texts: Blender 2.92 - No Render output node in scene

texts:
I get this error:
No render Output Node in Scene"
I do have a render output node in the scene.
In the upper 3D viewport it is set to rendered mode and I see in that viewport a rendered image.  BUT when I click on Render->Render Image it always says the "No Render Output Node in Scene" error.  Doesn't even try to create a rendered image in a new render window.
I do have a "world" render node-list and an "object" render node-list, both node lists end with the their own 'material output' node.  The one the world says "All", the one for the Anvil says "All" also.  I'm puzzled.
here is screen shot:
https://www.dropbox.com/pri/get/Screen%20Shot%202021-04-04%20at%203.11.51%20PM.jpg?_subject_uid=158186121&w=AAAi2PhkDw6I_ckwHwZ7GCCD-CgPT1hdyKgAcI8IL2zmBg


texts: Which glass shader is physically correct?

texts:
Maybe I should of titled this, "which way is MORE physically correct". I understand adding the light path node breaks the physically correct part.

I am messing around with glass shaders and have come across THIS post and a couple other ones on YouTube. I am looking for the most physically accurate shader but am looking to to optimize it the best I can for rendering times and fireflies.

What is the difference between these two shader setups?

I dont see a difference in render, but I see a big difference in refraction. So which is the correct set up with the correct refraction?

Notice the IOR is the same on each node.

If you take a look out of the window you can clearly see that it is refracting different. Nothing was changed but the node set up. Even the reflections look the exact same.


texts: Simple Counter Function Not Working in Animation Nodes

texts:
I'm using the following script from the blender documentation to try and create a time based counter:
import bpy

counter = 0

def run_10_times():
    global counter
    counter += 1
    print(counter)
    if counter == 10:
        return None
    return 0.1

bpy.app.timers.register(run_10_times)

However when I this I get the following error:

Traceback (most recent call last):
File "script: 'My Script'", line 25, in run_10_times
NameError: name 'counter' is not defined

What am I doing wrong here?
Here's a picture of my node setup.

Here's an example of using a script variable from the animation nodes documenation:


texts: How many density-independent pixels is one unit of measurement in Blender 2.7x?

texts: I would like to know how many density-independent pixels it takes to make on blender unit. Please?


texts: How to save the default mode of a custom workspace?

texts:
When designing new workspaces, there doesn't seem to be a way to save or define the default mode of that workspace.  You can duplicate one of the presets and go from there, which would work fine... but there isn't a preset for painting Vertices, even though this is one of the selectable modes.

Currently it would seem to be impossible to create a vertex painting workspace.

Is there a way to do this?


texts: Why is the VSE editor ultra Slow when a scene strip is loaded?

texts:
I need to set up scenes directly in the VSE as a scene Strip. It is possible to visualise the ideas created with Grease Pencil and simple animations of 3-4 planes.That gives me 1 or 2 Fps in the the backdrop of the VSE.

The planes are white. That's it, nothing fancy but the memory go near 700 mb usage.

For one scene strip that shows scene 1 with 3 planes, 30 seconds long and the quadcore Cpu is at 100 % fullpower, blender is nearly a colapsing and ultra slow.

How can I use the scene  strips of blender VSE and what is happening in Blender that makes it so laggy?


texts: How to render the fire and smoke as different passes?

texts: Is it possible to render the fire and smoke (the same simulation), in Cycles, separately, for example as different passes?


texts: Deform Blast Bags on Ship Turret when moving the barrels

texts:
Any ideas/hints on make these Blast Bags (selected object in the screenshot) move with the barrel, but also keep them siting in the turret, so that the front part keeps tight around the barrel and the other part stays within the turret?

Is there a way except animating it by hand?

The thing I want to achieve is, that those Blast Bags (they are usually made of fabric) behave as if the one end of them (line A) is fixed inside the turret and the other end (line B) sits around the barrel.

When the barrel now moves up and down in the turret, the lines should still stay fixed to the barrel/turret to get an effect like this (This is sloppy made for demonstration):


texts: Does deleting one quaternion rotation channel affect angle of rotation along other axes?

texts:
When animating I usually have my bones set up with quaternion rotations. Sometimes when I key a bone for an animation, I want to delete the rotation along a specific axis. What I have done till now is that I simply deleted the "corresponding" quaternion channel in dope sheet (if I want to delete X axis rotation I deleted X quaternion channel).

However I think that when I delete a specific quaternion channel, it affects the rotation angle along other axes, because the W value remains unchanged. And the W value affects the angle along all three axes:

 qW = cos(angle/2)
 qX = axisX * sin(angle/2)
 qY = axisY * sin(angle/2)
 qZ = axisZ * sin(angle/2)

So I'm wondering is there no way to remove rotation along specific axis when working with quaternions, which will not affect other axes? Do I need to consider switching to Euler rotations to be able to do this reliably?

One possible solution I see is to perform clear rotation on the bone but on one specific axis for each keyframe. I do however have no idea how/if it's possible to clear rotation along only one axis.


texts: Blender cycles rendering layer but keep to sum memory?

texts:
something i really don't understand!
i made different layer for my render.
i have 5 layers, i set for everyone: layer to render, layer to exclude and eventualy also the mask layer.

if i render from composer editor every single node (clicking in render button in render layer node) i don't have problems!

when i start the render (f12) i have render out memory problems on last renderlayer!

every renderlayer work good but in rendering information i see the memory usage sum to previous renderlayer

example: when renderlayer1 finish mem = 100, when renderlayer2 start mem = 101, when finish mem = 200, when renderlayer3 start mem = 201!!!

in this way my GPU memory go full before finish the rendering!!!

N.B.: the last render layer is rendering just 1 layer, excluding all objects layers (keeping just layer for commons light) and have no mask layer active. if i render just this render layer i give to me 991M Mem usage. when i render this from f12 render i give me out memory over 3200M mem usage!!

i can set something for clear memory every render layer?


texts: Scaling/Rezise in Blender 2.8 Python/Script not working on mesh

texts:
I am working on a scrip that makes tiles (like for a kitchen floor). I have a script that works perfect on planes for 4 sided tiles. However, I am running into an issues on non-4 sided tiles.

I chose to use cylinders which almost exactly works as needed. But I am hitting an issue on "beveling" (which is just scaling 1 of the faces) the top face of the cylinder.

My code looks at all the faces on the mesh, and

-if it does equal 4 sides, then the script deselects them.

-If it does not equal 4 sides, then runs another check

-If we haven't deleted any faces yet, then it deletes 1 face

-If we have deleted 1 face, then we are on the top face
Up to this point works perfectly together

-Then the script scales in the selected face
This is where it causes issues

The scaling code works fine on its own if I manually select a face first, and also works fine by hand. I'm not sure if it's a bug or something I'm missing but I could use any help my fellow blender scripters can offer.

I'm including just the face adjusting part of the script, so to test my code you'll have to Add > Mesh > Cylinder to test it out.

Thank you!
(see code and images below)

#Import Python
import bpy
#Import mesh handling
import bmesh
#Import vector
from mathutils import Vector

tileBevelZ = 0.85

#_________________________________________Delete the bottom face

#edit mode
bpy.ops.object.mode_set( mode   = 'EDIT'   )

#number of faces we've deleted
facesDeleted = 0
#our current object
obj = bpy.context.object
#ref to mesh
bm = bmesh.from_edit_mesh(obj.data)

#for each face in mesh
for f in bm.faces:
    #if it's selected
    if f.select == True:
        #if it does not have the number of sides we want
        if len(f.verts) == 4:
            #we dont want to select it
            f.select = False
        # else if it does have the same number of sides
        else:
            #if we have not deleted a side yet
            if facesDeleted == 0:
                #deslect 1 of the faces
                f.select = False
                #increase faces deleted
                facesDeleted += 1
            #else if we increased our counter
            else:
                #make sure it's selected
                f.select = True
                #Delete the face
                bpy.ops.mesh.delete(type='FACE')

#set mode to faces
bpy.ops.mesh.select_mode( type  = 'FACE'   )
#select all
bpy.ops.mesh.select_all(action='SELECT')

#_________________________________________Adjust scale of top face for bevel
#for each face in mesh
for f in bm.faces:
    #if it's selected
    if f.select == True:
        #if it does not have the number of sides we want
        if len(f.verts) == 4:
            #we dont want to select it
            f.select = False
        # else if it does have the same number of sides
        else:
            #make sure it's selected
            f.select = True
            #set mode to vertices
            bpy.ops.mesh.select_mode( type  = 'FACE'   )
            #Scale the face in
            bpy.ops.transform.resize(value=(tileBevelZ , tileBevelZ , tileBevelZ), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)


texts: Moving parent in world causes copy locations to act odd

texts:
I am trying to create a model of my sons toy train and am using a mixture of parented and copy location and rotation constraints to get the wheels and connecting rods to animate correctly.

My differs from a normal piston style train as the body of the train moves with the motion. Here is a gif of what I have so far:

The trouble I am having is when I try to reposition the whole train whether it be by moving it in the world or by rotating it.

The following image shows what happens after moving my Train parent in the Y-Axis.

As you can see, the body has become separated from the cab.

I have spent hours trying to solve this issue with no luck. I have tried adding a limit location constraint as proposed in this question but couldn't get this to work either.
Any help with this would be greatly appreciated.


texts: Should I care about topology after applying booleans?

texts: Should I care about the topology of an abject to which I have applied a lot of booleans? In my case I am not planning on doing any transformations on the face with the messy topology (see picture below). It's basically finished. Do I or do I not have to redo the topology and why?


texts: Why does my volumetric jet material appear so low res?

texts:
I'm trying to make a jet material for my rocket ship but the volume appears low res no matter how much I scale up the voxels.
I also played with the size of the object and that seemed to do nothing as well and when I zoom out it disappears. I'm using eevee to render this scene
any help is appreciated
Here's a link to the tutorial
https://www.youtube.com/watch?v=52wkINcVpbE&t=911s


texts:
So I have this pencil case:

And I would like to open it like this:

Note : I'm not trying to open the zipper, just to deform the pencil case in a realistic way.
I figured the best way to do this would be by rigging it, but the thing is, I don't know much about rigging. I tried this :

But, as you might have noticed, I kind of have no idea what I'm doing and it really does not work.
So, would you have an idea of how to get a realistic opened pencil case, with or without rigging ?
That would really help me !


texts: I'm modeling a character and making a procedural skin shader, but I would like to fine control the scale of my bump maps (I'm using Voronois) since pores are different sized on different parts. I know I can't attach an image texture to the Scale of the Voronoi, but I was wondering if there is a way.


texts:
Is there a way to generate random parallepepeds with dimensions x, y, z, based on the script exists in the link: Generate random ellipsoids, which allows to generate random spheres. The purpose of my work is to make a study of a composite material which contains parallepeped reinforcements.

