texts:
Good day. I have three problems. I'm trying to do everything according to the lessons, but ...

After using automatic weight, when I select a skeleton - go to pose mode - select bones - press shift and select a mesh - go to weight painting mode - with Ctrl click on the desired bone .... nothing happens. But (!) In the toolbar on the right, I see how the weight value changes, I assume that the bone is still selected (?)
My model is black. I read that when there is no weight for bone, the color should be blue, and black should be the color when no weight distribution has occurred. But I don’t know why the automatic weight distribution didn’t work properly and part of the model remained black.

3)Dotted line to the center of the world. My original model consists of separate meshes. So it's problematic for me to move it to the center (connect / disconnect meshes later), so I want to set it not to the center of the world. I applied all the transformations, but after the rig of my model was created, the dotted lines also extend to the center of the cylinder. As far as I understand, this can lead to some problems? Should the model always be in the center? How do I get around this? Are the dotted lines is a problem? What did I do:
-Unchecked the Lock Object Modes checkbox
-Apply all transformations
-I thought that "2" arose due to the fact that the colors in the settings of the bone color sets/3d viewport may differ, but everything seems to be in order there
-created a new file, but there are the same problems
I am attaching screenshots with my project and cylinders (similar problems), as well as a file blender with cylinders.
maybe some of my problems are related to the fact that I'm using the maya theme for blender (and most of the hotkeys have been reassigned), but I'm not sure
Sorry if my questions are stupid, this is my first rig. I'm trying to follow the tutorials, but they don't have these problems :C

https://drive.google.com/file/d/1owdkeFN4z3eGcCcNyZHmUitdQYp8bF62/view?usp=sharing


texts: How to render an object with arbitrary edges shown?

texts:
I'm new to Blender and was wondering if it's possible to render an object with the edges drawn?

For example, I start up Blender, and draw a few lines on the cube as shown below:

But when I render it, none of those lines show up.

Any aid would be appreciated.


texts: Keeping the animation running in a Python script triggered by Always sensor in bge?

texts:
I am trying to create my own sensor block in Blender's Game Logic to detect a text file being created in my C drive by another program.

Is it possible to perhaps hack an existing sensor or to create a new one in which you can define where the text file is located?

I tried using the suggested answer method stated below, but the python code would only run once upon finding the variable in the test.txt file. Any ideas on how to keep the always loop running? Here is some sample code:

import bge
from bge import logic as GL #GL=GameLogic
import os
import re

# Get the whole bge scene
scene = bge.logic.getCurrentScene()
cont = GL.getCurrentController() #access the logic brick that the script is being called from and assign it to a variable
#logic brick is returned by getCurrentController() -this method is passed to the variable cont
own = cont.owner #accessing the Armature object that is the owner of the controller

#Sensors - now have access to the controller and to the object that owns it. The next thing to do is to retrieve the necessary sensors
AlwaysSensor=cont.sensors['Always1'] # sensors assigned meaningfully name variable
#Actuators -  retrieval of the actuators
box_action = cont.actuators["Action1"]
#Now all the necessary logic brick components are accessible within the script, and the code for the movement itself can begin.

#setting up Action - animations
box_action.action = 'upMovement'
box_action.frameStart = 1
box_action.frameEnd = 24
box_action.mode = 2 #play modes are represented by integers: 0 represents the Play play mode, 1 represents the Property play mode, 2 represents the Flipper play mode, 3 represents the Loop Stop play mode, and 4 represents the Loop End play mode.

print("writing read charcters")
#note text file is in blender file in C drive
text_file = open("test.txt", "r")#varialbe=parameterOpen(parameterFileName, r read)
#print (text_file.read(1))#prints the first character '1' in txt file
var=(text_file.read(1))

print ("var=", var)
if (var == "a"):
#if (text_file.read(1)) == 'h':
    if AlwaysSensor.positive:
        cont.activate(box_action)#run upMovement animation
        print("a found+animation run")

text_file.close() #closes the file once read

Here is a screenshot of the game logic blocks setup:


texts: Hidden parts of mesh in sculpt mode still getting affected?

texts:
I have my character's legs and arms selected. I hide them, and once I go into sculpt mode, they are clearly hidden. The problem is, if I make stray marks it still effects the "hidden" selection.
How do you get edit mode selections to actually hide in sculpt mode?
I checked the wiki, and it states that hidden parts CANNOT be sculpted on, yet I am still able to sculpt on the hidden parts of the mesh, which shouldn't be effected. Do I have some kind of setting on that I don't know about?
-Using blender 2.90.0*


texts: Boolean: Blender 2.79 - Cannot close up the back end

texts:
Just bought this mesh from CG Trader and would like to 3d print it. However, the back end is open. I tried to boolean Carve the Mesh, as well as other boolean combinations, but was unable o seal the mesh. 3D Manifold options did not work either. Assistance?

Thanks!


texts: I have a NVidia GTX 1060 6GB Edition GPU. When I try rendering my scene, I get that error. It peaks at only 5GB, meaning I still have 1GB of memory left. However, I'm still getting the error. I could just render with my CPU, and I have, however, I really want to use my GPU because it renders like 3x faster. Any ideas that could help?


texts:
I want a semi transparent particle that adds to the color behind it. Stack enough on them on top of each other it will be brighter and brighter until it is pure white. It is of course volumetrics I really want.

Example image:

I have tried this but it only decreases transparency. Not much surprise there. Is it at all possible?

My result with the Add shader. Light isn't added (then it would be white). It is only the transparency that goes away.

My node setup with the Add shader. I have also tried it with reversing the colors of the two shaders I add. Similar result.

Start of a solution

Thanks to Gandalf3, I have begun to solve this with only a shader. This is the shader.

This is a test render. I need more geometry, tweek the alphas and some more, but basicly, it is what I want.

I had to increase bounces in light path settings. This is experimental values but work for now. If not changed, the central part of the flames would be black.


texts: How to move object to a global position using hotkeys?

texts:
When I move an object using, for example GXO it has no effect at all.
It seems like this kind of shortcut works relative to the current transformation.

How can I use the same, except setting the object's global position instead?


texts: Opencl is not working on the Radeon HD 7750/8740 / R7 250E

texts:
In "Cycle Compute Divece" appears "none". It's as if I did not have a video card.
I have a board [AMD / ATI] Cape Verde PRO [Radeon HD 7750/8740 / R7 250E]
It is listed as having Opencl support.
This happens with both Linux (Ubuntu) and Windos (Windows 10).
Is there a solution?


texts: I have mesh 700k faces and limited dissolve work bad. File is big, 250 mb. Is some practic to decrease number of faces and not loose geometry?


texts: How to determine the Shading Editor nodes that use a certain texture?

texts:
Is there a way to find the exact places (in the Shading Editor for example) where a certain texture is used? And is there in general a nice overview of all (external) assets in a .blend?

For reference, I use Poliigon's Material Converter add-on, which imports diffuse maps, AO maps, displacement maps, normal maps etc. and automatically creates a rather complicated node group with those, hence it is a little difficult to found textures. In order to keep the packed .blend small, I want to avoid packing textures which aren't actually used.


texts: Python API: bpy.context.selected_nodes gone?

texts:
It seems like in the 2.73a version (and 2.74), bpy.context.selected_nodes method is not available despite the documentation showing it up. Does anyone have an idea on what could be happening ?

thanks!


texts: Blender python script sets correct camera, but defaults to chosen animation frames camera on render

texts:
I am rendering using a python script that renders 5 view angles of an object. So 5 renders, each with a different camera. The code for one of these view angles is:
import bpy
import mathutils
import sys

# Store the current scene inside a variable, that way we can access it later on

scene = bpy.context.scene

# store collection strings

x = bpy.data.collections
y = bpy.data.scenes["CONFIGURATOR 800 x 600"].view_layers["ALL"]
z = bpy.context.view_layer

# render 800 x 600

n = b.name
bpy.context.scene.camera = bpy.context.scene.objects["FMR PAN DOWN"]
bpy.context.scene.cycles.samples = 100
scene.render.resolution_x = 800
scene.render.resolution_y = 600
scene.render.resolution_percentage = 100
scene.render.use_border = False
scene.render.image_settings.file_format = 'PNG'
bpy.data.scenes["CONFIGURATOR 800 x 600"].render.filepath = '/BlenderPythonTest/render_%s 800x600.png' % n
bpy.ops.render.render(write_still = 1)

However! When I run this the scene's camera changed to another random camera upon rendering.
If I comment the rendering out, the active scene camera has, in this case, changed to "FMR PAN DOWN".
I have identified where I have gone wrong but can't seem to fix it. The camera it changes to for rendering is the camera highlighted in the animation panel here:

I have tried to use:
bpy.ops.render.render(write_still = 1, use_viewport=True)
to simulate render image(F12) rather than render animation (Ctrl-f12). But nothing...


texts: How to change a low-res model to high-res while rendering

texts:
did you know how to change a low-res model of an object (fe. 3d scan) with an high-res model while you hit render?
I would like to replace some UV Spheres with 3D scanned lemons in my scene but that takes ages to import.

Thank you.


texts: I'm practising with a mesh object typical cube. Added a whole bunch of cuts in the mesh. I believed the mesh is clean with no problems, until I added the subdivision surface, and down the corner of IMG 03, suddenly it's creating a triangle and also some weird unclean artefact on the surface. That I sort of cleaned adding more loop cuts, but it didnt clean 100%. But that corner triangle I cant figure out what it can cause it.


texts: Newbie question about editing vertex maps

texts: I created this vertex map by selecting and assigning them in edit mode. Can you suggest a method to obtain a sharp edge without the gradient from red to blue. I’m trying to use this vertex map for a particle system to make fur. Thanks in advance.


texts:
I am designing a shoe. I had a problem with the design of the straps and it seems like a very difficult job.
I want to cross the straps crosswise according to the lower part of the image.

I tried to edit the different parts of the shoelace in edit mode, but it seems that the idea is not good at all. Is there a more logical solution to this?

As you can see, manual editing the mesh is not clean idea to do this.

