texts: Menus without background and user pref have parts missing

texts:
In blender version 2.69 and 2.70 and 2.70a the menus have no background and I can't find out why.

This is most likely system-problem; not a direct Blender3D issue because this error happened when I updated to Linux Mint 16.

I assume that some library (python?) version causes this error.

I have been searching for two days without any hint regarding this error so a little help/hint is appreciated.

Image examples:


texts:
World,
i am fairly new to Blender, so please treat me as a noob.
I have the following scenario: I exported a Model from Google Maps, duplicated the model, created a UV Map of the new model, decimated the vertices, created one single material and backed the original texture on the duplicated model:

Afterwards, I added the Color correction nodes shown above.

My Problem is the following: how do I re-bake this new version of texture onto the model?
Or better: how do I extract the texture.png with the color corrected textures?
Is there a way or should I correct the color before I bake the original texture?
I would be happy about any help!


texts: How to add a shadeless texture over an existing texture?

texts: I have a model with a texture and a material. How can I add another texture that is shadeless over the existing texture and use it as a wireframe or other cool effects?


texts:
how can we animate a falloff graph (called map curve in bpy) , similar to the one in the vertex-group edit modifier?
Blender don't let me add any keyframe.. it seem to be impossible, please prove me wrong.


texts:
I keep coming across the same problem when modeling where I add an edge loop to get some detail in a certain area but i only need to for that area.

Underneath is an example of what I mean:

What is the right/best thing to do in this situation?

would it be best to go with an edge loop all the way around the model?
or maybe make a triangle in the corner?

Thanks for reading.


texts: How to load scripts into the Text Editor on startup?

texts:
I am trying to load a couple of simple python scripts on startup for later use.  I don't want to run the scripts on startup, I only want them available in the Text Editor so that I can quickly run them on demand, rather than search them out individually.  I have a simple script that loads 2 scripts from a file path.  It works if I run the script from the text editor or from the Python console, but the script will not run if I try to load it on startup.  This is on Mac OS.  Here is the script...

import bpy
bpy.ops.text.open(filepath="/Users/my_name/Documents/Blender/scripts/modules/Script1.py")
bpy.ops.text.open(filepath="/Users/my_name/Documents/Blender/scripts/modules/Script2.py")

This script is in my startup scripts directory, and does not execute but errors on the first line after the import bpy.  I want the 2 scripts in the file paths to appear in the Text Editor after Blender loads.  I can run these 2 commands in the Python console, or run this script from the Text Editor, and the scripts will load in the Text Editor.  But they will not load if I try to run this code at startup.

What is different when running this code on startup, from running it after startup?


texts: How do i made a vertex group for all objects

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I have several objects that all make up one big person. I want to rig this person but I can't because whenever I add a vertex group to weight paint, it only adds it to one of the objects. I don't understand how I'm supposed to rig several objects as one body (without merging it as one object, which I cannot do.)
Am I doing something wrong?? People act like weight painting is really simple but they always do it on one big mesh.
Edit: Also how do I attach a vertex group to a bone.


texts: I have just used CTRL+J to join some objects together. Now, when I go to select a separate sphere that is inside, but is still a separate object, it selects it all like it is in joined mode permanently. Now it seems I can not get out of the CTRL+J that I did earlier. Please help so I can select the objects separately. I shall put two screenshots up for comparison.


texts:
I am trying to figure out how to solve a rendering issue with using the Cloud Generator plugin.

The image below is the result of applying the cloud generator (addon that comes with Blender) to a square.

The like the result but I can't figure out why when I render it with Cycles that it has these weird edging artifacts, as I circled in my attached image.

Any help is appreciated. Thank you.


texts: Do I need to retopo ALL areas of my mesh?

texts: Trying to retopo my first character model. In hindsight, I might have layered things differently if I knew I'd end up here. But adding retopology to some areas of the mesh, like the inside of the hood and around the neck are too difficult to get the right angle. If I left some parts the way they are, would it be an issue later? Should I still be able to texture later on?


texts: I want to undo armature skinning I pressed ctrl z but didnt work since the file was saved and opened again so I think I lost the reversing by ctrl z function


texts: How to convert SFM models to Blender on a Mac?

texts: I want to convert some SFM models to Blender but all the conversion tools I can find (i.e. Crowbar) are for Windows only. Is there any way to port SFM models to Blender on a mac?


texts:
I have a scene with a cube inside an icosphere. the cube in the middle is my viewpoint object and i want to render a cube environment map. my environment is the textured inside of the icosphere and some other objects inside the icosphere. now my question is how can i achieve getting a blur effect on any of my objects inside the icosphere? if i put the objects i want blurred in another render layer and set up notes (blur) for it, it doesnt render the effects when i create the environment map.
is there any solution for me?


texts: Area Lamp in Viewport in Blender Internal Engine

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I want to ask is there any way to make area lamp visible in viewport in Blender Internal Engine(GLSL) in Blender 2.79.
I cannot use Blender 2.8 due to some hardware limitations that is why I use Blender 2.79 Internal and Game Engine for my animation stuff.
Summary__How to get area lamp in viewport in Blender Internal Engine GLSL.


texts: Particles: control conservation of momentum / inertia?

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In Maya there's an attribute to reduce the inertia of particles, it's called Conserve. If Conserve is 1, the particles obey Newtonian mechanics. If Conserve is zero, none of the momentum from the previous frame or substep is applied to the current frame. Fractional values of Conserve are similar to a global dampening effect, but it's not the same thing.
Can Blender do anything other than conserve 100% of particle velocity from the previous frame? I want to be able to apply a constant force on every frame, such that the particle velocity does not accumulate and particles do not have any inertia. If the force is turned off, the particles stop moving.
Thanks


texts: Cycles - Normal maps seam when baking HighPoly->LowPoly

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Yes, there are already plenty of similar questions here, none has an answer. The normals are inverted on my baked low-poly mesh :

I have this high poly mesh :

and this low poly mesh (the borders don't match exactly because this is a simplified scene, I deleted a lot of stuff) :

The low-poly UVs are decent (again, partial mesh only; seam selected) :

I baked the normals using Cycles, CPU only, both 8bit and floating-point textures. When connecting the normal map to the diffuse color, it gives this :

Ok, why not, that's how tangent space works.

However, when connecting to the diffuse's normal slot, it gives the image above. This one is NOT ok.

It seems that Cycles' baking tool does not use the same tangent basis than the renderer... Does anyone know a fix ?

.blend : http://pasteall.org/blend/index.php?id=43471


texts: Principled volume looks completely different between Eevee and Cycles

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I am having an issue getting a volume shader to render properly in cycles. It looks essentially how I expect it to in eevee, but for some reason the black part of the render becomes a little distorted splotch in the cycles render.
Can anyone explain why this happens?
I'll attach the blend file: HERE
Note: You'll have to bake the smoke sim yourself.
Viewport:

Eevee:

Cycles:


texts: My Character’s Armature keeps flying off the screen

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I have made a character on blender using the blender game engine. The character is rigged and weight painted properly.

However, when I set the armature to physics: character, and press p, the whole mesh and armature flies off the screen into the distance.

Is there anyway to fix this or am i missing something?


texts: Proportional edit mode can't be activated

texts: Need to grab that selected vertex that you can see on the screenshot using "Proportional Editing". However, even though I activated this mode, every time when I press "G" and try to grab the vertex, the circle of proportional editing does not appear. Initially, there was a thought that circle is large a little bit so I was trying to use a scroll to make it more small, but there is not circle at all. How to solve this issue?


texts: How to create the cap from Back to the future (lenticular)

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I want to create the cap from Back to the future
and i believe the color called "lenticular".

the color change per view like this i think.

this is the cap.

I hope someone can help me because i have no idea where to begin. ^^


texts:
Argh guys I need some help
I've made an alien world, got the lighting set up and I don't know how to the night lighting on the dark side of the planet. Does any know if there's a way to detect edges between one colour or another and apply a different material to it?
I'd use an earth map but the continents are not the same so it looks bad.
I don't think an image is going to help so...
Thanks


texts: "convert to" is not there in my blender 2.8 version

texts: In my blender 2.8 version the "convert to", which is present in Search option is not there.  What should I do?


texts: Dividing a model by intersecting geometry parts

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I want to "cut" my building model. This means creating edges everywhere where plane (or multiple planes) intersects with faces of my model. This is similar to 'Edge loop and slide' tool.

But 'Edge loop and slide' works only for primitive models unfortunately. My model is more complicated. Does blender have described tool? Or maybe someone knowns good addon for this?
Thanks in advance.


texts: Index Error: bpy_prop_collection[index]: index 0 out of range, size 0

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So, here's the code i'm trying to implement:

import bpy

#remember to bpy.ops.mesh.quads_convert_to_tris()

ob = bpy.data.objects

#create an output file
import os
file = open(os.path.splitext(bpy.data.filepath)[0] + ".txt", 'w')

for objects in ob:
    #get vertices, normals, and texCoords
    if(ob[objects.name].type == 'MESH'):
        for face in ob[objects.name].data.polygons:
            for vert, loop in zip(face.vertices, face.loop_indices):
                coord = ob[objects.name].data.vertices[vert].co
                normal = ob[objects.name].data.vertices[vert].normal
                layers = ob[objects.name].data.uv_layers
                for MeshUVLoopLayer in layers:
                    #the problem is here
                    uv = ob[objects.name].data.uv_layers[MeshUVLoopLayer.name].data[loop].uv
                    file.write("v {co.x} {co.y} {co.z}\nvn {n.x} {n.y} {n.z}\nvt {uv.x} {uv.y}\n".format(co=coord, n=normal, uv=uv))

this was working when i wasn't doing the for loop and it was '...uv_layers.active', but when i replaced it with what it is now i get this error.

i know the bpy_prop_collection isn't empty it should have two items in it and i checked it with the console using bpy.data.objects["Suzanne"].data.uv_layers.items() and it came out with UVMap and UVMap.001. Suzanne is the only object in the scene, plus it checks the objects first if they're meshes.

Any ideas, on what's causing the error? Or what i'm obviously doing wrong, but am completely oblivious to?


texts: 0 Weight Vertices still affecting deforming bones

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I have an issue with Automatic Weights with my human character, it fails. So I'm trying to weight paint manually, however strange things happen:

There's no weight painted under the neck. You don't have to care about other vertex groups, I already checked many times, there's no weight under the neck.

