texts: Did my file get damaged when blender crashed?

texts:
I was working on file that has a particle system ( fluid with a lot of options in physics ) which made blender kind of slow. Then I undid a step and suddenly blender shut down .
I tried to open the file again but blender kept shutting down before opened it. I checked other files in blender and they worked fine, except for that one which blender shut down. I dont know what happened. Does that mean that the file has been damaged? Knowing that the files size is just 12.8 mb
I use blender 2.78


texts: Animating active object issue in motion tracking project

texts:
Why won't my 'meteorite' continue forward follow-thru even though set as an active object in the Physics tab?
• Project for school - to VFX a meteorite striking building
• Must finish by this coming Sunday night! (3/21) if at all possible
• Using Blender v2.83 on desktop PC with Windows 10 - Blender version is what school uses
• Any / all help welcomed :D
Thank you!!


texts: How to build blender as shared libraries for Python2?

texts: I am trying to embed Blender as a backend (headless mode, no gui) into another program, I currently know how to build Blender as a python module, but Blender uses Python3, and my target program uses Python2 and C++, so I wonder if there is a way to build Blender as a module for Python2 (But I see that there are already some answers saying no), or to build Blender into some static libraries and header files, just like a Blender SDK? Can someone give some advice?


texts: Understanding Texture Projection and UV Mapping

texts:
I'm trying to get my head around UV mapping in Blender, having never had to use it in other CAD packages. From what I can tell from various tutorials, UV Unwrapping is pretty fundamental, so I'd expect to do it for most objects in my scene - even if they're simply various boxes and planes. But I'm struggling to get a sense of general rules...
A few aspects I can't get my head around:

Would I always Unwrap an object? If not, why not?
Would I typically set up a UV map for each usage of a material on each object? So 3 objects, each using 2 materials, would need me to unwrap 6 UV maps?!
What are the projection types (Box / Cylindrical / Sphere) in the UV menu about - are they an alternative to UV Unwrapping, or just providing a starting point for it?
If I Unwrap something, I assume I would always then use the 'UV' option in the Texture Coordinate node?
The Image Texture node seems to have an option for mapping type too! How does this relate to any UV unwrapping? Is it best just to leave it at Flat?

Apologies for the list of questions - if anyone knows any tutorials that go through more of an overview explaining the stuff above, that would be helpful!
Thanks.


texts: Select vertices based on other object (like boolean modifier)

texts:
I have a geometrically complex sheet and would like to make this sheet have the shape of a bowl by deleting vertices that do not lie within a volume defined by some secondary object the shape of a bowl. This is the sheet:
You can imagine the type of operation I want to be like a boolean modifier, which calculates the intersection of all vertices with my bowl. However, the boolean modifier does not work on "leaky" objects like mine.

Is there any way of selecting only the vertices that lie within some other object, so I can then invert the selection and delete all the other ones?

Thanks!
T

Edit (I don't have enough rep to post a comment, so I will address some of the comments here. + I rephrased my question, hoping to make it clearer)
@Atomicbezierslinger:

I know about proportional edit and circle select and don't see what my experience with modelling has to do with my question. Also I am not interested in recreating a new model. My question is about selecting a set of vertices that lie within the boundaries of some other object of my choosing.
A simple intersection does not do what I want. This is because the boolean operation looks for enclosed volumes and my model isn't a volume but a surface. This is what it looks like:

The model is in fact subject to very precise specifications as it is (pretty exactly) a Lidinoid (https://en.wikipedia.org/wiki/Lidinoid).

@m.ardito:
It is a sheet, because it is a 2d surface in 3d space. Its shape is that of a Lidinoid (see above).


texts: To help me communicate better what is the correct name for node attachment points?


texts:
As the title states I get weird artifacts. The artifacts are on the low poly model after the high poly bake onto the low poly model. The object (horns) have holes in them that will be covered up by a second set of horns (as you can see in the both horns picture). The UV map appears to be fine (blue with little to no green areas, when you zoom in on the map) to my knowledge, but is very dense in some areas, don't think that's the issue but maybe it is? The normal bake map doesn't look the prettiest but I don't understand that to be the issue? I also used a cage for the bake which I believe to be good? Please help me :( and I appreciate all the help :D
BAKED MODEL WITH ARTIFACTS

UV MAP

NORMAL BAKE MAP

CAGE

BOTH HORNS


texts: Circular dependency in between linked .blend, can't have mats in one files and models in another?

texts:
So I want a Master .blend files with all my mat, and several linked collections of meshes from other .blend files. I thought this would be no problem but I get a message in console that look like a circular dependency.

What I did is this: create a mat in Master file, link the mat in one of the mesh .blend file for unwrapping and testing, go back to master file and link the mesh. To my surprise I can't see the mat on the mesh, and I get this message:
'Warning: LIB: Data refers to main .blend file: 'MAtest_MatLink' from C:......'

test_MatLink being the name of my mat.

So how can I do this? This is for product rendering so having one mat for all the objects is crucial if I need to make quick changes.

Right ow the only solution I found is to have a dedicated .blend file for  the materials, a Master .blend file that handle rendering with all my python code and appends the collections as needed, and all the blend file for each 3D model with the mat linked from the dedicated mat blend file. Make sense?

It's ok but I'd rather have my mat in the Master.


texts: Lost one of my tool bars in blender and can't get it back

texts: The tool bar on the far right of my blender editor is gone. It is not the properties bar (toggled with n) or the tool shelf (toggled with t). What I am missing is the bar in which I can add modifiers and materials. I can't figure out how to get it back, please help.


texts: How do I form planes into existing object?

texts:
So, I want to make a cave in Blender.
I used a circle as a starting point, extruded it, used some subdivision, sculpting, yadda yadda, standard stuff.
But I'm not happy with the way textures are portrayed on the finalized cave.
It shouldn't be one texture, mapped on the thing, the texture isn't made for that. The texture should be on the object multiple times.
So my idea was to make a plane with the texture, multiply that plane(using array modifiers, make the single planes smaller for detail) and somehow apply that to the cave object.
How do I do that? With a shrinkwrap? How it reads, that should be the way to go, but im not shure I understand it correctly.
I added the blendfile to drive


texts:
Using Cycles, "Add Nodes" checked, "Object Data" selected, already pressed numpad "0" and also "Home". See screencap below.

How do I get the material visible on the material tab to show its nodes in the node window? Also, the material dropdown under nodes is greyed.

I'm using "Gold Material for Cycles" from Blendswap, so I'm trying to figure out someone else's file.


texts: Sound export in 44100 Hz instead of 48000 Hz, why?

texts:
I started to use Blender as a solution for video editing, very powerful and agreeable. Nevertheless, I have a bug that I can't resolve. The sound of my  video is in 48kHz, my users preferences are also in 48kHz, but when I export in H264 the final editing, the sound goes out in 44kHz.

I also exported the sound only in wav, and same issue. Any idea where this issue comes from?


texts: How do I pass an argument to an operator that is called inside a panel?

texts:
I would like to be able to pass aarguments to operators that I am calling from panels/buttons but I do not know how to do that. At the moment I use "global" variables but they tend to make the code a bit like a puzzle since I need to constantly update them.

