texts: Can I create deep divots in my mesh using sculpt brush? Is there a better way without booleans?

texts:
The image below may help explain. I'm doing a watch band with stitched thread. Wherever the thread enters the band, I would like to just suggest a dark little hole where the needle punches through.

I was hoping to do this without making a million actual holes in the mesh, using booleans and subtracting the thread shape. It creates lots of ugliness in the mesh, non-manifold edges and shading issues.

I thought maybe I could texture paint in deep divots with the sculpt brush, and then bake that texture onto a tidy mesh.

But I can't seem to create the deep divots I want. the underlying mesh has been converted to lots of skinny triangles (due to dyntopo?) and when I try to make holes with a soft brush set to subtract, the result looks bad and wrinkles areas way outside the brush, causing lots of shading problems.

What's the best way to do this? paint black dots onto my watchband texture? That's gonna look fake up close. Re-do the mesh somehow so it's much smaller and finer? Am I just using the wrong brush (the default one)? Is some setting the reason my brush seems to affecting areas of the band way outside its radius, even with dyntopo and a resolution of 3 pixels?


texts: How to animate cash being counted by a cash counter?

texts:
I need to make an animation of the cash flowing through the counter.

What would be the best way to do this?

I thought about starting with creating a bezier curve and adjusting it to make cash go through the counter to the counter wheels at the front and then I'd apply cloth physics to the cash and collision to the wheels so that money bends and is transported downwards where it's later pushed further by more cash.

Unfortunately, I've just started learning Blender and though I can successfully set up a curve and the cash follows it correctly, the physics part is more tricky. Cash constantly behaves unpredictably around the wheels. Usually resulting in going through the wheels rather than being nicely taken down.


texts: I'm trying to move a set of keyframes by 30.  If you see in the photo the first one is at 0 and 30 and line up correctly with a space of 30.  I then try to move it to 10 so the next keyframe would end at 40.  However, it seems to end at 39.  Is there a reason for this?  Thanks.


texts:
I modeled money in Blender and I want to make an animation where the money comes out of the ATM.

Right now my money follows a path but after this nothing happens.

I want that the money follows the path and then falls to the ground.


texts: Motion tracking is oriented incorrectly; no depth

texts:
I took a quick video on my iPhone 4, and tracked it in Blender. It appears to have tracked quite well. Note that I have some tracks in the foreground and some in the background:

However, after solving, Blender seems to think that all the tracks are basically planar, at a roughly fixed distance from the camera:

I used the tripod solve mode, because the camera isn't moving (just panning/rolling) in the shot, as suggested here. Is this correct?

I did select the "iPhone 4" preset, but I didn't change any of the other settings.

What can I do to get the scene to be tracked correctly?

Video file: Dropbox link.
Blend file (not packed; video not included): PasteAll link.


texts:
I am working on a road net mesh that only contains edges, no faces. They all share a common plane (I'm basically working in 2D). There is a ton of redundant edges that form ALMOST perfectly straight paths between crossings and could be dissolved but doing it manually with take me ages. On the other hand, there are some road turns that I want to keep.
I'd like to know if Blender has any command that will select my vertices by angle or select similar angle to the one I selected, so I could later dissolve them. Say, my selected vertex connects two edges that are almost parallel, and I want to dissolve all vertices that are like that. I want to be able to set a threshold, so I can keep vertices that connect edges with deviation from parallel larger than 2 degrees, for example.
Here goes a screenshot where I manually selected what I want to be done automatically. The whole mesh is much larger, that's why I'm asking.

If there's no such an option, natively or with an addon, please tell me if it would be difficult to write a script for such an action. Any help greatly appreciated.


texts:
I want to connect a curve with a plane as shown in the image.
Actually I'm making a fancy chessboard and i want to make it's base.
I've tried bridging edge loops and selecting respective vertices & adding  face (it works but not proper shading as shown in images).

So can anyone please suggest some another method?


texts:
Blender 2.81 came with Library Override. We have Make Library Override in the Object menu. And we have Add Library Override in the Outliner.

What is the differece between Make Library Override and Add Library Override? Is this same functionality with accidentally two differente names? Or is there a difference in the behaviour?

For example, the entry in the Object menu is greyed out, the one in the outliner not. For a reason?


texts:
I have a large hole in a mesh that I'm trying to fill:

I've been trying an approach like this:

I'm finding it quite tough, since the number of vertices around the perimeter of the hole don't match a grid.

Is there a better approach to filling a hole like this?


texts: Exporting a UV Mesh from an Existing Model

texts:
Fairly new to Blender so I have a straightforward question.

I have created a fern which I will be exporting into Unreal Engine. I created the fern texture inside of blender using 2 images - one for each leaf and one for the end leaf (end cap onto an array).

I am now at the point where I am moving my model across and I need both the mesh and UV map. The mesh is simple enough (exporting as fbx) but is there a way to export the texture currently on my model? If not, what is the best way forward?

On a side note, unwrapping the mesh turns the entire fern white (removing the texture?).

Images below and I can upload the file if needed.

Thanks,


texts:
There's an option to smooth a curve's radius, but is it possible to smooth the Tilt factor of points in a curve?

For example when making a road or flight path, I'd like to tilt just some of the points and have it interpolate for the points in between, or simply smooth out the tilting of selected points to get rid of unwanted bumps.

Is there any native way to do this?


texts:
I'm trying to get this rectangle to move based on the armature inside of it but it's not working.
Everything I've read told me to select both the armature and the model and then parent with automatic weights but nothing happens when I do that, not even an error comes up.
How do I fix this?


texts:
At a loss on this one. I'm sure it's something simple.

I'm currently building a character…. (well nearly finished) the eyes are separate from the main model as I want to move them when animating.

To try and make it clear I'll explain my workings and then explain the problem. I created an eye using a sphere, and used a lattice modifier to make the eye look flat (as the character is stylised) Before doing the second eye, I textured the model, including the eye. I then duplicated the eye and mirrored it (so that eye is textured too) and did the same for the lattice. Looks great and does exactly what I want it to do.

This is the problem. When exporting it as an FBX it tells me I need to apply scale. Thats fine. So I apply scale on the main body of the model, and the two eye balls. All seems fine. But, when in object mode and I press "P" on the keyboard, the render tells a different story. The duplicated Eye has done a 180 turn. The first/original eye is fine, so is the body. Before applying scale and pressing "P" the duplicated eye is fine.

I don't understand, for a start, that this only shows up when rendered, and when I put the fbx into the game engine I'm using, it shows the eye rotated (this is how I discovered the problem in the first place.) But looks fine in my 3D window in blender. Also, its only that duplicated eye thats messing up. Is there a way I can apply the scale but keep it as it is.

Any ideas?


texts: Mesh Array Modifier with Fit Curve modifier strings objects through center, not origin

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I am using Array modified and Fit Curve modifier to place multiple meshes on a bezier curve.  Unfortunately, blender is passing the curve through the centers of the generated objects, and I need the objects to be placed so that the curve passes through the origin, not center.

Is there a way to do this?

thanks in advance.


texts: Apply Opaque blend mode to all object at once

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I'm using Blender 2.8, I don't know how to apply blend mode opaque to all object, which I got from another source.

Since it has so many object it's kinda tiring to apply it one by one. I've tried to select all objects in the viewport and/or in the outline (layer) and try to change them to opaque, but it doesn't work. Help :'(


texts: How to make a grid of objects with individual rotations?

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My goal at the moment is to create a 2D field of a particular object, with each instance rotated a 45° more than the last. An ASCII art illustration of what I want to get, from a top-down view:

| / - \ | / - \ | . . .
/ - \ | / - \ | / . . .
- \ | / - \ | / - . . .
\ | / - \ | / - | . . .
.
.
.

Well, something like that. I'd have to fiddle with the 2D aspect, but it's first dimension I can't seem to get a hold of, just getting what looks like the object spinning as it moves forward. I can't seem to accomplish this in a way that doesn't involve ultimately duplicating each instance by hand.

Here's what I've tried:

I first reach for the array modifier, naturally, but as you can see it doesn't work; the translation of each object is done to the "local axes"(?) of the previous repetition, meaning it'll spin the array in a circle instead of what I want.

So while searching I learned about dupliframes and tried using that. It takes care of the 45° rotation that stumps the array modifier, but then I'd like to use an array modifier to repeat the group of four I have. That modifier doesn't work:

Not too surprising, considering I am animating an array-modified object now, so I guess I'll just "apply" the dupliframes (make them individual objects) and try to link an array modifier between them. But it creates the same issue as above.

At this point I'd have to apply rotations to get it to work, but in doing so I need to un-share the underlying mesh, and then that ends up not being a solution, since it's no better than manual copy-pasting.

Ideally, there'd be a better array modifier that worked on objects rather than meshes, and that would just let me say "Rotate: (0, 0, -45°)  Translate: (0, 2, 0), on global axes" for a total of four objects and have it handle the apparently super tricky task I want to accomplish (then further modifiers would be able to simply repeat the group of four, of course).

However, since as far as I know this ideal modifier doesn't exist, what's the closest approximation to it? Or am I stuck needing to manually duplicate everything?

(Honestly, if I could just tell the array modifier to be based on the global/world axes instead of local ones, this would already be solved.)


texts: How to apply shortcut to "Show whole scene transparent" ?

texts:
How to apply shortcut for selecting invisible backside parts of mesh?
It called "Limit Selection to Visible" option in 2.7

There was an answer for 2.7:
Assign a shortcut to "Limit selection to visible" toggle
It doesnt work in 2.8


texts: Finding an object's location/scale with values set to zero?

texts:
Is there a way to find the exact location, rotation, and scale of an object that has these values set to zero, possibly through clear object transformations?

I would like to set an object that's originally made for a child rig (location, scale), to the values of this adult female rig.

Unfortunately, the only values that are still there are the dimensions. This Blender file was extracted by a program that makes smaller and specific files from FullBuild.package game files.

This is also the case with the Blender file of the object I'm trying to convert to the adult female rig. Values are also set to zero.
I tried copying the dimensions of the adult female hairstyle to the (target) child hairstyle just to see what happens but that makes the mesh twice as big.

I've searched a lot here and elsewhere but did not find any info on 'unsetting' clear object transformations which probably means it's not possible. I just want to make sure this the case.

