texts: Not showing shadows in earth/moon system

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I'm new to Blender but pushing ahead as fast as possible. This is my first question here as well, so please bear with me...
I've been working on some solar system animations. In this one I have my sun, earth and moon. Initially, the earth is lit by the sun sphere with a light attached, but then I'm moving away to concentrate on the earth and moon. At that point I'm making use of a sun light to light the scene (not the sun object), as I want the parallel light effect to occur.
This is where things get tricky. When illustrating moon phases I don't want any shadows interfering with things. When I talk about eclipses though, I want the earth to throw a shadow on the moon and vice versa.
I can't get any shadows to appear. I've tried switching shadow properties on and off, and I made a copy of my earth object with shadow on (with the original object with shadow off). Please help me activating shadows mid-presentation. This is running in eevee on Blender 2.83.3.
Here's my blend: My  blender file


texts: I imported a quite huge model from a GIS with the size of ~10000x10000 metres. Now I want to scale it down to ~10cm. But when I do it, I can´t zoom to my model. At some point the Background raster disapears and I can´t find it.


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I want to get the glitch effect in the animation, everything comes out, but there is one problem. The edges of the animation are jagged, I would like to get a uniform white background.

Blender file:

File


texts: How to create a Blender camera to follow real camera in video?

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I have recently taken videos with a drone that I would like to edit in Blender. I would like to attach some objects that I have rendered in Blender into the video to simulate what the houses in the videos would look like with the objects on them.

A friend who used to use an older version of Blender said that it sounded like I needed to create a camera in Blender to follow the real camera path and then attach the objects from there.

Is it possible to do his suggestion? Or is there another way to go about this perhaps?

Thanks in advance for any help. I'm new to Blender and have only just been able to render my object the way I want it and I'm lost going forward with the videos.


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1) I added a material
2) Marked seams on a mesh, unwrapped and drawn a texture for UV map in external image editor
3) loaded texture in texture shaders and in UV/image editor, as you can see the names are match
4) added texture coordinate shader connected it's "UV" output to texture shaders' "vector" inputs

the texture shows up correctly in textured view and material view,
but completely disappears in rendered view if i set image extension to "repeat" or "extend",
and appears completely black if i set extension to "clip"

what should i do to show it up?


texts: I used to do many copies of an object using Shift+D (didn't know about Alt+D then). Can I make these objects linked now and keep their positions?


texts: What s wrong with the polygons of my model

texts: why are all those polygons transparent in my model?


texts: Keyframing emission shader colour/strength using python

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I'm trying to animate the colour and strength properties of an emission shader based on external data using script. I add a cube and give it an emission shader. I can alter the strength property using:

bpy.context.active_object.active_material.node_tree.nodes['Emission'].inputs['Strength'].default_value=1

I then try to add a keyframe on the strength property using:

bpy.context.active_object.active_material.keyframe_insert(data_path="nodes[\"Emission\"].inputs[1].default_value",frame=10)

But I can't get the correct data_path. I must be missing something fundamental here. I have quite limited scripting experience in blender.

Code suggestions gratefully received.


texts: How to center object in global coordinate system?

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I'd like to locate a object at (0,0,0) in the global coordinate system, but the object has its own coordinate system, such that bpy.context.object.location = (0,0,0) does not work:

How can I determine the offset to move the object to the global point of origin (0,0,0)?


texts: How do I UV unwrap multiple objects to one UV map?

texts: I have created a model in blender consisting of many cubes. Now instead of UV unwrapping every single cube, how can I UV unwrap all cubes together to one UV map?


texts: I have a really big scene in MAYA. It has almost 250 objects, each with a lot of polygons. Some are parented to the other. I want to export them into blender as FBX. So that I get the UVs from maya. Even though I have applied transformations (freeze transformations in maya), when I import the file in blender, many objects do not come in the file. When I open the same in maya, it works perfectly, i get all the objects. I am guessing I ma doing something wrong in blender. if anybody know anything about this, it would be a great help for me


texts: How to use an A~Z key as a modifier for a keyboard shortcut?

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I want to set up shortcut that has a letter as a modifier key. In other words, AltMS, where M must be pressed before S. I believe this is is how the feature is supposed to work - correct me if I'm misunderstanding.

As I have it now, the "M" key is being ignored and it registers as AltS, (which will Clear Scale) instead.

What do I need to do to make this actually work? Thanks.


texts: Is it possible to add a driver to a vertex position?

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I want to add a driver to a vertex' z position. Is this possible? If it is, how?

When I try to add a driver, all I get is the option to edit source and edit translation.


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The material preview looks awesome, however the viewport render looks terrible
I got the material online and appended it. The mesh is UV Mapped. What am I missing?


texts: How to repair cylinder mesh with misplaced vertices?

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I realized, for the first time, I now have the skill to visualize and manifest a 3D object of some complexity!

Do you see this rocket?

It looks pretty cool.  But, nobody would put this thing on the launchpad with an screw-up like this on it.

This thing started life as a cylinder, but and was then highly processed.  But, I don't know an efficient or elegant way of healing this.  I could do it manually - vertex by vertex - but there must be a better way!

Thanks for any help in advance....


texts: How do I display the absolute file (or directory) path in the UI

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I've seen a number of answers on here and other places that if I have a file path in Blender, I can use bpy.path.abspath(file_path) and get the absolute path to a file or directory. My problem is that I have a StringProperty with subtype = 'DIR_PATH' set and I'm having problems with what it displays:

The path is set to /User/<my_name>/Documents/Dev/3DGraphics/3DExperiments, however notice only two slashes show. The StringProperty is showing a path relative to the current file in Blender. When I select another directory, it still gives me a relative path.
I'm using this structure:
class BluePrinterData(bpy.types.PropertyGroup):
    status: bpy.props.StringProperty(
        name="status",
        default="Waiting for Cameras to be Added"
        )
    project_name: bpy.props.StringProperty(
        name="project_name"
        )
    save_directory: bpy.props.StringProperty(
        name = "",
        description = "Output Directory",
        default = '',
        maxlen = 1024,
        subtype = 'DIR_PATH'
        )
    file_format: bpy.props.EnumProperty(
        name = 'File Output Format',
        description = 'File format for saving images',
        items = {('png', 'PNG', 'Save as PNG'),
                 ('pdf', 'PDF', 'Save as PDF'),
                 ('bmp', 'BMP', 'Save as BMP'),
                 ('tiff', 'TIFF', 'Save as TIFF')},
        default = 'png'
        )

Note the 3rd property down, save_directory, is the one I'm talking about and I've set the subtype as needed.
I've tried adding an if statement to change the path to absolute if it isn't, but that doesn't make a difference.
The one thing I'm trying to do here is make sure that instead of seeing the relative path in the StringProperty, I see the absolute path.
I've looked over API docs, but I can't find what I have to change to display an absolute path.
(Again, please note I know when I need that absolute path in Python, I can convert - but I can't find a way to convert what the StringProperty with the subtype = 'DIR_PATH' to show the absolute path.)


texts: How can I deselect a loop cut layer of vertices?

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I have tried a few ways to deselect a layer of vertices, however I am a little stuck.

I can deselect 1 vertice (Shift+select vertice).
I can deselect multiple vertices (Ctrl+Shift+LMB > drag lasso over preferred vertices).
I can select a face, however this doesn’t allow for loop cuts to have their inner layers selected.

I’ve noticed this is for selecting layers (in loop cuts):
CTRL+Alt+LMB on vertical edge, for horizontal layer
and
CTRL+Alt+LMB on horizontal edge, for vertical layer.

I need to deselect layers.
Therefore, these are the steps I've figured out:
CTRL+Alt+Shift+LMB on vertical edge, for horizontal layer
and
CTRL+Alt+Shift+LMB on horizontal edge, for vertical layer.

However, the challenge now is that these steps don’t deselect one layer, but rather two or three layers. How can I deselect one layer?

Any suggestions please?


texts: Trying to do 2D to 3D from a 3/4 view image

texts: So I've been trying to turn this image into a 3D model for about 3 days now and I've watched a lot of 2D to 3D videos to try to find a work around but no luck. To me the issue comes from the perspective that the image is drawn in, because from all the videos I've seen they've all used side and front views.


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I want to copy the world positions of a first bone to a second bone then save the second bones position as a keyframe(when the first bone has a keyframe) to retroactively fix rigging errors with roll on ik bones.

I can't sample the fcurves as they are local space so instead want to iterate the actions and set the frame then grab the matrix to apply and keyframe the second bone but can't find the command to set the action.


texts: Can frames with no animation be automatically skipped?

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I have an animation with lots of text objects flying about.

I'd like to render it with motion blur and stuff, but there are quite a few long sections where nothing is moving so that the text can be read. In these sections the render output (should) remain exactly the same.

Since it's pretty pointless to render the same image over and over, is there some way to automatically detect and skip those sections, only rendering one frame until there are more keyframes?


texts: Make imported images insensitive to lighting but cast and receive shadows

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I'm trying to do a cutout animation with imported .png's. The only way I've found to get them to render faithfully is to make them either shadeless or emitters with an emit value of 1. However, I'd like to simulate the effect of actual cutouts where they sit on top of one another and cast a small drop shadow. I've tried adding a second lamp with the 'only shadow' shadow checked, which works to some extent, but the shadow is very faint no matter how much I increase the energy of the lamp.

Is there any way to achieve this effect?


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So I've been learning Blender for a week now and I love it very much. I've been trying to do a teddy bear tutorial and anyway my texture is screwed up on one of the faces. Is it a sculpting thing I messed up or is it something else?
What it looks like on the belly but everywhere else its all good :

Thanks
Edit : added UV layout


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I am trying to make grass using hair particles. When I add hills to my scene the grass/hair lays flat - I need them to stay vertical.

Here's a picture and my .blend file. What's going on? I have looked everywhere for an answer over the past 3 days.

blend file


texts: Soft bodies (or cloth) with particle groups?

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Hi I've got a simple scene of leaves blowing with a wind force and a particle system on a plane (that uses a group of leaves for the particles).