See the code below, in that example I would like to pass an argument (like ARG) to "object.simple_operator" when the button is clicked.

import bpy

def DO_SOMETHING(arg):

    print(arg)

return

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        DO_SOMETHING(ARG)
        return {'FINISHED'}

class MyPanel(bpy.types.Panel):

    bl_label = "mypanel"
    bl_idname = "OBJECT_PT_MyPanel"

    def draw(self, context):

        layout = self.layout

        wm = context.window_manager

        obj = context.object

        row = layout.row()
        row.operator('object.simple_operator')


texts: Removing alpha from PNG image with set alpha node gives pixelated result

texts:
I am making a node group, and I want to remove the alpha from an image. I added a set alpha node and set the factor to 1, but this gives me a crazy result as you see in the screenshot. I 'm using a normal image with black text and an alpha background, but when I add the set alpha node, the image goes crazy.

I also tried using an alpha over node, but that didn't work either.


texts: I have a model I downloaded and it came with the recommended textures; however, I often run into situations where Blender randomly makes them pink (missing) whenever I try to add them sometimes. I even tried Find Missing Files and reloading, but nothing happens. I tried multiple methods to refresh and reload the texture including all textures, but the problem still happens on ANY random texture. Is this something that 2.82 EEVEE suffers from. If there is a solution that has already been answered, can anyone provide a link?


texts: Is it possible to make procedural low poly grass?

texts:
To preface, I'm very new to Blender and only really know the basics!

Anyhow, like the title says, I want to add some grass onto a little scene I'm making. I learned a little bit about it through tutorials like this this, but I didn't really know how to implement it onto the ground I made! The result looked nice, however, I also didn't know how to rotate the individual groups of blades better either.

Is there any way to do this procedurally so it wouldn't be too taxing? Or is there another way I could achieve the same result? I just want a little cartoony grass is all!


texts: How does damping in the generic spring constraint work?

texts:
I'm new to Blender so I may be overlooking something really obvious, but it seems to me the damping in the generic spring constraint does not work as intended.

I built a simple car (body, four wheels) with the generic spring constraint acting as suspension and entered realistic values for mass and spring stiffness in the various components. For the spring damping, I entered a first guess of 0.8, expecting the car to settle fairly fast after a drop.

Instead, it keeps bouncing and bouncing, and no reasonable value will stop it aside from a value of 1, which stops the bounce instantly - as expected. I did notice that I can enter values like .999999 and that almost works (although the value then shows as 1 in the number field) but that renders the damping incredibly sensitive to the number of solver iterations (and probably steps per second, although I did not test that) and is a completely unreasonable value for a damping coefficient.

Here's a .blend showing the problem: https://drive.google.com/open?id=0BwpD_rRXj8ceckFtM1NRR2FlVFU

As you can see, even with the spring damping set to .999, the oscillation will not stop.

So, my question is, is there a way to get the expected damping behavior out of the generic spring constraint, or should I report this as a bug? I've tried this in both 2.77a and 2.78RC, and the behaviour is the same in both.


texts: Is there a way to hide freestyle outlines on Mask objects. No matter what I have tried it the outline is always there.


texts: In sculpt mode, using the draw tool, I can only seem to make indents in my object if the change is massive (i.e. taking a massive chunk out of it), if i set the brush settings to have a smaller radius or a stronger strength, barely any change is made.


texts: Incorrect selected tool circle. box. or lasso

texts:
When I select vertices, edges, or polygons with the circle, box, or lasso tool in Edit Mode, spontaneous vertices are selected all over the mesh.
example:

I select the vertices on the legs, and the vertices are selected throughout the mesh.


texts: I started creating a character model and I have been following this tutorial but I've watched it over like 3 times and I cant figure out what I'm doing wrong because as soon as I change from edit mode to object mode the body tears apart right down the middle and I cant seem to fix this? I'm still new at blender, can someone please tell me what I'm doing wrong and how to fix this?


texts: I'm new to Blender and I'm fumbling around a lot with it. I created this shape from a cube I turned into a rounded shape by applying a Subdivision modifier. At first, I could see all its vertices, but somehow at some point, while I was editing it, its mesh became oversimplified to only a few vertices and now I'm only able to edit its extremities. How can I access the rest of its vertices?


texts: Difference between rig and armature ? (and a few other beginner questions)

texts:
I'm just getting my feet wet in Blender, but ran into a couple of things I can't get my head around. Following the tutorials and my own tryouts, it's possible to create a "skeleton" for the purpose of setting up poses. These skeletons have the appearance of long thin pyramids(-ish).

Because I don't have the skill to create a full model yet I downloaded a premade 'rigged' character. This guy's bones are represented just as lines. I can set him up in poses using that, is this different than armatures ?
I also am able to move him in crazy ways, if I move the leg bone away from the character the leg will stretch all the way across the world. Is it possible for Blender to "pull" the rest of the body along so the character stays the same height ? Does this have something to do with his rig being lines and not pyramids ?

Another question I have is that I created a plane with a video, the purpose is to use the video as backdrop to "rotoscope" the character's movements.
When the viewport is in render mode the video plays as intended.
I would like this to happen aswell when the viewport is set to "Solid".
For now I only see the image when the object is selected, and also the video doesn't move along according to the selected frame (only in Render mode)


texts: How can I create and keep these faces together nicely?

texts:
My two questions are here, the rest of the text is a lot more context. Photo related to the context posted below.

How to create a square face in a larger face of which does not consist of perpendicular lines?
How to extrude out while keeping the sides flush with surrounding diagonal faces?

I'm in the process of making a small boat. The inside faces of it slope slightly inwards to the boat from top to bottom to create a "bowl," as well as the sides slightly splay outwards from back to front. I'm trying to create a bench in it that extrudes out from the back towards the middle of the boat that reaches from one side of the boat to the other, where someone would work the rudder. I'm also trying to create one in the middle of the boat for the oarman, so the only connections from that bench to the boat are from the sides, with space below. I'm very very new to Blender so I apologize if this is a very easy solution, but I can't for the life of me figure out a way to do that that isn't super janky.

CONTEXT FOR QUESTION 1. This issue is in the faces of the inside of the boat, being able to neatly create a face inside it to extrude. The faces are of irregular shape sow ith the default "inset faces" option, I can't find a way to make the face I will extrude be perfectly rectangular. I can do it by eye but I would definitely rather not if there's another, smoother way. My workaround solution has been subdividing the faces to get my desired height of the bench, but then it leads to my second problem.

CONTEXT FOR QUESTION 2. My second issue is when I can extrude, keeping everything flush with the splaying sides. This really only pertains with the bench in the back of the boat. When I can get a face I like that I can extrude, when I pull out towards the middle of the boat, the sides of it continue straight while the sides of the boat splay outwards. I cannot find a way to keep the sides of the boat and the sides of the bench together besides stretching it to fit by eye after I extrude. Is there a way to "snap" them together before extruding so when I pull it, it stays connected with the sides of the boat?

I apologize if these are very easy fixes, I just for the life of me can not find a clear fix anywhere else online.