Is there another way to copy the scale, location to an object? Any help is highly appreciated!


texts: Blender 2.82 Properties cannot be added and used within an operator?

texts:
I was trying to go along with a 2.80 scripting tutorial.. But property names cannot be defined.

Invoke works as intended but no idea why this is failing.

import bpy
from bpy.types import (
    Operator,
    Panel,
    PropertyGroup,
)
from bpy.props import (
    BoolProperty,
    IntProperty,
    )

class Subdivide_operator(bpy.types.Operator):
    """Subdivide"""
    bl_idname = "object.subdivide_operator"
    bl_label = "Subdivide"
    bl_options = {'REGISTER', 'UNDO'}

    sub_visible: bpy.props.BoolProperty()
    sub_levels: bpy.props.IntProperty()

    def invoke(self,context,event):
        return bpy.context.window_manager.invoke_props_dialog(self)

    def execute(self, context):
        subdivide = bpy.context.object.modifiers.new(type="SUBSURF",name="Qsubd_subdv")
        subdivide.show_viewport = sub_visible
        subdivide.levels = sub_levels
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Qsubd_subdv")

        return {'FINISHED'}

class A_Panel(bpy.types.Panel):
    bl_label = "Layout Demo"
    bl_space_type = 'PROPERTIES'
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        layout.operator("object.subdivide_operator")

def register():
    bpy.utils.register_class(A_Panel)
    bpy.utils.register_class(Subdivide_operator)

def unregister():
    bpy.utils.unregister_class(A_Panel)
    bpy.utils.unregister_class(Subdivide_operator)

if __name__ == "__main__":
    register()


texts: How can I render a proper normal pass for smoke in cycles

texts:
I would like to render a normal pass for smoke in Cycles like this one:

I'm aware of this method mentioned in Blenderartists but the result is far from the result needed to relight in post (via Normal Node or After Effects' Normality plugin).


texts: some planes' texture are not rendered properly

texts:
this is a rendered image (with F12) of my work.

It's very basic: a plane subdivided several times and "distorted" to look like a terrain with a material and a texture. Why some squares of the terrain are gray?


texts:
Lately i've been reading a lot about fractals, mandelbrot set and the mandelbulb.

I am able to recreate the mandelbulb in Blender using a volumetric material (similar to the solutions discussed here, without using an add-on: Recreating Mandelbulbs with math nodes).
But as I wasn't really satisfied with the possibilities there I tried to replicate in in Animation nodes to maybe get a particle-system-like look (I don't really know where I was going tbh).

The formulas used in pseudocode:

r = sqrt(x*x + y*y + z*z )
theta = atan2(sqrt(x*x + y*y) , z)
phi = atan2(y,x)

newx = r^n * sin(theta*n) * cos(phi*n)
newy = r^n * sin(theta*n) * sin(phi*n)
newz = r^n * cos(theta*n)

The way I understood the whole thing was, I have starting Coordinate (P1), and for every iteration I get a new Coordinate (Pn).
So this is my node tree and the result (not really what I was going for):

I think my formulas are correct – I don't think I really understood the whole concept though. Is this even possible to do? Any hints?


texts: Display full error at the bottom right of blender 2.8

texts: I am using a python addon throwing an exception and i can't figure out how to display the full error in blender 2.8+ :


texts: Is there an easier way to cut specifically shaped holes in moderately complex objects (particularly from inside them)?

texts:
I'm new to Blender, so I feel I must be missing something. I'm modelling something that's bound for a 3D printer and I need to cut some specifically shaped (and spaced) holes in it.

I've tried knife, knife project, bisect, and boolean modifiers, all with limited success. Knife (and knife project) were particularly infuriating, as they worked great on the outside of the object, but when I needed to cut the holes on the interior they failed miserably. It seemed my only options were to cut nothing or all the way through from the current view. I finally got the surface I want, but only after hacking the faces to death with the knife and merging edge loops a couple of times. It left the mesh rather a mess...

Is there any better way to do this? What about cleaning up the mesh a little?

Desired result finally:

Ugly, underlying topology:


texts: How to do motion track with the camera movement

texts:
The camera still keep rotating ,moving  and I want to put the 3D model in the scene.If all track points keep in the camera view its ok to track but confused me is the track points only can keep a while then disabled with the camera movement.
So the setting floor actually only keep a while not always there.
If the 3D models keep movement with the camera its hard to keep it.
I dont know how to do this kind of track.
For example ,the camear move from bottom to top of the building ,the 3D model need up with the camera
sample file
sample clip


texts: Softbody is clipping and shrinking when it comes in contact with an object (with collision enabled)

texts:
I've recently been trying to make a softbody animation, and I have ramps that the ball falls down into. It rolls down fine, but when it reaches the end of it, the ball immediately shrinks and is attracted to the object. The ramp has collision enabled, I have tried recalculating normals, and changing the incline and rebaking it, but nothing seems to work.

The ball just seems to stay and then shrink a little bit, and will not just hop over the cylinder like it should.


texts: Follow objects as if there was a magnetic field using animation Nodes

texts:
Using animation nodes how can I make an object keep following and other object with some delay, a behavior very similar to the one you can see in most paint tools for stabilizing strokes, here is an example:
https://www.youtube.com/watch?v=ah13EISw7nc
The only difference is that at the end of the transform both objects should have same location.
EDIT
here a perfect example of what I'm trying to reproduce, but without "actions"
enter link description here


texts: How does one project against a complex curve?

texts:
I have a project where I need to project a complex model of a portal door against a curved surface without distorting the circular nature of the door.
Things I've tried:

I've tried using the Shrinkwrap modifier, but it understandably destroys the 3D nature of the object.
I've attempted a Lattice modifier, but it spirals way out of control when trying to bend it on two curved axis

What approach should I be using?
I have three portals that need to fit along a wall that is made from a slice of a sphere.


texts:
For the past few years, I've been tracking shots from Boujou to Blender, using Blender 2.49B to 2.9 (Thats one of the best, non-bugged ways to transfer tracks). Though, shots like this where the "iron-man-arm" is flying towards the subject, it feels so flat! Why is there no sense of depth? From far away to up-close feels like a simple image getting scaled-up. Boujou wants to set the focal lenth to 73-ish in Blender- but makes the motion tracking points not line up with the footage. So once I manually change the focal-length to have the motion tracks line up perfectly with the footage, I get that loss of depth the camera had previously. In addition, the tracking-points line up with the exact focal-length my camera was filming at, so clearly me manually lining up the track is the right way to go- I think.
If you want to see the HD-version

Boujou focal length. Depth is there, tracks aren't.

Manually-changed focal length. Depth is flat, tracks are correct.


texts: importable CAD-format with material Information

texts:
I model a lot in Fusion360, because it is easy to use and offers workflow. However, it does not allow to export as .dae. It does offer the following: .dwg .dxf .fbx .igs/.iges .obj .sat .skp .smt .stp .step .stl as well as the Autodesk formats for Fusion (.f3d) and Investor (.ipt).
I know Blender can import .stl and .obj, but both of these do not support to carry over any surface/material information that I had assigned to a model in Fusion.
Is any of the other formats a) importable into blender and b) transfers a chosen material information for parts of a surface?


texts:
I have set two particle systems to move along a path while emitting particles. However, I'm having two problems. Firstly, the particles are moving slower than the emitter object and therefore is creating a gap between them. Secondly, one of the particle system is not following the path accurately.

This is my set up:

As you will see, one of the particles systems is following the path consistently, while the other isn't.

PS : Crank up the particle count for both the particle systems to 10000 or higher to view an accurate representation.

UPDATE: PPS : How do I delay the start of the path animation for one of the objects?


texts: In Blender 2.8 +, how do I limit the (animation / multi-frame) render to only one pass (e.g. only z-pass or only Mist pass)?

texts:
Related, not properly answered: How to render only a mist pass
Related, talks about using compositor: Render Passes separately
I have the rendering engine set to Eevee here:

I have only the "Mist" pass selected and everything else (including the "Combined" pass) in View Layer Properties:

Yet, when I'm trying to output the animation like so

, the "combined" pass is rendered anyway:

I need just the Mist pass to be saved, like I can see in the Image Editor after the render when I choose the "Mist" pass from the dropdown:

I'm looking for a simple solution with the EEVEE engine, without compositor if possible, because I am doing this programmatically, via Blender compiled as a Python module.
Alternatively, if you can think of a simple way to do this programmatically via the compositor, this would also work for me.
This used to be possible with the Blender internal rendering engine before 2.8, so, if there is no way to do this with Eevee, I would consider this a regression.
Aside: In the meantime, I'll try to compile some older version of Blender as a Python module, e.g. 2.78 (2.79 has build errors that are fixed in some later commit before 2.80) and see if I can get that to work.


texts: How to geometrically simplify a door which contains creases?

texts:
I downloaded a high-quality door from an online source and this is what it looks like:

But when you examine in wireframe view, there's a lot of edges/creases:

I tried changing the Mean Crease in the Transform option setting to zero but it deforms the door completely:

Are there any other methods of simplifying the geometries of this door (i.e. removing the creases or just having a single face on either side)?


texts: How do see fluids through glass (Eevee)?

texts:
I don't see my fluid inside the glass, but i can see the object inside the glass. Does somebody know, what i have to change, to see fluids through glass?
Or is this not possible in Eevee? Can i fake it somehow?


texts:
I spotted a tutorial on YT, modelling a keyboard Synthesizer. The Instructor (which actually says in the beginning is a novice blender user)is constantly using Boolean Operation to cut into the main shape, saying that Ngons wont matter, and if using another method loop cuts to make quads would take for ever. So would it be any benefit of me watching this tutorial or would it lead me astray from correct 3D modelling approach? Or are the Boolean cuts safe to use as long as there is no subdivision surface modifier applied to the mesh?

Thank you.


texts:
How to fill gap in mesh?
Creating a bridge loop no longer works.


texts: How to render with a custom render engine?

texts:
My problem is as follows:
I'm working on a script that renders all the scenes in a file (matching some criteria, in this case having a default Camera on Layer 0).

This works.

But I cannot make a Render option based on this.