Update
According to the two methods proposed in the answers, the final output turned out like this:


texts:
I managed to somehow completely delete the Smooth brush in Blender. I've tried closing and opening the project, uninstalling and re-installing the app...nothing!
Thanks in advance :)
PS: if you know how to delete that repeated brush, that would be awesome as well!


texts: Quaternion - I need to subtract the value from the parent bone. How I can calculate that?

texts:
I am getting quaternion data from my sensors. I use Python and Arduino. "Bone 1" is the shoulder. Bone2 is the upper arm, Bone3 is the forearm, and Bone4 is the hand. Each bone has a sensor. When I move the arm up, Bone2-4 have the same sensor readings.

Here you can see how the bones move incorrectly.

I need to subtract the value from the parent. I tried "q.rotation_difference ()", but then the bones all go in the wrong directions.
This is how it should look with an extended arm.

Does anyone know how I can calculate that?


texts:
I would like to ask if anyone knows a solution for my problem.

After I paint my texture in blender (it looks ok in blender) and export it, in other software like Unity, 3dsMax or sketchup the texture is very blurry... I even tried to make a 8K texture... but every soft other then blender looses the quality. How can I export the object to keep the texture fine?

Thanks in advance!


texts: How do I render a viewport animation that includes the visible name of each object?

texts:
I have a scene with a lot of object names visible in the viewport. However, when I render a preview viewport animation, the names are no longer visible. I went through as many settings and preferences as I could, hunting around for an option that would allow me to render with object names visible, but I couldn't find anything.
Is there a way to do this, and if so, how?


texts:
I imported a .obj file created with osm2world, and even though the imported objects are all low poly, they have many faces.

E.g. this is just a simple plane:

but has this many faces:

Now my questions:

I want to export my project to a game engine. I guess this could be a major performance slowdown, right?
Why is this? Have I done something wrong? Can this be avoided?
If it can't be avoided, what would be the best way to fix this?


texts:
How can I make the background color consist of only one color like the picture above?
Usually I made L shaped plane, applied bevel + smooth to make a background, as shown below

there is still a distinct border between the wall area (darker yellow) and the floor area (lighter yellow), but the first pink image does not have that
What kind of ways would you recommend?


texts:
I am budding my head trying to find a good way to create a realistic candle flame. I have tried making a candle procedural texture using gradients and fresnel, from the right angle it looks promising, but it is way to hard to control.

What would you guys do? Is it the smoke way, or is there a better/simpler way?


texts: So I'm making an animation in blender and the camera moves, The only problem is when I watch the animation the camera doesn't start moving where I have the keyframe set. I have the keyframe set at 35 and the animation ends at 56 frames. The camera starts moving at the very beginning which is not what I want, I want it to start moving at the keyframe. I set the keyframes as locrotscales so what I'm animating would have some movement. Any help would be greatly appreciated.


texts:
I'm new to Blender.
I've been working on a scene with a lighthouse, and I'm all done with the geometry. I tried an eevee render of the scene, but uh-oh! When the glass preset is applied to the window section, its not letting the cone-light pass through.

I took a look at the same scene with cycles, and ended up with this,

(I only used 8 samples because my laptop is rather weak)
Even though its just 8 samples, you get the idea. It's very noisy
Anyway, I looked around for a way to get a less noisy cycles render, and found this node setup, called Tricky-glass by the user:

I sorta understood how it worked, so I tried it.
It still didn't get rid of the noise. I, anyway, tried to do a 128 sample render with the denoiser, hoping it would fix the noise. Before the de-noising, the render was looking really pristine, except for a little noise here and there. Right after the denoising, my eyes were treated to this:

That's right, the entire geometry turned into some kind of mush.
To everyone that's about to say I'm too new to be working on this stuff- you are right!
That's why I am here. Please direct me to any helpful resources, and/or help me fix the problem mentioned  above.
My ultimate goal is to get a clean cycles render of the scene, with good-looking volumetric lighting.
My blend file (Could be messy and disorganized, pardon me for that):
https://1drv.ms/u/s!AiNBYmz1aTdBgQZZtEV8uOG87Ql-?e=tdNOLn


texts:
When I apply an image texture to my material its fine.
But when I Connect a Normal Map The objectis black in rendered view.

Without Normal Map

With Normal Map

Also how do you add a .blend file in your posts?


texts: I'm usually use Blender with second monitor on my MacBook but when it's disconnected and I try to run blender it's starts in wrong resolution, like on screenshot below. To fix that I connect monitor and drag Blender window to second monitor workspace. So I can't start Blender without second monitor. Any suggestions?


texts: Animation Nodes: Trigger Action, Save Value if Frame Matches?

texts:
I've created a simple stopwatch (Blender 2.79, Animation Nodes 2). I have certain frame ranges I want to time. I have a list which has two elements...a start frame, and a stop frame.

Upon reaching start frame I need to zero my stopwatch by setting a math "subtract" node equal to the current frame. I can easily detect a boolean compare of start frame and current frame, but then I need to push the value into my "subtract" node. I do not see a node for "if true alter some variable in another node, else leave the variable alone".

I'm good with detecting a true/false boolean condition...I'm lost on using that condition to trigger an event to save data for future use...to push data onto a queue or stack or array which I can refer to at the end of the video. Is there an animation node I can use to trigger a write to a math node or append to a list? Will I need to figure out how to link my boolean detection of start and stop frame to a python script, followed by the python updating the math node or list?


texts: Make several (same level) objects children of new empty?

texts:
Is there a shortcut to make several selected objects children of a new empty object?

That would be so handy, instead of always doing a new empty and moving it somewhere and then parenting all objects to it.


texts: Exporting The Donut with particle sprinkles to Adobe Aero

texts:
I'm trying to export the donut from the Blender Guru tutorial as a .glb file to place in Adobe Aero. I can export the donut just fine, but the exported file doesn't have the particle system that was used to instance the sprinkles, so no sprinkles are visible in Aero.
I tried making the instanced objects live. This made each sprinkle into its own object. However, Aero is failing to load this new .glb file.
Is there a specific setting that I have to check when exporting? I also tried disabling the particle system after making it live, but I still got the "Failed to Load Asset" error in Aero.
Any help would be greatly appreciated! Thank you!


texts:
Good day.

I found another member had the same prob twi years ago. Maybe someone can help me this time.

THe prob is the following:

I got (now) a simple setup with a bowl (acting as fluid->obstacle) and some water in it (fluid->fluid). The scene is surrounded by a cube (acting as fluid->domain). Last object is the camera.

I reduced my scene to only this four objects to reduce possible error sources.

Now when I'm start the baking process, this is the first frame after the simulation starts:

It is not my first fluid sim and I never had such a problem before. Setting are pretty much default. Any hints on this?


texts: Bone weight painting is linked to another bone

texts:
So as you can see from the two screenshots, both the bones have the exact same weight paint. They are somehow linked. In other words, if I update the weight paint of one of these two bones, it updates it for both. How can I unlink them?

EDIT:

As you can see on the far left the multipaint is not checked and checking the auto normalize does not seem to do anything either.
It also just seems to be this one specific bone (highlighted with a blue arrow) and it seems to always be linked to the bone I was working on before

Blend file: https://drive.google.com/open?id=1J26x1-2ROqum0nus15W_Fagv848jHuaD


texts: How to get rid of black triangles and artefacts?

texts:
for the past few days, I've been struggling against artifacts problems with a mesh.

I used the boolean modifier on this following cube :

After applying the "Difference Operation", here is the result :

At first, It looks great, but if I zoom in, you will notice this problem :

I have tried to use the Edge Split modifier, It did nothing.

I also tried to remove doubles, and this happened :

Not only It accentuated the problem, but It also created some holes (as you can see at the bottom left of the picture).
My guess is that some faces are overlapping. This problem happens with all the rounded edges.
Do you guys have any tip on how to solve this ?


texts: Can I export game from blender to unreal?

texts: Can I export my game made in blender from blender to unreal without any change?


texts: Most ideal way to connect two parts of a mesh when one has multiple faces?

texts:
I often run into scenarios similar to the following:

I have two parts that I need to connect together, but one has (a lot) more parts to it. There are two approaches I'd usually do to solve this. Here's one:

The problem with this method is that everything won't be connected together. I can select any of the vertices (along the widget, x axis) and move them around, and they will move freely. They are not connected. Here's another approach:

This method connects everything together, but everything looks absurd. It is hard to tell what's what, and everything looks so pinched and hideous.

If I come across a similar scenario (picture 1), how would I approach modeling the two parts together? What would be considered the most ideal/best method? Thanks.


texts:
What is the best way to recover the extrusion you have performed to your object?

Above is just an example, but should describe the case. And I'm not looking for answer like: draw a new sphere. Also "undo (Ctrl+Z)" is not an option (noticed the design error too late).
So far I have found two options:

I select all of those faces and delete. But then I get hole on my sphere. I can fill the cap by F or Alt+F, but the surface is not the same anymore.

Other option that comes to mind is lowering this close enough to the surface, and then using merge vertices. But then those two vertices on middle of those six faces are not meltdown to anywhere, and again surface does not look correct.


texts: How to unhide multiple objects in the outliner?

texts:
In outliner i select multiple hidden objects then i want just to turn on that eyeball icon, to unhide. But i can only do it per object. Tried to press 'alt' to have 'multiple' effect but not working. They are not stored in a single collection , but rather distributed on many collections.
Is it possible ?


texts:
(I am referring to imports from blend-files to blend-files only. No foreign file format is involved.)
I often encounter the problem of not matching scales/sizes when trying to import assets of different sources.
As long as the imported objects are static, simple shaped object, rescaling will work most of the time.
But when it comes to completly rigged characters with cloth or rigged mechanics, simple rescaling will destroy nearly everything.
Is there a way to adapt one imported collection to another collection if their sizes don't match?


texts:
I would like to use the new denoise node in Blender 2.81 to denoise an animation. I understand how to denoise (in compositing) individual frames but I do not know how to run the denoiser for all frames of the animation. Maybe this is a related question:

Denoising Animations

but I still do not understand how to denoise all the frames of animation. Thank you very much for your time.


texts: How to get my [solid mode] object OUTLINES back?

texts: I don't know how this happened, but suddenly, my OGL object outlines (in object mode) are now gone. This makes it difficult to see object edges when they are placed adjacent to other objects. I need the object mode outlines back, but HOW?


texts: So, i was using blender and i was trying to export and obj. file. But it didn't work. It highlighted the file red and i put my mouse over the red and it said that (File name, overwrite existing) and there wasn't anything overwriting it, please help.


texts: blender not responding while pinning the image in facebuilder addon

texts: When I use blender it works properly but when I use the face builder add on and try to view and pin the image, the blender stops responding .Please help me.I repaired the blender software,ran blender as administrator ,but still it is not responding while doing the task


texts: Mapping of texture changes when using subsurf modifier

texts:
I'm a beginnner with Blender and I try to train myself watching videos tuts, but today I'm confronted with a small problem that I can't find the answer.