However when I rotate the neck bone, vertices at the end of the mesh still affecting on neck/head bones even it is 0 weighted:

I don't know why this happens, those vertices doesn't have any vertex group, all 0 weight painted.

What should I check to fix this issue? Any advice will very appreciate it!


texts: How to join objects without changing textures?

texts: When i connect my head object and my body object i lose the texture to my body


texts:
I have skybox texture which is a cubemap. Something like this:

Is there is any way to use such texture as world texture? It I just use this texture for world I get bad result:


texts: How to have a even thickness around the mesh

texts: Why the mesh not have even thickness all over the mesh with solidify modifier. At the bottom the rectangular shape its not having even thickness. I tried all the options in the solidify modifier (simple, complex) etc. All the face are all oriented in same direction. May i know whats going wrong with the mesh. Any suggestion or help. Thanks


texts: I tried to make the outer eye has a transparent effect / reflection so I add the glass material but the effect still has some blurry on it, how can I make the outer eye have a transparent and clear reflection (not blurry)? I've tried to add lighting, making the new object but it does not work


texts: Why is the applied image texture not stretched to the seam?

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I am yet to wrap my head around uv maps and unwrapping but what exactly should I do to make sure that the texture shows up all the way to the seam. I want the bottom part of the label image to align with the seam I've marked. As you can see the faces in the uv editor have texture showing all the way down to the bottom of the face, but on the can, the picture does stretch up to the seam and is filled with some black band at the bottom instead of the orange texture all the way to the seam. How do I go about doing that?
Thank you for you time people.


texts:
I'm making a spaceship scene, like there is an ship cutting through the sky and I want to make this effect: (look at wing tips)

I'm using old Blender v2.66 and Blender Render.

I think it's maybe possible with particles, but I don't know how.


texts: Does Blender meet SISO (Simulation Interoperability Standards Organization) standards?

texts: Does anyone know if Blender meets SISO (Simulation Interoperability Standards Organization) standards? As in, is Blender accepted as a model building software for simulation databases?


texts: How to add texture in archipack addon / problem with texturing

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i made a building in blender using archipack and i want to texture walls with my own texture, when im trying to texture it, it shows texture on only one wall. I'm a beginner, I was looking at some tutorials or other topics about it but i cannot find the answer. It looks like this:
https://imgur.com/a/1jfwNy5


texts:
Where is the Viewer node located at? Blender manual says it is an Output node but it is not under output.
I have blender 2.77.

Regards,
Koreenium


texts: How does blender calculate poseBone.matrix?

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How does blender calculate a poseBone.matrix through the hierarchy chain?
A bone's final matrix is a transformation matrix which defines the bone in armature-space in the current pose (M1). I want to calculate this from other matrices, given a really simple armature with two bones, the second bone parented to the first.

armature = bpy.data.objects["Armature"]
M0 = armature.pose.bones[0].matrix       #final matrix for the first bone
M1 = armature.pose.bones[1].matrix       #final matrix for the second bone

A bone's bind-pose or rest-pose matrix is its transformation from the armature origin:

l0 = armature.data.bones[0].matrix_local

I can calculate the local rest matrix relative to the bone's parent:

l1 = armature.data.bones[1].matrix_local * l0.copy().inverted()

I can seem to calculate the final matrix of the first bone (M0) like this:

b0 = armature.pose.bones[0].matrix_basis    #local bone transform
l0*b0    #this equals M0

However, if I want to calculate the second bone's matrix, which is parented to the first, I can not get the same M1 matrix back while trying this:

b1 = armature.pose.bones[1].matrix_basis    #local bone transform
l0*b0*l1*b1    #I wanted to go through the parent chain like this but couldn't get back M1

However, the resulting matrix has the rotation part of M1, but the translation part is different.

The reason I want to do this to see how to do a bone hierarchy system for myself, but I seem to be missing something.


texts: unexpected reactions in a quiet simple rigidbody physics simulation

texts:
Try the following scenario:

scene:
Add a cube; add a UVsphere; move sphere on X axis until less than half sphere intersects the cube. make a duplicate of sphere; apply boolean on cube (difference with sphere); add a plane; move it just a little below of them.

physics:
set rigidbody for all; adjust collision-shape (c.s) for plane=mesh; cutted-cube={chull, mesh) and sphere={sph, chull, mesh}. adjust mass to whatever you like; set in the world setting: check impulse; increase steps 300; iteration 50. play as you can.

Now check the following animations: Unfortunately we couldn't find a setting that makes this very simple physics working properly. The cube and sphere shouldn't react each other horizontally at all, bouncing should stop immediately! our simulations are just disappointing so far, for us :(

scaling objects even 20 times didn't work but added additional problems.

 original sizes

 all scaled 20 times

Note: there are some similar posts such as one of ours. here we aimed to go to details with a simplistic model possible. In complex simulations, such odd things are too hard to be seen. We think there should be quiet technical reasons for these unrealistic effects and hopefully a way to solve them.


texts: Particlesystem bugged // Evee Blender 2.8

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My Particle system is working fine but as soon as I try to render the animation all my particles get emitted at once.

Here is the particle distribution in the viewport as intended:

And this is what it looks like after rendering (it usually resets when I change the particle system settings but the glitch reappears after rendering)

but whenever I render the animation there's a hole in the prerendering of the particle movement and after stopping the render the particles all get emitted at once.

The timeline clearly shows that the particle system doesn't respond for at least 10 frames or so at the start of the animation although I set the starting frame of the particles to -100


texts: I need achieve the following effect that can be observed in the image. Is it possible?


texts: Is There a Way to Change a Prop with an Update Def without Calling the Update Def?

texts:
Is there a way to change a prop with an update def without calling the update def?

def update_prop(self, context):
    print ("update")
    if self.variable > 10:
        self.variable  = 10 #10 is a variable that changes in my code
    #i want to set the prop without recalling the update
    else:
        print("else")

class Props(bpy.types.PropertyGroup):

    bpy.types.Object.variable  = bpy.props.IntProperty(
        name="variable",
        default=0,
        min=0,
        update=update_prop,


texts: How do I remove modifiers from the modifier stack if they don't have an 'x' button?

texts:
Some modifiers, notably particle system do not have any "minus" sign that allows for them to be removed. I want to keep the fluid settings but remove the particle system and redo it as it has gotten messed up trying something. But I can't remove it.
My workaround at the moment is to save the settings and delete the whole model and reimport it - starting again simply to remove modifiers I don't want.
Any idea how to remove unremovable modifiers?


texts: Cycles nodes for viewing angle/making parts of mesh invisible

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I'm trying to create a material that causes parts of a mesh to become invisible when the camera view is past a certain angle.

[EDIT: New example including a node setup]

For example, when viewing a plane with this material, I want to make the parts outside of a central cone disappear. The following Suzanne is being viewed by the camera. The "cone" is 1/2 the viewport and she is completely inside it:

When I zoom in, parts of Suzanne that are outside the "cone" disappear. Here is the material view:

Here is the render view:

This is my current node setup:

This setup uses the camera view vector and computes the distance from the center to the shading point (sqrt(x**2+y**2)).

Is this a good way to go?


texts: Armature Flip Name does not really work (Blender 2.79)

texts:
I duplicated the bone then flip name, but it did not really work.
(Like the attached image below.)

The name of the bone was legUp.L.
After duplicating, the new bone's name was legUp.L.001.
Then I flipped name, and it became legUp.R.001.

Why didn't it remove .001?

Blender version:2.79


texts: I need the "extra" from the roof to be removed. For some reason I can't make this work with booleans. Thank you.


texts:
Is there a way for us to export Maya LT or Cinema4D Rig to Blender?
Even if we need to redo the controls, it'd be a great start!

Cheers


texts: How do I get the VR Scene Inspection add-on working with the Oculus Quest 2?

texts:
I am obviously missing something and need some help. When I run the blender_oculus.cmd (located in the Blender 2.90 folder) then the Oculus software launches (installed properly) and Blender launches (VR Scene Inspection add-on previously enabled). I open my Blender scene and then, in the VR tab, I make sure the camera is properly set and click Start VR Session.
After doing all this, I put on the Quest 2, which is properly linked to my PC (everything setup correctly to the best of my knowledge) and nothing happens. My Blender scene does not appear through the headset.
Did I perform all the steps? At this point should I be seeing my scene or is there something else in the workflow that I have failed to do?
Thanks in advance for the help,
Bryson


texts: Blender weight painting is offsetting mesh when adding automatic weights

texts: In the attached images, I have a mesh added with automatic weights to a model. When I paint the forearm to deform with the forearm bone, the mesh begins to offset. When it's not painted, it lines with with the armature. Any idea why this is happening? I checked to see if any other bones are effecting that part of the mesh and they aren't. This only happens on the forearm, the rest of the mesh deforms fine with the rest of the body when weight painted. I also tried adjust the scale of the shirt mesh and the model.


texts:
I'm working on a 2d animation using the grease pencil, I keep running into  a problem with the onion skinning function.
It has worked at points, So it definitely has to do with my actions. I just don't know what it is specifically. There was a point where it corrected itself but now it has resurfaced as a problem.
I have checked similar forums but with no success. I have onion skinning enabled in both summary and overlay. I do have multiple grease strokes, I don't know if that is the factor. Any help would be really appreciated. Thank you!
Please let me know what other info you might need...


texts: Simplify a complicated mesh for export as an STL

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ok so basically, I’m trying to make a mesh for the purposes of 3D printing. I started with an imported stl file and then did a bunch of sculpting to shape areas how I wanted. This has made the blender file huge and my computer hates me. Anyway I finally managed to get it to a stage where I could export the model as an stl file, however when my 3D printing software tries to process it can’t because the model has these points with an absurdly high concentration of vertices around the sculpting areas (most of it now essentially ‘inside’ the mesh). If I try to decimate the model or merge by distance its basically impossible to keep the overall quality. Is there any easy way just to make a new mesh using the ‘outside’ shape of the model? This will then be simplified and my 3D printing software will probably be able to handle it?
Thanks for anyone’s time who has read this


texts:
I´ve got a Problem with the rendering with my GPU (AMD Readon R9 280x) it is not the result compared to the CPU (Intel I7)

The 2 Pictures show the difference.

What can i do?

