texts: How to randomize holes in a mesh, like with a particle system?

texts:
I'm building a bush that has been ravaged by caterpillars. I am working with a set of leaves, see attached image, and some of them I have created holes in the mesh, you can see in the mesh which is selected in Edit mode.

I'm trying to figure out a workflow to generate the holes randomly - sizes, location, shape - in the mesh. Thereby limiting the base set of leaves. I'm seeking a workflow similar to how you would add raindrops on leaves using a particle system: create a droplet; Particle: Hair; Render As: Object etc...

Can you think of a clever method to achieve this?

It doesn't necessarily need to affect the mesh itself, but just the transparency (transmission) for render.

The answer to this question suggests a workflow using micro-displacements, that might be a good starting point ... not sure.  Maybe creating a texture with the holes, that can be UV mapped ... thinking out loud. Keep in mind the leaves already have a texture mapped onto them, and a solidify modifier with Subsurf Scattering in the material.

Grateful for any bright ideas you can share.

EDIT

An answer was offered to run a texture through the Alpha channel. It's close but not quite there yet. See the attached image for the setup.

The Base Leaf Texture is connected to Base Color - this has been unwrapped using 'U Project from view and placing the mesh on the image in UV editor.
This same image texture is used twice again with ColorRamps to influence Roughness input and Bump via Normal input.
As per the suggestion, I created a black and white texture file of leaf holes and this connects to the Alpha channel. (My understanding is that Alpha works with 1.0 = White = Opaque / 0.0 = Black = Transparent, hence the black and white image).

You can see this sort of works.

The issues:

This method is not random, the texture is the same on duplicates. (Might I perhaps use a larger file for the leaf holes and somehow manipulate it with an empty...?)
This method is indiscriminate on the leaf, I need to restrict the pattern of holes from affecting the stem  (Can this be done with texture paint - or weight paint - multiple textures onto an object? So the mesh can be unwrapped onto the Base Color image texture and the pattern of holes image texture for the Alpha channel be selectively painted? Can you explain how?) This still doesn't affect the randomness of the holes.
Finally there is an artifact in the cycles render, the 'holes' are dark transparent grey in accordance with the shape of the mesh rather than completely invisible. (See final attached image for the Cycles render).

Further clues are greatly appreciated. Sincere thanks for your efforts.


texts:
Here's another little issue I can't solve by myself:

I wrote a little python script called by blender from terminal (or dos cmd) that renders a scene letting you see the tiles composing the image like it does from "inside Blender" hitting the f12 button.

Now, I would like to popup a window with no menus and with the render result fitted in it.

This is what I do from terminal:

blender /path/to/file.blend -p 200 200 640 480 -P /path/to/python/script

This is the content of the python script:

import bpy
bpy.data.screens['screen_name'].scene = bpy.data.scenes['scene_name']
bpy.context.window.screen = bpy.data.screens['screen_name']
bpy.context.screen.scene = bpy.data.scenes['scene_name']

bpy.data.scenes['scene_name'].cycles.samples = 40
bpy.data.scenes['scene_name'].render.resolution_percentage = 50

#this "for" breaks all the code
for area in bpy.context.screen.areas:
   if area.type == 'IMAGE_EDITOR':
       override = bpy.context.copy()
       override['area'] = area
       bpy.ops.screen.screen_full_area(override, use_hide_panels=True)
       bpy.ops.image.view_all(override, fit_view=False)
       break

#what under work as intended without the "for"
bpy.ops.render.view_show('INVOKE_DEFAULT')
#renderizza
bpy.ops.render.render('INVOKE_DEFAULT', animation=False, write_still=True, use_viewport=False, scene='scene_name')

As I wrote in the comment in the py code, everything works just fine without the "for" code.
The error I got on Ubuntu is

RuntimeError: Operator bpy.ops.image.view_all.poll() failed, context is incorrect

On windows it adds a EXCEPTION_ACCESS_VIOLATION (windows always have to make some sort of drama :-)

What did I do wrong?

Thank you for your time and for you help.


texts: How do I add in a octagon shape from a plane mesh?

texts: I'm new to Blender and currently watching tutorials on modeling. In this video, at 6:50, the person adds a Plane mesh that is already in a octagon form; it has 4 vertices but looks like an octagon. I've been trying to find out how he did this but can't find out the answer.


texts: Connect a folding door with an armature without deforming the door panels

texts:
I am building a horizontal folding door with segments that open like a concertina.
Method:

I first select the door segments then the armature.
Cntrl + P
"set parent to" / Armature deform/ with automatic weights
or with bones?? bones relative??

The attachment works! But when I operate/ opens the armature the door segments are pushed skew and off centre from the bones.  What am I doing wrong?

Any suggestions?


texts: How to paint a texture on, based on the way it was mapped on with UV?

texts:
I UV Projected an object, but now I want to paint certain parts of that map onto it without the whole thing. How can I do this so that the parts I paint still look like the same parts of the map?

EDIT

All the settings you need to see are in this screenshot :-)


texts:
I am testing cloth physics.
But I have some problem.
Why my object is floating in the air?
Could you tell me how I can fix this please?


texts: Blender Manual URLs: 2.79 vs 2.8 - Not Found (404) for discontinued features

texts:
I've noticed recently that the Blender Manual often returns a 404 page since transitioning to 2.8.

For example, if you search on Google for "blender game engine audio formats" the top hit is Sound Actuator — Blender Manual and this is the URL:

https://docs.blender.org/manual/en/dev/game_engine/logic/actuators/types/sound.html

But it leads to a 404 page, presumably because the Blender Game Engine will be discontinued in 2.8. But no explanation is offered to visitors looking for information about BGE features because the manual seems to only show documentation on the latest version.

If we replace dev with 2.79 we get the correct URL:

https://docs.blender.org/manual/en/2.79/game_engine/logic/actuators/types/sound.html

The issue is made worse by the fact that this button on the page appears to be broken when trying to switch from 2.8 to another version:

So even though helpful documentation exists for these 2.79 features, people starting from a Google search are prevented from finding that documentation, unless they figure out that they need to manually change that part of the URL. So what I'm wondering is:

Is this expected to eventually change?
Are those who maintain the manual aware of this?
If they aren't aware, who should be notified?


texts:
there.

So, I know that you can switch scenes by setting the bpy.context.screen.scene reference to an existing scene reference, but doing so doesn't update bpy.context.scene immediately (at least, not within an add-on). I need this because I'm programmatically exporting data to FBX, and it relies on the scene reference in bpy.context.scene.

Is there some way to update Blender or the Window Manager or something, to make the context reference update after being set?


texts: Why don't I see "'At First" and "At last" options after pressing alt + m in the blender 2.78b

texts:
Can anyone please help me out to identify why I don't see At First or At last option for merging the vertices. This is my first POC with blender cube mesh.

In the image, you can see that I have selected the vertices against the black color edge.


texts: How can I quickly move/translate an object to the center location/position of another object in a static scene?

texts:
This question relates to positioning static objects while modeling.  This is not a question about how to move objects dynamically/programmatically like in a game context.

For example, I need to translate the center of mesh object A to the center of mesh object B.

How can this be done easily?


texts: render normal map, diffuse color and height map

texts:
I would like to make all the render needed to create a shader I can apply to a plane and get the same result as my composition with plenty of mesh.

here are all the meshes view from the side:

I have already set up an orthographic camera above the fishes and made a first render but this render has got shadows:

I need to render the normal of the fishes view by the camera,
the color of the fishes (without shadows),
the ambiant occlusion,
a height map to serve as a displacement map on the plane I will finally apply the shader

Is it possible to select the type of render like in the baking menu or is it possible to bake what the camera sees on a plane ?


texts: Is there any way to apply anti-aliasing to an image in the compositor?  I have a complex compositor setup, and during the compositing, some of the anti-aliasing is lost due to the bilateral blur filter.  Does anyone know of a way to perform antialiasing within the compositor?


texts: 2.81 Shadows settings missing Exponent value (among other settings)

texts:
What's with the 2.81 missing shadows settings on lights? A bunch of helpful parameters got removed? I've seen people saying that supposedly shadows work better now, but in fact, I couldn't get the 2.8 results no matter how I tried messing with the parameters that are left (in both the Render and light settings).

I had a problem with light leaking along contact shadows, which I fixed by increasing the Exponent value in the Contact shadows dropdown of the light's shadow settings. Now this parameter is gone, the contact shadows are back to their old ugly self.


texts: I have a machine with 2 GPU's. One is not great, but has 3GB of ram, the other is much better, but only has 2GB. I currently have a scene that is using around 2.5GB at the beginning, but the scene losses complexity as time goes by. Is it possible to tell blender to use my 3GB GPU at the beginning, then, once the complexity goes below 2GB, have the other card kick in as well? Or am I completely misunderstanding how blender uses vram?


texts: Import sequence of obj files to multiple frames

texts:
I have a problem importing my files into blender. First of all, here it is what I have, for example:

https://www.youtube.com/watch?v=GltBwX6kSgY

My system is more complex, but works in the same way. Every frame has been calculated using molecular dynamics programs. I can save every frame as an "obj" file. The problem is that when I try to import them, I have all the frames in the same scene and same frame. Is it any way to load every frame of my simulation as a frame in blender?

Thanks

Ferchu


texts: Copy location contraint breaks when scene is opened from different computer

texts:
I have 2 character rigs linked into a blender scene.  I want to animate a shot when one character is holding the other one. and I want to use a copy location.  When I do so, it works correctly on my computer..

but When I open the same blender scene from a different computer.  the copy location connection breaks.  I checked and Im using the same blender version in both computers.

Could I get any help on this?


texts:
Is it possible to access the alignment of the view from python? (e.g 'TOP', 'FRONT', 'RIGHT', etc.)

I looked in the api docs, but the closest I could find was view_perspective.


texts: How can I transfer a camera animation to a single bone in an armature?

texts:
I have a camera with an animation that came from tracking a video (this animation only consists of rotations).
I need to transfer its keyframes to a specific bone(placed in the same position of the camera) of a rig, so that it will have a animation that mimics the camera's movement.
I managed to use a copy of the camera action with the armature, but this makes the whole armature rotate with the camera. I guess this happens because it is applying the animation to the armature's object, and not specific bones.

How can I make a single bone of the armature use a copy of the camera's animation?

Thank you.


texts: What is the effect of increasing your ram in blender?  Especially in the speed of rendering


texts:
I want to create a bottle of shampoo, but I encounter some difficulty...

