texts:
Hi, I'm using the solidify modifier with backfacing in the material Editor to create a real-time shader in Eevee. It works great for solid materials. But with Transparency materials, since it's applying the outline material to the backface. It shows up in the background of the material, since it's transparent.

I'd like to just keep the outlines around the edges. Do you have any ideas or solutions as to how to accomplish this? Trying to achieve this look: https://www.instagram.com/p/B0CYcugFG3R/?igshid=18twn5kbifu7m

I'm working on a toon tutorial for my YouTube channel at southernshotty 3D, if that affects you wanting to answer. I'll credit anybody who helps me find a solution in the video  I'm going to keep trying some things. If I find a solution I'll post it here. Thank you!


texts: How to make a group of objects single-user data?

texts:
How do I make a group of objects single user-data i.e unlink them? I know that I can do this hand-by-hand, however, there are about 500 objects, and doing them hand by hand would take a lot of time.

Extra notes: Not all of them are linked together. What I mean by this is that objects if I select objects A-E, then objects A, B, and E could be linked together, and objects C & D could be linked together. Also, I want to unlink them because I want to apply all of their scales (Ctr+A: Apply Scale).

Thanks.


texts: Using Blender's Python API to get parent bone names

texts:
I’m trying to write a script that will change the name of a parent bone. However digging for data I’m not getting what I suspected to get. I realize that to change data I will have to do it through Edit_Bones not data.bones, I’m just searching for names at this point.

My code currently looks like this:

  bpy.ops.object.mode_set(mode="OBJECT")
     for ob in bpy.data.objects:
        if ob.type == "ARMATURE" and ob.users !=0:
            for bone in ob.data.bones:
                print('%s, %s' %(bone.name, bone.parent))

What it returns look like this:

  pelvis, None

  spine_01, <"bpy_struct, Bone("pelvis")>

  spine_02, <"bpy_struct, Bone("spine_01")>

  spine_03, <"bpy_struct, Bone("spine_02")>

  spine_04, <"bpy_struct, Bone("spine_03")>

The return is correct, but I want to be able to just return the parent bone name and be able to change it to something else.

If I try to use bone.parent.name the script errors out on the Root (Pelvis) Bone with a NoneType Error.

  Traceback (most recent call last):   File
  "C:\Users\ME\Desktop\PKTEST\Clown_REdo.blend\toTxt_BoneRolls.py", line
  41, in  AttributeError: 'NoneType' object has no attribute
  'name' Error: Python script fail, look in the console for now...

How would I get just the Parent name (Right side of the comma) for the bone on the left?


texts: Paste flip animation does not give the expected results

texts:
I am doing a walk cycle using an imported .mhx file. To do the walk cycle, I animate the legs and hand for the first frame then I paste the inverse in the frame 21 (in my case).
In the first scenario: I imported the model then I click in the red button and I made the walk cycle without problem (see fig 1 and 2)

In the second case: I moved the model in an other place without insert any key frames (I turn off the button red)

after that I turn on the red button and I apply the same process but I remark that the person flip relative to the x-axis. I did not understand why I did not get the same results? (because I did not insert any key frame when I moved the person!!!)


texts:
Please excuse me for this is my first time on stack exchange and also my second time asking for help on any type of forum, so please bear with me.

In the picture below (Sorry got this image a while back and cant remember the artist name) highlighted by the red circle, is how can I make that curve then dip? Sorry I dont really know how to explain this type of problem. Also how would I make the grip rounded at the same time while making the rest area rigid

In the pink circle, How would I make that edge overlay like the artist has done in their render?

Sorry if this is hard to understand as I am still fairly new to blender and 3d modeling its self but know the basics to some extent.


texts: I have downloaded texture and it contains diffuse,normal,height images/maps.How to use them in blender to get bumpy/3d texture?


texts: Set lighting intensity when using different scale than default

texts:
Im making asset's for UE4, so i changed my start up pref. for scale to metric with a unit scale of 0.010000. The problem is with lighting, i have to turn it up to ridiculous strength and put the light right next to the object to get any effect. Is this normal, anything i can do to solve this, cheers in advance, sorry if this very obvious.

http://prntscr.com/jr8o2f


texts: PyNodes: get active node tree from context in Blender 2.72

texts:
I'm working on a custom nodetree-based addon for scientific analysis. My code requires knowledge of the active nodetree in the current context (or alternatively the parent nodetree of a selected node) which I haven't been able to obtain yet.

I noticed the addition of a "get_from_context" NodeTree class method in the 2.72 API changelog (http://www.blender.org/documentation/blender_python_api_2_72_release/bpy.types.NodeTree.html#bpy.types.NodeTree.get_from_context) which would be perfect. However when I try to call it from either bpy.types.NodeTree or an existing NodeTree object I get an attribute not found error.

What is the correct way to call this method from the NodeTree class directly? Or does anyone else have this issue? I'm quite new to Blender python dev so it could be a stupid mistake.

Alternatively, does anyone know of a way to obtain a node's parent nodetree?


texts: Sapling addon - Is it possible to have controls for split levels over 4?

texts:
I'm making a tree with split level 5.

Unfortunately Sapling addon give control only on 4 levels of branches. I assume level 5 only inherit some of the setting of first 4 levels.

I would like to have options for level 5+ if it possible at all. At least number or branches on level 5. Maybe there is some alterations i can enable in the script itself to show setting for level 5+. Or some other method?

Thank you.


texts: I can't see some tabs in weight painting mode. I am following this tutorial https://www.youtube.com/watch?v=8mZtc33rQ3c&list=PLFt_AvWsXl0djuNM22htmz3BUtHHtOh7v&index=3 and on minute 10:00 can't understand why my tabs aren't there. What's wrong?


texts: 2 related(?) questions: How to scale or extrude multiple selections together?

texts:
I have seemingly related questions with gif examples provided below.

Context: In Edit Mode, when I select multiple faces or edges, if I try to scale or extrude them, the resulting behavior is unintuitive based on my expectations. I can't really figure out (a) why Blender is behaving in the manner it is, and (b) how to accomplish my goals quickly. To illustrate, I'll share two examples:

(1) Goal: In Edit Mode, my goal is to Scale two edge loops so that they both Scale evenly together outward.

Expected Behavior: When I select two edge loops and press "S", I want them to scale evenly together outward, just like when I scale one edge loop.

Actual Behavior: When I select two edge loops and press "S", the loops begin to slide along the mesh object.

Questions: Why is it scaling in this manner? Any suggestions for a quick workflow to achieve my goal?

(2) Goal: In Edit Mode, my goal is to Extrude two separate faces so that they both Extrude evenly together outward -- in this case, the "top" face should extrude increasingly positive on Z axis, and the "bottom" face should increase increasingly negative on Z axis, evenly together.

Expected Behavior: In Edit Mode, when I select two faces and press "E", the two faces should extrude outwards evenly (in this case, in opposite axis directions), just like when I select only one face it extrudes.

Actual Behavior: In Edit Mode, when I select two faces and press "E", the faces begin to slide in unison along what looks to be the X axis.

Questions: Why is it extruding in this manner? Any suggestions for a quick workflow to achieve my goal?

Thanks so much in advance for your assistance!


texts: I want to join heart into plane. Both meshes are 2D (0 value in Y axis). I know that i could join one by one edges with alt+M but i have heck of A LOT EDGES, it would take ages to finish. How can i merge those two objects to be connected with edges. Thanks for all effort to help me.


texts:
So I've been working off and on again on a model now for a week now. And I need to make some more precise details, and what do you know. When I select the clay brush and attempt to draw on the model, nothing happens. But the tris and verts go up as if its adding to it, but barley. The only thing that dose change, is if I turn off dynyopo, the model loses verts. But still stays the same shape.
Any help would be greatly apricated.


texts: Object Appering in preview mode but not in renders

texts:
I'm Trying to render a box on top of a video that ive tracked in the 3D viewport everything looks fine but when I render the frame using f12 the geometry is missing from the rendered image.

I'm Pretty new to blender especially 2.8 so if there is anything missing please ask me and im going to put it in the post.


texts: 'Matrix' object has no attribute 'z' in world_to_camera_view

texts:
I'm trying to use the following code to get 2D points out of Blender.  Ultimately my goal is to generate HPGL for a pen plotter but for now I'll be happy with a printed list of coordinates.

Whenever the code calls world_to_camera_view I get the error Matrix object has no attribute z.  This appears to be a problem inside the world_to_camera_view function?

I'm at a loss as to how to fix it and/or what data the function is actually expecting?

Thanks for the help!

import bpy
from bpy_extras.object_utils import world_to_camera_view

scene = bpy.context.scene

# needed to rescale 2d coordinates
render = scene.render
res_x = render.resolution_x
res_y = render.resolution_y
cam = bpy.data.objects['Camera']

current_obj = bpy.context.active_object

scene = bpy.context.scene
camObject = bpy.data.objects [ 'Camera' ]

print("="*40) # printing marker
for face in current_obj.data.polygons:
    verts_in_face = face.vertices[:]
    print("face index", face.index)
    print("normal", face.normal)

    coords_2d = [world_to_camera_view(scene, cam, coord) for coord in verts_in_face ]

    # 2d data printout:
    rnd = lambda i: round(i)

    print('x,y')
    for x, y, distance_to_lens in coords_2d:
        print("{},{}".format(rnd(res_x*x), rnd(res_y*y)))


texts: Cannot seem to subtract mirrored cylinders from a cube

texts:
I'm fairly new to blender but have used 3d modelling programs before, and I've become baffled by a fairly simple problem.

I'm trying to model a pool table and I'm building the table bed.

I make a cube the right dimensions, and placed a cylinder at one corner.

I used modifiers to mirror the cylinder to four corners:

As I understand it, I should then be able to add a boolean modifier to the cube to subtract the cylinders, but I just can't seem to make it work.  I can subtract the cube from the cylinders, leaving 4 cylinders with the cube corners chopped out, but nothing seems to work the other way.

What am I doing wrong?


texts: Apply Transformation Matrix to Existing Mesh

texts:
How can I apply a 3x3 or 4x4 transformation matrix to a mesh such that the matrix's transformation is baked into its geometry?

E.g. applying the following matrix...

\begin{bmatrix}
    1 & 0 & 0 & 0\\
    0 & 0.707 & 0.707 & 0\\
    0 & -0.707 & 0.707 & 0\\
    1 & 0 & 0 & 1\\
\end{bmatrix}
...to the cube primitive should yield the result below, only by changing the mesh's vertices.