CPU renderd:

GPU rendered:


texts: Can Pycharm be used in animation node script?

texts:
Hil all,

i set pycharm up to write code for blender.
I can read code from blender text editor from pycharm and the console in blender prints out correctly, but i dont get any output from the script node in animation node.
Has someone a solution to use pycharm to work in animation node script?
Pycharm

Blender


texts: Whenever I see a professionally created rig like in animations , I see these king of rigs, but I didn't find any source of info to create these kind of rigs.


texts: Blender 2.92 Texture Baking black or very dark

texts:
Tried to bake a high Poly Asset to a low Poly Asset using Cycles. Face Orientation of both completely blue. Created Image Texture for the low poly and selected that one to be generated, and it is generating. However the output is either completely black, or a very dark representation of the high poly asset. For testing I have removed lighting and baked simple cube to another using diffuse with contribution set to color only (that worked). However in the wanted asset that baking process never succeds. Any suggestions?
Surely beginner issues I am facing but what is the secret of baking textures always successfully? My way obviously every each time causes new issues.
Settings so far:
Render Engine: Cycles
Bake Type: Diffuse/Combined
Contributions: Color on, Direct and Indirect off (also tried with on)
Material High Poly Mesh: Metallic 0, Specular 0 as well as Metallic 0.5 and Specular 0.5
Material Low Poly: same as High poly Mesh Material but an independent Copy.


texts:
I have a very detailed mesh (terrain surface), looking like this:

That I would like to give some volume to. A little bit like this:

However, I'm super new to Blender (especially in the modeling department), and I'm wondering if there a any modifier that would take care of this. Once again, the mesh is very detailed, so I would like to use a solution that would use few vertices, hopefully.

If no modifier exists for this kind of operation, how would one model this surface into a volume?

Thanks!


texts:
Why does the appearance change before and after rendering?
Even if I change the material, it will peeled off same place.

I'm a beginner so I don't know why...
Please confirm.

Before render

After render


texts: Python node that replaces itself in the editor with a group?

texts:
This might be a bit of a weird one, but I'm looking to write a Python node that will, upon a user's input of a folder path, replace itself with a node group that contains itself and other nodes based on the contents of the folder.  I'm trying to perform this transformation:

MyNode

User inputs folder path

MyNodeGroup:
    MyNode
    Other Nodes

Is this possible?

I imagine I'd have to create and instance the group immediately, then move my node into it along with any other new nodes that I need.  If it's not possible to move an existing node into a group, could I create an identical node and then delete the old?

Any advice on this problem is greatly appreciated!

Edit: Or, if groups are not the most appropriate mechanism for this, is it possible to maintain other nodes inside my node internally?


texts:
I am scripting Blender 2.81 to model scenes for my own renderer, with custom material nodes, which are defined as (MyRendererNodes and MyMaterialNode):

"Shader Editor" -> "Add" -> "MyRendererNodes" -> "MyMaterialNode".

This approach works fine for mesh objects, but cannot add any nodes to point objects (e.g. a point light source, created via "Object Mode" -> "Add" -> "Light" -> "Point").

How can I add custom material nodes to point objects?

One trivial workaround is to create a small mesh object (i.e. plane) and define my material nodes. But I would like more elegant ways to handle this issue.


texts:
My goal is to go from subdivide the coastline of Antarctica as such:

And manipulate and animate the pieces to move into this shape:

I am not sure if an Array modifier is the way to go. The act is as if I am slicing a pizza, but keeping the crust intact and then unraveling the crust into a straight line. **(this line is technically a series of 36 arcs)


texts: timing in physics simulations: per scene or per object?

texts:
In ref to a previous question
collision between RB and softbody objects?
lbalazscs kindly remarked I just noticed your video on flickr, I think it is pretty good, apart from the timing: the ball moves slowly, suggesting a large object, but the "jello mattress" moves fast, suggesting a smaller object.

This causes me to ask, is it actually possible to have 2 objects (interacting!) in a physics simulation, and have them running on different clocks, i.e. deliberately slowing down one object to give it the illusion of greater mass rather than just adding mass to its physical properties.  I thought there was only one master clock for the whole physics world.


texts:
Is there a way to import Sketchup scenes into Blender as cameras?

I can get the geometry into Blender without any problems; my issue is that I'd also like to bring along the scene viewpoint as a camera.

The data obtained from SketchUP API is like this:

mod = Sketchup.active_model
vue = mod.active_view
cam = vue.camera

cam.eye
> Point3d(240.719, -236.069, 102.276)

cam.target
> Point3d(-285.372, 553.004, -82.0446)

cam.fov
> 35.0

What is a convenient way to convert this into a new camera?


texts: Curved glass reflections in Glass material

texts:
Why is Glass material displayed fine on one object, but material with exactly the same settings shows some kind of nonsense on another? For example, glass of car. The one shown above has transparent glass, while the one below is black & has curved glass reflections.
I tried to add Subsurf, tried changing Light path settings, turned off Auto smooth, tried different glass settings, but nothing helped.
And this happens often. Please tell me what it depends on & how to fix it?


texts: Baking textures: Circular Reference in texture stack error

texts:
I'm getting this error when I try to bake textures on my model. It says "Circular reference in texture stack". I found some info on the net. It says I should disable a texture in the texture stack so Blender won't write the texture on itself. But I don't have any textures in the texture stack. I only have simple materials, no image textures. I'm using Blender Internal, 2.75a. So what should I do to bake the materials into textures? I'm attaching 2 screenshots. The texture is rendered partially, I don't know why. There should be more green and also white (there are two materials on the object, green and white), but it stopped halfway. Also note: I did make an empty image for each UV I unwrapped, before baking.

Screenshot 1:

Screenshot 2:


texts:
I'm following a tutorial and not getting the result I'm supposed to after applying the skin modifier.
Before applying the skin and mirror modifier:

After:

i get these bounding boxes around the mesh and cant select faces like i want to.

What I want:

This is what its supposed to look like according to the tutorial (You can select the smaller faces and there are no bounding boxes around the mesh)
I just started learning blender. If you want any details, do ask.
(I did read the docs on skin modifiers and also tried google.)
Thank you.


texts: What happens if I chose CPU, but with a GPU specified in settings?

texts: I have Lenovo Legion Y7000 with a Graphics card of 1060. In the System, Settings that you can chose what you want to render with CPU or GPU, I chose GPU, then on my right hand side are those tabs are a Camera Icon, under if you look for it, it says device. Under Render, Animation, and Audio. There's a drop down menu, choices between CPU and GPU. What happens if I chose CPU, but in my settings its as GPU.


texts: Get the rotation of an object in the game engine

texts:
How would I get an object's rotation and set that as another's velocity? Like if I had Object A, that has the rotation data, and Object B, the object to be moved. How would I get that working in python?

Because of some confusion, here's some of the code:

Gun = bpy.data.objects["Gun"]
rotationOfGun = Gun.globalOrientation


texts: Text to mesh > remesh not giving smooth enough results

texts:
I have followed every tutorial regarding text to mesh conversion and the topology cleanup but no matter what i try (remesh with smooth, solidify, shade smooth)
If i leave the bad topology, the mesh is smoothed very nicely:

Then I do the remesh, but no matter what values i try, it always looks as if the general shape didnt get translated smoothly:

Even if i turn on smooth shading and do the right click and go shade smooth, it still looks edgy

even though the mesh is quite dense:

No tutorial could help me fix this issue, all of them show the same procedure, is there a step in between I can add to fix this?
My goal is to turn and twist the mesh smoothly, so a dense mesh is not the problem for me, the non-smooth translation however is..
Anyone who can help?
EDIT Blend File:Text to Mesh Blender file
Appreciate your time!
Sincerely
Oz

Okay so I almost got it!
this time I did the following:

Remove all effects from the text (all bevel and extrudes).
convert to mesh.
add decimate modifier and select planar -apply it.
add another decimate this time select collapse and reduce just so u have the amount of letters in the face count e.g. if your word has 4 letters u want to end up with a face count of 4. this ensures that your have clean outlines for each letter.
go do edit mode, select all and extrude, make them as thick as you want.
while in edit mode, click on mesh > normals > recalculate outside.
Usually you only have to shade smooth now and it should look smooth but that where i am confused why the shading is still so weird.

I wanted to use this as a new starting point since this ensures the cleanest amount of faces to work with.
Any Ideas?


texts: Is there a way to convert a constraint to a keyframe?

texts:
I have a model in Blender with a full rig, including IK bones.
I also have a sword with two bones, on the top bone of the sword I have a set of constraints that copy the location and rotation of a child bone in the right hand.

The sword is then attached to the hand as expected. The second bone in the sword rig is the target for the left hand constraints that copy its location and rotation. In blender that works as expected.

I animate the primary rig right hand and the sword and the other hand moves as expected. The problem comes when I import the blender file into unity.

Unity is only seeing the right hand move but not the left. I can parent the sword to the right hand and it moves as expected. But the left hand data is not changing.

Back in blender I thought that if I were to select the left hand insert a keyframe (LocRotScale), when there was a keyframe for the right hand, that blender would then save the global position of the left hand, but when the new keyframe was inserted it had an orange line to the previous keyframe indicating that the position had not changed.

Is there away to get blender to save a keyframe for the left hand when the constraint moves it?


texts: How can I rename packed image files and then unpack all with new names?

texts:
I recently purchased a few scenes from BlenderMarket, but the textures all have nonsensical names, or names that would easily cause conflicts (like 002.jpg). I've been manually unpacking and renaming the texures, and then replacing them in the scene. Unfortunately this process is taking forever.
Here's an example.
Original Textures:

Renamed Textures (What I did manually):

What I really need is a way to automate this process, or just a less time consuming way to do it. If I can rename the textures packed into the file directly in blender, that would be awesome. Or if someone could point me to a script or addon that does this, that would also be great.
Thanks much.


texts: How do I use a UVmap in renderman for Blender?

texts: I am trying to render a model created using cycles in Renderman but the UV map doesn't show up.  Can anyone help me use the uv map please?


texts: How to make light behind black hole warp around it? (eevee)

texts: I made this black hole, but its pretty obvious that light doesn't warp around it and that i made the outer layer of the black hole as a separate layer. There are great tutorials on how to make the light warp around it, but they're all in cycles. How can i achieve this effect in eevee?


texts:
I use Blender to create my 3D models for my Android app that uses OpenGL ES. The default output format for a Wavefront file (.obj) is not compatible with my Wavefront file parser. How do I get Blender to output a Wavefront file that has the following elements:

All Verticies and Faces (faces as triangles, not quads)
Texture coordinates (UV Mapped)
Preprocessed Normals


texts:
I'm currently trying to spread pebbles along a plane using particle systems. Moreover, I wanted it so that it only spread on certain areas of the plane (which can be done using weight painting & adding a vertex group).

