texts: Is it possible to convert image texture's black color to transparent?

texts: I have 100 tif images from confocal microsocpy that have black background (NOT alpha) and I would like to stack them to recreate some color labeled structures in 3D. In order to do that, I need to make the black color transparent. I tried to mix diffuse and transparent shaders, but I don't really know how to indicate the black color to be transparent.


texts:
I was wondering how you change the way the axis to become spherical?

Thank you!


texts: I have a late 2013 Macbook Pro running on High Sierra but any time I try to open an image file on any part of Blender it crashes. I can't open an image texture, background image, etc. I've tried different images but they all give me the rainbow wheel of death. I'm guessing this is an issue with storage/hardware but I have no clue at this point. Any help would be great.


texts: 2.80 - use Eevee and Cycles together for motion blur issue

texts:
I have one question about one problem in my experiment with motion blur in Eevee. I know that in this time is not supported and maybe will be supported in future official release as another primary function, but I want to try some experiment with Vector pass from Cycles.

I would like to try to make render of car with animation of fast rotating back wheels. I make two scenes (duplicate, not linked).

I join this two scenes with separate Layers setups and render engines together in compositor. The same node tree is in the both scenes.

It works pretty well (picture), but It has a problem. It works only if I start rendering manualy by render button on scenes nodes, but it don´t work if I push F12 or Ctrl+F12. It rendered all scenes only in one renderer in actual scene. It do not switch them.

Please help me find out a issue, where is a problem. Thanks a lot :).

Note: For this test I use model from Blender Corvette modelling tutorial from CG Masters


texts: Complex object consisting of multiple partly overlapping shapes, blend together to keep one outer shell

texts:
Ok, so i've converted hair particles to a mesh and gave them a thickness (i think it was with solidify). Anyway, the object is now too complex (i want to 3D print it). So i just want the outer mesh detail, and everything inside should be blend together, with no more individual features but as one solid shape.

Basically, i'm looking to do in 3D in Blender, what is very easy to do in 2D in Illustrator with the "unite" option in the pathfinder tool. Like this:
https://www.youtube.com/watch?v=Fg95K3NAtSM

I tried with wrapping something over it and applying that modifier, but that wasn't nearly accurate enough, even after many subdivisions.

I tried with bolean, but that didn't work either. That might work if i applied each shape individually but there are thousands of shapes, so this is not an option.

It's a feature is often missed in Blender before as well. So i hope something like the Illustrator function actually does exist.


texts: Im trying to bake a high poly mesh onto a low poly mesh, but it bakes incorrectly, it does it for both blender baking and substance painter, so it's something with the mesh for sure.


texts:
Everything shows up in render. (using blender 2.70a)

But in 3d view only the mesh shows, switching between wireframe & solid only shows wireframe (or the option we get to change with "Z" key)

with wireframe viewport toggled

with solid viewport toggled

Only changing "maximum draw type" to solid or textured shows white shading but not the orange color I gave in materials.

New cubes show shading though.


texts: Why does the shortcut I created change to NDOF Fit

texts:
I changed the shortcut for Frame Selected from Number . to Shift F and after I saved the project the shortcut changed to NDOF Fit and I can't change it or remove the shortcut. The only way I can change it is to reset the default settings but that removes everything including my project.

How do I create a short cut for Frame Selected when it says NDOF Fit.


texts: How can I prevent one or more bones from being added to the key frame?

texts: Is there a method to prevent keyframing a bone even if it's selected? It would really help to prevent mistakes or to just remember what bones should be included in an action.


texts: How can I animate multiple properties of the same object at once?

texts: I am trying to animate a vehicle coming to a stop and I want the tail lights to start glowing at a certain point. To have a realistic effect, I was using the compositing screen layout with more than 10 nodes and about 30 values and checkboxes. So, I was wondering if there is a way to keyframe all these values at once instead of clicking on each value and insert a keyframe.


texts: Animation renders without modifiers applied - still image (F12) renders fine

texts:
I use Blender 2.83. Followed a YouTube tutorial to create an audio visualizer. Everything works great in viewport, and rendered as still image. However, when I render an animation, the main object in my scene is rendered without modifiers applied. This occasionally also happens when rendering with F12, but rarely.
There are no error messages in the system console. Am I doing something wrong? Is this a bug?
Images attached:

Viewport
F12 Still
Animation

Any help welcome! Thanks!


texts: Displace modifier doesn't work as intender in blender 2.82

texts:
i've been folowing this tutorial https://www.youtube.com/watch?v=4EqLyGsu3AA doing things exactly as he does.
but on the 10th second my model looks entirely diferent.
It looks like this
http://puu.sh/FhMoz/d426fbb061.jpg
And it only after i crank the strength of the displace way up, before that i just like a smooth ball. I am doing that in blender 2.82.
When i try to do it in older versions like 2.8 it work just fine there.
How do i fix it?


texts: Particle System Removes Landscape when it is rendered

texts:
Simply put, I am trying to create a Mars scene but when I go to render an image, the landscape disappears.
I am using Blender version 2.92.
I am using two particle systems to spread rocks of various sizes over a generated landscape, one of them is flat rocks, and the other is pebbles. From the viewport, it looks alright and wanted to see what it looked like when I rendered, but when I go to render the image, it completely removes the landscape from the render and only shows the rocks (particles).
Here is the Viewport, which shows the entire scene as intended:

Here is the Rendered Image, the one that lacks the landscape.

The rocks were created using the Rock Generator, and the Landscape was created using A.N.T Landscapes, both are from add-ons. Materials on the objects are PBR materials gathered from various sources.
Does anyone have an idea of what is causing this error? Am I doing something wrong?


texts: Usually setting object with rigid body active will go down, is it possible to object go flying up?


texts: Closing a hole after adding solidify modifier

texts:
I modeled this part of a lightbulb and in order to create some thickness I added a solidify modifier (after adding a sub surf modifier).

Now i want to "close" this hole of the object.

But when I do this I don't get a smooth transition between the "old" geometry and the "new" geometry. Why is this ?

What should I do to "close this hole" and have a nice smooth surface (in combination with the solidify modifier) ? Or should I forget the modifier and created thickness by modelling without modifier ?

After adding some extra loops this is the result. It looks better but it is still like two separate objects are brought together and I wanted to see one object with a smooth transition


texts:
I have this piece of code that I am using to remove duplicate materials. What I do is I open the Text Editor, paste it in and click Run Script. I would like to make it a Tools Shelf button. This is the code:

import bpy

mat_list = bpy.data.materials

for o in bpy.data.objects:
    for s in o.material_slots:
        if s.material.name[-3:].isnumeric():
            # the last 3 characters are numbers
            if s.material.name[:-4] in mat_list:
                # there is a material without the numeric extension so use it
                s.material = mat_list[s.material.name[:-4]]

I tried following the instructions here, but I get this error:

This is my first time messing around with Blender scripts, any help appreciated!

EDIT: This is my complete addon:

import bpy

bl_info = {
 "name": "Remove Duplicate Materials",
 "author": "Me",
 "version": (1, 0, 0),
 "blender": (2, 7, 8),
 "location": "3D View > Tool Shelf > My Tools",
 "description": "Remove duplicate materials",
 "warning": "",
 "wiki_url": "",
 "tracker_url": "",
 "category": "User"}

import bpy

mat_list = bpy.data.materials

for o in bpy.data.objects:
    for s in o.material_slots:
        if s.material.name[-3:].isnumeric():
            # the last 3 characters are numbers
            if s.material.name[:-4] in mat_list:
                # there is a material without the numeric extension so use it
                s.material = mat_list[s.material.name[:-4]]


texts: Curve bevel object rotate 90 degree when I move the veracity

texts:
https://youtu.be/w_XyY6F791M[![enter image description here][1]][1]
[1]: https://i.stack.imgur.com/J8VFN.png**strong text**


texts: Why is the texture scale changing randomly between frames in my animation?

texts:
I'm trying to render an animation, but I've happened upon a strange texture quirk for which I can't seem to easily determine the cause. Every so often, one of the frames will render with the texture scaled differently:

(frame 9 on the left rendering without issue and frame 10 on the right with the problem)

I am using Blender v2.83.3 on Windows 10 (64-bit)
I have tried switching from GPU to CPU rendering in Cycles, but that made no difference
This happens both when rendering as an animation and rendering stills
The bug does not show up when viewport shading is set to rendered

Here is a link to the .blend file.


texts: IK not working for legs, where am I wrong?

texts: I'm stuck in this armature creation where IK works pretty well for harms but knees don't curve as they should.. I set same but something is not working..


texts:
beginner here. Somehow I managed to reduce the camera view to this little square. How can I make it so the bounds are bigger? I've tried changing render dimensions,  focal length and camera sensor size, but this seems to only change the ratio. Simply scaling the camera does not work either.

Thnx


texts: 2.77a - Keep foot on the ground with anchor OR do not allow any vertex below certain world Z

texts:
I am animating a human character. It is bit irritating that I need to go and adjust its feet for every animation I do.

Is there a way, through a constraint, to plant a bone at certain LocRot and not alowed to be moved by the IK? (Actually cannot work well with IK when I think about it).

Or rather, tell the rig that no vertex can cross 0 of Z. That will do it even better.


texts: Importing models from AutoCAD to Blender

texts:
I am looking for a method to import my 3D models made in AutoCAD to Blender.
I have tried .stl and .fbx import but both of these triangulate the mesh and also I have to do a lot of clean up work to get rid of doubled geometry.
Is there a way to import those models in quad dominant form (the way blender handles the meshes)?
Below is the example when I import something in .FBX format


texts: BGE: KX_GameObject Attribute description unclear

texts:
Here in this documentation: http://www.blender.org/api/blender_python_api_2_75_3/bge.types.KX_GameObject.html
it says for the attribute orientation:
"[...]On write: local orientation, on read: world orientation."

What does that mean exactly?

Also it says that the attribute is deprecated since version use localOrientation and worldOrientation. Which ones do I use now?


texts: I have been crafting a 3D model of Mickey Mouse. I joined all of the meshes together and added armature. Everything seems to be correct, but when i rotate the head, the eyes and tongue don't rotate. Is there something I'm missing or something I'm doing wrong?


texts: Python API, get bezier points taking into account shape key values

texts:
I need to access the points of a curve object (at the current frame) using the Python API.