Thus the object-level transformation depicted in the properties panel will remain unchanged.


texts: Why does weight painting this skeleton with reverse kinematics rotate the vertex around the bone

texts:
I have a skeleton that I added reverse kinematics to because I have no idea what I'm doing, I watched a tutorial, and it seemed like a good idea. I needed to rotate the bone position so that the knee was bending correctly, so I added a rotation to it.

Presently, When I try to weight paint any of the upper leg vertices, they rotate inward 90 degrees. It seems that the bone rotation is being applied to the weight painting. How do I keep it so that the Knee still bends correctly, but the weight painting doesn't distort the vertices like this?
See a gif below, and the .blend file.

Thanks in advance!


texts: How to ensure there are no holes in my geometry?

texts:
I have been given a geometry like the one in the picture but find that although it is a building, there appears to be holes in the façade...

Is there any way of making sure there are no holes (see below) in it apart from looking at it very carefully and making faces?


texts: Environment texture for background does not show up in node editor

texts: I've added a environment texture as my background as well as lighting for a house. It works fine. At one point I could edit the environment texture as well as adjusting hue or brightness in the node editor. But now I couldn't figure out how to bring it back. The node editor only shows the last selected object. And I can't select "world" in the outliner either. Any idea?


texts:
I have a model which have meshes that are not aligned at x axis. When I try to use automatic weight for connecting bones to meshes, I get "Bone heat weighting: failed to find solution for one or more bones" error. If I align bones to x axis, automatic heat weighting works but it is not suitable for my model.

I deleted all double vertices. And there are no open surface. Do you have any suggestion?


texts:
Is it possible to associate a custom tag with each vertex?

I would like to be able to number them...

I have an export script that dumps 6000 vertices to file, I then run a simulation that generates an array for each vertex.

But I would like to be able to give each vertex a unique ID as it is written to file, so that I can select a dozen vertices in blender, and export a list of IDs (and then process the array for each)

How can I do this?

LINK: http://blenderartists.org/forum/showthread.php?318031-Property-for-each-individual-face


texts: Easiest way to make snow covered leaves?

texts: I'm making a winter scene and there are lots of trees. I need them all to be snow covered, while having some areas still green. So far, the only thing i have found online is this: http://thomas-cairns.com/TreeTutorial.html but it seems like a lot of work and i feel there might be an even easier way..Not to mention i have a lot of trees so baking might not be the best option. Anyone have any ideas how i can pull this off?


texts:
I have image sequence of an object. How to render it in cycles as voxel or volume?

Image sequence represents a slices of 3d object. Images are in .png. I would like to turn theese slices in 3d object in cycles probably using volume shader but I don't know how.
I have 900 images as slices.


texts: I wanted to ask if there are any free render farms. I tried to find one but I couldn’t. If anyone finds a “free” render farms pls tell me.


texts: Camera dimmensions different than render dimmensions

texts:
I have a camera in my scene which is placed at the ideal position. With the button  I look through it and with the settings for camera I calibrated the dimmensions of the camera viewport (the orange-border looks great). But If I'm going to render it, the aspect radio seems to change (see the pictures).

How can I solve this?


texts: How do I reduce edge loops without weird geometry?

texts:
I'm trying to understand/learn modeling and I'm having problems reducing the number of edge loops I have without super weird geometry or awful triangles.

Here's a picture of what I'm trying to achieve (but without the weird geometry).

What's the best way to approach this problem?


texts: Python Create Custom Armature without ops

texts:
how do you create an armature in Blender Python 2.7x without using bpy.ops? With meshes I would use something like

mesh = bpy.data.meshes.new(name)
object = bpy.data.objects.new(name, mesh)
bpy.context.scene.objects.link(object)
mesh.from_pydata(verts, [], faces)

I can do something similar with armatures however how do I make the actual bone body? In the outliner I can see the armature object but there is only an origin point in the scene. When using dir on the armature I don’t see an option along the lines of from_pydata.

pivot_bone = bpy.data.armatures.new('spam')
object = bpy.data.objects.new(name, pivot_bone)
bpy.context.scene.objects.link(object)
print(dir(pivot_bone))

Ultimately I would like to use Python to create a custom bone shape.


texts: Partial see through material for clothing

texts:
I am trying to get the model to look similar to what's seen here, but I don't know how to make the underwear partial see through like in the reference pic (top right).

mouse over to see the picture, which some might find Not Safe For Work (NSFW)

I think some sort of image file is required to get the partial see though happening but I don't know how it works exactly.

The Blend Download is about 80MB, download link (Google Drive)


texts:
I am trying out RenderMan 21 but can figure out how to render smoke and fire.

I am assuming I use "PxrVolume" but it puts volume for the whole domain object not the emitter smoke object. I tried attribute nodes (used in cycles) but that doesnt seem to be working for me.

Anyone have any ideas?

I read over the instructions and I can only find stuff for Maya not Blender.


texts: Adding a texture to one face in Blender 2.8

texts:
How do you add a texture to one face of a cube in 2.8?

I get stuck on the instructions below when it tells you to "Go to the texture header" in the materials context. In my version there is no texture header in the materials context.

How do i add material/textures to only one face of an object?


texts:
EDIT 2:
I realized with cycles on it almost works as suggested but I only get a "shadowed" version of the tree to control tranparency:

Do you know how to make it so it shows the original color version, not just the mask? I've tried using the original alpha channel as well as creating a seperate mask png, but neither seems to work.


texts: Absence of snapping (coordinate matching) in nested platonics

texts:
Is there a way to easily snap vertices known to lie on the surface of a sphere ?  In these cases the Z axis vertices are aligned at spawn, and no snapping occurs at the selected vertex, while rotating.

Why isn't Blender recognizing the matching coordinates ?


texts: Distributing hairs evenly along the surface

texts: I have UV sphere inside of which I distributed stars-spheres as hairs. But their current positions leaves a lot of blank black spots which maybe seem organic but I don't like. Is there any way to distribute them more evenly? It also seems to be what radius option in children depends on emitter size and it's scaling doesn't allow to get bigger radius option. Or am I wrong?


texts:
I'm currently constructing a city in blender, and one thing that I would like to do, so as to avoid modelling hundreds of buildings by hand, is to randomize some elements of the buildings.  What I was thinking is using a combination of duplifaces and scripted empties.

What I want to do with the empties, is I want to script them so that they will take the form of a random mesh (through dupligroups), which is selected from a list.  For example, have an empty that is meant for a window, randomly select from a set of window meshes, and it takes the appearance of the selected window.  The empty is parented to a mesh that has Duplication Faces enabled, so a copy of that empty's assigned object appears on each face.

I am familiar with Python, but I am not familiar with blender's python API.  So, what I need to know boils down to this:

On an empty that uses Duplication Group, is there a way to change the group by Python script or other means?  And further, can it be done in such a way that each instance of that object has a different group assigned?  IE: If I copy a building that used random windows several times, each building would have a different window type instead of the same (randomly selected) window type.

EDIT 1: I have attempted to implement this (unscripted) through the use of a particle system, with the particles set to randomly select an object from a group.  However, this did not work.  The way it randomly determines the selection is such that it will always have the same result every time.  I realize there is good reason for this, but unfortunately it makes it not so useful in my case, as it causes it to always select the same object, no matter what.

EDIT 2: I have figured out how to change the random seed for a particle system, which does change which object is randomly selected.  And I have figured out how to set up a driver that uses the parent object's position to change the seed.  The particle emitter and its parent object are placed into their own group, which is then duplicated by several empties.  However, instead of each empty having a different object, they are all carbon copies of the object they are duplicating.

Blend file I was using to test stuff in the above two edits: http://www.pasteall.org/blend/40062


texts: Any Video formats that render with Alpha Channel?

texts:
Does anyone know if there are any video formats (besides the HUGE uncompressed avis) that you can render in that maintain the alpha channel? (i.e. for after FX etc.)

I used to use quicktime, but that's no longer an option.  I know you can render in png. or other image formats, but video is significantly smaller, and I often work on machines with less space & resources.


texts:
I have Blender 2.72b on Windows 8.1 Pro and whenever I get to the video editing and import a video, I get this

How can I fix this problem?


texts: Import Blender EXR in Python EXR for depth map

texts:
I am currently trying to extract a depth map created by Cycles and read it in Python to undo the distortion introduced by Cycles. Let me tell you what I've done so far step-by-step.

I cannot use Eevee for the rendering of the depth map as it doesn't properly support headless rendering on a cluster and I cannot fake a display (https://devtalk.blender.org/t/blender-2-8-unable-to-open-a-display-by-the-rendering-on-the-background-eevee/1436/16)
Unfortunately, Cycles introduces radial distortion due to its pinhole camera model which I can undo with some postprocessing(Cycles generates distorted depth). This, however, creates my need to read the EXR file containing the depth map for some postprocessing afterwards.
The OpenEXR package works wonderfully and I'd be happy with it, were it not for the fact that I cannot install it on said cluster because there are outdated gcc-libraries I have no control over.
That's why I tried cv2's and imageio's EXR reader contained in the imread methods, the first returns None, the second returns a zero array. Curiously enough, imageio can read the very depth image if I first load it with OpenEXR, transform it into numpy and save it with imageio.imwrite as EXR, so it's not a general problem with EXR and imageio.

Now to my questions:

Do you know what makes Blender's EXR output incompatible with imageio and cv2? I tried different/no compression, both half and full float, RGB or RGBA etc as Blender output node options.
Is there a reliable way to intercept the depth map output before saving to disk? That would also help as I wouldn't need to read the EXR to begin with. Apparently, the only way I know via a Viewer node and  bpy.data.images['Viewer Node'] does not work reliably headless (seriously, Blender).
Is there a way to do some fancy undistortion in the compositing tree? If I could simply put my small code snippet to undistort it into some kind of node in the compositing tree, that would also make things easier. Of course it still needs to be as fast.

These are my code snippets:

#This works perfectly
#Z is the channel's name in blender, for some reason Blender adds '.V'
depth_exr = OpenEXR.InputFile('{}/depth/depth{}.exr'.format(basepath, frame_num))
depth_img = np.reshape(array.array('f', depth_exr.channel('Z.V')), (720,1280))

#This returns a zero array
depth_img2 = imageio.imread('{}/depth/depth{}.exr'.format(basepath, frame_num))
#This returns None; -1 is the mode for not changing/casting the input values to int
depth_img3 = cv2.imread('{}/depth/depth{}.exr'.format(basepath, frame_num), -1)

#However, this works well
imageio.imwrite('test_depth.exr', depth_img, flags=0x0001)
plt.imshow(imageio.imread('test_depth.exr'))

#-> 0x0001 is the code for EXR_FLOAT in saving images: https://github.com/imageio/imageio/issues/356

#Undistort the image based on pixel distance to center cx, cy and focal length in pixel units f_pix
#cx, cy, f_pix are from the true camera intrinsics extracted from Blender
indizes = np.mgrid[:depth_img.shape[0], :depth_img.shape[1]]
d_pix = np.sqrt((indizes[1, :, :] - cx)**2 + (indizes[0, :, :] -cy)**2)

depth_undistorted = np.cos(np.arctan(d_pix/f_pix)) * depth_img

A minimal example can be found here. It will generate the depth0001.exr in /tmp/ and you can try to import in Python with the functions above.