When I apply subdivision surface I got this mesh, how can I fix this?

Here is my blend object:
https://drive.google.com/open?id=177eO74yxTY8biekbXR2gIK2Fk5QB16HN


texts: Parenting a camera and an empty cube not working the way I need it to for rigging

texts:
When I align the camera and the empty together so that the camera is in the centre of the empty, they both move together despite them being un-parented. Then when I parent them together the child object (the camera) moves away faster than the empty cube (the parent). Any help would be greatly appreciated.
Here are some images I took:

Top image: The parented objects before hitting G and moving them around.

Middle image: The camera has moved faster and further away from the empty cube which is its parent after moving.

EDIT: When I open up a completely new blender file it works just fine, so I've got no idea what is going on.

EDIT 2: I've solved it I had proportional editing on, I'm so stupid!

Bottom image: When I hit Alt P and un-parent, the two objects still move together for some reason.


texts: How can I use a material from one blend file in another?

texts: I have two .blend files and each one has materials library. How can I have the both materials libraries in ONE .blend file?


texts: Why every time I use the Arrays modifier with Object Offset, the duplicates begin to increase in size exponentially?

texts: Every time I use the Array modifier with Object Offset, when I increase the count over 1, the duplicates begin to increase in size exponentially. How can I keep their size constant?


texts: Why are the Hairs of the particle settings under my icing?

texts: Hey Guys, im just about to do an Youtube tutorial from Blenderguru. The Tutorial is about placing Random Particles on the Icing of an Donut. Somehow when I click on the Particlesettings of the Icing and select Hair, the hairs are not like in the Tutorial they are just under the Icing. I dont know what to do, i would be very gratefull for some help.


texts: How to write the xml for a mesh with texture for standalone Cycles?

texts:
I am not able to figure out what to write to make standalone cycles use a UV map. I have written a shader like this for a mesh

<shader name="shader27">
    <texture_coordinate name="texcod"/>
    <mapping name="map" translation="0.0, 0.0, 0.0" rotation="0, 0, 0" scale="1, 1, 1"/>
    <image_texture name="imgtex" filename="path to Image"/>
    <diffuse_bsdf name="diffuse"/>
    <connect from="texcod Generated" to="map Vector"/>
    <connect from="map Vector" to="imgtex Vector"/>
    <connect from="imgtex Color" to="diffuse Color"/>
    <connect from="diffuse BSDF" to="output surface"/>
</shader>

The mesh node looks like this:

<transform rotate="90.00000000000001 0 -1 0" translate="-0.0025990686416625976 0 1.1102230246251566e-18" scale="0.001 0.001 0.001">
    <state interpolation="smooth" shader="shader27">
        <mesh P="-1.9988649877621822 -1.675 0 1.9988649877621822 -1.675 0 1.9988649877621822 1.675 0 -1.9988649877621822 1.675 0" nverts="3 3 " verts="0 1 2 0 2 3" UV="-1.9988649877621822 -1.675 1.9988649877621822 -1.675 1.9988649877621822 1.675 -1.9988649877621822 1.675"/>
    </state>
</transform>

Even though the texture appears, it does not use the uv map. Can anyone working with cycles guide me on this?


texts: I'm trying to add an edge loop on the first raw of the vertical squares. Why doesn't it appear on the last one and how can I fix this? Thanks.


texts:
This existing answer's sample file has a stage (I don't know what it is called) which seem to have 3 faces, but the middle one is curved.

I had learnt a way to create a stage like that on YouTube, but the procedure was:

Add a plane
Extrude one edge perpendicularly
Add a bevel between the two surfaces
Use the mouse wheel to create lots of angled surfaces.

So, mine looks like this. Notice that there are many narrow faces in between.

I wonder how the person created the same stage with only three faces.


texts: Weird rendered lighting, probably bad topology

texts: This is one of my first models, an adjustable wrench. Both Eevee and Cycles produce similar results, which look kinda weird. Adding bevels around the wormscrew hole helped a bit, but now I'm stuck.


texts: Why is Blender not letting me move an object that has been keyframed?

texts:
How do I stop Blender from forcing an existing keyframe position while I'm trying to move the object/bone to set a new keyframe? This seeming position/screen refresh is slowing me down. (Note: "Snap to..." is not enabled.)

The steps I'm doing to set a keyframe:

I Select the object/bone with Right click and then set a LocRot or LocRotScale key using "I" on the keyboard.
I move along the timeline and Select another object with right click.
I re-select the 1st object/bone via right click
I press the "R" key on the keyboard to rotate the object to a new position. But the Object/bone refuses to rotate. It WILL rotate toward my mouse but flitters back and forth between it's keyed position and the new position. As soon as I release my mouse the object/bone "snaps" back to the keyed position.

As long as I don't have a keyframe on an object I can move/rotate it wherever I want. However, once I set a keyframe I can't re-position said object/bone in the 3D-Viewport (using the mouse OR the sliders). I'm forced to set a new keyframe before re-positioning, and to change the keyframes in the Graph Editor one channel at a time. This is hardly time saving or an organic workflow for animation.

I've had this problem with Blender 2.78, 2.79, and now even after buying a new computer in 2.81. I've shut down the program and re-started the project in 2.82.
Here is The current Blend File I'm having an issue with:

The culprit at the moment is the empty named "_CameraPivot."
The "force keyfrsme refresh", or whatever it really is, is not happening at the moment but I anticipate it will happen again. Even restarting the program and re-opening project in 2.81, even after saving the project in said state, results in the "force keyframe refresh" being gone. But I can't constantly be shutting down my workflow and restarting the program every time this problem raises it's ugly head.

I can't help but think there is some hidden command key for this as a function which I'm not aware I'm pressing (I.E.: Like how pressing the Caps-lock key, toggling/hiding the brush cursor, in Adobe Photoshop is an annoying/panicky thing if you don't know the function exists but a useful tool if you do.).

Is there anyone who can help me with this issue/function? It's got to be a simple thing as it's not covered anywhere I can find.

Here's a video link to the problem I'm having: RecordedVideo


texts:
I am currently working on a hair object for a character. The hair is a series of curves that use two other curves to determine the hair shape and taper variation.
My problem comes with trying to get the hair fit for animation.
My current working solution is to convert all the hair curves into one mesh and then use a lattice to deform the long back part, as trying to use automatic weights with a skeleton achieves horrible results (random weights or just fails to apply any).
I don't really want to rely on cloth physics as the hair is a very complex series of disconnected objects, and I know that would create several issues.
I wanted to know if there was a method to rig the entire group of curves with a skeleton or some shape deformation, or if I will need to go with my current strategy which is a combination of lattice and blend shapes on the merged mesh.


texts: Why have I got an extra vertex when exporting to ply format?

texts:
The following is a very simple object in Blender (that I have cut out from a much larger object in order to highlight where the issue lies). It has nine vertices and four quad faces. There is vertex colour applied, although it is not obvious here as there's not much variation over this scale.

When I export this object to .ply format and examine the file, I see this:
ply
format ascii 1.0
comment Created by Blender 2.91.0 - www.blender.org
element vertex 10
property float x
property float y
property float z
property uchar red
property uchar green
property uchar blue
property uchar alpha
element face 4
property list uchar uint vertex_indices
end_header
-6.090830 9.806936 23.743603 144 133 135 255
-6.092340 9.750036 23.692902 147 130 134 255
-6.125180 9.707676 23.744701 145 134 135 255
-6.123610 9.763186 23.793701 124 113 116 255
-6.137280 9.662676 23.802002 149 136 136 255
-6.136250 9.718307 23.849602 162 143 138 255
-6.130440 9.814006 23.842001 152 137 142 255
-6.085920 9.851616 23.802301 178 163 168 255
-6.144290 9.771136 23.897602 160 138 134 255
-6.123610 9.763186 23.793701 124 113 116 0
4 0 1 2 3
4 3 2 4 5
4 0 3 6 7
4 8 6 9 5

I now suddenly have ten vertices!

Note that vertices 3 and 9 (or rows 4 and 10 of the vertex list if you prefer) have identical values except that one has an alpha value of 255 and the other 0.

From the location, I can tell that these two duplicates correspond to the central of the nine vertices.

On a larger scale, this has happened to 19 of about 100,000 vertices in the full original object, so it's a rare but not unique occurrence.

As far as I was aware, I never did anything that might edit the alpha channel.

Vertex colours originally came from a texture bake using the "Bake to vertex color" add-on. After a bit of experimenting, I have narrowed down the problem to this add-on, or at least to the vertex colours in some way. If I export prior to creating the vertex colours, I get the correct number of vertices.

What gives, and how can I fix it? I am working on the .ply file via some external scripts, and it is a nightmare having doubled-up vertices in the list.


texts: How to add a crust of crystals to this object?

texts:
I have a heart object:

I want to add crystals growing out of it (see image below for example of what I want)

So far, I've been manually adding crystal objects one by one, but I want to also be able to create a "skin" of crystal crust on certain faces, so that I can easily cover swathes of the heart in a fine scattering of crystals.

Should I use a particle system? Is there some way I can "spraypaint" crystal dust (not just texture, but actual crystal geometry) onto the model?

The heart will be animated, if it matters.


texts: Is it possible to copy a dope sheet summary to another project?

texts:
So I have 2 characters. I made a basic walking cycle animation for the first one and I want to do the same thing for the second character as well. Is it possible do this just by copying the dope sheet?

My characters are not exactly the same but pretty similar.


texts:
I'm a newbie learning to use Blender to produce 3D printable objects, since it is the most flexible software tool on the planet for 3D printing.  However, in doing so I realise that I am using only a few percent of its capabilities (e.g. spending all my time in Edit Mode on objects that will never move) and, in particular, creating manifold objects is proving difficult.  My object looks like it should look but it is non-manifold in various ways (non-manifold edges, non-intersecting faces, etc.).  The original Blender file is here:

I realise that I can improve my construction technique to be sympathetic with the ways of Blender and I can use the 3D Printing add-on to slowly and carefully correct each minute mistake but that seems wrong to me: if the object looks correct then software should be able to generate a 3D mesh that is, near as dammit, printable.  Maybe not quite what I drew but corrected to be a printable thing.  A modifier of some form: the be-slightly-fatter-more-rounded-and-more-connected-but-don't-bother-me-anymore modifier :-)?  FYI the "Make Manifold" option in the 3D Printing add-on doesn't produce a sensible result in my case.