The problem of the script of generating spheres is that when parallelepede or cubes are used, the problem of overlapping between these particles will appear, since here we must check the condition between the two parallepeped bases which is different with the case of spheres.

The dimensions are displayed on the image such as the distance between the vertices of the two bases and the distance between the centers.
Thank you very much for your help.


texts: How to merge all scene geometry into a single mesh?

texts:
I would like to have all the geometry of a scene merged in one mesh. It should include curves, fonts, group instances, particles, with applied modifiers, etc...
obj.to_mesh doesn't work for group instances for example.


texts: Strategy for script-generating a buckled honeycomb lattice mesh (hex faces) for animating 2D materials?

texts:
In this post I show how one can script-generate a square lattice with buckling. By scripting it there's memory of each vertex's identity which can be used later to animate certain behaviors.
When scripting it's easy to keep track of vertices and faces and/or edges in a rectangular lattice, but I haven't been able to write a similar script for a buckled1 honeycomb lattice.
Question: What is a good strategy for script-generating a buckled honeycomb lattice mesh (hex faces) for animating 2D materials? I'll have atoms at the vertices and bonds along the edges. There may be tutorials how to draw them, but I need to generate and then later animate these in a scripted way.
1vertices alternate up and down out of plane. This works easily when there is an even number of vertices in each face (e.g. 4 or 6)

Source
In the future I will have to add defects by scripted deletion or addition of single vertices to the honeycomb and then animating how these defects move around through the honeycomb as well.
 Source from here.


texts: Generate an image from 3d model (server side)

texts:
I'm working on an application that needs to quickly render simple top view of 3D model on the server, and then return them as a JPEG via HTTP. Basically, I want to be able to simply include a dynamic 3D scene in an HTML page

Can Blender do that?


texts: when i draw on my object, it only shows up on the net

texts: When I draw on my object, it only shows up on the net (not the object itself). When I draw on the net, it shows up on the drawing, but it isn't as user-friendly as it is drawing on the object itself. Yes, I have unwrapped the whole shape.


texts: How to add a "select path" input in a UI addon script?

texts:
I have to allow users of my addon to select a path via the directory browser window of blender.

The path is already set in an external ".conf" file, but I need it to be customizable via blender GUI, to avoid users to edit the config file manually.

I tried many things, (note that I'm a novice with the blender API), for example :

#(...)
bpy.ops.buttons.directory_browse()
# or
col = layout.column()
col.operator("file.directory")
# or
col.operator("buttons.directory_browse")
# or
col.prop(path, 'choose a folder')
#(...)

But nothing works. And can't find a way to do this after a day of seeking.

What I want to achieve is something like this :

Note that the input could be pre-filled with the config file's default value.

Thanks by advance.


texts: Volumetric Scatter ignoring World lighting

texts:
I'm having trouble getting Volumetrics to respond to the World environment lighting. I'm using a standard node setup combining Volumetric Absorbtion and Volumetric Scatter and it appears to work as expected for standard Lamps and also for Mesh lights but not for the World lighting?

There is a checkbox on the World Ray Visibility to control visibility for Volume Scatter rays and that appears to have no effect (see the checkbox being flipped in the right-hand panel but no effect on Suzanne) :

To show that this is working for standard (point) lamps and for mesh lights but not for environment lighting :

The sequence in the above image is all on, lamp off, lamp on, mesh off, mesh on, environment off, environment on. You can see that the lamp affects the suzanne volume, the mesh affects the suzanne volume, but the environment does not affect the suzanne volume.

What am I missing here?.... Or is this a bug?

I've tried this on Blender 2.76b and 2.78a with the same results.


texts: I am trying to make a model of some sort of sea urchin, and I am using particles for the spines.  How can I make it so the spines go outwards from the center of the sphere?


texts:
I am new in this community and also as Blender user.
I am working with Blender 2.91.
I have probably typed by mistake on a shortcut or changed a setting, ... I have now a very bad rendering result in the Cycles viewport.  This is only happening in one of my Blender files, the others are OK.
The final rendering is also fine.  I tried several materials, ... same bad result.
Have anybody an idea of what I did wrong and how I could solve this problem?
Many thanks in advance,
Jean


texts: How to increase/even polygon count on stretched areas

texts:
When I make a humanoid head shape, and then I try to make two horns come out of it, polygons are stretched and they create bad shapes. My question is simple:

How do I make so that I increase the polygon count in the stretched horns to the number of polygons that I have in the head-shape?

I am asking this because essentially it happens to me a lot when I try to make a nose, or ears, or anything else, the low poly count makes it difficult to work with and I can't mould properly and certain parts cease to be malleable.

I don't want to use subdivision as it affects everything. I just want to make my 'poly count' on the stretched parts even to the rest of the mesh/shape.

Here is a video for reference (watch only from minute 12:25 to 12:40):

https://www.youtube.com/watch?v=J5ixOZMDOhc


texts: How can I create a mirror material for the game engine?

texts:
A google search found this demo of a mirror in the BGE Video:Mirror Made in Blender Game Engine but I can't find out how to setup the material. Unlike in the BI renderer the option Mirror isn't available when in BGE.

What tricks do I need to know?


texts: How would I set the game engine to use cycles materials rather than standard materials. I don't even know where to start!


texts: Image plane is not visible through glass

texts:
I have an image-sequence as a plane imported to Blender in cycles.
I used a "Shrinkwrap" modifier to wrap it on the Body.

When I now put the glass helmet on the character the image plane is not visible anymore.

What is happening here?
Thanks for your help


texts: How can I add soft body physics to multiple objects at once?

texts: I am trying to create a "soft body physics method" on an object, but is there any method which can apply it on multiple object at once? (I am not talking about rigid body physics.)


texts: Blender 2.8 - Wireframed objects not rendering

texts:
Must have accidentally gotten into some kind of ghost mode for 2 out of hundreds of objects. They show as black wireframes, are editable, but only show as wireframe in every shading mode, and don't render. Regardless of hide / render settings in the object list to the right. Tried flipping normals, recalculating inside/out, everything..
What happened? How do I get the objects back? Snapshot shows the wireframed objects.


texts: I want the film I edit in the VSE to be the background of a scene to move objects inside a real moving landscape or to make a title. What settings ? Thanks.


texts: How to snap an object to another without moving origin?

texts:
Say I have two cubes. I want to move one entire cube so that one of it's vertices snaps to a vertex of the other cube, WITHOUT having to faff around moving the origin of one of the cubes. Is this possible?

Similarly, can I do this with the midpoint of one of the cubes' sides instead of a vertex? i.e. snapping a midpoint to a vertex or another midpoint?

EDIT: thought I should mention that I'm on Blender 2.8


texts:
I would like to get the list of operators, and their order, in a menu. For example I need to get that list for the file menu (bpy.types.INFO_MT_file).

The idea is to add an element in a specific point of the menu, which is not possible with the append or prepend function. But if I can get the list of operators, I can rebuild an entire menu and insert my element where I want, that will do the trick.

So far I can do it with my plugins (overwriting the INFO_MT_file Class). But if another plugin do the same thing as I'm doing, we will destroy each other's layout. So any way to get a menu's children ?

Cheers !


texts: Different materials on same object in different view layers/render layers

texts: Is there a way to apply different materials to the same object in different view layers/render layers?


texts: Flipping keyframes in walk cycle animation not working

texts:
I try to flip my keyframes like in this tutorial.

I do everything exactly like in the video, but it fails.

Select all bones from armature.
Set timeline frame to 80
Select all keyframes from frame 1
Click on
Click on

Result:

What am I doing wrong? I just try to flip the keyframes like in the video.
The bones are named with the naming convention name.L and name.R.

I was already reading many same questions, but there is no working solution.


texts:
I made a small modal operator that prints the name of the object I select. however each selection made is one object behind.
example:
select object 1 then select object 2. when object 2 is selected it will print the name of object 1.
code:
# Import
import bpy

# Properties
class Blank(bpy.types.Operator):
    bl_label = "Blank"
    bl_idname = "blank.example"

    # TESTING ##################################################################
    def modal(self, context, event):
        if (event.type in 'LEFTMOUSE' and event.value == 'RELEASE'):
            # name = bpy.context.active_object.name
            name = bpy.context.object.name
            print(name)
        if event.type == 'ESC':
            return{'CANCELLED'}
        return{'PASS_THROUGH'}

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

# Menu on the Sidebar
class Blank_PT_Panel(bpy.types.Panel):
    bl_label = "Panel"
    bl_idname = "OBJECT_PT_Blank"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Blank"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        # Button
        row = layout.row(align=True)
        row.operator("blank.example", text="Button", icon="QUESTION")

# Registration
classes = (
    Blank_PT_Panel,
    Blank,
    )
def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
if __name__ == "__main__":
    register()

How do you make the selection display the name of the object without any delay.
P.S. Code edited to run from the Blender Text Editor as requested. it creates a tab called blank on the Sidebar(N-menu) and a single button inside. Press it to run the code in question.


texts: Is there an addon to improve the knife tool?

texts:
I see how to use the knife tool to draw shapes by clicking points along, say, an imported image in the background. But I want to know if there is a way to draw 2d shapes with precise angles (90 degree, 30 degree, etc), curves, and precise line lengths, to make closed shapes that one could then extrude into 3d.

There doesn't appear to be a way to do this with the knife tool (unless I'm missing knife settings somewhere), so perhaps there's an addon that'll do this.