I seriously feel like Blender is actively sabotaging its scientific use. I'd seriously appreciate any help.


texts: Blender 2.83 Optix Viewport Denoising Not Enabled for Multi GPU systems?

texts:
I'm using a multi GPU win 64 system and I was hoping to try out the new Optix viewport denoiser in the latest daily build of Blender 2.83.
In the preferences menu, Blender recognizes my CUDA capability as the following:

However, when I switch over to the OptiX tab, it says I have no compatible GPUs for path tracing.

Unless I'm mistaken, I was fairly certain that OptiX would run on a 2070. Does OptiX not support multi-generational card builds?

Thanks!


texts: How do you set the scale or size of the work area for modeling objects?

texts:
Hello first time here I have a quite embarrassing problem with learning Blender I have no idea of how to set the scale to start my projects.  What I mean is

"HOW do you set the scale or size of the work area for modeling objects."

I have done many follow along tutorials but last week I tried to export an .stl file to my slicer and found that everything I have modeled in Blender was in Meters not millimeters or inches.  The models are so small when I changed views it looks almost as if they were deleted luckily they were still selected when all I could see were the camera and light.


texts: How come when I render my animation, the audio is clipped when I stitch together the pieces?

texts:
I have a slow computer, and I have an animation of 4400 frames. If I render all at once, it would crash. So I made this Python script to try to help me:

#START OF SCRIPT

import bpy
import time

wait = time.sleep
start = 0
end = 4400
increment = 10

current = start

for i in range(start,end + increment,increment):

    wait(2)

    current = i

    bpy.data.scenes["Scene"].frame_start = current + 1
    bpy.data.scenes["Scene"].frame_end = current + increment
    bpy.ops.render.render(animation=True)
#END OF SCRIPT

And I get all of the pieces of the animation:

But when I try to stitch it together like so:

It just doesn't line up. The audio and video are clipped in-between, and the amount of audio frames just doesn't line up with the video.

Did I do something wrong with the script? The stitching? The animation? Please help soon, as I am trying to make this as a Christmas present.

These are the steps I took: https://www.youtube.com/embed/VVY6C2K_1wM
Here is the file: http://www.pasteall.org/blend/33331


texts:
I'm having trouble with understanding vertex weight influence.
As you can see, I have the vertex group painted how I want it.

When binding the armature to the mesh, I used Armature Deform > With Empty Groups and assigned the vertices to the groups. Then I did the weight painting manually. A vertex with any weight, 0.000 - 1.000, is influenced 100%. I don't like this.

It seems the vertex weight is being disregarded. It seems that a vertex with any weight on it at all is 100% influenced. (note: adding a VertexWeight Mod didn't help).

Lind to .blend


texts: Cycles: Glass not rendering as transparent in CPU mode

texts:
AMD Ryzen 7 2700 8-core 4.1, 32 GB RAM, RTX 2060 (6GB VRAM)
I have a glass and transparent BSDF set up correctly in Blender, and the texture set to alpha clip, and alpha hashed for shadows. The glass works perfectly in GPU mode but is not showing the image behind it in CPU mode - simply switching from one to the other.
The scene, even with optimisations, is still too large to render on the GPU for my card. Simply switching from GPU to CPU to allow for rendering the image results in the glass/transparnet shader no longer being see-through.
Is this a bug or is there something I have missed?


texts: PoseBone local rotation values to global with axis changed

texts:
I think this question has been ask a few times but haven't been able to produce an answer.
So for an addon I'm building I need to send the bone rotations of an armature. Those rotations are expected to be in global coordinates. So after doing to bone rotations that I need, I collect the rotations like so:
        for bone in context.object.pose.bones:

            bone_idx: int = get_bone_index(skeleton_info, bone)

            idx = list(context.object.pose.bones).index(bone)
            m = matrices[idx]
            axis_angle = bone.rotation_quaternion.to_axis_angle()
            v_axis = axis_angle[0]
            result = (bone.id_data.matrix_world.to_3x3().inverted()
                      @ m.inverted()
                      @ v_axis)

            result.normalize()

            result = result * axis_angle[1]
            pose_np[bone_idx*3] = result[0]
            pose_np[bone_idx*3+1] = result[1]
            pose_np[bone_idx*3+2] = result[2]

As you can see I get the quaternion local value, get the axis angle and perform some transformations on the vector representing that axis in order to get to the system of coordinates I want.
The thing is the matrices I expect contain weird values. I don't really understand how to use the matrices inside the PoseBone class to achieve what I want to do... The usage of matrix, matrix_local and matrix_channel confuses me especially to see how each bone accumulates transformations and whether if I need to call the inverse of the parent's object matrix world... Could you please give me some hints on what I might be doing wrong?
Thanks!


texts: Cannot deselect edge loops in blender 2.8 with Shift+Alt+LMB

texts: Cannot deselect already selected edge loop with Shift+Alt+LMB. The hotkey selects edge loops perfectly fine, but deselection is not working for some reason. Is there a menu where I can change hotkey for it or maybe I need to turn something off for deselection to work?


texts: How do I get rid of orange specs in my render in blender 2.8?

texts: I am trying to get better at using blender by following a tutorial i watched i followed everything but my render has orange specs i tried higher samples changing lights. i need help. these aren't white fireflies due to textures they are orange specs that don't go away no matter what.


texts: Attempting to move Vertices in 2.80 creates new ones instead

texts:
I have a model that is basically a cylinder.

Several vertices on the top are slightly raised, creating a 'bump' which I want to get rid of.

I've tried using Slide (Shift-V) to move them, and setting the position numerically (N), both individually and with several grouped, and either nothing happens at all, or it creates new vertices instead of moving the old one.

In the below screenshot, I selected every vertex on the top, then pressed S, Z, 0 which my Googling said would set them all to the exact same height. Again, it created new vertices (at the correct height) but didn't change the ones that are incorrect that I'm trying to move.

(Not very easy to see, sorry, but if you open the image full-size in a new tab you can see the new yellow selected vertices below the ones I want to move)

Clearly I am a complete noob when it comes to 3D modelling, still struggling with some of the basics, but this one has me completely stumped.

I don't know if this is significant or not (see noob above), but the lines connecting those vertices are black, while the lines connecting the other vertices around the top are grey.


texts: I have seen tutorials where the bump node is connected to a glossy shader and sometimes a diffuse shader. How do I know which one to connect it to? Basically how does it work? And it also has a normal input, what is that for?


texts: Cannot enable or find option to enable GPU

texts: i just started using blender recently and wanted to render an animation made with my gpu cos it was taking ages with the cpu. I went to user prefrences to enable the gpu but the cuda option wasnt there for me to click.(i have a Intel(R) HD Graphics 3000 gpu if that matters) also im using cycles


texts: Best way to paint same Material with different mask?

texts:
My question is to have an alternative way if it exists.
So my problem is the following:
As you can see from this image, I have 2 materials, the first in the top row, uses vertex paint, so white and black decide how to mix green and red, so everything is ok here.
In the row below, there is a material practically the same, but which uses a mask (Always black and white) for vertex paint which is absolutely more detailed, as it does not need to have a high subdivision of polygons (As in vertex paint) .
But there is a problem in Texture paint, unlike vertex paint, that is, the possibility of painting the same material on many objects, without these being modified all together, let me explain better,
The vertex paint refers to the colors of the vertices of the object, but is very limited on the final results, due to the triangulation that is very visible, but remains independent (If the object is not an instance)
The texture paint is very nice, but it does not remain independent, so if I paint an object, the other object with the same material will suffer the same fate, therefore I will have 2 objects with the same mask.
I'm trying to approach this to understand which way to go, without having to create a new material, but probably my knowledge stops here.
Basically, I would like to have only one material, with the possibility that it can be masked independently on objects.
I would also like a vertex paint solution, if this were not so "Squared". I have a lot of confusion right now and I would like to know an answer on this, which will guide me to a "Logical" but intelligent choice, always keeping the single material

Post Bounty Note:
Based on Splize's answer , however, I thought that this method could contrast with the real use of Index pass? but actually it seems a very useful answer, and it works very well. At this point I would like to understand if there are further way that can be taken. Taking into account also a hypothetical more detailed vertex paint, because the vertex paint is much more "comfortable" as it does not require an additional Mask and "Smart Projection" to make the correct mask mapping


texts:
Hey all is it possible to have blender not only show the grid
but the persp lines of the VP in the camera view
like this
https://i2.wp.com/www.thedrawingwebsite.com/wp-content/uploads/2014/11/Two-Point-perspective-grid.jpg


texts: Why I don't see the volumetrics in eevee?

texts: I have a very strange question:I don't see any squares near the volumetrics bar in Eevee in 2.8.What can I do to solve this problem?


texts: when trying to add a hair particle system blender crashes

texts:
Hi I'm not sure if this is the correct forum so I apologise if it isn't. If not would someone be able to point me in the correct direction.
I've been trying to add a hair particle system. I can add a particle system with no issue, but when I try to change it to a hair system blender crashes. I had been following a 'Default Cube' Tutorial on YouTube, for a golf ball in grass.I have also tried adding a hair particle system in a new blend file and on different primitives, eg plane, UV sphere. I have also tried reducing the count down to 100 but it still crashes. I am in object mode and viewport display.
I have tried this in Blender 2.92, swell as 2.93 Alpha, and it is just the same.I have also reinstalled 2.92 but again the issue remains
I am using a 2015 iMac running MacOS Big Sur 11.2.3
specs are
Processor: 3.3 GHz Quad-Core Intel Core i5
Memory: 32 GB 1600 MHz DDR3
Graphics: AMD Radeon R9 M290 2 GB
I don't think there is much point in uploading a sample blend file as it does it when I just start a new file, the same happens with older blend files.
Below is a link to my google drive with a word doc of the crash report
https://drive.google.com/file/d/1EX1UbJykos1FgmFKcqhDn5_kFEvBlF4f/view?usp=sharing
EDIT
The blend file I was working on when I first noticed the issue. Though this issue still happens no matter what the blend file, even a brand new one
https://drive.google.com/file/d/1D8OmXeA7rTaHqKrzn8qSyTjE5Ky2D2SC/view?usp=sharing
Many thanks
Simon


texts: Is radeon r4 compatible with Blender 2.8?

texts: Hey everybody I was just wondering would AMD radeon r4 be compatible for openCL? Since it is integrated, openGL is out of the question. Specifically do you know what GCN architecture the r4 is? Any help is appreciated.


texts: When should N-Gons be used, and when shouldn't they?

texts:
Support for N-Gons (polygons consisting of more than 4 vertices) has been in Blender for a while now, but many of us still may not know when to use them, and how to do so effectively.