If the object doesn't have shape keys, it's easy enough, object.data.splines has all the info I need.

If the object has shape keys, I know the shape key info is in object.data.shape_keys.key_blocks but I'm not entirely sure how to get the final position of each point/tangent in the bezier curves out of this.

First of all, the data in there is not split into splines.

Then if I know the value of each ShapeKey object I'm not sure what's the correct formula to interpolate them.

It would be great if there's some way to get for each spline in the curve, the position of each point and handles, taking into account all the shape keys that are into effect at the current frame.


texts: How can we use more than 2 cameras in one scene ? (Just like this)

texts:
Dose any one can tell how to take the scene like this in one time with more than one cameras.
When I use this


texts: Making an object continously spin and then stop after hitting a wall

texts:
I want to make a shuriken spin while also following a path towards a destructible vase, it will then smash through and then hit the wall and stop spinning, it then looks like it has been stuck into the wall. Ive tried rotating it but it just ends up offsetting the path

Anybody know how to do this?
Thanks a million-Icarus.


texts: Problem adding details to the top part of a model using boolean

texts:
I am trying to make this lantern here but I can't figure out how to make the details in the top part (Circled in red).

And this is the 3D view:

I have also tried using the boolean modifier but this strange artifacts on the edges of the boolean area appears:

So, is there any other way to make this without using boolean or am I doing the boolean operation wrongly?


texts: What is the process for applying a realistic texture over an emission object (ex a fluorescent lamp cover)?

texts:
What is the correct node procedure to add in a realistic texture over top of an emission object (CYCLES)? Adding an emission shader makes an object completely uniform with no apparent depth to it, in which case we add a fresnel or layer weight.
So let's say I have a plane with an emission shader on it --
What I'm trying to do is take a texture like this

And apply it over top of that plane so that the emission comes through it and still provides light to the scene, and (ideally) takes into account the light and dark areas of the image rather than simply an even, uniform brightness throughout.
As a point of comparison, this is the kind of effect I'm getting now by simply using the image texture as an emissive plane -- note the lack of detail and texture in the lit signs.


texts: I was continuing further on the project while I assigned different materials to the face of the cube i was stuck on assigning the the texture to highlighted face how do i do it?


texts:
I have a collection of objects in my scene that I want to randomly duplicate in a similar fashion to the Array modifier. How would I go about doing this, would I need to program this function myself?
Picture if I didn't explain this clearly:


texts: In one rendering session, sometimes, the particles in one frame and next frame are not constant. Is this a bug? How to avoid it?


texts: I want to make the outline of my glasses frame more rounded without any subdivision modifiers (I want to make this object game ready!) but I can't seem to figure out a way to do so. Bevelling the edge makes really strange subdivisions. Also, manually adding edge loops to smoothen the frame out would take a really long time. Does anyone have a good solution for rounding the outline of the frame?


texts: Boolean Difference - What am I doing wrong?

texts:
I've read several questions and answers and none seem to apply to me. I want to make a wall with a cutout for a door. Using Blender 2.8, here are my steps:

Create a new 'general' file
The starting cube will be my wall. Since I live in a backward country, I don't do meters. Instead, I'll type units as inches. So I scale the cube to 4.5 m in the X direction (the wall is 4.5 inches thick), 120 meters-as-inches in Z direction, and oh, let's say 240 inches in Y so that it's 10 feet tall and 20 feet wide.
I move the Z location of the wall to 120 so that a Z of zero is the floor
Great! I have a wall!
Make a door with Shift-A, add Mesh->Cube
Scale it to 6, 30, 80 to make a door 30 inches wide, 80 inches tall, and thick enough to use as a boolean difference object. Set the z-location to 80 to bring it up to the floor
I select the first cube and Add Modifier. Select Boolean, difference, and the doorway object
Click Apply
Select the doorway differencing object, hit G and X to move in the X direction to move it out of the way to see the hole in the wall, and...
There is no hole in the wall. Why?

I'm 100% certain that this is user error. I just don't know what error I'm making. Can anyone show me my mistake?


texts:
I'm receiving this pinching problem when I add a solidifyy modifier to my surface. ANyone know why this is happening? The mesh is pretty simple.
Blender File Here


texts: Where do I find the Blender 2.8x equivalent of the "Mirror reflection color" found in 2.7x (as in picture)?


texts: Emission material reflecting other emissions

texts:
I have been working on creating a material to simulate LEDs and have produced this:

Although I am happy overall with the result I have not been able to resolve the issue of the yellow reflections on the other LEDs, this is the node tree I have been using:

The material is uniform except for the change in emission colour, I therefore have two questions:

Is there a way in which to remove the coloured reflection and still retain the exact effect created?
Why is it that only the yellow light is reflected and the yellow LED does not behave this way, I have checked multiple times that the node tree settings are exactly the same.

Many thanks in advance.


texts: I need some sculpting advice and best practices

texts:
I’ve been sculpting on and off for about a year now, mostly just doing fantasy stuff like dragons and monsters. Things that don’t need super correct anatomy or stuff like that to look cool. I started like that so I can get comfortable with the tools and understand sculpting as a whole.
But now I want to get serious and learn how to sculpt characters, human characters. I started out with the body as it seemed easier, and while it probably has anatomical mistakes, I ended with pleasing results. However, the face is a different beast entirelly.
I’ve sculpted maybe 30 faces now? And only now I got a good result. Something that doesn’t look like a Skinwalker at the least.

This is the best I’ve managed to do without using any references at all. And here is my problem. I only have one monitor to work on, and it’s not a big one either. So how can I place dozens of references and still be able to sculpt all on one monitor?
As of right now, I feel lost on a human face. This character was suppose to be a male, but ended up looking like a female. And I feel is because I don’t have references to guide me. And speaking of references, does anyone know any good references specially designed to teach someone how to sculpt a human face?
And finally, what are the best practices to learn how to sculpt human characters as fast as possible?
And, I would like to end this by saying that I’m not interested on becoming a character artist, or an artist at all. I’m a solo game dev and I wanted to make my own assets for my game instead of buying them. Which is why I’m in Blender and am learning Sculpting, Texturing and animation. I’m also not necessarily aiming at realism since I want to have a more stylized aproach to my game.
So, to sum it all up:
-How can I place and use references while still being able to sculpt all in one single monitor?
-What are the best references for beginners to use to quickly learn how to sculpt human faces and where to find them?
-What are the best practices to become good at sculpting in the shortest ammount of time?


texts: Change resolution of the rendered view ?

texts:
how the rendered view work ? we can change the preview sample , the preview bounce , the preview subdivision , the preview texture size , but can we change the render view resolution?

i have this feeling its stuck on the native resolution of the display which is really bad if you want to have a quick real timme preview (5k screen here)

if its not possible ill do a topic on right click select


texts:
I am trying to make a script to export all my objects to individual .x files. However I don't know the operators for directX. Please tell me how I can fix this code so that it exports the directX files.

bpy.ops.export_scene.x(filepath=str(path + ob.name + '.x'),check_existing=True)

This worked for .obj files.


texts: Procedurally generating wear on an object?

texts:
What are some techniques for procedurally generating wear (chips, cracks, dents, etc.) on a mesh object?

For example, what are some ways I could do something like this:

but with more dents and detail? (and without having to manually duplicate objects everywhere)

The image above was created by duplicating some smooth shaded spheres with displace modifiers and intersecting with a boolean modifier.


texts: Is there a way to undo steps, including removing modifiers, similar to how one works through or deletes Photoshop layers?


texts:
I'd like to apply a constant force to all objects, attracting them to the scene's origin. A Force object with negative strength at (0,0,0) with no falloff would do the trick.

Is it possible to disable a Force object's falloff?

For example, a negative force object will stretch a softbody; the closest parts of the mesh will move toward the force quicker than the rest. See this stretched torus object (attached .blend):


texts: Why is my imported obj not showing up on the grid where I need it to be

texts:
I'm having trouble with my imported object. Its nowhere near the center of the grid where I need it to be.. I press the . key on my numpad and it takes me to it, but I am using a minecraft rig and need my object near the rig. This is probably basic to most of you but something I really need help with if you could! Thank you!!

The rig I am using shows up perfect in the center of my starting view where it needs to be


texts:
I´ve been using Blender for the last 4 weeks and i have a big problem with Bake several materials.

I did three uv maps, three materials with their textures with uvs. But i don´t know why Blender don´t want to do it in the uv´s texture that i assigned in UV Viewer and Node Editor. Is impossible and forever appear a message with "Circular depending for image". Any idea?


texts: Is it possible to inverse selection in Object mode?

texts:
I imported a 3D apartment model from an Archicad .3ds file.

Scale and coordinates were all messed up and I solved this by resetting location, scale, rotation and origin. Now the model seems fine except that when I press "zoom to all" it zooms out so much that the screen is empty. I figure that there must be something left to original imported scale (0.000001) that is causing this. To find it I planned to select everything visible on my scene and invert selection. Just can't seem to find the function. (The scene has over 250 objects.)


texts: Animating robots and vehicles--What are the pros and cons of adding rigging and bones, vs. using separate objects and manipulating those?

texts:
When animating something like a robot or a vehicle that has clear mechanical hinges or wheels, should one use typical rigging and bone animation methods, or just make the animated regions separate objects to manipulate over multiple keyframes?

For example, I'm making a fictionalized/lower-poly space shuttle in Blender. The wing flaps, rudder, and wheels will be animated. I have made all the parts that I want to animate (like the landing gear and the wing flaps) as separate objects from the main body.

Should I keep these as separate objects and simply rotate them over the desired keyframes? Or should I attach them to the main object, add rigging (with 100% weight to the animated parts and 0% to the main body) and animate the bones over the desired keyframes?

Same thing for robots. Should a (low poly) Iron Giant type robot be animated by manipulating separate objects, or by traditional rigging? What about a simpler wheeled robot?