Thanks!


texts: Object/model is invisible in render and stays that way despite trying a lot of solutions out (v. 2.8)

texts:
As the title mentioned all of my objects are invisible whenever I render or look at a rendered view of my objects through the camera perspective. I made sure that:

no object is hidden and unhid everything again to be sure
Camera is positioned in the right way
that the ray visibility in renders for the camera tickbox is ticked
the shader settings and nodes for all materials add up to a material output
that all the other general settings for commonly suggested solutions, etc. are correct

Also:

I created the objects/models here within the v2.79 of blender, where rendering images and animations in cycles went perfectly without problems
I got it updated to the 2.8 version relatively recently and am still a bit unfamiliar with the navigation there and may have overlooked a few settings or options there

I would apreciate it if someone could help me out on this one here.


texts: Subdivide faces of Object to a minimum distance of vertices

texts:
I have the following shape:

I need all vertices of the shape to have roughly the same distance to each other (lets say 2 Units), without changing the shape. So basically using vertices like Pixels.

currently, as seen in the following picture, the faces are very irregular in size and thus the vertices are in very different distances to each other:

My approach was to subdivide the surfaces for like 10 times, until the biggest distance between vertices is below my minimum distance (2 units). I then need a method to remove vertices in such a way, that there are no vertices closer to each other than the minimum distance.

The result would hopefully be that the vertices are all about in the same distance to each other ()

Also any other approach to achieve this would be great!

Thanks


texts: How do you Export Shape-keys to Unity (Blender 2.8)

texts: I have been trying to export visemes to unity but no matter what I do it just wont export them. nothing shows up in Unity. I cant find any good tutorials for blender 2.8 or newer that explains how to do this with an FBX. Someone please help.


texts: What is this black flashing thing and how to delete it?

texts:
So earlier on, I applied a smoke effect to the liquid on the coffee I made. I wanted to delete it, and I reversed it. I don't think I did it properly. Now when I move it in Material Preview, I see these black, jagged black spots on the cup whenever I move it. I don't know where it is coming from. I think it is the smoke, but I don't see the option to turn it off. Or to delete it. You can only see it when you move around, and IDK how to take videos on computer.

Here is the file: Click

Note that the uploading thing is slow for me, so posting a link now for now, until it works faster for me.

I hope someone knows how to fix it.
Also the problem is from the liquid. Not from the smoke domain and steam at the last. I am trying to figure out how to make steam using that, but need to get rid of the black spots (which was another steam thing again).

Thank you!


texts: Bodies linked with a Rigid Body Joint are detaching by itself in simulation

texts:
I have two rigid bodies (they both are small hierarchies actually) and attached them to each other using a 6dof joint with all limits locked to zeroes.

One of the bodies is controllable with left-right keys, there is a motion actuator that does simple rotation.

I start a simulation, do the rotation, wait 5-10 seconds, and the joint detaches by itself. The second body stands still in the air.

The scene file is here download blender scene


texts: Blender to FBX animation export for use in 3ds max

texts:
Whenever i export a blender animation to FBX format, and then import it into 3DS Max, 3DS Max only shows 180 frames even though my animation is 600 frames long.
I even tried changing the Timeline in Max but it didn't work.

Please can someone help me?

I used settings for exporting -
Version - FBX 6.1 ASCII
and others have their default values.

Any kind of help will be appreciated.
Sincerely.


texts: Setting render options from the command line

texts: I was hoping to render blender using the command line mode on linux. However, I do not no how to set the output resolution and H.264 as the encoding. Both these options work in the GUI mode but I wish to use them from the command line


texts: Can you display multiple coordinate system at the same time?

texts:
I saw something familiar on wikipedia .

I need to display 5 coordinate systems at the same time but Blender only shows 1 coordinate system for the active object/vertex etc.


texts: How do i use the entire performance of my GPU for rendering

texts:
When i render an Animation, Blender most of the time only uses 1% of my GPU performance. I guess rendering would be much faster if Blender would use more, so how can you tell Blender to use more of your GPU?

Renderer: Cycles Render

GC: GTX 1070

Blender version: 2.79


texts: how do I use my motion tracking data (face track) and apply that to a MHX2 rig already applied bvh mocap?

texts:
I have tracked my face using motion tracking and linked empties to track.  i would like to apply this data to the face keys of the MHX2 makehuman (which will have its own bvh from carnegie melon) - problem is that they dont sync well because the Makehuman must be on the same plane as the motion tracks...

i was thinking if there is a way to export the motion tracked data or convert it to bvh / and / or link it to the BVH hacker to add it to exisitng BVH files ?

can anyone please advise if i am going about this the right way? my objective is to have facial tracking to animate my MHX2 makehuman and use carnegie melon BVH simultaneously? is it possible or is there another way?


texts: Rotate a group of 6 objects to align 3 points (each on a different object) on a plane

texts:
I have 6 rectangular blocks that I want to rotate as a group so the bottom 3 vertices (each are on a different block) end up on the same plane; in this case the global X-Y plane. How can I do this?
See picture below.

I am completely new to Blender, so please be clear with the steps.


texts:
Does the motion tracker follow a point if it changes colour throughout the video?
Like an colour changing led dangling from a pendulum or a firework mid-flight?


texts: How to add a game object to another scene at a specific position?

texts:
Here is some code for getting a object and adding it to another scene:

import bge
# to load the scene
bge.logic.addScene('Scene.001')

#find the scene and object

scenes = bge.logic.getSceneList()
for scene in scenes :
    if scene.name == 'Scene.001':
        player= scene.objects['player']

scene = bge.logic.getCurrentScene()
ob =bge.logic.getCurrentController().owner
ob1=scene.addObject("player",ob)

When I play it seem that the "player" from the other scene is added in the camera's position of the current scene.


texts: Settings to make viewport playback drop frames in order to keep up with actual animation speed?

texts:
I'm animating a character in 24 fps, but my computer is only able to playback at 20fps at the most in this scene, so when I play the animation in the viewport it's actually much slower than it should be. This makes it harder to animate because I don't actually see the animation in the actual speed it should be in.
Of course I understand this is a technical thing: my computer is not capable of drawing 24 frames per second in this particular scene and nothing will change that. A work around is to hide other objects and simplify as much as possible so the computer can keep up with the frame rate.
But there's another possible solution that other softwares use (3ds Max, for exemple): to simply drop frames in order to keep up with the real animation speed. So even though the computer can't draw 24 frames per second, it draws as much as it can but skips a few frames as not to lag behind the "real speed" of the animation. This solution also has it's down sides, but in many cases it's better to drop frames than to preview the animation in 'slow motion'.
My question is: is there a setting somewhere in Blender that does that (makes the viewport playback drop frames to keep up with the 'real speed' of the animation)? Being able to toggle between the two modes (drop-frame or non-drop-frame) would be really good.


texts: Ocean displacement map not showing waves

texts: I am following this tutorial: https://www.youtube.com/watch?v=CwJrb3vjAaA He gets the waves on the ocean but I don't. I successfully made waves on a plane but not on the circle (see video). Basically I have to tile the plane onto the circle.  I have attached screenshots.


texts: I'm new to this forum and to Blender as well. I'm starting to learn a little bit of Blender 2.8 and just tried to use the Node Wrangler add-on. I when try to click the 'Add Principled Setup' option on the Shader Editor I just have a `No Folder Selected' response. What I am doing wrong? Thanks in advance.


texts:
I have a problem rigging this cartoony character in Blender, particularly the mouth and eyes, and applying shape keys.

I want create this shape for its big mouth:

and the part of the eyelid that goes down

Please answer me in plain language, because Google Translate and my English is not very good.

Thanks


texts: How to apply texture to an object face avoiding triangular mesh

texts:
I am facing a problem,
as I apply a texture to the detached face of a cube.

Instead of being spread over the face,
it is repeated in mesh triangles & is distorted.

Could you suggest a way to solve this problem?

Thank you!


texts: Viewport material shading looks like face orientation is wrong but the issue is something else

texts:
The next image will show the problem I am having.

I've been playing around trying to fix this, I had this issue ages ago once but I never found a fix, a year later it has cropped up again. I have checked face orientation, normals are facing the correct way, there are no extra faces inbetween those sections, I have merged vertices by distance, applied rotation and scale, my seams and UV seem alright and I have no marked sharp edges. Images shown below, what have i missed?

Above is the blend file.


texts: Can I export as .obj without losing unconnected vertices?

texts: I am loading a set of vertices, a subset of which are part of a triangle mesh that I would like to use blender for per-vertex normal calculation. However, when I export to .obj, the unconnected vertices are thrown away. Is it possible that I can export to .obj format without losing them?


texts: Can I import .mtl file without the corresponding .obj file to a blender project (.blend file)?

texts: I know that .mtl file containing textures is usually associated with .obj and Bledner loads .mtl automatically (in most case scenarios) when corresponding .obj is imported. But is there any way to load such .mtl to .blend file or how can I work around this problem ?


texts:
Does blender have a feature to create geometry around masked area for sculpting?
I want to create polygroup without jagged edges. Zbrush has feature to polish masked geo.


texts: How to get reference clip to start in middle of timeline?

texts:
Cycles Render Vers- 2.79

I need to use a reference clip for the final action of my animation, but that action starts at frame 720, and the reference clip ends at frame 300. How do i get the reference clip to start at a desired key frame on the timeline?

Thank you.


texts: System crashed but no autosave file found

texts:
I had been working on a Blender file for about an hour when my whole system just crashed and powered itself off (using Ubuntu 13.10, and I had many applications open).

The /tmp directory where the autosave file is typically found had no blender files in it.

I just opened Blender again and confirmed that the autosave feature is working properly according to my settings (saving 2734.blend every 3 minutes).

So why is there no autosave file?  The /tmp directory had other files in it, so I don't think that Ubuntu crashing caused the file to be deleted.


texts: FBX file boujou track data lags behind video

texts:
I got my FBX track from boujou in blender but I can't seem to get the track to move with my video, I've checked the frame rate and made sure all settings in boujou match blenders.

The track is always just lagging behind the video and I just can't figure it out. I'm not sure what else it could be.

You can clearly see my problem in my gif.


texts:
How to attach 2D eyes to character's head? I want this eyes to fit the shape of the head.

I tried to use snap during transform (Shift + Tab ) snap to face function but it looks bad. Do you have any idea how to solve this?


texts: Access color of a point given the 3D position (on the surface of a polygon)

texts:
My problem consists in accessing the color of a given point (I know the 3D coordinates (x,y,z) that lies on one surface of a mesh.