The (bad) code is as follows

import bpy

class LoopRenderEngine(bpy.types.RenderEngine):
    bl_idname = 'loop_renderer'
    bl_label = 'Loop Renderer'

    def render(self, scene):
        #bpy.context.scene.render.engine = 'BLENDER_RENDER'
        bpy.ops.render.render()

bpy.utils.register_class(LoopRenderEngine)

Since this calls the render() function in when implementing the render() function, it's not a surprise that this doesn't work.

Switching back as mentioned above to the BLENER_RENDER engine didn't work.

Any idea how to render within the render function?

PS Here is the whole code to understand my intentions better.

import bpy
import time

class LoopRenderEngine(bpy.types.RenderEngine):
    bl_idname = 'loop_renderer'
    bl_label = 'Loop Render Test'
    bl_use_preview = True

    def render(self, scene):
        bpy.context.scene.render.engine='BLENDER_RENDER'
        bpy.ops.render.render()

bpy.utils.register_class(LoopRenderEngine)

This works (ie starts rendering), but crashes when rendering. The command line shows:

  Error: EXCEPTION_ACCESS_VIOLATION


texts:
in Blender 2.81

how can I be sure that there are no vertices, edges and faces left in my 3D model?

if it is found that there are leftovers which is the fastest and easiest way to delete them?

thanks


texts: (Resolved) Quaternion1 step rotation to Quaternion2

texts:
So I have an object that I want to rotate step by step to match another object rotation, at first not knowing any better i did like so..:
Step=0.1 Q1=Q1-(Q1-Q2)Step .
What should be the formula? :p


texts: Any way to add shortcuts for texture painting blending modes in 2.80?

texts:
Being able to quickly change blending mode in texture painting would be a HUGE efficiency improvment.

I've been looking for a while to achieve this but didn't manage :(

Even if its not possible to bind specific blending modes to a key, it would be great simply to have a dedicated shortcut just to open blending modes window

Edit v2:
so I digged a bit inside the source code, as Craig D Jones suggested, but I still can't wrap my head around how I could do this (again, I'm an artist and not a programmer, altho I'm slowly learning how python works. But I'd REALLY appreciate if someone knowledgeable in this area could help me out)

# init blend mode
class PAINT_OT_InitPaintBlend(Operator):
    '''Init to mix paint  mode'''
    bl_idname = "paint.init_blend_mode"
    bl_label = "Init paint blend mode"

    @classmethod
    def poll(cls, context):
        return bpy.ops.paint.image_paint.poll()

    def invoke(self, context, event):
        brush = context.tool_settings.image_paint.brush
        brush.blend = 'MIX'

        wm = context.window_manager
        if "tpp_toolmode_on_screen" in wm:
            init_temp_props()
            co2d = (event.mouse_region_x, event.mouse_region_y)
            wm["tpp_toolmode_brushloc"] = co2d
            args = (self, context)
            self._handle = bpy.types.SpaceView3D.draw_handler_add(\
                                                        toolmode_draw_callback,
                                                        args,
                                                        'WINDOW',
                                                        'POST_PIXEL')
        return{'FINISHED'}

I also found this code below mentioning toggle between ADD and MULTIPLY blending mode
but maybe it will be useful

class PAINT_OT_ToggleAddMultiply(Operator):
    '''Toggle between Add and Multiply blend modes'''
    bl_idname = "paint.toggle_add_multiply"
    bl_label = "Toggle add/multiply"

    @classmethod
    def poll(cls, context):
        return bpy.ops.paint.image_paint.poll()

    def invoke(self, context, event):
        brush = context.tool_settings.image_paint.brush
        if brush.blend != 'MUL':
            brush.blend = 'MUL'
        else:
            brush.blend = 'ADD'

        wm = context.window_manager
        if "tpp_toolmode_on_screen" in wm:
            init_temp_props()
            co2d = (event.mouse_region_x, event.mouse_region_y)
            wm["tpp_toolmode_brushloc"] = co2d
            args = (self, context)
            self._handle = bpy.types.SpaceView3D.draw_handler_add(\
                                                        toolmode_draw_callback,
                                                        args,
                                                        'WINDOW',
                                                        'POST_PIXEL')
        return {"FINISHED"}

Thanks for checking this out, hope someone manages to help!


texts: Why do my leaf and grass textures have black outlines when rendered?

texts:
I've recently finished exporting and texturing a bunch of psk meshes from a game in blender. My current plan is to cover these meshes in collision models and then export/compile them to a map editor (the hammer editor) where I will make a map using these custom models. I've never used blender before so this has been an interesting experience for me.
However I have run into a potential problem.
The main worry I have at this present moment is with the vegetation textures. Textures such as leaves and grass carry a black outline (pictured below) this outline is quite chunky and because of my little experience with blender I have no idea whether it will carry over once I export/compile the model.

As you can see below the texture I'm using does not contain this black outer

This happens albeit to a lesser extent on grass too...

Can anyone tell if there's something I need to do to fix this or even if it needs fixing at all. I checked the game files and the meshes and textures had the same file names and match each other in the UV editor.


texts: I am trying to make a pirate ship and am trying to attach rope to the sails. my rope is made using a path, and soft body physics. I can not find a way to attach my rope to the sail. and I can not use pinned vertices because this is not a cloth modifier.


texts:
I have six objects. Each has an action that occurs at the same time as the others. Is there a way to turn these separate actions into one mega-action that I can call instead of having to call all six of them individually? I'm not very familiar with the Dope Sheet and NLA editor, so I would like to be walked through it, if you have the time.

Thanks a bunch!


texts: Render image sequence works for first frame, but not the rest

texts:
I'd like to make an animation where there are water ripples using dynamic paint. I subdivided a plane which I used as a canvas and applied a UV texture to it. I used some UV spheres to create the ripples. This works fine when I view it in the 3D viewport. When I render the image sequence, the first image looks how I expect it to be, but the rest doesn't. I used the cycles engine. I've tried tweaking the post processing by turning compositing off.

3D Viewport

First frame of render

Second frame of render
I then tried applying the dynamic paint modifier. Now I can see the ripples, but there's no difference in  the ripples between the first and second frame of the render.

First frame of render with dynamic paint modifier applied

Second frame of render with dynamic paint modifier applied
This is the blend file and this is the
image I applied to the texture
What did I do wrong?


texts: I'd like to segment the object surface into K patches. In each patch, all vertices have their normal directions within e.g. 5% difference from the average. Is there any K-means or similar add-on? Thank you very much for your kind help.


texts: Why don't the edge lengths update after I've scaled my object?

texts: In Blender you can turn on edge lengths by going into edit mode and then turning it on in the overlays menu. However, whenever I scale up the object,the lengths stay the exact same which should be impossible. If something is 2 meters and you scale it up to 3 times it's size, it doesn't make sense how it would stay the same. Does anyone have an explanation for this, or for how to fix it?


texts: I have a foot and IK constraints on toes, so that when I move the leg, fingers deform, because their IK bones stayed where they were. I made a copy location constraint for each of the IK bones to follow the IK bones for leg, but when I move the leg forward, fingers go down, when I move leg upwards, fingers go  back... How can I fix it?


texts: How to make Kurzgesagt style smoke (translucent moving circles that don't overlap)

texts:
I'm trying to replicate the smoke in this Kurzgesagt video scene using Blender (from seconds 0:07-0:12)

https://youtu.be/h6fcK_fRYaI?t=7

The smoke columns are basically different circles of a translucent material that move over time. Different smoke columns overlap in color, BUT the same smoke column doesn't overlap. How could I make a smoke column, that has different moving circles (all with a translucent material) but that are somehow joined and don't overlap?
Since they are different circles I don't know how to do it in a way that the materials don't overlap...
Thank you in advance!


texts: How to make this animated texture seamless from a 2D perspective

texts:
Basically i made this to use this as a material for a game but i don't really understand how i can make it seamless when i will inevitably have to stretch it out to cover a whole ocean. Any help will be appreciated.
Here's the blend file


texts:
I have a grass particle system on an open field and the grass is animated to look like it's swaying in the wind. So I want the grass to face the same direction, but when I try to use children (both simple or interpolated) they suddenly face different directions. I've tried turning off rotation and set every setting on the children settings to zero, but they still have random rotations. Is there a way to fix this, or should I resort to putting hair number to 100,000?

So basically, I made a model of three low poly blades of grass, put some armature on them and animated them to make it look like they were being blown by a bit of wind. If I put it on a plane or landscape with no rotation whatsoever, it looks perfectly fine and is similar to the results I wanted, but when I use children, the grass suddenly turn in random rotations.

Here's what it looks like when I put it on high numbers with no children.

and here's what it looks like with low numbers (1000 on this image) but with children.

My PC can't handle physics very well, but if there's no solution then I guess I have no choice.


texts:
I've been working on a small project that takes around 10 to 15 minutes to render.

At first, the canceling took a couple seconds to almost no time. But recently, the canceling time something takes almost 3 to 5 minutes! (I just tried it, and after 30 minutes it was still on the "cancelling.." screen.)

(Just the "canceling..." message to appear after I press "Esc" takes almost 20 seconds.)

This is pretty annoying and really puts me off rendering, is there any way to fix this?

EDIT: Here's the .blend file for anyone who wants to have a look -


texts: Is glass in Cycles just broken or am I doing something wrong

texts:
OK So I've been trying to make a simple scene of my room as a bit of practice but I've run into trouble while doing the windows. Whenever I place glass in them it just doesn't act right, to the point that even leaving the widow "open" gives a better result.
I decided to do a little test on how the deafult glass behaves (Principled BSDF with Transmission on 1)
First I made a reference render with no glass. My scene is just a narrow spot light pointing down. I added a volumetric cube as well to help visualize it.

As expected the "Laser" makes a dot of light on the ground.
Now here is where things get wierd. When you point a light at glass what do you expect to happen? You expect for it to show up on the opposite side as glass is seethrough, perhaps with a bit of a reflection on the glass it self.
Well, here is what happens in Blender Cycles:

Nothing comes through to the other side!!!?!
Not only that but look at that harsh shadow dropped by the glass, that's something that just wouldn't happen in real life. There should be some shadow where the edges are but other than that considering this is an unrealistically 100% pure glass there should be no shadow in the centre at all.
The only thing that's there is the desired reflection.
This is the problem I was having when making my scene. I would put the glass in the windows and suddenly
the scene would get really dark and you wouldn't see those squares of lights that windows often produce...
What the hell is going on there. Isn't Cycles supposed to be a physically based renderer!? How can it fail to render glass so hard. Room windows are one thing but this would entirely screw up so many other renders with more complex glass shapes...
Or am I just incredibly stupid and doing something wrong here.


texts:
I want to add dirt to this robot. I dont want to UV all the tiles of the robot, but I have heard some guys talking about adding procdural grunge and wear to cravicces and egdes

like for example between these pipes:

Here is the .blend file with just the robot:
http://pasteall.org/blend/index.php?id=53085


texts:
I've just started using Blender - been meaning to for a while but figured I'd wait until there was a somewhat stable 2.8, so I wouldn't have to relearn things.