What I'd like to do is have the leaves bend and deform in the wind like soft bodies or semi-stiff cloth... is that possible? I tried to use soft bodies on the emitter and the group objects but didn't seem to work.


texts: Ambient occlusion texture baking shadows too dark

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When I bake my object using a blank image texture, dark patches appear in the middle of the torso and legs region after baking with bake type: ambient occlusion.
This question is similar to this one : Ambient Occlusion Bake Too Dark On Some Meshes on Blender 2.8
but I followed the accepted answer i.e. flipped all the normals but still the Baking is not correct.
screenshots below:

I'm using Blender version: 2.92.0

CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2
OpenCL device capabilities: No OpenCL platforms found
CUDA device capabilities: No CUDA device found

I think the issue is that my UV wrapping is too crowded?
I'm new to Blender and am following this youtube cowboy texturing tutorial. In the video they are using an old version of Blender.


texts: I'm writing a script to make UV lighting maps for unreal... I got my script to spit out all the bmesh edge indexes but I can't figure out the best way to mark these as seams. (this is my first time using bmesh and I'm still having trouble understanding exactly how to use it)


texts: How do I fix these black seams on my object?

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Okay so this question sounds pretty weird but hear me out.

My problem is this:

Do you see the black seams running between parts of the texture? (It looks way worse when the camera is pointing from the bottom). This problem became a problem because I used the "Subdivide Smooth" tool on just the upper parts of the snow that didn't touch the stone. Above the seam is where I used subdivide smooth, and below the seam is where I didn't. Clearly the cause of this is that I used subdivide smooth on part of the mesh but not all of it, and the non-smooth and smooth parts of the mesh are interacting all weird.
Here is what the seam looks like in edit mode (A top down view),
Okay so the problem is pretty obvious here. Do you see the part of the mesh that juts out, yet isn't an edge? That's my "Seam" that is being incredibly annoying, I think the reason you get those black lines is because it's jutting out and casting a shadow onto the mesh below it.

Now I've found a "solution" to this problem. The solution is that I delete the face that has the seam, and then I make two smaller faces (this isn't a subdivision by the way, so I can't just automate this process). Here is an example of this:
Now I know what you're thinking. "Congrats you answered your own question, thanks for wasting my time." But the reality is that this problem is prevalent across the entire object and I'd have to do this process like, a thousand times, in order to fix the whole entire object. I'm just wondering if there might be a way to solve this problem in one go, rather than having to do each face individually.

I get this was long so thank you for your time.


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I have two objects, Object A and Object B. Object B can be constantly moving whatever I set its position to be, or it's movement. It could also not be moving at all. I want to be able to make it so that Object A chases Object B (by moving towards it every frame) at a constant speed where if Object B changes position, Object A's direction of movement changes as well. I am using normal Blender Render, so can someone suggest me an easy way to do this, even if it involves Python coding. It's basically making an object face another and translating on its own local forward.

Want I don't want is the two objects two have their vertex positions linked to each other so if I drag one in the editor, the other one will move as well (aka parenting). I do not want that.

This means that if Object A's speed is set to 0, then changing Object B's position won't affect Object A's position.

Again I want that so as I play the animation frame by frame, the first object is moving towards the second object at a constant speed and the second object itself can move somewhere else which will change the heading of the first object in order to still be following the second object.


texts: how to make blender render less from far objects?

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(i use blender 2.79)
in video games, the farther is the object the fewer details it has, and that of course to save memory
but how to do it in blender
if you have 2 complex objects and one of them is closer to the camera than the other
how to make the farther object get less render?


texts: Duplicated objects are moving back to their original position. Is this a bug?

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I am making a classroom scene where I am getting some weird bug.

As you can see in the file, I am trying to duplicate the chair to put it to the students who don't have it.

The thing is I am able to do it but while editing I noticed that the duplicated chairs are getting back to its original position (where they were at time of duplicating).

Also, even if I save the file after putting the chairs back to every student while loading, they simply disappear.

Let me know please what is happening in here

Link to file :
https://www.dropbox.com/s/uph2th0q53iys0z/undo%20error.blend?dl=0

EDIT : There actually was a keyframe but though i didnt have dope sheet visible so didnt know about that . Thanks alot @Cegaton for helping out .


texts: Rendering Displaying Transparent Default Grid (Blender 2.8)

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See title. I've been trying to troubleshoot this issue for the past few hours or so, but I haven't found a solution. I have an active camera in my scene, and I am sure that it has been selected as the main camera. I've also gone through most forum/Stack posts about the issue, but most of them are for versions before 2.8.

The curious thing is that I was able to render some frames just fine earlier this afternoon, which are currently stored in the tmp file. Anything beyond that range of frames does not render. I've tried deleting the files in the tmp folder to force it to re-render, but that results in only blank, transparent frames. The only thing I could possibly think of is that after rendering the images, I saved the file and then restarted my computer, but I'm not sure how that would affect it.

Attached is a link to my .blend file, if you'd like to take a look at it. I'm sure as a newbie there's probably an easy fix, but I simply can't figure this out.

edit: this file should now be downloadable, apologies!
https://drive.google.com/file/d/1BxYeztSM6txtUzCecx7mrCIQgC_EAdxj/view?usp=sharing


texts: Rendered image is only a transparent screen

texts: I was doing a roblox gfx, but when I rendered it, all I was seeing was a transparent screen, here is a screenshot:


texts:
I'm updating my old PRR T1 rig to do additional renders, and I really hate the way I had previously set up the rail tracking. I thought there would be a better way to do it via spline IK but I'm having trouble making it work.
How it worked previously is that every rigid wheelbase on the locomotive has a bone, and an IK tracker at the tip of that wheelbase's radius. Pilot truck at the front axle, engine bed at #1 driver, trailing truck at the rearmost point of the centering device radius, etc. These all had follow path/curve modifiers and thus followed the curvature of the track, and the mechanical rigs all point to their respective handles and functioned appropriately.
However, this is a real bastard to set up as with the follow path modifier these points are relative to both the length of the curve, the duration of the animation and all these bone's relative offsets to their respective parents. Meaning all these offsets have to be painstakingly set up by hand, every single time, with a tolerance of at most half an inch. The offset keyframes then also have to be juggled manually if I wanted to alter the speed. There's about a dozen of these control points on the locomotive so it's a real SOB to set up and just a big fat waste of my time.
I also tried "clamp to" for these IK handles, but these don't inherit rotation of the parent curve which breaks all possible pose constraints and just doesn't fundamentally work at all.

However, Spline IK has since been added, and the solution seemed obvious. A continuous chain of bones representing each rigid wheelbase, parent the IK handles and root bones to each respective link, and move the chain down the curve, job done.
However, I can't move the chain along the path. I know this is possible in 3ds/maya, I've done it since, but it isn't happening here. The functionality is already there as the 'chain offset' checkbox will move the chain along the curve to match the ref pose, the ability to move it just seems arbitrarily locked off.

I thought maybe parenting it to another bone and moving it relative to the curve would force it to work, but it simply ignored the curve entirely.
Am I daft and this does work and I'm missing something? Because this seems to be a very self evident use case and the previous alternative is just a obnoxious pile of needless busywork. What can be done here?


texts: What do the sampler numbers at the bottom of the image editor mean?

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When in the Image Editor, left clicking on a pixel makes a small row of numbers appear at the bottom.
I know what some of these mean, but others are a mystery to me...


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In some tutorials I see that sliders, textboxes etc. in the Blender look blue like this one:

In my version of program these elements of UI are grey. Why is that?


texts: Where is the edge loop hotkey set in the keymap section of 2.8?

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Alt+LMB does nothing, and I'm trying to determine if this is a bug and the nature of the issue so I can report it. In looking at the keymap settings, I can find "Edge Ring Select" twice, but not "Edge Loop" which should be Alt+LMB.

Can someone tell me where specifically I can find this hotkey to make sure it's present and set? (ie what is the full path to it in the Keymap tree, or what search term will show it)?

Is there a way to add it back manually?

I've tested this on the Feb and April 14th builds of 2.8 and the same issue is present. I've also reset to factory defaults.


texts: Nothing is coming from fluid inflow in Blender 2.8

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I cannot get my fluids simulation to work. I am having the same problem in both CentOS Linux and Windows 10. I have tried decreasing the size of the domain and increase the size of the inflow, as well everything else that I can think of. I uploaded the test file that I was running to drop box. Here is the link if anyone can have a look:

https://www.dropbox.com/s/svlczemfk3yfy48/fluidtest.blend?dl=0

I am kind of getting the feeling that Flip Fluids would be my best hope.


texts: In Blender 2.8 where did the Lock frame selection to range button go?

texts: Where is the "Don't allow frame to be selected with mouse outside of frame range" button?


texts: How can I eliminate or reduce the white points in the rendered image?


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I need to obtain just the index value from node_tree.links[...].from_socket, I am able to see it like for example

# this is example
bpy.data.materials["SomeMat"].node_tree.nodes["SomeNode"].outputs[0]

but I would like to save just the index value [0] to variable...how to? I am lost seeing no option for this... :(

For example there is a way how to find out the name of the ".from_socket" like this:

 bpy.data.materials["SomeMat"].node_tree.links[0].from_socket.name

...and then I get its name, for example output socket called "BSDF". But is there something that returns index number of used output instead of its name as stated above? Cos if I use:

# BTW this gives me exactly what I would normaly needed like 'bpy.data.materials["SomeMat"].node_tree.nodes["SomeNode"].outputs[0]' but this time I need to get only the last index value, it is: [0]
idx = bpy.data.materials["SomeMat"].node_tree.links[0].from_socket

...then the variable is whole object, not just the index value :(

The reason why I need this is because I am copying nodes with their links and all settings from one material to another one, everything work except links, it works OK if there is just one instance of concrete input socket, if there are two of the same name like in Mix Shader (it has two inputs called the same as "shader") then my script does not work right cos it uses socket names instead of their index values like:

links.new(nodes[i.from_node.name].outputs[i.from_socket.name], nodes[i.to_node.name].outputs[i.to_socket.name])

So my new working script would be then:

# see .INDEX is meant just as kind of signature for the index number I am talking about thru all this post
links.new(nodes[i.from_node.name].outputs[i.from_socket.INDEX], nodes[i.to_node.name].outputs[i.to_socket.INDEX])

And all of this just because the most common solution does not work at all, this:

links.new(i.from_socket, i.to_socket)

If I use this then no connections are made...BUT WHY???

