I want my curves to always have rounded ends/caps.

They don't by default and the only way I've found aside from using a mesh+armature I've found us when adjusting the curve I have to move a cut UV sphere to what would be the end of the curves position which is fine as long as that end side doesn't move. If I was making a walk animation then moving that every time and animating frame my frame would be very time consuming for a looping animation.

I've tried even using a taper for the rounded end/cap as mentioned in this post but I still cannot seem to get a tangible rounded end. I get more of a growing vine result.

curve-armnshoulder-w-taper.blend|attachment (584.6 KB)

Lastly, another problem I noticed is how curves look in Blender.

weird-curve-shape.blend|attachment (505.7 KB)

Notice the difference between the two photos (top is designed in Blender while bottom is with Gravit Designer). Blender, when curves are adjusted and manipulated it, shrinks the curve when the curve is curving while Gravit doesn't which is how I want it to look in Blender with a stroke.

Necessary explanation completed now, I have a 2 part question.

1) What's the most effective way to add a rounded end/cap to a curve? (that doesn't move the cap when the curve is moved)
2) Also is there anyway, in Blender where I can move the curve without it shrinking the curved portion as seen in this photo (from above)?


texts:
I am using cinema and 3ds and I am amazed from Blender 2.8 UI upgrade and I am trying to switch to Blender.

As I am a newbie in Blender I am trying to do some lofting but I haven't found any tutorials on that.

Any ideas where to look?


texts:
I'm looking for a way to get a random value between 2 given integers.

As an example:
In this particular case I need to get a random blackbody value that's between 3000(min) and 5500(max).

Any thoughts?
Thanks in advance!


texts: Auto-Rig a character with another tool like maya and import the mesh and the armature in blender?

texts:
I'm looking for a good tool to auto rig the characters made in Blender in a few clicks. I found some great auto-rigging tools,like auto-rig pro or radiant rig XL,but they aren't perfect. I mean that I should make some manual adjustements to reach the perfection and it takes some time. So,I thought...what about if :

I create the character in blender
I export the character in maya (for example)
I find a good auto-rigging tool for maya
I export the mesh and the armature in maya and I import them in
blender

So,I did some research and I found this auto-rigging tool. I would like to know if I can do what I explained and how can I do it. Thanks.


texts: How can I make my tail animation smoother?

texts:
Lately, I've been trying animating on blender, at this point I'm not even sure if I've mastered the basics but in an excited hurry to utilise blender's animation editor I created this choppy, inconsistent mess with a tail model I rigged and a few other unrefined works just like it:

It doesn't take a second glance at it to realise how awful it is. I'd like to make the animation more smooth and I'd greatly appreciate any tips/advice that would help me in doing so.

This is the dope sheet for the animation:

Thank you


texts: How does rotation and scale affect a point lamp?

texts: I am designing a scene in Blender, for the lighting I am using a point lamp which has rotation properties.  I tried to rotate it to check the effect of the rotation on the quality of shadows, but I do not see any effect.


texts:
In relation blender 2.79 and the archimesh tool shelf missing, which was answered in Archimesh is not displayed in the Tool shelf

The properties panel is disabled. For example when i add a column i cannot change top or base or add an arch. What do i need to do to enable it?

I posted a follow up there, apologies for that.


texts: is there any way i can use crossview3d while editing?

texts:
there is a 3d viewing technique calld crossview. you basically cross your eyes until 2 side by side images match up and create a single 3d image.

i always thought beaing able to view models in 3d while working on them would be helpfull, and when i discovered crossview i thought: i need to be able to view blender stuff like this.

what im looking for is a option to have 2 views of your obj open at the same time with a bit of offset and be able to turn them both while editing. i know you can just open other views and try to align them but as soon as i turn my view only one turns.

help would be greatly appreciated.
-laurin

BTW: for some crossview examples check out /r/crossview


texts:
While working in blender I accidentally pressed some buttons from keyboard and mouse which made the grid look strange in 3d view (attached screenshot). How can I get the grid to it's default state, like when you open blender for the first time?
I tried to make a new file, but when I append the object the grid changes back, like in the image.


texts: I`m having trouble with window reflection showing a world background. How do i remove it?

texts:
I have created a window in my project, and it's working fine, but in the reflection and when I look from the inside, through the window, a "world" is shown that I only see in the reflection and when I look through the window. I changed the environment texture to see if that would change anything. It did just that, but I don't want any environment to show in the reflection, or through the window. Is there an easy way to fix this?