As the pictures describe better than the words, I made a small picture describing my problem.

My problem is that I can't get a UV Map with the right size and the correct deformation. I tried several things but I can't do it. Could you please help me to fix my problem and especially to understand how to do it.


texts: Same mesh displayed differently on different machines

texts:
I have file of a mesh and it appears normally in Blender, on my Windows machine, as shown below

But when I open the same file using Blender, on my Ubuntu machine it appears like below

So, could anyone explain why is it displaying weirdly on Ubuntu (lower one), meanwhile, on Windows (upper one) it's ok?


texts: How to prevent objects inside a collection from contributing to the scene statistics

texts:
I always have multiple collections but always one for Scale References. In Scale References collection I have multiple real-world-scaled objects that I am always visually comparing with, but of course they are always counted on Statistics panel and I am always confused of how many polygons my object have, it is further important for me as of I am a Game Artist.
Is there any way to hide Collections for Statistics?


texts:
So, I was trying to make the colours of a obj created by this Demo make by the talented people of the Computer Vision Laboratory of University of Nottingham and with no success and frustration I wasn't able to make the colours show up, even less bake to a normal texture map.

Screenshot https://i.imgur.com/IEN8rkm.png

Link for you to try be yourself http://cvl-demos.cs.nott.ac.uk/vrn/

Thank you and best regards.


texts: how to configure facility wide configuration files

texts:
We'd like to integrate Blender into our pipeline. With other software packages, we usually have cascading configurations:

facility (eg configuring temp folders and common plugins)
project (eg project specific settings and plugins)
user (eg user specific shortcuts and plugins)

Usually that's done by appending paths to an environment variable. In the example of Nuke, this would be something like follow:

NUKE_PATH="//path/to/user/config://path/to/project/config://path/to/facility/config"

Where Nuke would then search through from right to left and execute/load anything in those folders.

How would one achieve this for Blender? I've seen this page which makes it sound like you can only define 2 explicit paths (user and system) but no cascading paths. Is that true? It also seems like the system path is only used for '/datafiles/' and '/scripts/', but not for '/config/'?

So how would one achieve a facility wide base userprefs file, that sets the file paths, some settings (eg 'load UI': false), some UI layouts and some plugins? And is it possible to have this then extended by a project configuration which adds or overwrites the facility settings?

Any help or advice is much appreciated!


texts: Remove plane while keeping shadows intact

texts:
I have watched BlenderGuru's camera tracking tutorial and tried to do the same with cycles but i want to remove the base plane which is used for shadows while keep the shadows intact. How can I do it?

BlenderGuru Camera tracking using blender render


texts: Accidentally deleted 3 faces and didn't notice that. How should I properly restore it now?


texts:
So I have been working on a sword and hit a roadblock once I started texturing it. I applied the texture and linked it to a Mapping Node but the Scale, Rotation and Location sliders do NOTHING. The only thing that actually changes the texture is scaling the UV beyond the UV grid but I discovered that this causes horrific problems when texture painting. I doesn't work in any mode.

Here is an image:

And here is the .blend file if you want to inspect it closer. If you want, you can also check for other problems.

https://drive.google.com/open?id=1DVJO3BG2rUkSLw8ObOJpYmLimxi_5t5b


texts: Is it possible in blender to change the dimensions of a downloaded 3d model in .blend format or .obj format in blender using python scripting?

texts:
I am totally new to blender, I have downloaded a 3D model of a humanoid and am able to see it in blender. I want to change its dimensions and size in all perform editing on by changing its size, height, arm width, length, etc.
In a more clear picture of the question, suppose i have 5 persons whose 3D model I have to make automatically, so I want to change the dimensions of that humanoid to match the body measurements of these people. If I can mark those points manually on the humanoid and define parameters of shoulder width, arm length, height, etc and just input the values then my project can go a little forward.
The model I am using is attached in this link,
https://free3d.com/3d-model/rigged-male-human-442626.html
Please if anyone can tell me if it is possible to edit the model by defining certain parameters through python scripting. I need it as an add on for my project. And i just need to know how can i do that rest i shall experiment and do.


texts:
I have a simple operator that works with the active object and another one in the scene. When the operator is opened again I want to access both objects again.

Accessing the active object is no problem, but how to store the other object for the operator, what is the best way?

Scene properties? Then I would need to store a dictonairy with the active object as key and the other object as value, is this possible or is there a better way to do this?

Thx!


texts: White colors in view port vs render output Eevee

texts:
Hi all, I'm hoping someone could help me with this problem here, which I believe is a shader's problem?
Left side is the render output, the right side is the viewport rendered view, eevee.
The viewport is what I want. The chairs, tablestops and cloth in the background show a nice white, and in the settings, all color settings are set to max white. So when in the render output they turn out this dark grey......I'm dumbfounded. The light source of this scene is from emissive material from the squares on the ceiling, so they look white. What's a tip that would make the emissive white more emissive and the greys more white?
Thank you.


texts:
I don’t have time to add an image to show what I mean, so I’ll have to do that later, but I’m having an issue rendering out an animation of smoke in Cycles. Every time I do it, I’ll set the necessary frame that smoke is visible during the animation, hit the Animation render button, and the smoke looks barely visible. It’s thin. Whispy. Transparent. I’m not sure what to do. I’ve checked a few tutorials, but they all seem to be for a single frame render rather than an animation. I set up the smoke using the Quick Smoke effect, so it has an emitter and domain etc. I even tried adding a plane behind it and gave it an emission material, but the same thing happens. What am I doing wrong?

Save file

Thanks.


texts: Transform Gizmo Disappears during Animation (Blender 2.8)

texts:
In 2.7x series, when animation was playing, the transform manipulator was visible on the active/selected object.

In 2.80, no matter what settings I pick (active tool, widget overlay etc) when the animation plays the gizmo disappears. I can of course, still transform the object with hot keys or with "tweaking" by left clicking and drag.

Question:  Is this normal?  Is this expected?  Is this a bug.


texts: Create a "hard plastic" material node-setup in Blender and a bump mapping?

texts:
How can I create a hard plastic material in Blender Cycles?

The exact material I want to create is the following (also the bump mapping):

Please add screenshots, and explaining it.
Thanks


texts:
I have the same issue as Navigation working in Object mode but not Edit mode? except I'm on Mac with external mouse.

Everything is great in object view, and I manually put in shift/left mouse for moving the view/rotating custom, but when entering edit mode these commands don't work anymore.

I tried changing to right selection and 3 emulate, but this results in nothing able to be moved/selected.

What can I do to have my rotate/move commands work the same in edit mode as object?


texts: How to Straighten Curved UVs into Straight Belt

texts:
Showing the actual 3D model of a curving ramp.
Shows the UVs of that model that blender did automatically.
Shows the UV image that I need.

I am going put a road texture on it., but round faces are not helping me at all. All I need is straight belt kind of UV.


texts: Set transparency depending on angle to light source

texts:
While trying to recreate my windows in Blender, I came up with the problem of making the window shades. They are made of some kind of fabric, such that the Sun will shine trough. I notices, that the amount of light that comes trough depends on the angle between the surface normal and the light source (in this case the sun). For example, in this photograph, see the left side of the inner frame:

Now, I tried to recreate it in Blender. I tried various material nodes and the best I could come up with was a combination of Translucent, Transparent and Diffuse BSDF, mixed together in some proportion.

This lets the sunlight through, however, it ignores the zig-zag pattern of the window shade. The same amount shines through, no matter how the surface is oriented. This is, what I get rendered in Cycles.

Now, is there a shader or a node setup that works like the Transparent BSDF, but respects the surface normals, such that the amount of light is dependent of the orientation of the surface relative to the sun? Basically: How do I get the "shadow" correctly?
Here is a picture for Illustration :)


texts: 2D Animation Layout Proportional Editing

texts: On Mac im having this (bug)i have to test it on windows in 2.836, i cant use the proportional editing after switching my layout to modelling and then back to 2d animation, is this a bug?


texts: When using a height map like the one below, what's the best way to displace the mesh so that there is no transition between the light gray and dark gray? No matter how many times you subdivide the mesh, this will not create the desired 90º angle between faces.


texts: Why render differs from 3D viewport camera view in depth

texts:
I know there is a question same of my problem.
How do I increase the render distance?
I did it but it didn't work so I'm writing here

You can see in first photo when I'm editing there is no problem. but when I render it, it looks like this:

I just want to render it like the first photo.

@vkildu nope it didnt work

you can see all of this icons are open
Here's the blend file


texts: when I save my image as a png, it appears darker than the original rendering, or at least, the colorimetry is not the same. Does anyone have any idea what it is? Thank you


texts: Game Character walk through wall, even with Dynamic physics

texts:
Recently, I was developing a 3D Maze Game using Blender Game Engine. I set my character and maze walls physics to Dynamic with Convex Hull collision bound. when I test my game, my character walked through and sometime pushed the wall!. Using Static physics will give an unsolid wall. My character are controlled using Simple Motion by keyboard.

Actually, the maze itself was created inside a box and the box itself has been solidified (using Solidify Modifier). The maze wall are a big single object so there is no reason to use collision bounds option other than using Convex Hull or Triangle Mesh.No Ghost option checked in this project at all.

I had followed all advice and tutorial from Youtube and other Blender Forums, but what I got is still not a solid wall, and even made the maze wall being pushed by my character. Is there any workaround to make the maze wall fully solid so the character couldn't get through wall?

