texts: How to create an inverse weight map based on particle system

texts: I'm creating a forest that consists of trees and grass. After creating a particle system for trees, I want to make the grass appear where there aren't any trees. Instead of creating a new weight paint that manuallly paints spots without trees, is there a faster way of creating a particle system where the grass only appears where there aren't any trees?


texts:
I have a strange effect with one blend file.
When I switch from the viewport view to camera view the camera does not see the object, although it is in the view. There rendered image shows the object again.
To test this effect I deleted all objects but one.
This is the scene:

This is what the camera view shows:

This is the final render:

The test file (1 MB) can be downloaded here.


texts: How do I change the default color of a new object?

texts:
I add a new cube to the scene, but it's teal and I want a different color:

I assume it should be in the User Preferences, but I can't find it.


texts: How do you edit exr files in GIMP without loosing light values?

texts:
This is the world environment texture in the Gooseberry benchmark:

If I open the exr in Gimp 2.10, and save it under a new name, then switch to that new file in blender, this is the result:

No modifications were done, other than opening the file in GIMP and saving it again. Somehow, it gets much darker.

How can I open/edit/save exrs files for environment textures in GIMP, without making unintentional changes to the light values?


texts: So, i was planning to model a car in blender. I checked out many tutorials and videos regarding this, and saw that everyone was using blueprints to model the car. So my question is, Do we actually need blueprints or can we do well enough with reference images to look at. And, if at all blueprints are better choices, can you lead me to a good blueprint-setting up tutorial that would work perfectly. Thanks in advance!


texts: Normal map changes from brushed metal to small square dents after texture paint and saving it

texts: So I've been editing a normal map for a metal texture through texture paint to get some bumps on areas where the metal is rusty. The normal map originally gives the metal kind of a brushed finish look, but after saving it, the normal map changes completely into small square divots and dents. Does anyone know why this is happening? Thanks in advance.


texts:
I purchased a model with source Blender files from TurboSquid and am attempting to make some changes to the textures. The .blend file uses the Cycles renderer, and the mesh has a "Principled BSDF" material with Base Color texture and Normal Map texture.

The normal map uses a color normal map file. I am trying to replace this with a grayscale bump map which I find easier to edit. Using the internal renderer in Blender 2.79 and earlier, I would add an Image texture slot, select the grayscale image, check the "Normal" influence box, and check the "RGB to intensity" checkbox to make the grayscale image suitable as a bump map.

In Blender 2.8 using Cycles and Principled BSDF, there doesn't seem to be an equivalent to the "RGB to intensity" checkbox. I can't figure out any way to achieve this. Additionally, the Principled BSDF seems to only be editable in the Properties editor, and I can't figure out any way to convert it to nodes (the "Use Nodes" button isn't showing).

How can I use a grayscale bump map instead of a color bump map in 2.8?


texts: How to increase the number of faces in a model

texts:
I am an absolute beginner with Blender, and to 3D modeling in general.

I am taking a tutorial and my extruded plane with a skin modifier applied is comprised of basically 11 quads, the tutorial I am watching has 32 quads (if I am correct in assuming that each "side" is a quad).

Is it possible to increase and decrease the number of quads that an extruded plane with a skin modifier would have?


texts: Can Cycles generate a per-ray random number without OSL

texts: I am working on (or rather designing without access to Blender) a material setup to make a texture tileable (see here: http://blenderartists.org/forum/showthread.php?372297-Addon-WIP-Automatic-materials-from-textures-in-Cycles/page3). I basically need to mix a texture with a copy of itself moved slightly. (The factor comes from a texture) It can't be done deterministically without having two image nodes, because I need two separate vectors to have two separate images. What I would like to do is to have a per-ray random number, that will let me alternate between the two vectors, thus removing the need to have two images (it is not a huge burden in theory, but when I need to have all texture maps doubled, it becomes a complicating factor.). Does Blender have such a feature?


texts: I have two main mesh objects in my scene. Each mesh object has a UV mapped texture. No bump maps ect. Just a 512 x 512 png. I want to export them for use in Aurasma 3d. It is suggested to have only one material per mesh. In the properties editor there is a separate material and texture tab. When I load my image in the texture tab, it creates no material. Do I also have to add a material to my mesh? What if I didn't want to?  Could I still attach the png image to the mesh and have it show up? Or would that not work because it needs materials to light it up somehow?


texts:
Is there any way to select only backfaces in edit mode in blender? When editing models for mods/games I've noticed a lot of the time there are double vertices for faces, and because of this simply recalculating normals doesn't always fix backface issues. It would be much faster than enabling backface culling and selecting every face if there was some automatic way to do this, is there?

EDIT: Sorry guys, my question was not super clear. I would remove doubles from the model but the way the model is made there are some vertices that overlap so certain parts of the model are "loose parts." If I remove those vertices the model won't work properly with the animations.


texts: Is there a Way to Automatically Select Every Bone That Is Part of a Single Action?

texts: After creating multiple actions, each of which contains the channels only of specific bones of a rig, I find that I want a way to instantly select all the related bones of whatever action I'm working with currently. Mainly because I tend to have a lot of such bones per action, and also because I don't have a picker panel for the rig. So this would be a good alternative option, I am thinking. I would simply hit whatever button, and all of the bones controlled by the currently active action would be instantly selected, and ready to receive keyframes. That would be really neat-o.


texts: When to add fur to my to-be-animated sculpture?

texts: I have been sculpting a rat model! And ofcourse wild rats need wild furs! But when is it added? After retopology?  Or before it? Or in the texturing prosedure! any kind of information will be appreciated! ❤


texts: How to use an image as texture on top of the Principled BSDF?

texts:
I'm trying to create a node setup that allows me to use a Principled BSDF for the yellow lego plastic, but also use a .png with alpha for the face.
I can't figure out how to make that work, so my work around is to use an image texture with the face and a yellow background, as seen below.

But I'd rather use the Principled shader to control color.  Below is something I've tried unsuccessfully.

Can anyone suggest a node setup that'll allow me to use the .png WITH a Principled BSDF?


texts: Is a photo editor or vector graphics software essential for 3D creation and Modeling

texts: I am new to blender and I am trying to build my skill. I am curious as to whether learning an addition raster or vector-based graphic software is essential in Blender, as I feel there are some textures that I feel may need. or is it possible to find all I need online? I don't want to spend time learning photoshop while I could be using that time improving my blender skill


texts: Not sure if this is an issue of non-volume geometry, but I'm trying to get holes in the centre of my object (film reel)and when I use a second boolean modifier in the plane object to difference of circle.001 it makes the entire reel disappear.


texts:
I just ran into a problem where Blender would crash during a cycles render with Windows saying it had to be closed since I don't have enough VRAM. I have a 1080ti which has 11gb VRAM. My scene peaks at 7gb~ and just closes mid render. I've monitored it with GPU-Z and MSI Afterburner at the same time, both say 6.9gb VRAM used.

My idle VRAM usage (everything closed for the render) is around 500mb~

I couldn't use the blenchmark since a error message pops up and it says that I use different GPU's while I just have one installed, otherwise I would've included that.

My GPU drivers are up to date aswell as Blender itself.

Sure I could just try to minimize the RAM usage overall, but it's clearly not using the full capabilities of my GPU, and CPU rendering takes 7x as long so that's not acceptable either.


texts: Register Object inside of Another Object

texts:
I want to register a collection of my custom CurveObjects. Every CurveObject has a collection of CurvePoints.
I'm trying to make a CurveObject with a collection of CurvePoints. But i fail to register CurveObject.

Here is my code:

class MR_CurvePoint(bpy.types.PropertyGroup):
    y = BoolProperty(
        name="y",
        description="y...",
        default=False
    )

class MR_CurveObject(bpy.types.PropertyGroup):
    x = CollectionProperty(
        name="x",
        description="x...",
        type = MR_CurvePoint,
        default=None
    )

...

def register():
    bpy.types.Scene.my_curve_object = CollectionProperty(
        name="Mira Tool Variables",
        type=MR_CurveObject,
        description="Mira Curve"
    )

My log when i try to register:

Traceback (most recent call last):
  File "C:\mifth\blender\2.73\scripts\modules\bpy\utils.py", line 600, in register_module
    register_class(cls)
ValueError: bpy_struct "MR_CurveObject" registration error: x could not register

Is it possible to register Collection inside of Collection?

Thanks.


texts: How can I import an obj sequence into blender?

texts: I have an obj sequence of a fluid simulation from Realflow. I've found a few tools that can import an obj sequence into blender, but most are outdated and don't work. Are there any scripts or plug-ins that can do that?


texts: How to rig a briefcase that has a hinge, and rotates dynamically as the handle moves?

texts: So I modeled a briefcase prop for my character to hold in a practice animation. I would like the character to hold it by the handle and as he moves it around, the briefcase will swing on the hinge like it would in real life, so I wouldn't have to animated it swinging. I tried using the rigid body constraint and setting it to hinge on an empty, but the suitcase starts swinging  after the handle comes to a stop, instead of swinging both at the end and at the beginning, when inertia would be dragging it. Is there a way to use bones to accomplish this? But, the handle and briefcase are separate objects, and the bones would deform the briefcase in a weird way if they were the same object right? Thanks in advance for the help!


texts:
I have a sheet of atoms that id like to conform to a wavy plane. ive tried shrink wrap but doesnt help. iam trying to achieve this affect

(https://500px.com/photo/136629141/crystallized-carbon-hexagonal-system-by-kiyoshi-takahase-segundo?ctx_page=1&from=search&ctx_type=photos&ctx_q=carbon).

Here is what i am working with so far (https://imgur.com/a/IcVHV01)


texts: UVs Blender - how can i: auto seam hard 90° edges, unfold uv, orient uv, straighten uv

texts:
i´m coming from maya and want to make the swtich to blender. i need some help with uv.

my video explains in detail what i want to do in blender:

https://youtu.be/SKh-La_fW1o

edit: as you wish all with pictures. but watch the video if something is still unclear its only 1 minute. thank you

1) auto seam, adds seems on all hard 90° angle edges

2) unfold unfold function like in maya

3) orient shell

Still no help, let’s me think Blender can’t do it? Thats sad I wish I can replace maya with Blender I just need to develope my workflow


texts: Ik rig severely deforms, target pole rotates torso?

texts:
For some reason my rig's targer pole isn't working properly. I was trying to practice rigging poses by using an image as reference, but I didn't know why my pose was limited and it wasn't deforming cleanly or realistically. I tried to clear the pose using alt s and alt r and alt g but for some reason it isn't working.