My goal is to import it into Unity, if that changes anything.


texts: Create non-animated, realistic film noise w/ scratches procedurally

texts: I know I'd probably use a combination of Noise Textures, but I have no idea how I could make it look realistic with varying combinations of random dots, scratch- and hair particles etc. I could only find some explanations on how to achieve standard film grain, nothing too detailed.


texts: How to transform armature via other object's data?

texts: I want to transform an armature / skeleton of a 3D model in blender via collected data from another model. As I am new to blender I have no clue what the input data would be and how I would transform or even select the armature in blender, how do I do that?


texts: Need help modeling precise irregular torus

texts:
Noob here, tried so many tutorials but could not get the result.
Need a high-resolution torus (donut) shape except the outer diameter is an ellipse but the hole is a perfect circle.
But the ellipse needs to be a precise size difference to the center:  Narrow diameter of ellipse is 1.29x the diameter of the hole.  Wider diameter of ellipse is 1.28x the diameter of the narrow side of the ellipse or 1.64x the diameter of the perfect circle hole.
Hope someone can help.  Thanks!


texts: why solidify increase beyound the height

texts: I have made a normal circle and cut into half. Then with single vertex selected i just pull it out and added the solidify. As u can see my .gif file. After adding the solidify modifier the circle has got the solidify but where the point i pull there its not been perfect solidify it has been increase the height from the circle edges. Its not in the same height.


texts:
I used a translator due to poor English.
As a person who can't handle Blender well, I was just following while watching a video when the key called grless came out.
After it came out, all the mash became softer.
I don't know which key to press.
https://youtu.be/A2Wfl4pyZe0?t=764


texts: How do I pack textures for sending off to a render farm

texts:
Whenever i try to send a project off to a render farm such as sheepit, it says it needs the textures packing with the file in order to render correctly.

How would I do this?


texts: Can I apply D-noise to a folder of rendered stills of an animation?

texts:
I wanted to apply the D-Noise filter to an animation and I suppose there must be a way to apply it as each still is rendered but I couldn't find it and had to start my render to meet a deadline. My stills are pretty noisy as I am using emission so would be great if there is some way to apply it to a folder.

I'm sure there is a way in Python but I cannot really do anything at all in Python so please any other way.


texts:
I'm having trouble showing procedural textures (Checker Texture in particular) in 3d View. I can see it in render, but neither Material/Texture/Solid viewport shading helps to see in 3D :(
This is a screenshot with my issue. Please help.


texts: How do I properly connect the SSS texture in a Blender using nodes?


texts:
I just need to know what format to export my images in before loading them into my blender file, so when I export the video my images don't come out blurred or fuzzy

Whats the best quality format, for example my images are perfect as a pdf, but won't work in blender, with a png or tiff they come out more pixelated


texts: Hair Particles Bake All Dynamics Does't Work

texts:
I searched a bit on the topic and apparently its a known issue that you are not able to bake all hair dynamics in one click but you are able to bake each one individually, this is really tedious for scenes with lots of hair particle objects.
is there a work around on this? or is baking everything one by one the only way to do it? or has that already been fixed and am probably doing something wrong?


texts: How do I set the accuracy of the displayed values?

texts:
Good afternoon.

There is another problem.

I have a wall with a height of 2.6 m and a width of 5.04 m.

In edit mode, when the Face Info -> Area checkbox is selected (in the Mesh Display list), the area of 13.1 square meters is displayed.

But!
2.6 * 5.04 = 13.104 square meters.

Question - how and where can I set the accuracy of the displayed values?

Thank you in advance for your answer.


texts: Automatic save of render image after finishing

texts: Is it possible to have blender save the single image when it finishes rendering it? I dont want to wait until its done as I let it render during the night. Ideally, I would want the PC to turn off as well when finished rendering. Thank you in advance.


texts: Average normals at vertices before exporting

texts:
I'm not 100% sure if I'm using the right terminology since I'm fairly new to 3D model editing. Please try to go easy on me :)

I am currently writing a program in OpenGL. I'm using Blender to edit my models, and I'm exporting to OBJ (Wavefront) before loading them into my program. It turns out that all the vertex normals are the same as the face normals; that is, the vertex normals along two triangle edges might look something like in this image: (ignore the text; I'm borrowing these images from opengl-tutorial.org because they clearly illustrate my question)

I have some shapes that I would like to render smoothly (my shaders interpolate between normals, if that pertains to the question), so I would rather the normals look something like this: (where the arrow pointing up is actually two overlapping normals from the same vertex)

Probably the simplest way to get these "curve normals" would be to average the two normals for each face connected to a vertex. Does anyone know how to do this in Blender?


texts:
I would like to be able to make a portal effect in Blender 2.8. The idea is that you can look through a 'window' from one world to another. This could be achieved by looking between 2 scenes, or 2 view layers, I don't mind how it works.

I know this question has been asked previously but from what I can gather, the 2.8 update means that previous solutions no longer work. I have seen and tried the following solutions with no luck.

Portal effect in EEVEE?

Creating the Minecraft End Portal in Blender

How can I create a portal?

(the last one is harder to follow instructions wise)

Perhaps one of these solutions still works and I am missing a step but no matter what combination of steps I take, the 'window' (item with the holdout shader) always looks through both scenes or view layers rather than looking from one onto another. If it needs to happen in cycles that is also fine, I have tried all of the above in both cycles and eevee.

If anyone has successfully achieved this I would really appreciate a detailed step by step approach to implementing this effect.

Many thanks.


texts: Blender won't render the image when set to GPU compute

texts:
I have been working on the scene for the last few weeks, I have done a quick experiment with a camera following the path and since then Blender won't render from any camera, unless it's set to CPU. I have a really good graphics card and there were no problems with rendering with GPU at all before I set this camera to follow the path. It seemed to mess some settings up...
When I try to render in a GPU mode it only shows the blank grid (screenshot attached).

It takes it about 40 seconds, then it stops rendering, the screenshot 2 message shows in the top window and the image stays blank.

Another thing that has changed since I've made a camera follow the path are the transform settings, they were green, then I must have done something and they're not green anymore.

Hope it all makes sense!


texts: Unable to create a dashed edges with Freestyle

texts:
I am trying to make an object that is rendered in wireframe with dashed edges. So far I am working on a model which is using Freestyle. I have tried a lot of settings but still not achieving what I want.

So here's my model

Which I am hoping to look like this

So here are my settings

The material I used, FYI.

My question is:
How can I make my model with black dashed lines?


texts: In my VSE I only have a audio strip, no video strip and I want to slow down the speed of the audio, because  I'm making an animation and want to get the lip-sync correct. Is there anyway to do this without the changing the FPS or anything like that?


texts:
So I have this character animation with a shape key that flattens and unflattens his hat:

(in glorious technicolor here)

It looks good. But the shape key is mucking up all my other Actions now. It is an omnipresent key. I heard that this can be fixed by keying a shape key driver instead of the shape key directly. So I set out to do this. Unfortunately, I hit a nasty bug where my driver says "Mute" as soon as it is created, and I don't know how to get around that. It is possible that I am not using the correct settings, but I was following the official documentation as closely as possible. When I try to set local rotation as the determining factor, I cannot get any result at all. When I try to do local translation as the determining factor, the shape key is "mute"ed from the moment his hat is scrunched (that is, it becomes instantly un-scrunched) to the moment his hat pops back up again (another pop-in transition); The shape key is being muted and it is preventing me from having any idea what I should be doing. Can anyone help me?

I made a painful recording of my struggle here.

IMPORTANT NOTE: This character is going to be exported into Unity so I can't use modifiers that will not export to FBX.


texts: Does anyone know if there is a way to import a .mesh filo into blender? I got some files from a game and i would like to look at them and maybe edit them. I tried some things suggested on the internet but they didn't work. If there isn't one, is there another program that can open those files?


texts: Avoid obstacles overlap with BezierCurves

texts:
I am trying to modify the vertices of Bezier Curve to maneuver around any obstacles if existing in their way. So far, I am able to create curves through script but still unable to detect any overlap of other objects with this curve so that the vertices (left and right hands could be modified accordingly to maneuver around that obstacle). Basically, I want to make some object follow that curve path but it should avoid every existing obstacle in their way.
from bpy import ops, context, data
from mathutils import Vector

ops.curve.primitive_bezier_curve_add(enter_editmode=False)
curve = context.active_object
curve.name = 'Trajectory'
bez_points = curve.data.splines[0].bezier_points

bez_points[0].co = Vector((0.0, 0.0, 0.0))
bez_points[0].handle_left = Vector((0.0, 0.0, 0.0)) + Vector((0.5, 0.0, 0.0))
bez_points[0].handle_right = Vector((0.0, 0.0, 0.0)) + Vector((-0.5, 0.0, 0.0))

bez_points[1].co = Vector((10.0, 10.0, 10.0))
bez_points[1].handle_left = Vector((10.0, 10.0, 10.0)) - Vector((0.5, 0.0, 0.))
bez_points[1].handle_right = Vector((10.0, 10.0, 10.0)) - Vector((-0.5, 0.0, 0.))

I want to modify the curve so that the object following that path should avoid any obstacle in their way. I have illustrated it for better understanding.


texts: How can I draw numbers onto the faces of my dodecahedron?


texts: What do the new popover "Normals" in 2.80 do? How to use it?

texts:
I noted a new popover in mesh edit mode:

I try to play with it, add custom split normals, auto smooth, but see nothing happens with model.

How to use it, or it just doesn't work?


texts:
I seek way to make stripe selection.
I googled, but it not found.
so I use "checker deselect" to one liner faces mesh and expand it.
is there more easy way or add-on?


texts: Why do is there a gaping hole in camera view but not in viewport shading?

texts:
viewport:

camera view:

The shape is just a plane with two edges raised up to form a semi-room. Beveled the corners. Classic. I added a solidify modifier to see if being thicker would fix the hole but it didn't. The hole happens in rendering too.
shape of the background without object:


texts: How to add glossiness on a cartoon shading?

texts: I know I asked something like this before, but this is more centered on the glossiness. How can I add glossiness on a material that has a toon|diffuse shader on it? Do I have to combine the toon|diffuse and the toon|glossy shaders? But how? The add shader doesn't seem to do a good job, because it masses up the colors brightness or something on the colors. Basically, how to combine the toon|diffuse and toon|glossy shader effectively?


texts: cycle crashing while rendering but no error pops up

texts:
What the title says, basically.