Is such a thing possible and I've just missed it in the many very useful tutorials, or do I need to go through very carefully finding the slivers of errors in my (beginner's) work, which is not much more than a cup-shaped thingy with drill holes?  See a acreen shot of the object below, along with one of the manifold-corrected version according to the 3D Printing add-on, the 3D Printing add-on's list of errors and the view of my 'orrible object as seen by slic3r-3d (Prusa edition).

P.S. apologies in advance if I'm the Nth person who's asked this.


texts: I want to curve the cylinder so it would be like a rotating ramp


texts:
A collegue of mine has created a model with SketchUp and I want to import it into blender now. He created several formats from the model(*.3ds, *.dae, *.obj) which I can import. However, I always do not seem to get the correct dimensions for the objects after the import. Also, depending on which format I choose to import, the dimensions are different.

So, there are two options now. Either, the dimensions get broken when he does his export. Or Blender fails to import correctly.

How can I rule out the second option? How do I import respecting the dimensions of the object from either *.3ds, *.dae or *.obj?

The current situation when importing from *.ds looks like this:
One of the models should have dimensions of about 2,10m length and 1,10m width. In Blender's object mode:

In edit mode with edge length enabled:

Why are the dimensions so different? Even the ratio of the sides is off in object mode.

edit: When I import from *.dae the dimensions in edit mode are correct but not the ones shown in object mode. What is the difference between the two in the first place?


texts:
I every one, I'm wondering some can helping me, I want to create a wall anamorphose like Georges Rousse

I just want to put a text in 360° in all the room project from the perfect center and after be able to print all the faces and glue it on the real one.

Thank's evrybody for helping me


texts: What's going on with my boolean difference Modifier?

texts:
Instructable

Hey All I am trying to recreate something I saw in an instructable a while back I can't figure out how to do it. They used Maya.

So I create the basic shape( the left one) and used the Boolean Modifier difference and the result is on the right. There is a sphere on the inside the design and the design is extruded inward.

How can I get this fixed? Thanks.


texts:
Hello there community somewhat of a new user here...
I know I probably messed up some setting and, but whenever I extrude and scale vertices they move inwards of the model I dont know what I did or I am doing wrong but instead of scaling on the Y axis only it scales the edge inwards as well.
Any help is appreciated
Example:
Everything seems fine from the front side

No so from the right side....

How it should've been:

I got that curve while scaling it.Why am I getting it.
P.S I am following this tutorial as a guide: https://www.youtube.com/watch?v=6SOwJDqoPTw&t


texts: The Z pass is only defocussing inside the boundaries of the Tea Caddy. I presume this because the Caddy is divided against the background? Is there a way to extend the defocus effect of the edges of the object so it fits naturally into the scene?


texts: How to create a script that will evenly distribute selected nodes?

texts:
I would like to create a script that would evenly distribute the locations of some selected nodes so that I can better organize my node trees. I'm seeking a script solution for this issue, instead of using Node Wrangler, because Node Wrangler functionality is not available in Animation Nodes.

I imagine script would function something like:

X = C.active_nodes
For nodes in X find locations of left_most_node_location and right_most_node_location
Set location of nodes to distance between left_most_node_location and right_most_node_location divided by the length of X

I'm not very good with Python, so I'm not really sure how I would write this for Blender.


texts: How to change background color in diffuse color render pass?

texts: I looked around and seems like its not possible according to another post. As a workaround, i'm using a bunch of white images to act as the background color change. Any way to change the black color itself or a better workaround?


texts: How to prevent particles from going where I don’t want them to?

texts:
I don’t want these particles out side of my object:
.blend file

The problem is that I’ve already got two transparent planes and it will get all messy if I add others to stop the particles from getting out.


texts: How to set color_mode to RGBA using script?

texts:
I am trying to set my render to be alpha. i have the following code

scene = bpy.context.scene
scene.render.alpha_mode = 'TRANSPARENT'
bpy.context.scene.color_mode = 'RGBA'

where of the two first lines works fine, but im getting an error in the last one.
so how do i set the color_mode to RGBA, instead of RGB, using python script?


texts: The mug handle is not in the place I expected

texts:
I am making a mug in blender based on a picture. I make the make in Front Ortho and it's just fine but when I look at it from different angles it looks completely wrong. Why is this happening?

?


texts: sRGB footage in tracking clip panel looks washed out, unless the color space is non-color

texts: If I import footage into the tracking clip panel from a default Blender project I have noticed that even though the color space is set to sRGB it looks very washed out unless I switch it over to non-color!


texts: If I have many curves that I converted to nurbs curves, and I want all of them to have their endpoint checkbox selected in active spline type, how do I do that to every curve I have?


texts: Nothing happens when installing my own addon

texts:
I'm trying to create a multi-file package for my Blender addon. But when I click install addon, the addon doesn't show up in the user preferences.

I have two files:

__init__.py
QuickRenderAddon.py

They are put inside a folder called RenderAddon. When I'm installing the addon, I choose the __init__.py. What am I doing wrong and how can I fix it?

EDIT: I have installed one self-made addon before. This addon shows up as it should. But that was only one script.

__init__.py

bl_info = {
    "name" : "Quick rendering",
    "author" : "Lambi",
    "version" : (1, 0, 0),
    "blender" : (2, 7, 1),
    "location" : "View 3D > Edit Mode > Tool Shelf",
    "description" :
        "Allows for quick rendering",
    "warning" : "",
    "wiki_url" : "",
    "tracker_url" : "",
    "category" : "Add Mesh",
    'support': 'COMMUNITY'
}

if "bpy" in locals():
    import imp
    imp.reload(QuickRenderAddon)
    print("Reloaded multifiles")
else:
    from . import QuickRenderAddon
    print("Imported multifiles")

import bpy
import os

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel for quick rendering options"""
    bl_label = "Quick rendering panel"
    bl_idname = "RENDER_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "render"

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

        # Create an row where the buttons are aligned to each other.
        layout.label(text="Quick Rendering:")

        row = layout.row()
        row.scale_y = 2.0
        row.operator("object.custom_rendering")

class CustomRenderOperator(bpy.types.Operator):
    """Render stuff, yee"""
    bl_idname = "object.custom_rendering"
    bl_label = "Preview render"

    def execute(self, context):
        QuickRenderAddon.set_settings()
        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

QuickRenderAddon.py

#Script to quickly access different render presets,
#by clicking only one button

import bpy
import os

############# ... a bunch of function def's here, but I've
############# removed them as to not overwhelm you with code...

def set_settings():
    set_output_settings()
    set_sampling_settings()
    set_dimension_settings()

####################     Program:     ####################
render_folder = "Render\\QuickRenderAddon"
project_folder = "F:\\06_MotionPath_Dev"
os.chdir(project_folder)

#set_settings()
#bpy.ops.render.render(animation=True)

print("Program complete 2")


texts:
Grease pencil clears all previous strokes when writing a new frame. I want to keep the existing strokes and copy them to the new frame before a new stroke has been drawn.

When drawing in the interface, this can be done by enabling additive drawing. There also seems to be an operator which can copy the current frame to a new frame, but I haven't been able to get it working: frames.copy()

How can I do this?

import bpy
import math
from math import sin, cos

def get_grease_pencil(gpencil_obj_name='GPencil') -> bpy.types.GreasePencil:
    # If not present already, create grease pencil object
    if gpencil_obj_name not in bpy.context.scene.objects:
        bpy.ops.object.gpencil_add(view_align=False, location=(0, 0, 0), type='EMPTY')
    # Get grease pencil object
    gpencil = bpy.context.scene.objects[gpencil_obj_name]
    return gpencil

def get_grease_pencil_layer(gpencil: bpy.types.GreasePencil, gpencil_layer_name='GP_Layer', clear_layer=False) -> bpy.types.GPencilLayer:
    # Get grease pencil layer or create one if none exists
    if gpencil.data.layers and gpencil_layer_name in gpencil.data.layers:
        gpencil_layer = gpencil.data.layers[gpencil_layer_name]
    else:
        gpencil_layer = gpencil.data.layers.new(gpencil_layer_name, set_active=True)
    if clear_layer:
        gpencil_layer.clear()
    return gpencil_layer

# Util for default behavior merging previous two methods
def init_grease_pencil(gpencil_obj_name='GPencil', gpencil_layer_name='GP_Layer', clear_layer=False) -> bpy.types.GPencilLayer:
    gpencil = get_grease_pencil(gpencil_obj_name)
    gpencil_layer = get_grease_pencil_layer(gpencil, gpencil_layer_name, clear_layer=clear_layer)
    return gpencil_layer

def draw_circle(gp_frame, center: tuple, radius: float, segments: int):

    # Init new stroke
    gp_stroke = gp_frame.strokes.new()
    gp_stroke.display_mode = '3DSPACE'  # allows for editing
    gp_stroke.draw_cyclic = True       # closes the stroke
    gp_stroke.line_width = 300
    # Define stroke geometry
    angle = 2*math.pi/segments  # angle in radians
    gp_stroke.points.add(count=segments)
    for i in range(segments):
        x = center[0] + radius*math.cos(angle*i)
        y = center[1] + radius*math.sin(angle*i)
        z = center[2]
        gp_stroke.points[i].co = (x, y, z)
    return gp_stroke

def draw_multiple_circles_animated(gp_layer):
    for frame in range(60):
        gp_frame = gp_layer.frames.new(frame)
        radius = sin(frame/30)
        draw_circle(gp_frame, (0, sin(frame/3 ), frame/3), radius, 80)

gp_layer = init_grease_pencil(clear_layer=True, gpencil_layer_name='animLayer')
draw_multiple_circles_animated(gp_layer)


texts: Keep bottom pointed objects from falling over in Blender Game Engine

texts:
I want to simulate cricket stumps in Blender Game Engine. So far, I have completed modeling the stumps and bails. But I am having trouble figuring out how I can keep the stumps steady before I (sort of) launch an object on to it. Just in case you don't know, a set of stumps looks like this:

Click to see image.

Their bottoms are pointed. So how do I keep them standing at first?

I know how to launch an object and make the stumps active rigid bodies. I just want to know how to keep them from falling down.


texts: Why colors of a Blender exported .obj mesh differ in Meshlab and Sculpteo?

texts:
On the following picture you see an object painted in Christmas colors.

When I export it as an .obj file and open the latter in Meshlab the colors look this way:

The same colors appear on Sculpteo 3D player. They are much darker, and green has become even black.
So the question is : Why? What's wrong with the export?