BTW I did try to solve it by work around of renaming MixShader socket inputs [1] and [2] that uses the same name of "Shader" to something like "A" and "B" but as soon as I do it Blender crashes right after successful renaming (BTW why in the world they uses the same name at all causing this kind of problems??? gee...)...so no go this way :(

P.S.: I need only script solutions, thanx


texts: Putting transparent image on curved surface with specific placement (UV)

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I'm very new to Blender, so please bear with me with this (hopefully) easy to answer question. :) Just to get this cleared: I searched for a total of 4 hours to find a solution to this problem, but I couldn't find any!

As you can see in the picture, I was trying to create a model of a blimp, which worked fine so far.

Now I'm trying to put a text on the front part of the airship, about at the location of the selected faces (see picture). I'm not able to use the normal text tool in Blender, because the text is a logo which I can't recreate using the keyboard.

All I want to do now is put the text on the said surface (and ONLY there, not wrapped around the entire ship) but in a realistic way, as if somebody put a sticker on it (the text should bend with the curve of the hull).

Ideally, I'd be able to move around the picture on the surface until it sits perfectly where I want it.

I'm using Cycles Render because thats what the guy in the tutorials used that I followed on YouTube.

Thanks a lot for any help! :)


texts: Can Freestyle draw lines when an object is behind a transparent plane?

texts: Can Freestyle draw lines when an object is behind a transparent plane (or any other transparent object)? The render below shows the issue, the freestyle lines that should be drawn on lower arm and hand don't get drawn.


texts: Pure white pixels appear in texture paint

texts:
I found a similar issue on the website, but none of the solutions worked :
Iwant to texure paint my character, and suddenly these pure white pixels appear :

Trying to paint on them just increases the white area in toher parts of the model. Is this related to seams? I tried to increase the bleed and smooth it out but nothing works.


texts:
quite new to this world, started learning blender with youtube 10 days ago.

So I donwloaded this material :
https://www.blendswap.com/blends/view/73950

I used file>append to add it to my scene from the downloaded .blend file,
with the node editor I tweaked it so that the grain appear nice on my planks :

but I can't find how to change the color, I'd like it to be darker.
Apparently this is not done in the node editor.

Would anyone know where this is done?
And while I'm at it, would anyone have a tutorial explaining how those
materials are done?
The only ones I found use an image texture, but If I understood correctly
procedural material do not use textures, everything is generated.

Thanks.


texts: Possible to remove part of a rigid body bake?

texts:
very new to blender so forgive me if this turns out to be a dumb question.
I have a scene where I used a rigid body simulation of some falling objects interacting with some geometry, was very happy with the result and baked the simulation.
I want to add to this scene now. But to do that I want to remove part of the bake of ONE of the falling balls. So that I can then add a new rigid body simulation of this 1 ball so that it can interact with new geometry I'll add to the scene. The rest of the falling balls can keep their baked simulation as they happen to fall exactly the way I want them to.
Is there some way of doing this? I have the feeling that I can't remove part of a bake, but I was hoping someone could point me in the right direction on how to solve this.


texts:
I'm working on a geology surface model, and I'm trying to find an automated way to identify cracks, rifts or crevasses. One way I thought of is to identify faces with normals crossing at a certain opposed angle (+- 180°). Of course the value of this angle is important, as is the distance threshold (ultimately, most normals are probably crossing each other).

Does anyone have an idea how to do that? I suppose it would need some scripting as it's a quite specific problem...


texts: beveling 2D cutout shapes not working as expected

texts:
I have a picture I am trying to 3D print a copy of.

First I took a picture, then I converted it to an svg and loaded it in tinkercad. Then after some failed fiddling I saved the file as an stl and loaded it in meshmixer. From there I cleaned it up and selected each part of the image and raised the edges up to give them some depth.

After a test print I felt it needed smoother edges, so I downloaded blender to try beveling it. After I figured out how to import and move it, I selected all of the faces on a single section (colors) and hit bevel. I'm not sure what happened but I can't get the edges to round out at all, it seems to just want to focus on a few points at intersections and move them about.

What am I doing wrong? I am VERY new to 3D modeling and learning as I go, so be warned that I don't know much of the terminology.


texts: How to make a super sonic material in cycles?

texts: I am trying to make a shader like the yellow shader below but can’t get it right. I have tried using a mix shader with two diffuse and a fresnel but it ends up way off from the what I’m trying to achieve.


texts:
I've got an issue in playing the walkcycle animation of a full-body-hair-particle-model.
I tried to bake it without collision but then the particle system stuck somehow and doens't move properly to the mesh (stays on place but the hair is still connected to the mesh)
If I turn on collision, the hair literally explodes from frame to frame even more.
Can anyone help me out?


texts: Mirrored bones and IKs, ends up doing opposite rotations for no reason

texts:
When I mirror my bones, IKs, etc.. (even when reseting rotation beforehand) they end-up rotating oppositely (cf. gif).

(https://gfycat.com/equalmaleamericancrocodile)

And nowhere can I find anything to fix it, it's driving me crazy! Even more so when I feel like it's simple and I can't seem to find the way.. Please help me if you can, and thank you in advance to anyone able to give me any insight :)


texts: Why is my dynamic paint image sequence coming out blank?

texts:
I am trying out a project with blood smudging on the floor, and doing it with vertex mode is cooking my potato laptop, when I tried to bake it into an image sequence, its coming out blank.

I have checked all the Necessary options, I think. Please help.

Link to .blend:
https://drive.google.com/file/d/1frJXE78Z5R8thPltGo9Bai67M3MHuPxJ/view?usp=sharing
Link to inspiration Video:https://youtu.be/pDr_Jqjd7zQ
Time Stamp: 0:05-0:08
Thanks.


texts: Preserving depth when rendering in multipe layers (Cycles)

texts:
I don't even know how to ask this question  and I a noob to blender.

I wanted to create a plasma canon

I created 3 render layers and Added them on top of each other...

For now this looks pretty good

Gun Front

Compositing tree

But then I tried to look at the gun from the back.... the bullet gets put in top of the gun. Is there any (easy) way to have the layers retain Z order?

Gun view back (bad)


texts: Cycles - Rendering with RTX 2060 CUDA Error

texts:
I'm running the latest version of Blender 2.79 and I'm trying to render in cycles with a RTX 2060. I'm unable to render anything. At first I received the Error "CUDA binary kernel for this graphics card compute capability (7.5) not found."

I followed the steps in this youtube video https://www.youtube.com/watch?v=sZjIQGLieB4
Basically downloading a filter and kernel file and moving it into
C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\cycles\lib

After doing that I no longer received the first error, now I'm receiving this error "CUDA error: Not found in cuModuleGetGlobal(&cumem &cubytes, cuModule, bind_name.c_str()), line 729"

Any recommendations or fixes anyone can suggest?
Thanks in advance!


texts: Is there a way to quickly replace left half of my sculpt with mirror image of right half?

texts: My sculpt model has become a little unsymmetrical and I'd like to replace the left half with a mirror image of the right.  I know there's an option for this under Dyntopo, but that leaves artifacts.  My center line is still in tact - is there something that will simply delete the left half of my model and replace it with the right?


texts: Where is Remove Double Vertices blender 2.9 Alpha

texts: The First image is mine, The Second image is Teacher of Tutorial. I tried find out "Remove Double Vertices" But I can't find it out anywhere. Where is it in Blender 2.9 Alpha?


texts: link objects to scene without opening blend file

texts:
I'm using this line of code to write one or more objects to a new file
bpy.data.libraries.write(self.filepath, datablocks, fake_user = True)

When opening the created .blend file the saved objects are shown in the Blend File category of the outliner but the scene collection is empty.
Is it possible to link those objects to the scene without opening the .blend file?


texts: python duplicate_move and snap_selected_to_cursor fails; context is incorrect

texts:
I'm new to blender and python.  I thought I'd duplicate a cube I have at (-1, 0, 0 ) and snap it to my 3d cursor, which is at world origin.  Using the scripting view, I created commands found from the console
object = bpy.data.objects["MyCube"]
object.select_set(True)
selectedObject = bpy.context.selected_objects
print( "selectedObject = " + str(selectedObject))

bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')

bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, False), "mirror":True, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})

context = bpy.context.area.type
print("Area Type = " + str(context))

bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)

which outputs:
selectedObject = [bpy.data.objects['MyCube']]
Area Type = TEXT_EDITOR
Traceback (most recent call last):
  File "D:\BlenderWork\Projects\TestOrWork\Cube20.blend\Text", line 38, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.snap_selected_to_cursor.poll() failed, context is incorrect

I'm assuming that this is happening because my area type is TEXT_EDITOR, which is where my script is running, NOT the 3dview.
Apparently more is needed then simply 'doing stuff' in the 3dview and copy/pasting commands into a script.
How do I fix this?  Thanks in advance


texts: Rendering using both GPU and CPU is not possible

texts:
For some reason I'm unable to render on CPU+GPU. I've checked on 2 different computers and it's not available. One setup is Threadripper + GTX 1070, and the other one Intel i9 + GTX 1080.

Is it a matter of supported processors or I have to activate it somehow?
I'm using Blender 2.79b


texts:
I am trying to create something that is TOTALLY black. I don't mean something like diffuse, or glossy, where things will reflect off it and lights will light it up.

I mean something that is totally black.