I had issues with my pc, but I've just changed CPU, motherboard, and Hard Drive and I was able to render more complex scenes before with no issue at all. My drivers are up to date.

My PC:

CPU: AMD Ryzen 7 1700

GPU: Gtx Geforce 1060

RAM: 16gb DDR4

MOTHERBOARD: ROG Strix B350F Gaming

Using Blender 2.79


texts: Fluid Flow always starts from Domain Boundary Issue

texts:
Eventhough my inflow is in the center, the fluid flow always starts from the domain boundary. I have ensured that the normals are not inverted and the cache folder is deleted.Usually the first simulation works fine.

The blender file: https://drive.google.com/open?id=0BzhkRkqiPRPtRnVYbFZrSkV2T0U


texts: Type Error: 'expected class "execute" to be a function not a method' When Removing Poll

texts:
i'm following a 2.79 blender python tutorial for beginners, under 2.83.2.  i'm having trouble removing the poll from the classmethod.  (is there a reason i shouldn't do that?)  this works:
class MonkeyOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.make_monkey"
    bl_label = "Monkey Operator"

    @classmethod
    def poll(cls, context):
        return context.object is None

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

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

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

if __name__ == "__main__":
    register()

...
but if i comment out or delete the poll lines, it throws this error:

line 61, in register
TypeError: expected Operator, MonkeyOperator class "execute" attribute to be a function, not a method

the execute is exactly the same as before. so... ???


texts: Hundreds of orange squares after appending object

texts:
This book has been sitting there in my scene for many weeks now, and suddenly all those orange squares have appeared below it. I opened a new file and appended the same book, and that does not happen there. It only happens when I append to this scene. Can you help me? A conflict must be going on of some kind.

Thank you


texts:
I went on and created my eye balls, then in the process of setting them I pressed Shift + Z to render to see what it looked like, only to see that my head is no longer showing up in Cycles Render.

What did I screw up now?


texts: Save facial expressions on rigged characters

texts: I have a rigged character. I want to have a library of many facial expressions for it. However I don't know how to (if it is even possible) save only the facial pose data instead of data for the whole body. My wish is that I would then be able to apply a specific expression to the character without changing its head position and rotation. Is it possible and if yes, then how?


texts: What is the fastest way to add vertices to a curve at a specific point?

texts:
For example, in inkscape you can double click to add a new control vertex:

Is there a way to do that in Blender?

The closest thing I have found so far is CtrlLMB, but it just adds an unconnected vertex under the cursor.

Is there a way to add a connected vertex at a specific point along the curve, preferably without deforming the curve?


texts: Exporting Blender animation to dae for Android viewing

texts:
I need help in exporting animation to dae and view it in the android app.
(I am open to any suggestion on ways to share the animation)

Current problem
1. Mesh/colour are not included in the dae exported.
2. The model leg is stretch far.

Here are my exported dae, blender file and app to view it

dae & blender

Viewer


texts: I'm currently attempting to use a smoke effect to create an animation. the effect is working fine in solid mode but when I go to render view the smoke does not render. I'm not sure why this is, and would appreciate some help on rendering the smoke. Below is the blend file I am working on:


texts: PBR, Viewport more quality than openGL render

texts:
Im using Clément Foucault's latest PBR Blender build and I noticed that what I see in the viewport does not appear on the OpenGL render and they are not similar.
What might be the problem?


texts: How to select all faces between selected edges

texts: Is it possible to select all faces between selected edges in Blender ?


texts: Why do I have a black background in cycles render?

texts:
I am creating a city in Blender and while rendering one of the buildings an odd thing happened with the background of cycles. Attached is an image of what I'm talking about although this doesn't truly matter because this model is going to be put into a larger model and not rendered alone, but I was curious because this is a distracting problem.

Here's what cycles normally looks like. I know the model is very incomplete and has no lighting, but I needed something to show.

If anyone knows what is going on please tell me.

Thanks


texts:
Is it possible, in Blender, to insert by script an object, wait 1 second, and put a second object?
I used the time.sleep(1) (after that the first object has been imported into the scene) but it doesn't work because it put both the objects after 2 seconds. What's the problem??

import time
   if x == 3:
        bpy.ops.wm.append(directory= ...., filename= .....)
        time.sleep(1)
    elif x == 2:
        bpy.ops.wm.append(directory= ..., filename= .....)


texts: Removing an object from specific lighting

texts:
I have got a problem with my lighting. The overall lighting for the scene is what I want it to be, however there is a specific object (my logo) that I would like to be light in a different fashion to make it look more metallic/shiny.

The way the lighting is set up for the rest of the scene, means that the logo is getting hit by the light almost directly from the front, this causes it to look less 3D and much less metallic.

I'm looking for a way to prevent the object from being hit by the main scene lighting, so that it can have it's own individual light.

The lone object with it's personal lighting:

The scene with the object no longer having personal lighting:

I'd like the logo to look like it does in the first picture.

Thank you


texts: How do I get rid of an arced path in interpolated rotation frames

texts:
I've got a straight line, with the origin at one end. I'd like to animate some rotation.

Here's the initial orientation:

Here's the final orientation:

With the initial an final rotations keyframed, here's the (linearly) interpolated path it takes:

I suppose this is because the rotation channels are interpolated independently from each other. Is there a way to animate this such that the line rotates directly from one orientation to the other, instead of following an arc?

Edit:

The key frames are rotation(0,0,0) to rotation(90,90,90). Here's the graph (all three lines on top of each other):


texts: Problem Background image dont show in Right-view

texts:
I have a Problem with the Background Images in the Right-view.

It only Shows in the camera-view.

Why? Please help me?

I Need it as a template for modelling in the TAB.


texts: Ideas for how to make a cube explode into smaller cubes in game engine

texts: I have a python script that is supposed to run whenever one of the bad guys (cubes) in my game gets shot.  I'm using a cubelike style of art work, and I want the bad cubes to explode into smaller cubes when it gets shot.  I've tried using a python script to create multiple instances of a smaller cube in the same spot where the original cube was, so that the physics engine will shoot them apart as soon as the next physics step takes place.  Unfortunately, this method of doing things is not working.  It either shoots the cube off in a direction making a trail of cubes behind it, or it deletes itself and makes one small cube, (depending on whether I tell the bad cube to delete itself before or after it runs the script that creates the small cubes).  I don't really care how it's done, but if I could get some suggestions on how to achieve this effect, that would be great!


texts: Help with rigging a character with wide range of motion

texts:
Is there a rigging "technique" for characters with wide range of movement (like spiderman) without having the mesh deform and spaz out?

I downloaded a Deadpool model and have spent almost a week trying different bone positioning as well as spending countless hours on weight painting, but in the end he couldn't even reach for his sword on his back without his elbow being mangled into his arm and shoulder looking like stalagmites.


texts:
Can somebody walk me through the process of getting volumetrics and transparency working in EEVEE.
I recently hopped on from 2.79 but all my glasswork just isnt working.
I tried all the alpha channels and spent a lot of time searching but i can't find the thing im missing or doing wrong.
Included is a simple set-up that works in 2.79/2.80 cycles but not in 2.80 EEVEE.


texts: I can't import materials or textures from OBJ or 3DS

texts:
I am trying to import an object and the zip file I obtained had the .OBJ plus the images that correspond to the materials, but when I import it and I go to the materials and/or textures of the object, they aren't there.

Also, I tried to import a 3DS file with its MTL, but when I open the materials window, the materials are there, with different names but they are all the same, therefore the object appears all grey.

I would really appreciate if someone could help me out!

Thank you very much for your time!


texts: Change color of part of object inside mesh

texts:
I have a complex bezier curve in blender using the Cycles engine that loops in and out of different mesh objects.
The curve has a simple diffuse material and the mesh would normally be invisible (or completely transparent). What I would look is for the parts of the curve that are inside a mesh to be a different color (say white outside, red inside) and preferably even for this to be a different color for different meshes. Notably I would like the parts of the curve that are behind the mesh (from the perspective of the camera) to be the normal. I understand that somethings like this can be achieved with a complex setup of boolean modifiers but I was hoping there was a more flexible way to do this.

Any help would be greatly appreciated!


texts: How can we build shape keys for protruding eyes?

texts:
I've been working on the same character for months and have finally come down to the part of facial rigging but I can't get it to close it's eyes using the shape keys, the character is simple and not an optimal design, just experimental:

since his eyes are protruding just using one shape key would not do the trick. So I tried to use a set of shape keys like so:

but when I add a second shape key as a turn point from there: the first problem arises that the object changes to it's basis shape rather than staying in key1:

so I started editing anyway to see if it works out, but blender just extrapolates key 1 instead when I inrease the value of slider 2:

Could anyone tell me what is happening here and how can I fix this, please?


texts:
I am trying to set up a material that acts as a filter - taking an image plane and giving it a halftone look.

The dot pattern is made wih a radial gradient texture mapped across the camera space. A Group Node that replicates the functionality of a ColorRamp (thanks @PGmath!) takes advantage of that radial gradient to manipulate the dot radii using the original texture - which is split into CMYK channels.

CMY are generated by separating the three RGB channels, and recombining two of them while omitting the third. These three C,M,Y dot patterns are then multiplied together along with a black (Key) channel and it looks somewhat like halftone printed artwork, but it has the following problems:

Cyan seems to be too strong in areas like the fire, where it shouldn't be, and weak in the bluish background where one would expect it to be more prevalent. When multiplied it actually darkens the fire. That's how the multiply blend mode works, but how the darker color values got so strong in those areas to begin with, I'm not sure.
Areas with a lot of black lack color in between the black dots where one would expect it. (Color is dropping out in dark areas.)
Dot size seems to be disproportionate in each of the CMYK channels. Magenta has really small dots compared with Cyan, for example.

Here is the node setup so far:

You can see my desperate attempt to balance the color channels using RGB Curves nodes. This was pure trial and error. There must be a better way.

I suspect that part of the issue lies in that C,M,and Y each have very different levels of perceived brightness. So maybe I need to correct for this before the color data is converted into dots. I'm still researching about this.