I tried using forward kinematics but my rig seemed to deform like paper, but I'm not sure what to do to make it move realistically


texts:
I am trying to design this chair, the base is very easy.

What I'm struggling with is the weird cut in the middle, do I manually have to move vertices? if so, i will have to apply my subsurf 1st? Just a little lost.

Mesh


texts: How to prevent particles from spawning on its emiter's edges?

texts:
For example here you can see the highlighted particles are spawned on the edges of the emitter.
How to prevent this ?


texts: Colors in object mode are different to render mode

texts:
Alright so I have been trying to figure this out when I am in object mode making materials for my low poly island when I texture a face the color is dark that when I would be in render mode.
When I pick the color it shows differently to what is shown, I have factory reset and still not fixed.


texts: Simulating LCD display angle effect (duplicating millions of realistic pixels)

texts: I need to realistically simulate the light field created by a tablet/mobile phone LCD display including the limited display angle (the rendered output of the scene will be used for training a computer vision application). At present the LCD in scene is created with a material featuring a combination of a pixel image array and scene image being fed into an emission node as described in this youtube tutorial which looks convincing when viewed directly however does not take the limited viewing angle of pixels into account - ideally I would like to create a grid of RGB spotlight triplets so that the outer fringe (umbra?) of the spotlights could be controlled by a parameter or map - however were talking about a 1080 HD screen that needs to be simulated. Any suggestions on how this could be done? (the render machine is a 3.1 Ghz quad core with 8GB ram)


texts: Can anyone tell me how is this Rocket Engine flame animation was made?

texts:
I just saw the rocket engine flame animation in the youtube, and it mentions that animation was made by blender. please see the pic below.

And I start to wonder is this animation was made by particle?? or smoke?? or maybe it was made by mesh. The youtube link: Rocket Engine Flame

If anyone knows, please tell me how to do it.

Thank you.


texts: Animating cameras focal length via python code

texts:
I am trying to animate the focal length of the camera, based on focal length information imported from a file. setting the focal length is no problem:

focal_length = 35
timeline_frame = 10
cam = bpy.data.cameras.new('Camera')
cam.lens = focal_length

after setting this value I want to insert a keyframe for the focal length. According to my intuition, I am looking for something like this:

cam.keyframe_insert(data_path = 'lens', frame = (timeline_frame))

(this code deosn´t work...)
is there any way to get this to work?


texts: Is there a way to remove an objects reflection in eevee render?

texts: I'm using blender 2.92, is there a way to remove an object's reflection in eevee render? As you can see, the WINDOW of my model is color white, however I don't want it to reflect its color to the others parts of my train (like the area incircled in color red. Can someone help me?


texts: Weird bmesh performance when creating new vertices

texts:
I have 2 different meshes with roughtly the same amount of faces/verts. In the first case I only have 1 object in blend file, in second case around 80. This is the only difference I can think of, in both cases verts don't have any layers associated with them, and no other things I can think of.

I'm running a script on both, that add roughly the same amount of vertices. I was measuring only the calls to mesh.verts.new(), and the results were quite funny. In the first case creating roughly 200k verts took 3.5 seconds, in second case 45.5 seconds.

So the question is, what can cause such a huge difference in performance when doing something as basic as adding a vertex?

edit

The script is pretty straightforward, I'm grabbing a mesh by calling bmesh.from_edit_mesh(), then according to some logic (which is irrelevant, since I'm measuring only calls to mesh.verts.new) I call mesh.verts.new around 200k times, then I call bmesh.update_edit_mesh. So that's 1 update total. Basically it's a subdivide operator I wrote, because my mesh is a hexagonal grid and blender doesn't cope well with subdividing hexagons


texts:
I have a cube that moves along a bezier curve (it's a mine cart). It is a simple animation, keyframe at start, keyframe at end, with a curve modifier on the cube.

I want to export the animation and load it into Unity to test some stuff out. However, when I do that, the animation exports, but there is no curve modifier - it just travels along a straight axis, instead of along the curve.

Anyway to fix this?


texts:
I'm trying to make a 360-degree panoramic photo for Facebook. Example shown below

However, when I upload a photo made with blender it does not seem to detect that it is a photo made to do this. I set my camera up so it would render images based off the docs and this question.

How can I achieve what I want to do?

If it makes a difference I have Blender 2.78a and I am using the Cycles Render


texts: How would I set up a smooth rotation for a angled object?

texts:
I'm trying to set up a rotation on the z axis for a angled crown on a model I have.
I'm new to blender and have no idea how this would be done. I've set up a custom axis orientation but have no clue what to do after that. Would anyone be able to help? I've included the blend file.


texts:
This is my first attempt at creating my own render completely by hand (no tutorials.)
However, I'm at a loss and can't figure this out.

I'm trying to place a smoke+fire effect on UV sphere, and then place that inside the Cube object.
But when I select the effect, nothing shows.

Can someone please help me??
Thank you!


texts: How to properly denoise an animation [local and renderfarm]

texts:
I have a project for my college assingment that has to be ready at end of march. I am still "new" to blender but I try my best in every way, so:
I have a scene with 400 frames that uses Cycles and a sampling rate of 500 (If necessary I can lower this). I used different Denoise options [OID, NLM, OPTIX] but all these are not really suitable for animations and are messing up volumetrics (Or did i something wrong?). I found the addon SuperImageDenoise (SID), This works wonders with still images and should work very good with animations. The problem is, this scene takes days ony my computer to render and denoise.
Is there a other way to denoise an animation on my pc? Which render format should I use for this? (I use PNG but SID uses some sort of EXR files.)
I also searched for render farms that support some sort of denoising for animations, but I just can not find one. Some are using OID but I am not a huge fan of the OID denoise results. The maker of the SuperImageDenoiser says that if a renderfarm can ouput the frames as mlEXR files I could denoise them local on my machine.
How are you guys denoise your animations?
Do you guys have any ideas?
Thanks for your help!


texts: How to eliminate visual artifacts in rendered output when using the Speed Control effect?

texts:
I'm composing a 2D video from two different sources, with the final product being at 30 FPS.

One of the sources was recorded at true 30 FPS, and the video & audio streams have the same number of frames when I add the Movie/Sound strips.

The other source, however, is slightly off: the audio came in at 14,726 frames and the video 14,876 frames.

So I added a Speed Control effect attached to the video strip, and set the speed factor to 1.010 (14,876/14,726). When I preview the video in Blender, the audio and video are synced up perfectly and the video looks just like the source.

The problem is that when I render the video, it ends up containing visual artifacts like jitteryness and sometimes even speedups and repeats that aren't synchronized with the audio (sorry, this is hard to describe in words). The audio track itself is fine. I thought it might be a problem with the output format, so I tried a few different ones, and found this happens even if I render to a set of images (I simulated playback using Windows Photo Gallery).

The artifacts disappear if I remove the Speed Control effect, but of course, the video & audio are no longer in sync.

Am I doing something wrong here (I'm new to Blender)? Is there any alternate method to accomplish this? I need something that works reliably and efficiently as this isn't a one-time-only project.

(I also found there appears to be issues doing soft cutting with the Speed Control effect -- I may be misunderstanding how to do that -- so my goal at this point is to first convert the entire video source on its own, and then do all the cutting in the final step.)

I'm using Blender 2.68a. I tried using the latest dev build from today (same result), and also 2.57b, which not only had the rendering problem, but also didn't look right in the preview. I'm running Windows 7 x64. Here's the .blend file I'm using.

Here are sample renderings of part of the video: from 2.68a and from 2.57b (each file is ~4.5 MB) -- sorry I can't upload the source as the file is over a gig, but it should be obvious from those videos what's supposed to be happening (listen to the mouse clicks). Before someone asks, yes, this also happens when I render the full video (in fact, that's how I discovered it in the first place). I was able to reproduce problems in short sample clips as well, though not as severe as those two examples.


texts: Is there a way in Blender to set some surfaces to be wet or dry for fluid simulation? I want to make a drop of fluid wrap around some object with a wet surface, but not spread around on a dry surface. Is it possible in Blender 2.72? If yes, how can I make this?


texts: How can render overlapped object's edge freestyle line?

texts:
When I overlap 2 objects like this

resulting freestyle lines are like this

But I want render overlapped edge lines like this(red lines below picture)

What's the easiest way to accomplish my purpose?(A lot of objects in my work are made in that way so resulting render image misses many overlapped edges. I tried to remake some object to reveal overlapped edges but I realized that remaking all objects is too hard to me.)


texts: Use an object change to trigger Python script

texts:
So I'm fairly new to the Blender API, and I have a script that needs to be run every time the 3D cursor is moved. I can get the current location with bpy.context.scene.cursor_location, but that's only usable from the script itself.

Can this be used to trigger my script?


texts: How do I flatten a selection of a terrain map?

texts: How would I make this selection flat and later modify its elevation? The elevation map is represented in 3 dimensions and is a high-poly, computationally generated product of dronedeploy.


texts:
I have what I think is a decent computer but when rendering a 1000 frame animation it take around 2-3 hours to do 4-5 frames. (Yes I have it set to GPU compute)

Details:
Computer - Intel i7 6th gen, 12gb RAM, Nividia GeForce 940m
250 Samples
1080p graphics

Are my specs too low or could it be a rendering issue with optimization? I have a complex character but it doesn’t utilize complex geometry or many different textures. I’m using the latest Blender build, and the animation includes a moving camera and rotating meshes. Any ideas about how I could make the render go faster (or if anyone has technical knowledge in that case)? Can someone tell me what render settings they usually use for larger animations?


texts: How do I make sure everything in my scene is in proportion to my character?

texts: I'm looking at modeling a little scene and I'm looking for some advice. I want a short animation where my character moves from one room to another then heads outside and walks down a street. What my issue is I'm not sure about sizes. I want everything to be in proportion so that nothing looks ridiculously to large or small etc. and when outside I dont want my character to look out of place. I hope someone gets the jist of what im trying to explain and may be able to advise me.


texts:
I made a model (of a fish) using x-axis mirroring. Some vertices sit on the x=0 plane. I extended a selection of vertices on the mirror plane to make the back fin of the fish (see image). Now I want to give the fin a little more thickness by pulling the fin vertices out of the mirror plane. However, Blender doesn't let me move these vertices (e.g. the one selected in the image) along the x-axis. I disables clipping in the mirror modifier, even deleted the mirror modifier alltogether but still, when I hit 'G' for translate, and then 'X' to limit translation to the x-axis, the vertex doesn't move. (movement along other axes works, and other vertices of the model that are not on the mirror plane move just fine).