I use raytracing to get the 3D position of the point casting a ray from the camera, and I need to select the point that are most far away from the camera (I managed to do that, just discard the closer intersections): now that I have the point, since I have no previous knowledge about how the mesh is colored (I need to develop a general method), I need a way to get the texture and be able to accurately select the color at a given position (I can get the 2D position on the surface, if needed).

The color I need to access is actually the color that would be obtained if the camera would be placed behind the object (but I guess once the information about the color is available, that could be calculated)

I checked other similar questions and found something interesting that I am trying to do right now here: Find the color at a particular surface point on a mesh.

However, I need to this from a python script, not using the GUI.
If someone has some other ideas, I would be happy to hear them.


texts: BGE Chaging the position of a vertex in real time

texts:
I'm using the BGE and I need to change the position of a group of vertex of a soft-body while the game is running. I've tried with the code below but I don't see any change. If I print the new position of the vertex I can see in console that the value change but in the soft-body I don't see anything different. I've tried using obj.reinstancePhysicsMesh(obj,mesh) at the end of the code but that change the position of the entire mesh. How could I do?

import bge
import bpy
cont = bge.logic.getCurrentController( )
own = cont.owner
scn = bge.logic.getCurrentScene( )
obj = scn.objects["object1"]
mesh = obj.meshes[0]
for v in range(0,1000):
    vert = mesh.getVertex(0, v)
    vert.XYZ = [1.0, 1.0, 1.0]


texts:
Good day everyone. I’m very new to grease pencil and I’ve been closely following this tutorial https://www.youtube.com/watch?v=dXLs5lVX0ys&t=1140s by Sketchy Squirrel.
Here’s the problem, the moment I try use the lattice modifier it immediately deforms the grease pencil stroke. I played around with the object origins, but that didn’t help much.


texts: Bump Map Painting - Low Resolution (Cycles)

texts:
I'm trying to paint a bump map but it's not looking so good. Am I doing something wrong?

I created a new 4k texture

Created a material with a bump node connected to a glossy shader

It's not looking correct. Can i enable, somehow, a high res painting?

Thanks!


texts: Missing parts or texture when importing sketch-up model in Blender

texts:
Disclaimer: I am everything but a Blender expert.

When I go to https://www.shapenet.org/taxonomy-viewer to the car category and click on a model and click on Source I end up on 3dwarehouse.sketchup website where I can download a collada file (readable by blender).

For instance https://3dwarehouse.sketchup.com/model.html?id=2d096d5dc0e0eeb370a43c2d978e502e shows a 2006 Honda Civic.

After importing it in Blender (File -> Import -> Collada) I end up with different results depending on the model I clicked on:

Either:

-I cannot see anything except the two extreme points
-I can see the body of the car and wheels in two different places
-I can see the body of the car without the tires
-I can see the whole thing normally

In every case whenever I render it I also get black texture artifacts everywhere.

However in shapenet viewer everything is perfectly normal in every case !

How to import it correctly to blender to render it and obtain approximately the same kind of render shapenet displays ?


texts: I try to add a New Texture to one of the scuplt brush but it doesn't work

texts:
I'm learning Blender. I use a book where I'm told to add an new texture to Scuptldraw, I select new and the preview of the texture is black and my brush doesn't work anymore. It's the same for any brush of the scuplt mode : I can use the default texture, when I add one I have no file browser opening, it becomes all black and doesn't work anymore.
Help !!!


texts: How can i get the inside of a face selection selected?

texts: I am trying to create a script that selects the inside of a face selections. does anyone know how to solve this? and i am not talking about pressing "linked" with your mouse, it needs to be done by a script.


texts: Mesh face not rotating at the same rate as rest of the mesh

texts:
When ever I try to move a bone in pose mode, the face of the barrel of the gun doesn't move as fast as the rest of the mesh, resulting in the pictures below.

Any idea on how to fix this?

Another, earlier version of the setup:

This one is better.


texts: I am working on Car Suspension and want to move the axle with wheels upward and downward movements but the Axle Housing of an axle moves separately when i move the bone "BoneHub_FL" upward or downward, the axle housing is not deforming properly so how can i fix this issue, what is the proper way of doing it. Any help will be appreciated.


texts: Multiple materials on one object separated with textures

texts:
I have a mesh where there will be multiple black and white textures on it, and will each set the value a shader that will appear on the mesh in different areas. So wherever the texture is painted, the material will appear there, for short.

I know this set up won't work, but it's an example of what I want to be done:

The first (material output setup) will show a material/color from the Principled BSDF shader wherever 1Image is painted (as in probably a black color will be painted on a white texture, or whatever works) on the mesh.

The second, the Diffuse BSDF shader will only show it's purple color wherever the 2Image is painted on the mesh.

The third will have hair grow, hopefully on a scale where black has a full weight, and grey a medium weight, and white no weight. Full weight as in most dense where the hair grows. This will also be wherever those shades are painted on 2Image (supposed to be 3Image, forgot to change it).

So how do I set up a node system that can get this fake set-up to actually work?

Also, I know I could just Weight Paint where the hair grows, but I am limited to only the vertices, and on a low poly mesh, it's hard to be more detailed.


texts: Simpler way to paste a texture on lots of Plane faces?

texts:
I recently got started with Blender and Unity , and although I know this isn't a 'Unity Stack Exchange', I'm relatively new to all this stuff, and I'm extremely new to art and assets.

Basically, I have two questions:

When I tried to make a bigger plane/floor, I started by duplicating the small plane to make two small planes, duplicating those two to four etc. until eventually I had a big sized plane made up of loads of small planes. So when I export them to Unity, I just have massive amounts of planes without the texture I wanted them to have. So I was wondering if there was an easier way to put a texture on loads of different planes.

And

To just skip this whole mundane and long process, is there a way to get a texture and duplicate loads next to each other without the hassle of right clicking every plane then doing shift+d and moving them next to each other and repeat.

I'm also using c++, so if there's a code that you guys know that will fix one or both of these issues, I'd be grateful. Thanks.


texts: Make blender viewer look like 3D Builder

texts:
So ignoring the measurements and the reflective grid floor is there any way to make blenders viewport look like that of 3D Builder? Having shadows cast real time and the mesh being that nice perfect white?

3D Builder:

Blender:

And I have already tried using a matcap and ambient to emulate the look; however, it is not the look that I'm trying to achieve.

Unless of course, you can change the strength of the matcap to make the white on it much stronger, or even create a custom matcap.


texts: How does one make vertices in line with the rest of the object's mesh?

texts:
Hello Blender community!

I'm working on a personal project in which I'm modelling a car.

Its mesh once had bezels, but I've decided to scrap them for now in order to lower the complexity of my mesh. In turn, this has caused the mesh to become a bit messy:

My goal is to make the top of the vehicle an even surface while still retaining its angle, and my loop cuts as straight as can be. I've highlighted my objectives in red.

In this situation I figured it would be incredibly useful to have vertex snapping while performing a vertex slide, but after doing some research I've found that this just isn't possible yet.

How should I go about cleaning this mesh up?

Also, how acceptable is it to have tris in my mesh? One of the reasons I got rid of the bezels was because they were creating tris and n-gons in my mesh. I aim to use only quads for the sake of managing loop cuts, and I frequently check this using the "Select faces by sides" feature.

Thank you so much for your help!


texts: Texture Paint problem when zooming out, Can see empty lines

texts:
I've texture paint a head in blender, the UV is smart unwrapped.
I'm trying to figure out why, when I zoom it starts to show those empty lines on the texture.

Here is an gif image of what I see


texts:
I'm having trouble getting an IK rig to work how I want it to. My goal is to have a hammer in my characters arm that I can move and rotate have the arm and hand rotate properly like it would for a real person, where the forearm rotates forward and backward mostly with the wrist being pretty much still and maybe a bit of upper-arm action if the forearm goes above a certain angle forward/backward.
The position part of the ik is pretty good, but I'm struggling with the rotation.
I've set up my hammer model with a child bone in it going from the handle near the point where it intersects with the hand to the head of the hammer.
The IK of my hand is set to the 'hammer bone' with location and rotation applied and a chain of 4 (shoulder is the end).
It sort of works, but is un-natural in that the wrist rotates instead of the arm. I'm sure it is just my fault at not being an expert. I've tried different rotation constraints, but can't seem to figure out the one that works/the right way to do it.
I've found some good tutorials on IK, but I couldn't find any sort of forum posts or tutorials that cover how to do it with a hammer or bat or similar tool where the tool drives the rig. I would really appreciate it if someone could direct me on this.


texts: Problem with my model when I change the shading from flat to smooth

texts:
I have an issue with my model whenever I hit smooth.
Basically the model looks better when flat than when it's smooth shaded.
I dont know how to make it look good like the reference image.


texts: Can a custom filter read property value and use it?

texts:
the built in filters has some settings, like motion blur has amount. but it' cant be assign with logic bricks.

now a custom filter, can it read a value somehow (python code wont work? or would it... like own["blur_amount"] ? )

the shaders is C code it looks like, and doesn't need to have .py extension AFAIK.

anyways, this would be so awesome, also for built in filters. so we can enable/disable and maybe script with python the transition.


texts: How to add same animation nodes to multiple meshes?

texts:
So I have a wiggle node animation and I have a couple meshes that I would like to use the same wiggle node tree.  How do I add the node tree to all the other meshes.

Also, how do I randomize them so they all don't wiggle the same way?

My node tree for the wiggle goes like this:

Time info ---> Vector Wiggle ---> Object Transform Output

Thanks!


texts:
context

For practice with noise in blender I would like to create a scene as similar as I can to the one found in this video. The hardest part is to create a texture similar to the one displayed on the planet. I would like some help trying to derive how the texture is built up.

As a start I found this tutorial that shows similar textures being made by the use of noise, but the results are much simpler. I was wondering if the noise textures used in this video could be combined one texture.

My first question is wether this texture could have been generated using noise or if it has been made using an a fluid simulation (or both). The flow of the texture on lower levels looks very realistic, altough the higher levels of the texture look generated using noise.

Texture layers

The finest details of the texture seem to me like the combination of musgrave noise with very small scaled wave noise at its input, but more 'feathery', like the musgrave noise combined with white noise. Is there any combination of these two types of noise that result in a similar pattern?

This generated noise seems to be stretched out and compressed by a moving fluid-like animation. If the lines of the wave noise get closer, the detail between them and they combine into a feathery blur. I have no Idea how I would accomplish a similar effect in blender. Any help with this would be appreciated.