Thanks ;)


texts: Video Sequence Editor rendering a grey video

texts: I've looked at multiple videos and I can't seem to get my video to render properly. My settings are: File format: FFMPEG, Container: MPEG-4, Video Codec: H.264, Output quality: High quality, encoding speed: slowest, Audio codec: AAC and I have no idea why it outputs into a grey video. Please help!


texts: Is it possible to make the 3D view in the UV Editing context 'opaque'?

texts:
When I set 'viewport shading' to solid in the 3D view panel in the UV Editing context, occluded geometry is still visible in edit mode:

A similar view in the Default context:

Is there any way  to get the Default behaviour to occur in the UV Editing context?


texts:
Is it possible to fix the play head in the center of the VSE, and have the strips moving as the video plays?

If it is possible then how do I do it?
If it's not possible in blender, is there a script to do it?
If there's not a script to do it, then could someone please give this
novice scripter some pointers on how to do this.


texts: How to add an image with transparent background to a textured wall?

texts:
I want to upload an image with transparent background to a textured wall. How do I do this?
My image is a hieroglyphic inscription, which has a transparent background edited in Adobe Photoshop.
The wall is a mesh that has a Sandstone Texture added onto it.
I want to add my image on top of this wall, without taking away the wall's texture.
Pretty much like a graffiti.
The issue I have is this: when I add my image to Blender, the background isn't transparent, as it should be.
How should I proceed?


texts: Low level rendering functionality in Blender's API

texts:
While all Blender functionality is exposed through operators, their indirect way of acquiring data for a certain task is tedious. Especially when the data we want them to operate on is acquired programmatically. Luckily, most tasks can be achieved with lower level parts of the API; with data directly given to functions as arguments. For example using object.modifiers.new(name = 'Bevel', type = 'BEVEL')instead of bpy.ops.object.modifier_add(type = 'BEVEL') (the modifier is added to the object on which the method is called (object), not to the active object).

My question is, is there low-level functionality for (Cycles) rendering and baking in the API? I have noticed the RenderEngine class (Docs > Types > RenderEngine), but I'm not sure whether it's a class exposing the functionality of Cycles or some other Blender's render engine. Is there a way to do the same as bpy.ops.render.render and bpy.ops.render.bake operators do; not with the context data, but with neccesary data passed in. Is it possible? If there is, an example or an overview of it would be much appreciated.

If there isn't, what is the best way to tackle the problem? How should I modify and override the context on which the operators then operate with my own objects in the code?

I'd also like to point out, I'm neither experienced with Python or Blender API. Have started learning about the API a few days ago and been picking up Python along the way. I am a long time Blender user and am also somewhat proficient in Java. Thank you for reading my question; if you know the answer or can correct a mistake or a misconception in my question, I'd greatly appreciate it if you did.


texts:
Assume you are in compositor mode and you have a video as an input source. The audio isn't immediately played along the video. Usually I re-import the video in VSE mode again and strip away the video information.

1st question: is this the intended work flow to add audio?

A problem that comes from this is, that once you have a scenario where audio and video are out-of-sync it is nearly impossible to sync them. This is because switching between compositing and VSE mode doesn't allow to adjust the audio easily.

2nd question: how do you guys sync your audio?


texts: Update child coordinates relative to parent

texts:
I'm facing an apparently well known issue with Blender that was already described here.
Basically, when I create a new object at world level and then make it the child of another object, its coordinates stay coherent with world and there's no easy way to update them relative to the parent. I need positional data of my objects in relation to how the hierarchy is organized because I have to plot them outside.
A pratical example is when I generate bounding boxes for one or more objects. I used this add-on by sambler to make the BBs, though they get created at world level by default, whereas I'd like to create them as parents of the related items, just one level up, regardless of where they're found in the hierarchy. If I make the BB then manually move it to the desired position in the hierarchy, I come across the "freezed" coordinates issue described above.
Do you have any suggestion? Thank you!


texts: Object reverts back to non-modified state after joining

texts:
I am attempting to make a tree but when I try to join the different components together ctrl J my decimated icospheres revert back to its original shape.  Any idea on how I can solve this?  I also forgot to mention that I am trying to create a low poly tree and that I am still in the learning stages.

The first image is the tree before joining and the second is the tree after joining


texts:
I need zipper to go smoothly on the corner as on first picture, but it appears distorted when modelling.