Blend file here : Google Drive - main_lite.blend (Removed textures and sounds to make it smaller)

Unfotunately, I don't have enough reputation to add more links here.

I'm indonesian after all, sorry if there's bad english.


texts: How do I use a cached/baked smoke simulation with command line rendering?

texts:
Under cache in the physics tab on the smoke domain, I have Use Library Path and External checked and a Path set in the path box. It says 26 frames found and works fine from rendering with the GUI.

When rendering from the command line, the smoke is not there. The command is:

./blender -b ../../Blender_Projects/Test33.blend -f 26 -o ../../Blender_Projects/Test_Renders/TestRender33.png

It seems that the command line isn't finding the cached/baked files. Do I need to pass the bake path as an argument? (Even though it's in the file already)?


texts:
How do you simulate the uneven fading of paint due to sunlight.

For example, when the sun moves, the amount of light a surface gets is changed by the presence of the shadows. The fading is greater where more sunlight hits on average.


texts: How to insert space or make a gab between many joined stripped pieces of Audio VSE?

texts:
My question is the reverse process of this question: How to automatically join stripped pieces of video?

I have many pieces of audio or clips that are joined together (eg: 20 clips). I need to make some space/gap between the fifth and the sixth clips so that I can insert another clip.

I downloaded the power sequencer Plugin but I'm not sure if it can do it or not.

What's the easiest way to do it?


texts: How to limit rotation on the last bone of an ik chain

texts:
The last bone here, Bone7, has an ik constraint of chain length 3. As in the image, moving ikBone moves the bones all the way back to bone4. This makes me think that the length of a chain doesn't include the first bone, Bone7. Or that the counting starts at zero.
I want to limit the rotation of Bone4, the last bone in that chain.

I think that ik overrides Limit Rotation bone constraints and the way to achieve the result I want is via the Inverse Kinematics tab, found in the bone properties as described here
Those constraints work ok for Bone6 & Bone5, the 1st & 2nd bones in the chain. Here are the constraint fields for bone 5.

The problem comes with Bone4, the final bone in the chain. Looking at that same constraint panel for Bone4, the fields are greyed out.

Although greyed, values can be entered in the fields and the check boxes can still be checked. Setting up various test situations, for reasons unknown to me, sometimes the Bone4 ik constraints are enforced and othertimes not.
So my question is, what is the significance of the fields being greyed and in what circumstances are those constraints enforced?
Blender v2.83.0 on Linux


texts: What is the best way to model this indent

texts:
Long story short, there's a small indent surrounding this registration plate I need to model in.

The first time I did it, it worked and looked alright, but the faces were absolutely everywhere. I did it by extruding, then moving along the Y axis.

So how would I go about doing this without mucking up the faces to oblivion?


texts:
Can anyone point me in the right direction on making animated text appear like the inscription on the ring, from Lord of the Rings? You know the part where Gandalf pulls the ring out of the fire at Frodo's house and the inscription has this "burn in effect as it appears?

Many thanks


texts: How to sculpt and move that figure around

texts: I am kind of new to blender and am just getting use to making things that remain in one position. This question might not make sense but I was wondering if there was anyway, once you've finished modeling say a human body could you put it in a different position, (say in a bath tub with legs up on tub) without sculpting a different thing. Like could I grab parts of my first model whos just standing straight and put them in different positions without messing up the whole mesh? Every time I try and move a body part the whole thing gets messed up. I hope that makes sense... thanks!!!


texts: How to add update function to ID-Property

texts: I want to create and integer Integer ID-Property and assign Update function to it


texts: Is it possible to render 180º equirectangular with eevee engine?

texts:
I'd like to make the switch to eevee as it is more suitable for my needs, but the panoramic fov lens in eevee only goes up to 173º. In cycles I use a panoramic lens with equirectangular projection at +/- 90º for both longitude and latitude to create 180º renders.

The equirectangular camera settings are essential to create renders for virtual reality.


texts:
Any ideas how to subsample with particles, as my animation travels too fast between frames for the particles to keep up? I'm using 2.83.0
Many thanks!


texts: Is Mental Ray available for Blender? Are there any other production quality render options?


texts: Help with adding 'ribbing' to a 3D Modelled horn

texts:
So I'm trying to add 'ribbing' to these horns, I know I can manually go in and just create the geometry, but I didn't know if there was an easier method for adding that kind of detail to a model?
The horns have been created by starting with a cylinder, and just extruding it to shape then I've added a level 2 subsurf modifier to it, so I can get a better idea on how it'll look
Any advice would be appreciated!


texts: Problem with a simple physic simulation using python scripting

texts:
I am very new at blender and I want to make a simple simulation in blender.

I used boolean operation to model the bowl-like shape. And I dropped the cube into the bowl.
When I play the simulation via "Alt-A", the cube is stucking on the invisible surface. But I want to see the cube drop into the bowl.

What is the thing that I should correct?

Here is my code:

import bpy

def make_cup():

    bpy.ops.mesh.primitive_cone_add(radius1=2, radius2=4, depth=2, location=(0, 0, 0))
    cone1 = bpy.context.object
    cone1.name = 'cone1'

    bpy.ops.mesh.primitive_cone_add(radius1=2, radius2=4, depth=2, location=(0, 0, 0.5))
    cone2 = bpy.context.object
    cone2.name = 'cone2'

    mod_diff = cone1.modifiers.new('mod_diff', 'BOOLEAN')
    mod_diff.operation = 'DIFFERENCE'
    mod_diff.object = cone2
    bpy.context.scene.objects.active = cone1
    res1 = bpy.ops.object.modifier_apply(modifier = 'mod_diff')

    cone2.select = True
    bpy.ops.object.delete()

    cone1.select = True
    bpy.ops.transform.translate(value=(0, 0, 2))
    bpy.ops.rigidbody.objects_add(type='ACTIVE')

if __name__ == "__main__":

    for o in bpy.data.objects:
        o.select = True if o.type == 'MESH' else False
    bpy.ops.object.delete()

    make_cup()

    # floor
    bpy.ops.mesh.primitive_plane_add(radius=8, location=(0, 0, 0))
    bpy.ops.rigidbody.objects_add(type='PASSIVE')

    # square
    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=1, depth=1, location=(0,0,4))
    bpy.ops.rigidbody.objects_add(type='ACTIVE')


texts: I don't even get what is happening with the lines how to i get rid of them?


texts: Is it possible to have mesh with NURBS editable surface

texts:
I have a mesh that has flat top and bottom and I want to know if it's possible to edit the top and bottom just as if they were NURBS surfaces.

I have an example cube and two NURBS surfaces:

And I can achieve desired effect by converting to mesh, solidifying the two surfaces and using boolean modifiers:

However after doing these time consuming and irreversible steps I find that I want the surface to be curved differently.

Do I have to keep repeating these steps or is there a way to accomplish this amazing thing?


texts: Blender connected proportional edit in UV/Image editor not working

texts:
I'm trying to proportionally edit some vertices using the connected mode in the UV/Image editor. According to the Blender manual on proportional editting, I should be able to edit vertices that are both close (in spatial coordinates) while simultaneously ignoring those that are far away topographically.

This is not what happens though. It seems as though it edits the vertices with normal proportional edit, ignoring the fact that some of the vertices are far away topographically.

Here's a picture

Is this the expected behavior for this tool or am I just doing it wrong?


texts: Baking multiple textures from a high poly object to low poly

texts:
This is a high poly object that I created:

As you can see it has different textures for different places.
This is the low poly version of it:

So, I would like to know how I could bake the diffuse a texture from high to low poly.
I can't texture the bolt and the middle part in the low poly model, which I can get by baking the normal map. And since there are multiple textures on the high poly model, I can't figure out a way to bake diffuse map.
I tried following tutorials but every time, only the first texture is baked and the remaining gets greyed out.
If needed I can give you the blend file.


texts: Is it possible to import a Blender render to Adobe Animate/Illustrator with layers?

texts:
I am a newbie in Blender and all the terminology is kind of confusing but my main question is if:

I create a 3D setting/environment in Blender
Render it as an Image
Import this image in Adobe Animate/Illustrator (to be used as a background)

Each object to be a separate layer/(2d vectors?) and as such i can animate and draw behind or in front of the objects made in Blender

Is this possible?


texts: I add this plane, and when I move it, the donut and plane move together.


texts: Rig has disconnected from mesh when editing animated action

texts:
I have copied a walk cycle action from one rig to another - from a male to a female. When the timeline is scrubbed the new action works fine. But, when I try to edit the bone's positions at a particular keyframe, it's like the rig is disconnected from the mesh. The rig moves, but the female figure it's the parent of stays still.

Perhaps this has to do with the fact that I made these adjustments yesterday and got it working, but I hadn't created a fake user for the copied action and it wasn't saved. Now that I've worked a little more with pose libraries and actions (which I'm just learning), I tried to delete some extra ones of both, and somewhere in that process it created something problematic in the file. I got a warning on that animation this morning that it was corrupted and I should 'sanitize' it. I had to look that up here to realize that meant press the lifesaver icon to make the action suitable for use as a pose library.

It's a small file so I'm just going to attach it, as what the solution is may depend on exactly what I've done wrong here.


texts: Easy way to smooth the intersection of two planes with Python script?

texts:
I was looking not so long time ago how to solve this problem:

What is the easiest way to smooth the intersection of two planes?

I received a very nice solution from cegaton, but I am struggling to implement a script version of it. I would like vary angle of the two planes and bevel level.

I would really appreciate if you could help me with scripting of cegatons solution. Thanks.


texts: How can I randomize rotation on z-axis with hair particles?

texts:
So I have all these boxes I made, but I wanna randomize it so it doesn't look so repetative.

It doesn't seem to wanna rotate correctly on the z-axis, it just rotates weird on goes through the ground. Any ideas?


texts: Creating a cone that has depth with spherical dimples that are on the inside mesh only

texts:
How can a create a cone with recessed spherical dimples on the inside mesh only (dimples similar to a golf ball).

I can create a cone with depth using the solidify modifier but how can I create recessed spherical dimples on the inside of the cone only?

Please note: this is going to be 3D printed so I need to have some depth.