Here's the boat in question, just for basic reference. That middle bench would be about where the x axis line is in the image, and the back bench coming out along the y axis towards you.


texts:
I'm trying to measure the time it takes to play back X number of frames in Blender. In other packages, I'd usually just have something like:
bpy.ops.screen.animation_play()

and wrap a timer around that. However, in Blender when I try that in the console, it runs and returns immediately. So how can I measure the amount of time it takes to play back some frames in Blender?
EDIT:
This is what I've come up with, seems to work, but for some reason the handler/callback doesn't fire for frame 1.
import bpy
import time

start_frame = 2
end_frame = 250

start = time.time()
end = start

def my_handler(scene):
    global start
    global end
    global start_frame
    global end_frame
    if scene.frame_current == start_frame:
        start = time.time()
        print("Start time is {}".format(start))

    if scene.frame_current == end_frame:
        end = time.time()
        print("End time is {}".format(end))
        bpy.ops.screen.animation_cancel()
        elapsed_time = float(end - start)
        elapsed_frames = float(end_frame - start_frame)
        print("Elapsed time is: {}".format(end - start))
        print("FPS on average is: {}".format(elapsed_frames/elapsed_time))

bpy.app.handlers.frame_change_pre.append(my_handler)
bpy.ops.screen.animation_play()


texts:
I've been trying to render hair in Cycles, but for some reason when I render them with transparency and what not the textures come out with grayish edges. It might be something to do with the alpha settings but I'm not entirely sure. For the sake of simplicity i omitted her other hair particles besides the ones shown. Is there a way to get rid of the white outlines?

Any help would be appreciated. Thank you!


texts: Changing a value node in many materials with a python script

texts:
Blender and python newbee here.
I would be very happy if one of you could help me with the following problem i am running into:
i have imported a scale model into blender, which i want to render in real life scale. When i scale the model, the materials do not scale with it and look bad. The materials however all have a Value node named "Scale", which, if i edit it with the same scale i am scaling the model, fixes everything and it looks right then.
It would be so much easier to have a script to do that semi-automatically, as the model uses way over 100 objects with different materials...
What i could find was this kind of similar problem solved, but i have not been able to adapt it to solve my problem, as i have no prior experience with scripting.
What i would like to do:

Select the objects i want to change
Go into scripting
copy a script into it
edit a number that should be put into the value node labeled "scale" of all selected objects
run script
be happy to get way better rendering results.

I am using Blender 2.83.4, in scripting the console says PYTHON INTERACTIVE CONSOLE 3.7.4 (default, Feb 17 2020, 16:23:28) [MSC v.1916 64 bit (AMD64)]
Every help is much appreciated!


texts: Why doesn't my boolean difference modifier work?

texts:
OK, I have a long, thin cube. I want to cut a spherical shape out of the bottom. Here is the cube and sphere:

Here's what happens when I add a boolean difference modifier to the cube, with the sphere as the target:

Here are my modifier settings:

Why does it just make the sphere fuzzy instead of removing the overlap from the cube? Why does something so simple have to be so frustrating?


texts: all the widgets of the rigacar addon work perfectly when operated manually but the baking doesn't work at all. When I bake the steering I see no keyframes. but when I bake the rotation I can see keyframes but no rotation.  I hope somebody has some expirience with that. Thanks in advance. I've already tried other Blender versions but nothing helped so far


texts: Transformation matrix problem with matrix_world, with different results based on the same values in different form

texts:
When I created a matrix transformation in the console as follows,
blender file

>>> c2=bpy.data.objects["Cube.001"].matrix_world
>>> c1=bpy.data.objects["Cube.002"].matrix_world
>>> c1
Matrix(((0.2511853277683258, -0.9679380655288696, 0.0, -47.04343032836914),
    (0.9679380655288696, 0.2511853277683258, 0.0, 18.430648803710938),
    (0.0, 0.0, 1.0, 0.0),
    (0.0, 0.0, 0.0, 1.0)))

>>> c2
Matrix(((-0.7805679440498352, 0.6250709295272827, 0.0, -10.104384422302246),
    (-0.6250709295272827, -0.7805679440498352, 0.0, 6.641378402709961),
    (0.0, 0.0, 1.0, 0.0),
    (0.0, 0.0, 0.0, 1.0)))

>>> bpy.context.active_object.matrix_world = c1*c2
>>> h=c1*c2
>>> bpy.context.active_object.matrix_world = h

the graphical results of the 3D screen on the active object were different when keep repeating the same line like:

>>>bpy.context.active_object.matrix_world = c1*c2
>>>bpy.context.active_object.matrix_world = c1*c2
>>>bpy.context.active_object.matrix_world = c1*c2

The object keeps incrementally moving but another one of the following with a resultant h would't move, like the following:

>>>h=c1*c2
>>>bpy.context.active_object.matrix_world = h
>>>bpy.context.active_object.matrix_world = h
>>>bpy.context.active_object.matrix_world = h

I wonder it is a bug or something?


texts:
hi everyone i am new to blender i have a problem, i have created hand bones for the downloaded model, when i move the bone in pose mode the hand is cut off from the model. I set my own weight for the bone, but it didn't help.
P.s  I am attaching a video to make it clearer.
Video: https://drive.google.com/file/d/12FCegj3w3mrJ_mLLXvW-D_eXBEkWPdFO/view?usp=sharing
Blend file: https://drive.google.com/file/d/1tJ6AlxctD3ItR9CToQ-CIreJjnVTRtmP/view?usp=sharing
3d model:
https://sketchfab.com/3d-models/pubg-character-outfit-03dbcfbffa6c42c9a622970d643ebcd5


texts: Ignored blend weights in exported FBX file

texts:
I have made a simple rig for a model I have, where some vertices are not affected by any bone. When I export this model as an FBX file, blend weights and indices are ignored for vertices that are not affected by any bone. The encoder for proprietary format for the game engine I'm using gets upset by not all vertices having the same set of data.

Is there a way to force Blender to include zero blend weights and indices and not ignore them?

Thanks in advance!


texts: Viewport objects became transparent gray. Fix?

texts: My viewport was working normally halfway through this project, but all the objects became a light transparent gray. I now see very little definition, and can't really select faces. How do I turn this back to the standard?


texts: Square artifacts appear in subsurface'd, smoothed UV sphere

texts:
I'm rendering planets using a couple of UV spheres (terrain and atmosphere) and a displacement node (for mountains) in Cycles. Since I've upgraded blender, sometimes the renders have square-edged artifacts as you can see in the image below.

It almost looks like it's not respecting the shade_smooth setting on the meshes. But the size of the artifacts is larger then the size of the segments of the sphere (and way more then I'd expect the subsurface'd segments to be.)


texts: Shrinkwrap modifier creates creases on object

texts: Faces which have been extruded are flat in object and edit mode, but is deformed when rendered. How can I prevent the creasing from happening when using the shrinkwrap modifier tool? Sorry for the simple question, I am new to blender and have never asked on this site before.


texts: Exported shapekeys to unity don't play correctly

texts:
Hopefully someone can shed some light on this

I select all relevant parts of the mesh and armature etc and export to FBX 7.4 for use in Unity3d
The model itself displays fine and so does the armature animations but the shapekeys come out really weird.