In what situations do N-Gons really come in handy? When should they be just plain left out? Do they have any place in finished models?


texts:
After reading this other question I tried to render a video from an animation. I added the images to the filmstrip and rendered the video. But the file cannot be opened (The operation couldn’t be completed. OSStatus error -50.)

When I open the images in Photoshop and render a MP4 movie everything works. What is my error?


texts: Creating a planet using grid and warp; texture is distorted?

texts:
I was following this short tutorial about creating a planet by warping a grid or plane. It works great, but I'm having one problem: the polar ends of the planet (top and bottom) are sort of coming together in a point. It's really distorted. Here's a picture.

Here's one of my nodes and UV map.

I'm not sure if it's the texture, because everyone else was using Earth textures and I made my own in Gimp. Is there a way to fix this?


texts: GPU rendering causes glass to become extreamly reflective

texts:
Does anyone know how to get glass to be transparent. I'm using GPU render to render a bowl and cloth but the GPU and CPU final render have different results on the glass bowl

The top image is using the CPU to render

the bottom one is the GPU.

Does anyone know why this happens and how i can fix it or work around it?

thanks for any help :)


texts: Is it possible to tetrahedral a mesh in Blender?

texts:
I have a mesh and I want to tetrahedral it (create a volume inside this big surface, important for the volume rendering), using a script in Python.
After days of research, I found someone who suggested the TetGen software, or the GAMer library. I found something about the FEM method and the Delaunay algorithm...But now I just have a big confusion.
Probably the problem is my ignorance of this subject.
This is my script (it doesn't work) and my mesh (it is only an "empty shell").
import bpy
import bmesh
from mathutils import Vector
from bmesh.types import BMVert

# The mesh and its related object
obj = bpy.context.active_object
me = obj.data

# Access to BMesh data and ensure lookup tables
bm = bmesh.new()
bm.from_mesh(me)

# Geometry to extrude
bm.faces.ensure_lookup_table()
faces = [bm.faces]

# Extrude mesh with Bmesh
for f,triangle in zip(faces,me.polygons):
    newGeom = bmesh.ops.extrude_face_region(bm, geom = f)

    # Move the extruded geometry with translate operator
    extruded_verts = [v for v in newGeom['geom'] if isinstance(v,BMVert)]
    up = triangle.normal
    bmesh.ops.translate(bm, vec = up, verts = extruded_verts)

bm.to_mesh(me)
me.update()


texts: Blender 2.8 (python) - input RGB doesn't match hex color nor actual color

texts:
A python script inputs RGB values into a Principled BSDF surface node.  The system-computed hex equivalent is wrong as is the color.

The color I want is 414c55.

The script passes RGB values 0.254, 0.296 and 0.332 to the node.  The node correctly shows those values but the color is wrong:

Switching to the hex tab, we see that the system is showing the wrong hex value for the RGB values I provided.

Here's the node:

MY QUESTION:  what do I need to do to get the color I want?

All suggestions are welcome.  Thanks in advance!


texts: Is it possible for an object to follow multiple Clamp To constraints?

texts:
I am trying to figure out how to get an object to follow two different "Clamp To" constraints. I am not interested in "animation only" solutions, so the Follow Path constraint seems to be out of the question. If there is an entirely different solution than using Clamp To constraints I would love to know about it.
One of my requirements for any solution is that in the end it just works without having to animate it or fiddle with any settings to get the object to follow the path wherever it leads.

I am attaching a Blender Scene file so I can better illustrate the challenge I am facing. When I move the object designated Slide A up and down along the Z axis I would like the object designated as Pin to follow the path designated PinSideToSidePath to constrain Pin's movement only along that path while at the same time following the path designated BezierCircle. Is this possible?

Note: I rotated the animated gif so it would display better. This is a quick animation showing the type of behavior I am trying to create with constraints.


texts: Having trouble making a twisting animation more realistic

texts: I am new to animating in blender, and I have been using the curve modifier to create a specific looking circle, but I want to animate it to make it look like it twists from a circle to a figure eight. The problem is, I tried using shape keys with one as the original circle and one as the final figure eight, but then, of course, it just moves in a linear fashion from circle to figure eight, but this isn't realistic. When you take a rubber band and twist it to make a figure eight you don't move it linearly to the eight, you twist the band around. Does anyone have any idea on how to do this? I've tried using intermediate shape keys, but it doesn't flow smoothly it abruptly stops at the intermediate step and continues. I would appreciate any help.


texts: How do you keep parts from showing through the skin on a transparent character?

texts:
I'm currently making a character who will be mostly transparent.  I've gotten the face done, but I have an issue.  The teeth, eyes, and inner mouth are visible from behind.  I want them to be hidden unless you're looking directly at them.  Is there a way to do this?
Images of what I have so far of the character for reference.


texts: how to correctly import .wrl in blender?

texts:
I basically know how to import this type of file (file-> import-> X3D Extensible) but when i do this with a wrl file i got from DSI Studio (Program to track brainfibres) the fibres show weird dark triangles. if i open the same file in windows' own 3D Builder app the fibres apper as nice as in DSI Studio (lack of color ignored)

So what do i do wrong? is blender the problem? could you suggest annother program to convert the wrl file to an fbx file? i want to use the 3d model for a game being developed in the unreal engine 4.

I put some images in for clarification. first is blender, second is windows 3d builder.

Hopefully someone can help me.
Thanks in advance.


texts: UV Unwraps incorrectly despite applying scale

texts:
I have been trying to unwrap this simple cylinder but it keeps unwrapping like this...

I have applied the scale and rotation, even location and it didn't work. I also tried erasing the applied memory and trying again but it still didn't work.

Conformal method doesn't work either.

I am completely stumped. No idea what's causing this :/ Any help is appreciated!


texts:
When I select a vertex in Edit mode, some—but not all—of the edges that terminate at the vertex are highlighted. Moreover, which of the edges are highlighted can vary across a surface.

The image below shows an example. The selected vertices are on the periphery of a hole. Some of the edges highlighted radiate outward from the hole along the outer surface of the part; others point inward along the cylindrical surface of the hole; still others connect adjacent vertices on the periphery of the hole.

Just wondering: why are only some edges highlighted? Why is a particular edge highlighted and another not? Just trying to understand so that I can better interpret what I see in Edit mode. Thanks!


texts: Is it possible to recursively instance object particles?

texts:
I have a seed object with some particle hair strands. I've specified this object to be instanced in another particle system, then specified that object to be instanced in yet another particle system.

To clarify:

I have a cube with hairs strands
I have a Suzanne coated in cubes with hair strands (the hair strands only appear in the render, which is fine)
I have another Suzanne coated in Suzannes, but these Suzannes don't have cubes or strands like I was hoping..

Is there a way to get the particle systems to keep recursing, so that the last Suzanne is coated in Suzannes coated in cubes coated in strands?


texts:
Created a tree using the sapling add-on, and when I render it, strange blocks start appearing all over the image.
The leaves are simple rectangles, with a Velvet material applied to them.


texts: How can I link the mesh data of several objects so they all use the same?

texts:
I have alot (like 50) duplicated meshes. i used SHIFT-D to duplicate the objects ,but then read that ALT-D saves memory. is there a way to link the mesh data (like using ALT-D) after i have used the wrong duplicate? attempting to go back and use ALT-D would take a long time.

The meshes i duplicated are all the same shape and size and only have different rotations.


texts:
Whenever I try to paste the x flipped pose it gives me a completely distorted pose.

The names are flipped (.R on right and .L on left)


texts: Is it necessary to explode meshes in Blender for baking?

texts:
Hi I would like to know if it is necessary to explode meshes for baking process?

I am currently sculpting  a high res character with armor, the armor is composed of different pieces and has many polygons.

Should I send my different high poly parts of the model to different layers instead of creating an exploding map?


texts: How to create a menu item as an addon that is displayed in the left side pane

texts: I want to create a menu item in the left side pane with a text box and file browser included in it. I know how to create a simple addon. But couldnt understand how to create a menu item.


texts: How can I tranform a mesh to make it parallel to a curved one

texts:
I'm wondering what is the best way to connect these polygons with the curved surface of this sphere (Subsurf applied).

I tried that but the ngone has sevent vertices. Could it be problematic for after?

Finally I divide the polygon. So my question is what is the best solution or maybe another better?


texts: How to mix mesh and real footage in compositor?

texts:
How can I mix real footage and a 3D model that I've animated? Can this be done with the Compositor?

See the orange rectangle in the picture below for an example of what I mean.


texts: Is there an easy way to flatten meshes/surfaces and then UV map them onto an image?

texts:
I am new to blender and using it to render models of custom vehicle wraps but am running into some problems. I used UV mapping to get the design onto the model but it is far from perfect. I have a template of flattened vinyl pieces that I want to mask to specific surfaces. I organized the model so that the surface shapes that I want are a separate layer and then tried the UV mapping however, the only way my surfaces will map in one piece is if I use project from view and I don't understand why the mesh for each surface gets split up otherwise. Is there an easy fix to this so I can get the correct shape and coverage without warping the wrap on the model?
Here are some screenshots: one is project from view and kept the mesh together, the other is using uv unwrap which made the mesh split up into multiple pieces. Also, I adjusted the vertices on the mesh projected from view to get the correct shape but that seems to distort the graphics when projected to the model.
I basically just want to flatten the meshes as whole parts and then just scale them to the correct size for that template.


texts: What file must I use for a animation render to post online?

texts: I am experimenting with rigid bodies. I created a scene with a wrecking ball crashing through a pile of blocks. I tried rendering it in MPEG, but that makes it into a .dvd file. I want to post the end result on my facebook page, but it won't accept .dvd files. So what file format do I need to use to post online?


texts: Rendering to Viewer Node in headless mode

texts:
I'm running Blender 2.79:

/path/to/blender -b empty.blend -P script.py

With script.py:

import numpy as np
import bpy

x, y = 100, 100
print("rendering")
bpy.ops.render.render()
res = bpy.data.images['Viewer Node']
print(len(res.pixels[:]), x*y*4)
arr = np.array(res.pixels[:]).reshape((y, x, 4))

empty.blend is a simple scene (camera+cube+light) with render settings at 100px by 100px @ 100%, with compositing nodes:

I get an error because res.pixels[:] has length 262144 (= 256 * 256 * 4) when it should be 40000 (= 100 * 100 * 4). Moreover, res.pixels[:] is all zeros.