Is this possible to do?


texts: Simulation in Blender Python - respond to keypress without timer

texts:
I'm trying to create a simulation using blender python.
Here's a sample template that creates a cube and bounces it back and forth on X axis:
import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    x_pos=0
    x_limit=2
    direction_forward=True
    _timer=None

    def __init__(self):
        print("Start")

    def __del__(self):
        print("End")

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

    def execute(self, context):

        print(context.object.location.x)

        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, window=context.window)
        wm.modal_handler_add(self)

        return {'FINISHED'}

    def modal(self, context, event):

        if event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
            self.cancel(context)
            return {'CANCELLED'}
        elif event.type == 'TIMER':
            if self.direction_forward==True:
                self.x_pos=self.x_pos+0.1

                if self.x_pos>=self.x_limit:
                    self.direction_forward=False
            else:
                self.x_pos=self.x_pos-0.1

                if self.x_pos<=-self.x_limit:
                    self.direction_forward=True

            print(self.x_pos)
            self.cube_object.location.x=self.x_pos

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):

        cube_name="simcube"

        # find object by name to reuse if possible
        self.cube_object = bpy.data.objects.get(cube_name)
        if self.cube_object is None:

            if self.cube_object==None:
                bpy.ops.mesh.primitive_cube_add(size=2.0,
                    enter_editmode=False,
                    location=( self.x_pos, 0, 0))

            self.cube_object=bpy.context.view_layer.objects.active
            self.cube_object.name=cube_name

        self.execute(context)

        return {'RUNNING_MODAL'}

bpy.utils.register_class(ModalOperator)

# test call
bpy.ops.object.modal_operator('INVOKE_DEFAULT')

Everything works great - the cube moves back and forth and it responds to ESC keypress.
My problem is how do I make it so it's not timer based - when doing fluid or smoke baking the number of frames evaluated in the simulation is not based on a timer refresh rate - it's based on how fast your CPU can run the simulation data.
I would like my execute loop to be able to run a tight loop and respond to keypress events without a timer (higher simulation frame rate).
For example - each loop of the simulation it checks for keypress - not waiting for timer event.


texts: Animated World background color doesn't show in the viewport

texts: I wanted to change the background color over time, according to a sine wave, fed in a mix shader. The problem is, even if i added keyframes to value to change over time, the animation is doing well, but in the render tab, background color stays the same. Does somebody know where's the problem ?


texts:
I'm working with Blender 2.69 and MakeHuman 1.0.2. I have a character in MakeHuman, using the MHX format. I have the required addons to import MHX files into Blender, but I have an issue.

I'm trying to make a walk and run cycle for my character, following a tutorial by Alimayo Arango. He says to switch both legs of the character to Inverse Kinematics using the "MHX FK/IK switch" section in the Properties panel.

My problem is that on my end, it doesn't show up. It's supposed to be under "Import/Export MHP", but it's not. Can anyone help me? Doing walk cycles with forward-kinematics is painful as hell.


texts: How to parent one vertex group to a specific bone in Blender 2.8

texts:
I made a bunch of vertices (in this case in the grease pencil mode but it doesn't matter how in practice) and I want to parent them to a specific bone.

To add the vertices to the individual vertex groups I clicked on the parent "Stroke" object, scrolled down to "Vertex Groups", clicked the + button and created four vertex groups.  Then in edit mode, I selected the vertices I wanted in each group and pressed "assign".

I then made a bone as a separate object and created four bones.

Now what I want to do is pretty simple, I want to assign the vertices in the four vertex groups to the four bones.

However, this is proving to be a little challenging.  Clicking a vertex group does not highlight the vertices.  I have to be in edit mode, click on the vertex group and click "select" to select the group of vertices.

Then when I go into object mode the whole object is selected so I do not know which vertices are selected.

Even more confusing is that to parent this vertex group to a specific bone feels impossible because when in object mode, clicking on one bone and shift selected the mesh object selects both *not indicating which individual bone is responsible for the vertices).

So the real question is:
How do I know which bone is responsible for affecting vertices. In the following image - how do I know which bone is responsible for affecting the vertices in red?

and

How do I simply parent a vertex group to a bone and keep track of that, one bone at a time?

Thanks for your help


texts:
I'm trying to do hair in cycles and everything is fine until I render.

Before:

But After a render:

The hair goes wild

I tried raising the hair off the scalp but it still goes wild, no idea what settings triggered this.


texts: Should gun recoil be an animation or script?

texts:
Should recoil for a rapid fire gun be be done through an animation or a script? I want the recoil to increase as I continuously fire, like a lot of FPS games do.
I was initially considering achieving this through a script in unity that rotates the gun slightly each time I fire, but I realized that since I plan to have most rapid fire guns be 2 handed weapons, at some point, the left hand won't be on the weapon.
However, since I want the recoil to increase as I fire, I'm not sure how to achieve this in an animation.
How is recoil typically done? Input on this would be very much appreciated.


texts:
I want to rig a small mechanical interaction between two pieces of metal.
In theory it's simple: the upper leaver should get pushed up by the lower one (which is already driven) and then drop down - while always keeping contact.

However, due to the large contact area and odd shape of the elements I cant make this work using the regular constraints. What is the right way to rig such an interaction?


texts: Plastic Cup is making shadows inside of itself that cannot be removed

texts:
I want to make a plastic cup. I made it transparent, almost glassy, by using a Principled shader. I want the shadows that are trapped inside of it to be gone, but moving the light will not work and I have no clue where to start to fix it.

Here's what the problem looks like:

And here's the file to tinker with: File


texts: Subsurf revealing a topology problem, but there isn’t one?

texts:
There must be something wrong with the topology or some kind of settings I’m unaware of? I’ve tried merging by distance—there were no duplicates. Can someone help me understand what’s going on here?

This is the mesh.

This is with subsurf.

Ok, one more part to the issue. In the second to last image—that sharpened right hand edge—if I delete the faces and re-add them, it subdivides smoothly. If I do it all at once by bridging them as edge loops (which I suppose is the problem elsewhere) it looks as it does. Can someone help me understand why this is?


texts: Why I obtain weird colors on the normal map?

texts:
I baked a normal map (from a high poly mesh to a low poly mesh)and I obtain weird colors. I obtain the same result using the Ray distance and using a cage.

When I put the high poly mesh and the low poly mesh on the same layer it looks like this (I selected the high poly and that wood end look is also from the high poly):

It looks the same on the bottom:

And the whole model:

I am refering to this areas:
(is something wrong or is just the margin):

Here is the uv map from the low poly mesh :


texts: In the manual it says press F9 but I have tried that, and it doesn't work. I am trying to find this for the negative feature that meta-balls have.


texts: How do you remove the default cube that appears in the scene upon opening the software? I wish to start with a blank scene when opening Blender.


texts: Exporting with Local Coordinates / Pivot Points

texts:
When exporting in Blender, it seems as though all objects are represented in world space.

I wish to have each object represented in their own local space relative to their own pivot point. With an associated transform from their parent.

Is this not possible? It makes it infinitely easier to use in other applications.

I'm not fussed which export I use, as I then use assimp2json to convert it to a JSON file and load it into a WebGL application. The problem being that when I rotate one of my meshes, it rotates around the world origin instead of the pivot point of the mesh.


texts: Are my CPU temperatures okay and safe while rendering?

texts:
I have been rendering quite long animation with my laptop and decided to check the CPU temperatures. I render on my GPU, but the processor (intel i5-8300h) is much hotter. Most of the time the temperatures are fine, but sometimes they hit max (100°C), but just for a really short while (not even a second). I wonder if it's okay or dangerous for the processor...

Here are the temperatures during a 40 minutes rendering session. Left column is for current temperatures, the middle one is for min temps, and the right one is for max temps which appeared during rendering.


texts: pros and cons for converting to normal maps?

texts:
I have seen many users on youtube advice to bake after sculpting high poly meshes to speed up the render time but since a normal map is just xyz encoded as rgb how is it different ?

are normal maps capable of keeping all the details from the high poly models?
do they have limitations like not being able to cast shadows?


texts: Print(store) particle velocity vector and distance from other particles

texts:
I am newbie to blender and I want to know if it's possible to store or output to a file the particle motion details (like velocity vector of each particle, distance from all other particles, particle ID, etc.) at various time-stamps (like at time T than at T+ΔT, so on).

Or are there any other hacks to do so?


texts: Toggle between states with a single button

texts:
The enum function allows a button to toggle between two states. Is there a way to do that in code with a normal single button whose state is momentary?
For example, I am trying to select faces of a model, then deselect with a standard button, not a toggle button.

I've only gotten a theoretical function:

for f in bm.faces:
    if bm.faces[f.index].select == True:
        bm.faces[f.index].select = False
    else:
        bm.faces[f.index].select = True

This will test the first state, then the second which will make them both true. Is there a way to stop at the first state?


texts: Possible to script a custom node for Compositor for: Look, Exposure?

texts:
I use look exposure gamma a lot during rendering and modeling.

But I would love to be able to have those tools as options inside the compositor so when you render
you do it straight raw and later can color correct it.


texts: How to export materials from Blender for use in another 3d software such as Houdini or Unity?

texts: So I made a model with a material that has a complex node system and I want to export that material so that I could apply it to the model. Is there a way to do such a thing?


texts:
I am working on a script that reads network packets to modify the emission strength of lights. In order to use the UI at the same time as reading from the network, I have created a modal operator:

class BlenDMX(bpy.types.Operator):
    bl_idname = ".blendmx"
    bl_label = "BlenDMX"
    s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
    _updating = False
    _timer = None

    def modal(self, context, event):
        if event.type == 'TIMER' and not self._updating:
            self._updating = True
            #Here is where i would read the data from the network and modify the lights.
            #I will spare you those details for now...
            self._updating = False
    return {'PASS_THROUGH'}

    def execute(self, context):
        context.window_manager.modal_handler_add(self)
        self._updating = False
        self._timer = context.window_manager.event_timer_add(0.5, context.window)
        port = 6454
        self.s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
        self.s.bind(("127.0.0.1", port))
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        context.window_manager.event_timer_remove(self._timer)
        self._timer = None
        return {'CANCELLED'}

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

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

if __name__=="__main__":
    register()

Unfortunately, 0.5 seconds is too slow for proper processing of these packets, but something like 0.1 will lock up the UI, defeating the purpose of the modal operator in the first place.

My thought is to check to see if an adjacent group of network packets are identical, which would mean my data stream has temporarily "settled." I can work out the logic for that but am unsure how to use it to make the modal operator release control back to the UI. I would also need to then check for when data becomes "unsettled" so I know to run the decodes in rapid succession again, allowing the UI to temporarily lock up.