Any ideas or do you need more info?


texts: Return a list of activated render passes for view layers?

texts:
I'm trying to get a list of currently activated render passes for a view layer.
For a scene 'Scene' and a view layer labelled 'my_vl', I can query individual pass status by returning True or False (e.g. the normal pass) like this:
bpy.data.scenes['Scene'].view_layers['my_vl'].use_pass_normal

or
bpy.context.view_layer.use_pass_normal

But is there a way to return a list of activated passes?
(I assume the Render Layers compositing node queries the passes to activate its outputs, but I can't figure out how.)
I found this update_render_passes method, but I'm not familiar with its purpose or useage:
bpy.context.view_layer.update_render_passes()

..and I get nothing in the console after running it as above.


texts: Glitch(or Distorted? or Deformed?) effect on object

texts:
Right to the point, I want to create this effect:

Basically I want parts of the text to "shift" to create the glitch effect, and I also want it to have changeable seed so I can animate it. I want to try to manipulate object shape instead of using compositing because I also have different stuff in the scene that I don't want to go crazy. I searched everywhere and found no solution. Do I have to manually create those object and switch  their position, or there's a way to use node to manipulate the object's shape?


texts: Everything is just Orange. Shockwave missing beats

texts:
Can someone help me. I'm new to this and have made it far in 2 weeks, but being I am not an expert I've finally hit a dead end. If someone could help me, or flat out correct the 2 problems I'm having and tell me how you did it so I'll know next time, that would be great.

1.) Everything in my project is Orange and I only want my Shockwave, Wings, and Glowing Outline of my letters Orange like in my screenshot below (everything else comes out orange except my A). My big A is rendering all black and wont take on a color at all.

2.) My created Shockwave hits on beat in the Animation and Vid tabs, but when I render it and open the file for playback its hitting late and then starts playing choppy (out of sync altogether).

I have screen shots of the COMP. view, but as far as my Shockwave the screenshots wont tell you much you'll have to play it yourself. I really would love to finish my intro like this weekend coming up as I want to post a video on the 4th. If you think you can assist me let me know. I can send the rest of the screenshots. The actual project file is available below.


texts: Difference between Add Shader and Mix Shader?

texts:
What's the difference between Add Shader and Mix Shader nodes with the Cycles rendering engine?

I know that Mix Shader gives you more control over the material ratio, of course, but are there any important differences between using an Add Shader and a Mix Shader with ratio set to 0.5?


texts:
I followed many tutorials to get the best result of a cloud of smoke on a sphere following a curve. In blender 2.82 I can not find the "high resolution" function. My problem is that the other objects have best quality but the smoke has a low quality. I add "resolution division" until 500 but it has not improved much beyond asking for a lot of resources. Also the noise has not improved the quality. In the image you can see the difference between smoke and object. I wish they both had the same quality.

Thank you!


texts: 2.8 Why are collections grayed out? How can I open them?

texts:
I've bought Cup models from Internet.

When opening .blend file I get Blender's Interface changed. To avoid this I've unchecked "Load UI" on opening the file.

But now I cannot see the objects of the project (I can see and render them when opening the file and leaving "Load UI" checked).

"Collection 1" on the "Objects Panel" (Don't know if it is it's name). is grayed out.

cup-models.blend with LOAD UI:

cup-models.blend without LOAD UI:

Blender 2.8:


texts:
I have a following problem: I have a sphere and I want to extrude particles out of it like so:

But I want the extrusion to be rounded like in this picture:

What kind of settings do I miss please?


texts:
"Pro Lighting Skies Lite"
It allows installation and I am able to check  but refuses to install HDRI zip. Hard for me to spend money on something that seems to be hit or miss when it comes to release updates. Any one help? W1064b.


texts: Is there a way to hide these 3D viewport settings? I use this small panel as a preview for the camera, but it is obscured by settings that I don't need here.


texts: how can i append image from files browser to selected image texture node by just one or double click (without dragging it from file browser region to shader node editor region)?


texts: How do you make the camera's field of view bigger, so it can see more

texts: On blender, I am trying to render something. However, the camera is too small? Somebody help!!


texts: How do I make a collection of points on a line all individually move according to their individual axes?

texts:
When I'm moving vertices in edit mode, I want to expand an entire collection of points about their local z axis so they all move outward perpendicularly. With lots of intricate curves, simply scaling from some median point isn't accurate enough, and it's also inefficient to manually select each vertex and move each one according to its local z.

But, when I select an entire segment composed of connected vertices, it doesn't move those vertices by their individual origins when I set the mode to individual origins, it treats the curve as just one object, so how do I overcome this?


texts: I am sure this is just something stupid. The main model doesn't render, just the eyes and the beard for some reason!


texts: Align eges to remove holes when using mirror modifier

texts:
When I am applying the mirror modifier to my mesh the bottom of the mesh gets a hole in it.

This is because the top edges is not aligned with the bottom edges.

The yellow edge is the bottom one and the white is the top one. Is there any way to align the two edges (and all the others)?


texts: Only half the unwrap of a character's head happens. How to fix?

texts: The image shows the results of trying to unwrap this character's head. Only half of the unwrap is displayed. The seams are in the right place according to the tutorial. How do I solve this problem?


texts: Using Scalable Link Interface (SLI) to speed up renders

texts: Has anyone used two titan cards in Scalable Link Interface to speed up renders? I'm just curious because I've tried everything.


texts: Why did my objects dissapear under cycles render view?

texts:
My objects dissapeared in the viewport under cycles engine. I can barely make out their outlines, but when I render them I can see them.
They are also visible under Evee

What could be the issue? I can't figure it out!


texts: Creation of a seamless texture from a model

texts:
I would like to create a seamless normal map from a model I constructed.

First I made a model

Then I baked a texture in Cycles as a Normal map to a squared plane, with a non-seamless result

As a next step I unwrapped a square plane, arranged its duplicates that shared the same mesh (made with Alt-D) to see a seamless pattern, and by manipulating uv map, made sure that the texture on the plane is seamless

What is a good way to transfer the seamless part of the square back to a new texture? I managed to do that with baking Emit like below, but I guess there is a better way?

"Baking Emit" method is clunky because after it is done I have to crop transparent part from the image and resize it back to 1024x1024 size


texts: UV Mapping is not apply uv grid texture to my face model

texts:
So now as it says in the title the my model in uv map the grid does did not apply to my character face model.

If anyone can explain what is happening i would be delighted OH! also it turns out its only the face model that has this issue for the others it there perfectly fine.