If I run Blender without -b, it works.


texts: Calling an addon's Operator from Python - wm_operator_invoke: invalid operator call

texts:
I seem to get two different behaviours from the Blender interface and from external scripts when trying to invoke my addon's operator function object.myaddonoperator()

import bpy

class MyAddonOperator(bpy.types.Operator):
    bl_idname = "object.myaddonoperator"
    bl_label = "My Addon"
    bl_options = {'REGISTER'}

    @classmethod
    def poll(self, context):
        return context.mode == 'OBJECT'

    def invoke(self, context, event):
        do_stuff()

        return {'FINISHED'}

From the console within Blender, calling bpy.ops.object.myaddonoperator('INVOKE_DEFAULT') works just fine, but when using an external script with blender -b -P my_script.py, calling the same results in wm_operator_invoke: invalid operator call 'OBJECT_OT_myaddonoperator'.

What am I doing wrong?


texts:
let's say we have a magazine, a gun, and hands.

The magazine is parented with the gun. When I make an animation of reloading, I want the Magazine to be a parent of the hand, then after the magazine goes back into the gun I want the magazine to be parented with the gun again.


texts: Efficient way to hide an object using python?

texts:
I was wondering if this is the most efficient way to hide an object using python?

bpy.context.view_layer.objects.active = bpy.data.objects['Cone'];
bpy.context.object.hide_viewport = True;

Is there a more efficient way to do this (since I have to turn on/off visibility many times for many objects), maybe something like:

bpy.data.objects['Cube'].visible_set(False); # visible_set doesn't exist unfortunately

Thanks.


texts: Is there any function that allow us to clone mesh or a kind of stamp tool?

texts: I am developing a pair of shoes from a standard template, which already has 2 sides of shoes. I have edited the right shoe, but hasn't done the left shoe yet. So, I wonder if there is a way that allows us to copy the shape I have edited in the right shoe to be on the left shoe without manually edit it once again? Both shoes are in the same object, but different vertex groups. Please advise and thank you so much!


texts:
Why is the bmesh bridge tool so limited?
There's no argument to control segments(number_cuts) and no argument to control interpolation.

Am I missing something? I was under the impression the bpy ops use the bmesh ops, but if that's the case, how does the bpy bridge tool, do these things? Are there undocumented arguments for the bmesh ops? I've tried the obvious ones, without luck.

Any pointers would be appreciated!


texts: How to overcome flat look in Texture painting in 2.8

texts:
So I never actually used texture paint mode to paint texture but just maps for factors. Now when I want to paint texture when I fill it with color model have look like it's 2d because color is 100% diffuse and I can see any of crevices or wrinkles to know where I'm painting what, am I doing something wrong how to overcome this flat look?

Here is the example of sphere with 'sculpted' nose on it, in matcap and rendered mode you can clearly see polygons but when in texture paint when I look form front I have no idea where 'nose' is this is simple example but it's same when painting head when looking from front i have no idea where nose and cheeks are.


texts: My Blender doesnt render in image window

texts: Blender looks like it is rendering but doesn't slowly tile an image any more. My other blender files render fine so I have obviously clicked the wrong button somewhere. (sorry the file is too big to upload in the Blender Exchange)


texts: I'm not able to add any nodes in shader editor. When I'm pressing Shift+A only "search" appears. I'm aware of turning on the "use nodes" but it's also not there in my material properties. What's the problem?


texts: Newly Created Objects Not Appearing In Any Mode

texts: I am very new to Blender and am just now experiencing this issue. Whenever I create a new object in any layer, it registers as either an orange selection point or the spawn cross (as seen in the screenshot). How can I fix this?


texts: Use location and rotation 0,0,0 for all exported meshes

texts:
I would like to know how can I modify the location of the 3d model that I'm exporting without modifying the original one, I'm using this code:
if SceneObj.type == 'MESH':
    if hasattr(SceneObj, 'data'):
        #Clone Object
        depsgraph = bpy.context.evaluated_depsgraph_get()
        ob_for_convert = SceneObj.evaluated_get(depsgraph)

        try:
            MeshObject = ob_for_convert.to_mesh()
        except RuntimeError:
            MeshObject = None
        if MeshObject is None:
            continue

        #Apply Rotation Matrix
        MeshObject.transform(EXPORT_GLOBAL_MATRIX @ SceneObj.matrix_world)
        if EXPORT_FLIP_POLYGONS:
            MeshObject.flip_normals()

The idea would be that independently of the location and rotation of the original object, the exported one has the location (0,0,0) and the rotation (0,0,0), but I don't know how to do it.
This exporter I'm working on is for an external program, so all of those things must be done in the exporter.


texts: How do I prevent soft body balloons from crumpling when they hit walls?

texts: In the last homework project for my Blender class, I had to make a balloon bounce across a ceiling as a soft body driven by wind. I fiddled with the constraints but it always crumpled on impact with the ceiling. Adjusting the constraints so that it retained it shape resulted in it not reacting to the wind. Why is this and how do I prevent it?


texts: How to Edit projections in external editor with Blender 2.8

texts:
I wonder is it possible to export projections to external editor (Gimp, Krita, Photoshop), edit it and after editing is done changes to be applied on models texture.

That option is available in 3DCoat via Edit → Edit Projections in ext. Editor After user selects that option selected 2D editor will open psd file of projection that is currently on 3DCoat camera view.

Is there similar option or addon in Blender 2.8+?

Here is my question/explanation in a form of a Youtube video.


texts: Fill tool not respecting the boundaries of my face selection mask

texts:
I'm trying to fill selected faces with color using the fill tool with face select mask toggled, but in the UV editor you can see that the fill is extending beyond the edges by quite a bit. I'm using Zero Brush here, but it happens in default Blender, too (ZB actually has a "fill threshold" option that lessens this problem but does not eliminate it.) Is there a way to stop the edges from bleeding over, period?

Edit: If the image is hard to see, full size is here overfill


texts: Why is the loop cut tool stopping at one face?

texts:
I'm having an issue with a loop cut in the image below. The face I'm having the issue is the following:

For other hand my intention is to have the part in blue in the below image totally straight and not curved:

This is the reason I want to loop cut the entire perimeter and move in the Z axis all the edges to make it straight.

I already cleaned up duplicated vertex and the normals are alright but I don't know why is not loop cutting all.


texts: Changing emission light overtime Blender 2.8

texts: Alrighty, so I have my short little animation finished except for one thing. I can't figure out how to lower the emission light over time in separate frames.


texts: Boolean modifier not working, tried solutions suggested in similar articles

texts:
I have recently tried to make vice and when using the boolean modifier to create holes for screws, it didn't work. I selected the main body, added modifier and chose my cylinder that was supposed to make the screw hole. Since I needed the "difference" setting, I selected it and all that happened was that the cylinder just stayed there and didn't create the hole I needed. I have checked youtube tutorials, questions and answers on this topic on this website and tried the solutions people suggested, yet nothing worked. Could someone help me solve this problem and tell me what I'm doing wrong?
Thank you in advance
Notes: I'm using blender 2.79b


texts: Whats problem with my mesh to shrinkwrap?

texts: Im making eyes of spiderman. I have the mesh of face and the eyes separate with the shrinwrap modifier i want to wrap the eyes on the face. I have tried but look its a sticker im putting on the face. Not look good.


texts: Select vertices/edges while using the move gizmo

texts:
I am moving to blender from 3ds max, is it possible to select vertices/edges while using the move gizmo without having to deselect the vertices and select again using the box (B shortcut)?

I want to be able to drag a box without deselecting the current selection and not having to to deselect by clicking somewhere, press b to select a new vertex and move.

This is very frustrating and slow.


texts: Can shaders created in Blender Shader Editor be exported as OpenGL shaders in versions of Blender 2.9x?

texts:
I have created a shader in the Blender Shader Editor, since I find it very powerful and easy to use. I would like to export this shader so I can use it outside Blender. Is this possible for versions of Blender 2.9x?
Thank you!


texts:
How can I model the grooves of a ventilation pipe?

Thanks


texts:
since you can't have multiple override material per renderlayer, I need to create one material that assigns different nodes depending on the ObjectID.
At the moment I use a combination of 'mix' nodes with 'greater than' nodes driving the blend value.

This setup assigns colors for IDs 11-13 and renders everything else black.
I would rather have a switch node where I plug in an integer at the top, and having color or material inputs for each number.
Does such a thing exist?   (Also could I use a custom attribute instead of ObjID? ...but that should probably a seperate question...)
thx


texts: What are the benefits to using procedural textures VS image textures?

texts: I have been seeing a lot of cool tutorials for procedural textures in Cycles lately, but I was wondering, are procedural textures actually more efficient rendering-wise than image textures? Do they help speed up the render, or would image textures be a better choice? What are the benefits to procedural textures?


texts: How do (which) things need to be bend and twisted here?

texts:
This is more a general 3D modeling problem I came along while replicating things to figure out what is possible using Blender and what is not. This problem can probably easily be solved, but I am simply not figuring out how. I'd like to get #1, but #2 is more or less the best result I come up with... Maybe someone can tell me how things need to be bend and twisted here.

(There is a .blend file at the bottom if someone wants to chime in...)


texts: What is causing the change in refraction with this glass?

texts:
I'm working on a render of a wine glass. I'm feeling pretty good about everything so far, but I can't seem to figure out how to adjust the geometry or material settings to solve the hard change in refraction that starts halfway up the glass.
I looked into some common issues with glass — adjusting maximum light paths, edge split instead of subsurf modifiers. And they helped quite a bit with the wine itself, but the glass remains befuddling.
Glass settings are simply: Glass BSDF, Beckmann, 0 Roughness, 1.45 IOR.
Here are a few photos. The render. The object. And an edit mode screenshot with the edge selected.


texts: Python: Access mesh selection history data

texts:
I want to write an addon that can combine two selections with a logical AND.

For example, the user use via normal gui

bpy.ops.mesh.select_similar(type='LENGTH')

and

bpy.ops.mesh.select_similar(type='DIR').

Then he calls the addon, the addon gets the current selection, the selection made before, combine them and write the selection back.