I'm trying to figure out how to set it so when you zoom using the mouse scroll wheel it will zoom to where the mouse position is instead of making everything go off the screen unless its perfectly centred, as it is infuriating, and annoying having to scroll across after zooming every time.

Doing multiple searches all yields the same result - there's an option in User Preferences under Interface. Except it's missing in 2.8, and it's not under the Input > Mouse section either.

I'm sure it's something simple but can't find any 2.8 documentation.


texts:
i have some extra eGPUs on other machines in the network, i'm on Macosx, and i was wondering if there's a way to force Cycles to use these extra cards. I'm used to Octane which is great for this, but i'm not use if it's possible, or it WILL be possible, with Cycles.
Thanks a lot

Marco


texts: Edge Loops and Python. Enumerating and Analysis

texts:
Does Blender Provide any Edge Loop identification in Mesh or BMesh?
If yes, what is the link or document that describe such support?

Showing edge indices of a selection.  Image Above.

Crude Console Output from a Python Blender Script.  Please excuse the many flaws of omission and commission in presentation and explanation.  The intent is to show cyclic and non cyclic edge loops.  Simple Case. The arrow shows a correspondence between selected edges and console text.  The text will be transformed into text compatible for Python Execution.  Click to see larger image for improved readability. Image above.

Blender Python Code Sample.  Subject to extreme cleansing and refactoring.  Read at your own risk.  Image Above.

Probably inessential and subject to deletion

Console Window Output with debug identification.

ED_undo_push: Loop Select
wm_handlers_do_intern:       handled! 'MESH_OT_loop_select'

Just to clarify I am talking about the connected edges the users see when they
Alt-Click in edit mode and perhaps other selections.

Here is an example context

Given a edit mode selection or vertex group selection. Consider only the selection as though it were isolated.
How many cyclic and non cyclic edge loops are present? What are they?
The answer might be a Python list of lists of vertex indices.

I am asking for a reference to tested Python in this question. I am not asking for new Python to be written.

I have some Python script.  I do not want to reinvent functionality. Although there could be some merit in Blender Python programming exercise. This analysis is not supposed to be the most general case.  It might not even need to algorithmically efficient such as big O = n squared. Preprocess.


texts: Bone parenting without offset using Python?

texts:
import bpy

ob = bpy.data.objects
child = ob['cube']
parent = ob['armature']
bone = parent.pose.bones['bone']

child.parent = parent
child.parent_type = 'BONE'
child.parent_bone = bone

I wrote the script above to carry out bone parenting with Python.
The parenting setting works correctly, but at the end, the child object's transformation will have an offset.
How can I achieve bone parenting without offset?

Additional questions about batFINGER's answers.
I tested the script. But I still get the offset. Did I make a mistake?
I recorded two GIF to clarify the question.
In the case of the parenting using operator, the cube's transform is maintained, but in the case of parenting using script, the cube's transform changed.
Bone parenting using operator

Bone parenting using script

After creating an armature, change the bone transforms in pose mode.
Operate bone parenting with cube & bone of armature.
The ops method keeps the cube in place, but the script method changes the cube by the bone transform
I want to achieve ops result using python script.

Result by ops (Ctrl+P/Bone after select cube and armature)

Result by script


texts: material groups are linked with another, how can I unlink them from another?

texts:
First I will describe what I have done:

In node editor, I added material nodes
I selected material nodes and grouped it
I duplicated the group
Then I edited one of them

However, when I edited the duplicated group, the same edits and the same modifications were applied to the original group too.

My question: why is this and how can I unlink them?


texts:
I'm trying to cut grooves into this handle shown in the image below. I need them cut along the red line.

I want them to be look like the grooves marked by red in this image below:

How would I got about cutting even grooves into the the mesh along the red line in the first image? I'll provide the mesh in a file.


texts: Thickness of mesh important for successful deforms?

texts:
I’m currently having problems with deforming my mesh with the arms of my armature. I was wondering if the thickness/length of the mesh can contribute to a successful deformation with weight paints? My character only has simple cylindrical arms, with the tip being the hand. They’re not exactly long/thick with an elbow either. Will this contribute to my current struggles?

Thanks


texts: "Quick Fluid" is reflecting an old (not current) HDRI

texts:
The environment texture with a tree (shown in reflection) was not the world texture set when I created the "Quick Fluid" it was the stars.
I can't work out, how this old texture is being reflected, there are hardly any objects in the scene.  I've deleted and recreated the "Quick fluid" but it's always showing this old texture with the tree, and not the stars.


texts: How do you deform a flat model (In my case, a woven metal mesh), into a dome?

texts:
I am new to blender, and therefore, still navigating through its options. However, I still have not come across a method to perform what I need but I'm sure its a very simple solution.

I'm using blender, because if I attempt this on SolidWorks my computer crashes.
I have a flat circular woven metal mesh part/object and I wish to deform this object in the middle into a dome shape. To resemble like a microphone head mesh dome, but then down into a cylinder sides.

Is there a function that I can deform a flat surface, by a certain radius, into a dome structure?

Thanks for the help

Regards
Scott


texts: Simulating N-bodies gravitational interaction

texts:
I wanted to simulate attraction of massive bodies in space and added Force field of type "force"

Unfortunately, all these bodies stay still on animation.
(I turned gravitation off so that bodies don't fall)
What I did wrong?


texts:
The audio's fine during playback, but when rendered, it's common to see crackles (that you can 'repair' in Audacity). The crackling appears when I add audio strips. When an audio strip starts or ends, it's possible to have a max volume crackle in the rendered version.

I render my videos with mp3 audio format, because that's the only one that doesn't crash and exit the whole Blender during rendering.


texts: I have a bit of a weird problem. Im working on a simple road, and sidewalk. Ive applied both the sidewalk texture and the road texture. But here is the problem, the sidewalk texture is showing up perfectly fine in "material-mode" and "realtime render mode", but the road texture only shows up when i render the objects. And here is the weirdest part of all, if i load any other texture to the material instead of the road texture it shows up fine, but as soon as i load back the road texture it turns black again.


texts: How to deal with disappearing texture due to mesh stretching? (2.80, Eevee & Cycles)

texts:
Unfortunately, I need to move the bones. But as you can see in the image, it doesn't take much at all for the texture to start disappearing.

I understand that a stretched texture is expected when the mesh is stretched. However, I do not need the selected bones to bend more than that really. So, what would you say are my options? There has to be a workaround at least.
Feel free to inspect the file:
https://blenderartists.org/uploads/default/original/4X/7/a/7/7a7a878f9f3cf9c02d267f30dac59ff4707db3d5.blend


texts: Normal map baking does not reflect details

texts:
I have unwrapped the hi poly model:

And I have unwrapped the lo poly model:

Then I select the hi poly and the lo poly and bake the normal map.
However, there are no details in the normal map:

Does anybody see any obvious mistakes I might have made?

Thank you very much for the help!

Here is a close-up of the difference between the hi and lo poly model:


texts:
The following question might've been asked several times, but I've found no satisfactory answer.

Short question:
How can I show progress of background task in Blender UI?

Explanation:
I have a long running task which I want to run in the background. I know there's some gotcha while using threads in python script, but since the task does not affect blender objects or data in any way, there's no reason the user should wait for it to complete (they can continue with other things in their pipeline).

My thread works perfectly fine without any crashes, and I can show the progress on console. However to show the progress in the UI I do the following:

Have an integer/float property with subtype 'PERCENTAGE' which will be set to current progress. This might crash blender, since I'm actually modifying blender data. I've even tried this with some Blender versions and it kinda worked for pre-2.65. However it does not work for latest Blender builds.
In recent Blender version, I've found a new api named window_manager.progress_begin, window_manager.progress_update and window_manager.progress_end. I'm not sure if they are really intended to show progress, and if that is the case, how to use them.
EDIT: I've found an add-on template Always On Blank Render Engine by @Atom which seems to do the trick. It basically extends RenderEngine so all events can be captured. This is the first time I've tried it, and it can show progress similar to rendering progress (which is exactly what I want). However with a very quick test it seems that it'll also open a render preview window when the task is run, and also it shows the label as "Rendering" near the progressbar :-( Has anyone got any experience with extending RenderEngine?

Is there any option I can show progress in the UI? Or, is there any future plan regarding this?


texts: Help and Advice in Regards to Smoothing out a Sculpted Model

texts:
Recently started teaching myself Blender and 3D modeling. I have a background in Graphic Design, and feel like my real strength is a program like Illustrator where it's easy to draw with geometric shapes!
Been working on this cute mouse as a way to get my head around all things blender. Now the base of the head was made with two spheres being merged together and the boolean tool to better merge them together.
But whilst working throughout Blender and sculpting; I'm noticing some weird "wrinkles" on the surface of my sculpts. Attached are screenshots circulating and highlighting some of these spots. I've tried using the "smooth" and "flat" sculpting tools and changing the intensity and size of the brush but they still seem to be lingering around. As an illustrator buff, I'm all about smooth surfaces and clean geometry so that's the real challenge I'm finding with Blender
Might be a basic and obvious question but would love to be pointed in the right direction as to how I can fix this.


texts: How do I keep the objects form created by a skeleton when deleting the skeleton

texts: I have an object which is in a good position but when I delete the skeleton the object goes back to its original form.  I am not trying to animate the object or anything I just want if in the current form.  Thanks!


texts:
I do have my animation done. But I don`t know what I pressed and now when I press Animation, only the first slide(frame) is showed in the rendered window but there is no files on the output folder. No JPG or AVI or MPEG. Any suggestion?
Thanks in advance!!
Here is the screenshot

The image in the left side is the result of the render after clicking over the animation button. Blender rendered the first frame and then stop.


texts:
I'm learning to use Blenrig 5 Add-on and i've found some feature that i really like it but I don't know how to make one.
That's about how to add driver to Action.
As you see, by scale hand_close_L bone, the zrig_hand_close is animated, but i can't find where to config the driver of how to create one.