If you guys see where I'm going wrong here, please point out my mistakes. Thanks!


texts: Bone's constraint limit X axis rotation more than 180° doesn't work

texts:
I have a bone that I want the rotation around its own X axis limited to 220°.

I have checked "limit X", and set "min" to 0°, and "max" to 220°. Also set "convert" to "Local space".

When I rotate the bone, it is well limited as intended around its X axis, but beyond 180° it returns (jump) to the 0° position, until I rotate beyond 360° where it starts to rotate again.

How to allow the limitation to go beyond 180° ? What am I missing ?

Note : I tried different "rotation orders" (XYZ, Quaternion...) but nothing changed. And also tried to check "For Transform" in the constraint panel with no more luck.


texts: How can I see which edge connects to which when UV mapping?

texts: In Maya, when UV mapping it will show the selected edge and the edge it connects to on the 3d model in the same colour so you know which edges can be welded together. How can I see this in blender?


texts:
I'm trying to write a function to create an object made just out of vertices which is a spiral, kind of like these:

Here's my code:

def spiral(iterations=2,segs=20):
    verts = []
    faces = []
    z=0
    position = bpy.context.scene.cursor_location
    print(bpy.context.scene.cursor_location)
    deg2rad = math.pi / 180
    gap = 360 / segs
    for i in range(iterations):
        for i in range(0, segs + 1):
            deg = i * gap
            rad = deg * deg2rad
            x, y = math.cos(rad) * 5, math.sin(rad) * 5
            verts.append((x,y))
    for i in range(iterations):
        faces.append((i, i+1))
    mesh = bpy.data.meshes.new("Spiral")
    object = bpy.data.objects.new("Spiral", mesh)

    object.location = bpy.context.scene.cursor_location
    bpy.context.scene.objects.link(object)
    mesh.from_pydata(verts,[],faces)
    mesh.update(calc_edges=True)

But for some reason it returns this in the Terminal:

<Vector (0.0000, 0.0000, 0.0000)>
Error: Array length mismatch (expected 126, got 84)
Traceback (most recent call last):
  File "/Users/jacobgarby/Documents/Blender Things/Blender      Files/python_meshes.blend/Text", line 48, in <module>
  File "/Users/jacobgarby/Documents/Blender Things/Blender   Files/python_meshes.blend/Text", line 45, in spiral
  File "/Users/jacobgarby/Downloads/blender-  2/2.76.app/Contents/MacOS/../Resources/2.76/scripts/modules/bpy_types.py",    line 414, in from_pydata
    self.vertices.foreach_set("co", vertices_flat)
RuntimeError: internal error setting the array
Error: Python script fail, look in the console for now...


texts: Fluid simulation wont happen in a small pipe?

texts: Fluid simulation won't happen in my model pipe. I Got a project from my client in which fuel must pass through a pipe. so I tried to do the simulation but the simulation won't happen. I tried scaling the inflow and domain. Why is this happening?


texts: Alternate tiling around a cone/curve (Rocket hull)

texts:
I am aiming to (non-destructively) model this tiling pattern:

This requires curving the plates in two axes, tapering them, and offsetting to get that alternating tile pattern.
So far I can array a plate along a curve in one axis:

But I'm not sure what the best next steps are. Ideally I would be able to control the shape of the cone with a curve (unless anyone knows a better way of getting that shape), and could change how many tiles there are per ring, how many rings, and the taper via modifiers.
(Credit to NeoPork on Twitter for the renders)


texts: Draw straight lines for sphere/polar coordinate meshes

texts:
I want to make a texture that basically splits a sphere into 8 quadrants, and has two boxes which are place on opposite poles (since these two boxes are where more of the visual detail is in an original mesh I place them in on opposing sides of the equatorial band). I prepped a texture outside of blender and uploaded and it looks roughly like this (with all lines equal width in texture file):

However when you do that the lines experience a spherical contraction/expansion depending on their position in the texture. It seems the natural way would be to draw these lines and quadrants in blender instead, but how do you draw "straight" curves onto a blender texture? There isn't any UV mapping/relief required here, just need to adjust for spherical effects on mesh


texts:
Hello,

Dropping into 2.8 as noted in another thread and trying to get to grips with the new interface. There is one thing I am having hard finding, or finding the equivalent of and that is the "Textured Solid" option.

I would really appreciate the help :)


texts: MakeHuman Model Rigging - Bone Heat Weighting Failed To Find Solution

texts:
I was trying to apply an ''Armature Deform'' with ''Automatic Envelop Weights'' to my MakeHuman model imported into Blender, but apparently there's a problem somewhere. Here's a screenshot of the model with the metarig visible.

When the error message popped up for the first time, I divided the rig into different parts (two arms, two legs, the head and the body) before parenting them together, in order to see if there was a part of the armature that was causing the issue. That's a bit of a desperate measure, as I know that if there's a problem it's at the model level.
I tried lots of things, like turning subsurf on before applying the armature deform, removing doubles, etc. Still, the model is supposed to be perfectly symmetrical, and so should be the armature (I rigged it with X-axis mirror turned on).
For once, I thought I'd not get that error with a MakeHuman ''perfect'' model, but yeah, damn it.
Thanks in advance, any advice or help would be quite appreciated!


texts: I have made the box and the lid. I want to close the box with the lid. I have selected the edge and with the 3d cursor as pivot point im rotating. with the x axis i rotate i hit x twice also but its not working. Why its moving from the position. Any suggestion or help plz.


texts: My mesh is always transparent, how do i make it solid

texts:
My mesh is always transparent like this:

I want to make it solid like this


texts:
I have this problem. When i apply a UV image to a certain area of a bottle the rest of it it take the color of the image.

I don't understand what doing wrong here. This is my nodes:


texts: Why my video won't render? - .blend file included

texts:
I am just trying to put together a video with its audio, and an additional audio (me talking).
I used a Speed Control Effect Strip on the video.
I had successfully rendered video before with the same settings. The only difference now is the additional audio strip.
I have tried both Eevee and Cycles with the following settings:

File Format: FFmpeg video, Encoding/Container: Mpeg-4, Video codec: H.264
File Format: FFmpeg video, Encoding/Container: QuickT, Video codec: FFmpeg video codec #1

P.S. Both the video and the audio file are not the actual files I am intending to use, this way they can be way smaller, while it should make no difference towards the rendering settings needed.


texts:
I just started and this is probably a really easy question, but when I click on my cube and try to view my texture the viewport is black and doesn't give me the normal texture preview.

Anything I'm doing wrong?

See attached images of an example of my black viewport.


texts: Blender 2.80 object won't show in render (.blend attached)

texts:
I'm using Blender 2.80. Object shows in outliner and in viewport, but won't show when I render. I've been struggling for over a week now, what am I doing wrong?

Here is the file, the problematic object is called "WHYWONTRENDER".


texts: Animating the process of creating a 3d scene

texts:
I have a few completed renders and I would like to quickly show how they were made via a quick animation. Have you ever seen a behind-the-scenes look at movie's vfx where first you'll see a frame of the raw footage, then a rough 3d model will slide onto the screen, then a smoother model with basic color slides on top of that, then a textured model, then a final render with proper lighting and such? I would like to recreate that but I'm unsure of how to go about it.

(this gif is a good example of what I mean)
https://digitalsynopsis.com/wp-content/uploads/2015/04/movies-before-after-green-screen-cgi-hobbit.gif


texts: Need help with strange scaling behavior on my torso model; following a blender video

texts:
I am brand new, and I am following a blender video by Sebastian Lague, and I just want to figure out why i am not able to properly scale the selected edge of my torso model, as he does in the video.

  The vertices / edge i have selected before
  scaling (I use alt+right-click or
  alt+shift+right-click, just as in the video)

  What the issue looks likes when i try to scale it with the S or alt-S
  hotkeys

  What it should look like

What the heck is going on? If this isn't normal behavior, I seem to have accidentally created double vertices at the same points or something? If this behavior is normal, i must not be selecting the edge / vertices properly?

Thanks in advance and happy holidays!


texts:
So I have a character with hair that uses hair dynamics and while baking a scene where she gets up from laying down the hair sticks to the surface and also hangs in midair

Blend File:
https://puu.sh/xRqfu/fa187b5936.blend

Hair before baking

Hair getting stuck to floor before flinging upwards

Position the hair gets stuck in when character has finished moving and the hair is still

Hair settings:

The render deadline is next week so any help would be extremely appreciated >.<


texts: I created a scene in blender. But when I rendered it there were no textures. Why?

texts:
Today, I created a scene in blender having glass table modeled. And everything had materials( The legs of table were steel and the 'Glass Table Top' was glass). I applied texture with Normals, Gloss, AO, etc. to the plane on which the table stands.

Render in 3D Viewport:

Materials:

I switched to rendered view in 3D Viewport and it came up excellently. But when i render it in UV Image Editor( The default render buton) The textures were missing but the materials were intact. Can Anyone pls help me out?
The Image:

BTW, My denoising Settings:


texts: How to make a Copper/Rose Gold smudge material?

texts: Help! How to make such material procedurally in cycles


texts:
I am brand new to both blender and python, so i apologize in advance if i'm missing something simple, but i'm having trouble with my script. The purpose of my script is to hopefully delete the default cube in the scene, scan a folder for an obj file, import that obj and then make a duplicate of the imported obj and apply a decimate modifier to it.

import os
import bpy

decimate = 0.02
resolution = '4k'

bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete(use_global=False)

full_path_to_directory = os.path.join('C:\\', 'Users', 'brand', 'Desktop', 'New folder (2)')
file_list = os.listdir(full_path_to_directory)
obj_list = [item for item in file_list if item[-3:] == 'obj']

for item in obj_list:
    full_path_to_file = os.path.join(full_path_to_directory, item)
    bpy.ops.import_scene.obj(filepath=full_path_to_file)
    bpy.ops.object.duplicate()
    bpy.context.active_object

for ob in bpy.context.selected_editable_objects:
    ob.active_material_index = 0
    for i in range(len(ob.material_slots)):
        bpy.ops.object.material_slot_remove({'object': ob})
        bpy.ops.object.modifier_add(type='DECIMATE')
        bpy.context.object.modifiers["Decimate"].ratio = decimate
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Decimate")

bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.selected_col = True
bpy.context.scene.selected_rough = True
bpy.context.scene.selected_normal = True
bpy.context.scene.texture_res = resolution
bpy.context.scene.restoreOrigUVmap = False
bpy.context.scene.newUVoption = True

When i run the script, i get this error

Traceback (most recent call last):
  File "\Text", line 24, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.modifier_add.poll() failed, context is incorrect

However, if i delete the section that handles importing the obj from a folder and i simply apply the script to the default cube, everything works correctly and i get a duplicate with a decimate filter applied correctly. I have tried a few different ways of trying to fix this issue but i just cant seem to wrap my head around it, any help would be greatly appreciated. Thanks.


texts:
I've got a hand model, I've rigged it and now I'm trying to avoid the fingers passing through the hand itself.