My problem is I don't know how I can access these history data via python nor if it's possible. This would be my favorite way of workflow for the addon.

I can extend the addon with a call to store the actual selection, so the user make a similar select, call the addon to store the current selection, make another similar select and call the addon to combine the both selections and write it back.

For this way I need to store a customized boolean at the bmesh faces/edges/vertices data, but I can't figure it out how. If I try to store custom data I run in these error:

  bm.faces[0]['and_select'] = False
  Traceback (most recent call last):
    File "", line 1, in
  AttributeError: BMElem[key]: invalid key, must be a BMLayerItem

An example how this must be done would help.


texts:
Maybe this is a silly question but I have a Node Group in a Material, and the node displays "2" as the number of users, but I only have 1 sphere in the scene, that's all, which is used to test the material. There are no other objects. So I wonder why the 2 users instead of 1.

I searched before asking the question and all I found is this, but since I'm a newbie I don't really know if it's about the same thing or not:
https://developer.blender.org/T39552

Thanks a lot


texts: Is it possible to render a single game engine frame in cycles?

texts: I'm looking to use the blender game engine to get my frame to a certain point, stop there and then render that single frame in cycles since cycles does a much better job of rendering for certain aspects of images.  How might I do this?


texts:
I am working on some stuff for videos I want to make, and am coming close to my goal.

However, after I rendered an intro I made, when I try to scrub or play the image strip in the sequence editor, it runs at about 1 FPS(It was rendered at 24).

The resolution is 1920*1080.
Windows 8.1
12 GB of RAM with 3000 mb allocated in the system memory cash option.
I have clicked refresh sequencer.
I opened the strip in both the blend file I created it in, and a fresh one - same result.
The images are png files.

Any ideas? If you need more info let me know.

-CAA


texts: I tried to use the "Knife project" tool in order to shape a soda can ring but, even though I selected both the object supposed to cut and the object "to be cut", it only results in the message "No other selected objects found to use for projection", nothing else. What is causing this? How can I fix it? Thanks in advance.


texts: How do I get denoising to work for all OpenEXR passes?

texts:
With the new Denoiser function, we're finally able to drastically reduce the samples in our scene without having to worry about the noise to much.

I'm rendering my scene with less samples now (500 are okay), and because the renderings take so long, I doesn't composite the rendering directly. Instead, I have an OpenEXR output node set to .png allowing me to export all passes as single files for further compositing, so I'm able to tweak things without having to rerender everything again.

But with Denoiser enabled, my "Image" pass will denoise just fine, but all other passes are simply ignored. That means that most of the other passes (like AO, DiffDir, DiffInd...) are pretty noisy now and doesn't really work in composition well. How do I enable Denoising for all of those passes too? I'm aware of this will take about four to five minutes longer per frame, but that's fine as long as my passes aren't noisy anymore.

Any way to enable denoising for all passes without having to rerender eversthing again and again?


texts: How can i select my self made Texture Paint on my Shape in Blender 2.8?

texts: I have two different Texture Paints in my Material and i dont know how to select one or another. One is automaticly selected and i dont know how to switch them.


texts: Keep straight and sharp lines when sculpting with Dyntopo

texts: How do I keep a sharp and straight line when sculpting?If I decrease the res detail the line isn't sharp anymore and if I increase the res it becomes jiggly...and how do i keep the tip sharp?Thanks


texts: How to combine compositor render passes from 2 types to get only one?

texts: I want to combine or merge diffuse passes with glossy passes to get a set of new color, direct and indirect passes.


texts:
I have written a custom AN socket that passes instances of a custom class between custom nodes. The socket works when connecting two nodes (1 output to 1 input). However when connecting an output to two inputs, only one of the input nodes is activated and the second is ignored.

My socket code follow. Any suggestions?

Thanks, Mike

class ChannelMessageSocket(bpy.types.NodeSocket, AnimationNodeSocket):
bl_idname = "an_ChannelMessageSocket"
bl_label = "VN ChannelMessage Socket"
dataType = "BaseChannelMessage"
allowedInputTypes = ["BaseChannelMessage"]
drawColor = (0.32, 0.32, 0.18, 1)
storable = False
comparable = False

value = None

def getValue(self):
    return self.value

def setProperty(self, data):
    self.value = data

def getProperty(self):
    return self.value

Appending Requested Materials:
This is the screen shot. The 1-2 relationship is between the instrument to Control Change / Note-Object Mapper nodes.

Code:

import bpy, mathutils, sys
from mathutils import Vector, Matrix, Quaternion, Euler
from time import perf_counter as getCurrentTime
animation_nodes = sys.modules.get('animation_nodes-master')
random_number_cache = animation_nodes.algorithms.random.getRandomNumberCache()
_node_execution_times = animation_nodes.execution.measurements.getMeasurementsDict()
nodes = bpy.data.node_groups['NodeTree'].nodes

# retrieve nodes
_82vvj6ef83nt43p = nodes['VN Instrument Three.001']
_czn2u5yds18qy65 = nodes['Note Object Mapper.001']
_w96de9hsfi7vkpd = nodes['Logic Operators']
_gelmvdkn0lh08oy = nodes['Object Attribute Input']
_kmfum7gowyg3hy5 = nodes['Convert']
_uzyd2z9777am3qs = nodes['Combine Vector']
_xxo7ksek4tpgj17 = nodes['Vector Math']
_t7x899vo7iw5ed1 = nodes['Object Transforms Output']
_yu5oo5wqbz73ttf = nodes['Object Visibility Output']
_9540zjn74dmanlk = nodes['Keyframes']
_8xw1ztvfxj8r5si = nodes['Control Change.001']

# get values
_textBlock_czn = _czn2u5yds18qy65.inputs[1].getValue()
_x_uzy = _uzyd2z9777am3qs.inputs[0].getValue()
_z_uzy = _uzyd2z9777am3qs.inputs[2].getValue()
_b_xxo = _xxo7ksek4tpgj17.inputs[1].getValue()
_location_t7x = _t7x899vo7iw5ed1.inputs[1].getValue()
_rotation_t7x = _t7x899vo7iw5ed1.inputs[2].getValue()
_hideSelect_yu5 = _yu5oo5wqbz73ttf.inputs[3].getValue()
_showName_yu5 = _yu5oo5wqbz73ttf.inputs[4].getValue()
_showAxis_yu5 = _yu5oo5wqbz73ttf.inputs[5].getValue()
_showXRay_yu5 = _yu5oo5wqbz73ttf.inputs[6].getValue()
_controllerNum_8xw = _8xw1ztvfxj8r5si.inputs[0].getValue()

# Node: 'NodeTree' - 'VN Instrument Three.001'
_channelNum_82v, _channelRec_82v, _channelMute_82v, _channel_82v = _82vvj6ef83nt43p.execute()

# Node: 'NodeTree' - 'Note Object Mapper.001'
_objectOut_czn, _channel_82v, _noteNum_czn, _frameNumber_czn, _enabled_czn, _enabledNot_czn, _velocity_czn, _instObjects_czn = _czn2u5yds18qy65.execute(_channel_82v, _textBlock_czn)

# Node: 'NodeTree' - 'Logic Operators'
_result_w96 = _enabled_czn or _enabledNot_czn

# Node: 'NodeTree' - 'Object Attribute Input'
try:
    _gelmvdkn0lh08oy.errorMessage = ''
    _value_gel = _objectOut_czn['velocity']
except:
    if _objectOut_czn: _gelmvdkn0lh08oy.errorMessage = 'Attribute not found'
    _value_gel = None

# Node: 'NodeTree' - 'Convert'
try: _new_kmf = float(_value_gel)
except: _new_kmf = 0

# Node: 'NodeTree' - 'Combine Vector'
_vector_uzy = Vector((_x_uzy, _new_kmf, _z_uzy))

# Node: 'NodeTree' - 'Vector Math'
_result_xxo = mathutils.Vector((_vector_uzy[0] * _b_xxo[0], _vector_uzy[1] * _b_xxo[1], _vector_uzy[2] * _b_xxo[2]))

# Node: 'NodeTree' - 'Object Transforms Output'
if _objectOut_czn is not None:
    _objectOut_czn.scale = _result_xxo

# Node: 'NodeTree' - 'Object Visibility Output'
if _objectOut_czn is not None:
    _objectOut_czn.hide = _enabledNot_czn
    _objectOut_czn.hide_render = _enabledNot_czn
    pass

# Node: 'NodeTree' - 'Keyframes'
_9540zjn74dmanlk.execute(_result_w96, _channelRec_82v, _objectOut_czn, _instObjects_czn)

# Node: 'NodeTree' - 'Control Change.001'
_controllerValue_8xw = _8xw1ztvfxj8r5si.execute(_controllerNum_8xw, _channel_82v)


texts: The rendered animation has no sound (I have added sound before rendered). Have I skip something?

texts:
I have followed this tutorial to add sound: https://www.youtube.com/watch?v=KbafWSIYIZw
I have tried many times but the animation has no sound after rendered. (I mean it's a silence animation like the one that I rendered before adding sound)

There are the settings that I use(and the device for rendered is CPU):

If anyone know what happened or what I skipped, please tell me!


texts: Python script hangning on creating a mesh containing several vertices and edges

texts:
I was trying to manually place and connect vertices into as a mesh using a python script, but I am very new to bpy.
My understanding of the library seems to be okay, but when creating a mesh containing 275,706 vertices and 408,306 edges, blender just seems to hang. It seems that it will eventually finish in roughly 20 minutes.
My cpu never goes over 10% usage, I never really saw much activity with my memory or ssd, so why isn't belnder using more resources to finish the job faster? Is there anything I can do to allocate more resources to blender?
Thanks


texts:
I have tried to look for myself but have not found the information I'm looking for.