This is the zrig_hand_close action.

Thank you for taking your time.


texts: Is there a way to control curves with bones? I already know the AnimAll addon and the Hook modifier, but I'd like to have IK-FK control on some 2D curves objects.


texts: Can I personalize the insert keyframe menu?

texts:
In my animation I use a lot of restrict render and restrict view on/off.
Can I do something to display those keyframes when I type the I key (insert keyframe menu)?


texts:
I want to make objects bounce around a constraint.  My first thought was to place the objects inside a sphere and have them bounce around; however, the objects just fall through.  Even though I use the Physics to make the Sphere Rigid.

The effect I am trying to do is like Bingo Balls bouncing inside the globe before being extracted.  Can someone point me in the right direction?

Thank you,


texts: How to resolve the Z pass when rendering with subframes?

texts:
Currently I'm trying to render my scenes by making use of subframes to save on rendertimes through rendering on multiple nodes.

But when I do this I'm having problems combining the chuncks from the Z pass.
As you can see in the combined image below the Z pass does not show correctly.
It seems to reset the nearest and farest point of each individual subframe.

How should I go about fixing this? I'm all out of ideas.
 Any help would be greatly appreciated!

Combined Z pass chuncks:

Example of the python script I'm using:

cat >subframe.py <<EOF
import bpy
bpy.context.scene.render.border_min_x = $SF_MIN_X
bpy.context.scene.render.border_max_x = $SF_MAX_X
bpy.context.scene.render.border_min_y = $SF_MIN_Y
bpy.context.scene.render.border_max_y = $SF_MAX_Y
bpy.context.scene.render.use_border = True

def add_subframe_to_fo_path(scene):
    scene.node_tree.nodes['File Output'].base_path = '$OUTDIR'
    for file_slot in scene.node_tree.nodes['File Output'].file_slots:
        file_slot.path=file_slot.path + '_X-' + str($SF_MIN_X) + '-' + str($SF_MAX_X) + '-Y-' + str($SF_MIN_Y) + '-' + str($SF_MAX_Y)

bpy.app.handlers.render_pre.append(add_subframe_to_fo_path)
EOF
blender -b *.blend -P subframe.py -F PNG -o $OUTDIR/frame_######_X-$SF_MIN_X-$SF_MAX_X-Y-$SF_MIN_Y-$SF_MAX_Y -s $START -e $END -j $STEP -t 0 -a

Node setup:

Hardware/software specifications:

Blender version nr:  2.78a
Render engine: Cycles
OS: Linux Ubuntu


texts:
I want to know how to cut a cube and delete some parts of it!

This is the original cube!

This is how I want to cut it... I made this with paint!


texts: Why are some objects visible in the outliner but not in the 3D view?

texts: In this scene I have banners on the pillars, it is also selected in the outliner at the moment, but I cant seem to find the banners? I don't know if I hid the object, or what but I cant find them at all anymore? I have tried unhiding everything, but nothing, this really confuses me as it is in the outliner and the texture for it is there.


texts:
Using Blender script, I need to read human body from an .obj file and identify the human parts of it respectively.

The following is the script used to read the .obj file:

import bpy

bpy.ops.import_obj(filepath="d://test.obj")

The error I am getting is "python script fail"


texts:
I've created a soft body with a hole inside so that it can glide down along a rod. But for some reason the soft body is not gliding...

The friction value of the soft body is 0 as well for the rod.
I also tried to prevent a deform of the opening by select a vertex group for the Edges > Springs option but that doesn't help either:

Here is link to the blend file: https://drive.google.com/open?id=1MWBkVi3LtUpCFg_Zxy9b0WxAULloCcEI

Any idea?

Thx!
Steven


texts: Create a UV Sphere / Object in Blender from Python

texts:
Referencing to this code:
Create a Cube in Blender from Python

import bpy
import bmesh

bpyscene = bpy.context.scene

# Create an empty mesh and the object.
mesh = bpy.data.meshes.new('Basic_Sphere')
basic_sphere = bpy.data.objects.new("Basic_Sphere", mesh)

# Add the object into the scene.
bpyscene.objects.link(basic_sphere)
bpyscene.objects.active = basic_sphere
basic_sphere.select = True

# Construct the bmesh cube and assign it to the blender mesh.
bm = bmesh.new()
bmesh.ops.create_uvsphere(bm) # How to set the arguments right?
bm.to_mesh(mesh)
bm.free()

Can someone explain how to set the arguments write for this function?

bmesh.ops.create_uvsphere(bm, u_segments, v_segments, diameter, matrix, calc_uvs)

I am new to bpy, bmesh and I am looking for some more explaination on how to set these arguments right. My goal is to generate a UV Sphere with Subdivision Surface modiefier and smooth ;). Someone can give me some further explainations on how to create a UV Sphere with the script? Thanks :)


texts:
I have seen some similar questions, but I don't think my problem is that I have overlapping faces. I have also tried adjusting the lighting level but the problem persists. When cycles render preview does 1 or 2 out of the 32 render cycles then the coffee looks more or less correct but the end result is always grey and white and washed out. I might be able to fix this with an overlay of color in the nodes, but is there any way to avoid the problem in the first place?

render preview
blend file https://drive.google.com/file/d/17M1Bm2xdQxLtuhR7DOEmqay4WGezRiSE/view?usp=sharing
UPDATE: I turned the light intensity down and changed to darker base colors for world and sun light sources. I changed the base color of glass and coffee which improved the glass slightly, but the coffee is still ridiculously reflective. I have roughness at .5 and turning it up to 1 does not help.

Final result after applying instructions in checked answer

and after adding a transparent BSDF and decreasing transmission and increasing roughness of glass

I also decreased the light intensity for world and both lights to .4 for world and about 100 watts for each light down from 600
Final version -- https://drive.google.com/file/d/1z5UkbsWIKdtGmvthzcef6k3zenHixaNm/view?usp=sharing


texts: New BGE mouse look actuator causing camera shake

texts:
Bone-parenting the camera to an armature being rotated by a control object with the “mouse look” actuator on it causes the parented mesh shake all over the place, at least in my experience, I'm on 2.76.

The end result in my game is violently quivering player arms ‘holding’ a stationary object/weapon. I’ve also had the object itself do this (with the arms remaining still) under different parenting which I assume is because only siblings of the camera are affected (in my rig the arms, torso and head move together with the camera parented to the head independent of the lower body, this is a basic FPS setup)

I’ve greatly simplified my character setup to make it easier to exactly what’s going on clearly. The scene is as follows:

A single bone representing the body, “Copy Rotation”-constrained to a
control object
A single bone representing the hand/arm bone-parented to the body
A cube weight-parented to the hand bone representing the character
mesh (so you can see the effect)
A single vertex control object with “mouse look” logic (to which the
body is constrained to in order to rotate)
A camera parented to the upper body bone (the POV camera)

Is this a bug in Blender? Are you really unable to attach objects to a mouse actuator-controlled character armature without glitchiness? Or am I missing something?


texts: Can motion tracking and Video Stabilization constrain to y axis only?

texts: Is there a way to remove or ignore the tracking data of x or y axis? I just want to stabilize the up/down motion in a video because I'm doing a panning shot (rolling on wheels). As you can see, the red track seems to move the film to the left (outside) which is unwanted. Thanks.


texts: "Select Interior Faces" buggy and unpredictable?

texts:
I wrote a tool that outputs a Blender python script that generates a given Minecraft world in Blender using the fewest cubes possible. It's working great, but I'm having terrible difficulty trying to remove interior faces (for optimization reasons).

After I "Remove Doubles" the "Select -> Interior Faces" will select several faces. However, some of them are actually exterior faces and it doesn't even detect a significant number of interior faces.

I don't think there's anything strange going on with my geometry; the vertices are all snapped to the grid, and nothing overlaps.

Is "Select -> Interior Faces" just poorly implemented in Blender? Or is there precursory steps to using it?


texts: How Can I Subdivide Only Part of a Grease Pencil Stroke (Ver. 2.92.0)?

texts: When in Edit Mode for a Grease Pencil object, I can go to the Stroke menu at the top of the screen and select Subdivide. But this will always subdivide the entire Grease Pencil object. How can I subdivide only part of one stroke within the Grease Pencil object, specifically between two particular vertices? In the included picture, there are not enough vertices between the circled ones, but I can't figure out how to add vertices only to this area. What's worse, even if I give up and simply opt to use the blanket Subdivide option (hoping to get more vertices where I need them even as I'm forced to add more of them where I don't), it seems that vertices are still not being added in this specific region. Why is this? What am I failing to understand about how Grease Pencil geometry behaves?


texts: How to make an effect strip stay on screen in the video editor?

texts: I have two visual tracks on screen at the same time, the main track that lasts 300 frames and an effect track that shows an animation in the top right corner. The effect track showing the animation is 160 frames. When the animation ends I would like the last frame of the animation to remain in that spot until the main track ends, but because the effect track is only 160 frames long the visual disappears after that. How do I make the last frame of the effect strip just stay there until the main track is done?


texts: Fluid Simulation: an object set as outflow doesn't remove all the "water" mesh

texts:
I've set up a simple scene with an inflow source and an outflow object that the simulated mesh hits perfectly.
Here's a pic of my domain settings:

As you can see I'm using Fluid Particles setting but without any particle system outside this option. It gives me a more interesting and realistic result. The problem is this, however the Fluid Particle option gives me the desirable result in mesh definition, it also creates the secondary particle-mesh that doesn't get removed when it hits my outflow mesh and just goes through.
Here's the illustration:
 I even created an additional plane, you can see the black outline (it's solid, just set to wireframe render) and made it outflow, thinking that maybe my main mesh has some problems... didn't help.  What do you think is that a bug or I just missed something?


texts:
I have a version 2.90 on blender.I was creating a barrel and I UV unwrapped it and made a new object and named it 'barrel' as well.Now I don't find any option which says bake or anything related to it..
Anyone knows how to do this?Please paste a picture for better understanding


texts: How to create wireframe fade off effect like this?

texts: Can this be done with freestyle lines alone? or do I have to render separate layers and do it in the compositor?


texts: Copy animation onto skeleton with different bone orientations

texts:
First off I want to say that my question is kind of hard for me to put into words,so I apologize if this is hard to understand. I'm trying to port animations from one game to another for a mod I'm making.