What else besides deactivating the mirror modifier do I have to do to release the locked x-axis translation?


texts: Mesh with particles not rendering after append from 2.79 to 2.80

texts:
I have a keyframed mesh (shape keys) with particle system created in Blender 2.8. I need to finish the project in 2.79 so the only way to import this mesh with particles is to append it as an object.

In 2.79 everything works except that the appended mesh is not rendering. It is transparent. Particles are working just fine.

After removing particles the mesh is renderable again.
Is there a solution to this?


texts:
I was importing a few models and I noticed that the lighting on the model's hands is messed up

(I'm 99% percent sure it's because of awful mesh).

I already tried degenerate dissolve, remesh, and merge by distance but nothing worked.
I'm still new at this so I have no idea what else to do.
How can I fix it? Is it even possible at this point?
(so I found out the lighting is messed up because of overlapping edges, but I still have no idea how to fix it)


texts: How would I recreate this arched pillar from Vanishing Realms?

texts:
This is from the first room in Vanishing Realms:

The part I am concerned with is the top section that goes from a straight column to this kind of splayed out effect, not sure of the correct term. Anyways in SolidWorks you would loft this in a couple of seconds, how can I do this in Blender?

Thanks in advance.


texts:
How can i make the cloth fold and the wrinkles on it. I tried this.

But i want to achieve this

I do not want to animate this cloth. Just to similar how can i achieve the fold and wrinkles and the way look natural. Any suggestion or help. Thanks


texts:
Is it possible to array a group of objects?

For example, if I have three objects in a group, (I want to keep them as separate objects) is it possible to easily duplicate them as if I pressed AltD for every single one?


texts:
After I rigged a model part I noticed that some linked parts got kinda deformed, mostly they moved from the original position.

Does anyone knows what causes this and how can I prevent or fix that issue?
I tried to move the linked part but the whole mesh starts to follow it... Yeah,  I'm more of a 3DMax user and I'm kinda lost on Blender.


texts:
I am trying to add a cubed object of certain dimensions instead of the default cube. I have looked over the documentation and can't see a way to do this.

To clarify. I'm looking for a 3D program that acts like CAD in that if I want to add an object in SI units I can. Eg 10mm x 25mm x 12.5mm. Or I want to change an object created by someone else. Scale does me no good if I don't have reference to the current size and units, and I'm not sure why anyone would want or need to do all that work when the rest of the world understands units.


texts: Is there a name for a mesh has 4 vertices that is not flat

texts: Is this good to keep or should i avoid them?


texts: Mantaflow Smoke Noise Current Cache to Bake

texts:
I just ran a noise bake of a smoke/fire simulation in Blender 2.82a (using the new Mantaflow fluid system) over night. Unfortunately, Blender crashed after the simulation was done, but before I was able to save the project file. The noise cache is still present in //cache_fluid/noise (at least I can see the .vdb files), but they don't show up in the Blender project. In the noise panel of the smoke domain, I could bake the noise again, but there is currently none.

EDIT: I just noticed I do see the noise on enabling the checkbox, although the bake button still says "bake" and not "free noise".

My question is: Is there a way to tell Blender/Mantaflow to "reconnect" the noise cache to the simulation as a bake, like there was in the old smoke system (I believe it was called something like "current cache to bake")?

I appreciate any help and thanks in advance.


texts: Where I can found more information about light path settings. For example, what diffuse bounces do, what is transmission etc?


texts: How to layer greenscreen footage over existing footage in the VSE?

texts:
So I have a series of clips in the VSE (audio, video, what have you) and I have greenscreen footage where the green color has been removed using the keying node.

This is the footage I have.

And this is the greenscreen clip I'm trying to layer over the others. (backdrop behind nodes shows what I want the clip result to be, just the model)

My question is, how can I then use the existing footage I have as a backdrop and add/layer the new clip w/ greenscreen removed over it?

Do/can I use the Alpha Over node? Or do I have to render the greenscreen footage separately, then import that clip and layer it over the existing footage? I'm unable to figure out how to render it with no background by doing it this way.

I know how to use Alpha Over with images; I'm just not sure how to do it with video/footage.


texts: When I'm on Solid view, I can see the environment map. However when I render I get this glitch with my image. I'm in Perspective view, I removed transparency, the image is showing until I render. Why? I adjusted my clipping at 100ft, so I know its not that. Any Help would be appreciated.


texts: Why is this hair particle system not properly into account the 'density' vertex group?

texts:
Having trouble with hair particle system on a vertex group on version 2.74.

I have a single head mesh (post mirror-apply, already checked MeshLint and normals) with multires modifier on. I created a beard vertex group to control the area to grow my beard/mustache.

When I specify my beard vertex group under "density", the generated hair only stays in the vertex group area on one half of the mesh, and spreads outside the area and onto parts of the face, neck, and ears in the other half.

When I specify both "density" and "length" to my beard vertex group, the generated hair does stay in the vertex group area on both halves of the head mesh, but there are glaring bald spots despite having "Even Distribution" toggled on.

I'm hesitant on resorting to replicating and separating parts of my mesh in order to control hair growth, which gives me the expected correct behavior. How do I do this without resorting to this hack?

Not sure if anyone could provide any assistance on my problem.


texts: Cloth won't collide with collision object? But worked with a cube?

texts:
Ive watched all the tutorials but clearly Im missing something on how cloth collisions work -

Im trying to make clothing, so I have my collision object (body) and cloth plane (subdivided many times) setup:

Body is collision object:

And plane is cloth:

Yet I press play, nothing happens. Whats wrong here?


texts:
I try to rotate a bmesh around a vector as axis.

vec = vert1.co + vert2.co
rot = mathutils.Euler(vec/max(vec)).to_matrix()
bmesh.ops.rotate(bm, cent=vert2.co, matrix=rot, verts=bm.verts, space=objCT.matrix_world)

But unfortunately it rotates in a strange way. How could I fix this?


texts: Blender object Rigify - eyes, nose and fingers not moving

texts:
I am creating men/woman character using MakeHuman tool and import into the blender tool. I am new to the blender and MakeHuman. So I followed the steps given in the below youtube video tutorial to work with blender.

http://www.youtube.com/watch?v=cGvalWG8HBU

After creating Armature -> Human(Meta-Rig) I Match the bones into the character. In Edit mode I pressed "G" to move the character. But other parts are moving in that character except the eyes, nose and fingers. What may be the problem. Can anyone fix me to solve this or can you give me the steps by step process to do the walk cycle a men/woman character?


texts: Blender 2.83 not saving User Preferences and not loading recent files list

texts:
At each startup, Blender 2.83 seems to not load the list of recent files.
It is not saving User Preferences as well.
I edited a keymap (removed M for measure everywhere) and have to redo it every time I use blender...
I had a previous 2.81 version installed before from where I copied the user prefs.
Any idea what can cause this ?


texts: How do I create new objects from a mesh created from animation nodes?

texts:
Considering this limitation of AN here I'm trying to create one object for each mesh generated with AN, but as show in the link, the object instancer won't help. I also tried expressions and custom script but an error pops up saying that animation nodes data structures aren't accepted as arguments.

Is there any other approach?

EDIT

Ok, after reading the answers and checking the comments I'm going to try to be more specific. Bare in mind that this question comes from a bigger Graph of nodes therefore it may be difficult to explain clearly why some decisions have been taken.

So, for a list of objects I generate a list vectors for each object (which are the result of an operation that calculates the number of points inside a volume and that belong to another list of splines), with this list of vectors I generate a mesh composed of one triangle for each vector. Now, each of the elements in this list of meshes needs to be linked to a different object.

The problem with @Omar Ahmad solution is that he is feeding to the loop a list of objects but in my case as I'm already inside the loop for the mesh generator I cannot place an object instancer. Here is that part of the graph:

May be I just need to create a list of the generated meshes and put them out of the loop in order to use the instancer but I'm not sure how it will index it and if it will be in sync with object indexes.

I'm uploading the .blend if it helps.


texts: problem while exporting the model to unity

texts:
Hey guys i'm new to blender and recently i was working on my model but i'm facing a problem when i export it has fbx and load it in unity

This is how the object looks when i'm in blender
and This is how the object looks in unity

Thanks in advance


texts: Color not changing in eevee in material view

texts:
I am using a course from Udemy that says to change the color of the selected object, you should:

be in Object Mode
Render engine set to Eevee
View set to Rendered

I have done this, but when I choose 'Material', and try and pick a color on the color pinwheel, the object does not change.  I have tried Edit mode, View set to material, nothing appears to work.  Why is this simple task so complicated? :(


texts: In the Render menu in Blender, there is supposed to be an option under Shadows that lets you change the method from VSM to ESM, so I can have less jagged shadows in Eevee.  However, for me, the option isn't there.  How do you make it appear?


texts: i am stuck on how to weight paint my human character using the rigify add-on

texts: i am trying to weightpaint my character. I have used the riify add-on to rig it. I do not know what the relationship between the rigify rig and weight painting is. Do i paint on the human meta rig? I am trying to make it so that i can control my character using the rigify rig. I know how to weightpaint the human meta rig but i am unsure how to approach it with rigify. Help would be really appreciated as i am desperate to get animating after making this character for so long! Thanks!


texts: Improving workflow with Dopesheet-Editor

texts: I am working on a lenghty animation with lots of small, consecutive animations. currently all in one scene und very unstructured over the dopesheet-editor. I would like to group-up the single animations, involving several objects each, since it got really messy really fast. Changing things afterwards is prone to errors like that. What are your recommendations? Thanks!


texts:
I know how to keyframe to animating those value but, i want to animating sunbeam parameter using where directional lighting is watching.
I don't good at math and english it's so hard to solve this problem.


texts: Blender 2.8 getting out of camera full screen

texts:
I clicked home while to enter camera view. Now, I want to exit; pressing home again does not get me out
neither deleting the current camera and creating a new one changes anything. How can I change the view port size of the camera without recreating a project I've already spent several hours on?


texts: How to use more GPU memory to render faster?

texts:
When I render a scene the GPU memory usage is only ~10% even less than that (477Mb). Is there any way to use more of the GPU memory and make the rendering process faster?
I render each frame at the time if that helps.