I understand that to activate Self Collision in Soft Body I have to activate "Soft Body Edges" but I simply can't find it in Blender 2.78a. When I select the mesh, and go to physics, there is no option for it like in previous versions.

How can I make it?

Thanks!

Edit: I've seen that there might be a problem with the model that I have imported. It's this one http://www.blendswap.com/blends/view/81285 and the one used is .x3d. It's a ShapeIndexedFaceSet


texts: Optimal noise threshold for Adaptive Sampling with AI Denoiser

texts:
The feature "Adaptive Sampling" allows the Cycles renderer to automatically calculate the samples need per pixel by analyzing the noise level. Next to the option to enable it, there is a small dropdown. When opened it gives some additional settings for the feature.
They are "Noise Threshhold" and "Min Samples". The value I am curious about is the "Noise Threshold" value. This tells the renderer to stop sampling when the noise level is at this value. If set to 0 this is automatically calculated. This seems to have the render make sure that there is zero noise inside the result. However, we do not need zero noise because of the somewhat new AI denoiser (the intel one).
Is there an optimal value for this noise threshold? It should allow as much noise as possible but still have it able to be cleaned up by the denoiser with no artifacts remaining.


texts:
I have an issue where my driver value never updates. I want to drive the "display" % field under particles, but the driver value never changes.
These pictures should explain better:

Any idea what's wrong here?
Or is there another way to globally change the display % of particles?
I'm using 2.77.


texts: Node Setup to Adjust Colour And Distort Material On Object

texts:
I have set up PBR materials of a wooden floor. I'm trying to connect 2 set of nodes, one which can manipulate the texture of the wood ( stretch it, distort it), and the other group which can affect the colour of the wood, ei make it Red, Green, etc etc. I'm confused how to get the noodles set up.
Thank you.


texts: Mac OS Blender 2.9. Some keyboard shortcuts do not work

texts:
I am using Blender 2.9 on a Mac Laptop computer and Desktop. I am noticing the following short cut key's do not work.

Ctrl + Alt/ Option + Shift + C does not work

In the Shader Editor short Cut Ctrl +  T does not work]

Is there a fix coming soon?


texts: Expanding plane size while keeping existing vertices

texts: This is a workflow question. What is the fastest way to get the plane on the right starting with the plane on the left? I think in 3ds max you can select the vertex I have selected in the picture and "drag" out the plane, creating a plane inside a plane. Can you do this in blender? I know you can start with a larger plane and inset (I) but there must be a more efficient way.


texts: Texture inside out (XNALara) .idk what im doing

texts:
TLDR :
texture inside out of solid.
im a beginner at blender and practicing it.
so idk whats happening.
i appologize if i sound ignorant or seems to be stupid but i've done some research about this and have 0 clue on how to fix it still.
XNALara was used. (ver. 2.0.2).

https://imgur.com/a/vmbwPq7


texts: Is there a fast way to "audition" different textures on a model?

texts:
I used this tutorial to achieve some great results in texturing. It's kind of a convoluted mess though and it's taking me way longer than I feel like it should.

In a perfect world, I'd just right click a model, and automatically apply textures from a drop down list of photorealistic presets. Does an addon like this exist?


texts: Model does not impact the the surface to make a wave

texts:
I have a problem with making the wave after moving object which I imported, it is 'ship.obj'.
I can move object and etc. but I can not make a wave effect described here.
When I use for this an object like cube (add cube) everything works perfect but I don't know why it doesn't work with the imported model.


texts: Create a stretchy line between two objects?

texts:
So I want to create this stretchy rope effect as seen in this video.

I want to use either soft body or cloth physics, so I can bounce objects off of them. And I also want it to be connected to two points that move around.

Theres a similar post here, but I can't get it to hook onto both objects. It will either hook onto one or the other, but not both.


texts: Is it possible to playblast (openGL render) the quad view? In quad view if I launch playblast, only 1 of the views is rendered. Am I missing something for it to work (like an option in the user preferences)?


texts: How to use python to copy video settings from the compositor to the 3D viewport

texts:
I have 15 short videos, created in Celestia (which will grow to 100+), that I'm using as backgrounds for a music video.

I previously used one long video for the background, but it was inefficient. I'm constantly going back and forth between Celestia and Blender making fine adjustments to short sections.

So I changed my workflow so that I now have short video backgrounds listed in the Compositor, and use a python script to select which video becomes the background for each mini-scene.

Unfortunately, there is no way in Celestia to start video capture frame-accurately, so I have to adjust the offset in Blender each time I make changes to the Celestia backgrounds.

That much is unavoidable, but I would really like to avoid the next step, which is to select the video and adjust the offset AGAIN in the 3D viewport.

By naming the clips and the background, I've managed to change the clip in the 3D view using python e.g.

bpy.data.images["background_b"].filepath = bpy.data.images["Moon.b1"].filepath

However, I'm stuck with the start frame and offset. The tooltip says

bpy.data.screens["Animation.back"]..frame_start

but that gives a syntax error.

Can anyone tell me the proper syntax to reference the frame_start and frame_offset for the background in a 3D viewport, and an image node in the compositor?


texts: Looking for a conversion rig or a swimmer rig

texts:
For a personal project I looking for a male and female swimmer fully rig.
I found some but for another software.

2 questions.
- is there someone who has these kind of caractor already done?
- is there someone interesting in doing a proper conversion?

Sure I know it's not free.
g.


texts:
ok so here is what im trying to do, making a building with static props. while i was creating the props such as supports and so on, i started thinking about the uv map and about the major pain it was going to be managing the buildings geometry and the static props. A thought i had was that i could create the props outside of the current building file and import them in, but my question is, will they come into the file with their own UV map(where i can maintain the uv map only inside that file) and textured or will the model that is imported come into file expecting to be placed on the same uv map as the building.

Also to note, no i know that i could create the props outside and implement them into the building but what im trying to do is make a single object that all it needs to do is be placed and have all the props associated with it already placed


texts: How would I make an object transparent where light is not touching it?

texts: How would I make an object transparent where light is not diffused off of it (in diffuse shader)? I have no idea how I would do this. I am using Cycles.


texts: Importing meshes from other *.Blend files

texts:
I have found lots of solutions for importing meshes from other files in Blender. I have used this method from the official documentation:

https://docs.blender.org/api/blender_python_api_current/bpy.types.BlendDataLibraries.html?highlight=blenddatalibraries

The problem in this is when you import a mesh from a file it will create a new scene automatically. I want to add all the meshes and objects in one object and change their names as soon as it is imported. Are there any methods that could merge scenes together from Python?

Best,
Mahmoud


texts: How does one create a looping animation on the Z axis in Blender 2.8?

texts:
I've read a dozen posts on loop animation, but nothing seems to work in version 2.8 of Blender. I have a simple need to rotate a UFO 360 continuously during an animation with other things going on.

My goal is to setup a 360 loop while moving it through space and perhaps other Y and X rotations. I've been trying to use the F-Curve Generator, but it instantly changed the Y and X rotations even though I've clicked the LOCKED button those axis.

What is a viable way of doing this in Blender 2.8?


texts: How do I make a giant clock made of many small clocks?

texts:
I want to recreate this animation I found online, of a giant clock that displays the time using many smaller clocks. The minute and hour hands of the smaller clocks rearrange into symmetry and shows the time. This is the particular image I found:

(The clock showing the time.)

(The video: Giant clock made out of tiny clocks)

For sake of simplicity: I want the needles of those clocks moving and align to show a single digit.


texts:
I'll start this off by saying I'm new to this. I've tried to look this up, but I can't seem to figure out exactly what the problem is.

So, I made a sculpture watching a tutorial, and it turned out pretty cool! Being excited, I was hoping to try and paint some colors onto it. However, when I go to the UV Editor or the Texture Paint, only a couple of small patches are allowing the selection.

It has a high level of detail, but I'm not sure if that could be the issue. There's two patches on top and one underneath. Everything I have found thus far seems to either see all or nothing.

I'm sure this is something that I probably messed up to trying to move forward too quickly, but I appreciate any help in advance!

Thanks!


texts: Displace modifier does not work as described

texts:
I am teaching Blender to basic ans advanced students & I am using the book BlenderBasics_4thEdition2011.pdf, by James Chronister in my class. That book can be found at http://www.cdschools.org/

In chapter 12 this modifier is described as below:

Neither me nor my students can make the basic cube look like the above.  Can you help?


texts: Rendering sharp shadow on cycle rendering

texts:
I would generate a clear shadow projected on a floor. I am wondering what is the essential node used to achieve this.

I am using these nodes

and I get this image, I remark that the shadow is blurred (a lot of penumbra). I fix the focus at the floor and I try to change the Aperture (F/stop) to fit the depth of field.


texts: Character start distorting when I moved the body rig

texts:
blender community.
Sorry, if this question was asked so many times but I am working on character rigging from months but when I rotate or move any bone of the Rig then the body starts distorting.
I have tried so many solutions but nothing works. Please help.
Rigged character


texts: In Blender 2.4 you had the option to do fractal subdivision (I think it was called Random). Is there anything like that or a plugin for 2.6+?


texts:
Blender 2.8 Cycles - Memory is not freed after using Z -> "Lookdev" or "Rendered".

It seems like the data is staying in memory, even when switching back to Wireframe mode.

This causes problems when I go to render (F12).

My scene is pretty large (500K verts) and uses about 10GB+ of memory (RAM).

When I go to render, that's another 10GB+ of memory on top of the cached "Lookdev".