Example of the dimples I'm trying to get on the inside mesh of the cone.


texts: How to tell which object uses which animation/action

texts:
I have a scene with multiple objects, each potentially using multiple actions.

I want to export the keyframes for each action with my own Python script, but only for the object that uses that action.

I see that each action has a user count, but I can't figure out how it keeps track of which objects use it. I know how to export the keyframes, but I can't find a way to associate actions with only certain objects.

Is this even possible? If not, how do other people deal with this problem?


texts: Is there a way to copy the drivers of the active object

texts:
Is there a way for selected objects to copy (or link) the drivers of the active object? with Ctrl+L we can copy many properties from active to selected, including object data, material, modifiers...etc. But I don't seem to find a way to copy driver.
To provide more explanation, I'm creating a motion-graphics file, where the scale of spheres is linked with drivers on 3 axes to the distance between the spheres and an empty controller.

I made one sphere to begin with, added the drivers, assigned the expression (var/10) in this case, then copied the sphere an x amount of times as you can see.
now let's say I need to experiment with the expression, make it (var**2) for instance, or change the f-curve easing, I can do that to one sphere, no problem, my question is, is there a way to apply these changes to the drivers of all the spheres, without doing it manually one by one?

Please check the attached file (Blender 2.8 file):


texts:
I am new to blender and bpy. The goal of my project is to perform movements with a human model (from MakeHuman) but this movement should be possible to be applyied to all characters which are following. Therefore I use bpy and especially the poseBone struct but with the documentation (link is provided in [1]) alone I do not come along. That is why I am asking for some tutorials, books, or anything where things are explained more in detailed and where is shown on how to use them properly.

[1] https://www.blender.org/api/blender_python_api_2_58_release/bpy.types.PoseBone.html#bpy.types.PoseBone.location


texts: procedurally generated mold (fungus) using voronoi texture?

texts:
I have been trying to recreate a good looking procedural mold texture for a bit now.

I have found the best approach to creating the actual round shape of the mold patches seen in the pic seem to be utilizing the Voronoi texture as bump  and color in a principled shader, then using a mix shader with the Voronoi texture as factor to apply the mold over whatever material I want.

There are however 2 big problems I have run into, first problem is the colour, mold as shown in the picture remains a pretty solid color until the edge where it quickly fades to white, I have not found a way to give every individual cell this color composition.

The second problem I have is that I can't figure out how to increase the space between the cells to the extent that they are in the pic below.

If you feel that you know of a better or nicer way to replicate this than what I currently have please advise.

Mold in petri dish, note how the edges fade to white.


texts: Blender cycles normal map not generated correctly

texts:
I'm really, really new to Blender and 3D in general, so I apologise in advance if this is a silly question.

I've created a high poly model, and a low poly version.  Then using Cycles, I've baked a normal map onto the low poly model, however, as the picture shows, something isn't right.

I've done some reading, but I can't quite understand what the problem is here.  If anyone could offer some advice or input, I'd greatly appreciate it.

After advice from Bithur, I've added a Ray Distance to the map, from .5 to 1 and it's still not working, it looks better, but still not right.  As this picture shows.


texts: Setting up a Sky: bpy.context.world = None

texts:
I am trying to set up a sky in my script using
bpy.context.scene.world.use_sky_paper = True which results in the following error:

AttributeError: 'NoneType' object has no attribute 'use_sky_paper'

Why does bpy.context.scene.world return None? Is there some setup required for the world?

I encountered a similar problem, when trying to see which area is active via bpy.context.area.type where area is None.

Update: bpy.context.area is always None when running script headless.


texts: Blender is not using CUDA, aulthough it is configured to do so

texts:
I'm using Pop!_OS 17.10 (based on Ubuntu 17.10) on a Dell XPS 15 9560 and Blender 2.79b. CUDA is installed, the Nvidia GPU (GeForce GTX 1050) activated and Blender is recognising both:

But when I hit render, it's rendering on the CPU:

This is my second Pop!_OS installation because I messed up the previous one. But before, Blender was rendering on the GPU as expected. Am I missing something here? How can I make this work again?


texts: How to Import a transparent .SVG file to blender, and convert it to a 3D object?

texts:
Hi friendly and helpfull people in here!
I have a problem I am trying to solve for my company I am working at. The project is to make this pattern done in illustrator: https://we.tl/sr516OF9mD , to a 3D object I can wrap around the top of a 3D tin-basket. But when I import the .SVG file into illustrator, it keeps messing up with weird faces so I can't use the curve modifier, to wrap it around in a circle curve.

I have tried to go through the illustrator file, and fix the points, so the path is closed, and there is no gabs in the structure of the 2D shape, but it still seem to come out wrong when I import it to blender.
I hope someone can help me with this issue, because it is something we will do more often in the future at my job.

Thank you in advance and Kind Regards
-Anders


texts: Shadows not influenced by normal map in BI

texts:
im new to Blender (Blender Internal). Hope anyone can help, i'm hurry cuz of a deadline!.

With a plane with a normal map aplied to it and it's material set to Shadow Only I'm triying to create an alpha bg video with particle with shadows projections over it (a dead body actually) to integrate later on AE.

The issue: shadows are not bending influenced by the normal map of the plane. (see red plane)

Solutions or performance improvements are very welcome!


texts: I have a camera tracking an empty object on a path and when the camera above the empty its rotating. Is there an option to lock the camera?


texts:
Blender 2.81
I frequently change the Gizmo orientation in modeling between Global and Normal. There is no shortcut shown.
The Blender documentation says , (comma), but using comma the orientation shown at the top right side is changed, not the one I need (marked red in the picture below). Both have the same tool-tip though.

So there are two questions:
Important: What shortcut shall I use to change the highlighted orientation?
Out of curiosity: What orientation do I change using the comma shortcut and what is the correct name for the orientation I need. Both say "Transformation Orientation".


texts:
This didn't used to happen but it seems like a bug I'm not sure. I was messing around with the color ramp of the atmosphere and now part of it appears on the dark side and then cuts off. I haven't changed anything like the emission of the sphere, just the color.

You can see that the atmosphere disappears where it transitions from day to night but then reappears with a sharp stop. At first I thought it was due to the spheres meeting points but I then moved the camera so that it would render along the side of the sphere (the render below) but it still does it.

Here's my node set up for the atmosphere. Everything in the right panel is the same as it was before.

Here's my blend file. Not sure how it'll look without the textures.
Earth


texts: Melt a complex mesh and then animate it using force fields

texts:
I am struggling while trying to perform a sequence which includes the following actions:

Melt a mesh with a viscocity like mercury or something similar.
Animate it with a force field, to achieve a fusion effect.

If you want I can send the blend file. I am a little bit frustated because I can`t achieve this effect.

Any help?


texts: Blender 2.8 weird render makes Eevee unusable

texts:
I just downloaded Blender 2.8 beta, opened it and chose Eevee render, clicked render view and look what happens,

Another example with a plane and the cube

Few times this problem happened with cycles render too, like below

Now It is not about my graphics driver because I downloaded some really graphics heavy content from Blender 2.8 homepage and they rendered perfectly well with both Eevee and Cycles. So I must have missed something, can anyone help?


texts: Blender textures are rendered on each triangle individually

texts:
If I make a new texture, then it draws the same tiny texture on each triangle of whatever I'm drawing. If I modify the material on the cube on the starting scene, it works fine. But I can't figure out how to copy materials, so I can only have one material per scene.

My problem seems similar to the one [here][2], but when I tried their solution, it ended up projecting it onto the UV map. I'm making a procedural texture on a sphere. If I use the UV map, it gets really warped on the poles.

Here's a picture:

The sphere on right is what I want. I made it by modifying the material on the starting cube. It is textured as if it was carved from a solid block of wood.

The sphere in the middle is what I get if I apply a new texture to a sphere. Each triangle is individually given a 2d texture.

The sphere on the left is what happens if I UV unwrap it. It mostly looks okay, but it's really warped at the poles and it has a seam. there are other ways to unwrap it, but there's no good way to put a 2d texture on a 3d object.


texts: How do I render with the viewport lighting?

texts:
Blender noob here. I'm trying to make some renders, but when I do the render looks really dark. I can add lights, but that's not what I want. I just want the render to look like it does in the viewport, without extra lighting or shadows.

Basically I want the render to look like this (without the wireframe):

But it looks like this:

Anyone know how to pull this off?


texts: Hair rendering issue - the steps are low in the render

texts:
Is there a way to adjust the steps for hair rendering? The hair appears to be normal in the rendered preview, but in the actual render it appears to be off-

Preview render

Actual render


texts: Is there a way to prefetch the timeline?

texts: In the motion tracking part of blender you can prefetch your video to make it play smoothly, is there a way to do that with the regular timeline so if I have a scene at 60 FPS, I can play it at 60 FPS instead of it playing at like 5 or 10 FPS?


texts:
A while ago I following a tutorial which demonstrates how to position loop cuts in specific places using loop cut, Grab X-Y-Z and giving a specific numeric so the lop cut can relocate to the desired position.

I'm trying to use the same technique on this mesh, I have added one loop cut on one of the triangular faces. Which I then used the factor to designate the position. But when I try to use the technique as the instructor, instead of the loop cut moving, the whole face moves and deforms. In this case, should I just use the factor after doing a loop cut on each individual face, or am I complicating things trying to do what the video instructor is doing?

Thank you.

https://www.youtube.com/watch?v=WSR6bVFe5LM


texts: Object not showing up in render (not a set visibility issue)

texts:
I have a weird problem with some of my objects: they don't show up in the render.
I'm using blender 2.92 with a brand new portable pc which has an rtx 2060 and I'm using cycles and optix.
Here's a list of things I've checked and weren't the issue:

Setting render visibility
Looking for correct facing normals
Looking if I had instancing set to none
Looking if I set the shader wrong
Looking if I had keyframes issues
Looking for modifiers/parenting/constraint issues
Looking for collection issues
Looking for Layers issues

And it looks right in the viewport. Please tell me if I missed something!
Here's some screenshots:


texts: I need help on how to simulate a waterspout/swirl/vortex like the one in this image.


texts: Select CYCLES renderer in Blender from external IDE

texts:
I'd like to control Blender from Spyder. Actually I can import bpy, add objects and perform complicated tasks, but I cannot select CYCLES as the redender engine with the ususal bpy.context.scene.render.engine = 'CYCLES':
Error: TypeError: bpy_struct: item.attr = val: enum "CYCLES" not found in ('BLENDER_EEVEE', 'BLENDER_WORKBENCH')
This is the code of a simple script showing the error:
import bpy
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
bpy.context.scene.render.engine = 'CYCLES'
bpy.ops.wm.save_as_mainfile(filepath="testBlend.blend")

Maybe the reason is suggested by Robert Gützkow here:
List the available render engines with python
Any suggestions?
Thanks!


texts:
I want to copy the bones on one side symmetrically.