On top of all layers there seems to be a moving combination of musgrave noise and wave noise as a "filter" to change the colour (gradient) of the lower noise on a larger scale. The wave noise seems to have a large scale and the filter must have very gentle colour gradient.

Well formulated questions

Could a similar texture be created using just noise generation from blender?

How do I combine the types of noise as shown in the tutorial into the "feathery waves"?

How could I achieve a similar flowing movement in the noise?

Did I miss any effects from the video in my layer breakdown?


texts: How to script a gizmo that would be transformable(move, rotate, scale) independantly from the object it would originate at?

texts:
I am looking at the documentation and the gizmo samples that come with Blender(Text Editor's Templates>Python>Gizmo...)

but I am currently struggling a bit trying to understand how this new gizmo concept works.

I would like to make an operator that would make a custom shaped(doesn't matter much - could be other types) gizmo appear at the orgin of the active object and could be moved, rotated and scaled independantly of the object so that I could get it's transformed matrix and do other stuff with it during(or at the end of) the operation. I am sure I will figure it out sooner or later, but I could use some help to make it sooner rather then later and would be very greatfull for it. If somebody could point me to some more examples of gizmos used that would also be awesome.


texts:
So I am attempting to make a modular environment in Blender, so I'm modeling many pieces in one scene to make sure they all match up properly before separating them out.

However, whenever I restart Blender after saving and closing it, many of my grouped objects (and their subobjects) have positions reset NOT to where I placed them.

For example, take a look at this:

Here you can see that the door pieces are in the "open" state, when I left them closed AND the "column" for the wall on the left has been moved from being flush with the wall (on the side) to being inside it.

It appears to be trying to move all of the objects to 0,0,0 which is what is messing this up. I'm not sure if it's an object hierarchy problem, but here is my hierarchy if anyone has ideas there:

Wall_Normal (parent)

Wall_Normal_Column (child)

Empty Axis Object (parent)

Door_Left (child a)
Door_Right (child b)

Is there a reason why object positions (and their relative subobjects) aren't being saved?


texts: Rigify Rig moves twice as fast as the Armature Root bone after parenting everything to the Root

texts:
i'm working with a rig that i will be using in Unreal Engine 4, and to avoid compatibility issues, i have parented to the Root bone everything that was not parented to it, but this makes the Rig move twice as fast in any direction than the Root bone.
I guess it's a problem with the root affecting the Rig twice through the bones i reparented, but i have no idea how to fix it.
Here's a gif showing the problem:

Here's the hierarchy:

The hierarchy is not fully open because it wouldn't fit here, but just know that the groups starting with MCH are the ones i parented to the Root


texts: In 2.79 you could limit which orthographic views you want to be able to see your image planes for references to be visible from. For example front, side, top, etc. For the life of me I can not find this function in version 2.80. All I seem to be able to find is to completely hide your images from all otho views, but no granular control over which ortho views. For instance, I want my "front" reference image to only be visible from the front otho view. Am I just overlooking this or was this removed in 2.80?


texts:
I was following a tutorial on Youtube, everything went Ok until I reached the part where I had to set up my camera. It's just not working with me. Every time I click on Ctrl-Alt + 0 to add a camera the scene flips around and the main cube turns upside down for some reason leaving the other parts floating out. Also if I click on 0, to activate the camera view, it behaves the same way why is that?
https://media2.giphy.com/media/qE5DZycVR9Fir0Ev21/giphy.gif
https://media4.giphy.com/media/f5yWZd6a9qfWWjTOKi/giphy.gif


texts: Why Cloud texture has square cell pattern?

texts: When I am using Cloud texture as bump map in Blender Render, this cells appear. How can I make them go away?


texts: How do I make the shapes on the door of cars?

texts:
I have a question about creating the "designs" in the doors of cars. I have really never understood how to make the shapes that are on the cars. I'm working on a 2010 Zenvo ST1 and I'm puzzled on how to make this door.I can not figure out how to make the haunch of the car go into the door and then fade away while the front fender air vent goes starts to come up on the door. Any tips?

Thanks!


texts: Render black blocks error at special view

texts:
I rendered a face in different views,and get some error at some special views.
model rotation is (-60,0,-35)

but, some view is ok .
model rotation is (-60,0,-30)

Why? and how to fix it.


texts: How can I make a number of objects sit "snugly" on an irregular surface?

texts:
How can I make a number of objects (or copies of one object) sit "snugly" on an irregular surface - like trees or rocks on irregular ground?

I once came across a tutorial that covered this but I cannot find it again.

The only thing I can think of is to create a "pseudo object" whose vertices represent the desired relative target locations then use retopologize to make the "pseudo object" vertices conform to the surface of the irregular target object and, finally, use dupliverts to place the added objects.


texts: I have a fluid sim and it keeps on going for 20 frames and them becomes a cube. How do I stop this sim after 8 frames?(In a beginner!!)


texts:
I am trying my hand at making the millennium falcon. However, when I go to render, several objects that I had separated from the main mesh didn't render.

Everything is set to render in the outliner, so I'm not sure what's going wrong.

Here it is in the 3d View:

All objects show up in the 3d veiwport when rendering mode is turned on.

Here it is rendered:

Here is my blend file:


texts: How do I apply a texture in Blender Render without it being influenced by the object it's applied to?

texts:
Ok, I'm not sure if I'm even asking the question correctly, and what I'm trying to do might be a bit on the weird side.  So, I'll try to explain what I want to do, without sounding like a madman.

I have an image, shown below:

Now, I know how to apply the texture in the usual way.  Getting it to look like this is easy:

What I want to do though, is this:

I can achieve that effect in the compositor simply enough, but I want to avoid using the compositor if at all possible.  I was wondering if there was a way to do this with BI?

The reason I'm trying to do something so silly, is that I am primarily a pixel-artist, and I've been experimenting with trying to generate decent-looking pixel art via Blender.  Once I'm able to do the above, I can then produce something like this:

Thanks in advance for any advice or nudges in the right direction!


texts: Mesh looks edgy in object mode and smooth in sculpt mode

texts:
I encounter a weird problem working with a mesh.While in object mode, the mesh looks edgy but when in sculpt mode the mesh looks smooth.The mesh has 2804 polygons.
I also tried to apply a multi resolution modifier but not even a single change took place.

What is the cause of this problem and how can i solve it ?Thanks.


texts: I'm trying to make a vertex group on one side of a model, but the selection keeps mirroring on the other side too. How do I stop this?

texts: The model I'm working on. I'm trying to prevent the selection from mirroring on the other side as well. I plan on having at least independent 5 vertex groups so that I can control the fall of the hair that I'm going to add in. Any suggestions?


texts: How difficult would it be to implement on-the-same-track transition?

texts:
I'm talking about the VSE. Right now you have to waste 3 (3!) tracks in order to make a transition between two clips; the first two of the tracks you use for video strips and the third one is for a transition strip itself.

As far as I know, there is no addon that let you make transitions on the same track. If there is any, please let me know. I don't know is that even doable with python or you should code it in core components and compile afterwards.


texts: How to get all of the meshes that are attached to an armature via Python?

texts:
I know that I can get all of the meshes in a scene by doing this:

 for obj in bpy.data.objects:
     if obj.type == 'MESH':
          # Do stuff

But let’s say I have an armature named rig in the scene, and I have several meshes that have been parented to that armature and have been weighted.

How can I loop through all of the meshes in a scene that are attached to a specific armature?


texts:
I can't seem to output sharp images.

I've search everywhere on the internet but the only solution I've found was to bump the samples but that didn't solve anything.
These are 1k samples with Intel's Denoise and 5k samples examples.

1K samples:

5K samples:

Here is the blend file

Can anyone help me please?


texts: How to export a motion tracked camera to 3ds Max?

texts:
I have motion tracked my camera in Blender and have been trying to import it into 3d max. When I export it as an .fbx, the camera, when I import it into Max,  is facing the opposite direction to what it was in the Blender scene, and the animation that was on the camera, is on the geometry. I tried to change the forward axis of the camera in the export settings but this didn't effect the direction of the camera at all when I brought it into Max.

I tried an .obj, but only the geometry imported and it was all squashed together, and the camera didn't import at all.

So then I tried to export as a .dae, but although the camera is facing the right way, the tracking is completely off and very rough and jumpy, whereas it was perfect in Blender. Can anybody help me out here?


texts: The Outliner doesn't show Parent-Child relations in blender 2.8

texts:
I have a pretty big scene in blender. In v2.79 the hierarchy looks like this in the Outliner:

However, with 2.80 Beta, it looks like in the screenshot below. The only indicator that we get for "Parent-Child relations" is the one I circled in the screenshot.

I honestly think that this is messed up. This way it's a lot harder to see / select / interact with the desired objects (for example if I want to select all the objects parented to "_3D_FURNITURE"). I have to check the objects one-by-one to see the relations.

Is there a way to show the hierarchy as in 2.79?


texts:
I have this little character:

I tried to use shapekey but to no good:

Applying Subsurf Mod would make that vertices unable to stay together.
I tried to create a different eye in a different object and then parent to bones but it didnt come out well...
Any other way to do this?


texts: Python: to check if a point in space is exactly on the surface of any mesh

texts:
I am wondering if there is a way to check if a give point (x y z) in a scene lies on the surface of any mesh object in that scene using Python script?

I mean, the point should lie on the mesh surface, not inside (maybe not exactly should be close enough if exact accuracy is impossible). So if the scene contains 1 cylinder of radius 1 centered at the origin, then the origin is not counted, but the points (1, 0, 0) or (0, 1, 0) are.


texts: I am a beginner in 2D animation . Would be grateful if somebody guide me how to animate change of shapes, eg from square to circle. Thanks !


texts: How to apply Noise texture to specific portion?

texts:
I made this parabolic image with math function and displaced it with the Displacement node.  As in the screenshot when I applied noise texture before the parabolic math node its applying throughout the surface and showing distorted edges while displacing. I would like to add noise texture only in that black portion.
Thanks


texts: I am almost new with camera tracking and I am working on a small test. But in frame 93 15 of my 18 tracks stop tracking. The rest stops one frame later. The video ends in frame 220. Can someone help me?


texts: How to Translate All These Objects At Once?

texts:
I am new to Blender so this question is probably a very easy one to answer.
I have this minecart obstacle I made with 17 different objects that can be seen in the "Layers" Tab. I would just like to know how to select all the objects at once in the "Layers" Tab and translate them to the origin so the minecart as a whole is at origin. Is that possible? Right now the minecart is to the left of the origin.
Thank you! :)


texts: How to apply the multiply effect strip on more than 2 video clips?

texts:
I have 3 identical movie clips stacked upon each other. Each one is slightly shifted to the last. Now, I want to combine all three clips using an effect like the multiply effect, so that one can see the all three clips at once, just like the overexposition effect in old cinema movies.