I really don't need anything cached. My materials load fast enough where it doesn't really help.

Note: I just closed Blender - which was in wireframe mode, and freed up 16GB of memory.

That's just insane..

When I re-opened the same project, it was only using about 1-2GB.

If caching is there to speed up re-rendering, then why is my memory doubling?

How do I turn off caching?

EDIT: Steps to Reproduce:

Open task manager -> performance tab (To watch RAM usage)
Open a really large scene in Blender. In my case, 500K+ verts and lots of high res textures
Switch to "Lookdev" in viewport. (This should populate your RAM nicely)
Switch back to "Wireframe" in viewport
You should notice that your RAM stays populated and doesn't drop
Bonus Step: If you now switch to "Rendered" in the viewport, even more RAM will start stacking on top of the RAM that was populated during "Lookdev"

I went from ~4.5GB of used RAM up to ~31GB RAM using the above steps.

UPDATE:

I left Blender sitting in the background for 1+ hours and I noticed the RAM usage has slowly been dropping - down about 4GB from where it was. Potential memory leak?


texts:
I've found myself at the point in my model where I have to start animating the eyes. My current setup are 2 flat ovals that are embedded in a TV screen for my "Flubber" like character. I've found this video: https://www.youtube.com/watch?v=kAfBIcCrg1A

This is exactly what I want to make my character to emote. My knowledge is limited here, but I'm thinking it's the boolean operator on intersect with my eye shape. However I don't get the nice 3D extrusion in the video above. I've messaged the author of the above video, and I'm also hoping I can get some guidance here.

Thank you for you reply.


texts: Cannot set "is_overridable_library" option via python ["_RNA_UI"]

texts:
I'd like to control these bools there via Python but I can't quite figure out how.

If I try something like this code, "min", "max", "soft_min" and "soft_max" work fine and update their values but "is_overridable_library" and "use_soft_limits" do not.

import bpy
obj = bpy.context.object
obj["_RNA_UI"] = {"prop":{"min":0,"max":1,"soft_min":0,"soft_max":1,"is_overridable_library":1,"use_soft_limits":1}}

Thank you very much!


texts: Is it possible to export and transfer a Freestyle Line Set & Style so it could be used on multiple blend projects? (They were set up without coding through the menus.)


texts: Animation Nodes - Is it possible to add a texture image to a "target" Mesh Object Output node in Animation Nodes?

texts:
I'm trying to add a texture image to a "target" Mesh Object Output node and have the texture follow and warp with it when I change the compose matrix. Is this possible?
I'm using Blender 2.83 and AN 2.1.7
Node setup:

Image texture I'm trying to apply to the cylinder using the "target" Mesh Object Output node in Animation Nodes.


texts: Select only selected object and all its children

texts:
I select an object (parent) in 3d view. How can i setup the outliner to show only the selected object and all its children ?
The only way i can do is by setting the filter to 'selected' and turn off 'collection' . But it will only show the single parent. So then i have to select its children (shift G) .
Is it possible just to select the parent only and show its entire tree /hierarchy ?


texts: Using onboard video for monitor to save GPU ram?

texts:
If the monitors plugged into the gpu use a fair amount gpu ram, would switching the monitor to the onboard video on motherboard decrease this usage on the gpu?
I have an i7 6700k 4.4ghz (oc'd) and an msi m5 with 32 gb of ddr4-3000. I have a simulation thats right above the edge of my memory cap on my gpu so I get that cudafail but, I really don't want to cpu render this.


texts: Vertices of the duplicated loops separated by 'Selection' look like a mess (the mirror modifier implemented) - how to solve it?

texts:
I don't understand whether it's a bug of the program on my computer or I did something wrong. Note please that the Mirror Modifier is implemented and I make changes only on one side of the mesh.
I would like to duplicate these two loops:

I'm using the command 'Shift+D+right click' and some strange black lines are appearing on the reflected part of the mesh (the left side):

Then I'd like to separate my selection and I'm using 'P' -> 'By Selection'. The result is unpredictable:

Do you have any idea what's wrong? Where am I mistaken? Why isn't there just two orange loops? My next step is to imply the LoopTool -> 'Bridge' but it seems impossible to do so if I have such a mess with the vertices. The Blender version is 2.83. Thanks in advance.


texts: Crash when selecting GPU or clicking System in settings with RX5700XT

texts:
Blender was working fine for me recently, but now I'm observing a problem.
Blender 2.81a and 2.79 seem to have the same issue. using cycles I get a crash as soon as I select GPU from the list of rendering devices. I don't even start rendering, it crashes just by selecting GPU. I went to check settings (do not recall if its set to GPU or GPU+CPU) only to find that clicking the System tab in settings also causes an instant crash. The computer is updated regularly, but I don't know when the issue showed up. How can I troubleshoot this?

on the console the only piece of information it seems to give me is "segmentation fault"

OS is Ubuntu 18.04LTS


texts: Pivot point changing from median point to individual origins when rotating

texts:
I select multiple objects, I start rotating them with Median pivot point selected, I write a numerical value to rotate them precisely (e.g. 90 degrees), BUT what happens is that Blender rotate the selected objects with Individual origins pivot pont instead of Median pivot point.
Essentially, if I simply rotate multiple objects manually, with median pivot point selected, everything works fine, BUT if I instead write a numerical value while rotating, for whatever reason, the pivot point "method" changes from median pivot point to individual origins.
Hope it's clear.


texts: Camera not showing objects in rendered view

texts: I've been following Blender Guru's donut tutorial series as I'm completely new to Blender and 3d software in general, and everything has been working out great so far. However, I've found a peculiar issue. Suddenly, whenever I go into my camera view while in rendered mode, nothing shows up, mainly just grey. if I switch to solid view, bam, there's my donut and coffee. If needed, I'm currently on part 2 of level 4 in the tutorial series. Idk if this was a setting I messed up at some point or what, but help is appreciated!


texts: Hair particle system wheat shrinks as it bounces

texts:
all!
I am making a wheat field, using hair particle systems. I have cloth physics on the original stalks of wheat, and I was hoping these physics would be visible in the hair emitted on the wheat field. Instead, the whole stalks shrink as they bounce up and down. Why is this?
Below are some screenshots of the numbers plugged into one of the particle systems. If anyone has any suggestions on how to make the hair particles copy the original wheat's cloth physics, please let me know.


texts: Export file format for Blender with Sound track

texts:
I want to embed a blender object into a web application.
I want to use Blend4Web to convert it into HTML format.
a) Is it possible to dynamically configure the file path of the soundtrack (.mp3 or .wav) in HTML or JavaScript?
or
Which is the best file export format for exporting a blender object with a soundtrack included.
Please comment


texts: Switching from Mac to PC - Questions regarding GPU-rendering

texts:
I just switched from Mac (macOS) to PC (Windows 10). Since Macs can't render with GPU, I'm new to the concept of being able to render with Cycles using a GPU. However, I have a couple of questions:

Should I render with the CPU or GPU?
Are there any downsides with rendering with the GPU?
Which one of CUDA, OptiX, and OpenCL should I choose for GPU-rendering?
What size should the tiles be when rendering with the GPU?

I haven't owned a PC in my whole life, so this is all very new for me.
My specs:

CPU: AMD Ryzen 9 4900HS
GPU: NVIDIA GeForce RTX 2060 with Max-Q Design
RAM: 32 GB


texts:
file with the problem

Please can anyone help with this file : I must bake the floor with a texture and a bump texture for the cavities and the renderer just does it and it is visualized on the 3D window (render preview) but the bake (also witout textures, bake to a 1024 pxls tex) doesn't work (no shadows, only grey color and light shine noise sparkles).

There is a system to low the memory stress to do just this bake?


texts: Move origin of all objects to same Y value

texts:
I am making a Font in Blender. I have modeled it as OBJ files for my 3D Rendering Engine, however I discovered the centers are all incorrect... the origins are at the origin of the world i modeled them in. So I centered all their centers to center of mass. Now, the centers are overall in the centers lines of the shapes. That's good, but now I want to set all their origins to be at the same Y value, preferably 0. Is there a way I can do that?

MY QUESTION
I want to set the origins of all objects to the same Y value without altering their X or Z values

if I could write a script to do it, I'd love to, although I've never written in python before, so I'd need to know for instance how to loop through all objects in the scene and how to access and set their origin


texts: How to make an object completely transparent?

texts: I want an object to not be visible at all in a render. I am trying to contain some particles in a simulation and I need them to not get out of the enclosure so I want a transparent object there (when I render) to prevent them from escaping.


texts: In version 2.79 in video sequencer when I try to add movie that is .wmv I get an error message that it can not be loaded. On earlier version there is no problem adding the .wmv file. is there a addon that needs to be selected? or how to correct this error


texts: Good alternatives for middle mouse pan button?

texts: I've done a few meshes but am still relatively new to Blender. Does anyone use any alternative keys for panning that isn't the middle mouse button? I'm an artist so my hand/wrist is janky enough, but I can tell having to hold down the middle mouse key puts a lot of strain on it. (I also know Blender has a TON of commands- I wouldn't want to accidentally screw one up by binding the pan tool to it).


texts: What do the coordinates in a RGB-Curve mean?

texts:
Is the curve a representation of a function which describes y = f(x) where x is the input as composite or R,G.B channel and y is the result where x and y are in the range 0..255?

In case that is true, how does the vertical graph (D) perform a posterization as described in the Documentation on RGB curves ?

A) Lighten B) Negative C) Decrease Contrast D) Posterize


texts: Renaming Animation Channels with a Script

texts: I changed my armature bones and it screwed up my animation. I'd like to traverse ALL my animations and channels and change a specific channel name to the updated bone channel name. How can I do this with their API I cant find docs for traversing the animations.


texts: Shapekeys aren't saving to the animation timeline?

texts:
Recently I decided to try shapekeys for facial expressions(as I used separate armatures) but I've run into the problem where I change the value, press I and hit rotlocscal(because I don't see an option for shapekey) and it doesn't change during the playing animation, staying the same.

How do I save the shapekey to the keyframe? I've tried looking it up but had no luck and I would greatly appreciate some help on this. This model is going to be imported into Unity and it's pretty important that these shapekeys work.