I selected the bone to be symmetrized and armature-> symmetrize, but nothing happened.

How can I symmetrize the bones?


texts:
I come from a very different CAD background with years of muscle memory with other tools that I would like to use with Blender.
Right now, I would like to associate the key U with "undo."  However, if I assign it in User Preferences, and re-assign "Make Single User" (in "NLA Editor" group) to a different combination, I still get the "Make Single User" menu when pressing U.

Is there a way to re-map "undo" to U?  I've successfully mapped ShiftZ and CtrlZ to zoom-out and zoom-in, respectively, for what it's worth.  (note: the CtrlZ to zoom-in, which I've grown accustomed to, is the particular qualifier why I'd like another key to "undo".)

I'm currently using Blender 2.75a under Arch Linux.


texts: Is there a way to have an object show up only in a reflection?

texts:
I have the planet Earth set up to reflect into a habitat on the moon via a mirror set outside a window. I had to place a tiny Earth near the mirror to get this to work. From inside the habitat the faux Earth isn't visible, but I'd like to make only its reflection visible so I can take videos without the fakery showing up, and do the same thing outside other similar windows.

The ideal thing would be to be able to do this in Eevee, but Cycles would also do. Is there a way to do this?


texts: Select all and delete in outliner search results

texts:
Here's my problem...

I have many objects which I've duplicated but didn't notice myself duplicating the camera while I was in side view:

Now this is ok, because I've spotted a search box. I can find/delete...

Except deleting (while mouse is in 3D view) only deletes the one white-selected camera. The a key does toggle a form of selection, but instead of being an actual selection it's more of a doesn't do anything at all selection. The outliner is pretty unresponsive to what I would think of as typical user interaction.

How do I actually-select lots of things in the outliner?

I have just noticed that without search results I can make a doesn't-do-anything selection, right click and choose "select" to create an actual-selection. Either a all or b box select works to make a doesn't-do-anything selection. I can't however create typical shift-select between first and last so I think I need a bigger monitor to display more outliner for my box select. This right click "select" method doesn't work on doesn't-do-anything selections after filtering the outliner with the search box.


texts:
I want to create an animation of a stormtrooper. For test purposes, I've set up a simple armature with some cubes as armor. When I parent them to the armature and move/rotate bones, the cubes get deformed. However, I only want them to follow the movement of the armature but not deform since the parts of the armor should be rigid.

If I turn off "deform" in the bone properties, the cubes just stop to follow the movement of the bones.

The .blend file is available here:

It is just some cubes parented with automatic weight. I've made an colloection "old" with the same cubes but not parented.


texts: How can I extrude edges inwards so the offset distance is same for all edges?

texts:
How can I extrude edges inwards and keep same distance for all exuded edges?
When I try to extrude (see pic 1) and press "s" all extruded edges have different offset from original (see pic 2) and I need extruded edges to have same offset distance from original. How can I do so?


texts: Soft Body Animation to Keyframe Animation

texts: I was wondering how to add a normal keyframe animation where I just change the location after a soft body simulation where the object is blown across the screen with a wind force. In my animation, the object stops in the middle of the camera angle and I want to animate so that it rolls off to the side. Thanks.


texts:
I would love to make a moving mouth in Blender, can someone direct me to a good tutorial?
The mouth I would be making would be for an anthro (furry) or cat, if that makes any difference.


texts:
Is there a way to render one object through another, but only that particular object? It would look similar to how xray mode functions in the viewport. I'm trying to achieve the effect of rendering Link's (from The Legend of Zelda: Wind Waker) eyebrows over his hair.

I have his hair, each eye and eyebrow, and his body as separate objects.

This is how it looks normally (ignore the lack of pupils):

This is how I'd like it to look (using RenderLayers):

This is why using RenderLayers won't work:

Essentially, I want to know if there's a way for the eyes and eyebrows to be rendered above the hair, but normally otherwise.


texts:
For example, I press left click on the 3D view to change my cursor position. Nothing happens until I do something else, for example zooming in/out.

Also, I press 'T' to hide the tools panel. It just does it after doing something else.

In summary, whatever I do, it gets executed/showed up with "one instruction of delay".

SORY if it's a noob question

Update:
I tried Blender 2.7 and Blender 2.79.
Both on Windows 7 64 bits

Resolved :)
Now the behaviour is correct, with these Window Drawing Method configs:
Window Draw Method: Full
MultiSample: 2
Region Overlap checkd


texts: Is it possible to slice a 3d object into many 2d images?

texts:
I made a script that turns images into Minecraft .schematic files so they can be imported as pixel art. A simple modification would allow it to use several files stacked up to make a 3D object. The issue is making all those images.

Is it possible to "slice" a 3D object (3D-printer style) into many 2D image files?

For example, slicing a sphere would give many individual image files. When played as a slideshow, they would show a circle expanding, then contracting.


texts: Is there a way to set an absolute value when weight painting for an armature in 2.81a

texts: I am trying to add weight paints to many precise points of a mesh. There is the obvious add or subtract value but I'm trying to find one that paints an absolute value. Like if I want a vertices to be a 0.5 weight regardless of if it's already a 0 or a 1 before painting that point. Or if I want to make a strip of a value of .75 then I can set it and paint the strip rather than add and subtract until I am close enough.


texts: Restore last windows arrangement in single/multi-monitor setup

texts:
I would like to get the windows that I left open the last time I worked in Blender, either in single or multi-monitor settings.

How can it be done?


texts: How to prevent disconnection between two objects, while rigging?

texts: I'm trying to rig my character and I don't know how to prevent disconnection between 2 objects when in Pose mode. The problem is shown in the image below. How do I make the foot stick to the joint (ball) no matter where I move the IK?


texts: What is the easiest way to have a default "Good" lighting setup for cycles?

texts:
Can I have a not too dark scene in Cycles at Startup?
Because I'm not so good at lighting. Two I don't want to mess with it every time. Three I want to have a Quick Way of seeing how my model looks in Cycles.
The lighting Setup at start is great in programs like Keyshot and Marmoset Toolbag; you can load every model in it and it will look good from the start.


texts: Does somebody has an idea why the colour of the material looks so weird in the viewport? I checked the world settings and the lighting, and did nothing with nodes, just wanted to assign the colour to the mech. Maybe I changed something by accident? I know it must be a stupid question for you guys, but I’m still a newbie. Any help is much appreciated!


texts: Is there a way to import many objs and then move them 32 units additively?

texts: I'm trying to make a scene from a game and the map is divided into chunks as per usual. But the problem is when i want to import the map i have to import each chunk individually and then move it manually 32 units on the y axis so they form the map. But this would take many many hours to do because the map has over 1000 chunks. It think it's probably possible with some sort of script but i'm a beginner with scripting and haven't found a way to do so.


texts: Texturing is not rendering in blender internal

texts:
I have a question about the rendered image.
No matter what I do like changing the mapping into UV Maps, the texture of a material (Using image as texture), the color won't change like what I wanted. It can be shown using AltZ (textured solid) but with the blender rendering, it won't show the color. Just white and all.
If I choose OpenGL render image, then the texture is shown (colorful). Can anyone help me? Using OpenGL render Using Blender Render.

Here is the file if you are interested:


texts: Why does my PyDriver only update on frame-change?

texts:
I have created a driver using this expression:
bpy.data.objects["e1"].location.x**2/5

It works whenever I change the frame but I'd like it to work on redraw. One solution that won't always be appropriate is to select the driven object along with the driving object. Is there a more universal solution?


texts:
When I add rigify's human meta rig to a project that has a model imported from SFM, the hand bones to not get added correctly. Instead of being spread out flat, like a hand, they all come in on top of eachother, as depicted below. Loading the meta rig in a new project has the same problem.
I can click the bones individually to pose them but it's time consuming and as I see every tutorial online has the hand bones spread out properly, I guess that it is not meant to happen and would like it to stop.

This originally happened on blender 2.83 and I have updated to the latest version 2.91 where it continues to happen.


texts: Anti-aliasing not working in Normal bake

texts:
The Scene

So in the scene i have a high poly model and a flat plane to which i want to bake the normals on to. The engine i am using here is Blender Render

The Models

Just a flat plane (to which i want to bake the normals on) and the high poly sculpted mesh

The texture settings of the flat plane

Regular normal map settings here, checked the normal in the Influence and checked the normal map option in the Image sampling panel

The Anti-aliasing and Bake settings

Regular normal bake settings with the anti-aliasing turned on.