I've seen that one can use the digital painting software Krita in connection with Blender.  But I do not remember how to do so.  Is this possible?


texts:
I have created a rough head model and added a subdivision surface modifier then set the mesh to follow geometry with the 'adjust edit cage to modifier'. See below:

I want to add a couple of edges back but when I click two vertices and press F, I get the following result:

I don't know why this 'pinching' is occurring but is there a way I can add the missing edges so that they are smooth and follow the geometry?


texts: How do I bring back the little menu under the main window?

texts:
So I'm working in Blender and I've just learned how to use shape keys through this awesome tutorial:
https://www.youtube.com/watch?v=T1KntZJCFUo

Except now that really helpful menu section(highlighted in red in the screenshot) is now gone and I don't know how to bring it back. I'm getting better with Blender but I would still count myself as a beginner/learner, so any advice would be greatly appreciated :)


texts:
I'm just beginning with Blender and am following a lovely youtube tutorial to learn how to use it. In this tutorial we're making a set of Minecraft pillars to animate. In his video the blocks/mesh snaps into place absolutely perfectly each and every time. I have had no such luck. I've experimented with all the options under the snap to drop down and every mesh still ends up being off.
My most recent attempt had the points at the following: X -0.0147, Y -0.044 and Z 1.998 where they were supposed to be X 0, Y 0 and Z 2. That is the best I've been able to accomplish without manually changing the values in object properties. I realize leaving it as is and continuing to build the pillar will result in greater and greater differences which will make the final product completely wrong. I am not the greatest with math and do not care for the idea of having to calculate the position of everything I make because the snapping does not work.
I did try to post this problem on the Blender subreddit but not a single person saw it there. Does anyone have thoughts on this or am I just going to have to become better friends with mathematics?


texts: Proportionally increasing the width of a curved line

texts:
Good day!
I'm trying to increase the width of the line as it goes, so i want the width to increase propotionally like this:

I tried to rotate it, use proportional editing, but it didn't work well. Also, however, I could do this manually with edge slide and alt, but I'm afraid it would be not so smooth.
Is there's another way to proportionally move the outer line of verticies?
Thanks!


texts: Why is the transparency on my particles not working once exported to Godot?

texts: I am new to blender. I am using blender 2.8 version. Recently I created a grass setup with the help of a tutorial video. In which I applied transparency for outside of grass using node editor. It renders completely fine. But if I export it to Godot, the meshes and materials exported perfectly. But the transparency from node editor is not applied. So instead of seeing a grass, all I see is a plane with grass image. I added the screenshots for your reference.


texts: Alt+_ Shortcuts do the wrong stuff on Ubuntu

texts:
Whenever I try to linked duplicate, I press Alt + D, but instead of linked duplicate I get some sort of debug menu popup. After that all blender controls have toggled to some other mysterious mode. I have to hold down Alt and drag the view around a bit to get back to normal (a messy way, but seems to work). Same happens for any Alt containing shortcut like Alt + Home or Alt + G. As you may know, all of those Alt shortcuts are very useful and can speed up your process. I don't want to bother changing them to other key because:

I am used to using Alt key for those tasks. It also used to work fine on Ubuntu some time ago.
I don't want to get used to other key, as that would make me slower if I use Blender on other people's workstations(which I sometimes have to do).

P.S. I haven't changed any Blender shortcuts this far.


texts: How to add vertices to the mesh without affecting the current shape keys and rig?

texts:
I made a rigged character in the past and It was a basic character where the each hand has a shape of sphere (no figures). It was just basic character with an armature and some shape keys to move eyelids, mouth, ...etc.
Now, I modeled some beautiful hands that are separate from the mesh of the character.
I want to press CTRL + J to join the two meshes together and delete the old hands (delete some vertices) and do "bridge edge loop" for the new vertices of the new hands.
I would like to do that without affecting the shape keys. What  are the steps and precautions to do that?


texts: Why doesn't the circle have a face like the plane?

texts:
A circle (Mesh object) only shows the outline. A plane (mesh object) showed up properly.
How can I make this circle look like a plane?
When I switch to the edit mode, the circle is shown with vertices unlike a plane.
Please advise me how to fix this issue so that a circle will show up properly.


texts: Why has my clip failed to load when I reopened my project?

texts:
So my blender was operating very slowly so i saved my work and reopened the file only to find out that my clip that I had been working has failed to load. So now im stuck with my sphere on an empty screen and a mask on no clip. Can anyone tell me how to fix this please?
Here's a screen shot:


texts: Python 2.8 - transform/resize UV map instead of object

texts:
I am trying to replicate with scripts a manual procedure that works well.

Using Smart UV project manually, my object stretches the texture too much; I have found that if I resize the UV map (scale up the Y axis), the distortion disappears.

I have taken the python commands from the manual procedure and dropped them into the script.  The only problem is that instead of resizing the UV map, the script resizes the object.  I think I need to keep the vertices in the UV map selected while deselecting the mesh vertices; but I have not figured out how to do that.

Question:  how can I make sure that the following code resizes the UV map instead of the object?

The code should work if cut-and-pasted; the texture can be downloaded here; to run the code you will need to change the pointer to the file in this line 'imgTex = bpy.data.images.load(...'

import bpy

bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=0.2, depth=30, enter_editmode=False, location=(0,0,0))

materials = bpy.data.materials
material = materials.get('mat')
if not material:
    material = materials.new('mat')
material.use_nodes = True
if material.node_tree:
    material.node_tree.links.clear()
    material.node_tree.nodes.clear()
nodes = material.node_tree.nodes
links = material.node_tree.links
output = nodes.new(type = 'ShaderNodeOutputMaterial' )
diffuse = nodes.new(type = 'ShaderNodeBsdfDiffuse' )
imgTex = bpy.data.images.load('G:\\Blender\\Textures\\wildtextures-zinc-galvanized-metal-sheet.jpg')
node_texture = nodes.new(type='ShaderNodeTexImage')
node_texture.image = imgTex
node_texture.location = 0,200
tex_coord = nodes.new(type = 'ShaderNodeTexCoord')
links = material.node_tree.links
link=links.new(tex_coord.outputs["UV"], node_texture.inputs["Vector"])
link = links.new(node_texture.outputs[0], nodes.get('Diffuse BSDF').inputs[0])
link = links.new( diffuse.outputs['BSDF'], output.inputs['Surface'] )
obj=bpy.data.objects['Cylinder']
obj.active_material=material
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Cylinder'].select_set(True)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project()

#AT THIS POINT THE TEXTURE HAS BEEN APPLIED
#BUT LOOKS DISTORTED DUE TO CYLINDER'S GEOMETRY;
#THE FOLLOWING ATTEMPTS TO UNDISTORT BY SCALING
#UP THE UVMAP ON THE Y-AXIS; BUT INSTEAD
#IT SIMPLY SCALES UP THE OBJECT INSTEAD
bpy.ops.uv.select_all(action='SELECT')
bpy.ops.transform.resize(value=(1, 30, 1), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, True, False), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=100, use_proportional_connected=False, use_proportional_projected=False)
bpy.ops.object.mode_set(mode='OBJECT')


texts: Problem with rear faces showing in front when importing image as plane and extruding

texts:
I'm new to Blender and I'm using 2.82a. After uploading an image as plane and extruding a few faces inward, some faces that should be behind are appearing over top. Does this happen for anyone else? I've tried importing as both JPEG and PNG.

UPDATE: I've added another picture of a coke machine made with joined together "image as planes" that behaving the same way.


texts: How to separate environment in Compositor without black cutouts

texts:
Nice people of Blender SE.

I'm using Compositor to blur my HDRi (as suggested by others on BSE).
Cycles render engine.

However, the environment behind objects isn't rendered, there's just a black cutout.
Therefore any applied blur results in an annoying black halo around objects.

Black halo occuring when combining blurred environment with objects.

Sure, I can render the environment separately, but it's not very practical when handling multiple scenes or animation.

Question
How can i separate the environment without these black cutouts?


texts:
back again with my sword :D

I've figured out rendering and everything thanks to you guys but this time I'm asking about why there seems to be a shadow that I don't think should be present when looking through the Solid viewport. I'll show the difference with pictures in rendered view and solid. Keep in mind moving the lamps in the scene didn't change anything. Rendered:

Solid^


texts:
i have problem. I Dont know why, but i cant render anything in "CUDA" and "OptiX" but OpenCL work fine. And i cant use Cykle render beacuse it's very laggy. I Have newest  version of Blender and i have
RX 590 Red Dragon 8gb. Why something like that happend to me?

Look i have screenshot, how i can "turn on" my gpu?


texts: Is it possible to use compositor when baking?

texts: I am using the compositor to add fog effect to a scene I want to use for a skybox. To create the skybox texture, it is possible to render six planes separately (set camera to 1:1 aspect ratio 90 deg fov), but that is a lot of work. Or maybe there is another way to fade out distant objects.


texts: Armature Deform With Automated Weights only on selected bones

texts:
:)
How can i use Armature Deform With Automated Weights while Blender only considers some bones of the armature and not all of them?
In my case i only want to use the two selected bones while the other ones that controll the eyes are completely ignored.
Thanks for the help!


texts: No audio when rendering from compositing

texts:
I know this question has been asked a million times.
I still can't figure out why I get no audio when rendering from compositing.
It seems to happen when I use nodes
I have tried different codec PCM, mp3..and also changing the volume.
The only way I can get audio out is if I enable sequencer in post (but then I don't get the nodes processing).
What do I do wrong?


texts: How to add and play video in the 3d viewport?

texts:
Hi so I'm familiar with how to add images to the 3d viewport as planes. But can anyone explain how you would input a video into the 3d viewport such that you can play it in realtime?

My intent would be to create an image as a plane, add the video ontop of a section of this plane. And enable the movie to actually play (change frames and display them in the viewport) as I play from the timeline, and then use the camera to do like a 3d zooom in and down and across the plane that contains the video and back out kind of a thing. But I don't know how to make the video part work for this. I can only do it for static images atm.


texts: How to make physically accurate silver in Cycles?

texts:
I need extremely accurate representation of real world silver in my curren project.

We can approximate "close enought" in cycles, but this time i need it to be accurate.

Other commercial rendering engines have material presets that sampled from real world materials and provide very close approximation. I played around in Redshift, and it have things like IOR, absorption(k), edge tints, that i assume sampled from real world materials.

Cycles just recently go the principled shader, that includes fresnel effect in itself, before that we used handmade tricks to add fresnel to materials. Plus there is no predefined material presets, like other rendering engines have.

Is it possible to make a physically accurate silver shader at all in cycles? I know i can get close enought by adjusting metalness, roughness, adding slight wear etc. But i'm talking about getting real thing, with real values sampled from real world material.


texts: How do I transfer .blend files to a new PC and still keep all the materials?

texts: I have been using my laptop for the longest time with blender. I recently got a new PC. When I copied the .blend file and dropped it in my new PC, no materials were on my mesh. How do I fix this??


texts: render layers for photoshop matte painting

texts:
I'm trying to render layers suitable for output to photoshop for matte painting. I've made an example scene to illustrate the problem I'm having. The meshes composite correctly in blenders compositor, but when layered in photoshop the occluded parts are black instead of empty so they don't layer properly. How can I render layers so that they'll composite properly in photoshop? In the image below I have the layers across the top, and on the bottom left the compositor output as desired, and on the right the layers composited in photoshop.
the goundplane, cube and sphere are rendered to separate layers as shown in the compositor and output through a File Output node as RGBA .png files.