Here's a the downloadable blender file.
http://www.mediafire.com/folder/bq64qo9bblxq4qf,3xr57eh55ac4xza,id9am3km23aj24v,bmbnna48s4n72q3/shared


texts: What am I doing wrong? Rendering takes forever

texts:
I am a beginning art student who is trying out Blender for the first time. I made this file for my class, but rendering seems to takes forever. It feels like it should be a rather simple animation, but when I try to export it into FBX, even my school workstation crashes. What can be done to reduce complexity of this animation so it can be properly rendered and exported?
Here is a screenshot: https://we.tl/t-lHCYyVGUbF


texts:
I'm making 3D text, I got some problem when I added some text and converted the text to mesh and extruded them, here is the step :
1.Add text
2.Converted to mesh
3.Extruded the text
Followed by the broken text screen cut
I don't know why this happened, I tried to used another way by extruding the text in the object data propertied panel then converted the text to mesh, but another problem found that the top and bottom surface of the mesh is not connected the the mesh, which means a single letter consisted of 3 part, and what is the reason behind this and how to fix this
Thanks for explain to me the reason of the two issues I wrote above


texts: I created several microstructures and took electron microscope pictures at a 45 degree tilt at all 360 degrees around the structure. I want to convert these images into a single 3d model of the structure but both ReMake and VisualFSM can't seem to do it (I think the contrast is too low). Is there a way to manually (or automatically) create a 3d model from these pictures??


texts:
I have been trying to get fire on an "Ark of the Covenant" for months.  It shows that it is there when I run the Timeline playing the frames.  I set everything up in the node editor, exactly as the tutorials say.  But the flame still will not animate.  I don't use GPU.
Does anyone know how to solve this problem.

Thank you very much.


texts:
The A.N.T generator has a huge set of noise options

19 noise types
10 noise bases

So if I want a particular kind of landscape (mountains, fells) how to properly set noise type and basis. Is the proper choice only based on aesthetics.


texts: What do the dashed lines in the outliner mean?

texts:
Two of my objects are somehow linked to each other in that one of the items are copying itself on the other but I can't figure out how. I don't think its instancing because when I unparent the object and reparent it with another one it doesn't work, and its not using a hair modifier to do it either.
Main question: What relationship are the dashed lines in the outliner indicative of?
I know the green triangle with three dots is a mesh and the solid orange triangle is an object. I pointed an arrow to it in case its hard to see.


texts: I am currently creating a character and i have a problem. I added a Glare Node (Whith a add Node) on my Project and now i have these lines and this white strip on my sword. How can i fix that?


texts: Is it possible to connect object translations in blender?

texts: I wasn't really sure how to title this question since this is my first time posting here. What I wanted to ask is, maya has got an option to connect translate from an object to another object via node editor, it allows us to move the parent group of the object from which connections are going and the object wont be affected unless there are values in the translate columns of the parent object. Is there any way to accomplish this in blender?


texts: When rendering a 17 minute video, the mp4 is not playing anything

texts:
Maybe this is a dumb question, but when I run a test render on the first 100 frames or so everything looks great - renders in HD to H.264 in MPEG-4 with H.264 codec and MP3 audio codec, everything in the sample render looks and sounds like I want it to.  However, when I extend the end frame to the full video length (31,049 frames) the resulting mp4 file won't play anything in VLC media player or Windows Media Player.

I'm not sure why the short render works but the long one doesn't?  The only thing I'm changing between renders is the end frame.

For reference, I'm on Windows 10 using Blender 2.76b.  I'm by no means a power user, but it seems that whether I render using my CPU or my GPU I end up with the same thing - short render gives me a good result, but long render won't play for anything.


texts: Object Particle is not resting above the face of the specified object and also going out of bond. (Images Attached)

texts:
The icing (pink part) is a child of the donut (brown part). Is that the problem for the particles going in the donut as well?
And also why is it hovering above the icing?


texts:
I have been messing around in Blender today trying to replicate this sort of effect:

So far I have managed to create the correct sort of material and emulated the bulging of the shields:

Node setup:

To do this I applied a solidify modifier, with a thickness of -0.01 (all other settings remained untouched), to a duplicate of the armour and then scaled the duplicated version up by 0.022. This for the most part looks alright, however; if you take a closer look you'll notice strange fragments were the meshes are intersecting.

Is there any way that I can avoid getting the mesh fragments appearing? Or do I need to do something completely different to get the desired outcome?

Cheers.


texts: What can the Z size/offset in Blender Render's Mapping panel be used for?

texts:
After unwrapping an object and assigning a texture in Blender Render, there's a Mapping panel in the Properties panel -> Texture. Part of the Mapping panel has Offset and Size options with z values included. This doesn't seem useful, since UV mapping is based on only x and y values. What can the z-values be used for?

I tried changing the z values with a sort of modified plane. I thought since the plane had some dimension in the z-axis, something would happen, but nothing did.


texts: How to fix clipping when you have multiple clothing in 1 character

texts:
As the title already stated, how would you fix this clipping?

I have an underbody suit, a shirt, and the skirt as the topmost layer with everything separated. Everything was imported via .obj from Fuse CC, and I want to use Blender to fix the clipping, so then I could export this to Unity.


texts: Python script to print tooltip value when mouse is over a property

texts:
I want to get the tooltip value of a property when the mouse is over it (after pressing a shortcut), like the X location of an object or another value that can be animated in the scene.

In specific, I need the full data path of a property to automate the creation of a specific driver configuration.

I've tried to get the information from the right-click menu or the tooltip, but it doesn't seem to be accessible with python. For instance the path marked in green.


texts: How to remove lighting glitches in cycles render?

texts: When rendering in cycles using an HDRI, I will get black boxes that emphasize the faces in my mesh. How do I prevent this? It makes it look terrible.


texts: In blender can we use svg as material texture?

texts:
I am aware of importing SVG as path.
What i want t do is to use SVG as texture like any other image on material.

I also read about  vectex

vectex demo vudeo

not sure how it is supposed to be used


texts: Using the fracture modifier with the principled shader?

texts:
My understanding is these 2 features are impossible to install as add-ons.  I have the current build of Blender 2.78c with the fracture add-on built in, and the beta 2.785 version of Blender that has the new principled shader.  Is there any way to use these 2 features together?  I've heard about making your own Blender builds, but I'm not sure how to do it.

Thanks!


texts:
After watching this simple tutorial , I am a bit puzzled .
There is a subdivided plane which takes an empty as rotation point for a simple deform (bend modifier )
IN the screenshot you see two identical set-ups , with the only difference that the second empty (right of screen ) is rotated 90 degrees across the x and y axis .
So the .
Then a simple deform bend modifier , for the first one it is rotated around the z -axis of the empty ( non rotated empty )
The second set-up is rotated around the x-axis of the empty ( the rotated one )
I am puzzled why the results are different , in the rotated empty the z-axis just becomes the x-axis ...and this is used as a rotation point instead .
Why does a rotated empty gives different results , when the direction of the axises are respected in the modifier ?
Here's a link to the video
https://www.youtube.com/watch?v=Lr49AyeM8p4&lc=z22afzo44v2bi554b04t1aokgz2rts5gnnurkbgriygybk0h00410.1554165781037170


texts: How can I paint on specific masked vertices even if they don't form faces?

texts:
I need to vertex-paint some models.  It would be very time-consuming to paint each vertex individually because I have lots of models that have lots of hidden vertices.  Instead, I am trying to select specific vertices from the UV map, then create vertex groups and masks from those vertex groups, and then mask only those vertices in vertex paint mode.  But I run into problems when I actually try painting the vertices:

I'm trying to paint these vertices.  Notice they do not form any faces.

Older documentation for Blender (the newest I could find) says "By default, when you paint, the paint color spreads to all faces connected to the vertice..."  I would like that behavior enabled.  I just want to put a vertex color on the vertices, and then have that color bleed onto the adjacent faces evenly, like the documentation says.