I know how to do it with only 2 clips, one select the first, then the second clip, and then one goes to add -> effect -> multiply.

How does it work with more than 2 ?


texts:
I have a driver script being called on an empty's position properties. When the user moves the empty, I'm regenerating a mesh based on the position of the empty. The driver script runs, but the mesh doesn't visibly change (until I go into edit mode afterward). Here's basically what the script is doing:
obj = bpy.data.objects.get(name)
mesh = obj.data
mesh.clear_geometry()
mesh.from_pydata(verts, [], faces)

I tried calling obj.update_tag() but that did nothing (perhaps it's too late in dependency graph update?).
I also tried calling context.view_layer.update() but that gave the error "Dependency graph update requested during evaluation".
I'm using a driver script because it makes it easy to bind to specific property changes of the empty (position, scale, etc.).
Is there a better way to be doing this or a way to force the mesh to update?


texts: Softbody animation goes haywire later in my animation

texts: I am rendering newspapers(planes with softbodys) with a wind force field. It blows perfectly at the start but later on all the newspapers gets suck back and creates this worm.


texts: Bad quality rendereing videos with Eevee

texts:
I'm trying to render a video with Eevee but I'm getting a really bad video quality.
When I render an image it looks perfect, everything looks smooth: https://imgur.com/O8zjNiR
But when I render a video, the background gets pixelated and with really bad quality: https://imgur.com/ybrZGWN
These are the settings that I'm using: https://imgur.com/7LstWgi
WHen I render it with Cycles it looks good but I need to render it with Eeevee so I would like to know if there are any way to fix this.
Thanks :)


texts: I'm trying to get this soft light reflections like in this reference photo on my 3D model, and I don't know how. How can I achieve this. By this I mean, for example look at bowling ball it's has this like reflections of lights in a very soft mannerand also the reflection of a pin . It's soft but very clear and it's still looks like a bowling ball. Pics of node setup would be very much appreciated and any other pointers on making my model look exactly or close to my reference photo. I only have my models already arranged. And I played around with some nodes not getting what I want.


texts: Blender won't start on Tails 1.4 (Debian)

texts:
amnesia@amnesia:~/Desktop/blender-2.74-linux-glibc211-x86_64$ ls
2.74                    GPL3-license.txt       LICENSE-bmonofont-i18n.ttf.txt
blender                 GPL-license.txt        LICENSE-droidsans.ttf.txt
blenderplayer           icons                  Python-license.txt
blender-softwaregl      jemalloc-license.txt   readme.html
blender-thumbnailer.py  lib
copyright.txt           LICENSE-bfont.ttf.txt
amnesia@amnesia:~/Desktop/blender-2.74-linux-glibc211-x86_64$ ./blender
bash: ./blender: No such file or directory

I'm an actual Linux noob and googled for install instructions. I use Tails 1.4 which is Debian.


texts:
Following this post, I exported a scene to an SVG format using the bundled add-on ("Render: Freestyle SVG Exporter").

However, when I did that I noticed that the resulting SVG has a bunch of unnecessary points, as shown below:

Is there a way to remove those extra points and only have one point at each corner? (Note that I only have the outer path selected.) I have Blender v2.74.


texts:
I've some experience with Blender (and previously 3DS Max), but I only do something with this once every year.

I have a scene where I want to render somethings outside and other inside, but I am having trouble with the amount of light that I have inside of the building. I know that our eyes can adjust to the light around, and I was hoping that I had a property for the camera to do that instead of tweek HDR sky.

Is the Exposure settings on Scene property or there exists a better way ?

Real World

Outside - Exposure (0)

Inside - Exposure (0)

Inside - Exposure (3.0)

For my lightning settings (Render) I have:

Clamp direct (2.0)
Clamp indirect (0.0)
Light Sampling Thr (1.0)

I've notice that the noise reduces if I rise Clamp indirect., but also I lose a little bit of direct light. (Exposure: 3.0)

What should be the next step to have better inside light and less noise on render ?

Thanks.

EDIT: End up using Portal Light and increase the samples in the scene property. It doesn't have so much noise. But I need to bump both HDR strength and Exposure to 4.


texts: Clear parent relationship, but keep animation

texts:
By hitting AltP in the 3D View Window, I can clear the parent relationship.

But then I lose the animation endowed to my object by the parent object.  How can I clear an object's parent, but keep the same animation?


texts:
I have an addon, a part of which takes all selected objects, and if they are rigid-bodies, cycles through them applying "Bake to Keyframes". When this is done, something else is done.
However, when this is run, it all works fine right up until the last object is Baked to Keyframes, at which point I get an error saying that:
Operator bpy.ops.rigidbody.bake_to_keyframes.poll() failed, context is incorrect
Since it actually does what I want that segment to do (all of my objects are keyframed), this error is even more confusing.
What I think it's trying to do is Bake another object, but which one I don't know.
Here is the relevant piece of code:
for i in range(len(selection)):                     #selection is just all objects selected
                bpy.context.scene.objects.active = selection[i]
                bpy.ops.rigidbody.bake_to_keyframes(frame_start=firstFrame, frame_end=lastFrame, step=1)

        #scale it by -1 to reverse it
        old_type = bpy.context.area.type
        bpy.context.area.type = 'GRAPH_EDITOR'
        bpy.ops.graph.interpolation_type(type='CONSTANT')
        bpy.context.scene.frame_current = 1
        bpy.ops.transform.resize(value=(-1, 1, 1))
        bpy.context.area.type = old_type
        return {'FINISHED'}

And the console when the error occurs:

I also think it might be an iteration error, as in it tries to bake one of my already-baked objects, but I'm not sure.
Any help as to figuring out how to either fix the error or just entirely ignore it (since it doesn't actually stop anything from happening other than halting my script) would be appreciated.


texts: How to quickly create a cable easily editable?

texts: How can i quickly create a cable that i can edit easily to position it, deform it and add gravity?


texts: How to make a Rigid Body fall off a conveyor belt?

texts:
I've created conveyor belt and and two objects with rigid body physics.
But the first object won't fall and second object falls backwards.

How can I fix it?

Video of the problem
Blend file


texts: How to properly join armature to multiple meshes to export a single animation?

texts:
I am trying to do a motion capture project where there are many moving empties which contain the animation, and there are bones parented to these empties so that they follow the movement, and small mesh cubes parented to the bones so that the mesh cubes also follow the movement.

When I export it as an fbx, it exports over 100 separate animations, one for each bone. But I want it to just export one animation that is easier to deal with.. is there a way to do this?


texts:
I'm a new to Blender . Whenever I make a material it is only shown in shader mode so I cant export it like that.

And here is when I turn on the shader mode

Does anyone have a solution?


texts: Store each animation frame as new object

texts:
Is it possible to store each animation frame as a new object? I searched quite a long time now on google and was wondering that I cannot find any information about this.

I just have a simple model with a simple pose animation and I'm looking for a way to get each frame stored as a new object, that I end up with maybe 100 objects "frame001", "frame002", "frame003", ...

I need this for a game engine that does not support bone animations, but I can fake such an animation by exporting this object (as a collada) and then setting only one of the "frame-objects" visible in this engine.

I tried to write a quick and dirty python script myself after some basic reading, but unfortunately the most important action (the conversion to a mesh) does not work:

import bpy

count=0

for x in range(bpy.data.scenes["Scene"].frame_start,bpy.data.scenes["Scene"].frame_end):
    bpy.ops.object.duplicate_move()

bpy.ops.object.select_all(action='DESELECT')

obs = bpy.data.objects
bpy.data.scenes["Scene"].frame_current=0
for ob in obs:
    bpy.ops.object.select_all(action='DESELECT')
    if ob.type == 'MESH' and ob.name.startswith("model"):
        if count>0:
            ob.select=True
            bpy.ops.object.convert(target='MESH')
            bpy.data.scenes["Scene"].frame_current+=1
        count=count+1


texts:
I was following the advice in this Aperture Diaphragm in Blender 2.8 question, as well as the other question linked in that question, however once I cannot get the triangles to align properly, instead they just end up like this:
I made sure to do all of the following:

Turned on Align to vertex Normal
Set the origin of the triangle to the shortest side
Applied rotation and scale
Moved the triangle to the same location as the circle

Is there something i'm missing. or have they changed the way instancing works in 2.9?


texts: Why is my texture showing up backwards? How do I rotate it?

texts: I make ROBLOX Gfx's and when Iimport the obj texture it showed up backwards on the woman rig. What do I do? I've tried looking up how to rotate textures but it seems easier on mac because I tried it on mac once before.


texts: Subdivide loop at custom position without stretching the texture

texts:
How can one subdivide at an arbitrary position, say the cylinder side faces, using CTRL+R (subdivide loop tool), so that the texture is not stretched like this:

Before

After

If this is not possible with this tool, is there another way, like for instance recalculating a group of UV coordinates by means of their vertex position and their surrounding vertices.


texts: I want to subtract the current frame from a previous frame, I have a image sequence and I want blender to subtract the current frame from the frame with an offset of -4. If I am on frame 5 so blender will subtract and use frame 1.


texts: Cycles noise no matter what I do, and the denoiser makes it look cloudy

texts:
I realise so many people have asked this question so many times, but I just can't see what I'm doing wrong here.
I'm on Blender 2.83.2.  I have a simple scene with a room and some objects, some with glossy shaders.  There are 3 point lights on the ceiling providing plenty of direct and indirect light, so shadows are soft and mostly diffused, and in most cases there are very few shadows due to the generous slather of light being dumped into the shot from 6 point lights on the ceiling.
This is a portion of the shot rendered in Cycles without denoising for reference:

And this is the full frame with denoising creating what you expect... a shot that looks like someone smeared my camera lens with a potato.