The problem is, whenever I tried to weight paint the plane, nothing shows up in my 3D viewport. No red/colors that usually appears during weight painting.

Please take a look at this 'blend file', and see what's wrong with my weight painting. I'm pretty confident that it should've worked like normal.


texts: Mesh is on the inside of the object in certain areas?

texts:
When I am zoomed in on the object the mesh seems to go inside of the object.

In a more zoomed out view you can start to see the mesh again.
I have changed the 'start' clipping distance to 0.001, however this doesn't seem to affect it very much.
What am I doing wrong?

Here is the file:


texts: How to center a cylinder on an existing hole in a mesh?

texts:
Given a project with many mesh objects which have the wrong size mounting holes, I've created a bored cylinder with the correct bore diameter, which I intend to boolean union in the existing holes.  However, I'm missing how to center the new piece on the existing holes.  There is a nice explanation [align two objects][1]][1] for centering objects, but I don't see how to modify the explanation to my problem.
Is there an easy way to align two objects on a specific axis?


texts:
I just wanted to ask if there is a way to animate the rotation of a particle system with keyframes. When I use the randomize bar in the rotation tab of the particle system everything works fine, but when I insert a keyframe it just stays that way and cannot be changed anymore.
Im just wondering because I was able to animate the scale without problems.


texts:
my blender crashes with out any warning message while baking high poly on low poly normals map in cycles.

Any way to make it work?

My hardware:

CPU: Intel(R) Core(TM) i5-8600K CPU @ 4.3 GHz 6 cores
Ram: 8.0 GB
GPU: NVIDIA GeForce GTX 970 Vram- 4.0 GB
OS: Win 10 64 bit.


texts: Is it possible to pin ALL panel sections?

texts:
Since moving from 2.79 to 2.9, one thing that bothers me about the new UI is that it takes more steps to find what I'm looking for in the Properties Panel (N Panel).
Each "section" (if that's what you call them) is contextual by default, unless you pin it. And that context varies based on which Tab is selected on the right of the panel.

I'm finding myself spending a lot of time combing through searching for sections I used to simply scroll down and expand as needed. In an attempt to improve this situation I've started pinning each section as I encounter it, but some are only visible under specific circumstances, so getting each to appear, pinning it, and then saving my Startup File is getting a bit tedious. Furthermore, this needs to be done not only in the Properties Panel, but the "N Panels" of the other editors as well, such as the Shader Editor, UV Editor, etc.
Is there a way to do one of the following?

Pin ALL panel sections with a setting or Python script
Set that part of the UI to a "legacy" mode so it behaves like 2.79
Solve this by some other means I haven't thought of (open to suggestions)

Thanks.


texts: Unable to select whole mesh in edit mode

texts:
Hi All,

There is probably a very simple answer to this. However when I enter edit mode I am unable to select my who mesh, only the ring of faces as shown below.

What am I doing wrong.

Cheers Aaron.


texts:
Hey everyone I am just trying to figure out a little problem... I have this looping animation where a ball comes out of a tube and goes in the other side.
In this scene I have made 4 instances of the original collection with the animation, I am curious if it is possible to offset the keyframes to these instances so you get a nice variation between them ?


texts: Can't use sculpt brushes unless I press control

texts: For some reason whenever I try to sculpt in blender it won't do anything to the object unless I hold ctrl while I sculpt. The smoothing tool works too but nothing else does.


texts:
I'm new to blender and I tried to follow a tutorial on how to create a house. I unwrapped the and baked the textures in blender cycles, then assigned it onto a material in blender render. The texture just becomes all deformed.

.blend file


texts: Controlling saturation on scene referred data

texts:
As troy_s mentioned in his answer about CDL node, Saturation is part of ASC CDL, but blender doesn't incorporate it in the CDL node. And

  to control saturation on scene referred data a custom node group needs
  to be created to operate after the CDL node.

So, I searched about it on internet and found that:

  A fourth parameter “Saturation” is achieved by converting the out.rgb
  data in a Luma and Chroma component. The Chroma Signal is then
  multiplied by the “Saturation” parameter.

I created this nodes and they seems work, but I'm not sure about math, is it the right way to control saturation?


texts:
Hey i have created an underground tunnel in blender and i want to export it in collada format in blender for using it in my scenekit project but when i export collada file in blender it losses all textures and lights materials which i rendered in blender .You can see in this image i rendered in blender
After exporting to collada format it looks like this
Can some one explain how to export collada files which should be completely like original blender rendered....thanks


texts: What's the difference between Glossy and Glass shaders in Eevee? Also What's the difference between Glossy and Glass shaders and Roughness parameter in Princepled BSDF shader?


texts: Driver "Transform space" option is mixing different rotations

texts:
When frame is switching from 5 to 6, red monkey weirdly flips and green rotates well.
Red one is using empty's X rot Transform space as variable. Green - empty's data path of X rot.

Empty is keyframed for all rotation channels and it seems that Driver is mixing them like as World space

You can see how drastically driver value has changed (from 2.896 to -0.246), while empty was barely rotating

Is it a normal behaviour? And should I always stick to data path connection for driver in similiar cases?


texts: Smoke + fire simulation disappears after baking noise

texts:
After I bake my noise there is nothing to see anymore.
I can only see it with color mapping on under viewport display. But that doesn't help me with the render.
In viewport with color mapping on:

In material preview:


texts: How to emulate tracking to objects like the 'Nokia snake game'?

texts:
Not sure if this question has already been asked, have looked around.

I'm hoping to track objects to a specific position, in a chain or a link behind the  main object(enemy) when they have been sensed or "picked-up" by the enemy.

Something like this:

I've tried using constraints:

(bge.logic.nuke) = (bge.logic.nuke). constraints.new (type= 'TRACK_TO')
(bge.logic.nuke).target = context.scene.objects.get("bullseye")

To attempt to track the object 'nuke' to the 'bullseye' once sensed by the 'bullseye'.

However, this doesn't seem to be an attribute in the bge module.I know I've done something wrong:

  AttributeError: 'list' object has no attribute 'constraints'
  Python script error - object 'Empty', controller 'Python':
  Traceback (most recent call last):

Does anyone have any idea of any solutions?

Much appreciated, thanks.


texts: Have blender automatically monitor textures for changes?

texts:
Currently my workflow consists of photoshop on one monitor and Blender on the other. Whenever I save in Photoshop, I have to manually switch to blender and do Alt-R to reload the texture which can be quite annoying.

Is it possible to have Blender monitor the files for changes and automatically refresh the textures whenever changes are detected? This would make my workflow a lot more efficient.


texts: Object Becoming Transparent When Rendered

texts:
When I preview the render of my shot the skateboard/skateboard texture is transparent when it should be solid. The second picture is what it should(?) look like. As to how I set the scene up; I motion tracked the clip and used a floor that was generated by that. I imported the skateboard model. Using cycles render I made a new material and set the color to image texture and used the texture image that came with the model. After following a few tutorials a set up the three nodes belows.
Any help is greatly appreciated.


texts:
Apologies in advance for the Eevee question... but!...now that the releases are getting more stable, I'm messing around with it and wondering if anyone has gotten an alpha channel/transparency mix shader to work with it.

Usual setup doesn't seem to work. It looks liek there was a transparency socket at some point, but not now, and plugging the alpha into the transmission does nothing.


texts: Change edge information display in Blender 2.80 with python

texts:
I am currently porting my personal addons to Blender 2.8 and this used to work fine in 2.79:

me = bpy.context.object.data
bm = bmesh.from_edit_mesh(me)
me.show_edge_seams = True
me.show_edge_crease = False
me.show_edge_sharp = False
me.show_edge_bevel_weight = False

In 2.8 this does not work anymore. It seems to be an option of the overlay system now but I can't find any python documentation about it (I know, probably too early). Does anybody know how to access the edges view state in 2.8 with python? Thanks!


texts: I have an animation of my character holding a lamp with the right hand. I want to mirror this animation to get my character holding a lamp with the left hand. For each frame I can copy pose and paste it x-flipped. However, I've got many frames and it will take a long time to perform such operation for each frame. Is there any way to do it faster?


texts: Hey guys I am trying to change my characters rest position from an A pose to a T pose. I tried posing the character in a T pose, then hitting CTRL A and 'Apply pose as rest pose', but then the mesh turns to an A pose while the rig stays as a T pose. Any suggestions? thanks


texts:
I've been trying to generalize the solution to this question: Using python to create a curve and attach its endpoints with hooks to two spheres, so that it can work on an arbitrarily long bezier curve, but I can't seem to get the hook_assign() function to work right. (See also How to use bpy ops that take a modifier Enum as an argument?)

When I print the state of .select_control_point for each point on the curve before (or after) I call the hook_assign function, the console output looks right except the function still returns Warning: Requires selected vertices or active vertex group.