Instead, it seems I can only paint on faces, not on individual vertices.  Is there a way to paint on an individual vertex, even if there are no faces to be seen while painting?


texts:
I have a bunch of glossy balloons lit by a sun lamp and the world (Background Sky Texture). This is the nodes setup.

After rendering I have the image below.

When we look at a more detailed level we see a lot of noise / fireflies.

I already enlarged the size of my sun lamp, set the samples at 1000 and the Filter Glossy at 10. Still noisy image. Also unchecking caustics did not solve the problem.

Changing the clamp settings does not look like a solution, given the nature of the image. AS I understand it I can only try with extremely large settings for samples. Or is there any other solution to get rid of the noise and keeping the highlights in the image ? Or should I look for solutions outside of Cycles ?

Here is my file


texts: How do I create a proper bevel on narrow, pointy shapes?

texts:
I find myself running into variations of this problem with increasing frequency, where I have a narrow, curved, pointy shape like the one exemplified below, and I can't figure out how to create a bevel that isn't a mess of overlapping and clipping geometry.

Does the problem just lie in my topology, or am I going about this in entirely the wrong way?

This is what manually correcting the bevel yielded: It doesn't have the best topology, but it seems to work:

Blend File:


texts: Why are some faces darker than others in edit mode?

texts: Everything else is fine, it's not ngon or something, it's a quad, so why does this happens?


texts: Linux Alt + Mouse drags windows instead of selecting edge

texts:
I just started learning Blender from YouTube. I got a problem here:
Link to the Tutorial at 6:11

I am on a GNU/Linux system with XFCE DE (XFWM4 WM). My problem is when I want to select vertices of an object (also, described in the video) with Alt + Primary Mouse button, it starts dragging the windows of Blender. Alt + Primary mouse button is also what I use all the time to drag windows. What is the alternative way to select all the edges of an object?


texts: Interior scene has a lot of noise, even with optimized settings

texts:
I can't figure out why my scene is still so noise after I optimized the scene / lighting settings.

I have the following settings:

1. Sampling:

I increased the Sample size to 2056
I'm clamping direct and indirect light at value 7.0

2. Lightpath:

Caustics are on.
I use the preset Full Global Illumination
Lowering the diffuse does not help the gain in the render.

3. Portals & Area Lights:

The windows have Portals on them.
Each Portal also have an area lamp on them with a strength of 25 to create some more light.
Multiple Importance is enabled.

4. Sunlamp:

The scene has an Sunlamp with a strenght of 250.
Multiple Importance is enabled.

5. World Settings:

I have set the max bounces to 0. as suggested in this answer ( More noise with Light-portals )

*Note: I don't use the denoiser because I'm rendering on a render farm that splits the render in parts. So the denoiser does not work. *

Update:
Turning off caustics did not improve the render.

Question is: Can I reduce the noise in other ways then increase the sample size?


texts: How to create a glowing object in a light background?

texts:
I am creating an atom model and want a glowing nucleus in cycles render. Something like this.

My nucleus is a single sphere.
I need it to glow but I need a light background. Is it possible?

This is what I have.


texts: After I have removed vertices, error says "loop in parent"

texts:
After I parent my model with the bone, it shows loop in parents.

Does anyone know of a solution?

The .blend file


texts: Baking normal maps from compound high-poly models

texts:
I learned how to bake normal maps and it's working well so far. My model is a simple oven to which I'd like to add some rivets. The model will be used in a game, so the rivets should only exist in the normal map.

I know how to do that by adding geometry to the high poly model, but if I later add some more parts to the low poly model, I think I have to redo the work of adding the rivets, or I have to also add the parts of the low poly model to the high poly one. I'd like to avoid this work and add geometry in a non-destructive way.

My question is: Can I add geometry to the high poly model as objects so I can move them, use the array modifier etc?

I tried to parent the rivets to the high poly model, but they are ignored in the baking process.


texts: Will this graphics card work well for cycles?

texts:
I'm considering buying the GeForce GT 610 2048MB on Amazon for $42.99.

Does this card work well for cycles? Is there a better alternative in the same price range? I want a basic graphics card that will speed up my occasional renders - nothing terribly fancy.


texts:
I'm doing a tutorial on unwrapping (here if you have skillshare, part 5) and i'm at a step where i've marked my seams and i unwrap onto the teabox texture image. however, upon unwrapping the UV editor puts my seams offcenter and makes the edges angled, turning my rectangles into rhomboids when i rotate them.
ive tried unwrap settings at angled and conforming and it happens both ways. any thoughts here?


texts: How do you assign multiple shrinkwrap modifiers to rig muscles?

texts:
I'm in the middle of porting my rigging tools from other animation software over to Blender and was wondering how to use the shrinkwrap modifier to achieve muscle deforms, such as what JP Bouza did in BlenRig 3.  Right now, I really don't know how to apply multiple shrinkwrap modifiers to a model to achieve this.  The modifier stack doesn't work in parallel (yet; this might change with the new Depsgraph, but not right now).  So, the effects of each shrinkwrap modifier cascades over to the next in the stack.

Is it s magic combination of vertex groups?  If so, how does one weight paint to each shrinkwrap modifier?


texts:
I am trying to figure our how to create food mold using voronoi texture.
A similar question was asked procedurally generated mold (fungus) using voronoi texture?
previously but I was hoping to get more insight on how it works. I tried setting up my nodes according to the screenshots from the link but it doesn't show the complete nodes graph
I have attached my node graph. I am confused with how to use the transparency node
https://imgur.com/t8YAS3m
Thank you


texts:
I am trying to make liquid and I need to go to inflow on fluid but it doesn't show. I only have four options to choose from and I should have more. I have searched everywhere and can't find the answer to this question.
This is what I have

This is what I need


texts: Is it possible to set the image of the image texture to be a camera in that scene?

texts: long story short, I am trying to get a cartoony artstyle where the mouth is a 3d object being rendered by an orthographic camera to give it a 2d look, then put that image onto the finished model. it would be really convenient if I could have it so I didn't need to render them both separately, is there a way to set that orthographic camera as a texture?


texts: Increase font sizes for property names and values

texts:
Using Blender 2.92.0
It seems this issue is kind of interesting.   I've adjusted the font  sizes to where they seem usable for me, great :)   However loading up a saved file *.blend file and the UI elements in Blender itself get changed.    Is there a way to get Blender to not resize its own UI settings when loading a drawing?  Or save off the portion of the UI settings and only load them or merge/replace them in the saved drawing file?
Expected:
Blender's UI fonts remain to a user's settings/preferences.
Actual:
New drawing just selecting General from startup splash screen (desired settings)

Open saved drawing:


texts: Blender Startup script won't run when opening file

texts:
so I have this script that I placed on \2.82\scripts\startup folder in a Blender daily build.

When I start Blender, the script does run, however, when I open a .blend file (outside of Blender, meaning Blender isn't running yet), the script doesn't run.
When I start Blender, and open the file inside Blender, the script works.

I want the scripts to run everytime I open a file without having to run Blender first. I've already tried a different daily build but it still doesn't work.