These are my cycles settings, which are set to default except for indirect clamp being set to 10 as part of my own troubleshooting.  I've tried samples up to 512, and there was virtually no difference from the results I got with 256 samples.  So I suspect I'm doing something else to create this noise beyond just being stingy with compute power:

I used to think Cycles only struggled when lighting was low, so I was surprised when I first switched from Eevee to see how it would look.
Any help is greatly appreciated.  Thanks.


texts: Does anyone know if the Panoramic/equertangular/360º camera will work with the Eevee engine? Maybe realtime viewport and/or when we press the render button?


texts: How to extrude in the same way a "3D" angle?

texts:
I'm modeling a rubber boat.
I want to extrude the edges of a cylinder in the same way they point before not only slightly up but also slitghly to the left (inwards). If I only extrude "in the same angle" it will causes the rubber boat to have a "nib" and that's not what they look like. Is it possible to extrude it following these two angles (the light blue I drawn and the orange one) without using freehand?


texts: How can I camera track this shot without the specific camera information?

texts: I have this shot (https://www.youtube.com/watch?v=32yceqsS4_Q) which I need to place a building into. I sadly do not know the details of the camera, and am not very experienced with camera tracking. Is there going to be a way to do it? I'm not able to use a different shot.


texts: Can't bend svg image to a curve using simple deform

texts: I imported a naruto cloud svg image and wanted it to curve around the bowl. I tried using the simple deform modifier to bend it however it doesnt work. Also despite selecting all the svg image to bend, only one is affected as shown in the picture. Does anyone know how to get it to curve around the bowl? Heres the link to my file, thank you! https://pasteall.org/blend/1e855fda1c984ba68096748d810d4209


texts:
Is there any way to bake the Object vector that you get from the Cycles texture coordinate node to UVs so that it can be used for image textures? This would be for Dynamic Paint, or just a quicker or more convenient way to get a clean UV unwrap.

Object texture coordinates do the job well for most of my procedural texturing needs. There are times where I want to use image textures, but getting clean UV unwraps is always a nightmare.


texts: Why isn't Face Sets painting all the faces under the brush in Sculpt Mode?

texts:
In Sculpt Mode, when using Face Sets Brush on the mesh, the mask does not apply correctly to all faces below the brush. Some faces are ignored. This happens with any new object that I create.
I already tried to reset the presets of this brush, but it still fails. Is there an option that I accidentally checked that creates this problem?


texts: Principled Shader and Fresnel - Geometry or Normals?

texts:
The Principled Shader (PS) correctly applies Fresnel all the time.  Brilliant!  But is it based on geometry or on normals?  If I have a high-poly figure with many facets smoothly curving away from the camera, I get the correct Fresnel at the point facing the camera and the point orthogonal to the camera, and all points in between, right?  What if I use that high-poly to bake a normal map for a low-poly version?  The geometry won't have much of a continuum of angles, but the normals will.

I think the answer is normals -- the Shade Smooth operation is just interpolating normals and I'm certain the Fresnel is calculated correctly.  Can anyone confirm how this works?  Or if there is a cutoff, perhaps, where you need to have a minimum amount of geometry for the Fresnel to work with the PS?


texts: I have a line with a point in the center (2 edges with 3 points that forms a straight line). How do I slide the middle point along the straight line it resides on?


texts: Can an imported .STL file be broken down into individual parts (rigged) and animated in Blender?

texts: Can an imported .STL file be rigged and animated in Blender? I have a model of a house window that was given to me as a .STL file, and I want to animate how it opens/closes. FYI, I'm new to Blender and 3D animation. I want to make sure Blender is the right tool for the job.


texts: How do you make the camera in blender cycles render everything so it looks like pixels? I want everything in my scene to look pixelly like this image I found:


texts:
What are the short cut keys to change between the views like top view, front view and things like that in a mac keyboard. as the kets 1, 2 and 3 are now being used for switching between the edge, vertex and face mode. I am a beginner, please do let me know.

Thank you for you help team..:)

Using 2.8, and an iMac.


texts: How to append text to the end of a Text datablock with Python

texts: To add text to a Text datablock, you use the script text.write("Text"). This puts the text wherever the cursor is. I want to put the text at the end of the Text datablock (in other words, append). Is there a way to do this with Python?


texts: Mirror Selected Faces Without Mirror Modifier

texts:
I currently want to delete the mesh which is covering the eye sockets so that I can place eyes in. Because it is a human, the topology selection needs to be symmetrical. When I try use a mirror modifier (with clipping enabled), my mesh stuffs up. So does anyone know how to select mesh on both sides of the face with only selecting one eye. Btw this is a high poly face so I can't just select and hope for the best.
Many Thanks
Liam


texts: Why are these Grease Pencil objects moving together when I animate them?

texts:
Using Blender 2.83, either in the 2D or in the general layout, how can I select individual objects having different layers and different materials? I want to animate objects individually.
I am a newbie to blender and new to animation.


texts:
I'm importing a Wavefront OBJ file. The file contains a lot of duplicate vertexes, so I use the remove doubles functionality in Blender (from a Python script to be precise). Not doing so, gives problems later when using a subsurf modifier (distortion of the mesh).

With removing the doubles, the mesh is perfect, but the OBJ file also contains UV mapping (vt tags etc). After using remove doubles in Blender, the resulting UV mapping has holes. Several vertex mappings have disappeared, resulting in incorrect mapping of the textures to the mesh. Seems like UV mapping is not taken into account by the remove_doubles feature.

This seems like a fundamental issue of the feature, not specific for my model. Hence I was wondering whether there is a workaround/solution for this ... to have UV mapping corrected as well.

Thanks a lot.


texts: Import After Effects camera data to Blender

texts:
At this time, there is no way I know of to track live footage in AE and then to export the camera data to Blender as a matter of routine.

But, there is an interesting cheat that works very well in many situations.  I present it here as I know many have asked and the answers are all over the place.

Open the footage in AE and do a normal 3D camera track.  Set up the ground plane, etc. to get the AE camera fully aligned.  AE is ready to go as soon and the tracking is setup to enable a good target layer to be locked down.  Then, make a small (100 X 100 px) solid and lock it on a solid AE track point.  Make several more of these spread near and far and use enough that no frame goes by without at least 8 widely distributed.

Render out the footage and import it to Blender.  Set up the Blender 3D camera track manually with track markers covering each of the little AE solids.  Run the Blender tracker and voila.  Blender 3D camera movement will follow the live action perfectly.

Comments are welcome.  Good luck.


texts: How do i make grease pencil lines to disappear?

texts: i am Doing projection mapping with blender and need to trace a car by having different lines coming and going. how do i make grease pencil lines to disappear. as i only can figure out how to build the whole animation but not make the lines go away in the time line. Thanks in advance


texts: Python render script different outcome when run in background

texts:
When running my bpy script from command line with the argument -b (background mode) I get a different size of the image vector I want to render than without the argument. Did somebody encounter the same problem already?  For better explanation here is the code:

scn.render.resolution_percentage = 100
scene.use_nodes = True
tree = scene.node_tree
links = tree.links

# create input render layer node
rl = tree.nodes.new('CompositorNodeRLayers')

# create output node
v = tree.nodes.new('CompositorNodeViewer')
v.use_alpha = False

# Links
links.new(rl.outputs['Z'], v.inputs[0]) # link Z to output
scn.render.image_settings.color_mode = 'BW'
bpy.ops.render.render()

# get viewer pixels
pixels = bpy.data.images['Viewer Node'].pixels

Render settings are 520x424 pixels defined in the blend file.
in the command line I use the following cmd:

blender -b ...\Blender_Animation1.blend --python ...main.py

when I check the variable pixels i get different lengths depending whether I use the b or not. Without b I get  881920 values ( 1 pixel = RGBA -> 520*424*4 = 881920) which is correct. In the other case I get much less. Did somebody have the same problem already and knows what causes this error?


texts: How to create procedural surface defects with Cycles?

texts: How to create procedural surface defects with Cycles similar to this image?


texts: Adjust number of digits displayed for timer property?

texts:
I want to make a nice timer in Blender Game. I used a timer property, but it doesn't look right because it has way too much digits. I only want it to show the number of seconds and 2 decimal digits.

I checked the source code of the property but I'm not sure what to change.


texts: Shapekey range animates in viewport but not in render

texts:
I have a mesh with two shape keys (Basis and Key). I keyframed the value of Key from 0 to 1 and back to 0, and added a cyclic modifier to its f-curve, so that the mesh continuously "pulses" between Basis and Key. Then I add keyframes to Key's Range Max, to control how much the Key shape influences the mesh at different times.
When playing the animation in the 3d Viewport or rendering a still, everything behave as expected, but when rendering the animation, the keyframed Range Max is discarded. If I start rendering whilst the playhead is on a frame where Range Max = 1, it stays at 1 for the whole animation and it stays at 0 if I start rendering from a frame where Range Max = 0 (so in this case doesn't animate the shapekey at all).
I've search to see if it's a known bug and didn't find anything. Also saw that cyclic dependencies could be a problem but I don't think that's what's happening here.
Here's a simple test file to illustrate. Compare playing in Viewport, with rendering from frame 1 to 100, with rendering from frame 50 to 100.

Edit: looks like a bug so I filed a report here


texts: how to set the moved bone to original location?

texts:
I moved the bone in post mode but I want to reset what I have moved, I selected the bone and pressed alt + r, it's not working.  How can I reset the bone I moved? I can not undo it as there are too many steps in the history.

blender2.81


texts: My hair particles look different in viewport than in render

texts: I'm using simple children for the bangs and interpolated every where else. My Subdivision Surface is the same in viewport and render.


texts:
I'm trying to write a script that constructs a transformation from a bone to an object (for "attaching" objects to animated armatures in a game engine). I can easily find the currently selected bone to construct the transformation from, using bpy.context.selected_pose_bones, but I cannot find any way to find the armature that owns the bone (which I need in order to calculate relative locations).

Does anyone know how to do this?


texts: How to generate a Transparency "Gradient" Shader?(Eevee)

texts:
Using the  setup below ,a transparent gradient shader does not get generated.
How to generate a Tranparency "Gradient"  Shader in Eevee?