Below the code is some sample console feedback.

noodcurv = bpy.data.curves.new('noodcurve', type='CURVE')       #create a new curve
noodcurv.dimensions = '3D'                                      #set some settings
noodcurv.resolution_u = 2
noodcurv.bevel_object = bevob
noodcurv.use_fill_caps = True

bez = noodcurv.splines.new('BEZIER')                            #create a new spline
bez.bezier_points.add(len(coords)-1)                            #add points
for k, coord in enumerate(coords):                              #set coordinates & handles
    p = bez.bezier_points[k]
    p.co = coord
    p.handle_right_type = 'VECTOR'                              #or 'AUTOMATIC', 'ALIGNED', 'FREE_ALIGN'
    p.handle_left_type = 'VECTOR'

noodcurvobj = bpy.data.objects.new('noodcurve', noodcurv)       #create object
modnames = ['hook.'+str(k).zfill(3) for k in range(len(coords))] #create modifier names

for k, coord in enumerate(coords):                              #create modifiers & set Parent Object
    noodcurvobj.modifiers.new(modnames[k], type='HOOK')
    noodcurvobj.modifiers[modnames[k]].object = bpy.context.scene.objects['link'+modnames[k][4:]]

scn = bpy.context.scene                                         #scene variable
scn.objects.link(noodcurvobj)                                   #link to scene & activate
scn.objects.active = noodcurvobj

bez.bezier_points[0].select_control_point = True                #this fixes the warning!?

bpy.ops.object.mode_set(mode='EDIT')                            #change context
for k, coord in enumerate(coords):                              #assign points to modifiers
    p = bez.bezier_points[k]                                    #assign points to variables
    p.select_control_point = True
    for q,t in enumerate(bez.bezier_points):                    #debugging check
        print('control point: ', q, ' is', t.select_control_point)
    bpy.ops.object.hook_assign(modifier=modnames[k])            #assign vextex to modifier
    p.select_control_point = False

bpy.ops.object.mode_set(mode='OBJECT')

Some of the console output:

control point:  0  is True
control point:  1  is False
control point:  2  is False
control point:  3  is False
control point:  4  is False
Warning: Requires selected vertices or active vertex group

control point:  0  is False
control point:  1  is True
control point:  2  is False
control point:  3  is False
control point:  4  is False
Warning: Requires selected vertices or active vertex group

control point:  0  is False
control point:  1  is False
control point:  2  is True
control point:  3  is False
control point:  4  is False
Warning: Requires selected vertices or active vertex group
...

(I know it'd be better if I could use one loop instead of three, but as I ran into problems I kept rearranging stuff to more closely mimic the original answer, and at this point I'm out of ideas!)

I also noticed that if I set .select_control_point = True for one or more points before I enter the third loop, the warnings go away and the modifiers are all assigned to whatever control point(s) I selected before the loop (even though the console output will indicate I'm still stepping through the selected points correctly).

So what am I missing?


texts: Use top-left corner as origin in Blender's camera

texts:
I'm trying to convert calibration matrix to Blender's camera as the reference document in here: http://ksimek.github.io/2012/08/14/decompose/

It looks Blender camera uses bot-left corner as origin in image space.

Is there a good way to convert this?

Here is my solution.

CAMERA K

    scene = bpy.context.scene
render = bpy.context.scene.render

#-----------------------------------------------
# view port

render.engine = 'CYCLES'
render.filepath = '//'
render.resolution_x = imgWidth
render.resolution_y = imgHeight
render.resolution_percentage = 100

scene.cycles.device = 'GPU'

#-----------------------------------------------
# K
camdata = bpy.data.cameras.new('cameraData')
camdata.lens_unit = 'FOV'

f = float(K[0,0])
fx = float(K[0,0])
fy = float(K[1,1])
ppx = float(K[0,2])
ppy = float(K[1,2])

maxdim = max(render.resolution_x,render.resolution_y)

#camdata.angle = 2*math.atan(0.5*maxdim/f)
camdata.angle_x=2*math.atan(0.5*render.resolution_x/fx);
camdata.angle_y=2*math.atan(0.5*render.resolution_y/fy);

# the unit of shiftXY is FOV unit (Lens Shift)
camdata.shift_x = (ppx - render.resolution_x/2.0)/maxdim
camdata.shift_y = (ppy- render.resolution_y/2.0)/maxdim

camdata.dof_distance = 0.0
camdata.clip_end = 1000.0

#-----------------------------------------
# OBJECT TYPE
cam = bpy.data.objects.new('camera', camdata)
#
# flip axis to top-left
cam.scale=(1,-1,-1);

Extrinsic R|t

Assume all your frame shares using same camera and I add object axis to handle camera rotation. It seems difficult to directly insert R|t matrix into camera object.
Also, please note that the initial order of the rotation and location parameter does matter.

    # extrinsic matrix
    all_wrtx,all_fid = top.loadALLWxyzRt(camDIR);

S=bpy.data.scenes['Scene'];
S.frame_start=1;
S.frame_end=len(all_fid);

D = bpy.data

for o in D.objects:
    o.select=False;

D.objects['objRoot'].select=True

for i in range(0,len(all_fid)):

    fid = all_fid[i];

    wxyz=all_wrtx[i][0];
    rt=all_wrtx[i][1];

    S.frame_current=fid;

    # set R
    root.rotation_mode='AXIS_ANGLE';
    root.rotation_axis_angle=(wxyz[0],wxyz[1],wxyz[2],wxyz[3]);

    # set Rt
    root.location=(rt[0],rt[1],rt[2]);

    bpy.ops.anim.keyframe_insert_menu(type='LocRotScale');


texts: Object visible in Outliner but not in 3D Viewport

texts: As you can see from the photo, there are 3 objects in the Outliner that don't show up in the viewport, while I was preparing the rest of the donuts, they just got lost in the middle of the process, and I couldn't find them after that, however they appeared in the rendered image.


texts: Why is part of mesh deformed by IK Constraints

texts:
I have been learning to model characters in Blender for the last week or so and am stuck with my 4th attempt and really don't want to start again when I am close to getting it to do everything it should this time.

My problem is that the waist (torso) area of the character has become deformed since adding IK Constraints for the lower legs. I have had to set the chain length to 2 for these constraints so that when I drag the torso bone up and down again the whole body jumps and lands on the ground naturally (arms and legs behave as expected when jumping) as if the character has jumped by itself.

If I set chain length to any other value other than 2 the waist deformation problem goes away but then the feet don't bounce back when landing on the floor. They goes through the floor instead.

I have tried changing different settings regarding the constraints but no matter what I change I can't keep the effect when landing as it is currently is at 2 and also fix the waist problem.

Any ideas what I can try please?

Link to .blend:


texts: Is there a way to export the names (Vertex Group Names) and location of vertices in list format?

texts:
The background:

Each single vertex has is its own vertex group (single vertex). Why? I need each vertex to have its own name, the only way to name a vertex in Blender is to give it a vertex group which names it. There are 109 vertices on my model, The names I've given them are numerical (0-108), but as you know they could be named anything such as: Vertex 1 or Vert or nbmrr etc.

Is it possible to export each vertex location and its given vertex group name in a list format in txt?

Example:

0 - (x0.5 y-2.4 z3.9)

1 - (x5 y7 z1)

2 - (x17 y2 z-1.9)

The true formatting would need to looks like this:

That code is from a program called BeamNG and the format is called jbeam. The


texts:
I was exporting the fluid as an .abc file and then reimporting it, hoping I could have it collide with my cloth. I know that the cloth would not affect the fluid this way but I thought the fluid could at least affect the cloth.

I tried baking the fluid animation to keyframes but I am failing at that already apparently. The other day I could export it as an .mdd file and I think that I had it keyframed when I reimported it, but I get an error message both  on export and import of mdd.

Maybe .abc/alembic cache is the better way to export that anyways, but, as I said, how can I have it affect my stupid cloth simulation?


texts: Boolean modifier with complex object (hole punching) makes blender go on its knees

texts:
I am creating a hole pattern in this flattened cube using an object to subtract it with (boolean modifier) consisting of a lot of cylinders.

The cylinders uses two array modifiers, one that iterates in one width and one in another, creating a matrix of objects.

153 seconds after I added the boolean modifier, I got control back.
(When I have been running a similar scene on a macbook pro, blender crashed).

Applying the modifier takes the same amount of time. When the cylinders has been removed, the scene seems to be workable. Manipulating it will not cause wait time.

Is there an alternative method of achieving a hole pattern like this?

People have talked about faking the pattern with a shader.
Is that the way to do it? How would I do that?


texts:
I want to know how to reverse a 3d model,for example some guys develop scripts and tools to extract 3d models from video games and then convert them to obj and stuff.I have no knowledge in these things apart from making edits using blender.
So i wanna know where do i start to learn 3d model reversing.


texts: Eevee Render is brighter than 3d viewport display

texts: Render is brighter than what I see in 3d viewport. No compositing


texts: I'm very new to Blender. After creating this chair, I added a flat plain for the ground and have confirmed the my chair is snapped to the ground plain. When I added a light, I noticed the shadows are detached from the chair legs, as if it were hovering above the ground. Any idea what may be causing this?


texts: I've heard that it should be in the output but it's not there. It just has material output. I've enabled node wrangler which I've read should make the viewer node visible.


texts: Novice - How cut littles holes symmetrically on a cube

texts:
novice here. I want to make 3D mattress, and I want to simulate the mattress cover like on this picture:

I want to add this little holes symmetrically around my cube. What is the easiest method to do this?


texts: Origin Point is rotating with the camera

texts:
I just have a problem with origin point, I searched for 4 days now and this seems to be the only place where people could help.

I cant move objects properly because the axes are not static, they move with camera. Its like the Origin Point itself is rotating with the camera.

Is there a way to reset this back to normal?


texts:
I'm brand new to Blender. Had used KDenlive for video editing a couple times, but it wouldn't handle the large file (30 minutes) I'm working with now. I keep web-searching & keep finding adjacent things or old answers to different versions of Blender.

So I have the 30 minute video. I deleted the first minute. I cut out a 2-3 minute section, and I want to export that section as a .mp4 or... webm or whatever is recommended nowadays.

So I just keep poking around and getting overwhelmed. What/where do I click to export this first little section to video? (and I assume it would be similar for exporting the full thing as a video file?)

Thanks


texts:
Can I animate rigid bodies using keyframes to enable and disable the "dynamic" checkbox, and if so, is it possible with multiple selected objects?

My project is a ball that collides with a wall, but first encapsulates it with a wall, creating breakage and cracks, after the total collapse.

what I tried:

after cell fracture calculation, I selected the various pieces, all together
then, I first tried to give the rigid ACTIVE body,
then in the left panel, section " PHYSICS ", I clicked on" COPY FROM ACTIVE ",
then in the right panel, in the" rigid body "section, right click the mouse, click the "dynamic" check and
then" insert keyframe ",
then right click again on "dynamic" and clicked "copy to selected",

and so on the various frames, to turn it on and off, but the problem is that during keyframing, when I start from the first frame and i press PLAY, some pieces follow keyframe, the rest falls following physics

why is this happening? how can I fix it?


texts: I created a t shirt and I applied normal maps and displacements to make it look more like a cotton but what i wanna do now is i wanna add a logo on the chest. How can I do it? Thank you alot for any response. Pictures below:


texts: Object exported as Obj looses textures in Unity

texts:
So I recently got into blender/unity in order to create 3D Models. I'm still learning the ropes and have started to run into some issues that I'm unsure how to fix.