Setup:

Blender 2.8
Ubuntu 18.04
GTX 1060

Thank you for helping.


texts: Making a spherical gradient that becomes transparent towards the outside

texts:
I want to know if there's a way to create the following material: A spherical gradient that is red in the center and gets transparent farther away from the center.
I want to apply such a material to a plane object.


texts: What is the official name for this icon/button?

texts:
What is the official name for this button/icon:

It's found in many places throughout Blender:

I can't find it anywhere in the manual.

If you know, can you please cite the source for your information (i.e. a page from the Blender Manual) because I'd like to read about it.

Thanks!


texts: So i was just moddeling a pistol but in rendering process i am getting some errors and weird stuff going onto my mesh please help those weird line their are not expected


texts:
I'm modelling a lightsaber and I am now at the final stages but am stuck as when I smooth shade everything, there are still some lines that look flat and I'm not sure why.

You can see 3 lines on the top and then there's 3 lines directly on the bottom that remain flat. If I disable auto smooth, it turns into a bit of a mess.

I've also tried separating these into their own mesh and autosmooting but then the shading looks off when comparing the rest of it.

There's no deformity in the mesh either so I'm really not sure.

Any help on this would be much appreciated.


texts: Performance Mode for Animation Nodes Addon

texts: What is this Performance mode used for? And how it can help with performance?


texts: How to reload icon in ui preview dynamic

texts:
I will try to explain myself as best as possible, in this preset you can get the preview using this function,
the problem is that if I change a png file in the selected directory but keep the same name the function will not update the image since it has already been loaded, I would like to understand how to delete this icon image out of the function, I can do it anywhere is not a problem I do not need to be in the function

def enum_previews_from_directory_items(self, context):
    """EnumProperty callback"""
    enum_items = []

    if context is None:
        return enum_items

    wm = context.window_manager
    directory = wm.my_previews_dir

    # Get the preview collection (defined in register func).
    pcoll = preview_collections["main"]

    if directory == pcoll.my_previews_dir:
        return pcoll.my_previews

    print("Scanning directory: %s" % directory)

    if directory and os.path.exists(directory):
        # Scan the directory for png files
        image_paths = []
        for fn in os.listdir(directory):
            if fn.lower().endswith(".png"):
                image_paths.append(fn)

        for i, name in enumerate(image_paths):
            # generates a thumbnail preview for a file.
            filepath = os.path.join(directory, name)
            icon = pcoll.get(name)
            if not icon:
                #################################################
                ##problem if i try to reload avoiding the if  condition, get error because is has
                #already been uploaded
                thumb = pcoll.load(name, filepath, 'IMAGE')
                ##i need to delete 1 item by name so that the image can be loaded
                ###########################################
            else:
                thumb = pcoll[name]
            enum_items.append((name, name, "", thumb.icon_id, i))

    pcoll.my_previews = enum_items
    pcoll.my_previews_dir = directory

    return pcoll.my_previews

I don't need to delete in this function , i can delete from my operator button
I try to delete from bpy.utils.previews.remove(preview_collections["main"].pcoll) but i don't know if is a right way.

Edit:
Failing to find an answer this script inside an operator, it works but deletes all the previews and then regenerates them, I have not yet understood how to delete only 1 icon..

class Myoperator(bpy.types.Operator):

    def execute(self,context):

        bpy.utils.previews.remove(pcoll)
        pcoll = bpy.utils.previews.new()
        pcoll.my_previews_dir = ""
        pcoll.my_previews = ()

        return{'FINISHED'}

I think this script works for me, even if I have to say that it would be better to delete only the icon in question to avoid having to reload all the icons, I would just need to reload only the icon changed from this preview collection, for now I'll do well, if anyone has any better ideas (or correction) I would be happy


texts:
I have created an animation that works perfectly with alt+A. I tried to use actuators and a script to make it work in bge, but everytime I run it the plane disappears. Here is the blend file.

If you move the mouse, the 3 arrows follow the cursor. When you right click on the ground plane, the animation should have taken place. It does not. Instead the ground plane disappears leaving behind a small green line.

Here is the module code:

#Import the bge library.
import bge

#Make the mouse cursor visible during game running time.
bge.render.showMouse(True)

#Set the current game scene and python controller to variables.
scene = bge.logic.getCurrentScene()
cont = bge.logic.getCurrentController()

#The function "initialization" is responsible for setting all scene objects, object sensors and object actuators to variables.
#These variables are created into the function but are for global use. Their names are the names of the objects/sensors/actuators in blender.
def initialization():
    for k in scene.objects:
        exec("globals()[\"%s\"]=scene.objects[\"%s\"]"%(k,k))
    for k in ground.sensors:
        exec("globals()[\"%s\"]=ground.sensors[\"%s\"]"%(k,k))
    for k in cont.actuators:
        exec("globals()[\"%s\"]=cont.actuators[\"%s\"]"%(k,k))

#The function "empty_to_pos" gives the cursor_empty coordinates on the ground.
def empty_to_pos():
    cursor_empty.worldPosition = (mop.hitPosition[0],mop.hitPosition[1],ground.worldPosition.z)

#The function "cursor_anim" is responsible for the start and end of the cursor animation.
def cursor_anim():
    cont.activate(anim_arrow_1)
    cont.activate(anim_arrow_5)
    cont.activate(anim_arrow_9)

initialization()
empty_to_pos()
if (right_click.positive):
    cursor_anim()

print ("I reached the end of track.py")

and an image:

Any ideas why the animation is not working and why the plane disappears? Thanks


texts: How can I use outliner dots(?? I don't know it's name)?

texts:
https://www.youtube.com/watch?v=z11Sv_kkoUs
In this video, I saw dots which can make me switch object to other not in object mode.
But I don't know how can I activate the dots.
Please let me know that.
I use 2.90.1 ver.


texts:
I'd like to know how to overlay a hue shift effect on an object (like an adjustment layer in photoshop, but applied through nodes).

Let's say I have a sphere. The sphere has a texture applied - let's say it's blue. I also have a second, striped image, which is a black to white gradient in 5 steps.

I want to use the alpha from the second, striped image to determine the hue shift applied to the underlying colour, so that where the stripe is black the object would be blue (no offset), and where the stripe is white, the object would be yellow (full offset), with shades between black and white equating to the colours in between.

Does this make sense, and how would I set it up?

Thank you.


texts: How do I fix a distorted texture? (I'm trying to import a blender obj to join it with a sims 4 object mesh)

texts:
So I'm using blender 2.7 and I made a biscuit tin for sims 4 (picture 1) and exported it as an object. To work in the sims 4 it now needs to be joined with the mesh of an existing sims object.

Now I have opened the sims 4 mesh in blender, and imported my biscuit tin object. But, the texture wasn't appearing (image 2) So I pressed N and changed it from GLSL to multitexture. Now the texture is showing up but it is distorted and see through (images 3 & 4)
Does anyone know how I fix this?


texts: Blender object randomly invisible to camera

texts: so I spent several hours setting up a scene with exploding glass and for whatever reason the bullet is now invisible to the camera... I've done everything and before you say it no it is not turned off in the outline window.  I am at the end of my whits right now with Blender please someone be my hero.


texts: How do I turn a scene into a 3-color...logo or cartoon looking image?

texts:
I want to turn a scene into a more graphic-design looking image, something that can be screen printed onto a T-shirt which means few colors. Is there a conventional way to do that which makes the rendered models look crisp and very monotone, but still take into account a little bit of shading?

More like these examples but with a crisp distinction between colors instead of a smooth gradient https://www.google.com/search?biw=1600&bih=757&tbm=isch&sa=1&ei=04mGXZK4KsGOtQWH9ab4DA&q=shaded+logos&oq=shaded+logos&gs_l=img.3..0.17866.18966..19014...0.0..1.222.1149.9j1j1......0....1..gws-wiz-img.......0i67j0i8i30j0i24.px0-LbngAZk&ved=0ahUKEwjS7cmk4uLkAhVBR60KHYe6Cc8Q4dUDCAc&uact=5

I am sure there is a way to set that up, but I am not sure what kind of lighting and materials would accomplish this.


texts:
If I have two object like the two planes in the image below.
And I join these two planes (CTRL+J). How can I cut off the part that sticks out of the bottom of the bigger plane, so this would be level on the ground, without holes. Ideally the bottom part would be one Face (or as minimal as possible). Also the internal edges/faces/vertices where the plane cut through would be ideally not be represented in the model anymore. Only the parts that you can see outside. I know I can clean it up step by step, but I was looking for a more easier, professional way. Since I would have to do this very often.


texts:
I have a closed bezier curve which forms a an area. This area should get thickness to become a tabletop.
I don't want to convert it to a mesh because I'm using the bezier curve to try out different shapes for that tabletop.
I tried to apply a solidify modifier but that did nothing.
So what are the steps needed?


texts: How to imitate early CGI style animation?

texts:
I just finished the doughnut tutorial series and wanted to know what I need to learn next. I was wondering whether anyone has any advice about how to make the shading and water/fire simulations/particles look more like 90s oldschool animation (like this, this or this). It would really help me.
Thanks a bunch!


texts: How would one animate blinking lights in viewport OpenGL render?

texts:
The goal: to animate blinking emission materials (Christmas Lights from a distance) in viewport materials view.

My attempt: When I manually change the emission strength, the changes are visibly reflected in the viewport. Therefore I keyframed the emmission strength to blink on and off every few seconds.

The problem: The changes in emmision strength are not reflected in an OpenGL render. This approach works beautifully in cycles, but not in OpenGL.

Cheers, Dan


texts: Ok there are multiple JSON addons for 2.79 and they work, but I need an add-on for 2.8. Are there any currently for import/export JSON?


texts:
If I have multiple objects surrounding the center of the scene, how would I move all of them toward the center X units?