The animations I want to port has its skeleton bones rotated differently from the other game's skeleton. How can I port the animations onto the other game's skeleton while retaining its original bone rotation?

I just know it's possible to do this somehow,since someone did it before: http://steamcommunity.com/sharedfiles/filedetails/?id=832086722

I've asked the creator of this mod the same question but they never replied,which is why I came here to try and find out the process. If you need pictures,more details,or even a blend file,I can provide them.


texts:
I have 2 planes with a png texture and alpha channel, I also have a atmosphere effect by sun light.

When I see it in rendered viewport shading its ok, but when I really render the composition the area where it is supposed to be totally transparent is not affected by atmosphere:


texts: Two different GPUs, one for viewport the other CUDA one to be used exclusively for rendering

texts:
I'm struggling to manage the following setup. I have an Intel i5 with intergrated graphics which was driving successfully the OS GUI so far. I've added a GTX 580 which I would like to use it only for GPU rendering in Blender, in order to avoid having UI freezes while rendering .

I've managed successfully to GPU render in 2.75 (Ubuntu 14.04.2 x64) but the single monitor I have is now connected to the GTX 580, instead of the onboard GPU it was connected so far.
When the i5 GPU drives the monitor, the NVidia drivers are disabled,even if they are installed along with CUDA 7.

The first step is to connect the monitor back to the i5 GPU (via the appropriate setting BIOS) and leave the GTX idle,then setup the GTX for GPU in Blender system settings, but then how do I tell Blender to use the onboard graphics card for Blender UI only?

Thanks in advance


texts: I've stumbled upon a problem while working on a facade shader. I am pretty sure the solution is quite simple but I just cannot work it out myself. I would like to be able to control the saturation of a certain shader gradually - I am using a wood shader for facade and I want to achieve the worn wood effect - the top parts are still saturated while the lower parts are almost grey. Is there a way to somehow control this values using colour adjustments nodes? Thanks!


texts: How do I make a large set of objects appear over a period of time?

texts: My data assigns a specific time (say a calendar day or shorter) to the appearance of each of its several hundred objects. To show this I'd like to run through say a year of time in about 10 seconds and have the objects appear on the 3D display sequentially. Should I set out to write a python script that simulates time passage and then changes the layer or transparency of each object depending on whether its time has arrived? This sounds like a lot of processing, rechecking the status of all objects every unit of time. Is there some standard efficient strategy for minimizing the processing time so the computing time doesn't slow everything down?


texts: Convert CSV Latitude longtitude to Blender coordinates

texts:
I have a table of Earthquake data in CSV, that includes Lat Long coordinates.
CSV file download I want to convert them to Blender coordinates (on sphere or flat it doesn't matter as I can fit them to a map later).
I hope to place an object at each location that references the magnitude value. Then I will make them appear in order over time, which is the other column of data.

I can import the CSV and convert to text objects for the magnitude with

import bpy # THIS IS A MUST TO IMPORT ALL BLENDER PYTHON MODULE
import csv # IMPORT CSV MODULE

# READ INPUT FILE

file = csv.reader(open('\\Users\mcsweend2c\Desktop\Bearthquakes 6-9.csv', newline=''), delimiter=',')

curRow = [] #empty placeholder for current row

for idx, row in enumerate(file):
    if idx<40: # this is hard coded at the moment

        curRow = row

        # display first data index as string
        bpy.ops.object.text_add(location=(0,idx,0), rotation=(0,0,0))
        bpy.ops.object.editmode_toggle()
        bpy.ops.font.delete()
        bpy.ops.font.text_insert(text=curRow[0])
        bpy.ops.object.editmode_toggle()

But I'm not sure how to separate and use the rest?


texts: Blender screen won't refresh. Windows 10

texts: I recently got a windows 10 laptop. I've brought all my blend projects into this computer and installed blender. But whenever I boot blender up the screen will stay frozen on whatever frame it was left on unless I switch to another app and come back. As you might imagine this makes it impossible to work in. I've had this happen with one other program (sonic 2 hd) and I can't figure out how to make it work, I've uninstalled and reinstalled blender several times, I've tried the zip and nothing works


texts: How to get one end of a path to fade out using Material node?

texts:
I'm trying to work out the best way to get one end of a path to fade out using a Material node, regardless of its axis, position or shape.

Below is a screenshot of what I've tried and what I'm hoping to achieve, for clarity.

If I shape the path into a curve, the fade moves depending on what position the curve is on the axis.

To add, I’m using a Bevel Object to display the material. The intention is also that the fade would adapt, and position itself where the End factor value is.


texts: How can I import Gerber DXF pattern into blender?

texts: I have DXF files from Gerber which I want to import in Blender for 3D simulation. How can I do that?


texts: Image texture won't show on object 3D viewport

texts:
I'm new to blender and having trouble showing my image texture on the object which is a .dae.
When I first imported it and selected the rig it already had the material and nodes attached with the diffuse and specular pngs selected.
When I see other tutorials showing how to add texture and render, whenever the base color node is attached to the principle the texture on the object shows, and I've tried viewing it in rendered mode however it is blank.
Could anyone help me with getting the texture to show on the object?


texts: I'm trying to create a cartoon styled animation, and I'd like to give shadows a texture separately from the rest of the material, similar to this video at around 5:00, but not in real time. Is there a way to use the amount of light hitting the object as an input for the node editor, or will I have to use compositing?


texts:
I have strange problem (probably I'm just too newbie) when importing blender model with engraving to keyshot.
Engraved logo doesn't appear correctly in keyshot.

Blend file:


texts:
So, I posted a little earlier on my project trying to make a grassy field. Well, I'm trying to follow along this youtube tutorial: https://www.youtube.com/watch?v=eshOzshjt90

Now, I'm stuck on step 5, and I'm not sure if it's because of the changes between 2.69 and 2.79 which I am using, but I can't get the particle texture to invert. No matter how I change the slider, or work with nodes, my particles only post to the same spot they were assigned on the original system.

I can't get it to invert like his at 2:34 in the video.

Above is my current state of work, though I can't seem to make the second type of grass, meant to be dry grass, fill in the spaces where the green isn't. Instead, it just lays itself differently beneath the original particle system.


texts:
I'm currently developing a blender plugin, and need to be able to show drop down lists where users can choose a material and object from the project, but I can't work out how to do it.

Does anyone have an idea how this is done?


texts:
I am trying to fix an issue that only appears in my renders. I am using the latest version of blender 1.92. In the image below I have highlighted the sections where the issue appears. It seems to be artifacts around my PNG decals.
I have tried changing from straight to Pre-multiplied, but that didn't work, and I have tried inputting my bump map into different outputs.
UPDATE
I am including scene settings here as they have been requested.
I would appreciate any and all help I could get on this.
Thank you.


texts: How do I get sIBL GUI to work on Mac OS X?

texts: I downloaded the sIBL GUI, and it works as a standalone perfectly. I watched a tutorial on how to use it in Blender at https://www.youtube.com/watch?v=o198WjOBtIE -- but in User Prefs when I attempt to specify ("accept") the path to the sIBL GUI, the line remains BLANK. Now even though the python script is loaded, I cannot load sIBL GUI, probably because Blender still doesn't know where it is. What's the secret to getting this to work on Mac?


texts:
When using the FSX Verify tool I am getting errors which point to;

\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\FSX_Toolset4FSX-P3D.py

Is there an output from 'FSX_Toolset4FSX-P3D.py' in the form of an error file I can read?


texts: Why does this boolean intersection create holes?

texts:
Here's a screen recording of me trying to create the intersection
I'm hoping clip the terrain block mesh to the border map for 3d printing, but the result is missing all but the southern side. I've recalculated the normals and verified both meshes.
I'm not sure why it's happening here, but if there's another way to fill the side holes despite the complex shape, that would work too.
Here's the blender file if it helps (only the meshes near the origin are relevant)


texts: What is the relation between the scale nodes that includes the pixlate node?

texts:
I know that the Pixelate node is used by putting it between 2 scale nodes, but I Don't know which values I should put in the scale node.

I know that when I put the 1st scale = 0.1 the 2nd one become 10,But what about other values,What is the relation between them?


texts: Sample Color tool. Eyedropper reverts to a pointer

texts:
In the Shader editor if I click to change the colour in one of the colour swatch windows on a Principled node and then select the eyedropper or Colour Sample tool, as soon as I move the mouse it reverts to a pointer and won't allow me to select a colour from an adjacent Image Editor window.
See the gif below, it's a little difficult to describe.


texts: My UV map on a cube looks OK but only two faces are seen in editor and non in the render

texts:
With a lot of help on the internet, I managed to UV map a cube to exactly match a texture I have.

However in the main view window, I only see the texture on two faces (viewport shading set to Texture):

In the render mode, I see nothing at all, just default material:

Do I need to turn the UV map into material somehow to apply it to the object? Or is something else wrong?


texts: How to generate smooth vertex weights from edge/face selection?

texts:
I am rigging a character for animation and am sick of manually "painting" the vertex weight corrections because I always get bad results. Is there a way to auto-generate weights based on a selected edge loop or face loop?

I have a problem transfering the vertex weights to the shirt, so now I have to touch it up again, and it is very difficult to do with the brush. Notice how the hem of the shirt doesn't have nearly enough weight (if any) applied to it (note: this goes for the ends of the sleeves and the collar too). I have to paint these weights in by hand, but if I do, it's going to look splotchy and I will not get a clean result.