The Question

As you can see the normal map still has jagged edges despite anti-aliasing being enabled. I baked it multiple times to see if it worked, but still got nothing. They still bake out with jagged lines. I am at the ends of my wit here. How do i fix it ?


texts: Blender automatically unassigning vertex groups

texts: I have been learning blender for a while but I can't solve one problem, I created a human model using manuel bastioni add-on I then duplicated the torso and legs to create clothes, However when I close blender and reopen it automatically removes the clothes I created from their vertex groups. The origional mesh is still bound to the armature and any other mesh I try to add to any vertex group gets automatically removed when I close blender. Can anyone help me solve this issue?


texts: When i switch from preview to render I can see through my object

texts: My object looks good in Material preview mode, but when i switch to render I can see through it. Do you know where could be the problem?


texts:
I have an RTX 2070 Super with Amd 3700x.
I have optix enabled and it denoises the viewport render which is fine. However when I go to render out the image it begins denoising on the second pass and looks fine, but when the render finishes the noise comes back to the image as if it hadn't been denoised despite the denoiser working until it finished.
I have tried turning alternating with cuda on and off on gpu and cpu in the preferences as well as changing the passes to color and albedo with and without normals. I cant seem to find any answer for this problem online, I will keep looking in the meantime. But if anyone has any idea what might be going on I would greatly appreciate the help.

render on second pass without noise

finished noisy render


texts:
I am using Rigid Body Physics in Blender 2.83 to have some cubes fall into a bowl. It should be quite simple, but as you can see the result is grossly over-dramatic.
What am I doing wrong, or not doing?
Thanks,
Paul


texts: creating a scene in the beginning was easy because i could zoom in all i wanted in order to do model the mesh, but after i place more objects i reach a point where it is hard to move around in the model space because it would slow down to a stop, also i cant just rotate my view and zoom into an object. I was wondering if i can change this. I've seen that by pressing "." i can zoom into the mesh, yet i would like to know if theirs another way so that i wouldn't  have to do this every time. I've also tried changing the navigation auto depth on and off in preferences. (currently using Blender 2.8)


texts: I finished my donut texturing and and don't know why its glowing. I'm pretty sure it wasn't there from when I started to add texture to the donut. I don't know how to make it stop glowing


texts: How to randomize position of multiple objects?

texts:
I would very much like to recreate a workflow I commonly use in Cinema 4D, which is this:

Duplicate multiple instances of an object using the Mograph modifier (similar to the Array modifier)

Randomize the offset/scale/rotation/etc of all the duplicated objects using a Randomize effector

From my search through various Blender forums there doesn't seem to be an elegant way to do this.  In C4D this is such basic functionality that I just refuse to believe that there isn't a way to do it in Blender.
Would love a good workflow to achieve this.


texts:
I am imported a *.mhx file in blender to do a walk animation. I remark that each control FK/IK has a seperate coordinate system. However, I need to get the coordinate of each part of model (feet,..) in the world coordinate system (master).
For example here , the z coordinate of  the foot is negative but in the master coordinate system it will be positive. I need that to get the long of the stride for example and to check the position of feet on the ground.


texts: Can I have 2 curve guides to make particles go 2 different ways?

texts: So when I use curves as force fields Curve Guides, the particles tend to go only one way. Is there a way to make two separate curve guides, so the half of the particles will follow one path and another half will follow another path?


texts: How to get cursor snap status in python?

texts: Is there a way to determine if the cursor /object  is currently snap on object? In this case on the face:


texts:
So this has been going for a while now and its becoming a real problem for me. Heres whats happening.
Material Preview:

Rendered Preview:

Solid Preview:


texts: Plot graphs and play animation with bpy or bge

texts: I want to capture emg signals and through a dll plot a graph in  blender and run animations in a virtual arm(based on certain values dll). Should I use Blender Game Engine (using bge) or just run a script in Blender Render? Any idea how can I do this?


texts: I am making a door that's being banged on, and whenever it moves into a specific position it turns black. I've tried putting lights in all places, but nothing seems to work.


texts: When I assign shape keys to text, the objects lose their material

texts:
I have created two text objects with the word ORIGIN in two different fonts. I can get the text to morph from one font to the other but after converting the text to curves and applying the shape keys the final text object loses it's material. How do I keep the material I applied to the text previously or do I need to add a new material to the curve object after conversion?

Also the original text before morphing with shape keys is using a mix shader with two emission shaders and texture coordinates linked to an empty to create a gradient wipe effect to change the text from black to white during animation.


texts:
I just started to blender animations and I am trying to animate a sphere to move along combined paths: a straight line followed by a semicircle and then another straight line (as shown below).
In my trial, I added a path and struggled to shape it along the desired format, but couldn't fit it.
Any help, please? Thank you.


texts: Given two rigid body objects obj1 and obj2, I want to ask for a python function that takes two arguments obj1 and obj2 and returns true if the objects obj1 and obj2 intersect or touch each other or false otherwise.


texts:
Hi all, i am basically creating a tunnel of smoke in blender 2.77, cycles.

i have a flat ring mesh with a vortex underneath, and i have also added a cylinder on the outside (collision object) with a cone on the inside (also collision object) so that i can see thru this tunnel. i run the simulation, bake it and when i render it you can see this odd pattern in the smoke, both inside and outside, probably because the collision object causes something in the simulation. i have tried increasing resolution in the smoke, both in the base resolution and "show high resolution" panels, currently 128 divisions, and have gone up to 5 divisions in high res panel. I have also increased heterogeneous volume sampling step size which does help but i lose a lot of detail. currently step size is 0.6.
this "pattern" is quite persistent thru the animation and looks pretty awful.

anyone had this before?


texts: How to animate paper tissue pulled out from a box?

texts:
how to make the animation of pulling out a piece of paper tissue out of this container? I am a freshmen of animation, not sure which would be the right direction to dig into. Seems like it could be a combination of curve and rigid body? Thanks a lot!
In the picture, it is just a still model.

Aug.9th
Alittle update on this issue. I made a premature anime of pulling the paper tissue out.
Inspired by a toothpaste tutorial on youtube. Links: https://youtu.be/46DgMdxEhRQ
There is my paper tissue anime.
Graph editing is confusing, comments are welcome.


texts: How can I make better UVs for my photogrammetry models?

texts:
Smart UV project is making some pretty terrible UVs for my photogrammetry scans:

Lots and lots of tiny islands.

I already tried changing the smart UV project settings.  I need margin at .1 so I can edit sections in Photoshop later.  Changing area weight doesn't do anything.

Flat sections of mesh translate to UV great.

But anything slightly complicated and BAM, tiny UV islands everywhere.

Surely there is a better way to do this.  Any ideas?  Thank you very much for your help.


texts: Texture bake does not translate to intended texture

texts:
I have been attempting to bake the texture of a model with multiple textures, and for some reason, only one of the textures does not seem to translate to what was intended. The specific region that keeps having baking problems is here:

The shader nodes for this area (the lined area) is here:

The UV map of the area is here (The Uv with the erroneous texture is the island on the right):

The Re-application of the baked texture on the same model results in this:


texts: Is it possible to edit certain property values in the Principled Shader when using a Normal map as a Bump map?

texts: What I mean by this is for example, if I connect the normal map into the Metallic property of the Principled shader, is it possible to change the intensity or the amount of impact that the Normal map has on the property? If so, how do I go about doing it?


texts: How can i make the railing follow the curve on these stairs?

texts:
I have created a path from an edge but i don't know how to align these railing poles to the stairs. I've tried using array and curve modifier but it is all black magic to me and i cannot figure it out how to fix this.

Heres the link to the blend file : http://pasteall.org/blend/index.php?id=52309


texts: Assigning a new material to a face makes it transparent

texts:
I'm experiencing the same problem as some other people have noticed in Blender 2.82 (win64) - when trying to assign material to a face, the surface suddenly becomes transparent.
Here, in the left mesh, I have the grey material as the default. When I assign either of the material.salmon or material.tuna (both made from default materials with only the base color changed), the faces become transparent.
In the block on the right, the primary material is material.tuna and the missing faces have been assigned material.salmon. I've created a small block to the side using only material.salmon to show that it's not the material itself.

In Vygintas' question Assigning faces to new materials, Martynas Žiemys recommends checking

blend mode (in my screenshot above, my blend mode is opaque)
eevee vs cycles (my renderer is set to eevee)
face orientation (all my faces are blue, facing outward)

In Mins' question How do we assign a second material to selected faces in 2.8? DarkSoul asks if alpha has been enabled. In my case it has not.
I have tried a brand new project, with a default cube, and as soon as I assign a new material to a face it becomes transparent as well.

Any suggestions would be appreciated.


texts: How to make fire flow from one point of an object to another

texts:
I have a simple fire scene:
As you can see, it's a ring with fire flowing up from it. How can I make the fire animation start with a small flame that grows, and eventually sets the entire ring on fire.


texts: (Blender 2.82) Mantaflow Fluid Simulation not working

texts:
So basically I've been trying to get a simple fountain fluid simulation to work. However, there are a lot of times despite after baking data and mesh, nothing happens. I just see the baked mesh in the viewport but upon playing the timeline, nothing animates, the mesh is just sitting there. May I kindly know what I'm doing wrong? As for what I've already done is as follows:

Created a domain
Created effectors
Set Surface thickness and Surface Effector values to more than 0.0
Created a cone mesh inside the domain as a Flow object with Inflow.
Baked data
Waited…
Baked mesh
Waited…

I am really sorry I haven't uploaded a screenshot. I actually do not have one since I deleted the file that was having the problem.

Thank you very much.


texts: When I move one bone everething of objects moves. | Blender

texts:
I recently created a character from among us according this turtorial on youtube: turtorial, I tried to move with legs (bones of leg) as well, but when I move one bone everything from character moves including the other leg. Please help me.
Pictures:


texts: Grease Pencil : How to prevent rounded stroke ends

texts:
I came across a problem while doing 2D animation - I have drawn over the rough sketches of the frames with an ink pen, but I couldn't get the line to end without the end of the line being rounded so it's very difficult to connect one line to the other without having it look awkward. I've tried erasing it but blender only erases the lines in segments instead of that specific part of the line that I want to get rid of.
Is there any solution to this problem?


texts: How the speed it up a portion of a video, and also all of it?

texts:
I just started yesterday with Blender, so this is maybe a basic question. I have already seen how to speed it a whole video using "effect strip - speed control". The problem I am trying is when I try to speed it up only a portion of a video, or when trying to speed up a whole video which has different portions. At the moment my project looks like this

As you can see my video has five sequences. Each sequence uses 2 videos which I am putting side to side (one uses 50% of the screen left, the other 50% right). That's why I have those transforms, and then the alpha over, and then the text just to add some caption. I don't know if there is a better way to do this. This video runs at real-time, and it produces what I expected to get. The problem is when I try to speed it up, like by a factor of 4.

Now here is how I try to speed up the whole video:

I chose individually each alpha overlay and added the speed control. Then I moved on top the text, and when I click render animation, it looks fine, but I have some problems with the output video. Using the workflow from above, it produces a video where each segment has everything sped up in the first 15s, and then the following 45s are a static image of the last frame.