Example:
I have 4 gears in my scene lined up 3 units from the center in each direction. I would like to move them all towards the center without changing their size/proportions X units, until they begin to touch.

How would I go about moving all of these objects the same distance towards the center without distorting them?


texts:
I'm trying to apply what I think is a fairly simple bool operation but I can't figure out what the problem is or what to do to remedy the situation.

When modling with the modifiers in place it looks perfect. Exactly what I want to see:

However, when i apply this to the object, the topology is entirely ruined:

The underlying topology looks like this:

I have absolutely no practical experience using booleon operations so far in my Blender journey and I have absolutely no idea what to even attempt to fix this situation.

What should I start looking into first?


texts: Unable to parent bones (not getting the 'keep offset' option)

texts: Here Im trying to parent the hand bone and the shoulder bone to the root bone. But every time I try to parent them the only option i get is "Connected" but i need the the "keep offset" option. If I try to parent it from the object mode using the pipette THIS happens. What am i supposed to do here? I've been trying to follow this tutorial but Im stuck at 2:09 (https://www.youtube.com/watch?v=WjAJHrLGvBE)


texts: How do I rotate object around a point without spinning the object itself?

texts:
I want to create a London Eye kind of a thing and I want to rotate the whole thing. The problem is that I want those cabins to stay with their roof facing up. I want them to move in circle but not to rotate.
Do you know, how can i do that?


texts: how to display only texture (100%in color) in evee viewport ? 2.8

texts: I need to see the texture in 100% color without any lightning on the model. How can to disable all the lightning so the model is displayed only textured?


texts:
I am having a huge problem with compositing an effect I want. I finally finished animating, now I'm heading to compositing, and I got Glare on before I started animation, because it's difficult to deal with trying to get the desired parameter. Here is my node setup so far. (Note: I will be adding multiple effects than just two.)

I tried so many things, yet to find out what the problem is. I even searched it up. I tried another composite. Like Transform. Still gets dismissed. What's the problem here? Am I doing something wrong?


texts: Is there upper limit to vertices in texture paint?

texts:
I'm trying to paint a terrain in Blender. It has a lot of vertices (132 000) and when I'm getting to that step nothing happens. I decreased the number of vertices in the terrain and then everything works fine. So is there a upper limit? And if so what is the limit?

The steps I took in Blender

Selected the object in edit mode.
Unwrap.
UV/image editor.
Saved the image.
3D view.
Texture paint mode.
Add paint slot (normal).

The version I'm using is Blender 2.74


texts: I want to add a simple 'pillow' emboss shape to a face. I want the shape to be square with rounded edges and lift off the face a couple of mm. It needs to be part of the face with seamless joins as if it were punched out of metal. I've attached my efforts so far but as you can see the subsurf is doing some funny things to the straight lines. Is there an easy way to add a square face within a face that I can then extrude?


texts: Issue with rendering a simple low poly scene. Render is warped and deformed

texts:
Just re-learning and created a low poly scene to render. For some reason, it is coming out pretty warped and deformed. My books array not appearing correctly. Tv screen is half showing. wall and lighting seems really bad. and the blinds too.
I am on a 2017 macbook pro with Radeon Pro 560 4 GB & Intel HD Graphics 630 1536 MB. It has a quad core as well..
Here is the image:

Here is the project file:
https://drive.google.com/file/d/1-lSe9MND1Tl0ez3lgN-F91UytQ8HBnHY/view?usp=sharing


texts: I want to use vPython in blender. Is there any way to implement this into blender? I want to create physics animation. In vPython the arrow vector attached to the moving object is really fantastic which changes according to magnitude and direction of object's property (velocity, force etc. ). I want this in Blender scene. Any help would be appreciated.


texts: How to array along path with hair particles

texts:
I have a base mesh on that hair particles. I want to array with the curve along the path.

Dont know whats going on. Look that the hairs distributed on all the mesh. Any suggestion how the array work on the curve with hair particles individual on each mesh.
gif


texts: How do I move an object on the y axis infinitely

texts: I want to use animations to move this object on the y axis infinitely. Additionally is it possible to add conditions, for example if the object's y axis is past 10 meters than I would want to rotate 30 degrees on the x axis?


texts: why is the faces on my model darker than the others?

texts: around the eyes it just goes dark and i do not know how to fix it


texts: Question about unjoined/unconnected mesh/object

texts: The highlighted cube is not connected to the mesh below, is it going to cause issue ? I've seen couple people did this and from what I've learnt, everything must be connected?


texts: How can I prevent blender from exporting fbx with-90 rotation on the x axis to unity?

texts: When I create something in blender and than I export it to unity as an fbx, it is rotated -90 degrees on the x axis to keep it correct rotation but can I export it with (0,0,0) rotation by default ? So it will be correctly rotated and its rotation would be (0,0,0).


texts: I am working with text (standard Blender font) on a Mac. No problem with the currency symbols for yen, dollar, pound but somehow I cannot create the euro symbol. It should be Alt2 on a mac. Blender displays the euro symbol in the Tool Shelf (Edit Mode), but when I toggle into Object Mode the glyph won't show up.


texts: How do I use add-on Simple Curves to chamfer point?

texts: I would like to be able to make a round corner on a curve similar to chamfer in 4D, like a smoothly bent tube? I've found and added the add-on Simple Curves but don't know how to do it? Or maybe I don't need the add-on?


texts: How do I mimic the function of the 3D camera in After Effects in Blender?

texts:
Context: I'm a 2D animator who animates frame by frame. (I draw each image for each frame.)

I used to work in After Effects to composite my animations, and I'm weaning off of Adobe products. One feature I relied on often was the 3D camera, which would allow you to place videos/objects/sequences in a layer in 3D space and continue editing.  So for example, I could put an image sequence in the foreground of the screen and have another sequence farther back on the Z axis. I could then adjust the camera and give it depth of field so the animation in the background id blurred based on how far away it is. I could also move the camera around the sequences in the 3D space to simulate movement. Here's an (old) video that shows some of the functionality I'm looking for.

Is it possible to mimic this function in Blender? If so, what would be the best way to go about it? My goal is to draw the animation in Clip Studio Paint and video edit/add effects using the VSE in Blender.

After Effects added 3D to a primarily 2D software where Blender is primarily a 3D software I'm trying to use for 2D animation. I haven't used Blender in years, but I do remember some things about it and here's what I can come up with so far:

Say I'm trying to animate a character running away from the camera from the foreground to the background.

I know the Grease Pencil is a powerful new tool and could do what I'm looking for, but I draw in Clip Studio Paint. Is it possible to import the image sequence of the character running into a grease pencil object? Would that keep transparency intact? I could then just move the object away from the camera to animate it.

I remember that you can import images and movies onto planes or 3D objects. Is it possible to display the image sequence of character running on a 3D Plane? I would then move the plane to move the character.

If I need to, I can start using the Grease Pencil in Blender for everything, but I'm hesitant to change my workflow.


texts: How do I avoid gaps to a mirror modifier when I am scaling a model vertices?

texts:
I was modelling the torso of a female body using the box model technique. Applied a mirror modifier and started to scale the mid section of it when a gap appeared. How do I fix or avoid this? Mirror Modifier Settings are as follows::
Axis: X - selected; Options: Merge, Clipping, Vertex G - all selected; Textures: nothing selected.


texts: How do I keep my cylinder from being filled?

texts: I am making a wall holder for my AC oil. For some reason when I bring it into my print program (Flashpoint) it doesn't see the inner cylinder/hollow.


texts:
I've imported a Lego model into Blender. How do I group the parts together so I can transform them as a single unit? I don't want the individual parts to be selectable using the mouse. Thanks.

[edit]

I found the answer here:

Is it possible to group several objects and then manipulate them (scale, rotate, translate) as one?

So this is a duplicate.


texts: Import sequence of positions as animation

texts:
I'm trying to make a game and as any game requires, it needs animation.

I wrote a piece of software that can track a marker in 3D coordinates using cameras and save it into a file.

Is it possible to transfer those sequence of 3D positions to some object of blender and make it move? What kind if format it expects?

Thanks in advance!


texts: transforming a texture from one object to another

texts:
I have a scanned object with the topology of tries and its unwrapping is with "islands" but once it's in a 3d software the texture fits perfectly well. I need the object to be retopologies with quads so i can change its unwrapping to a one piece unwrap. is there a way to tranfer the original texture to the retopologied object with the texture getting all messed up?
would appreciate any advice.

Thank you...

btw- I did try the CTRL+L option - not what I was thinking about.
Are there any other ways to do it?


texts: Check which types of physics are used in the complete scene/blendfile

texts: How I can I see which physics (rigid body, fluid, smoke, paint, soft body etc) are used in the complete scene/blendfile, without having to check for each mesh individually? Thanks :)


texts: How do you reset a hotkey for version 2.9?

texts:
I am using blender version 2.9
Like a idiot. I mistakenly assigned my left mouse button as shortcut for smooth vertex via the right click a feature and press key to assign short cut. Now i don't know how to remove the hotkey setting. I looked through the site. The other tutorial I found is for a much earlier version of blender.
Please help.


texts:
I have a sphere with a slightly curved top and I applied a grass texture to the top, but what it is doing is applying the texture to every face, which is much too small.

I want it to be larger so that it looks better and the tileing is less noticeable.
In edit mode and close up it looks like:

I will need to export the model as an obj so the texture would need to look the same when exported.


texts: How to run a modal operator for/in several 3D Views (video of problem included)

texts:
When i invoke a modal operator (it highlights faces under the mouse cursor via raycast and bgl) from the tool shelf, it is running in/for the 3D View, the tool shelf is in but not in other 3D Views displaying the same content.
I need to invoke the modal operator again from the others 3D Views toolshelfs to get the desired effect. Is there a way to invoke it for all 3D Views at once?

Because it is not easy to explain i made a short video (30 sec) to show the problem:
https://youtu.be/ogTSyeIRbNA

edit: i cannot mark as duplicate but the question was kinda answered here already(it was hard to find for me without the hint from batFINGER):

How can I disable Right Click at my UI

Getting the active region

RegionView3D from Region object and vice versa


texts: Blend close shades of colors together in compositor

texts:
I have some mesh that is intersecting with itself in some areas. To reduce the visibility of these intersections, I want to somehow blur, blend, flatten, or otherwise smooth out the area. This will probably need to be done in the compositor.