I'm using Vaughan Ling's HeavyPoly scripts, and those seem to run just fine. I've checked some of the scripts, and I couldn't really figure out why his scripts works and mine doesn't.

This is my script btw.

    import bpy
    from bpy.types import Menu, Operator

    class ROJ_OT_setoffsetcursor(Operator):
        bl_label = "Set Offset"
        bl_idname = 'obj.setoffsetcursor'
        coll_name: bpy.props.StringProperty(name='Coll Name', default='')

        def execute(self, context):
            view_layer = bpy.context.view_layer
            view_layer.active_layer_collection = view_layer.layer_collection.children[self.coll_name]
            bpy.ops.object.instance_offset_from_cursor()
            print(self.coll_name)
            return {'FINISHED'}

    class ROJ_MT_setoffsetmenu(Menu):
        bl_label = "Set Offset from Cursor"

        def draw(self, context):

            coll_list = []
            for coll in bpy.context.object.users_collection:
                coll_list.append(coll.name)

            layout = self.layout
            pie = layout.menu_pie()
            col = pie.split().column(align=True)
            col.operator('')

            pie = layout.menu_pie()
            col = pie.split().column(align=True)
            for coll in coll_list:
                row = col.row(align=True)
                row.scale_y=1.5
                prop = row.operator('obj.setoffsetcursor', text=coll)
                prop.coll_name = coll

    addon_keymaps = []

    def register():
        bpy.utils.register_class(ROJ_MT_setoffsetmenu)
        bpy.utils.register_class(ROJ_OT_setoffsetcursor)

        wm = bpy.context.window_manager
        kc = wm.keyconfigs.addon
        km = kc.keymaps.new('Window', space_type='EMPTY', region_type='WINDOW', modal=False)
        kmi = km.keymap_items.new('wm.call_menu_pie', 'S', 'PRESS', alt=True, ctrl=True)
        kmi.properties.name = "ROJ_MT_setoffsetmenu"
        addon_keymaps.append((km, kmi))

    def unregister():
        bpy.utils.unregister_class(ROJ_MT_setoffsetmenu)
        bpy.utils.unregister_class(ROJ_OT_setoffsetcursor)
        wm = bpy.context.window_manager
        kc = wm.keyconfigs.addon
        if kc:
            for km, kmi in addon_keymaps:
                km.keymap_items.remove(kmi)
       addon_keymaps.clear()

    if __name__ == "__main__":
        register()


texts: Remove the offset thickness from IsPlanar efffector option?

texts:
I have a character model which interacts with fluid. The mesh has some holes, but instead of closing these holes, I decided to just use the "Is Planar" option. It works much MUCH more consistently with fluids than without it (When I don't use "Is Planar" fluid almost always goes right through, regardless of surface thickness or substeps) however, the "Is Planar" option adds this unneeded thickness to the mesh.
It acts as though I've specified surface thickness, when I haven't.
This is the fluid acting on the object when "Is Planar" is off— the default fluid effector state. Substeps and surface thickness are at 0.

And this is the fluid when "Is Planar" is turned on. You can see it correctly acts as it should, but a giant invisible offset is present.

Why does it act this way? Is there any way to use "Is Planar' without the strange sudden thick offset?


texts:
I added the triangulate modifier on a mesh and then applied it. For this mesh in edit mode, I see two types of edges, thick bright ones from the original mesh and thin black ones, newly created by the modifier.

Now if I create a new bmesh having new faces with the same vertex coordinates of the triangulated mesh, all the edges in the new mesh are uniform color.

The new mesh also has slightly different shape. Is there any explanation for the two types of edges in the original mesh and is it possible to replicate them in a new mesh, so that I get exactly the same shape?


texts: Node editor lagging / unresponsive and imprevisible

texts:
Moving and arranging nodes has been a pain from 2.68 when I started using blender. With official and other builds. I have inverted the mouse to use LMB for selection and translation which is aggravating: RMB still works!?, still laggy, but for LMB I have to wait with mouse pressed over a node ~1/2 sec to be possible to drag the node. Otherwise simple click is not selecting the node. After successfully selected the node remains behind the mouse at every move.
Moving a node close to any margins of the editor window snaps the node far away on the grid, outside of the visible area.Which is especially annoying when creating new nodes as they get generated usually close to the borders.
Also the create node menu is slow to display.
This situation is the same on 2 computers that I use for graphics and is not depending on viewport shading.
I post here just in case someone has a suggestion to test. If not I will submit the bug.
Thanks


texts: How do I hide these lines from automatic weight bones?

texts: So I'm making a Sonic model and I rigged the fingers with automatic weight bones, and these weird lines appeared. I'm trying to render it in OpenGL, but these lines won't disappear. Is there a way to hide them?


texts:
I'm relatively new to Blender, and I'm creating an animation. I'm using some MoCap software to create animated rigs to then add to models for the animation.
My issue is I don't know how to add animation data after the previous animation is over.
In the gif I added, I want the model to finish the animation from one rig and continue with the other. Is there a way where I don't have override the previous animation data?
Gif of that I'm trying to achieve


texts: How do you access the Blender underline keyboard shortcuts?

texts:
In Microsoft office software if you press alt, menu items appear with a keyboard shortcut. Is this possible in Blender?

In this instance I was trying to select several edge loops with a combination of keys.


texts: What is the best workflow for texture painting?

texts:
I am a little bit confused about the best workflow for texture painting in blender.

Blender internal has nice ways to do that. Is it possible to paint a color texture in blender internal, use another texture for bump maps etc., work with different uv maps, and then to transfer it to cycles? (perhaps with baking in blender internal first?).

What is your proposal? I actual don't know the best workflow.


texts: Splitting a cylinder into two "branches"

texts:
I'm brand new to blender and have been searching for tutorials or help in "branching" a cylinder into two.

I'm working a small tree branch segment - I've started with a cylinder, added some loop cuts, added a small extrusion as a smaller branch, but now I want the end of the cylinder to split into two.

Here's a 2D example of what I'm after:

The closest help I can find is another post which mentions the pipe mesh plugin, but I already have my cylinder so I'm not sure this is the best approach.

There are plenty of L-joint pipe examples, but I don't want anything perpendicular, I want my one cylinder to branch into two.


texts: I have emitted instanced object as particle. I can hide emitter with Emitter checkbox but how can I hide source object? It is still visible in scene, but I want only instance. If I hide source object, also emitted object dissappear.


texts:
I have here two similar meshes. Top is criss-crossed with edge loops and this is usually how I go about it.

But then I decided to minimize the tris by deleting the "needless" vertices resulting in the one below. Which looks weird to me.
This was an attempt in retopology and optimization which sacrifices the edge loop flow.

In one BlenderGuru video he cuts off an edge loop like this, flowing it into another vertex. That's where I got the idea but I'm not sure if I managed to follow it correctly, that's where the confusion came about.

My question is. Was this the correct way to go about it? Or should I stop trying to pass high-poly objects as low-poly and focus on doing low-poly designs?