Again, I can work out the logic for scanning adjacent packets, but I am unsure of where to put that code and what to call to implement this variable decode speed. Your help is appreciated!


texts: I added a lot of loopcuts to a "plane". Then I unwrapped the plane and added an image. But then I realized that the unwrap format does not match the shape of my picture. I tried to scale it by clicking S, but it scales the whole grid. I even tried scaling only to the y axis (S), but then it scales the bottom part of it as well. I only want the scale the top bit to match the picture not the bottom bit. How do I do this?


texts: How to create individual shaped tunnel by using a curve?

texts:
I try to create a square shaped tunnel with the help of a curve and a cube, i have this path curve:

And i try to use the cube to create a tunnel or closed mesh which looks something like this:

I was able to create a circle shaped tunnel by changing the object data of the curve:

But is it possible to use individual forms to create tunnels?
I tried it with using a curve modifier in addition with an array modifier, but the result is ugly.


texts: Render taking ages, just CPU or i did something wrong?

texts:
I'm an absolute beginner, i've installed blender just some days ago, but i got some basics from other software and my background.
So, my GPU seems too old, it's not that fast and sometimes crashes so i'm rendering on CPU got an i7 put to 6 thread so i can use the PC while it render (i mostly write code, so nothing intensive)... But the render is taking ages

So i've read some articles on how to tweak to render faster, but the results aren't that good, the scene seems waaay darker and i loose lot of color from the environment, the scene is an interior, geometrically speaking easy.
But a nightmare in terms of lighting and textures, all the materials use the new shader and procedural textures...
Can i have some advice ? should i just turn down some settings?
How do i balance what i turn down ?

And at least...
Why so noisy ? after 3 hours, more than 200 samples i was expecting something more... clear... at the original resolution is way more noisy


texts: OBJ File Has No color, Ive tried everything, still not working

texts:
So, Im trying to make a Roblox GFX. All the steps work but when I try uploading my obj file it is grey with no texture appearing. The odd thing is that when I look at the item it has the texture it's just not appearing. When I look at my obj file on my desktop, it seems to be grey too. I have a mac and when I opened my OBJ file in "Flashprint" it was grey. I have the MTL file and everything seems to be fine but for some reason it just isn't working!
I fixed this by downloading a new version


texts: How to create real tilt-shift lens blur in Blender?

texts: I basically want to rotate the DoF-Plane just as a real tilt-shift lens does, so that the depth influences the blur and not a gradient. Is there a way to recreate this effect in blender?


texts: How to have a static local variable in a Blender python add-on?

texts:
I'm working on an add-on where I want to have a static local boolean variable, but I'm not sure how to do it. The main bit of code is this, in the execute() function:

class TEST_PT_RunScript(bpy.types.Operator):
    bl_idname = "bk.test"
    bl_label = "Test"

    def execute(self, context):
        shift_lock = getattr(self, 'shift_lock', False) # Get the value of shift_lock

        if (context.scene.bk.keystroke == 'SHIFTLOCK'):
            shift_lock = not shift_lock # Flip the value of shift_lock
            setattr(self, 'shift_lock', shift_lock) # Store the value of shift_lock
            self.report({'INFO'}, '  Shift Lock:' + str(shift_lock))
        return {'FINISHED'}

I realize I am not doing this correctly with setattr() and getattr(), but I have researched a bunch of different ways for this function to remember the value of the shift_lock variable and I have yet to figure out how to do it within the context of a Blender add-on.

The entire add-on code follows. Put this code in a file called __init__.py and put that file in a directory called test in your add-ons directory to run it:

import bpy
import bmesh
import os
import sys
sys.path.append(os.path.dirname(__file__))

# Version history

bl_info = {
    "name": "Test",
    "author": "",
    "version": (1, 0, 0),
    "blender": (2, 80, 0),
    'location': 'View3D > Properties  > Test',
    "description": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "3D View"}

class TEST_PT_RunScript(bpy.types.Operator):
    bl_idname = "bk.test"
    bl_label = "Test"

    def execute(self, context):
        shift_lock = getattr(self, 'shift_lock', False) # Get the value of shift_lock

        if (context.scene.bk.keystroke == 'SHIFTLOCK'):
            shift_lock = not shift_lock # Flip the value of shift_lock
            setattr(self, 'shift_lock', shift_lock) # Store the value of shift_lock
            self.report({'INFO'}, '  Shift Lock:' + str(shift_lock))
        return {'FINISHED'}

# ------------------------------------
# Viewport panel.
# ------------------------------------
class TEST_PT_Main(bpy.types.Panel):
    bl_idname = "TEST_PT_Main"
    bl_label = "Test"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Test"

    def draw(self, context):
        row = self.layout.row(align=True)
        self.layout.prop(context.scene.bk, "keystroke")
        self.layout.operator("bk.test")

class TEST_TestProps(bpy.types.PropertyGroup):

    keystroke: bpy.props.EnumProperty(name="Keymap",
                                        description="",
                                        items=[
                                            ('SHIFTLOCK', 'Shift Lock', 'g')])

def register():
    bpy.utils.register_class(TEST_PT_RunScript)
    bpy.utils.register_class(TEST_TestProps)
    bpy.utils.register_class(TEST_PT_Main)
    bpy.types.Scene.bk = bpy.props.PointerProperty(type=TEST_TestProps)

def unregister():
    bpy.utils.unregister_class(TEST_PT_RunScript)
    bpy.utils.unregister_class(TEST_TestProps)
    bpy.utils.unregister_class(TEST_PT_Main)

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


texts: Blender to unity fbx export comes out destroyed

texts:
So the problem is as follows, I got a model with a rig and animations attached and just saving it as .blend and opening it in Unity works wonders, but when exporting to FBX hell happens.

The model shrinks and goes upside down, and animations dont work. Exporting to OBJ seems to be fine but animations can't be exported on obj. so that wont work.

I'm not sure if its fine to continue using .blend files on a project we're going to port on android? Anyway its somewhat pain in the ass since it requires everyone on the team to have blender installed.

Any clues?

In the second image the crouching one is .blend and the messed up one is .fbx.

I've also applied scale and everything, and tries "Experimental apply transform" on fbx export but it didnt seem to do anything.


texts: What exactly is the center coordinate of the blender camera (cycles)?


texts: How to import bpy module in PyCharm IDE?

texts:
I know that bpy is not available in python outside of blender which is totally fine, however I'd like to work on my blender python scripts using an IDE (in my case PyCharm from Jetbrains).

Therefore I'd like to somehow let the IDE know about the bpy module so my import bpy statements are not marked red and also autocompletion features would work. What would be the best way to achieve this?


texts: Add a custom node group to all materials in the scene with python

texts:
Is there a method that would allow me to to delete the existing Material Output node and replace it with a custom node group in every material in the scene? It would need to work with principled, emission and mix shaders.
I'm very inexperienced with Python so I don't even know where to start looking!
Any help would be much appreciated!


texts: How to make Blender render in real-time, as fast a computer game?

texts:
I understand from this answer (https://gamedev.stackexchange.com/questions/136757/how-do-modern-game-engines-achieve-real-time-rendering-vs-blenders-slow-rende#answer-136776) that

computer games (and libraries like three.js and babylon.js) simply project objects onto the camera, and can thus render instantly
whereas Blender does raytracing, which takes minutes per frame.

Is there any setting I can change to make Blender use the projection mode of rendering rather than raytracing?  I've already done all the rendering performance tricks and I'm still orders of magnitude away from real time.

The answer referenced above says Blender Internal renderer is much faster than Cycles, but Internal is being removed from Blender 2.8 onwards, so that's not a solution.

If there is no Blender solution, then would using Blender to make models and Unity to make animations be be the best plan?  I haven't used Unity but I assume it can do the speedy rendering thing.


texts: I'm using v2.71 and I can't find any blend sky option under the world tab. I'm following a tutorial that used an older version of Blender.Where is it in the newest version, or how do I set the Horizon and Zenith colors?


texts: Beginner question: uv unwrap unexpected unwrapped shape

texts:
So I unwrapped a wrench model and marked the seam:

The unwrapped part of the u-shaped faces are like this:

Any idea why I end up having the diagonal lines (the red line) there? There are no doubles, and I think there's no extra face/edge/point around because I couldn't select face or edge on those diagonal lines.


texts: How do you find nodes in the animation workspace if scroll past them?

texts: I have zoomed out and scrolled past my node tree in the Animation nodes workspace now I can't find it is there any way to 'quick-travel' back to it?


texts:
I'm a newbie to Blender. I would like to know if we can create reeling effect (Cloth spooling around a cylindrical object).

I found couple of tutorials in which a map is rolled up... but it rolls up inside the circle. (Eg. https://youtu.be/vkDuobZ7_OI).

But I want the effect to be Turning & Growing in size as below.

Can anyone please guide me how it can be done (or if it can be done)

If possible, any links of the tutorials to follow would also be awesome.

Thanks in Advance!


texts: How to solidify a complex 2D Render from Pix4D for 3D printing

texts:
I have looked everywhere but cannot find exactly what i need help with so hopefully someone can help me.

I currently have this file

As you can see it is a 2D mesh generated out of a program called Pix4D Mapper.

I would like to make it a solid single 3D model so that i may print it via a 3D printer. To do this i would like to fill in the area inside of the blue box so that it is solid.

Is there a simple tool to do this? Right now i have been creating a flat version of the file below and then linking the edges of the top and bottom one with new faces however this will take upwards of 7 hours for the whole file and may not even work. The problem is that there are different elevations on the work site that we scanned and without filling in the area we cannot 3D print the file.

I already tried using the solidify tool but due the complexity of the model it ruins the buildings and levies when solidifying it. Is there any other way to do this?

Also is there anything else that should be done before printing?


texts: Is there a way to find all vertices mapped to a specific UV image

texts: I have imported a VRML from an N64 emulator.  Everything looks correct on the model  but each face in the model has a different texture  i.e. 7C764073_c.bmp, 7C764073_c.bmp.001, 7C764073_c.bmp.002 etc.  When I select an image in the UV editor  is there a way to select the vertices that are mapped to that specific image?


texts:
I’ve got an add on for making objects parametrically.  What I want is a way to specify that the mesh is immutable and thus can’t be edited.
Currently I do this by generates a new .blend file - linking the object into your scene and the addon checks every second to see if the underlying file has changed.  It’s really inefficient, you can’t change the materials etc and there’s an annoying lag.
What I really want is either a way to signal blender that the file has been updated (without needing to poll) or better yet, a way to indicate that the mesh can’t be modified/edited (I’m guessing prevent creation of a Bmesh)
Is there anyway to do that in a plug-in?


texts: How do you open up the menu with the color preview and the modifiers?

texts: I was using blender and i accidentally closed the menu on the right and i cannot get it open. It appears there is no button or shortcut to open it from the search menu. Any help? Ive done so much and i dont want to restart it.


texts: How to model two sided objects like handkerchief or piece of paper?

texts:
I'm trying to model a handkerchief to use in another program and I've seen few approaches to modeling flat objects with two sides, the problem is I can't decide which one is more efficient. (less vertices and problems when I add Subsurf and Cloth modifiers).

create a plane and extrude a little bit.
create a plane and duplicate it in edit mode the flip the normal.
I've tried the cycle texturing trick with a single plane but it didn't export the textures with it.