The picture shows a basic setup of two mesh pieces intersecting. The material is simple diffuse mixed with gloss based on fresnel. They have slight color variation due to the highlights and fresnel. You can see that in areas where one overlaps the other (yellow) the edge of the foreground piece is dark due to the fresnel, and stands out. I want to keep this.

In the red area, the meshes are intersecting but not near the edges. There is just enough color difference due to their shading for the intersection to be noticed (whereas a flat shaded material it wouldn't be.) I want to somehow change that area so that the intersection is less visible, but without losing detail in other areas, or losing the edge detail in the yellow area.

The bottom half of the image shows what I'm going for (done in photoshop with water droplet tool.)

EDIT: I am happy to use methods outside the compositor, such as mesh changes, etc, or even workflows that involve other programs. I just need to be able to automate it, and avoid having to hand paint/mask/edit things too much. I need a method that will work on a lot of pieces. They are animated in a simulation, so what areas are intersecting will change every frame.


texts: I have a project which requires baking a fluid simulation and rendering within the time limit, its been one hour and its stuck at 0%

texts:
Im trying to render a small toy ship falling into a block of water..

I just did a basic fluid sim, following the same steps I always do (which usually works) and I replaced a ball with the OBJ ship model. I followed this tutorial: https://www.youtube.com/watch?v=_ECgy5hawyY

Every time I try to bake the simulation, it just gets stuck at 0%.

I have to finish and render this project in THREE HOURS.

Ive wasted an hour baking and its still at 0%.

Heres the blend file:


texts: Blender 2.8 Beta wouldn't load old 2.79 Key Configuration

texts:
Blender 2.8 Beta wouldn't import 2.79 Key Configuration

Is this a bug or a feature?

Thank you.


texts:
I need to process sets of pictures (1 to 10 real life photos) from mammals to produce 3d models.
I need to automate this process:
1. normalise color among the set;
2. turn the set of real photos into a color texture. The 3d model and the texture layout is always the same for a specific species. I guess image reconstruction is needed;
3. extract the size parameters from the set (distance between eyes, legs, etc.)

Could you point me to the right techniques, people or organization to achieve this?


texts: Export multi-pass .exr image sequence from cycles?

texts:
Is it possible to export an image sequence (in this case a sequence of .exrs) from cycles?

For example, I have multiple sets of .exrs for different passes I want to combine into one set of .exr image sequences.


texts: How to rotate bone group 90 degrees for all frames?

texts:
Let me preface my question by saying I'm a very newbie user. I have a weapon model and the arms need to be rotated 90 degrees for every frame for the whole animation (and i've got a few more weapon models that need this to be done, but unfortunately it's a very lengthy process.) Is there anyway I can change the Rotation of a bone group for all frames of an animation?

Here's a picture of what I want to do, if it helps:


texts:
If I have a camera at 0/0/0 of the x/y/z and its heading is unknown.

How do I make it point in the direction of 1/0/0 quickly?


texts: Particle System does not stick to the mesh if the mesh is moving (global,local coordinate-system?)

texts:
I want to create something like a fire elemental, so I have to work a lot with the smoke simulation. In the flow objects I use FlowType: Fire. Now I've created a nice burning head, which is pretty easy, because the fire raises just straight to the top. And now I want burning arms too, but I have no idea how to give the fire the matching direction. I'm using a particle system to control the direction, but as soon as I rotate the mesh or something the particle system does not rotate with the mesh. I think the particle system is in the glocal coordinate system, but I would need it in the local coordinate system, so that it sticks with my mesh.

I hope I could clarify my question for you, thanks a lot for your answers.


texts: Use denoiser on certain frames of animation

texts:
Denoiser wastes quite a time on empty renderlayer (about 2 mins for 1080p), but its checkbox can't be keyframed and even LMB's Copy data path is greyed out (so, no scripting I guess).

Animating renderlayer visibility is no option for me, because it messes Multilayer EXR a lot.


texts:
I occasionally have two objects with a vertex overlapping an edge:

My question is how can you create vertices on the edge touching the other vertices, without having to subdivide and merge. In this situation it would be quite simple, but other times it might be more complicated. Is there an addon that can do this?


texts: Object not zeroing out to the center of the grid

texts:
I am having an issue where an object is not zeroing out to the center of the grid. it is not parented to anything and its pivot point is where it is pictured in the image...

Appreciate any help!

With moving object to center and freezing location, the pivot moves up to where it thinks 0,0,0 is...

Blend file for download:


texts: error passing a property to a function (name not defined)

texts:
I am fairly new to python scripting, so getting into blender is a uphill battle at the moment. I want to pass a property into the REDO panel that, when checked, tells the operator to take effect only to the active object. But I keep getting an error message saying that the property is not defined (it is my understanding that it should be, because of the self argument in the function).
Any help is very much appreciated!
    "name": "Snap Origin to selected",
    "author": "Juan",
    "version": (1, 0),
    "blender": (2, 90, 0),
    #"location": "View3D > Mesh > Snap > Snap Origin to selected",
    "description": "snaps the origin of the object to a selection",
    "category": "Mesh",
}

import bpy

class MESH_OT_snapOrigin(bpy.types.Operator):
    """It has to begin with a selected element in edit mode"""
    bl_idname = "mesh.snap_origin_to_selected"
    bl_label = "Snap Origin to selected"
    bl_options = {'REGISTER', 'UNDO'}

    only_active: bpy.props.BoolProperty(
        name="set only active",
        description="set only the origin of the active object",
        default=False,
    )

    @classmethod
    def poll(cls, context):
        return context.area.type == 'VIEW_3D'

    def execute(self, context):
        bpy.ops.view3d.snap_cursor_to_selected()
        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
        if only_active.value is True:
           bpy.ops.objects.active.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        else:
           bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        # bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
        print("updated!")
        return {'FINISHED'}

# Registration

def set_origin_button(self, context):
    self.layout.operator(
        MESH_OT_snapOrigin.bl_idname,
        text="snap origin to selected",
        icon='PIVOT_CURSOR')

def register():
    bpy.utils.register_class(MESH_OT_snapOrigin)
    bpy.types.VIEW3D_MT_edit_mesh.append(set_origin_button)

def unregister():
    bpy.utils.unregister_class(MESH_OT_snapOrigin)
    bpy.types.VIEW3D_MT_edit_mesh.remove(set_origin_button)

I also don't know if bpy.ops.objects.active.origin_set(type='ORIGIN_CURSOR', center='MEDIAN') is going to work, given that I get an error before that, just so you know...it is probably also wrong.


texts:
i'm trying to rotate any object on it's center but it doesn't rotate.
I try to tilt the camera but it doesn't tilt.

They move on all the axes, they rotate around the 3d cursor but they maintain always the same position and i can't rotate them on themselves.

What's wrong?

Thanks,
Manolo


texts: Black window flashes then disappears when I start Blender 2.72

texts:
I've been looking for a solution to my problem for a few days without finding it, so I'm posting my question here hoping I'm in the right place.

I had Blender 2.68 working very well, and I wanted to switch to version 2.72. Because I have Windows Vista 32-bit, I downloaded the 32-bit .exe file, which installed without problems, but when I try to open Blender, a small black window opens and quickly closes and then nothing.

I don't know what might be causing this, your help would be welcome. Thanks in advance!

Cordially, Fred


texts: I am new to blender. And want know how to get the filter nodes in 2.71. I'm tired of trying. In my copy of blender filter nodes are not visible. Thanks for the help.


texts: How to tie a deforming knot with a curve?

texts:
I'm trying to make a knot that deforms realistically using a beveled curve. It should look something like this:

This is what I have so far, and these are my curve settings:

How could I achieve this using the curve and avoiding converting to a mesh?

Thanks!


texts: How to change subdivisions after adding a grid

texts:
I'm following this tutorial, when I use Add > Mesh > grid and then scale it, I get a grid with 9x9 squares:

To make the maze, I want the grid to have more squares (15x15 for e.g) however, no mater how big I scale it it remains 9x9 squares.

Is there a way to control the number of squares this grid has?


texts: Is it possible to add Noise to a Geometry?

texts: i'm modeling a 3D rabbit...does Blender have a option to add 'noise' to the geometry? like a sphere or a cube? i need it to do the tail, that looks like a cotton ball or something like that.


texts: How to seperate by loose parts without blender freezing and crashing?

texts: Trying to get my single object to split into multiple by using "by loose parts" but as soon as I click it, blender freezes.(I've let it sit and run for 8 hours and still hasn't worked) it has a ton of geometry (over 3 million on all) but even when I just select a few thousand vert, faces, and edges it still freezes


texts: Blender to Unity animation | Volume Preservation

texts:
I created a 3D model in Blender and animated it with an armature and bones before exporting it to Unity3D. As some of the rotation animations arbitrarily made the mesh shrink, I had to select the “Preserve Volume” option in the armature modifier.

However, I realized afterwards that Unity3D doesn’t recognize Blender’s “Preserve Volume” feature. While the model’s animations played fine in Blender, the shrinkage problem resurfaced in Unity3D.

Any ideas?


texts: When trying to add a shadow, it looks like a bug as instead of adding it to the object, the background "cracks" into different-shadow pieces. I use my PC for other design-related programs, and it never happened to me, so I am excluding graphic card issue. I use MacBook Pro Retina 2015. I also added a screenshot of what happens when trying to use shading. Hope you can help me here


texts: Why is my Material Nodes -based blender internal texture not translucent like the other one? How do I work around it?

texts:
I'm trying to animate a neon sign that blinks, but I'm having trouble with my materials.  Here's the .blend file

I am using the Blender Internal renderer.  In order to have a neon sign that blinks I created a material that uses nodes to alternate between two simple materials.

The "Fac" property on the mixes is animated using constant interpolation so it toggles between 0 and 1.

One of the materials (neon phase 2) works just fine.  Unfortunately, neon phase 1 (which is the "opposite") does not.  When it is off it is not translucent like glass.  It is a shiny opaque grey.

What is the critical difference between the two node-based materials that makes one work correctly, and the other be opaque all the time?  How do I fix it or work around it?


texts: Use Python to join objects with hierarchy in outliner

texts:
I'm trying to write a Python script that parses through the outliner to join meshes that have a hierarchy. Similar to the manual option to right-click an object in the outliner, do a "Select Hierarchy" and then do a CTRL-J to join the selected.