Peter


texts: Blender keeps adding "limit location" bone constraint to an entire armature?

texts:
Just move to 2.8.

I am unable to add bone constraint: limit location to a bone in an armature.  Everytime I try, the constraint is applied to the entire armature.

What gives?

Thx


texts: Cycles render no material in full render

texts:
I can't render all materials in full render. All materials are just replaced with Marble (one of my materials). However, it works in viewport render.

Link:  https://docs.google.com/drawings/d/1zTVV2u9-ZR4fEmytC-8yVmQ7eHPdbaHa6uDRXX2L_og/edit?usp=sharing


texts:
I find a big problem in joining two different sculpted objects in one.
As you can see from the image below i sculpted the head and the body of a human figure and i tried to join their geometry together with the boolean modifier(union), but the result is definitely a mess.

As you can see it creates a kind of fracture due to the intersection of the two parts. You can see it better from the x-ray mode:

I don't understand why that happen, the boolean modifier always joyn two objects deleting the rest. Why it doesn't worked in this case?
The problem is also that it doesn't allow me to smooth the outer part with the brushes in order to fix at least the exterior problem.
In that condition i will be able to create a good retopology and after to project with the multiresolution modifier ?


texts:
This is only my second sculpture in Blender, so I'm completely a beginner, and I made the body and the head from different objects, because I had to move the head, but now I would like to manipulate them together. What could I do?

Here is a picture of the sculpture:

Join doesn't work, because it's true that they can be moved as one object this way, but they are still two different objects and they aren't merged. I don't want that line between them.

Is there any solution for this problem?

Thank you in advance.


texts:
I am trying to add cubes to my scene. I'm sure there are lots of ways to get a cube into the scene (but for the purposes of this question, I have no idea what they are) - Are there any ways to add a cube that are easier than using the python console and manually adding them by using this command?

bpy.ops.mesh.primitive_cube_add()


texts: How to change Default Object Color in Source Code?

texts:
All new primitives have their default object.color set to white. Anyone know where to edit the source code so I can change the default object color to gray for example (.5, .5, .5) ?
Making a build is no problem, I'm just out of my league navigating the source code (I'm a python newbie).
This is the property you normally change inside of blender:


texts: How do I merge two meshes with high density and different structure?

texts:
First of all, I have never used Blender nor any other modelling software before. I have seen a lot of solutions showing how to merge verticies and join objects together, however I'm curious if there is any solution not including merging hundreds of vericies one-by-one and still resulting in one mesh. I'm going to 3D print the object, that's why joinink only the objects together is a no-go.
Here is a picture how the two meshes overlap each other:

And a close-up:

Can anyone help me with this please? I am using Blender 2.91.0.


texts: How can I make a custom gizmo with OpenGL?

texts:
I made a custom gizmo with OpenGL

I want to do something after clicking on points like print("Hello World") and change the color of selected point.

import bpy
import gpu
from gpu_extras import batch
import bgl
from random import random

positions = (
    (-1, -1, -1), (+1, -1, -1),
    (-1, +1, -1), (+1, +1, -1),
    (-1, -1, +1), (+1, -1, +1),
    (-1, +1, +1), (+1, +1, +1))

colors = (
    (1, 1, 1,1), (1, 1, 1,1),
    (1, 1, 1,1), (1, 1, 1,1),
    (1, 1, 1,1), (1, 1, 1,1),
    (1, 1, 1,1), (1, 1, 1,1))

shader = gpu.shader.from_builtin("3D_FLAT_COLOR")
batch = batch.batch_for_shader(shader, "POINTS", {"pos": positions, "color": colors})

def draw():
    shader.bind()
    bgl.glPointSize(5)
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), "WINDOW", "POST_VIEW")


texts: Ocean modifier with Displace Geometry makes the mesh move up and down

texts:
In this question, I am trying to find how to make a simple sphere display small wavelets and ripples to make it look like it's made out of water and subject to tides / wind effect.

One of the effects that the Ocean modifier with Geometry set to "Displace" has on a mesh, is that the object will move up and down, like this:

I understand why it makes the mesh move up and down when the settings are set to "Generate" since it tries to recreate waves and tides (sorta) but here I'm trying to use this modifier to modify a mesh's surface, not to make it move.

Can I use the Ocean modifier this way and have the mesh it's applied to stay "still" or at least not move up and down so much on the Z axis?

Here's the .blend:


texts: Visual aid to show IK Rotation Limitations

texts:
I'm working with rigging right now and would like to know if there is any visual aid in blender 2.7x to show me the limitations of a bone rotation in a chain?
Such as in this picture of 2.6 documentation:

I can't find any button or shortcut to do so.
Thanks in advance.


texts: What is it called when you type math directly into a property?

texts:
In After Effects we call it expressions or action scripting.
In c4d we use Xpresso or in the old days C.O.F.F.E.E.
What is it commonly referred to in blender when you just want to do something similar to time * 50 in a property without using drivers or invoking all kinds of custom scripting?
I tried searching for expressions and scripting but all I end up with is how to write add-ons and script in python.


texts: Fix Animation with 'Add' Track Breaks the Animation

texts:
Firstly I had a model, and the issue was the pelvis was rotated the wrong way (in its default pose). To fix this, I rotated the pelvis back, then adjusted the rotation and location of the leg and lower spine bones back to their initial position (to compensate for the new location of the pelvis).
https://youtu.be/AMrEfKxOJ_U  (at the start, right is with the NLA fix track, left is without it but with a working animation)
I made this 'fix' into a 1-frame NLA track. In the video, you see that enabling this track fixes the glitching in the model and makes it look correct. However, playing the rest of the animation then just breaks it, throwing all the other rotations out of proportion.
None of the blending modes fix it. What do I do? I have more than a dozen models using this rig which need to be fixed and even more animations. How can I get it working?
Blend file:


texts:
I like to use the function knife_project() in a command line :

blender.exe  --background --python ...

but bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1) isn't avaible.

I try to use modal function, operator function but knife angle is always bad.

code is :

    def execute(self, context):

    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
    # returns first 3d view, normally we get from context
    def view3d_find( return_area = False ):
        # returns first 3d view, normally we get from context
        for area in bpy.context.window.screen.areas:
            if area.type == 'VIEW_3D':
                v3d = area.spaces[0]
                rv3d = v3d.region_3d
                for region in area.regions:
                    if region.type == 'WINDOW':
                        if return_area: return region, rv3d, v3d, area
        return None, None

    region, rv3d, v3d, area = view3d_find(True)
    override = {
        'scene'            : bpy.context.scene,
        'region'           : region,
        'area'             : area,
        'space'            : v3d,
        'active_object'    : bpy.context.object,
        'window'           : bpy.context.window,
        'screen'           : bpy.context.screen,
        'selected_objects' : bpy.context.selected_objects,
        'edit_object'      : bpy.context.object
    }
    rv3d.view_rotation = Euler( (0,0,0) ).to_quaternion()
    rv3d.view_perspective = 'ORTHO'
    bpy.ops.object.select_all(action='DESELECT')
    obj=bpy.data.objects["Wall"]
    bpy.data.objects["Grid"].select = True
    bpy.context.scene.objects.active=obj
    bpy.ops.object.mode_set(mode='EDIT')

    #bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)

    bpy.ops.mesh.knife_project(override, cut_through=True)

    return {'FINISHED'}

Is there a way to replace redraw_timer ?

Best Regards,


texts: What does it mean when I click "Bake" and it says "no active UV layer found in object"?

texts:
I am UVmapping the plane and making a new image for the UV map. Afterwards I put it in the node. After I click Bake, it says "no active UV layer found".
What I can do to solve this problem?


texts: Custom Handler makes Blender crash when rendering

texts:
I am working on a script that works with a Handlers.frame_change_post.

Basically, the script puts lines from a text file into a List. Collects all the markers into an other list. And manages to make subtitles out of all this. The caption is updated at every frame.

It works very well and surprisingly fast but, when I render, I notice that all the markers are blinkering and then, after a random number of frames, Blender crashes. Before flaging my post as off-topic and bug report, please hear my question :

No matter if it's a bug or not, I'd like to find a better way to achieve what the script does. Is it really sane to run this piece of code 25 times per second? I mean, if I were Blender, I would crash all the same ! ;-)

The full script includes a timecode, working with the same handler and modifying a text object. This works fine.

Here's a stripped piece of script to give the idea :

#the text object (3D)
now = bpy.data.objects['sub']
#the list of markers (lines start and end)
sub = []
#the list of markers that initiate a new line
sub_start = []
#the text file
bpy.types.Scene.sub_file = 'English'
List = []

...
...
...

def update_markers():
    sub[:] = []
    sub_start[:] = []
    for m in bpy.context.scene.timeline_markers:
        sub.append(m.frame)
        if m.name == 'start':
            sub_start.append(m.frame)
    sub.sort(key=lambda tup: tup)
    sub_start.sort()

def find_nearest(a,frame):
# here I try to find the closest < marker to the current frame
    if frame > a[0]:
        f = max([x for x in a if x <= frame])
        try:
            # test if the marker also belongs to the start list
            idx = sub_start.index(f)
        except ValueError:
            return -1
        else:
            return idx
    else:
        return -1

def sub_line(frame):
    idx = find_nearest(sub, frame)
    if idx > -1:
        now = List[idx]
        return [now]
    else:
        return ['']

def update_text(self):
    if len(List) > 0:
        now.data.body = sub_line(bpy.context.scene.frame_current)

#---------------- MAIN -----------------------------
update_markers()
update_caption_list()
now.data.body = ''
#---------------------------------------------------

def register():
    bpy.app.handlers.frame_change_post.append(update_text)

def unregister():
    bpy.app.handlers.frame_change_post.remove(update_text)

if __name__ == "__main__":
    register()

If someone has a piece of advice or any idea to prevent Blender from freaking out, I would be thrilled ! Thank you very much.


texts:
I've been looking online for a long time, searching for documentation on the subject of Blender Voxel Data. So far, I know that Blender uses many file types, including the .bvox file type. For the .bvox file type, I have found that it uses ASCII characters to load in density values, starting with the dimensions. For example, a data set with dimensions 64,64,64 would save into the .bvox file as:

@@@

However, only the density values are saved. The data set I have is formatted as follows, where dd is a density value:

xx yy zz dd
xx yy zz dd

My python code strips each line and takes only the density values and uses pythons pack struct to pack the values into a .bvox file. This works fine, but I am wondering how Blender knows where to put the coordinates of the densities? Each density value has to be at a specific point, and how does Blender know where that point is? And also, is it possible to specify my own coordinates for each value?


texts: Hey guys Im trying to make a Jack Skellington blend and I have no idea how to sculpt his mouth, nothing feels right should I just draw his seams on the texture or actually sculpt them or none of the above, I wanna animate it later on? Thanks in advance!


texts: I am using Blender 2.83 on Windows. I start Blender and it starts in full screen mode. I resize the window and move it, then use Ctrl-U or File->Defaults->Save Startup File but when I quit Blender and restart, it goes back to full screen as if I never saved a startup file. According to the docs, it should be saving a file called startup.blend, but that is nowhere on my system. I do see a userpref.blend created in a config directory but that does not have any affect on the startup window. I found the userpref.blend in %USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\2.83\config and I also tried to create a config directory in C:\Program Files\Blender Foundation\Blender 2.83\2.83\ but only userpref.blend ever gets created there, never startup.blend. Thanks for any help.


texts: Problem in importing .svg files to blender

texts:
I am aware that this looks like a repost (and it probably is) but I just cannot seem to fix my problem with the post I have found on the topic.