Is there any other way I can try? Which one do you suggest? What about a piece of pepper?
Keep in mind that I'm trying to texture both sides.


texts: What are the benefits of Quaternion rotation over Eulerian rotation?

texts:
What are some practical uses for the Quaternion? Why not just use the Euler X, Y, and Z axis rotation values?

It's not intuitive how one should manipulate Quaternions. Can someone explain this?


texts:
Cell fracture messes up texture UV, doesn't apply material to interior, doesn't take fracture count limit into account. (makes 12-20 cells no matter what value I set)

I really need fracturing for my game and I've been struggling with this for the past two days.

Is there a version of blender where cell fracturing works properly? I have tried 5 of them.


texts: Physics are causing my objects to float without specific paths

texts:
So I turned on rigid body physics and cannot for the life of me figure out why my objects are just floating around now. I didn't have this problem at the start of this scene.
My gravity is still enabled. First thing I checked.
Next I thought it might be force fields. I made a few at some point trying to understand them more and have since made sure they are all deleted yet I'm still having force field like behaviors. The donuts aren't just floating up, some are floating in random paths.
I also have noticed if I change the rigid bodies to be mesh rather than convex hull it is causing my machine to freeze up which is odd for this simple of a scene on my machine.
Any ideas?
Blend File:


texts:
Why does my Properties panel cover my whole active 3D Viewport when I press P? It never used to do this, it always toggled my Properties panel open and closed, as it should. But just starting today, when I press P, it covers my whole active viewport, but it doesn't even show any of the properties on the panel. Also interesting is that once the panel has covered the viewport, pressing P again will not close it again -- the only way to get it to close is press ESC, and then the panel just goes back to being open normally, not fully closed:

By the way, I'm using 2.70, and this problem continues even if I quit & restart Blender, and also if I reboot my computer.

Also interesting is the fact that if the Tools panel is open when I press P, the Properties panel will cover even it:


texts: Setting the DPI value in rendered images

texts: I'm in trouble with finding a way to set DPI value of files within Blender. I have set up an automated workflow to generate image files for printing, but the volume is too high to open and change the DPI value of each image separately. (PNG for example)


texts: How to append cycles render settings to another file

texts:
Is there anyway to append render settings from one blend file to another?

IE... sampling, lightpaths, film settings, and other things that are found in the render settings section.


texts: this white circle doesn't disappear, it's not the resizeable grabbing circle, which is activated by pressing g, this one doesn't disappear when selecting different lines and it does grab thing i don't want to move. How can i get rid of it?


texts: How to split a Mesh with random_selection

texts:
I want to split a mesh with random_selection.

My question is: How do I make sure that the "random_selection", selects the faces in a mesh to exact no. as specified by percentage. for example: A 10*10 Mesh contains 100 faces, so 50% of random selection should select exactly 50 faces, but in reality it selects sometime 48, 51, and so on.
here is my noob Code:

import bpy
import bmesh

myob = bpy.ops.mesh
m = bpy.context.object
me = m.data

bpy.ops.mesh.select_all(action='TOGGLE')
bm = bmesh.from_edit_mesh(m.data)
face = bm.faces
myob.select_random(percent=50.0)
if len(bm.faces.select) == 100*50/100:
    bpy.ops.mesh.split
else:
    Pass

I am newbei in Python scripting and blender APIs does not helping me in understanding it clearly on 'How to get access the face information in a mesh'

len(bm.faces) # Will tell the total faces in a mesh
bm.faces[i].select = true # Will select one face at a time

but, how do I know, How much faces are exactly been selected. Any suggestion:

Here is some code I tried:

for i in range(100):
    if bm.faces[i].select:
        fac.append(bm.faces[i])
        count += 1
if len(fac) < 50:
    for i in range(50):
        if bm.faces[i].select == False:
            bm.faces[i].select = True
            fac.append(bm.faces[i])
        continue
    bmesh.update_edit_mesh(m.data, True)
elif len(fac) > 50:
    print (count - 50, "are extra faces." )
    for j in range(100):
        if bm.faces[j].select == True:
            bm.faces[j].select = False
            if bm.faces[j] in fac:
                del fac[j] #problem here
        continue
    bmesh.update_edit_mesh(m.data, True)
else:
    print ("Exactly 50 faces are selected")

I somehow manage to select missing faces to make them 50 faces, but how do I deselect and remove them from list of selected faces.


texts: Masks animation in the graph view is possible?

texts:
I have an animated mask. Can I modify easings of it in the "Graph View"?
There is some sort of "Mask" mode like one in the "Dope Sheet"?


texts: I have a complex curve which is a series of vertices and I would like to find the total length of all the vertices. MeasureIT can show me the length of each segment in the curve but does not seem to offer a total length. Is there any tool that can do this?


texts:
When you subdivide a cube into 9 smaller cubes,
how to separate them
so that between each smaller cubes is a gap ?

But, the mesh is whole so that each smaller cube is not represented by individual smaller cube meshes.


texts: Issue running Blender Command Line Arguments using Python Subprocess

texts:
I have the following code in a file named call.py, which I've reduced down for debugging.

Note: I've tried various paths, either using os.path (join) or absolutes, as seen below:

import subprocess

args = [
        '/usr/bin/blender',
        '--background',
        '--factory-startup',
        '/home/username/Sites/project/blends/3d-text.blend',
        '--render-output /home/username/Sites/project/output/hello.png',
        '--render-frame 1'
        ]

subprocess.run(args)

If I run the args directly from the terminal it works:

/usr/bin/blender --background --factory-startup /home/username/Sites/project/blends/3d-text.blend --render-output /home/username/Sites/project/output/hello.png --render-frame 1

If I call the call.py script itself, either from terminal or within VS Code, in this case, using subprocess, it doesn't work and I get the following error:

➜  project /usr/bin/python3 /home/username/Sites/project/python/call.py
Blender 2.82 (sub 7) (hash 5b416ffb848e built 2020-02-28 18:18:05)
Read blend: /home/username/Sites/project/blends/3d-text.blend
Dependency cycle detected:
MAMaterial/Shading Component/MATERIAL_UPDATE() depends on
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via 'Material's NTree'
MAMaterial/Shading Component/MATERIAL_UPDATE() via 'Material -> Node'
Dependency cycle detected:
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() depends on
MABlue/Shading Component/MATERIAL_UPDATE() via 'Material -> Node'
NTShader Nodetree/Shading Component/MATERIAL_UPDATE() via 'Material's NTree'
Detected 2 dependency cycles
unknown argument, loading as file: --render-output /home/username/Sites/project/output/hello.png
Error: Cannot read file '/home/username/Sites/project/--render-output /home/username/Sites/project/output/hello.png': No such file or directory

Blender quit

Any thoughts on why it's not working?

Blender 2.82
Python 3.8.1
VS Code
Manjaro KDE 19.0.2

Blender 2.82 Manual: Command Line Arguments


texts:
I want to insert 20 frames into the beginning of the animation so that I can make adjustments. Is there anyway to do this or do I need to shift every object that I have animated over 20 frames? Thanks!

On the time line there appears to be negative frames but I can't access those is there anyway I could start my animation at the -20th frame? That would solve my problem


texts:
I'm playing around with ways to visualize an MRI image of my head. I've extracted my brain, so there are non-zero brain voxels in the center, and zeros to the edge of the image.

I'm imagining having a corner cut out of my brain to expose its interior voxels like this:

Additionally, I've also got voxel-wise statistical data that I'd like to use as a semi-transparent overlay on the anatomical.

Is this setup possible?


texts:
I am currently working on a thumbnail for an animation I am making.
The animation is already half rendered (in Eevee). Now I am trying to add a light bulb to light up the characters in the thumbnail, but the light just doesn't produce the light in the render.
I already have an irradiance volume that I have baked my lighting in, and everything works just fine. I added this light point, rebaked, but still the light doesn't render.
I tried to render without light baking, so I removed all light cache - it doesn't seem to change anything at all. It renders as if I hadn't removed anything.
I'm including a photo of the final render: https://gyazo.com/bfbce65dd473675bde640d0f798e57d5
Also a photo of the workspace: https://imgur.com/Y11Zt0l
I have also tested it on cycles, which worked. The characters were well lit, so it must be something with Eevee.
Thank you everyone!


texts: Is there a way to mirror faces without the normals being flipped?

texts:
I need to create a mirrored version of my mesh. In edit mode I press M plus the axis. But the normals on the mirrored faces are flipped, so I have to select all faces and recalculate/flip the normals.

I want to eliminate the last step. Is there a way to make the mirror function keep the normal direction of the original faces?


texts: where can I find the edit menu in blender 2.9

texts: I want to edit objects in the edit menu, but the edit menu can't be found in blender 2.9


texts:
I have a problem with selecting. When I select some objects (for example a camera), then press A (deselect everything), B and select multiple objects, I'm not able to, for example, set the material for this objects, because Blender still thinks that the camera is selected.

I'm new to Blender, so it's very likely that I just clicked something wrong.


texts:
Why is my rendered object and rendered image so grainy?
I followed tutorial https://www.youtube.com/watch?v=4rNrL7a12xg and when i added material its not looking the same


texts: How to instance geometry rather than Objects?

texts:
I'm trying to reverse engineer the awesome setup of Felipe del Rio here.
I got as far as setting up an XY array with geometry nodes that instances objects using Line primitives. I want to repeat the XY output on the Z-axis, creating the basic shape of a building.
I am looking for a way to 'chain' the XY-axis output, but there are currently no nodes that instance Geometry directly (Blender 3.0 alpha). How would I achieve this?


texts: How do I copy vertex groups from one object to another?

texts:
So, I decided that a previous project contained exactly what I needed to expedite a new project, so I appended the appropriate objects form the previous project to the new one. This was great, because I didn't have to define new materials, &c.