Here's what's going on. I have a model that I imported into Blender that I ripped off an N64 Game (Banjo Kazooie). I have textured the model, rigged the model, and weight-painted the model. All is well so far. Here's where the issue comes. When I try to import it into Unity as an .obj file, it loses all texture.

That's fine because I've re-textured .obj's before and kinda expected it to happen. However, when trying to re-texture it, this happens: https://gfycat.com/IcyWillingAcornwoodpecker

How would I go about fixing this issue? Here's a screenshot of what I have in blender currently:

As I stated, I'm still quite new, so if you could be as precise in your answer as possible, that would be very much appreciated. Thanks!


texts: Why am I getting banded stripes in my reflections?

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I've been using blender for about a week, so I'm still very much a beginner - I'm trying to make a roll of plastic for my website, I'm having a problem though, in that my reflections are showing strange bands.

I'm aware that I need to increase my render samples (the screenshot is to illustrate the problem), but this doesn't remedy the problem.

Anybody got any ideas?


texts: Edit mode 2.91 very slow and cpu intensive compared to 2.79

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It took me a while to move over to the new Blender version. Got my hotkeys changed and activated my favorite plugins. What I noticed is with relatively low poly objects (100k) the edit mode is incredibly slow and unresponsive compared to blender 2.79.
Just grabbing a vertex and moving it feels sluggish, selecting also. When grabbing a few (10) vertices and moving them around continuously my cpu is between 15-30% and response is quite slow. Doing the same in 2.79 it is fast and cpu sits around a comfortably 2-5%. The graphics card is idling at 20+/-Mhz and only increases in speed (2500+) when I move around in the viewport.
For the same operation Blender 2.91 uses 10 cores at 100% compared to 1 or 2 cores in Blender 2.79.
I also tried the same things without any plugins active (deleted my user profile). Turning of AA does nothing, but that is to be expected since that only increases the GPU load.
I don't have any modifiers active on the model. Turning on a simple subsurf (resolution 1) in 2.91 increases my ram usages to 18GB with only 750k vertices compared to Blender 2.79 where it goes from perhaps 400MB to 600MB.
What could I change to get a more responsive Blender, as it is now I can't consider 2.91 to work with; it seems horribly broken.
My system is:

R9 3950x stock
AMD RX 6900 XT stock
32G 3600 c15 memory
Windows 10 Pro, probably latest update as of now.

Edit 3
Also tested it on my old (and slow) laptop

i7 6700HQ
Nvidia 960M
16GB memory
Windows 10 Pro latest updates

Small edit: the performance while not editing, like moving the view in the viewport is very fluid and not a problem.
Another edit: Things like limited dissolve are a magnitude faster in Blender 2.79. I think that the developers of Blender should first focus on getting reasonable performance (increase it by a minimum of 10 and decrease memory usage by the same amount) before it is anywhere usable. I think doing some minimal research on time complexities of algorithms might solve a lot of their problems https://en.wikipedia.org/wiki/Time_complexity#Table_of_common_time_complexities
Something tells me it has something to do with that.
I'll stick with the old Blender for now for cleaning up models before printing...
Just to note, sculpting is lightning fast; at this point I'm clueless why normal editing is so slow.


texts: Is possible to use 2 normal maps on the same model?

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I can use to texture a model the normal map of the model and also the normal map of the material/texture ?(This is correct or i am thinking  wrong?).

FOR EXAMPLE :
I have a brick and a coppy it to create details ,some cracks,and than i create a normal map.I waht to add also a texture(normal map) to give a porous look.Is this possible?


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Can someone explain why when I create a lattice and a cube as separate objects, i.e., the cube isn't controlled by the lattice, and make them both soft bodies and give them the same parameters in the Soft Body panel in the Physics properties, the lattice just crumples and collapses while the cube bounces around.

If I turn on Stiff Quads for the lattice then it behaves more like the cube. But not quite, the surface of the cube wiggles around a lot.  Both have been subdivided so that they are 6 squares across (the lattice with U, V, and W set to 7).

In the Object Data for the lattice I also turned on Outside but that doesn't help.  I would have thought that with that it would act like a soft body cube.


texts: Why do these objects appear to scatter across the screen?

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I'm trying physics in blender for the first time. I have the keys set in a floating position, and I'd like them to rest as they would in real life.

I've added a dynamic rigid body to each of the keys, with a mass of 0.008 kg. The keyring has a rigid body as well, but I've unchecked the dynamic checkbox, per a tutorial.

Unfortunately, the keys appear to explode across the screen when I hit play:

Someone suggested I turn down the sensitivity margin from the default, but using 0 nor 0.001 has made a difference.
What's wrong here? Thanks in advance!


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I have a mesh and when I access edit mode I can select a vert, but how can I see what verts it is? Because the "Verts:1/2712" will always stay 1.
I don't want to see how many I have selected, but the number of the one I have selected.
So when I have a mesh with 2715 vertices, and when I select the last, then I want to see: '2715'.

A screen of when I want to see the vert:


texts: Copying from the info header in Blender 2.8

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I'm just getting started with trying to script with Blender (currently in 2.8), but, in the very first steps I'm really confused why the command directly copied from the info header doesn't work. It is the code that Blender ran, and it's not working in the interactive console.

EDIT: It seems that the interactive console is giving the wrong context while we switch our mouse location from the properties panel to the interactive console, i.e. the context changes when we change our mouse location to various viewports of the blender file. So, How do we set the context for the specific parts of the viewport? In this case, to the properties panel. If possible please provide a list of all the possible values that can be input, or possibly a link to it.


texts: How can import a mesh from blender to UE4 without losing parented sub meshes like eyes?

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I am trying to import a character from blender to unreal engine, the animations are in good shape as well as the base mesh, but my problem is the eyes, whenever I import it , the eyes are missing. I've been trying to find a way but no hope up until now. I have attached 2 pictures regarding the issue. I'm still a beginner and trying to learn.
Any advice/help is much appreciated. Thanks in advance.


texts: Transform tool in sculpt mode deforms the object

texts: I am trying to rotate an object around 3D cursor in sculpt mode but when I do this, the object is getting squished. Getting similar results while I scale the object as well. Any idea as to why this is happening? I though Transform tools are suppose to just do that and not modify the mesh.


texts: How to get rid of the space between the edge of the camera render area and the actual viewport?

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For some unknown reason, blender decided to put an enormous space between the edge of the viewport and the render area of the camera (see image). How  do I get rid of this? I increased the resolution of the render and the scaling, but it seems to do nothing at all. I also changed the focal length of the camera and tried to zoom in and out. Nothing.

Also, this appears to be the default way the camera is set up on every blender scene. How can I change the defaults too ?


texts: Basic fluid - inflow too small to generate fluid or generated fluid too thick

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I'm setting up a fluid simulation, and it seems like inflow is too small to generate any fluid, or generated fluid too thick(too much).

This is the setting of the simulation:

Inflow
Volume Initialization: Shell
Export Animated Mesh: Checked
Inflow Velocity: Y -200

Domain
Final Resolution: 200
Preview: 100
Time Start: 0
End: 32
Speed: 1

Outflow (2 outflows)
Export Animated Mesh: Unchecked

Scene gravity: Y -2, Z -9.8

https://www.dropbox.com/s/3i7j83qifddrfnt/water_simul_new.blend?dl=0

I'm making a simulation of about 32 seconds, and I'd like to make fluid to wave slowly through y-axis.

I found out inflow object is too small to generate anything(no fluid at all or fluid stuck in outflow object) or generates too much fluid after I scale up the object (scale applied well).

Settings are always mostly similar. I'm only controlling inflow object's scale or Final Resolution.

Is there any way I can make small fluid coming forward from far away? Right now the blend file shows too many fluids.

Thank you!


texts: Load and Save Animation directly to a character? Like Shape Keys for different files?

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For example i have a empty file, with only my figure. I give the figure some standard animations like run, walk, drink, etc. Because i don't want to animate the whole walk movement again and again. So every animation is looping.
Is it possible, to save these loop animations directly to a character? So that i can import this character with animation into other scenes and make the same character 30 times in the scene and say you use the walking animation, you the sit and drink animation, you make this and this? Without making every animation again?
I hope you understand what i mean. To save this animation like a shape key, like a yes or no thing. Where i only have to say, animation 1 repeat from 150 to 200 frame, then animation 3 repeat from 300 to 380 frame, etc.
For example, I choose a character, move the whole character from a to b and then i tick a field like walk animation and the character use the walk animation from a to b. Then the walk stop and a unique animation start, which i only create for this scene, after this there is a new walk process and i tick the field for walking again. Actually i animate every walking after a unique scene like talking complete new.


texts: Setting animation for Bend4Web with curve extruding

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Hello, I am trying to export the animation I done with mesh extruding along curve  in Blend4Web, actually I have set all the object element to export shape keys as I thought this was the problem but it wont work.

Can someone explain what I am doing wrong here please?
Thank you very much for your time


texts: Fluid sim silently fails at high resolution

texts: When I push the resolution of my fluid sim to say 300 or more it will run for a while - about an hour then just quit, no errors. The remaining frames are not simulated and the domain turns back to a solid cube in those frames. At lower res it works fine. It does the same in blender 2.79 and 2.80. Not sure whats going on...


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How to quickly make this shape?
How to build that very quickly ? ; )


texts: When building/compiling flip fluids, I just get a bunch of error s and a weird, partial build

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Like the title states, when building flip fluid I get a partial build that can be installed as an add on into blender, but when I try to bake a sim it tells me that it cant find "libblpyfluid.dll" and when I look for any type of fluid file, its missing. Hopefully someone can help, thanks! Here's what I get when building/compiling (I put it in a text file so its much easier to read):
https://drive.google.com/open?id=120t0U87DNAMqeXcSUOBgGHiLs-p6Pjxa


texts: Copy transforms Constraint gives strange scaling and transforms?

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I am using a Copy transform Constraint , But when I apply it this happens .

I am trying to avoid , of course the mag stretching . BUT I have tried using Only, copy rot and Loc. That miserably fails because it moves the armature to the middle of nowhere, and rotates it awkwardly.

I am also trying to avoid Any scaling, I have applied Scale, to the armature and mesh, but that dos not work.

I have tried using "child of", It works but it doesn't follow it. It moves with it but lags behind and just doesn't cooperate with me.


texts: How can I create a shortcut to Shadeless?