What I would like to do, is just select all those faces and say "based on this face loop, generate new vertex weights with Smooth Falloff and an intensity of 1.00 (or whatever). Can this be done?


texts: change and update Spot Size when camera lens change?

texts:
How can I get set spotlight size to update when I change the camera lens angle?
The goal is to preview wich camera can see in scene and configure them trought custom panel. Need update in viewport

With driver: driver is not updated automatically, and I need to update manually
By Script: How can I call a function when camera angle value change?
I try tu use custom prop with update function but I don't know how to make it work

This simple script:

#bpy.data.lamps['Spot'].spot_size = bpy.data.cameras['Camera'].angle

import bpy

# Define property.
class MyLensProp(bpy.types.PropertyGroup):
bpy.types.Object.Lens_ValueL = bpy.props.FloatProperty(name = "FOV     angle", default = 0.5, min = 0, max = 360,update= Update_Lampe_Ange)

def Update_Lampe_Ange(self, context):
    C= bpy.data.cameras['Camera'].angle
    bpy.data.lamps['Spot'].Lens_ValueL =  C

    PL= bpy.data.lamps['Spot'].Lens_ValueL
    bpy.data.lamps['Spot'].spot_size = PL

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

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

if __name__ == "__main__":
register()


texts: Moving vertex to the X/Y intersection of two others

texts:
I am trying to find the fastest and easiest way to move the selected vertex in the screenshot below to the exact X/Y intersection of the two vertices closest to it.

I drew the blue and green lines in to indicate what I'm trying to do.

The only way I know of is to:

Select the top vertex, copy its X position and paste it into the X position for the target vertex.
Repeat above with the bottom vertex, except with Y position.

This works, but it's slow (even with Blender's great feature where you can copy and paste without the text fields having focus).

Is there a better way? I tried to mess around with snapping but couldn't make it work.


texts: Keyframes for Light or Materials disappear

texts:
Sometimes when I animate the strength of some sort of lamp or material, the keyframes for it appear in the dopesheet. This is useful especially when using the "display selected only" button. It makes it precise and clear to see what I am doing while animating.

Sometimes they appear in the dopesheet, but NOT with the selected mode. This is annoying, for I have to search the keyframes in huge amounts of channels and stuff. Almost impossible to work that way.

And sometimes they don't appear at all. Which is ... I don't have words :)

It might also happen, that they first appear, and after changing something (I have no Idea what) I can't use the 'selected only' tag anymore.


texts:
I made a simple animated model under blender but when I exported it as gltf, the animations don't come in the file.
how to solve this?


texts: Can I fix broken shape keys after editing basis?

texts:
I edited my mesh changing the number of vertices after adding shapekeys, and it get totally messed up when the shapekeys are on.
Is there a way to solve this problem without remake the shapekeys all again!?


texts:
as per title, is it possible during image export and during editing to use the metric unit system instead of the default imperial system in the UV editor window

I'm using blender 2.80.44 Beta (this question also applies to previous version, i have the same issue there too)

thank you guys (and girls)


texts: Image rendered well in eevee but not in cycles

texts:
I've just created a character and I've rendered the image in cycles and in Eevee. Point is that with EEvee I don't see any problem,but with Cycles I see that the face let see what's inside the mouth,that's the teeth. Also I see an odd gray coloring at the cheeks. Can u give a look at the pictures below ? thanks.

This is how looks the image rendered with cycles :

this is eevee :


texts: Is there a way to mirror and duplicate in one action?

texts:
I have this cube:

When I mirror it around the x-axis I get this:

but I want this, so that the object is mirrored and duplicated:

Currently, I can do that by copy-pasting the cube then mirroring the duplicate cube (leaving the original cube in place), but it feels like there should be a better way.

How do I mirror an object such that it is duplicated, leaving the original in place?


texts: Are my computer specs too weak to perform a sub division on a plane with 100 subdivisions?

texts:
I am trying to learn texturing with cycles and I am running into a problem trying to apply a displacement map. The tutorial I am following takes a plane subdivides it 100 times and then applies a sub surface modification set at level 3.

When I try the sub surfacing, the modification is never added to the feature tree. I try putting in 2 or 3 levels and then click apply and nothing happens. I do not see the computer working or anything. When I switch to edit mode i just see a sea of orange and cannot distinguish between the lines. From that point forward I am able to pan and zoom on the plane but I cannot make further edits.

My specs on my computer are, skylake i5, 32gb of ram and nvidia 970 gfx card. I am not trying to render a huge scene just learn how to do textures and some minor illustrations with blender.

Is my computer not powerful enough?

Thanks in advance.


texts: Fluid Simulation Outflow behaves unexpectedly. What are possible remedies?

texts:
A fluid simulation has one or more fluid outflows.
One of the fluid outflows does change/delete the fluid, yet only at the boundaries/surface as depicted above. The expectation is any fluid should be deleted by volume. In the image above the expectation is the blue fluid on the upper portion should have been deleted.
The outflow has volume initialization.
Normals have been inspected and calculated to the outside.
The outflow boundary goes across the image left to right and is highlighted in orange.  The outflow is in the shape of the english letter C in 3D.
Outflow volumes have worked many times in the past for me.  Will Blender put messages in the console if it has problems?


texts: Blender Scale Issues with MakeHuman and Mixamo Fuse

texts:
I have imported the Mixamo Fuse default female character and a MakeHuman MHX2 file. I want to project the UV map of the Fuse default onto the MakeHuman character because Mixamo Fuse has a strict and different UV map in order to import to Fuse. (Is that possible, someone said to use the Shrinkwrap Modifier?)

See Here: https://community.mixamo.com/hc/en-us/community/posts/205090387-UV-Map-Frustration-from-a-disabled-designer

I have a major scale issue (yes, I did change the MakeHuman model to meters before exporting) It does not matter which model I import first or second. The first model imports to the correct scale. The second model imports as a tiny and I mean almost not visible from any angle or zoom  factor model.

Is there a solution to this issue?


texts: How to bake a cavity map from hi-poly to low-poly?

texts:
Cavity Map Baking from Hi-Poly to Low-Poly

I have a hi-poly mesh object and a low-poly mesh object. The low-poly one is UV-mapped. I created a cavity map material in Cycles for the hi-poly object and I want to bake the color onto the low-poly object. The problem is that when I try this all the areas where the hi-poly mesh protrudes beyond the low-poly mesh get occluded and don't register in the bake.

Hi-poly and low-poly objects overlap like so:

And here is the problematic result:

My Cycles bake settings:

The material node setup of the low-poly object (bake target):

My Cycles cavity material (node setup and result on the hi-poly mesh):

One thing I tried without success was to enable double-sided normals in the Mesh Context options. Is there a better way to do this, or maybe some obvious solution I'm missing? Thanks in advance.

Update: Fixed!

Here is the result after applying lemon's answer, just to show for comparison:


texts: Blender 2.8. Trying to join bezier curve with bezier curve made from spiral: "Cannot make segment" error

texts:
I created a spiral curve with the spiral curve tool. Then, I added a curve modifier to the spiral curve to make it follow a path. I applied the modifier and deleted the object curve so that the spiral curve remained following the modified path as seen in the image attached.

I am attempting to join the spiral curve to another curve. The first curve is a bezier curve. In Edit mode, I selected the end point of each curve and hit "F" to connect the curves. I got the "Cannot make segement" error.

In edit mode, just to be sure, I went into Curve> Set Spline Type for the spiral curve to bezier. I got the same error.

In the attached image showing the properties window for the objects, you can see that spiral curve is named Spiral.194 under the "num" column in the property chart. It's data type is listed as "Spiral.005". The other curve is named "DNA_Twist.001" and it's data type is listed as "BezierCurve.000.

I'm wondering if, even though I converted the spline type of the spiral curve to bezier, if it won't join the curves because the data types are different? I'm very new to Blender, so any help would be very much appreciated.


texts: Hooking selected object to control point of Bezier curve via scripting

texts:
I'm trying to hook an object - namely a cube, which is a Mesh - to a specified control point of a Bezier curve - which is a Curve - by scripting.
So I do the following and it doesn't work:

bpy.data.objects['Cube'].select = True # it has to be selected
bpy.data.objects['BezierCircle'].select = True # it has to be selected too
# and it has to be the active one as well
bpy.context.scene.objects.active = bpy.data.objects['BezierCircle'].splines[0].bezier_points[0]

It says that it doesn't find the 'splines' attribute. OK, so if I change it to a curve, like this:

bpy.data.objects['Cube'].select = True
bpy.data.objects['BezierCircle'].select = True
bpy.context.scene.objects.active = bpy.data.curves['BezierCircle'].splines[0].bezier_points[0]

then it says that it is expecting an Object, and not a BezierSplinePoint.

If it would be accepted, the following command should do the hooking:

bpy.ops.object.hook_add_selob(use_bone = False)

So that the Cube would be hooked to the control point I'm indexing.

Now what do you suggest I should do?


texts: Unable to update/replace existing keyframe

texts:
I'm a beginner Blender user, when I first started I had created a rigged and animated character that I had imported into Unity. I've since come back to tweak his run and idle animations to have him holding a rifle during those animations.

I've added a bone that I'll be attaching the weapon to in Unity, but I can't seem to update the previously saved actions that I created.

So essentially I want to keep his walk cycle and just move his arms as though he's holding a weapon. I've gone to my first keyframe, moved his arms and the rifle bone to where I want them, and pressed I to insert keyframe. When I move to another keyframe and come back, the work I did is gone (see below).

He's back to his old walk pose without holding anything. In the action editor I can now see the rifle bone has a keyframe but it doesn't appear to save the position. I've also tried "replace keyframe" in the transform menu on the right of my 3d view, but no luck either. How can I update a keyframe in this way? If I delete the keyframe he immediately goes back to his default pose.

Thanks!


texts:
I'm trying to imitate the material (and glossiness) of a ceramic glossy tile as shown below:

The following picture is where I have gotten to now, but I'm not satisfied at all with the results.

I've tried many things in blender cycles, including normal maps, displacement maps, etc. I guess I need some more professional guidance.


texts: Is it possible to simulate a long exposure shot in Blender?

texts:
I am well aware of the Exposure setting, however that appears to just change the luminosity of the image (doesn't make sense to have the option even there if that is all it does, any other insights?).

The effect I am trying to achieve is like the classic night time city shot with the traffic blurred along the route. Is the only way to achieve this to animate light sources going very fast and use motion blur? This seems like it could be a very inefficient method, and might yield bad results.