Here is my goal and the problem:
I am trying to integrate a molecular structure into my 3D render. I am therefore following a tutorial I found on youtube (https://www.youtube.com/watch?v=iC2Yvf1bIFA&t=433s). I am very simply drawing the molecule on ChemDraw, saving it as a PNG, opening it into Inkscape and using the "Trace to Bitmap" button. Then, I am saving my picture as an SVG.

Problem is, when I get to blender and import that SVG file, I do not obtain a curve (like the lady in the tutorial). Instead, I obtain a collection (see picture below), and I can zoom in all I want, I never start seeing my molecule.

Do you guys know anything about this? What I have tried is to download a PNG picture from google and turn it into a SVG, then importing it into blender. The same problem occured, however, which leads me to think that I am either doing something wrong in Inkscape and/or in Blender.

I apologize in advance if my problem and its solution are trivial, I am rather new to all this.

Thanks,

Cyprien


texts: Is it possible to put a bunch of glass pieces in front of the camera to make physically realistic lens flares?


texts:
When I create a new object and I go to the options window that pops up to modify the object in the bottom left of the screen, the window completely disappears the moment I left click on any value in that window to change it.

It used to work fine. I have restarted both program and computer.


texts: Should I model a humanoid body as separate body parts?

texts: Well I am working on my own game and I was wondering if it is a good move to make the humanoid in separate parts? Let's say I create the head and paint it separately, I create and paint separately the legs, hands, accessories...etc and then combine the UVs and make an atlas with those textures. I find it easier for me at least and I do not get lost in a big mesh.


texts: I wanna try to switch from Max to Blender and after the release of 2.81 I have the following question - Is it better to use 2.8 or 2.81 for someone who has never used Blender but at the same time is not new in 3d. The reason I ask is that I want to try some cool plugins such as mira, mesh machine, hardops, boxcutter, etc... In Max when you download a new version you have to wait for the new versions of plugins as some of them do not have forward compatibility and may work pretty buggy in the new release. So, have Blender plugins been already updated for the new version or do they have forward compatibility with new version. (and if they need an update how long does it usually take, I still have some time to learn the UI and the basics)


texts: I would like to set various parameters when I open a panel. By parameter I mean toggling the bounds for an object or changing object.display_type etc. Is there a python way of calling some code (method, script, operator, handle etc.) when I open or close a panel?


texts: How should I retouch videos (repaint areas)?

texts:
Let's say I have video on some frames of which I have some objects that I would like to cover up.
I would put video on plane as texture and put some objects in 3D scene before this plane and move them accordingly to video.
How exactly to do it ?
I'm able to put video on plane, but don't know how to make it play and save sequence into file, also I would like to use motion tracking.


texts: Is there a shortcut to hide everything else except the object that's selected?

texts:
Is there anyway of doing this with a keyboard shortcut without manually hiding each object on the scenes panel?

I remember vaguely there was a way to do this in 3DS max.


texts: how to apply a time function in this script to add ob2 to the scene after ob1 without being together?

texts:
import bge
import bpy

scene = bge.logic.getCurrentScene()

ob = bge.logic.getCurrentController().owner

ob1 = scene.addObject("stone",ob)

ob2 = scene.addObject("twin",ob)


texts: Having issues with bridging simple edge loop

texts:
first post here.
I find a strange issue and can't get it right.
I try to 'bridge two edge loops' that have the same amount of tiles. Both are round-is. See pictures..
How can i make this just work?

Cheers
Tuur


texts:
I downloaded a model and I adjusted the camera view as desired. However, when I save the file and open it again, the camera view is like it was on the originally downloaded file. Even when I press "Render" the view returns to the old view. Nothing is parented. How is that done and how can I remove it?

Here is the file - http://www.pasteall.org/blend/31636


texts:
8 i can see different types of edges in edit mode. I know what Sharp and Seam edges do. But what do the bevel edges do and why do the bevel edges has different color?

Thank you for your time :)


texts:
I have a kitchen scene where everything was modeled using real world values(metric) and I wanted to make the tap run some water.

But for some weird reason the Inflow object that is the size of the tap's hole is not giving me a continuous stream of water. It is instead just dropping a few droplets like big giant particles. I've bumped the resolution up to 200 and nothing seems to change.

What's causing this?


texts: I'm very new to Blender and I made a guy made out of blocks for a Game I'm working on in Unity. I made the armature and made it Parent with automated weights, now my Problem: When I for example move my right arm, it deforms the right side of my torso like it's glued to the arm, I dont know what to do please help.


texts: how to turn a square into a circle in 2.8

texts: In blender 2.79 there was an ability "to circle", i believe, that took a series of vertices and made a circle with them. i am not finding that ability anywhere in 2.8, is it gone?


texts: What do the parameters of the Cycles Noise Texture do?

texts:
I am a bit confused by the parameters of the Noise Texture node in Cycles.  The Blender manual does not really shed much light on the topic.

Specifically:
1) What does the distort parameter do?
2) What is the range and distribution of the noise in the three color channels?

I have tried adjusting the noise output "by eye" with color ramps, but I would really like to have a more mathematical way to do it.  I am trying to use the noise texture to generate bump maps, so it is hard for me to visualize exactly how the pastel looking texture will translate.

I am familiar with Perlin noise in general.  The scale parameter seems fairly intuitive.  I assume that it sets the fundamental spacing of the lattice or simplex points.  My experiments in adjusting scale seem to confirm this, but I wouldn't be surprised to learn there is something more going on here.  I assume the detail parameter is related to amount of higher frequency noise that is added.  The usual parameters for this are octaves, persistence, lacunarity, etc.  I'd like to understand what "detail" actually means.  Playing around seems to confirm the general concept, but it always has less contrast than I am used to for Perlin noise.  I expected the output value fac to be normally distributed between 0 and 1, but it doesn't seem to be close to that.  It looks more like a normal distribution between about 0.7 and 0.9.  When I render colored noise and look at the RGB channels, each channel seems to have a similar distribution.

Here is a histogram from the GIMP showing noise with default parameters:

Is it possible that my rendering setup is causing this?  I have the noise texture pluggen directly into an emission shader as shown below.  I have no lights, the camera is 1 meter away from the plane, and the camera is pointed directly at a plane with this material applied:

I apologize in advance if I am mixing up two completely different questions with the noise texture and the emission shader.  I am still new to Blender, so it is difficult for me to separate some of these things.

As for the distortion parameter, I have played around with it a bit.  Obviously, it is distorting the noise and adding a lot of detail in the process, but there is no reference anywhere to the math involved.  I assume that the Blender devs are implementing some known algorithm.  I animated distortion from 0 to 10 to see the effects.  Interestingly, from 0.0 to 1.0, the noise just seems to translate, then the distortion builds from about 1.0 to 9.0.  From 9.0 to 10.0, there is not much going on.

GIF animation->
link to higher quality avi animation


texts: How can i set a specific length for an edge?

texts: I want to build a room with specific length. For example 40cm. So, i want to put a specific value somewhere. Answer only for Blender 2.8/ 2.81 pls. BTW sorry for my bad english


texts:
I have a very accurate mesh of my head, captured by photogrammetry (http://ir-ltd.net/)

I would like to rotate and translate it so that it is as symmetrical as possible on the x axis.

How could I go about doing this?

Here is a close up of an ear:

Now maybe I could position a sphere...

And then position one of the opposite side in the same place, and then take the average of their centres, translate that back to the origin, and then perform appropriate rotation.

I can write a Python script that gets as far as the translation, but I'm not sure how to do the final rotation.

Also can anyone think of any other techniques?

PS it is essential to mesh scale must be preserved!

EDIT:
Another technique might involve selecting one ear and calculating the average of all vertex positions. Then doing the same for the other ear.  And then taking the line between these two centroids to be the new X axis.

But then the problem becomes how to select the ear?  Specifically, how to make sure the second ear is selected in a similar way.


texts:
This is what I'm trying to model:

I'm stuck here. I don't know how to go about creating the door of the castle. I've tried adding the cavity with a boolean modifier and solidifying the edges around, but the result is far from acceptable.

What is the smartest way to go around this? Subdivide->Knife?

PD: I added the .blend file just in case you want to give it a try. I'm interested in learning the process, not in having the result finished. I'm here to learn.