Is there any solution to this except of rotating teeth manually?

Blend file:


texts: Is it possible to group things as an object but keep materials?

texts:
I have this model:

Ideally, everything would be kept in one object, but I know if I Ctrl+J everything, it'll switch the materials to the dominant one. How can I fix this?


texts: How to merge around 300+ duplicate materials?

texts:
I just made a scene with a city made of mostly identical skyscrapers. I did that by copying and pasting. Then I joined all of them with Ctrl+J, but now I can't undo the join and I have got around 300+ glass and wall materials in one obj. My question is how do I merge them into 1 glass and 1 wall material so I can change all windows and all walls at once? Selecting them all is not an option. I have 1000+ windows in my scene and now in one obj.

Short version: I mucked up and now I need to clean up 300+ materials. How can I do that? Maybe an add-on?

edit: I tried deleting all but the first glass and wall. i had one skyscraper left that had colors.

edit2: my materials are in alternating order. like glass, wall, glass, wall, glass, wall.... i think you get the idea.


texts: All meshes no longer visible after selecting certain animation

texts:
In the dope sheet, I found a new animation which I did not create. When I clicked on it, immediately all my meshes disappeared and I am not sure how to make them reappear.

Currently using Godot Game Tools and Animations from mixamo, and I was editing the individual mixamo animations when this happened

https://drive.google.com/file/d/1CsQx1G9USeA1Ti1mPVEAr2htko2OPWju/view?usp=sharing

Hopefully its not something trivial


texts: How to layer multiple procedural texture in blender 2.8

texts:
I'm currently trying to achieve a few overlay of texture for my project, but I'm still new to blender and just have a basic understanding of node trees.

So, I followed a few tutorials and achieve the texture I want, but I'm not sure how can I overlay these textures together able to choose different color for each texture. The first image is the first texture I created and I want to overlay it with a grainy texture (like stucco) seen on the second image (first attempt) and the third image is a reference image of the grainy text, but probably smaller grain. the fourth image is the node I used for the first texture and the fifth image is the node for the second texture. If there any way to reduce the node complexity of the second texture, while achieving the same texture (it doesn't have to be procedural). Please let me know :)

Is it possible to have the option of choosing the color I want for each texture?

Thank you

Update: I figure out the overlay texture, but I not sure how to make individual texture to have their own shade


texts: Addon Properties for Material, Objects etc

texts:
we are working on a Addon to import W3D files used in the old CnC, and Battle for Middle Earth games.
In order to import these files properly we have to add some custom properties to the object and material types etc.
All of the script examples I found do not work.
Could someone pls post a working example on how to add a custom property and display it in the properties section of the objects material?
E.G. we will have to set an enum "surface type" for each material.

Thanks in advance
Tarcontar


texts: How do I get rid of these un-calculated parts in Cell Fracture?

texts: I've tried to recalculate normals, and also tried a solidify modifier. But, cannot seem to get cell fracture to work without having pieces that aren't calculated, meaning, unfinished pieces just sticking out of the object. Here are my settings, the mesh in edit mode and the object with cell fracture. I've tried many variations. Any help would be great!


texts:
I'm creating some low-poly terrain in blender by starting with a grid, then pulling vertices up vertically using a random falloff to affect nearby vertices.

I've ended up with some normals that face under the terrain, rather than above it:

Top

Bottom

When I Flip Normals, the normals change slightly, but still face under the terrain.

Bottom after flip

Recalculate Outside/Inside does not work either. how can I make the normals of these 3 faces point towards the top of the terrain, like all the faces around them?


texts:
Basically, I was trying to apply physics to a tail so it would behave and collide with objects by itself without me having to do too much input. And I thought softbody would be perfect for this, but for some reason, my tail keeps "folding up" and breaking in strange ways. I've tried all the settings but I can't seem to find the cause.

This is how it looks:

Anyone knows why it's doing that?


texts: Why doesn't the timeline speed match reality?

texts:
My timeline seconds/frames are not showing the same amount of time passing in as reality when I hit play.

After 8 seconds of real time have passed I'm only on second 2, frame 30, of Blender. And changing my frame rate between 60 and 24 doesn't update the number of frames per second on the timeline as I expect it would, coming from an animator like Synfig Studio.

How do I make the seconds/frames of Blender match reality please?