They are saved as RGBA .png files and here's the compositor setup. I'll add a .blend file as soon as I can figure out how.


texts: How do I prevent child objects from stretching when duplicated on the parent's faces?

texts:
I have run into an issue where I'm building a shield in blender. I created a duplicate object of the faces on the shield I want rivets to be placed on and then made that object a parent of my rivet object. When I duplicated the rivet object on the faces of the parent, all of the duplicates are stretched along the Z-axis. How do I prevent this from happening, or what am I doing wrong?

Screenshot: https://drive.google.com/open?id=13_zHFm6PFo8dwgb5qH93gDyfJvApIaax
Blender file: https://drive.google.com/open?id=11scI0oYaUpaq9c0Lk2Tc5ysop4HlSxVE

Thank you


texts:
I want to make an object like this:

But it is way too hard for me to model. It dosen't have to be the exact same, just the same look.
Is there a trick to modeling it, or some kind of generated texture?


texts: Why does the object in animation don't move

texts:
As you can see I have problem with this one object. I created Vertex Groups(all assigned well), joined all objects into one, added Armature modifiers and this one object don't move with the bone.
I tried to separate this element and set parent to bone, but it didn't help. Also applied Scale and rotation before joining objects


texts: Change Display Color Of Wireframe object

texts: I made an object to act as an empty for the movement of my character.  I changed its display to wire frame, and I would also like to change the viewport color of the wire frame object to something like blue.  Is there a way I can do this without changing the color of every single wire frame object?


texts: Rigid body. Why doesn't the ball fall into the cone?

texts: When I try to simulate ball (active rigid body) falling into the cone (passive rigid body), the ball just doesn't fall into, but stays on the top (like there was a face, but I deleted it).


texts: I'm trying to use texture painting with UV maps (both of which I am new to), and when I go into texture paint for my model, I can't paint it. I have UV-unwrapped the model when in edit mode with smart unwrap, set the texture node as active in the node editor, and selected my image file. Is there anything else I need to do?


texts: Color ramp node resets one color when rendering

texts:
I am using a color ramp node to set the base colors for a vertex group. It works fine, but I have one problem with the selected colors.
As you can see in my screenshot, I have selected purple, blue, pink and white colors in my color ramp, but as soon as I press render image, the first color suddenly changes to black.
Here is the color ramp node before I start rendering:

As soon as I start rendering it changes to this:

I am using the cycles rendering engine.
Question: Why does this happen? Is this a bug or am I doing something wrong?
Thanks for the help in advance!


texts:
In the Preference > Keymap
It says Blender v + -
So I press + There's a dialog that asks for a name of the new keyconfig preset.
I type a new name, I call it "Swap MMB"
I make the changes in the shortcuts.
It behaves like I want.
But when I go back to "Blender" in the list, it has also changed to the same modifications I did with "Swap MMB"
Changing from one or the other does not swap the keyconfig. As if they were both the same. If I reset the Blender key config my "swap MMB" also resets. So I must be doing something wrong.
How do I use Add Keyconfig to make my own custom keyconfig and keep Blender's default keyconfig unchanged?


texts: Why is this whole mesh being reconfigured when it is transformed with G, R, or S?

texts:
This mesh may have artifacts that I haven't tracked down, it's given me trouble and there has been a lot of fiddling. Maybe that is why suddenly, after a lot of manipulation, in edit mode if the whole thing is chosen and moved, rotated, or scaled, a bunch of faces collapse and the entire mesh changes a lot.

Why is this happening and what can I do about it?


texts: How to copy rotation from Active to Selected in Python?

texts:
I'm new in Python and would like to know how to copy Rotation values from an Active to a Selected object.
I already have stored the active and selected object ids in vars and am able to select them both and set an active one. But I don't know how to "transfer" the rotation values from the active object to the selected object.
I'm using Blender 2.91.2.
Thank you


texts: Any way to automatically move every UV Vertex inside the texture bounds?

texts:
I model in Sketchup and sometimes I need to make a 3D model with a single material, and uvmap must be unwrapped inside XY boundaries. However Sketchup is randomly placing uv maps all over the infinite UV space. In order to fix it, I need to manually select every face and move them back inside original UV boundary (usually move n amount of pixels multiplied by an integer) Is there a way to automatically do this process ?
For example, I would like to move that selected face into the texture space of (1024x256). In order to do this and that uvmap corresponds same texture area, I need to move that face: 4 times along X coordinate and 1 time along Y coordinate so it ends in X 0.412, y 0.975 (top center or the red rectangle)
Also, depending on the engine I want to export them, sometimes tiling outside UV boundaries is allowed. So, If the face, like the example above is larger than 256px, it would be great if it's placed closer to the main center of the coordinates for tiling.
Another option would be not to move larger faces bigger than original UV boundary, and move only ones that are small enough to be placed inside original UV space. So at least I know which large faces dont fit inside the space and can map them accordingly.


texts: Camera coverage calculation inside a room

texts: In my current research, we are trying to create a 3D cow room/housing. Once the room is created, we are planning to place the blender camera (use it as a CCTV camera) in two different locations of the room. Our final goal is to calculate the total area the camera can capture compared to the total area inside the room. In this scenario, four walls and the floor will be considered to calculate the total area. Is it possible to do it in Blender?


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When I try adding an array modifier to a curve, it says that it "Cannot apply constructive modifiers on curve." I'm making a bezier curve which will be followed by the camera to make it seem as if the camera is "Walking", like a 1st person 3D animation. I made the first sequence of the curve but have no way of making it longer without individually modelling every single step throughout the walk path.

Is there any way to sort of array the curve to avoid this?


texts: How can I apply decimate modifier to multple files and save them as a different file automatically?

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I am developing a game where game consist lots of buildings. I finished modelling of buildings. But in optimization of game I understood that I need to use some thing like a LOD system. For that I want to export my buildings with decimated versions of them. Each buildings in different file.

Can I write a script that performs that operation automatically?

For example script can take a root file as input and iterates all the folder under root. Then exports all blend files with decimated versions.

I know python but I've never write script for blender.


texts: Ctrl+click is like Window's shift+click in the explorer - selects everything from point to point. Shift selects additively. What are the names of their controls in the preferences menu? I want to swap them (so that ctrl+click adds to selection).


texts: I need to join 2 different hair strands so they become a single strand, they are part of the same particle system. Any way to do this?


texts: Rendering single .exr from passes with different shaders?

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How can a single .exr containing all passes from a scene be created if certain passes have different shaders applied. For example the matte pass might have different color surface shaders while you need something like a lambert for the diffuse pass.

Is it possible to get all of the layers rendered even if they have different shaders into the same .exr file. If so how would it be set up?

I researched this as a Maya user looking for an alternative, only the most current version of Maya 2016 has this option or some of their more expensive renderer options like vray. (Maya 2016 .exr multi-pass option)

There is a tutorial here showing how matte passes would be handled in an older version of Maya with mental ray: Tutorial on multi-shader passes & .exr.
It renders out two .exr files, one for all of the main passes and one for a matte rgb pass. With this method you would have to create a seperate .exr for every pass that uses a different shader on a seperate render layer.


texts: Gradient shader according to the polygons size

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If I create a (very basic) gradient shader it's applied to the whole object the same way. Even if exists a different material for the small rectangle but same nodes I get the same result:

But, is there an automatic way to copy that nodes to a new material (in this case the drawer) and get the gradient according to the size of the polygons similar to this image?

I had to change the color ramp in the drawer material manually, but if the gradient could adapt to the size of the polygons it would be great.
Thanks!


texts: Is there a python command to package all the files in an existing .blend without it being opened?

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I was wondering if there was a python command that packs existing .blend files, without having to open them.
For example having a folder full of 3d models with textures, videos , music,  inside, I was wondering if we could all pack with a for loop without having to open 1x1 files.

Edit:

I simply ask if there is a python mode, through a for loop to access these .blend files already saved and in the case pack all the files inside them.
I would just like to run this from a script on any project, even empty in the case.

If it does not exist, I also accept this answer, provided it is a correct answer.


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in the case of arms legs eyes or things like those with symmetric can't be pasted reversed in IK mode?

I mean reversing the LocRot from one arm to another arm


texts: Why does my model reorient itself when I render it?

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It was facing in Y+ direction, so i turned it to X+ direction so that it fits my scene, but when i render it turns back around it sound stupid but i am not joking!

Here is the File


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I have a .jpg image that I want to used as a tiled texture for blender.
So I unwrapped my object (a cuboid with beveled edges) and added the image to the UV/Image editor. I clicked "Coordinates: Repeat" so that the image gets tiled.

Since I use Cycles Render, I added a node (image texture) and added the color output to the input of the Diffuse BSDF.
Unfortunately, the image is display skewed on the real object, though it is displayed corretly in the UV/image editor.

Here is a screenshot (skewed image left on the object, correct image right bottom in the UV editor):

How can the image be display correctly (unskewed) on the object? Thanks!


texts: How to set a “fake” dimension for an object?

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I have an object with dimensions (3, 1, 2).
This object will be exported as ".OBJ" to be used in a game.
But for collision purposes, I want this object to be inside an “invisible” box with size (3, 3, 3), like this:

How to preserve the current object appearance and export it as it has a dimension like a cube?


texts: Problem simulating rigid bodies for chains with compound shapes

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I've been trying this example from David here with compound shapes to create chains. https://blender.stackexchange.com/a/203405/66925
If I open the file, it works. But if I delete the bake and try to simulate it myself it all breaks apart. This is in Blender 2.92. Anyone know what's wrong? This is the same for my own simulations pretty much.


texts: Opened blender file, lost objects new to blender

texts: Hello all, I opened the blender file I was working on and it opened to the enclosed img. I am not sure why or how it opened into this and I am not sure how to return it to normal. Please help


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I've been learning to model for a year now on and off and I'm pretty good at making perfect quad organic shapes without any 6 sided or more poles. But I don't know how to make a proper sharp edge to a shape.

On the left, if I use sculpting tools, including smooth, the verts all want to collapse away from the tear edge.

On the right, the verts are stable but I have the undesired 6 sided pole.

How do I properly make this sharp edge shape?


texts: I'm trying to prototype models of spaceships that could be built in a voxel based game(think Space Engineers).  While this is fairly easy to do manually it would be much quicker if I could make all vertices snap to a 3D grid while extruding, scaling, etc.  I know you can do this for individual actions, but is there a global setting?  More precisely I want to ensure that the coordinates of any vertices are integer values.