FILE:


texts: Lower the Polycount while keeping the details of sculpting

texts:
Is there any way in which I would be able to lower the polycount on my model and still keep the details intact?
I have tried remesh and decimate modifiers but just make the rigging aspect of the model tougher.


texts: Which graphics card would permit eGPU rendering in Cycles with iMac?

texts:
My iMac specs:

3.6 GHz Intel Core i9
40 GB 2667 MHz DDR4
Radeon Pro Vega 48 8 GB

My graphics card does not seem to be compatible for GPU rendering with the Cycles engine.
I even tried the AMD Radeon ProRender option but it does not seem to work. Some files won't display as I get errors.
Can someone please suggest which graphics card and eGPU would be compatible with Blender 2.8 in Mojave?
Any feedback is much appreciated.


texts: How do I make a square hole in a cube, and then save it as one mesh?

texts: I need to design a thick slit, in which i will place a lever, kind of like a large power switch that mad scientists have. I was wondering how to make the slit, and save as one mesh. Would really help if someone could tell me how to make the lever as well.


texts: a quick time+poly saving trick (Remove a section of Edge Loop)

texts: while trying to make a model low-poly I was wondering if there was a way that I could delete an edge and have blender automatically re-join the vertices! To get from the left state to the right state without taking any steps in-between


texts: Fire Domain color ramp affects whole scene

texts:
If I have a simple node setup like the following:

Then when I render it looks like this:

Whereas if I disconnect the bottom node path (with the color ramp), it looks normal again, but the flames don't render.


texts:
So i followed a blender guru tutorial about lightbulbs.
I got some noise in the render and don´t know why, cause i did everything as told in the tutorial. What can i do (except photoshop it away)?


texts: how to create a texture with random circles on an irregular shape

texts: I tried to do it exploiting the Voronoi texture, but the result shows elongated circles on the surface of the body. How can I change the node tree?


texts:
I am trying to rotate the object precisely on the z axis.
I have activated the increment rotation snapping but it looks like it snaps it to the wrong axis:

The object was made by spinning a Bézier curve.
How can I fix this?
Thanks in advance.


texts:
I am trying to pull the curved side of a half cylinder, so instead of doing this,

The curved side should bend to match where I am dragging the edge, while keeping the base in place (instead of pulling whole curved side, the curved side should bend to keep its position.)


texts: Where can I find the "Film" Option in Blender 2.80?

texts:
In the latest Blender 2.8 version I just realized that the Film look on color management is gone and everything is on filmic color management.

I haven't opened up Blender in a while so I don't really see any difference for now, but it would be nice to at least know why it got removed.

Edit: okay, so nobody knows what I'm talking about.

I'm talking about this:

when i open up blender 2.8, this is all i get.


texts: Rendering particles vs ALT+D copying the object

texts:
I have a simple question.

Is it better for render time and optimization to add for example Trees as particle system or to ALT+D duplicate it as many times as i need. What will be easier for memory?


texts: Textures disappear when the rendering engine is switched to cycles

texts:
So in my graduation from blender internal to cycles, I've been experiencing numerous problems.
Now please bear with me, the answer is probably obvious but I'm new so cut me some slack.

This is how the model looks like in blender internal:

Now I transfer to cycles:

And I get this result:

The textures are there in the menu bar, but they will not show up no matter what I try.


texts: What units are the hair particles' diameter are measured in?

texts: I'm creating characters in Blender and using the hair particle system for the hair. When I use the particles, the strands sometimes render too thin or too thick. I saw some tutorials on YouTube and understand some the basics. I done some research online and not all hair share the same the diameter. The real world units for hair diameter measured by micrometers, something that is not clearly shown in the particle settings. I want to know what units of measurement that the hair particle system uses or would that be overkill to get such a measurement?


texts: Subdivision Surface Modifier destroys certain faces

texts: Why is this happening when I add a Subdivision Surface Modifier, and why exactly at those spots, all edges seem equal to me.


texts: Grab shader color to mix in another shader?

texts:
Is it possible to grab the color of a shader, maybe by copying it's material ID or data path, and link that to a color node in another shader?

I'm working on a Cycles toon shader and I want to be able to pull in a lamp/mesh lamp color to mix with the predefined colors.

Thanks in advance for any thoughts... this is a good community.


texts: How can I use colours to separate texture node treatment?

texts:
I'd like to do three things:

Make the Red area glossy
Make the Green area roughly diffuse
Make the Green area appear higher than/on top of the red area (bump height).

Basically I'm looking for a procedural/node technique I can use to treat areas separated by color (or alpha). In the pictured set-up I'm using red and green (as I thought splitting colors to RGB could be a solution), but I'd like the solution to be used with any colors required.
Any clues would be gratefully appreciated :)


texts: How to animate textures in blender internal and control them

texts: Is it possible to animate textures and then control them with a bone or empty? I want to animate eye textures blinking and looking in different directions etc. by of course drawing the frames. is there a way to control them like shape keys with bones and drivers?


texts: How do I fix these weird lines in my model

texts:
I was following along with Darrin Liles character modeling tutorial, and I was doing well, but then I left edit mode and turned off wireframe. I got lines like this (by nose and jaw):

I have no idea how to fix this. Help?

Here's the .blend file:


texts: Is there a way to create a preview window in a panel/popup to show the compositor result with Python?

texts: Is there a way to create a preview window in a panel/popup and show the “Render Result”? Would like to show updates when changes made in the compositor.


texts: Annoying menus popped up in dope sheet, can't remove them

texts: Yeah. I know it didn't come out of nowhere, I probably trigged it with the endless buttons or keystrokes everywhere. It's really annoying and it's the only one that has it there...


texts:
I must be doing something wrong, I select my object which has two modifiers, press space, search for "Copy Modifier", and select it. I get the error message

"The object the data pointer refers to is not a valid modifier"

I have also had no luck with copying stuff like Materials.


texts: Distance constraints between objects/vertices/edges

texts:
While precision modelling, I often encounter the need to use exact distances. Blender's keyboard input is fantastic for this. What I haven't figured out yet is how to keep distances between certain vertices/edges of different objects fixed while editing or transforming one of them.

Here's a pretend example:

We have cubes A, B, C and D. We need to keep the distance between A and B to 1, and the distance from B to C to 2. We don't care about any other distance (such as C to D).

Editing or moving A, B or C without further tools is a though proposition, since the constraints will be invalidated, and, in the worse case, you'll end up having to move all other cubes to make things right again.

Is there a way to keep these distances fixed while editing/transforming?

Note that I don't want to constraint the distances between the object's centers, but from actual vertices/edges - or possible the object's bounding boxes.

I know about parenting, but that only works in one direction (you can't have loops in the parent graph).

I also know about the object limit distance constraint, but there's no way to specify that the distance is aligned to an axis, so it ends up bringing the objects out of alignment. Also, having to create vertex groups is really tedious.


texts: Export FBX Object with displacement modifier bound to empty cube

texts:
i created a water puddle in blender and used the displacement modifier to animate the movement of the water. I bound the animation to an empty cube underneath the puddle.
When exporting the object to .fbx, the animatition won't play anymore.
Does anyone know a fix?


texts:
enter link description here
I want to ask how to solve a simple problem: if many edges connect to one vertex.

It looks bad in object mode. So I wonder how to solve them.
If you know, please tell me. thanks a lot:)


texts: No module named Error when importing from another file in an addon

texts:
So I have an error which is when I try to import my entire add on as a zip file and enable it, it gives me an error saying there is no module named "save_shader_map".
I know this isn't true because I have structured my add on as a folder. In the folder there are three files, init.py, load_shader_map.py and save_shader_map.py and I can see there is a file called save_shader_map.py in the same folder.
Where I am trying to import the save_shader_map python file is in another file in my addon named load_shader_map.py and the relevant code is here:
#import all libraries including re needed for regex matching
#import Path library to search recursively for files
import bpy, re
import glob
from pathlib import Path

import os

#import from other files required functions and classes
import sys

sys.path.append(".")
#import classes
from save_shader_map import SHADER_PRESETS_UL_items, ShowMessageOperator
#import functions
from save_shader_map import get_preferences, get_selected_folder_presets, json_to_nodes_dict

Now I think the problem is with the sys.path.append("."), because the line where the error of no module found occurs is this line:
from save_shader_map import SHADER_PRESETS_UL_items, ShowMessageOperator

I have tried instead replacing the sys.path.append with the following code which still says there is no module named save_shader_map, so I believe I am importing it incorrectly.

from . import save_shader_map

#import classes
from save_shader_map import SHADER_PRESETS_UL_items, ShowMessageOperator
#import functions
from save_shader_map import get_preferences, get_selected_folder_presets, json_to_nodes_dict

My _init file looks like this:
from . import save_shader_map
from . import load_shader_map
import time
import bpy

bl_info = {
    "name": "UE Shader Map Setups",
    "author": "Anime Nyan",
    "version": (1, 0, 2),
    "blender": (2, 92, 0),
    "location": "TO BE ADDED",
    "description": "",
    "warning": "",
    "wiki_url": "https://github.com/AnimNyan/UEShaderScript/wiki",
    "category": "Material",
    "tracker_url": "https://github.com/AnimNyan/UEShaderScript"
}

"""
Version': '1.0.2' written by Anime Nyan

Adds two panels one in the Shader Editor View to save different preset shader maps and one in the 3D View to load shader maps
"""

def register():
    save_shader_map.register()
    load_shader_map.register()
    try:
        save_shader_map.import_default_json()
    except Exception as e:
        print("import_default_json() exception because blender is not ready yet. :", e)

def unregister():
    save_shader_map.unregister()
    load_shader_map.unregister()

print("(*) UE Shader Script add-on loaded")

I also know that my add on works with the Visual Studio code Blender Plugin when I use Ctrl + P > Blender Start, but think that might start Blender differently.
As a precaution I have also added a pastebin of my whole load_shader_map.py file: https://pastebin.com/Xx18vrKz and save_shader_map.py file:https://pastebin.com/grfCCQSq however I am aware they are extremely long, only the top and perhaps the bottom of registering the classes is important.


texts: what is this floor reflective shading texture?

texts:
what is ths reflective, glossy, smooth white texture?
Kindly help me answer steps to create this white reflective texture


texts: Rotopaint equivalent in Blender? ***how to paint masks in compositor***

texts:
I was wondering whether there was a way to paint masks in the compositor. Basically a Natron/Nuke rotopaint equivalent mode, where the mask can be painted live, with a brush.
This would be immensively helpful for integrating CGI into photos/movies but I couldn’t find a way to paint a mask.
I could only use the vector mask, which is good for some areas and larger details, but being able to paint in the details (such as a leaves on a tree) is impossible with a vector mask.
Many thanks


texts: I have created a building mesh and I decided I wanted to stick another window in the outside.  I placed some loop cuts but when I went to delete the faces I noticed there is some grey object within the mesh which is not visible in wireframe mode - any ideas?


texts: How to mirror this section of hair horizontally, so that it does not flip upside down and can be applied to the other side of the head?


texts:
How to show open dialog box that can navigate to blender datablocks.
I can show open dialog that can select .blend files, but how to select specific datablock just as 'File->Link' or 'File->Append' does?