If this is not a simple newb question then my project file is available here if anyone is willing to look:  https://we.tl/t-aq9ZzayleM


texts: Animate array along path without distortion

texts:
I made an animation of spheres along a closed path. The spheres are result of array modifiers and the follow the path via a curve modifier. However, they deform at the corners. (MWE attached)
So, my question is: How to make such animation without deforming the mesh when they go at the corners?


texts: Is there a limit to the number of GPUs I can use?

texts:
I'm putting together a mining-like render build with over 10 GPUs.
And I would like to ask is there a limit of gpu's I can use on given time.
I am asking this because I can go with like 4 680's (Each with 1500 Cuda Cores).


texts:
This isn't my mesh, but, I downloaded it off the internet to animate and screw with the materials. Either I'm a complete noob, the mesh wasn't formatted correctly, or both, but, after changing the material of a few of the gun barrels, strange things happen when I try to render an animation.

Here are a few sample frames and a link to the file. What is going on and how the hell do I fix it?
(pay close attention to the minigun cylinders on the left

LINK TO BLENDER FILE
https://drive.google.com/file/d/0Bxf7lERLL3TlRjV3YkJCSHRKN1U/view?usp=sharing


texts: How Can I make a Copy of an object multiple Times Knowing that it must be animated as the original?

texts:
I was Recently working on a Science project with my Friends in school, And I have to create an animation for the project,But I have a problem in my animation.

Problem :

I have a molecule animated in A noisy way (the three spheres are animated in different ways - The two blue are child of-Parent to- the Big sphere). I Want the whole screen to have the same molecule animated Like it (having an offset between them will bell the best thing ).So how can I do it ?, I accept (Agree With) using particle system,python .....

Reference Photo - This Is what I Want (This is a part of a video)


texts: How do I copy/paste pose in blender 2.83

texts:
I'm trying to copy paste object pose. I'm going to pose mode and copy source object pose with Ctrl+C, then I'm going to destination object, pressing Ctrl+V and Blender displays the dialog:

Unfortunately, nothing else happens.
Please tell me how to complete the paste operation. What am I doing wrong?


texts: Not able to apply the most simple screw modifier possible

texts:
Add curve
Rotate as displayed in picture below
Add screw modifier

Tried other axis, got a dome instead of a ring
I want the result on the left but got the one on the right instead.

https://youtu.be/gbNo0odrSVg?t=31


texts: How can I create 3D surface of sine waves?

texts:
I would like to make a surface that obeys the equation:

z = Asin(x) + Asin(y), 0<=z<=1; 0<=x<=2npi; 0<=y<=2npi

Where I would like to be able to change n to increase/decrease the number of cycles and change the amplitude A. I attempted to generate a sine wave via a script that I found; then I tried to extrude it, duplicate it, and then rotate one of the planes so that they intersected at a 90degree angle. The results were not very satisfying...


texts:
after installation of blender 2.8 I cannot click on anything in the 3D view and the outliner tree structure. Besides all shortkeys are not working at all.

In the Settings of blender 2.8, the whole Keymap tab is empty. I reinstalled it and even tried to use the non install version - this problem still remain... (OS clean Windows 10 x64)

Any ideas :D ?


texts: 2D animating a simple image with simple movement

texts:
Blender version: 2.82
I am fairly new to Blender. My goal is to 2D animate an image going from the left to the right and scaling the image while it's moving.
So far I have tried:

Clicking on the desired frame time and dragging the image, then clicking on "Insert keyframe"
Going to object mode and clicking on "Add image" and attempted to add it to grease pencil by converting the object to a mesh which failed.
Trying out other modes other than grease pencil but none of them could add an image (nor could grease pencil)


texts: Are the technical details of Filmic available?

texts:
I hope this question is acceptable here. I'm impressed by the results of Filmic in Blender, and I would like to do something similar in my own code, which is for processing photographs and doesn't use Blender. (My code is likely to be released as an open source project eventually.)

Because of this, I'm wondering if it's possible to learn the details of what Filmic does, in a form that would make it possible to re-implement it. Presumably that's possible by reading the source code, but that's a huge amount of work, and if the technical specifications are written up anywhere it would be very helpful to know them.

Alternatively (this might be wishful thinking), is it possible somehow to access Filmic's colour transforms from within a Python script, without working inside Blender? Then I could just use it directly instead of reimplementing it. Essentially what I want to do is take photographs, do the inverse of what Filmic does (i.e. convert them from pixel values to intensities of light), then process them in the light intensity space, then do what Filmic does to render them back as photographs with a realistic film response.


texts:
How can I get a spiral curve to wrap around an object in blender?
More importantly, an object with some degree of complexity.