I also tried lowering the total frames of the video from 9000 to 2250 (that should be the frames when it is speed x4), but that basically produces a video of 15s first video speed up, then 45s static image, then 15s of the following video, and then it stops.

So my problem is that I don't really know how to speed it parts of a video, or a video as a whole which is composed by parts. When dealing with only 1 video, using speed control I know how to do it. But when working with parts, I dont.


texts: How do I seperate two faces by shared vertices?

texts: I want to split two faces exactly where the vertices lay as seen below. How can I do this?


texts: Volumetric haze is showing through solid objects when 'stacked'

texts:
I have my whole scene contained in a big cube, and the cube's shader has both volume scatter and volume absorption (which are mixed with an add shader). So the whole scene has haze.

Then, where light is emitting from some conical lamps, I have some invisible light cone meshes, and their volume shader has a stronger haze effect, about double that of the room.

Either haze effect works fine on its own. But when I enable both of them, some haze from the cone lights appears to show through solid objects. But not consistently... like in the pic below, areas near the camera don't have the issue while areas a bit further away show it.

What's the cause, how can I fix it?

See the screenshot below to see what I mean.


texts: Two Particles systems attracted to same force field

texts: So I have a NurbsPath that I turned into a Force field for a particle system, but I am trying to add an additional particle system to the scene but it is always attracted to the Force Field. Is there a way to make that particle emit by itself, without getting attracted to that field?


texts: How to animate Light's Power/Strength in 2.80?

texts: I know this was asked before, 4 years ago. But it's not working in 2.80.


texts:
Any idea on how to make that kind of cloudy plastic?

I've tried to add subsurface to the principled BSDF texture but im not fully convinced by the result. Any thought?

Thanks !


texts:
I created a a blender figure, with mesh and armature, and I followed the instructions to connect the mesh with the armature:

Select the mesh
Shift+Select the armature
Ctrl + P
Set parent to armature deform with automatic weights

However, in pose mode the bones can move, but the mesh will not move along.

Could you point me the on right direction to address this issue?


texts: Rigging Sphere with Hair to a cylinder with bones

texts:
I'm having no luck parenting the below picture.

I have a sphere on top with hair (in orange) I have a arm with bones/armature. I'm able to parent the bones but I'm unable to connect the sphere with hair. Basically I want the sphere with hair to be locked to the arm and have the arm use the bones.
Any assistance would be appreciated. thank you!


texts:
Okay everyone, do you remember the game Five Nights at Freddy's:The Sister Location?

Well, I'm trying to make the stripe texture that was used for the springs that surround the endoskeletons and looks like a layer of muscle tissue.

Take Ennard as an example of what I'm talking about.

I'm using a stripe image texture for this and I can't unwrap it correctly on the bezier circle.

Here it is:

Can you guy's please help me out?

And to be specific,the rendering engine I'm using is Cycles.


texts: when i select my model i dont get a modifier thing to appear, i am very new to this. what am I doing wrong? (picture shows what im seeing in properties with my model selected)


texts: I was recently getting into some 3D printing, and I was checking out tools in Blender. I didn't quite understand what  an overhang face in a 3D model was and what some angle values had to do with it.


texts: Exporting custom settings and importing the on diffrent machine?

texts:
I have some preferences changed, enabled some addons, imported some more addons and also custom startup file.
How can I save all of these to an external file/files and load them on a different machine?


texts:
So, I realized that Blender was not using all of my CPU processing power with a Ryzen 5 2600X, it only uses 10 % max.

So I downloaded Pulverize with PHP, FFmpeg and Python. When attempting to run a render with the script, I faced a couple error messages in the Command Prompt.


texts: How to map vertex to particle (hair); or color particles with specific colors

texts:
I am trying to render CFD data in blender, where the CFD code generates output files that consist of particle positions and scalars. I have successfully loaded the data into blender and used a particle system to place a sphere at each vertex. Next, I want to color each particle using a scalar (temperature, velocity, etc.). So I created a nparticles x 1 image where the colors are the same order as I added the vertices. I tried using the particle system index to map to that image and color the particles. This works except that something in the ordering of the particles is wrong.

This image should have a nice linear coloring from bottom to top based on the particles height, however it has bands of color:

Here is the material nodes for the duplicated object (sphere):

Any ideas on how I can map the vertex order to the particle order?

Most of this has been derived from this add-on: https://github.com/SBCV/Blender-Addon-Photogrammetry-Importer/blob/master/photogrammetry_importer/utils/blender_point_utils.py

For creating the image:

def set_image_data(obj, data, cmap='viridis', limits=[0, 1]):
    '''
    Given an array of data, convert to colors using the color map, create an
    image and asign the image to the 'Image Texture' node in the objects
    material.
    '''
    node_tree = obj.data.materials[-1].node_tree

    data = data.flatten()
    npoints = len(data)

    # create the image to color the objects
    w, h = npoints, 1
    image = bpy.data.images.new('ParticleColor', width=w, height=h)

    # map data to colors
    rgba = map_colors(data, 'viridis', limits)

    # set the pixels
    image.pixels = rgba.flatten()

    # add image to Image Texture node
    image_node = node_tree.nodes.get('Image Texture', None)
    if image_node is not None:
        image_node.image = image

    # update divide node
    math_node = node_tree.nodes.get('Math', None)
    if math_node is not None:
        math_node.inputs[1].default_value = npoints

For creating the particle system:

def make_hair(parent, child, npoints=100):
    '''
    Make a Hair particle system, inspired from:
    https://github.com/SBCV/Blender-Addon-Photogrammetry-Impoarter/blob/master/photogrammetry_importer/blender_point_utils.py
    '''
    parent.modifiers.new("particle sys", type='PARTICLE_SYSTEM')
    particle_sys = parent.particle_systems[-1]
    settings = particle_sys.settings
    settings.type = 'HAIR'
    settings.use_advanced_hair = True
    settings.emit_from = 'VERT'
    settings.count = npoints
    settings.hair_length = 1  # This must not be 0
    settings.particle_size = 1
    settings.use_emit_random = False
    settings.render_type = 'OBJECT'
    settings.dupli_object = child


texts: See image. I'm trying to cut out a small piece of the terrain to use for particle system (scatter trees, grass etc). I used the knife tool to draw the area (orange line). How can I then delete the rest of the terrain and just keep the portion within the orange line? (In Max I just use the shapemerge modifier, not sure what to do here in blender).


texts:
My attempt to make a scan of the head failed and I do not know what to do?
As you can see by texture with ears and neck, everything is fine, but for some reason when expanding - the area of the face is very compressed. According to the result, the unwrap is very uneven. Is it possible to fix it somehow?


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I have some problems with the UV editor.

After using the Ninjaripper to implement some .rip files into Blender and adding the converted .dds files it messes with me. I aplyed a new material and used the showen Nodes to use also some transparency (what is important for that little figure). After that I want to create one singe image were all materials are on. And there is my problem. As you can see when I try to get the UV it does not show but the texture is perfectly aplyed to the mesh!
I also not hide anything. In picture 3 you can see that the baseplate I designed after implement that is also perfect and show the UV as it should be.
when I use the Unwrap command that it totally messes up the aplyed texture so that I never could get the picture back were it should be.

So my question: How can I show the "actual" used UV or how can I fix that problem... Invested several hours to read forums but all say I should unwrap and replace textures what is nearly impossible.


texts: Rigging problem with mesh body in pose mode

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This is the problem happening while I am rotating the left arm bones in pose mode as you can see in the picture.All the vertex groups are correctly weighted and parent with the bones.Even rotating bones will be transforming the left arm but not exact position with bone position.

Now look the vertex weight paint it is showing correct weight color to move with bones.

Even though left arm is moving not according to bone position.

male_body_with_bones blender file

Please help.Thank you in advanced


texts: Is there a way to export each rendered layer as its own image?

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My scene uses multiple render layers.

I'd like to edit each rendered layer in Photoshop, and composite it in Photoshop.

Is there a way to export each layer as an individual image?


texts: DopeSheet/GraphEditor : How to detect/change, with API, displayed frame range

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Is there a way to detect (and change) displayed frame range in dopesheet and grapheditor using python API ?

I am not talking about frame start/ frame end or restricted frame range, but what is the lowest and highest frame visible on screen (that can be changed with scrolling for example)

I can't find data for now on API documentation.

Thanks !


texts: Expand selection (Ctrl +) to the specified direction in edit mode?

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It would be very handy to have an option to expand/contract a selection not in all directions only, but also to a specified one. Or to limit the selection in other way.

Is it doable in blender? Or any addons?

Here is an example (manually done) of what i would like to achieve.


texts: I am currently working on a project, and i've hit an impasse. I was modeling a tree, and just finished. Then I went and made another one. However the two trees that I made are for some reason the same object. It would be greatly appreciated if I could get help on this matter. Thx!


texts: Cannot overlay or combine render layer with video

texts: I am tying to combine a video and a blender model using the nodes in blender render mode but only the model or only the video is coming in the render.


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Autosmooth off with smooth shaded

Autosmooth on with Mark Sharp

I come from a 3dsMax background so the usual process is to create a mesh, some of the elements are bevelled all around while some have no bevelling. I would set the smoothing of the entire object to 1 smoothing groups making all the bevelled elements perfect while the unbevelled ones will look bad. Then manual set smoothing groups for those elements. All this is done on a single merged mesh.
I'm replicating this process of modeling in blender but i have issues. The mark sharp on the autosmoothed off version does not seam to harden the edges. Trying to clear sharp on the autosmoothed version does not work as well.
Is there anyway to do this other than edge split? I believe edge split literally splits the edges which is not what I want.

Right, I added the blend file. Using blender 2.90


texts: What is the differance between Linking and Appending an external blend?

texts: What is the differance between Linked and Appended data from external .blend files?


texts: I’m trying to texture paint for the first time, and was wondering if there was a way to set brush size?

texts: I’m trying to texture paint a sphere for a globe, but I realized after a bit that the brush size is set to the view not to a scale. When I zoom in or out it stays the same size, but affects the object differently. By zooming out I can cover almost half of the sphere, and by zooming in make more fine details. A useful feature in itself, but doesn’t work for what I need.