Below is the code I am using ( copied from template ):

def read_some_data( context, filepath ):
  print("running read_some_data...")
  print( filepath )
  return {'FINISHED'}

class ImportSomeData( Operator, ImportHelper ):
    bl_idname = "import_test.some_data"
    bpy.ops.import_test.some_data is constructed
    bl_label = "Import Some Data"

    filename_ext = ".blend"

    filter_glob = StringProperty(
        default="*.blend",
        options={ 'HIDDEN' },
        )

def execute(self, context):
    return read_some_data(context, self.filepath)

Thanks!


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

texts:
What is the easiest way to smooth the intersection of two planes as shown in the picture below?

I would like to achieve something like:

For example, a method I would like to do is to fit a parabola to three lines of two planes and use this parabola to make round corner?

I know this is probably a trivial question, but I am a beginner.


texts: Cancelled extrusion of a face, now its a different color?

texts: I extruded a face then cancelled it (its the darker face). Now its behaving differently, and I can see a color change too. How do I remove it?


texts:
Here is my code:

import bge
from bge import logic

controllor = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()

target = scene.objects['Target']
ray = controllor.sensors['Ray']

if (ray.hitObject and not 'Fire_False' in ray.hitObject):
    target.worldPosition = ray.hitPosition

I've noticed that if you have an object with the prop "Fire_False" and an object behind it without the prop, the ray doesn't track to the object behind the first. I am looking to modify this script so the ray can look through the object with the prop and find other objects behind it. If the script sees a situation like this, it uses the object with the prop as a dead end, and does not continue tracking. How can I have this ray see though props? Any help is appreciated. Thanks!

EDIT: I would also like this to work if an object in in another object and the bound object does have Fire_False, but the object in it doesn't.


texts: boolean modifiers working in viewport but not in renders

texts:
I think this is a simple fix with a setting somewhere that I have missed but I cannot for the life of me figure out why the boolean modifiers are not working properly in my renders.
Here is the viewport (please excuse the lack of textures)

And here is the render You can see that the boolean for the window isn't working. (The render is low sample with denoising and the light artefact is a reflection off the shower screen.)

I have double checked that the modifiers are ticked for the render and viewports, and have checked modifier and boolean object settings but cannot figure it out.
Here is the .blend file if you would like it: https://www.dropbox.com/s/ik3yul655e23nqa/Chris%20House%201.blend?dl=0
Thanks in advance for your help.
Dan


texts: Why does my Look Dev Mode look completely glitched?

texts:
Today marks my first day's experience with blender. Complete newbie here. I've been following a tutorial on building simple characters and getting familiar with the work space. I noticed something right away when switching between the various modes. Wireframe, Solid, and even Render Preview modes work without a hiccup (most of the time) but when viewing Dev Mode, I get crazy artifacts, shapes and colors. This WILL happen to a fresh blank General document with all settings set to default. Switching back and forth will cause the effects to change each time I go back to Dev Mode, and eventually when switching to Render Preview Mode. Ive seen people with mostly similar problems but it seems that none of the fixes are working. I've tried tweaking light and shadow settings, and some settings under the Shading tab. The effect happens in:

Eevee engine, Look Dev Mode

Eevee engine, Render Preview Mode (Happens once I switch from LDM)

Cycles, CPU Device, Look Dev Mode

Cycles, GPU Compute Device, Look Dev Mode

I've included two images. One is a screen shot of the tutorial , and one is what my screen looks like within the same window within Blender, along with my computer's information.

So sorry if it's something simple and I've overlooked it. I gave it my best to try and solve it myself. Let me know if any more information is needed. Thank you!


texts: I have a mesh and a plane that i want to shrinkwrap on that mesh. When shrinkwrap added its not wrap in the shape model. To the side its cut shape and not fully covered. On the top some part it got shrink and some not. Any help or suggestion plz Thanks


texts: Compute density fluctuations of particle distribution of a surface of 3D geometry

texts:
I am using Cellblender to model bio molecular reactions within a 3D geometry that I created, but I am still a novice in Blender. As part of these simulations a fixed number of particles (my case N=60, here red and green dots on surface) is being placed randomly on the surface of a part of that geometry.

Now I want to quantify and understand that random placement, i.e. compute the density fluctuations (the density itself is constant and given by rho = N/A = 60/ < surface area >) or ask questions like: what is the minimal distance of those particles on the surface? How far away are the particles apart on average on that surface? or create some bar plots for each particle on the surface with the minimal distance to the next particle. Or project the surface onto a flat plane and put the particle positions on that flat projection (distance loyal), etc - any kind of statistics or visualization would be appreciated.

Is there someway to do statistics of particles on surfaces in Blender? Computing distances on surfaces of 3D geometries is surely not a trivial thing, but since I am new to Blender I can not judge if its possible or not.  Or maybe there is some way to export the 3D data (geometry, particles positions) and then analyze it with another tool?

Thanks a lot!


texts: Connecting two messy mesh together the easy way?

texts:
i have two piece of a sofa right here

the problem is that the topology is a mess, and the limit of the two mesh are not the same.

what i want is two thing:

aligning the two lines of the edges of the sofa together smoothly ?
having a fast way to adjust the topology, for a coherent vertex
connection ?

all of this witouth waisting time manually moving each vertex to each other, there's just oo much verticles, i need to find a way to automate this process ? any idea ? or addons ?

here is the file
https://we.tl/t-9kFVWQb25D

edit

i see that the mirror option is a really good solution for this case because the two cushions are somewhat similar, but what if it's not ?


texts: I'm a beginner. I just want to add a generic sphere/cube or something to my scene but I can't find the exact menu for this? Literally googled "how to add an object to a scene in Blender" and couldn't find anything.


texts:
I accidentially rotated an UV-Island

Is there a way to reset the rotation to 0 so that it is horizontal again like the other islands?

I know I could just rotate it normaly, but this would not be perfect.


texts: Material Sync from external .blend file UI

texts:
UPDATE: I reorganized the code in a way that now it runs and does what is meant to do when opening the file explorer. But still I fail on having the directory path on the UI.
I have this script made by stephen_leger over BlenderArtist which does what I need, now I need to add the file path in the UI, and I found another script (sorry don't remember the author) which does exactly what I want. The problem right now is how to combine both so when I hit the Sync button it loads the file that is set in the file path.
Can anyone please shed some light on this?
This is the UI that I'm looking after:

Here is the code updated:
    import bpy
    import os

    from bpy.props import StringProperty, BoolProperty
    from bpy_extras.io_utils import ImportHelper
    from bpy.types import (Panel,
                           Operator,
                           AddonPreferences,
                           PropertyGroup,
                           )

    class OT_TestOpenFilebrowser(Operator, ImportHelper):
        """Sync materials from older file"""
        bl_idname = "object.sync_mats_from_file_operator"
        bl_label = "Sync Materials"
        bl_options = {'REGISTER', 'UNDO'}

        filter_glob: StringProperty(
            default='*.blend',
            options={'HIDDEN'}
        )

        def execute(self, context):
            """Do something with the selected file(s)."""

            filename, extension = os.path.splitext(self.filepath)

            library_path = self.filepath
            # get mat names available in library
            with bpy.data.libraries.load(library_path) as (data_from, data_to):
                    available = set(data_from.materials)

            old_mats = {mat.name: mat for mat in bpy.data.materials if mat.name in available}

            # assign temp name to old materials
            for name, mat in old_mats.items():
                mat.name = "{}_tmp".format(name)

            # load from library
            with bpy.data.libraries.load(library_path, False, False) as (data_from, data_to):
                data_to.materials = list(old_mats.keys())

            # replace or remove temp name
            for name, mat in old_mats.items():
                new_mat = bpy.data.materials.get(name)
                if new_mat is None:
                    mat.name = name
                else:
                    mat.user_remap(new_mat)
                    bpy.data.materials.remove(mat)

            return {'FINISHED'}

    class SomePanel(Panel):
        """Creates a Panel in the Object properties window"""
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
        bl_category = "TEST CATEGORY"
        bl_label = "Material Sync"
        bl_idname = "TEST"

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

            box = layout.box()
            row = box.column()
            row.operator("object.sync_mats_from_file_operator")

    def register():
        bpy.utils.register_class(OT_TestOpenFilebrowser)
        bpy.utils.register_class(SomePanel)

    def unregister():
        bpy.utils.unregister_class(OT_TestOpenFilebrowser)
        bpy.utils.unregister_class(SomePanel)

    if __name__ == "__main__":
        register()

Thanks in advance,
Juan


texts: How to apply a texture to only one side of a plane

texts:
How can you have an image as a texture (in this case on cloth) that is only applied to one side of a plane?

I would like the reverse side to be a solid color.

Please see below image where the cloth has the image texture on both sides.


texts: Take current rotation or coordinates as zero?

texts: Let's say I have object rotated at 19 degrees and I want to keep current rotation, but I need to see 0 in rotation field.


texts: Has Anyone Ever Tried Modelling a Battery Cover?

texts:
I recently inherited my late great grandmother's Sharp WQ-CD120 boombox from 1995.

Everything appears to be fine except it's missing the battery cover. I can't find anyone selling them online so I thought I'd model one in Blender myself to 3D print.

Here's what I've come up with so far:

I know for the top 2 extruding parts that I'll need to be like the part of other battery covers that have that dip in the middle. As for the bottom 4 smaller extruding parts, I think they'll need some sort of hook on the ends.

How do I go about doing this?

Also, I tried looking for tutorials online to no avail. I saw some about modelling batteries, but not battery covers.


texts: if i have layer 1, 2 and 3, how do i user layer 1 to mask out only layer two using layer mask

texts:
I need to be able to animate and rotate my mask, and therefore i want to use the layermask, however it should only mask out the layer right under it.

So i want layer 1 to mask out layer 2, and not touch layer 3.


texts: Cycles - Baking to Image Completely Different to Material

texts:
I'm completely stuck.  I've spent so many hours trying to find out what I'm doing wrong, but it's the same outcome each time.

I have created some rocks / mountains in Blender that I plan to use in Unity, however the texture looks completely messed up.

I smart uv unwrapped, and created a material using nodes.  I then baked to an image, saved to disk, and imported into Unity.  The model is exported via FBX.

The first image is the material, and that is how I want it to appear.  The second image is texture render (low samples) in the viewport (I added a brightness node, as I don't know how to light something in Cycles (adding a light source didn't do anything)).

As you can see there are issues at the seams, and the colour ramp is messed up.