UPDATE 1

Tried the below 2 solutions by @Moonboots but was not getting the same result.  Also checked switching Blend mode to Alpha-Blend and unchecking 'Show Backface' ,but not getting transparency.What's missing?


texts: Is it possible to unselect only the parts that were hidden, after the unhide command (AltH)? I want to keep the previous selection.


texts: Snap or project bezier curve to mesh surface

texts:
I've got a curve which follows the edges of a mesh. This curve is done manually, and I'd like to keep it this way. The mesh has no edge loops that I can use to duplicate them and separate them to be used as a curve.
I'd like to make the curve to follow the actual surface of the mesh, the front part. I've tried using shrinkwrap modifier into the mesh, but althought it has worked for me once with a curve, it's been impossible to replicate that with other curves:

With shrinkwrap, it's a mess no matter which settings I use, and it just deforms the mesh and snaps back and forth without any control:

I've tried also to "draw" the curve with the "Surface" checked on the Tool menu, but it's not accurate enough and as soon as any point is moved, it just leaves the surface. And I've tried various modes of "snap" mode without success.
Is there any way in which I can draw the primary shape of a spline and project it in a mesh surface, just on the front face of it, and be able to modify it without losing that "snap"?
Thank you!


texts:
Yohoo!:)

As a 20 + years user of kind of every cad app on earth i am super amazed i have to ask this question!

How do i change the viewport layout? Like, in any way at all..

I manage to add more duplicate windows(why is it even possible to do that?) and then they cant be removed. I cant move any toolbars to anywhere.

Heeeeeeeeeeellllllllppppppppppp :)


texts: Archimesh units do not calculate to project scene units. inches/meters issue

texts: I'm having some difficulty getting Archimesh units to match to the same units in blender's scene settings.  Archimesh still adds rooms/walls with a default height of 2.4 units no matter if that is meters or feet. the same size mesh is created.  Is there anyway to make Archimesh output on Feet/inches respectively?


texts:
I'm having some trouble with a smoke simulation... I used quick smoke to simulate a candle and it viewed fine in the 3D view, but when I tried to render it, it showed up invisible.

Example images:

Solid view mode viewport:

Rendered view mode viewport:

Rendered via Camera:

Smoke Domain Material node setup:

Please note that I'm using the 'Quick Smoke' option, not manually creating my smoke.

Thanks, Flae.


texts:
The first Vertex Slide tool took an additional click, but you could push the vertex beyond the end of the edge. Is there a setting or method to achieve that with 2.68?

The old method of placing the cursor at the opposite vertex and scale away from it is wonderfully nostalgic, but a bit time consuming.


texts: Problems with vehicle weight painting - some blue parts

texts:
I've been following the following tutorial to build a vehicle:
https://www.youtube.com/watch?v=q0IYcsNXY7M&t=8s

It's been great but when I test the weighting of all the parts, I get 3 red wheels but the parts shown below are blue, and, blue-ish!

I know this is going to cause me issues as I've already tested it in Unreal Engine using my previous model that only had one red wheel, and that was the only wheel that worked.

Any help to get everything showing as red would be much appreciated, as I feel like I've tried everything!

Thanks in advance


texts:
I have a Surface Book running Windows 10. Blender opens and operate fine, but the display is very small -- so small I have to put my face an inch from the screen to see what the controls are. I've gone through the gamut w/ Windows and they concluded that it was "a third party problem."

Has anyone else encountered a similar problem or know how to fix it? See below for screens.

Blender:


texts:
I have interior scene in cycles render and it's flickering after rendering.
I denoised render with compositing nodes.
Rendered with Optix, GeForce RTX 2060, 200 samples, 24fps.
There is lighting (sun lamp 20W, portals, spotlights), plus hdri with strength of 15

See flickering animation: https://www.youtube.com/watch?v=dqozCEtRvSE


texts: Array along the curve keeping rotation and equal steps along an axis

texts:
Is there a way to control a position of arrayed objects by a curve keeping the rotation mode and equal steps of the array along an axis?

(Detailed explanation at the screenshot applied)

Thanks!


texts: Does instancing work with boolean modifier?

texts:
I am looking at trying to create a flexible system that allows me to place hole patterns on part I am making. Basically it is a riot shield and I want  a hole pattern on it.
I am trying to use instancing to create the hole pattern but it does not do anything. So I have a plane called shield1. I have another plane with subdiv modifier called holes1. I have a small cylinder parented to holes called cyl1. Holes1 has instancing set to vertices. When I try to add boolean modifier to shield1 using the instanced holes1 nothing happens.
So does instancing even work with booleans or modifiers?
example .blend file:
https://www93.zippyshare.com/v/1eSm1urQ/file.html


texts:
I've been happily using CUDA with cycles for a while now - set Cycles Renderer up top, then File->User Preferences->System->Compute Device=CUDA and in Preferences(bottom right panel)-> Render tab->Render section->Device=GPU Compute. Can then shift-z to use cycles to render the preview in addition to just rendering.

But firing it up today results in:

Unsupported CUDA version 5.0 detected, you need CUDA 6.5.

Which is strange, because:

> ls -la /usr/local/
cuda-5.0
cuda-6.0
cuda-6.5
cuda -> /usr/local/cuda-6.5

> export | grep -i cuda
declare -x CUDA_HOME="/usr/local/cuda"
declare -x LD_LIBRARY_PATH="/usr/local/cuda/lib64"
declare -x PATH="/usr/local/cuda/bin:..."

> nvcc --version
nvcc: NVIDIA (R) Cuda compiler driver
Copyright (c) 2005-2014 NVIDIA Corporation
Built on Thu_Jul_17_21:41:27_CDT_2014
Cuda compilation tools, release 6.5, V6.5.12

As far as I can see my environment is already set for 6.5. I get the same for both the Fedora 21 package (2.72) and one I compiled from the source (2.73). How is blender finding the older version? I suspect I've done something to mess up my environment but can't find what it is. Any ideas?

Update:

strace shows blender goes straight to the cuda-5.0 directory, perhaps due to this:

> grep "/usr/local/cuda-5.0/" /usr/bin/blender
Binary file /usr/bin/blender matches

Reinstalling cuda-6.5 didn't fix it, but it did break my permissions, so:

sudo chmod -R o+rX /usr/local/cuda-6.5/

I have recently updated to nvidia driver 346.35, maybe that did something to my environment. Either way it seems like blender first looks in
/usr/local/cuda-5.0/bin/ for nvcc and then /usr/local/cuda/bin/ (this seems like a bug to me). If it finds cuda 6.5 first, either via simlinking cuda-5.0 to cuda-6.5 or moving/renaming the directory, I get hit with this error:

Compiling CUDA kernel ...
"/usr/local/cuda/bin/nvcc" -arch=sm_52 ...
nvcc fatal   : Value 'sm_52' is not defined for option 'gpu-architecture'

Similar blender error mentioned here and here, and theano error here. I have just moved from a gtx titan to a 980. Maybe that's related.

UPDATE: Yes, it's the new card. Going back to the titan works just fine. Surprised others don't have similar issues with the 980.


texts: how do I get an operator's relative X, Y, Width, and Height screen orientation/size?

texts:
After countless failed attempts at trying to get a working template_curve_mapping, I have deemed it as inferior and broken, and decided to try my hand at a raw attempt with bgl, using an invisible operator button to capture the mouse events.

I've gotten the operator button positioned and sized how I want it, but now I need to draw the graph, and can't seem to figure out how to get the button's orientation and size (x,y,w,h).

Does anyone know how I could obtain those values from the Panel.draw context??
(the Operator.draw context is never invoked from the panel)


texts: I want light but no shadows using emission lights. Even though I uncheck the Ray Visibility "Shadow" I'm still getting shadows.


texts: Shear along an edge loop maintaining radial geometry?

texts: Does anyone know if there is a way to shear the selected faces using the edge loop at the bottom for each of the faces, maintaining the radial shape of the object as a whole?  The image without the faces selected is the desired affect I wish to achieve, without using booleans.


texts: How to make objects "look bright" with a haze of light?

texts:
I can make objects that emit light, but they never "look bright."

I want my lights to look like this:

However, what I make looks like this:

This is the node setup:

There's no haze of light around it, and the only way you can even tell it's giving off light is if something's near it to reflect it.

How do I get that same haze that's around the light bulb?


texts: Why does object in viewport shading render view suddenly disappear

texts: When I switch from viewport shading solid to viewport shading render suddenly every objects disappears. Just a second before everything was perfect in render view. In just a matter of time when I came back to viewport shading render from viewport shading solid the screen got fully greyed out. I also checked several other options such as objects visibility(eye icon in right) and objects that are hidden by pressing     alt + H and / key if anything is isolated. I am using blender version 2.92.100. Could someone help me out with this coz I am stuck with this.


texts: How can I add a vertex at the center of a circle?

texts: I have filled circle and I want to add vertex at center of it. After that I want to connect vertices from circle to the center vertex (this part I know how to do).


texts: Camera not showing anything when rendering

texts:
I have 2 cameras.
It's working perfectly when I play the animation in preview.

The first camera works perfectly. When I press F12, it's rendering:

However, after the frame goes to camera 2, Blender shows this:

I already looked for a solution on the interned but could not find one (maybe I was not using the right keywords).


texts: How to stop Blender from slowing down zooming and panning?

texts:
I am working with Unreal Engine so I have entered unit scale of 0.01, and now I have realized that when I want to zoom into an object, it gets really slow well before I reach the object's surface.

Is there a way to adjust the zoom and also panning when you have a super small scale set on?


texts: Copy Restric Frame Range for F-curve modifier for multiple objects

texts: I have 6 objects and I need to set a frame range for them and I do not want to repeat the range set for each object. There indeed is "copy to selected" when you right click (see the screenshot below), but it is grey so the function cannot be used. The same problems when you want to copy the strength, etc.


texts: Selecting a curve by its name with a Python script

texts:
Is it possible with a Python script to select the curve of an object with its name ("location x", "location y", "rotation z", ....) instead of its number.

For example, I tweak the Z location of an object with

bpy.data.objects["Pixel X0006 Y0006"].animation_data.action.fcurves[2].keyframe_points[0].interpolation = 'LINEAR'

and I would like to select it by a name rather than with fcurves[2]. It would be more convenient for my scripts.

Is it possible to do that ?