This is what I have so far, but I think I'm lacking API knowledge to get it right:

import bpy

scene = bpy.context.scene

print("#################### JOIN HIERARCHIES ###################")

bpy.ops.object.select_all(action='DESELECT') # Deselecting all

bpy.context.area.type = 'OUTLINER'

for ob in scene.objects:

    #scene.objects.active = ob

    #print("--", ob.name)

    if ob.type == 'MESH':

        bpy.ops.outliner.object_operation(type='SELECT_HIERARCHY')
        bpy.ops.object.join()
        bpy.ops.object.select_all(action='DESELECT') # Deselecting all

print("################## END JOIN HIERARCHIES #################")

Thanks in advance for your help!


texts: moving vertices along view axis between camera and vertex position

texts:
I do want to model something that i a have photographed in 2 different perspectives.
So after modeling it looking through one camera, i do want to slide the vertices back and forth along the vector describing the direction between camera origin and vertex position (and not the view axis, because that would always be the same direction for every pixel of the image)
It's like creating a vertex while viewing from a fixed position/rotation, than making an edge to the viewing origin and vertex sliding the first vertex without clamp.


texts:
I have this script:

import bpy
track = bpy.context.selected_objects

for i in track:

    bpy.context.scene.cursor_location = i.location

    bpy.ops.object.empty_add(type='CUBE', radius=0.05)

Track are the trackers and I want to parent the trackes to the emptys that where created.I try this script but it isn 't working:

import bpy

track = bpy.context.selected_objects
em = []

for i in track:
    bpy.context.scene.cursor_location = i.location
    new = bpy.ops.object.empty_add(type='CUBE', radius=0.15)
    em.append(new)
    bpy.ops.object.parent_set(em)

I just want to make my life easier.Thanks for any responts.

F.Y.I. : I 'm doing facial motion capture. I track the markers reconstruct them and then I did constraints to F-curves.I want the trakers-empties to align to the bones of the face of the pitchipoly human, before I constaint the bones location to the trackers-empties(copy location). I thought that this solution is simple, but the trackers-empties where too many so I thought to make a script.


texts: Can hair particles acquire color from emitter's UV-mapped image?

texts:
This is a bit convoluted (and I'm still wrapping my head around Blender in general) so bear with me:

I'm trying to create downy feathers on a robin.  I created a basic hair system, cranked up the clumping for a feathery look, made a few weight maps to control distribution and length, and so far so good: fluff achieved.

But what I'd really like to do at this point is to control the color of the fluff based on where it is on the model.  I have a texture mapped to the mesh already (to cover any bald spots that might show through) but that's not doing me much good since the fluff is covering it.

Do I have to make a separate system for the red breast?  Or is there an easier way?


texts:
I was messing about with keyboard combos in 2.80 alpha trying to remember how to add a render preview rectangle, however I seem to have done something that has masked my model in 3D space, which I can rotate around. It's on a global level as multiple objects are being masked the same way.

I am lost as to what I've done and how to clear it. ctrl+option+b doesn't seem to work.

Hopefully this is something easy and I'm having a brain fart, otherwise it's an embarrassment to say I've been using Blender for 15 years...


texts:
Basically the question.
Usually, I let Blender save some additional render passes (mostly ID masks) together with my main rendering for later, in-depth compositing. In the compositor, I pick the image, environment and all my other passes and feed them into a File Output node.

Today I wanted to try the D-Noise add-on (for it got recommended to me), and it worked well in the rendering window itself. However, the saved files were all noisy, which means that D-Noise doesn't seem to recognize render passes being fed through the compositor by default. Is there any way to connect the "denoised image" to a File Output node in the compositor (manually saving won't be a solution of course)?


texts: Blender won't open, only flashes command prompt

texts:
I was working on a project, but decided to install a windows update, specifically the January 3, 2018 update. Now when I try to open Blender, only a command prompt flashes and nothing happens.

I tried installing, reinstalling as well as running through the system files instead of the desktop icon. I've looked all over the web, but can't find a solution.


texts: Rendered animation brightness shifted in some players but not others

texts:
My rendered animation output's brightness is way too high in some players but not Windows 10's default player and Blender's play rendered animation. I think either the codec setting is wrong or Blender's output format is bugged?

Firefox, which specifically stated it supports MP4 container with H.264 codec, says the file is corrupted when I tried playing the file in it.

Output:

All extensions
24 fps

Encoding:

Tested formats: All codecs
Others are default

Apparently, AVI RAW is the only format that works.

Notice the background color. They are marked.

I have experienced similar problem with other render softwares on my other PC. Is this a universal thing?

By request, here is the final frame image I'm rendering: (The sample is low, I know)

The background color is #111111. It is precisely correct.


texts:
Solely in Blender, I'd like to take my animated render (which presumably is in black and white) and make it look as if it was video footage taken many years ago—the classic little lines and dots and smudges on that sort of thing.

How would this be accomplished?


texts: Character model going crazy after parenting

texts:
For this first post, I wand to detail a weird issue for my character model. I am new to IK rigs, and I just finished my character. The armature has absolutely no problem. After having parented the model to the armature with Automatic Weights, here's what it looks like.

Hovewer, as soon as I try to move a single leg, here is what happens :

The fist leg does not follow the IK bones, and the other leg stretches abnormally, and the chest follows the deformation. I have absolutely no clue what causes this. I could create a weight map, but my character's UV map has gone crazy too. Should I fix something using the IK parameters?

NOTE : I got several issues while mirroring the bones to the other side. The control bone was absent as I forgot to add .R at the end. I finally fixed this glitch. I think the problem is rather model-related, as the armature does not have any problem.

I can send the .blend file if you wish.

Thanks for your answers.


texts: How to make a UV layout match a baked texture?

texts:
I'm new to Blender and have a question that maybe be simple to solve, but I don't figure how.
I have a Suzanne texture and baked it to a cilinder.

Here's the original texture with UV layout:

Here's the texture after being baked to a cilinder:

Is possible to automatic make the UV of the monkey match this new texture?
Thanks and sorry for the bad english.


texts:
Weird title, I'm sure, but I'm trying to sort of smooth some objects together... I started by making four pieces. Then I joined the four pieces into one, thinking I could use the smooth tool to make it look less...jointed.

As an example, I went and tried to smooth it, but instead of it making it look less segmented, this is what happened

please be gentle I don't use Blender a lot.


texts: Putting an image texture onto a selfmade object

texts:
So what my new Problem is, is that im trying to add the texture u can see on the left side on the picture here:

to ma knife, and the first row should go from top to bottom on the left side, the other one from top to bottom on the right side. If i add that image texture now, it looks completely muddled up.

Can somebody arrange the picture to fit the knife?
Heres the Download link for the Texture and the Blender Knife...
https://drive.google.com/open?id=1qK4hvAY_Ivl-L5L4dlWAW2mz8pjgnP4Q

Thats how i want it to look like:


texts: How to deform organic meshes according to parented curves?

texts:
I'd like to figure out how to use a curve to deform a mesh. This is needed to allow for logical transformation of organic shaped meshes. Does anyone know how to do this?

Thank you.


texts: Vertex weight proximity to display ALL particles within it's range

texts:
I am planning to make large scale grass field so I need to optimize scene accordingly. I want all the available particles to spawn in camera view (all count). What I get now is camera reveals only small part of particles when I need them to be clumped in one spot - all this to save memory and have dense grass field only in camera view - like it is in games. Any idea how to achieve this effect?
Cheers!


texts: Why does part of my mesh have a texture even though its UVs are off the edge of the image in the UV Editor?

texts: I'm sure I'm missing out on some fundamental aspect of how UV unwrapping works, but why does this selection have an image on it when it is technically off the image?


texts: Blender 2.8: How to output renderings in real time just like what is shown in the viewport?

texts:
I just was able to start up Blender 2.8 with some of the example projects on the website, and I'm able to pan around and see the real-time render in the viewport, but how can I OUTPUT this real-time render to a PNG sequence? I'm pretty sure it's possible, I was reading that its done the same way as an openGL render was done in 2.79, but I don't see the same settings anymore in the alpha version, and openGL is a seperate render option now...

SO: How can I render IN REAL TIME (almost at least), the same thing I see in the viewport, as an output of PNG files ? (NOT the simple F12 way unless theres a way to majorly speed that up)


texts:
I made a light bulb and I use the Glass BSDF material. I also use solidify modifier to get some thickness of the glass, but the problem that I can't find a solution for is why the glass is soo dark. I want it almost pure transparent. I have read other questions here in the forum about this and I have set the white color to 100% and I also increased the value for the transmission bounces in the laight paths panel and turned off the shadow. The room is full of light.

What can I do to change and improve the render of the light bulbs?


texts: The fonts on the interface are too small, how can I make them bigger?

texts: I just downloaded Blender to my Surface Pro 4 tablet, but I cannot read the menu bars, the fonts are too small. How can I make the menu fonts bigger?


texts: Hello I recently installed the Steam version of Blender and every time I launch it, it opens the CMD prompt and acts like its booting up, but then stops and gives me an error that says "A graphics card and driver with support for OpenGL 3.3 or higher is required. Installing the latest driver for your graphics card may resolve the issue." Now I semi understand this, but I don't understand how I can run 2.79 perfectly fine. If anyone has a fix for this please help. If it just means my graphics card is bad then also tell me please.


texts:
I've run into a strange project where I have to build multiple spline IKs' for a less-than-optimally posed mesh. An edges-to-bones addon or script would be ideal if such a thing exists.