Edit:  Changed the Bake Type to just "Diffuse", and that solves it.  (Thanks to pycoder for focusing my attention there).


texts: When I go into Weight Paint mode after selecting my model, I am unable to weight paint near the bones (black area). Also, moving the arm bone pulls the leg skin, despite the leg lacking weights (blue). This is possibly because my model has multiple components that would be weight painted separately. Is there any way I can fix this? It would be awesome if anyone could help me :)


texts:
Why isn't my background jpg. image showing up in this instance, have I missed a setting somewhere?

I have included a screenshot below and It should be showing up in the right Ortho view as far as I know.

What I have tried so far,

When I import an image, or drag and drop an image into blender to use as a background reference image, it does not immediately show up in the view port I am trying to put it into. With the axis preference setting set to all views in the properties menu. It usually default drops the image into the Top Ortho view where I cant immediately see it. I can usually only see it after I cycle through the keypad and/or play with the properties settings axis setting it to a specific view such as Top or right ect.. Other times when I drag and drop it into a user perspective window , it does not show up in the Top Ortho, but the Right Ortho. I realize that it does not show in any of the perspective views because the load background feature (located in the properties panel) only works in Otho view ports.
I have tried to see if it was a corrupt file, the file checks out OK in other viewing editors, file attached below.
I have navigated through the different view port views, such as perspective vs. Otho view, and also camera view. I have also tried to view it from the Quad view (picture inserted below) as opposed to a single view with the same results.

4.I also tried playing with the transparency slider and the view as render tick box.

I have also looked through a few other similar posts and tried the solutions suggested in searching for a solution. Although insightful, no solution was suggested that worked.

The solutions and walk throughs I have already tried are posted below.

Thank you in advance. Any thoughts, resources, or further suggestions are greatly appreciated.

Background image not showing up in any 3-D view

and also

Background images not showing up at all in persp or ortho view

and this one to

https://blenderartists.org/forum/showthread.php?260731-Background-Image-not-showing-up

If I open blender up new, then load the same image. It will work in the Right Ortho View as it should and seems to function correctly. However, if I open it up in the previous file with my objects as shown in the previous screen shot, then this image will not load. The only difference I could see between the 2 blend files is that one has a few more mesh objects in it and a couple of key frames inserted into the time line. I have inserted the image below with the jpeg functioning correctly.


texts: How to curve a cube mesh around a circle perimeter

texts:
I have a simple cube mesh that I want to modify so it will wrap around my circle's perimeter by 90 degrees like I have drawn here acting like a curved wall piece:

I looked in modifiers and tried Curve modifier but was not sure how to use it, does any one know how to do it ?


texts: How can I learn basic anatomy/proportions good enough to where I can sculpt a basic head from scratch

texts: I did this but I got frustrated and quit.


texts: How can I scale the marked faces similar to inset?

texts:
I've got these faces extruded "into" the mesh:

and I would like to scale these faces equaly much from the boundry of all the faces. I mean from the not selected edges that you can see. So the selected arrow just gets smaller. Not like this:

which is when I scale it only on y and z axis. It feels like it should be possible. Since inset does this (but also insets the faces which I don't want)

this is what I get with inset. The "boundry loops" of the selected faces are "pushed" in equaly much. Thats how I would like to scale down those faces without inseting anything. But I can't figure out what pivot point or orientation to use.


texts: I'm trying to add a script as an addon and it does not seem to work

texts:
I'm trying to use this script: http://sourceforge.net/p/ogreaddons/code/HEAD/tree/trunk/blenderimport/ogre_import.py

To import ogre .Mesh files into blender. However when I drop the script into my addons folder it does not show up on the addons list, nor does it's behavior show up in import. If I try and add addon from file, the same thing happens.

Whats going on here? How do I use this addon? If I can't, what other ways can I import an ogre .mesh file?


texts: Why does the mesh "shrink" on itself after joining the parts of a base mesh blockout using the Boolean Modifier and smoothing it out in Sculpting mood

texts:
Been looking this up online for a while now, but can't seem to find the answer to this problem.
I block out a base mesh following a few YouTube tutorials, join the parts together using the Boolean modifier. When I try to smooth the seams, fill spaces in between muscles, the mesh shrinks, eats itself.
Tried messing around with Dyntopo settings, adding more polys, going for a simpler base mesh, problem occurs often.
Any advice or guides I could follow to figure this one out?
Short video of the problem I'm having: https://gph.is/g/aKevw3o


texts: Can mining rig be used for blender rendering?

texts:
I have seen some mining rig with 6 gpu in one motherboard, can you use that for rendering?
edit: http://www.coinminingrigs.com/how-to-build-a-6-gpu-mining-rig/
1x 1200 Watt Power Supply
1x 6 GPU Motherboard
1x Skylake Dual Core CPU
1x 4 GB RAM (system memory)
6x Nvidia GTX 1070 GPU’s (6 of these, I like EVGA and Gigabyte)
1x USB Riser Cables (6 pack)
1x Solid State Drive (for OS / mining software)
1x Custom Mining Case
heres what it looks like


texts: Procedurally generated objects of paintings

texts:
I have number of pictures of different paintings (all with different aspect ratios). I need to create art gallery with paintings randomly selected from this collection.

What are ways to adjust painting frame and canvas object to size of a random painting? Doing this manually is not an option.

UPD: All paintings in separate images.

UPD: Can it be done without creating whole painting frame in script? It will be pretty hard to build mesh of more complex frame.


texts: Convert (bake ? ) cycles shaders to vertex colors for 3D printing

texts:
Is there any solution to "bake" vertexcolors from cycles shaders, such as  voronoi, cells, pointiness etc...?
I want to make some colorful patterns by mixing shaders on objects via cycles and then print them on a 3D printer, for example this colorful icosphere:

(Blender 2.76b is running on my laptop)
Is this possible or not?


texts: How do I make my camera follow the curve smoothly, without bumps?

texts: The camera follows a path inside the tunnel, but after each turn, kind of snaps back or bumps, like a recoil of sorts. I reduced the size of the turns, but it still happens. I put on a damped track which seems to help, but the only reason it looks kind of decent is because the camera is set to 15mm. The other issue is that when it's rendered, the tunnel lights keep on shifting hues, even though I have the same point light duplicated within. Here's the file. Any ideas?


texts: Why do I get "CUDA error: Out of memory", even on empty scenes?

texts:
If I reset Blender to factory settings, turn on CUDA + Cycles, delete everything in the scene but the camera, and hit F12 to render, I get an Out of Memory error:

CUDA error: Out of memory in cuLaunchKernel(cuPathTrace, xblocks, yblocks, 1, xthreads, ythreads, 1, 0, 0, args, 0)

I've already made sure of the following things:

My GPU [512MB NVIDIA GeForce GT 640M] supports CUDA and has a 3.0 compute capability (more than the minimum of 2.0 required by Blender).
My CUDA PrefPane states that I'm on the latest possible version of CUDA [7.0.52]
Blender is aware of my GPU and does not have experimental features enabled:

My 640m GPU is very weak, and should certainly render slowly.  However, it fails to render anything, even the just default cube, even just the default sky with nothing else in the scene.  I don't understand why this is the case.

After getting the same error a few dozen times, one instance "succeeded"–that is, it didn't throw an out of memory error!

Instead, Blender displayed this:

...and gradually brought my computer to a standstill until it rebooted itself.

Any advice or suggestions for things to try will be greatly appreciated.  CPU rendering gets very tedious very quickly, especially for complex scenes.

EDIT: VRAM Usage

I'm not sure how to precisely measure VRAM usage, but iStat menus shows a rough estimate.  This is what it looks like before and after turning on Blender (without rendering anything):

If 90% of my VRAM is being used by Blender window rendering + system stuff, that leaves 51.2MB free.  A fresh-from-reset scene has a memory footprint of about 10MB (according to information panel).  If I take the error to be accurate, that means the memory footprint of the scene in VRAM is about 5x the normal scene memory footprint, which sounds crazy, but certainly possible.


texts: Render Conversion (Cycles to Blender Render)

texts:
BIG EDIT: I have solved this. I just disabled the texture from Cycles and I am manually adding the correct ones.

I have a Blender project I am working on for Christmas, and I had to rig many characters. I rigged them in Cycles Render, but I figured out that if I want a smooth output, I need Blender Render. How do I switch from Cycles Render to Blender Render without deleting the textures? Please respond before the 24th, as I am trying to make this as a Christmas project.

EDIT: This question is different than the thought-to-be duplicate because I am only moving the textures, not nodes. I also tried the accepted answer and it did not solve my problem.


texts: How can I know the speed of an object inside a loop?

texts:
I want to affect some shapekeys based on the speed on the Z axis of a set of objects that are being moved inside a loop.

This has been my approach...

But something is failing


texts: How can I scale these objects without breaking their relationships?

texts:
I have this setup:

Duplicate part of a big mesh, and separate it into a new object
Hook each vertex of the new object to an empty
Parent each empty to the corresponding vertex of the original mesh

Now if the base mesh is deformed (shape key, cloth sim, etc.), the separated object follows it.

Now I've realized that my model is too large, so I'd like to scale everything down, but I can't get it quite right:

How can I apply a scale without breaking the setup?


texts: How can I find a mesh's position when affected by a constraint?

texts: So basically, I have a mesh that is moving via a constraint. However, because it is a constraint movement, I can't find the position of the mesh. So, is there any way I can find the current position of a mesh, even when affected by a constraint? (I mean like in numerical form)


texts: Blender crashes when saving files, installing plug ins

texts:
I was trying to get back into blender after using another program for a while and a peculiar thing started occurring. When saving a file, even one containing just a simple cube and nothing else Blender crashed. Same thing happened when I tried to install a plug-in.
I'm using Blender 2.92 on Windows 10 Version 20H2, Intel i7-8750H CPU @ 2.20GHz, GeForce GTX 1070
I already reinstalled Blender, the problem still persists. Would love to get some hints on what to do further - as I have no idea on how to deal with anything more complicated than restarting my computer.


texts:
My background is in 3DS Max and I just started using Blender this week. Something I really liked about Max was the ability to quickly scale vertices into one uniform line using the scale too in order to be absolutely sure they were lined up for functions like extrusion and welding.

When I try to do the same thing in Blender, the vertices continue scaling along the axis in the opposite direction instead of becoming a straight line. The top screenshot shows the selected vertices (just as an example) and the bottom screenshots shows my attempt to scale them into one flat line across the x-axis; instead, they just end up scaling further down. Can someone help me with this?