Regrettably, though, I found out that when it came to vertex groups, where it would have been as helpful to be able to copy vertex groups from one object to another as it was to copy materials, I couldn't figure out how to do so.

Am I looking for a feature which does not yet exist?

NOTE: I did not expect the vertex groups to have assignments in the target objects, but it would have been handy not to have had to retype 25 names.


texts: I'm trying to install Blender 2.78c on my windows 7 but it's frozen on the install screen

texts: As you can probably already tell from the title I'm trying to install blender on my windows 7 but its completely frozen on the setup wizard 'installing blender' Yes, I have tried downloading it again numerous times and even reboot my computer but still nothing, any help?


texts: Why can't I scale or rotate masked parts of my object in sculpt mode?

texts:
I'm trying to scale / rotate a masked part of my mesh in sculpt mode, but it does not work. Moving the part is not a problem.
I tried to remesh the object and to turn dyntopo on / off.
It is not lagging or slow, it just does nothing when I drag the mouse.
I sculpted something in another file and there it works just fine.


texts: Is it possible to render a game level like the old Baldur's Gate ga

texts:
So I'm wondering if it's possible to create the scene for a level like in Baldur's Gate (where some of the maps can be 6000x3000). The thing is, they're all at a constant look-down angle and position no matter where you are on the map (effectively an isometric map, although not a tiled one)

Would creating an orthographic camera be sufficient for this ? If not, would it be possible to traverse the camera over the terrain and stitch renders together somehow ?

In case it's not obvious (as if!) I'm new to Blender, although I've written a fair amount of code in my time...

[edit]
So apparently I’m supposed to add new information to the post, not reply inline :) To clarify, what I’m trying to do is render a large isometric-perspective (well dimetric really, I guess) map, using world-creator to create the mesh, and blender to do an orthographic-camera render.

I’ve been doing some more reading and it seems if I set the camera look-down angle to 30 degrees, I get my nice 2:1 dimetric scale, and I can use a sun lamp to give consistent shadows across the scene.

I’m still having mental difficulties grasping that it could, in fact, be this easy :) Those are bound to be famous last words :)


texts:
So supposedly installing a specific module for Blender's python is easy as pie but I can't do it for some reason. I've followed this topic How to install Pip for Blender's bundled Python?

and this website http://www.codeplastic.com/2019/03/12/how-to-install-python-modules-in-blender/

Blender 2.8+ is supposedly shipping with pip already installed. So it should just be a matter of installing the module I want with pip from the Python exe inside the Blender folder. But here are all my failing attempts... What am I doing wrong?


texts: How to permanently remove a default add-on

texts:
As you can see in the images, the addon has been removed from the folder. I didn't remove it, it was probably Blender, or the new PRO version of Archipack that I installed. No way for me to know.
However, now there is no ARCHIPACK in the ADDONS folder, while there is a ARCHIPACK_20.
I tried to close and reopen Blender, but the problem persists.
It's also fun that there is a REMOVE button for version 2.3.3 PRO, but no REMOVE button for the old version.


texts: Exporting / Rendering in a Print-Ready Format - I'm Stuck!

texts:
Please, somebody save my aching brain!!! I have been scouring the web for quite a while now and cannot really find what i'm looking for - maybe you guys can help??

I love creating Flyers/Posters and Logos in Blender but i'm hitting issues when it comes to having a finished render/file that is printable or usable in a design context once i have chosen my desired angle/camera/lighting environment... I know how to render a basic image or animation, that's fine but i apparently need these to be in a format that is scalable and lossless in quality. I hit a similar issue with doing a logo for a website for a buddy, i managed to get the image without a background and keep all the colours/lighting etc, but i felt that i may have missed a vital part to this process as it definitely had its limits if i were to go for a large scale...

I keep coming across the terms vector / raster / SVG / TIFF and some others - i managed to have Blender create an SVG, but was literally the lines/vectors/wireframe of the 3d body and it had no colour /textures/lighting with it when i opened it...

I understand that if i were to send a file to a print shop to get, let's say a large banner printed then i would need a print-friendly file type rather than just a picture file...

is Blender able to do this or should i totally change my approach and go with a standard 2d program instead? I LOVE Blender, i don't want to use a different program, I'm invested in the awesomeness of this amazing program!

Please if somebody could point me in the right direction i would be so grateful, i'm starting to lose my motivation!

EDIT:

added a couple of images - if the poster was going to the printers rather than online then i would have needed to try and have a vector i belive


texts:
I have an heightmap generated with world machine that I am using to displace a plane using the experimental features for micro displacement in 2.78c. Similar to that :

I want to use a mesh representing the same terrain to be able to place additional objects on my scene without having to do it via the rendered view (since the displacement is not visible in the material view).

I figured I could do it with a mesh of the same heigthmap generated with world machine, but I have to eyeball it to align the two terrains since I'm not sure which values I have to put in the nodes of the displaced plane to get the exact same displacement.

Is there a way to have an accurate alignment of the mesh and the displaced plane without having to visually align the two objects ? Can I do it with a displace modifier with the same heightmap (how can I get the same displacement in the nodes and in the modifier) ?


texts: Workflow to get particle animation into 3rd party renderer

texts:
I've built a particle animation I like in blender... basically like dust falling through the air. I want to import this to KeyShot for rendering.

I think I need to convert the particles to mesh, but I want them to still be animated as they are. I think I'm missing a step. I want to be able to export via .abc which KeyShot can import as a Keyframed animation.

I'm pretty new to Blender. If someone can offer me the steps, I'd be very grateful. I assume it'll be something like:

Create Particle Animation > Convert Particles to Mesh > Apply Baked Particle Animation to Mesh (not sure how to do this) > Keyframe animation > Export as Alembic

I haven't been able to get it to work. Thanks in advance.


texts: How to automatically make Blender choose random colors for your render

texts: I want to make this render but don't know which color to use for the logo. How to make Blender render with random colors for me to then check and use the best one.


texts: I need advice how to fill the inside of this flange ,so the holes and ellipse to be empty.A step by step advice or a video will be helpful. Thank you.


texts: Keep on getting missing dna block error and fbx file can't open in any program

texts:
I have been working in blender but one day I got a missing DNA block error and I tried to append it, recover from last session, and everything to recover it but I had to recover from auto-save which the last one was a couple days ago. So I decided to start exporting a backup fbx file which worked well until today when I got the missing DNA block error again but the fbx file won't open properly in any program so it's probably corrupted and the last auto-save was a long time ago and I can't redo my progress. I am wondering if anyone knows what's wrong with my fbx file or can knows how to fix my .blend file (if anyone knows how to stop my file from having the missing dna block error every other save would be helpful to thank you)
download for blend file: https://drive.google.com/file/d/1D0lWYPduxGgOmRZV7qsq7zzpUe3TSACF/view?usp=sharing
download for fbx file: https://drive.google.com/file/d/1htCXmNDDH38yFKHf863_QLRkI2M6RjAq/view?usp=sharing


texts: Blender (2.91) blue noise particle addon, particles disappear in animation after frame 50

texts: I am making a forest scene in blender and I am using the blue noise particles addon to scatter the trees around the scene. My problem is that when I start the animation, all my trees just disappear after the animation reaches frame 50.  Any help on how to fix this will be appreciated.


texts: Using three js exporter in a python script

texts:
EDIT: as of yet I haven't been able to find a concrete example of someone using an addon exporter in a python script, so if any of you have that I would be very grateful!

I have hundreds of files and I'm using a small script to standardize them and convert them to .json files for use in three.js, but I can't get the exporter to work.  It is throwing an error (evidently a different one than ImportError) at bpy.ops.wm.addon_expand(module="three") - when I mouse over the addon in the "export" submenu, it gives me the bpy.ops.export.three(filepath = "export path") operation as how to access it, but it is still throwing errors.  Here's my testing code:

import bpy
import addon_utils

def main():
    cube = bpy.data.objects[1]
    bpy.ops.object.delete()
    # import
    filePath = "import path"
    bpy.ops.import_scene.obj(filepath=filePath)
    tablet = bpy.data.objects[1]
    # find dimensions and scale accordingly
    tabletDimensions = tablet.dimensions
    scale = min(10/tabletDimensions[0],10/tabletDimensions[1],10/tabletDimensions[2])
    # give 3dcursor new coordinates
    bpy.context.scene.cursor_location = (0.0,0.0,0.0)
    # set the origin on the current object to the 3dcursor location
    bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
    tablet.scale = (scale,scale,scale)
    print(addon_utils.paths())
    try:
        bpy.ops.wm.addon_expand(module="three")
        bpy.ops.export.three(filepath = "export path")
    except ImportError:
        print("Threejs importer addon not available")

    #bpy.ops.mesh.primitive_uv_sphere_add(size=2,location=(5,5,5))
main()


texts: Chained Transformation Matrices not producing predicted result

texts:
I have a problem for a few days and I can't solve it =[[
I have a composite object of 4 parts and I'm trying to do the translation and rotation operations on it.
Each part of the object has a rotation and translation matrix (so I have 4 different rotations and translations).

The steps are:

Calculates the transpose of the rotation matrix;
Place all the objects in the origin (0,0,0);
Define "Origin to Geometry" for all objects;
Conversion of the transposed rotation matrix to Euler Angles;
Modify the position and rotation of objects with their translations and rotations;

Here is a part of my code:

for i in range (1, 5):
    print ("done " + str(i))
    bpy.context.scene.objects.active = bpy.data.objects["obj"+str(i)]
    obj = bpy.context.scene.objects.active

    with open('info/info_' + a + '_00' + str(i-1) + '.txt', newline='') as inputfile:

        results = list(csv.reader(inputfile))

        r1 = results[4]
        r2 = results[5]
        r3 = results[6]
        t = results[8]

        r1 = [num.strip().split(" ") for num in r1]
        r2 = [num.strip().split(" ") for num in r2]
        r3 = [num.strip().split(" ") for num in r3]
        t = [num.strip().split(" ") for num in t]

        #with transposed matrix
        a11 = float(r1[0][0])
        a12 = float(r2[0][0])
        a13 = float(r3[0][0])
        a21 = float(r1[0][1])
        a22 = float(r2[0][2])
        a23 = float(r3[0][3])
        a31 = float(r1[0][4])
        a32 = float(r2[0][5])
        a33 = float(r3[0][6])
        t1 = float(t[0][0]) # value of x
        t2 = float(t[0][7]) # value of y
        t3 = float(t[0][8]) # value of z

        #http://nghiaho.com/?page_id=846
        rot_x = atan2(a32,a33) # result in rad
        rot_y = atan2(-a31,sqrt(pow(a32,2)+pow(a33,2)))
        rot_z = atan2(a21,a11) # to degrees -> degrees(rot_z)

        bpy.data.objects["obj" + str(i)].location = [0, 0, 0]
        bpy.data.objects["obj" + str(i)].rotation_euler = [0, 0, 0]
        bpy.data.objects["obj" + str(i)].rotation_euler = [-rot_x, rot_z, -rot_y]
        bpy.data.objects["obj" + str(i)].location = [t1, -t3, t2]

PS: I change the sequence of rotation angles because blenders coordinate system is different

The result is is below. The strange is that the object are disconnected, which can not happen. Does anyone have any suggestions?