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I would like to create a shortcut to Shadeless.
Is it possible? or is scripting required for something like that?


texts: AN Loft Splines not observing vertex hooks

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I posted this to Blender Bug Report but they said it was in the wrong place so I thought I'd try here. https://developer.blender.org/T53998
I see now from their comment it's actually from Jacques Lucke's AN addon...
https://github.com/JacquesLucke/animation_nodes

Animation Nodes ~ Loft Splines
http://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/spline/loft_splines.html

I am able to change the vertex of the loft's source splines and see the generated mesh morph as expected.

I'm also able to use Hooks to move a point of that surface control curve like this demonstration.
https://www.youtube.com/watch?v=6Hn3YY0Vgbo

Unfortunately the curve moves independently and even offsets after hooking when moving the vertex in edit mode. It actually jumps to a different location in edit mode after being moved by the hook control mesh.

My guess is the animation node should appear in the modifiers and then I can put the order of the hook before it.

Maybe there is really a bug there, or it's super unclear what to do so maybe a toggle is needed somewhere (either in Splines from Object or the Hook modifier) to enable this to be even more procedural by allowing vertex hooks changes/animation to be observed by the animation nodes Loft Spline node.


texts: Shortcut to change Type of Sequencer View

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There's three buttons in the VSE header that let you turn on/off the preview and sequencer:

Do these have a keyboard shortcut?  And if no, is it possible to set one up?


texts: So I have this shape that I want to turn into a sign.I want to make a black frame around this on these selected edges using materials.How can I make the edges look like an actual frame in object mode?


texts: VSE: disable snapping to frames for sound?

texts: Is there any way to move a sound strip or slide its content without snapping it to the frames? It makes no sense for a sound strip to behave like that.


texts: Is there any way to save my screen layouts across projects?

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I want to save my screen layouts like "Default", "Scripting", "Animation", etc. across projects. Meaning that if I update it one place, it will update across all projects (just like how changing "user preferences" works).

I know I can save a startup .blend with customized layouts. But I work on 2 projects at the same time, thus I need to sync the layouts.

Edit: What I need is being able to change the layout in project #1. Then it would update across project #2 and project #3 as well. It doesn't have to simultaneous - it's ok if I need to reopen project #2 and project #3. But I don't wish to change layout in project #1, then make the same changes in the startup-file (thus twice the work).


texts: Is there a way to make gradient shadows?

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Fairly new Blender user here. I'm using Blender Render for this next project of mine and I'm wondering if there is a way to make smoother shadows for these arches.

As you can see, within the arches, each block seems to get less dark, as opposed to a smooth shadow. It might have something to do with how it's built. It is three different pieces, the arches themselves, the block roof and some cubes that fill in the empty space.

Being new, I couldn't really figure out how else to do it, but any input you guys might have would be great! Thanks!


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Above is the issue I am having.
I would like to edit the path as below:

In the second gif, I can use the move tool to taper and bend the hair. This is what I would like to do.

In the first gif, however, the bevel object begins to turn and flip after a certain y value.


texts: Which version of Blender can I use with an i3 and Windows 7?

texts: I wanted to know which version of blender I can use with an Intel i3 and a standard visual graphics card of intel. The laptop is from 2013 with Windows 7 and I can't get a newer one.


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I want to use dynamic paint (wave) on a mesh which geometry is changing, and it seems dynamic paint doesn't support this.

The aim is to have dynamic paint a large scale object (ocean) with a small brush (like a boat), but with decent performance.

To do this I'm using the mask modifier to restrict the dynamic paint effect on only a fraction of the original mesh (with the help of weight proximity). With this method I could easily drag the brush all around the ocean, and only simulate dynamic paint locally around the brush.

Unfortunately, dynamic has no effect on the mesh as soon as I put the mask modifier before it on the stack.

Here is my modifier stack (only vertex weight proximity, mask, and dynamic paint matter):

Do you have any idea of how I could reach my goal with this or another technique?

Thanks!


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I'm new to Blender and wonder why, when I render the image, the image is noisy or blotchy.

The render result is shown below.

You can see the effect clearly at the skin area.

Can someone help me resolve this issue?


texts: Help with smoke and liquid simulation in Mantaflow

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Original Post
This is the problem that led me to post this.
Whenever I scale the domain of a smoke simulation, the inflow object's smoke also scales up/down. Applying the scale of the domain does not fix the behavior.
Here's an image:

Notice how large the smoke boundary is.
Here's a video of what's happening:
https://streamable.com/3akto7
More issues I've encountered with Mantaflow:

When you set the cache method to "Replay", the simulation won't bake when pressing play, like it should. Sometimes, if you manually drag the current time marker to frame 1 and then 0, and then press play, it will bake. This was a nightmare so I almost always use a Modular Cache as it seems more reliable.
If you scale the domain arbitrarily, it can mess up the entire simulation. Smoke or liquid will flow influenced by the new size of the domain, rather than the exact size of the inflow object. Applying the scale on your inflow object and domain does not fix the issue. The only solution I've found is to recreate the simulation entirely.
Collision objects don't work properly despite being set up correctly. For some reason I have yet to identify, sometimes collision objects will just get completely ignored by the simulation. No collision happens at all, and you have to recreate them, hoping it will work. Sometimes, it will work, but liquid will "leak" through solid collision objects.


texts: Blender 2.83 GPU render slows compared to CPU

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I am doing animations for over 3 years and i never came across the scenario that GPU render slower than CPU.
I m currently rendering a scene and the same scene is being rendered by CPU in 9 minutes and bu GPU in 47 minutes in cycles
CPU : Ryzen 7 2700x
GPU : GTX 1060 3GB
My question is that is this scenario makes sense because if you compare benchmarks both are more of less equal in render times ,, so why such a difference?
Is scene dependent on CPU or GPU or is there something wrong with either my software or hardware?


texts: Bone position affects mesh but its scale does not

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I've purchased a human basemesh which I intend to use to create various characters and I'm trying to learn how it works first. The mesh has one particular bone that when moved it affects the mesh but when scaled it does not. All the other bones affect the mesh when scaled this is the only one that does not. I've tried to compare the properties of this bone with the others, the properties that can be found in the right side panels (ex: Context Bone, Object Data, Object etc...) while in Armature Pose Mode and Edit Mode and I can't seem to find what makes this bone's scale not affect the mesh. Any idea what could be causing this and where else I should look? I'm using Blender 2.8 which I'm not very used to yet so that could be a factor as well.

Thank you!

P.S.: I should have mentioned it's the jaw bone.


texts: Parts of the texture are showing as semitranslucent in render mode

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I was wondering if I could get some help with a problem I've been recently having, when I try to create a Image Render of some grass for a course that I've been working on, it ends up looking like this:

For some reason, parts of the grass texture are missing & I haven't been able to figure out why this is happening.

When the grass is displayed in Rendered Mode, there seems to be a similar problem where parts of the grass appear to be semi-translucent for some unknown reason.  However, when the grass is displayed in Material Mode, the grass appears to be fine.

Any help with dealing with this problem would be appreciated.

Edit 1:

I've added a screenshot that includes the Node Editor and the Material Settings.  I hope that helps.


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For some reason, I can't zoom in more. I'm on mac so i press cmd scroll but i can't zoom in. I can zoom out slowly but not in. Also, when i move my view (not sure if it is the right term), it goes way too fast, a slight scroll and it moves a lot. Also, when i use the hand to move, it goes EXTREMELy slowly
Edit i think it's because i only zoom, so there's a point where it can zoom in anymore.
Edit 2: I fixed it by toggling lock to object


texts: Moving object removes fluid while using the FLIP Fluid add on

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I have a ball that moves through an inverted obstacle (it has the shape of the letter 'P'). When the ball moves through the liquid, it doesn't seem to move and push the liquid, but it appears to remove it. As a result, when the liquid comes to rest, the amount of liquid is obviously way less.

The balls movement is done using keyframes on its position. The liquid is there from the start of the scene using a Fluid object. So part of my inverted object is filled with liquid. There are no inflows or outflows in the scene.
Is there a setting I have turned the wrong way or is there another reason why this behaviour is happening?
My current settings are
Blender frame rate: 24
FLIP Fluid frame rate: 24
Resolution: 200
Min and max substeps: 1 and 24
Enable Adaptive Time Stepping for Objects: on
Fluid settings: all default
Ball object settings - Export Animated Mesh: on

I have run the simulation with a min substeps amount of 6, but that didn't change anything.


texts: Vector Displacement from Zbrush to Blender

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How do I get Blender to render a vector displacement map from Zbrush properly?

I have rendered the diagnostic scene from Zbrush, but none of them are accurate enough to be useful.

I am running Blender version 2.80 build from 7th feb, 2019.


texts:
I forgot how to connect two vertices.

The documentation says I need to press "J" but nothing happens.


texts: Take white background out of image with cycles?

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How can you take the white background out an image texture in the cycles node editor?

Here's the image I found on the internet:

What I want to do is add scratches but have a different colour/texture underneath the scratches. Here's my current node setup:


texts: Texture files zig-zag across object, never looks like it should

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So here's my problem. No matter what texture I use or setting I change, my textures always zig-zag all over the object and it looks awful.

I've followed YouTube tutorials to see if I was missing something, but I don't appear to be.

I'm uploading a picture to show what I mean:

If someone can please advise me here as it's holding up my sponsorship logo.

Many thanks!


texts: Does Blender use Automatic Tweening/Animation?

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I'm entering into a competition and one of the rules states No Automatic Animation Software.

I just started using Blender and plan to use it more.

Now, I don't know if I have lost several days worth of work, or if I merely need to unmark a checkbox.


texts: Operator bpy.ops.uv.snap_selected failed, context is incorrect

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I'm using the Blender python API for unwrap the mesh and bake the texture for some model from MeshLab.
My texture image has a size of 256x256 px, and it seems like a good idea to snap UV to pixels.

I get an error "Operator bpy.ops.uv.snap_selected.poll() failed, context is incorrect".
How can I override the context to make it right for blender?
Or maybe there is a better option to select and snap UV?
Thanks!
...
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.select_all(action='SELECT')
bpy.ops.uv.snap_selected(target='PIXELS') #an exception is triggered here
...


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Greetings to everyone from Chile! I am submerging in Blender world since a few week and probably I am dragging a little inertia habit from Nuke and After Effects trying to composing DOF from a Multilayer EXR sequence with Z pass.