I've been using the shrinkwrap modifier with varying degrees of success.
In the example, I can get a spiral to wrap around simple shapes pretty well.
But in the second example, as soon as introduce different angles to the wrapped object, the spiral messes up completely.
Also in the second example is the type of curve/spiral I'm using.
I've tried all three different types of spiral, but none gives any better result than the other.

Any ideas?


texts: How can I make an object only visible through certain material

texts:
Hi I am trying to make a certain object only visible through another object with transparent material

lets say object named car and the other object named glass i can see the car if i look through glass but i can't see the car otherwise like looking through another glass or looking to car directly only looking through that glass shows me the car

Basically Masking object's material transparency to another material

Example Image

How can i achieve this?
Any help is appreciated

Here is what i found with similar effect but only works with grease pencil

Here is what i found with similar effect but works for every glass material

I am new here so if i asked my question at the wrong place please correct me


texts: Make the outer circumference of the tire smaller

texts:
Is it possible to make the outer circumference of the tire smaller.
So that the height of the tire becomes lower, but the inner size (rim size) remains the same.


texts: Any simple way to apply a color index (to achieve things like 256 color range) across an entire render?

texts:
I am wanting to make some animations that have a reduced color range (similar to 80s/90s CGI.)

I know of ways to reduce that for still imagery such as in photoshop, but I know of no ways to do this within Blender. The only color options change the color from 8 to 16 bit.

Is there a compositor node to do this, or would I have to batch edit every frame separately than compile later into a movie file? Or is there another program better suited for this like Final Cut Pro?


texts: How to save a packed image from a script

texts: I am trying to save a packed image (generated via texture painting). To do this, I call unpack(), which should save the image, but I can't find it on my hard drive (Linux, blender 2.73). Does there exist a way for further customization (such as setting the image file format, file name, directory to save into, ..)?


texts:
I want to make a animation of water going down an pipe like string, but the water behaves really strangely. For detail, here is the screenshot and my settings.

The pipe is made by screw tool.

Do you guys meet situation like this? Any suggestions?

Edit: I tried to scale to make objects much smaller and set resolution to 100, but it do not work at all.


texts:
I've imported a model but the UV has made the mesh have two faces.
What's the best way to fix this or is there a tutorial on fixing imported UVs?

7.png


texts:
I cant properly flip the pose in dope sheet. I created the 1st half of the walking sequence, now im trying to flip it using shift+ctrl+c(in gif). The problem is it doesnt even paste everything. I tried duplicating it then mirroring it(in gif), i tried to flip it on the x axis.
[]


texts: How to import obj and convert and export as fbx from command line in Python

texts:
I would like to import an obj file and export it as an fbx file without having to use the Blender GUI.
The command: blender --background --python myscript.py
Is not working for me from Terminal on mac. My first real problem is I'd like to be able to do anything (even open blender using .exe) using Terminal. I've tried including the path to the Blender app but nothing seems to be working and I am just given the error "blender is not a command"


texts: How to Create Text "Jacket"...Original 3D Text with Solidified Jacket+Boolean Difference

texts:
I'm experimenting with creating some different avionics formats and one of the objectives is to test readability. To that end I have some text markings using text with extrusion. I give this a highly visible material.

Next I try to add a contrasting outline which will be visible even when the background on the text changes in unpredictable ways...

I duplicate the original text, change material to black, and solidify with a thickness of about 0.02. This text is slightly larger than the original text without altering space between characters. I reduce the extrusion depth. The text is now smaller from face to back, but slightly thicker on the sides. This text overlaps the original such that the original now has black covering sides of text but not the face or back. It is a kind of "jacket" or "skin" anywhere on the font which is not the front or back when both text are centered together.

I could just use the two objects directly if I parent them as is. What I'm wondering about is if I can apply a boolean difference to reuse the outer "shell" by itself by cutting the smaller text size out of the larger text size and leave only the "jacket".

The trouble is that if the text isn't converted to a mesh I can't see the boolean operator. After converting to mesh I had boolean difference available, but I didn't see it actually cut the one object out of the other where they overlap. Does this tiny overlapping space from a solidified mesh having a non-solidified mesh cutting it out fail because it isn't really solid? If I solidify the inner text itself then it thickens where I don't want it to thicken (the two sizes will then match and boolean difference will remove everything).