I also have attached the camera image that I have and that I wish

I know that the difference is small but it can not continue my work with this.

information about the matrix

Blender file

Original file

Thanks a lot!


texts: How can I use the same material at another slot and change it independently?

texts:
I modelled something and want to select some specific faces for this object to give it another material. Works with applying. But now I have an existing material and don't know how to change it (e.g. make it darker) without changing it for all the other faces too.

When I click on the second material slot and want to change it and apply, the first slot changes too. How do I avoid that?


texts: Forcing randomized quads to stay coplanar?

texts:
I have a lot of quads on a grid, which will get displaced by a Displace modifier with a noise texture. This is my current result:

As you can see, quads aren't deformed in a way that will make them stay coplanar.

Is there any way to solve this, either with modifiers or a script?

Thanks in advance!


texts: I have a blender scene with various meshes and different properties (e.g. material, texture etc) assigned to meshes. Are there plugins to export the meshes as obj and the properties assigned to meshes as xml file?


texts: Python: Imported Curve points lose Z coordinate in Edit Mode

texts:
I'm trying to use bezier curves for editing paths of a custom game file format.

A weird bug (?) when switching to Edit Mode makes the bezier spline points lose their Z coordinate, it being set to 0, and I have no clue why.

Here's the code that simply creates a new bezier curve, adds a spline with enough points and feeds it the coordinates of the control points and handles.

# Create a bezier curve object representing the Path.
cu = bpy.data.curves.new("Path", 'CURVE')
ob = bpy.data.objects.new("Path", cu)
self.context.scene.objects.link(ob)
self.context.scene.objects.active = ob
# Add the points to a new spline.
sp = cu.splines.new('BEZIER')
sp.use_cyclic_u = path["IsClosed"]
points = path["PathPt"]
sp.bezier_points.add(len(points) - 1)  # There is already one point in new curves, so add one less.
for i, point in enumerate(points):
    pt = sp.bezier_points[i]
    pt.co = vector_from_dict(point["Translate"], invert_z=True)
    pt.handle_left = vector_from_dict(point["ControlPoints"][0], invert_z=True)
    pt.handle_right = vector_from_dict(point["ControlPoints"][1], invert_z=True)
# Lock the transform as paths are always in the global coordinate system.
ob.lock_location = [True] * 3
ob.lock_rotation = [True] * 3
ob.lock_scale = [True] * 3
return ob

def vector_from_dict(dictionary, invert_z=False):
    # Game file format is right handed with Y up, convert accordingly.
    if invert_z:
        return dictionary["X"], -dictionary["Z"], dictionary["Y"]
    else:
        return dictionary["X"], dictionary["Z"], dictionary["Y"]

As said, this imports fine and looks well at first. Hence this path of birds flying around the palm trees and above the house ceiling in the front:

But as soon as I enter Edit Mode, the path drops down to the floor, the Z coordinate of all points has become 0 (0 is far below the game model)!

It's indeed just Z losing its value, I imported the path again without editing it this time, making it very clear - the correct one is above, the one with the edit attempt lieing flat below:

Going back to Object Mode keeps these "corrupted" coordinates! What is going wrong here?

The file format itself is stored as binary, but also nothing special, and a Path in it can be represented as dictionaries and arrays like this:

{
    "IsClosed": True,
    "PathPoints":
    [
        {
            "Handles":
            [
                {"X": -2374.132, "Y": 2985.336, "Z": 2211.747},
                {"X": -2318.274, "Y": 2964.664, "Z": 1901.128}
            ],
            # Can't import Rotate since no Blender support for bezier point normals =(
            "Rotate": {"X": -2.684734, "Y": 0.167497, "Z": -3.044649},
            "Translate": {"X": -2346.203, "Y": 2975, "Z": 2056.438}
        },
        {
            "Handles":
            [
                {"X": -2277.908, "Y": 2960.383, "Z": 1596.964},
                {"X": -2294.248, "Y": 2989.617, "Z": 1175.442}
            ],
            "Rotate": {"X": -2.808016, "Y": -0.1063031, "Z": 3.136256},
            "Translate": {"X": -2286.078, "Y": 2975, "Z": 1386.203}
        },
        # ... and so on for each point ...
    ]
}


texts: Cycles Baking Produces Odd/Useless results

texts:
I'm testing Cycles Baking on an Aircraft body that I've been working on. I'm getting some really odd results. I'm using a NVIDIA GTX 970. I've applied all the modifiers except the subsurf on the plane body. I've re-unwrapped the mesh and removed doubles. I've also checked that the normals are correct. I'm using an HDR image for the lighting. For the model, the wings and the air intake (in front of the windshield) are separate objects. They are individually UV unwrapped with the same material applied, through I don't know if this would affect the baking.

Actual Rendered Material

Baked Material Output

Baked Material Output (Reverse Side)

Bake Image

Settings:
Render Samples: 1024
Bake Settings:

Node Setup
I'm baking to the image texture node in the green frame.

Does anyone have an idea as to what is going wrong and how I can fix it? I'd appreciate the help!


texts: How to apply materials to specific faces only?

texts: I imported an object with many faces and materials, but I only want some materials to apply to certain faces, how could I do this? When I add the material, it adds it to the entire thing, how do I do it for one face?


texts:
i was trying to make an eye, and this happened.

is there a way i can texture a sphere without it replicating the texture?


texts:
First of all, I'm actually making a fictional race track mod for a racing simulator, and I already finished the main terrain modelisation and now I'm having some other issues.

One of them is: How to make a separate object respect (snap to) the elevation of the terrain?

Like the screen shot above, I started to make circuit fences using the array modifier, but the pieces of the fence don't automatically match the terrain.
Some constrains may help, but they seem to only be useful in specific situations with simple objects. Is there a easier solution to make the objects match the terrain elevations?


texts: How can I import svg file in 2D animation?

texts: I know how to import a svg files, the problem is that after I imported a svg file in the 2D animation it doesn't show, there are just some orizontal black lines, just a few, and nothing happens. If I try to import it in the 3D, it works fine. Can someone help me?


texts: How to set up 2 different worlds nodes for render

texts: I have two objects in my scene cube and plane, and I have set up 2 different worlds. is it possible to assign a world node which will influence the specific object in my scene, One world for the Cube and another world for the plane so they can be influenced by the settings I tweak.


texts: Blender render doesn't display skybox while opengl render does

texts:
I have used a skybox image that I find on a website and wrapped a cube to make a skybox. The final blender file is here.

When I render image using F12, the result is blank. However, if I make OpenGL render image, the result is as expected. What is wrong with the normal rendering, what am I doing wrong?


texts: The Blender Image Editor's zooming feature has rough filtering than other 2D software

texts:
I loaded an image to the image editor for reference and scaled for fit my screen it.
And I got pretty rough filtered view.
Other 2D software shows smooth filtering.
To help you understand rough filtering, I filmed comparative GIFs on Blender, Photoshop, Krita, and TVPaint Animation.
Is there any option I missed on the blender? Or is it the limit of the blender's image editor?
I used Blender 2.92
Blender

Photoshop

Krita

Tvpaint Animation


texts: Blender 2.81a file created in Windows behaves weird in Linux

texts:
I have students learning Blender doing the Blender Guru Donut Tutorial. While doing this, a few of them have moved to another room. The difference is that they started on Windows 10 PCs and now try to continue on Linux Mint PCs.

The file opens in Linux Blender 2.81a but the donut is not there and the program crash when going to rendered mode.

Among other things, I tried to work around the problem, appending things from the saved windows blend file to a fresh Blender instance in Linux. There I see that there are more objects in the folder when appending in Linux than trying the same in windows. Apart from the expected "Donut", "Icing" etc there are also additional "Donut original" and "Icing original". If I append the "original" objects they appear in the Linux scene, while the non.original objects are not shown and crash in render.

Anyone have seen and/or have any knowledge about this?

Linkt to downloading a bagel blend file with this behaviour:
https://easyupload.io/stpxww


texts:
My hair is set to be about 0.15m long? But for some reason, even though my character is about 170cm tall, when I apply transforms, the hair grows way longer and just kinda shoots all over the place... I spent hours working on the hair and now it's lost. In fact, I moved my character down to match the X axis line, and the hair style went all crazy. I didn't have hair dynamics set to any of my particle systems, the hair I spent hours styling looks like this now, before I apply transform,
 and when I apply transform it goes way longer, which I sorta understand but... My main issue is why does the hair go all crazy just from moving the mesh? What if I tried to move my character in the game, would the hair do the same thing? Is there any way to prevent this? Also, is there any way to fix this, or do I have to redo this from scratch? I had my hair display turned off to increase performance, so I saved it not knowing it turned like this...
Thanks.


texts:
my goal is to be able to detect when a child object is renamed in a way to display actual name and associated length value in every moment.
I first have a list of all name of object children.
If an object is renamed, I want to replace the ancient name in my list by the new one. However, it is not working when I rename several children.. Maybe there are others way to do it, or something I don't see in my code ? Thank you.

           for child in obj.children :
                if child.name not in bpy.types.Object.allnameList :
                    # A rename happened : Find the name to replace :
                    for w in range(len(bpy.types.Object.allnameList)):
                        if bpy.types.Object.allnameList[w] != child.name  and (bpy.types.Object.allnameList[w] not in obj.children) :
                            bpy.types.Object.allnameList[w] = child.name