I made a very simple scene in Blender (a pack of textured boxes) and I acheived a nice DOF in Compositor setting the camera focus in an Empty object (to have freedom of displace focus at my discretion) and using the Defocus node. My problem start when I try to change that focus plane in Composition once scene is rendered. In Nuke and After Effects i could do that in a straightforward way.

Because of the short time i am inside Blender i can't figure how to do that, or simply consider that Blender have just a different approach to get the effect.

A little light in this dark corner would be tremendously appreciated.

Thanks in advance.


texts: How to setup cloth animation to make ribbons?

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I want to make long confetti ribbons, lying on the surface (floor).
I wanted to achieve the volume of scrambled ribbons on the floor if possible. If not I wish it just save the form (width).

But by some reasons the simulation gives me the slim terrible threads.
The ribbons looks good in small amount, but not the wall.

The result of simulation. The little wind and turbulence used.

The mesh is one object with lose parts. I tried with and without randomized mesh. Also I tried to subdivide mesh one time, but the endings still loose the width.

The cloth settings

The surface settings

How to save the ribbons form but scramble it on the floor like in example?


texts: Blender Guru Tutorial part 5: coffee cup bottom gets deformed

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After selecting the orange part (alt+ctrl) and I try to scale it (s).
But then the very bottom of the cup becomes deformed..

Like this picture:

I am trying to figure out what I did wrong here. How do we scale it without deforming the bottom of the cup?


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I want to add some images onto a video. Each of those images has transform key-frames to make them look less static. And each image blends with the others for smoother transitions.

I tried to find something, and I think I am supposed to use "Meta strips", but I never used them and they seem very complicated. Isn't there an easy way to do this? I guess I could render each image with key-frames, and add them in video form back in, but that wouldn't simplify a thing!

Sadly I only found out that it was an issue after rendering -.-

I appreciate any help I can get!


texts: Element indices messed up after switching from Edit to Object Mode

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I encounter the following problem. If, somewhere in my script, I switch from Object mode to Edit Mode and back, the indices of the elements in my object become messed up.

To recreate the problem: Create a cube (or any mesh object for that matter) and run the following Python snippet:

import bpy

object = bpy.context.active_object

for v in object.data.vertices:
    print('1',v.index)
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.object.mode_set(mode = 'OBJECT')
    print('2',v.index)

I expect the following output:

1 0
2 0
1 1
2 1
1 2
2 2
1 3
2 3
1 4
2 4
1 5
2 5
1 6
2 6
1 7
2 7
1 8
2 8

However, I end up with the following output (the numbers change seemingly randomly everytime I run the script):

1 0
2 123
1 124
2 -166
1 -165
2 116
1 117
2 -164
1 -163
2 153
1 154
2 -162
1 -161
2 182
1 183
2 -160

Does anyone know what causes this problem and how to solve/workaround this? I prefer NOT to use the BMesh module, since the bpy operators suit my needs much better.

Thanks in advance,

Niels


texts:
I love this painting by Ed Ruscha, and wanted to created a 3D tribute to it.

The idea seemed simple enough, but as I set out to do it, I had a lot of trouble getting the perspective to match. I even tried to using the BLAM add-on, which got me close, but I still can't seem to get the z axis lines of a rectangular mesh to line up with the painting. See the screen shot below.

Am I missing something obvious? or could it be that this painting is somehow an illusion, and impossible realistically model in 3D?

Any advice would be greatly appreciated :)


texts: I'm working on a project in Blender 2.8. Somehow after importing a few OBJ into the scene (not sure if it's related), my selection outlines etc disappeared. On the attached picture I'm in edit mode and the 2 stretched polygons are selected. They should be orange, but they're not. Selection outline also doesn't work in other modes. In viewport shading outline is set on. Is there any other place where I could've turned it off by mistake?


texts: Rendering a colored plane with NO shading creates weird pixels at borders?

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I turn to you with a question about Blender (2.90) rendering behaviour.
I am rendering a colored plane only (literally, that's it - no shading, plugging the "image texture" node right into the surface node of material output), so quite a simple setup. However, when rendering the plane, Blender creates some weirdly colored pixels at some locations on the plane's borders (see image). Note that these are not visible in the viewport and only show after rendering.
I am rendering with Cycles, transparent RGBA, to 16bit png. I already tried setting Film -> Pixel Filter -> Gaussian to the smallest size possible (0.01px,  I need to render it without Anti-Aliasing), and also set "Alpha Clip" in the material section. I experimented with Eevee and also with different render resolutions (ranging from 250p to 1080p), alas to no avail. I tried setting the backside of the plane to another color, but that didn't help either. I also tried setting the number of samples in both viewport and renderer to 1, which didn't help either.
Full plane:

Artefacts (zoomed):

Does somebody have an idea what is going on here? Any hints appreciated!
 and the texture that is applied to the plane: https://imgur.com/aldZWyX


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i have to apply a dotted displacement map to a object that i created.
I tried to apply it but it breaks my mesh. I setted Texture Coordinates to UV but it doesn't work as intended. I managed to make it work with Node Texture, but the assignment is to do it with Displace Modifier.
Thank you


texts: How to bridge between faces which their distance is less than a tolerance?

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I have a complex geometry. At some points there are very narrow gaps between faces (like the attached picture).
 I would like to define a tolerance, and bridge between faces that their distance is less than the tolerance. is this possible in Blender?

thanks,

Bp


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I'm trying to connect a "collision and mouse" sensor to an "and" controller to change a state and make a sound. The sound works upon collision but the state change doesn't happen...

I don't know what I'm doing wrong. How can I make it change states?


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So I spent about an hour going through and UV editing each face for a building(walls, stairs, ect).

but when I render it, it shows no textures.

I have already changed it from generated to UV


texts: array modifier to build a virtual pipe organ? or should I look for scriptwriter?

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I wish to build a virtual rank of pipe organ pipes. Starting with a mesh pipe and with an "array" modifier I hope to be able to scale and line the pipes up easily within specific parameters.

The pipes need to be made of separate but linked parts that can be scaled independently. The cone at the bottom of the pipe scales at a different rate than the main cylinder.
The spacing between the pipes can be set and locked...ex. always .5units apart.
Can select every other pipe in a rank remove it from the rank and have all pipes resume the input space between pipes.
I would like to find a way to link the pipes with an audio file and a hyperlink(don't even know if this is possible---essentially I would like the meshes to be linked to a database like a 3D image map)

Is this possible? Is there a freelance site one recommends to find someone who can customize the array modifier, or is there a workflow to achieve this efficiently with the present software for thousands of different pipes!!


texts: is there an way to change those lines from grey to Black or do I need to draw it again?


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I'd like to add a mirror modifier to each object of a certain collection.
The problem is that the modifier will be only added to the last object which even gets the same modifier several times and I don't know why:
 def add_empty_collection(self):
    for obj in bpy.data.collections['my_collection'].all_objects:
        print("obj_: ", obj)
        bpy.ops.object.select_all(action='DESELECT') # Deselecting all
        obj.select_set(True)
        bpy.ops.object.modifier_add(type='MIRROR')
        bpy.context.object.modifiers["Mirror"].use_axis[0] = False
        bpy.context.object.modifiers["Mirror"].use_axis[1] = True
        bpy.context.object.modifiers["Mirror"].use_axis[2] = False
        bpy.context.object.modifiers["Mirror"].mirror_object = bpy.data.objects["target"]

Q: How to add a mirror modifier to all objects of a certain collection?


texts: BGE and MakeHuman:Why the mesh is not displayed correctly?

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Why the mesh is not displayed correctly in BGE, with or without clothes? Please see the picture and the blend file:
Blend file


texts: When I join two objects with logic, the logic from one is lost

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In Blender Game Engine (BGE):

I am new to the blender game engine.  I was making a small game of a ball moving and jumping.

Two Balls(Spheres) are the main objects. One is controlled by the keyboard  the other by joystick

I Was expecting that when the two spheres are joined together the controls will be added together also., so there will be one ball  controlled by both the keyboard And Joystick.  When I Join the balls I  get one control only.

Can anyone tell me how to join the two sphere without losing the logic on the other ball?


texts: Why is render stacking less efficient (noisier) than rendering normally?

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Why are stacked renders noisier than straight renders which have the same number of samples?

Using this technique for resuming noise based on the rate at which pixels change outlined on the wiki (further explained on BA), I have run some tests. I'm not sure I understood the entire measuring process correctly, so I hope I haven't measured anything wrong..

I rendered 7 images, all with different seeds. 5 at 10 samples, 1 at 50 and 1 at 40.

In the compositor I combined the 10 sample renders with a series of mix nodes with mix factors of .5, .33, .25, and .2:

As an interesting side note, the combined image has fewer fireflies than the straight render.

The setup of the "Noise Detect" node group is:

Now if I understood correctly, the brighter the pixel, the faster it changes (the more noisy).

The histogram for the straight render:

The histogram for the combined render:

And an overlay version. The straight render is orange (click for full size):

As you can see, except for occasional spikes (fireflies) the straight render is changing less, which means it's less noisy according to the above links.

Assuming my above tests are correct, what is the reason for this and is there a way to stack renders more efficiently?

Here is the blendfile used for testing.


texts: How to reflect my rig across the x and y-axis so it matches the Kinect rig?

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I have been following a these tutorials: https://www.youtube.com/watch?v=Fs_pJ7_1W58
and I thought I did this correctly but the my rig is an almost exact reflection of the Kinect rig from the y and x-axis. There are also some other issues but I will cross that bridge when I get there. The the solid rig is mine and the black out lined is the Kinect rig.


texts: How can I use Animated Strip Time in the NLA Editor?

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I'm interested in knowing how to use the Animated Strip Time in the NLA Editor. From Alrik's answer to this question, I thought it could be used to do turn a strip into something like slo-mo that's easy to adjust. The only info. I have though on this is from here, that Strip Time is all about determining influence "over what time".
What I did was made a cube, made a strip where the action is the cube moving diagonally. I played around with 2 keyframes on animated influence, and that worked out fine, but one I checkmarked the Strip Time and added a keyframe at .5, the cube doesn't move at all. I thought .5 would slow down the animation to half speed.
How can I use the Animated Strip Time option to do, well, whatever it's meant for, if not slowing down animation times?