Also note that the render times could be quite immense (8+ hours each) so rendering as few frames as possible is necessary and will help decide which method I use.


texts: Custom icons work when example is run in TextEditor, but fail in my add-on code?

texts:
I've been trying to make an addon in Blender 3D, and have basically started out making a custom button that's going to generate a mesh. I want a custom icon for the mesh I'm going to generate, and I can get it to work as a script, but not as an addon. So when I click 'run script' a button shows up with my icon (which is in a folder called 'icons')

I've seen one code template that looks promising for an addon, but I can't get my icon to load when I try it:https://developer.blender.org/diffusion/B/browse/master/release/scripts/templates_py/ui_previews_custom_icon.py

If anyone has any examples of working addon code (like an example addon with a custom button with a custom icon) it would be very helpful.

I've already tried using one solution I found on this site, but it only works as a script, and not as an addon. Here's the code that works as a script:

   #----------------------------------------------------------
# File hello.py
#----------------------------------------------------------
import bpy

#
#    Menu in tools region
#
class ToolsPanel(bpy.types.Panel):
    bl_label = "MyAddon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"

    def draw(self, context):
        self.layout.operator("hello.hello", icon_value=custom_icons["custom_icon"].icon_id)
        global custom_icons

#

class OBJECT_OT_HelloButton(bpy.types.Operator):
    bl_idname = "hello.hello"
    bl_label = "Generate MyMesh"
    bl_icon= "custom_icons[custom_icon].icon_id"
    country = bpy.props.StringProperty()

    def execute(self, context):
        if self.country == '':
            print("Hello world!")
        else:
            print("Hello world from %s!" % self.country)
        return{'FINISHED'}

#
#    Registration
#   All panels and operators must be registered with Blender; otherwise
#   they do not show up. The simplest way to register everything in the
#   file is with a call to bpy.utils.register_module(__name__).
#

bpy.utils.register_module(__name__)

import os
import bpy
import bpy.utils.previews

class Panel(bpy.types.Panel):
    """Creates a Panel in the 3D view Tools panel"""
    bl_label = "Custom Icon Preview Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"

    def draw(self, context):
        global custom_icons

# global variable to store icons in
custom_icons = None

def register():
    global custom_icons
    custom_icons = bpy.utils.previews.new()
    script_path = bpy.context.space_data.text.filepath
    icons_dir = os.path.join(os.path.dirname(script_path), "icons")
    custom_icons.load("custom_icon", os.path.join(icons_dir, "icon.png"), 'IMAGE')
    bpy.utils.register_module(__name__)

def unregister():
    global custom_icons
    bpy.utils.previews.remove(custom_icons)
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()


texts: Blender cycles and blender internal look the same and my materials are too shiny even on diffuse. I want my cycles object to turn whiter instead of being grey like the blender internal. Here is a screenshot of how they look; First is the cycles object that looks the same as the blender internal instead of turning whiter. Second is the material on diffuse.


texts:
I want to make the edge of this blade thin so that it looks sharp, but how can I do this?
Should I use a cube instead of a plane or is there another way?


texts: I think the picture speaks a thousand words:


texts: How to place a .png texture with transparency over a material

texts:
I am trying to create a low poly face with a face from a .png file. The issue is I already have material placed for hair and skin, as shown in the picture below.

I have created a .png file with a face which I would like to overlay over the skin material on the front of the head.

All examples I searched so far assume I also want the color of the material from the .png texture.

Update:

I added UVMapping, changed view to texture, made sure one face is on the eye but nothing is displayed..... see image... I don't know what is going on.


texts: How to render with same style as seen in solid viewport?

texts:
I'm new to Blender and I like very much the esthetics of the viewport. Is it possible to replicate those settings when rendering it?

I got this look when those settings are applied.

Bigger resolution image:


texts:
Here is a strange thing:
it's a polyhedron and it's shade is flat:

i want to smoothen it's faces, so i use "Shade Smooth":

weird things happend with edges - no good.
Than i separate polyhedron's faces:

and here it is - result that i want. Than i join back polyhedron's faces:

and it's edges don't retein their previous "weird" state, they stay the way that i want them to be.
Why is it happens, and is there a shorter way to get result that i want?


texts: Transform, Move, Rotate, Etc. icons missing

texts: This is probably a easy question for a newb. but did I turn off a view toggle somewhere? Because my little arrows on the face, edge, or vertex I've selected is absent. Is there a toggle switch I accidently hit? photo on what I mean below...


texts: Blender UDIM (UV Tiles) FBX into Unity 2019.3

texts:
In Substance Painter 2020.2 it's alright but in Unity 2019.3 displays only one material slot.
Does Unity 2019.3 not supporting UDIM's or in export/import there is option to make it happen?


texts: Is it possible to create a Voronoi RadialLine?

texts:
I could make something similar to Swirl, but I want to make a line towards the center of each Voronoi!
Would it be possible for me to make it?

Current node configuration

I want the texture to look like this.


texts: Different renders of different objects with the same materials

texts:
I need to make some renders of different objects with the same materials. Each object needs to be rendered alone from different angles and they need to look alike because they are built from the same materials. Also, the lightning should be the same (I'm using environment lighting because the objects contain some glossy parts).

I was wondering what is the most efficient way to accomplish this; if I should put them all in different layers in the same blend file with linked materials and switch manually the layer each time to be rendered, or if I should split them across multiple blend files and somehow link the material + environment light, or if I should use different scenes (I don't know how this works), etc.

I'm using Cycles.

Thanks for your help =)


texts:
I just tried blender 2.9 and 2.9.1 and the fluid simulation is behaving differently from 2.8.3. I tried a simulation that splashes around a lot in 2.8.3. In 2.9 it just hits the ground, spreads and splashes up the domain sides a few minimally. The weird part is that the splashes stay the same, no matter the height of the emitter. How do I get it to splash more? Thanks in advance.
EDIT:
They seem to have changed the time scale: 1 in 2.9.1 looks like .5 in 2.8.3. But that doesn't fix it.
water.blend in 2.8.3:
settings:
resolution devisions: 64
time scale: 0.5
timesteps max/min: 4/1

water.blend in 2.9.1:
settings:
resolution devisions: 64
time scale: 1
timesteps max/min: 4/1


texts:
I'm trying to create a landmine for my game, I would like the player after placing it could view the radius of impact. This way I have been trying to get a python code that activates the show_physics_visualization button on a single object.
I Tried:

Import bpy
Bpy..data.scene ["Scene"] game_settings.show_physics_visualization (True)

My mine object is called MineForce.

Thank you.


texts:
I'm trying to make this planet

in a blender with only 3 textures, Altimetry(Bump), Slope and biome, so I created this material(It's not done yet)

But the problem is that the result is this

My question is, is that possible to change bump intensity without changing distance ? Because distance just make the material look noisy. Also, here's the textures I am using https://imgur.com/a/WBYO9tD EDIT: I tried to edit the altimetry map and few settings but the best result I could get is this

there's are lakes at random place


texts: How to make an object/uv sphere rotate and change colors without changing camera position

texts:
I have to make a magic ball like this.
http://luisbc.deviantart.com/art/Magic-Ball-II-364636015
I want to do so by kepping the ball fixed and only the lights/colors move in a similar manner to above link.


texts: different transparency in different keyframes

texts:
I have a text that should appear after a short time.
So I set two keyframes, try to set the transparency of the text in the first keyframe to zero and in the second on hundret percent. Blender dont differential those two keyframes - both dissapear.


texts: I am trying to create foliage for my game. However, the shading is weird and unnatural. So, I went on to research how to fix this. I found this image on Polycount that explains how to fix the issue. It is about modifying the normals. Any ideas on how to achieve this? I read about using Normal Edit Modifier but I saw no changes when I tried.


texts:
I have a model that uses a transmission texture. What the texture is suppose to do is when the lighting is behind the it, it will give the other side a somewhat glow effect as if the light traveled through it.

I'm sure it's subsurface, but I'm unsure. I also read a similar case to a recent question I asked, but the results didn't come out correct. Does this only work in Cycles, or can the nodes by accessed in Eevee engine?

Yes, the model is a Nintendo model, and one texture is suppose to have a glow effect when light passes through.


texts: How to make simple Python script for loading .x3d files into a .blend file for screenshot export

texts:
I found a way to make animations using image sequences, but for some post-processing, it is required to edit the CFD results (.x3d files) surface properties in Blender before outputting the scene as an image before making an animation. Being said, is there a simple script I can make to loop over "n" number of files where I can open a .blend with the settings setup for the first .x3d file and just switch the input file and export an image for each loaded .x3d file?
I apologize as I am not familiar with the Python scripting used in Blender. Or alternatively, is there a way for me to "trace" my operations when appending the data to make the .blend layout? If I can generate the script in this way, I would just need to loop over the n files.
Any help would be appreciated. Thank you.


texts: Lost my rotary selector (Tab Key Pie Menus)

texts: I just updated to v2.79 and found that the Tab key mode selector is gone. When the Tab key is pressed, a rotary selector appears that allows selection of any of the available modes. I had added it under v2.78c to make it easy to select different modes. I can't remember where I got it. I remember finding it in a video tutorial, but which one (I've favorite-ed about 200 so far).


texts: External commands sent to Python Interactive Console?

texts:
Comrades, I figured out how to open a .blend file using an separate/external Python script, I would now like to know how to send instructions to the Python Interactive Console? The code below is run from a simple Idle Python3.3 module. The commented line does not work - any suggestions on how to fix this? I want to call the Embedded Player to run automatically from another script.

import os

def openFile():
    try:
        os.startfile('bob2.blend')
        os.system('Python:bpy.ops.view3d.game_start()')#start embedded player??
    except Exception as e:
        print (e)

I am aware that making the .blend file a .exe will solve this problem but the will make development very slow as I will have to compile the BGE every time I change code...
Thanks guys!


texts: How to copy keyframes from one action to other

texts: I would like to know how to copy keyframes from one armature to another. The thing is, I have the same object, the same armature - the same everything - but in diferent blend files. I want to have all the animation in a single blend file. Can any one explain how to do that?


texts: Don't understand why holes needs to be connected to edge

texts:
These are two holes I cut by using bool tool, my question is why the edges 1,2,3 are necessary, I have a rough idea that all the shape needs to be at least N-gons, so if there is a standalong hole without any connection to the mesh, it is not allowed, but why should we follow this rule, in other words,
1.why the feature is designed in such way, is this reasonable or not, I think this question will help me better understand the mesh, so thanks in advance!
2.Is edge 1,2,3 has to be at the same location as shown on the screen shot? Can the edge 1 replaced by edge a?