Also due to copyright I cannot upload any part of the model.


texts: Duplication follows an UV sphere but rotates duplicates

texts:
I have an idea of illustration that would explore the duplication around a sphere function. It should look something like this :

But I meet some problems. First of all, the boxes that are in the upper position tend to rotate on themselves. I have tried with ICO sphere but this doesn't help.

Please note that this happens with the setting: Duplication of faces (with or without the scale option). Please see the jagged pink line :

If I use the "Verts duplication", I don't meet this problem of oddly rotated boxes. But "verts duplication" doesn't serve my project as good as the "Faces duplication" because it leaves a lot of space between the boxes:

As I didn't find a good solution, I thought to "Make duplicates real" and then rotate and scale them by rows with the "Manipulate center points: individual origins" option. That's almost better.

Is there a better way?

And is there an option to deform my initial mesh box (the drawers) to fit the exact geometry of every face of the sphere that duplicates the box ? (so that it would become more trapezoid in the top of the sphere)

Thank you.


texts:
Is there any way to call a function on object delete or on changing count of bpy.data.objects?
There is nothing suitable in bpy.app.handlers and I coudn't find something anywhere else.


texts: Cycles : how can I setup a glass material that doesn't become too dark when it is stacked?

texts:
I'm working on a picture where I need to stack layers of glass (the floors of a building).

The glass materials are tinted.  The goal is that you could read cleary and distinctly the color of each floor when viewing the picture.

I did some tests, but the thing is that the picture gets very dark when there is a lot of glass in the depth :

I also did some tweaks but cannot find something that works well.
Among others, I did try mixing an emitter node with my glass.
It reduces shadows but it doesn't look like glass anymore...

Could anyone explain me how I could do that ?  Here's the project file.

Thanks a lot !


texts:
I'm not entirely sure if a question like this will get through. I've never exactly seen it asked.
But here it goes. Am I allowed to ask some one to help me complete a model. I just need to rig it, and that's something I've been struggling with. I've tried to as many tutorials I can handle and I've seen no luck getting my rig to work.
Its a model generated using the Manuel Bastioni add-on and I found a flaw with the add-on's rigging system ( the hips don't rotate), so I wanted to rig it my self, but I nothing I do works. I add the file of what I've done so far. If any can help that would be great, whether its rigging it for me or figuring out what I'm doing wrong. I'll take any and all help.

P.s. how do I add my blend file??


texts:
Internal Render.
There is Z-transparency material assigned to objects, which are very close to each other. Some artefacts occur if AntiAliasing is on.
If I turn off Z-transparency, or move objects a bit further, then AA works fine. But I need all options from this setup.


texts: Switching into weight paint mode makes objects uneditable

texts: I am currently trying to rig a character I have been working on for the last week, and I am running into a bug where as soon as I switch into weight paint mode, some of the objects/loose parts lose all their vertices, and can no longer be interacted with. You can still select their edges and faces, but you cant move them because their vertices just dont seem to exist anymore.


texts: Bone mesh movements behave differently when exported to Unity

texts:
I've been working a lot on a 3D game, for which i model all assets in blender.
I've finished a character, but am having a lot of trouble with how Unity translates certain bone movements in from Blender.
The model movement in Blender
https://i.stack.imgur.com/eTeUc.png
The model movement in Unity
https://i.stack.imgur.com/t6lCE.png
As you can see, when moved in Unity, the mesh gets these weird spikes, and also deforms part of the face.
I found that, when applying the armature in Blender after applying a certain movement, the model in Unity has no more spikes either.
If anyone could help, that'd be very much appreciated, cheers!


texts: Image texture rendered badly in Blender cycles

texts:
The texture looks correct in the preview but renders badly with vertical artefacts and looks very low resolution. What's going on here?

This render, focussed on just the label (128 samples) shows the damage:


texts: Can object index be used as driver variable?

texts: Is there any way to assign an order to multiple objects such that the index of each object can be used as a driving variable?


texts: Is there a way to check whether or not a Blender RNA or ID property is "Read-only" in python?


texts: How to subtract alpha channel from another alpha channel?

texts:
How I can subtract a blurry alpha channel from another alpha channel in the compositor?

First alpha channel

Second alpha channel

Desired result


texts: How to quickly select the 3D viewpoint among Front, Top, Left, etc., and customized ones?

texts:
I thought the 3D-view viewpoint could be set equally according to predetermined directions (six standard views: Left, Top, Right...) and also camera directions. But it doesn't seem to be the case:

It turns out the correct procedure to select a camera viewpoint is two-fold, as explained in the selected answer to this question:

Switch the 3D-view mode to "camera" (in the menu above, or using the shortcut Numpad 0)
If the current "active camera" is not the one you want, select the correct one using the scene "camera" setting. You may also select the camera object in the 3D view and make it the active camera (using the submenu shown above or the shorcut Ctrl-Numpad 0), but this can be a bit difficult in general, as the camera can be hidden by actual objects.

To make it short, I'm surprised by this quite laborious procedure, which has also the side effect of changing the camera used for rendering ("active camera"), something that seems unrelated to working in the 3D view:

Looking at addons shipping with Blender, I see none able to simplify this.

Question: Is there a method to simplify the 3D-view viewpoint selection, where any viewpoint, standard (e.g. Front) or user-predefined (e.g. a camera, but not limited to cameras) can be selected in a couple of clicks?

If not, what would be the script required to add this feature to Blender's view menu?


texts:
During rendering, Is there any way to reduce object loading time?
I`m rendering animation both engine eevee, cycle
During rendering I realize that Object Loading time is pretty slow that causing increasing render time by 2 times i guess
However during viewport render animation does not taking any time to loading all geometry
It`s obiously in Rendering mode.
I know what difference is viewport rendering & rendering but rendering is taking so many time to loading geometry so it`s taking too many time to rendering.
I wanna know if there is exist to can reduce object loading time
(I`m not good at English)


texts:
is it somehow possible to generate volumetric information from a 2D Image Texture?

I experimented already quite a bit, but with no succes. I thought about using the RGB, or better said, the BW-Information to generate the missing vector.

An alternative which i thought would work, was to use the image as a input Position for a gradient (spheric), since the gradients are all volumetric by themselves. Also, with no succes.

The mockup was created by using an empty and its object coordinates as gradient input vector.

Thanks in advance!


texts: How can i reduce the size of my shadows?

texts: I am lighting my scene with an spherical environment map. As you can see in the image below, the shadows casted on my shadow catcher are way too big. How can i change this?


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I pose my hand like this.

I go through and LocRot and the second I move off the keyframe it deforms into this.


texts: Object Shows up in the rendered tab but not in the actual render

texts: I am new to blender and have been following Blender Guru's beginner tutorial series. I just finished my coffee cup and went to render it and it does not show up, but it will show up in the rendered tab.


texts: Ambient Occlusion on Project from View Black bits

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What's causing these weird triangles in black on an Ambient Occlusion bake? I need to use project from view for texturing purposes but it doesn't seem to like this idea much. Is there any way to correct this black shadow triangle issues while keeping my project from view unwrap?
Cheers.


texts: how to import a texture for use on multiple items?

texts: How can I import a texture to no specific object? I need to use a texture on 8 objects. I have 8 blades and I downloaded a metal texture, and want to apply it to the 8 clones the same way each time.


texts: How to Do Kinetic Text with Animation Nodes?

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How do I use Animation nodes to animate text like this example:

In video link above, I did an example of kinetic text in Moho Pro 12 (very time-consuming). Now I want to do that with animation nodes? I want to learn how to  flex text, scale fonts and make them jump, fall and bounce.
Thanks in advance.


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I hope this is the right place to put this but here goes.

I was watching this trailer https://www.youtube.com/watch?v=mZXyxZK28QY

When i wondered how they made it. I have seen this style in a anime called Terror in resonance and other games.
but i was just wondering how it is done or what programs were used for this.

I have also seen something like that here https://www.youtube.com/watch?v=EEqTmym-Dds


texts: How to disable disappearing of Stencil Brush while navigating viewport in Texture Paint Mode?

texts:
I've got 3D scanned model, it has complicated geometry.
I UV Unwrapped it, now it's time for painting.
I've shot several photos of the real object, and I started to paint the 3D object using photos of the real object.
That's maybe one of not so common situations: the 3D model has the same geometry as real one, so it looks like it would be easy to paint it with stencil brush, but I'm having very hard time with this, most of because of every time I'm rotating, panning, zooming the viewport - the stencil image disappeares, it makes almost imposible to perfectly match viewport with these photos.
Can I disable the disappearing of the Stencil while navigating the viewport?
Also, is there a way to zoom the viewport without changing perspective? (such as "Size" parameter in Camera options? I know I can assing camera to viewport, but that's not what I am asking for)


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I'm trying to get alpha transparency to display correctly in a webm format from a .png image sequence. Here is a sample of the image to show alpha is active there.

Here are the settings used to encode:

Here is the result. See how it renders as black and not pink, which as far as I know means there's no alpha.

Now I know these settings have worked in previous encodes just fine and am wondering if I'm just missing something obvious. Any solutions would be appreciated.


texts: I cannot use Shift-Alt- right click on Mac?

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I have a problem using Shift+ Alt + right click in blender as it doesn't seem to work.
Is it to do with the Preference>Add on setting?
I have ticked the "emulate numberpad" and "3 button mouse."
[Edit]

The reason why I would want to use this shortcut is for selecting specific edges created by using Loop cut. Instead of going back to wireframe view to select the edges, which rather insufficient, I would like to select all the edges around an object.


texts: how to assign different thicknesses to different lines/strokes within same GP objects

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When I create let´s say a face with one stroke for nose and another for mouth.
I would like to set different thicknesses to those strokes.
how to assign different thicknesses to lines within same GP objects.


texts: How do i add material/textures to only one face of an object?

texts:
I just got Blender and I don't know how to add textures to only one side. I've tried finding an answer but i can't. It adds the texture to all sides of the object.

I just want the blue on one side of the square. BTW i don't know where anything is in blender so if you have an answer please include pictures.


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How do I create an element like this in a UI?

Also, is it possible to add custom datablocks to the list? By that, I mean create datablocks that are not the ones that come with Blender by default (like materials, brushes).