I'm familiar with the basics of python in Blender but haven't gone deep enough to do it myself. How easy would it be to write a (hopefully short) script that would do something like this?


texts: Particle system removes my particles when I render

texts:
I'm using a hair particle system to make a forest with the density determined by a separate UV mapped texture. When I set it up it looks correct:

But when I render it seems to remove most the particles and only leaves some blocks behind. I have no idea how to fix this:

Here is the blend file: https://mega.co.nz/#!8E5VkDaJ!PsExHPP7LQNxk8Ry7xco9B3iO1xKrDhELS6wEszjM_Q


texts: My mantaflow fluid simulation is going the wrong way

texts: so i am working on this project, and my fluid seems to think that the y axis is the x axis?? the fluid flows to the wall instead of the floor, like as if gravity has flipped


texts: Imported STL files dont look round when rendered

texts:
im currently working on a CAD model (using Siemens NX12) and want a more realistic render than NX is able to provide. I've tried a number of methods and came to the conclusion that exporting as STL file works best. When i import said file into blender and render it, the once round surface looks like its just a high side count polygon. So far i've tried to subdivide the mesh and enable the autosmooth function, but i dont see any improvement. Im really new to blender, i actually downloaded it just for this purpose, so im on the newest version.
I'll try to add one of the renderings, it was done using cycles with a sample rate of 1100 and full hd resolution (cropped to reduce the size) and took just around 90 seconds. You can best see my problem on the inside of the outer ring on the right hand side.
I appreciate any help.


texts: How do we assign a second material to selected faces in 2.8?

texts:
I'm trying to assign a second material to top and front faces (using 'assign' button in the material collection, as explained here). But instead the faces become transparent:

They are transparent in the preview and in the rendering as well. If I remove the second material from the collection (slots?), the faces are visible again.

Things I did:

Reinstalled Blender to be sure.
Swapped materials for faces, faces with material from slot 2 are transparent regardless of material in slot 2.
Added a third slot, and linked faces to random slots. Slot 1 always work, other work randomly, not always the same which work.

Using Blender 2.81a, with a default new scene, cube and default material except base color.

File: http://pasteall.org/blend/index.php?id=52755


texts: Can you set a default "New Image" size for texture painting & baking?

texts: Is there a way, either in User Prefs or by saving a startup file, to change the default New Image size to something other than 1024? I prefer higher res maps for texture painting & baking.


texts: Dope Sheet: Select all keyframes before or after a certain point

texts:
I'm attempting to create a smooth motion with a camera object in an animation as it changes location between several keyframes. My goal is to select the relevant keyframes at the specific point in time and move them forward or backward on the dope sheet timeline.

This of course only moves the selected keyframes at that specific moment, without altering any other keyframes elsewhere on the timeline, which means I would need to manually offset every other keyframe located after the one changed.

While the B and C hotkeys can help achieve this goal to either select everything ahead of the keyframes being adjusted, this may become more time consuming for any future projects that might be more complicated. Is there a function or hotkey I am unaware of which would allow me to include every keyframe ahead of the selected one? And if such a function exists, does the opposite exist as well (include all keyframes before selected one)?


texts:
Blender 2.8 doesn't load on my windows 7 notebook. It only says several times:
"Warning! Ignoring untested OpenGL context profile mask bits. Warning! OpenGL core profile not available."
I already updated my Nvidia graphics driver. Is that still a development problem or is it my computer?


texts: How do I get Blender to export all the movement of all the objects into just one animation clip? (Blender to Unity exporting)

texts:
I have a scene with two cubes. I make each cube move from one point to another point using key frame animation. I then export as an fbx to Unity, and each cube's animation is listed as a separate clip. What am I doing wrong? Why is exporting the two objects animations as separate clips? I want it to be just a single animation clip.
Thanks!


texts:
I'm attempting to lower a face with out causing a edge to be pulled down with it how can this be achieved...

I have tried extruding and moving the face downwards, but when I delete the faces that are left I'm still left with the edges present messing up the mesh...

I wish to avoid the second image


texts: How do I let walls have a minimum width?

texts:
I am designing a 3D printable object. From a pure design perspective, many elements are extruded triangles. The problem is that the triangle will be very thin on the sharp edge.

For printing the object with a 3D printer, I need a minimum width, otherwise it will be interpreted as nothing and not become printed.

Basically, I need the following:

red: object as designed, not suitable for 3D printing
green: minimum wall thickness, suitable for 3D printing

For this example I went into edit mode, added vertices manually and moved them manually until it looked like a minimum width. The result needn't look exactly like this. Actually I don't exactly know an algorithm to do that.

Note that I need to ensure that wall thickness on the whole scene, not only on a primitive object.

I have tried:

the solidify modifier, but it still generates a sharp edge


texts: Hot to get rid of strange object borders

texts:
I'm following blender guru's tutorial for spaceship corridor and I found out that during panel moddeling phase I've god these strange borders/artifacts.

They are not visible from distance but when I zoom into some distance I can see them during rendering or modeling phase.

As you can see on the third image there is more places with dark areas.

I just joined simple objects like cubes and cylinders.
I have no idea why is this happening.

-----


texts: Is there literally NO way to start a particle animation when the particle is emitted?

texts:
I've been battling the particle system for over a week now without any success.
A little context to what my issue is:

I'm using an instantiated collection(!) with 4 meshes in it as particles, each of them with shapekey animations. The problem is that all of them play at the same time. I'd like each particle to start it's own animation when it's emitted, and not based on the timeline.

Example: Let's say I modeled a piece of popcorn and have base shapekey as just the corn seed, and another shapekey as the actual popcorn itself. Now when I make a popcorn machine, I want each emitted popcorn to start as a seed when it's "emitted", and turn into an actual popcorn after however many frames after it's born. With the default particle system, all popcorn would pop at the exact same time, meaning some would be emitted already popped, which makes no sense.

So I obviously looked everywhere I could, looked at all the (frankly small number of) topics on this matter, like here, here, here, here, and even found a video tutorial which covers the exact same issue, but is unfortunately for an older version for both blender and AN, some nodes from AN are absent in the latest version, and doesn't work at all with collections as instantiated particles.

So I'm pretty much at a point of giving up, but if anyone miraculously somehow knows some solution to this issue, please by all means let me know your genius, as it seems like nobody knows a definite solution to this. Thanks!


texts:
I am trying to get Z Pass to render but all I get is a white image. Any ideas why that happens?

I tried setting up the render layers, checked only z-pass since that's all I need but still can't get it going. I am having a similar issue when trying to output to PNG's other passes but they do show up however at least in the viewer.

Also I tried looking up for tuts on this but what I found is only for internal compositor unfortunately.

Thanks


texts:
I'm trying to create and composite a scene involving a button with some heavy effects on it. The image below is an example of what I'm trying to create.

Example Render:

My current render:

I have two problems with making this scene

1.) I cant figure out how to give it a voronoi or cloudy look (the increased transparency randomly thougout) without ruining the coloring or translucence and while keeping the background details clear at the same time.

2.) How to composite it so that it has the saturated glass or hologram like appearance (the glow and rgb split kind of effect) that the example image has.


texts: If I'm exporting from auto rig into unity with the intention of animating "within" unity, how should I go about it? Exporting just results in a million bones because of all the hidden ones.


texts: Duplicate object including physics settings in python for Blender 2.8?

texts:
I can duplicate an object and its materials in python for Blender 2.8; so far so good
How do I copy its physics, say Cloth, settings?

Code so far, manually copying the settings I need:

balloon=bpy.data.objects['Balloon']

dup= bpy.data.objects.new(balloon.name, balloon.data.copy())
dup.active_material= balloon.active_material.copy()

bpy.context.scene.collection.objects.link(dup)

# Copy cloth modifier
bpy.context.view_layer.objects.active = dup
dup.select_set(True)
bpy.ops.object.modifier_add(type='CLOTH')

# Copy cloth settings
dup.modifiers["Cloth"].settings.use_pressure = True
dup.modifiers["Cloth"].settings.uniform_pressure_force = 2

```


texts: How to create a mirror pose for a pose bone (using Python)?

texts:
I've done pose mirroring for characters in some other 3D software using scripting / matrices.

However in Blender I don't have the same helper methods / functions available (or haven't found them yet) and I'm not that much familiar with Matrix math in general.

For example - I could define some plane like ZY-plane and mirror left side bone pose (rotation) to right side along this plane. Can't remember the exact details. I would also limit myself to same limitations as Blenders pose mirror does, i.e. knees bend along x-axis and Y-axis is along bone length.

However, I haven't been able to do this in Blender yet. First of all, I'm not even sure how Blender's matrix is setup. To me it seems third item in its list is rotation:

pBone.matrix[3]  # this is rotation?

Any help is appreciated.

P.S.
I got a setup to mirror pose bones using bpy.ops.pose.copy and by.ops.pose.paste(flipped=True) but this is not what I'm asking.

Edit - this is what I got now. Similar to what I've used in other software. But it naturally is negatively scaled after mirror and I should be able to somehow restore it back to 1,1,1 scale while keeping the rotation.

def mirror_bone_pose(bone):
    # mirror matrix
    mmtx = Matrix.Scale(-1, 4, (1, 0,0))

    # mirror
    mtx = bone.matrix
    mtx = mmtx @ mtx
    bone.matrix = mtx

    # remove neg scale in one axis, not enough... but flips normals of bone
    # bpy.context.object.pose.bones["Bone"].scale[0] = 1

# test
mirror_bone_pose(bpy.context.object.pose.bones[0])


texts: How do I check if a line or a linear object 3d is perfectly straight along the X axis for example?

texts:
Being a not too complicated question I have found a myriad of similar questions about it but it seems to me that they do not fully answer what I am looking for, which is actually much simpler than it seems. If there is already any question that can answer this please link it to me.
In my walls the different sections are clearly crooked, so when I go to join them, a small crack remains. I tried to fix everything manually but sooner or later something gets distorted somewhere else. My question is this:
1). Is there a tool similar to the '' leveler '' that can tell me if the object or the selection line is perfectly straight along its axis?
2). Alternatively, is there a way to straighten everything, in this case along the x axis, horizontally?
I have already tried different methods, I always use shortcuts to make sure I always move straight along the axes, but now I don't know what is straight and what is not.
Thanks in advance.


texts: Whenever I enable a collection in Blender, it unhides all objects that I've selectively hidden. This is very irritating as it means I needs to rehide the objects I want hidden, or keep objects in separate collections.


texts: In Blender 2.92.0 How do I prevent blender from darkening the brush/paint bucket color?

texts:
The color picker is amber #DE9768 and starting from white #FFFFFF the paint bucket fills with a burnt orange #BA4F23.
So I detached the texture node from the Principled BSDF and input directly #DE9768 amber. It shows in the  Base Color window itself #BA4F23 burnt orange. Even my color wheel is all messed up.
What setting do I have to adjust to fix this blender file?
I say this Blender file because if I copy all mesh and paste it to a new Blender file, problem solved.