I know that edge flow is important in animations and rendering performance and I wouldn't have done this if this was a human face or body. So my main concern is doing solid objects.


texts: I have had an amazing problem about IK and FK mode. Snap is used to copy the animation from IK to FK or from FK to IK. So, normally, When i do an animation using IK and FK mode, I can finally run it in each mode without loss for any motion. but in http://www.pasteall.org/blend/34672 , I remark that when i run it in IK mode for all bones, the hands did not move. What is the problem?


texts: Error turning glass into light absorbent

texts:
So I made a cup of coffee transparent:

but when I turned the liquid inside light absorption to make the coffee, the glass turned like metallic. And I don't know why. Here is the example without errors (https://youtu.be/fdWUjEMzDhg):

Thanks!


texts: Why does my model turn into a mess when in object mode

texts: Why does it do that when being in object mode?


texts: Python: add object, then change properties

texts:
I use a python script to place a whole bunch of plane objects in a 3d grid (in layer 2 but that's not important), like in this example, where I just copied the primitive_plane_add syntax from what appears in the "info" pane when I add a plane object.

import bpy
layer2=(False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
for i in range(-5,5):
    for j in range(-5,5):
        for k in range(-5,5):
            bpy.ops.mesh.primitive_plane_add(radius=0.2, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=layer2)

I found this post on blender.org that explains how to change a property for all objects, but what I want to do is change the property of the given object right after creating it. So, the above code would look like this:

import bpy
layer2=(False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
for i in range(-5,5):
    for j in range(-5,5):
        for k in range(-5,5):
            bpy.ops.mesh.primitive_plane_add(radius=0.2, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=layer2)
            #So we've just added one more plane.
            #While we're here, select the just-created object
            #Then, change the object's color, transparency, tell it to be shadeless, etc


texts: Random computer luggishness using Blender

texts:
I am following some littlwebhut tutorials and things are going OK, until my computer slows way down and won't do what the video tutorial is doing.
I could not get it to apply a forcefield last night, today that seemed to work but now it does not want to move a selected object and the mouse takes off up the screen without my moving it. ESC key seems to stop the mouse running but I still cannot get the text to move.
......
Opening Task Manager shows an increase in CPU usage but I don't know how to see the history, so I can't tell if it is only up because I opened Task Manager or if it was up for another reason, when it opened it dropped off very quickly, so maybe it was just the effort of opening Task Manager.
.............
I ran an MalwareBytes scan and an Avast virus scan, I found nothing.
I don't have a bunch of cracked software on my box, so I don't think there is some random script running.
I don't get it.
..........
Anyway, here is my rig. In case there are known errors or I don't have enough horsepower, or whatever.

Tech Support Guy System Info Utility version 1.0.0.2
OS Version: Microsoft Windows 10 Home, 64 bit
Processor: AMD FX(tm)-8350 Eight-Core Processor, AMD64 Family 21 Model 2 Stepping 0
Processor Count: 8
RAM: 16330 Mb
Graphics Card: NVIDIA GeForce GTX 1060 6GB, -1 Mb
Hard Drives: C: Total - 487526 MB, Free - 35992 MB; D: Total - 1430346 MB, Free - 1012515 MB; F: Total - 1907726 MB, Free - 950081 MB; G: Total - 7630755 MB, Free - 3912544 MB; P: Total - 3815412 MB, Free - 165786 MB;
Motherboard: ASUSTeK COMPUTER INC., M5A97
Antivirus: Avast Antivirus, Updated and Enabled

Thanks for taking time to look at this question


texts: How to load a render from cloud-servis into compositor with passes?

texts:
I have a cloud rendered png image and I cannot find a way to load that rendered image into compositor as render layers. Of course i can import image with image node but, I cannot use passes like depth, AO, Mist etc. Also I cannot see that image as backdrop image. I have shared a screenshot in which you can see that image node doesn't have that many output pins.
How do I import my cloud rendered image in compositor to use all passes?


texts: I have here a video. I wish to make the white background black and black font white. How do I do that?


texts: Parts of mesh missing after exporting to OBJ

texts:
I'm trying to export a model I made to OBJ.
After this I'm opening it with Outfit Studio, a tool to make a NIF file to get it into Skyrim.
Somehow the exported model misses some parts when I open it in Outfit Studio.

I removed double vertices and recalculated normals.
This is how it looks in Blender:

I'm kinda lost, why is this happening?


texts: How to make a brush (alpha image) using Cycles

texts:
I wonder how to render an alpha image to use for sculpting mode.
This alpha image is called Height Map images.


texts: Clean Up Tracking points selects all points no matter what

texts:
here's my steps:

Open footage in movie clip editor.
Adding tracking points and track forward/backwards
I get a solve error of let's say 2
Now when I'm trying to clean up tracks from the left panel, it will select all the tracks no matter what value I put in Frames or Error, and when selecting different track points I KNOW they have different solve errors.

It's not like I haven't done any tracking before. Never had this issue until now. Been looking back at many different video tutorials and followed every step, but still, this clean up won't work correctly.

Anyone else ever had this issue?
Thanks in advance.


texts: Why does this horizontal line appear across the model when I add a subsurf modifier?

texts:
So I have a screenshot for you, of the rear end of my female 3D model, and there in a strange indent going through it. Which only appears when I use a subdivision surface modifier.

And no, I am not talking about here butt crack xD I am talking about the horizontal line that goes all the way around.

It is unique from the possible duplicate due to the fact that it is a horizontal line, and thus is not a mirroring issue.

Here is the image:


texts:
(Can't post images for some reason. Sorry.)

Combining two meshes resulted in huge ngons. I know I need to split the ngons, but I don't know the correct method for splitting them without creating artifacts when the subdivision surfaces modifier is applied. How can I do this?

Thank you.


texts: I have read the Blender manual regarding bump maps and normal maps. But still it is not very clear to me when you would make or use bump maps and when normal maps. Who can explain ?


texts: Are cloth simulations affected by scene units?

texts:
I am working on a character scene and I want them to have dynamic clothing. While working on this I suddenly realized that the character is gigantic in scene units, about 47 feet high! The cloth simulation is acting a bit "light", as if it were made of tissue paper, but it is not slow. I would like to verify whether cloth simulations act differently based on the size of the object in the scene, or if i just need to change some settings to make the cloth have more weight and to wrinkle less (I am going for a leather type material).

Scaling the scene down to real-world size is not an option because it breaks self-collisions in the cloth, as some of the geometry is below the minimum distance I can set the self-collision distance to, causing the cloth to "explode".

Sorry if this a noob question but I am very new to cloth simulation in Blender and don't know what all the settings do.


texts: Is there a way to copy rotation beyond 180 degres with bone constraints?

texts:
Is there any way I can configure bone constrains to copy rotational values beyond 180? The bones "pops" to -180 when I reach 180. This is for a longer chain of bones that should be able to twist more than that.

I could solve this using drivers but I find constraints to be cleaner and easier to overview. Also using drivers to copy rotation from a controlling bone to a deforming is tedious.

Side note: In my investigations, I found out that there is an interesting side effect of using rotations outside the -180 - 180 range: Dual Quaternion cannot handle it. Dual Quaternion deformation is enabled using Preserve Volume on the Armature Modifier.

Here is a file with a minimal setup.
The Controller bone should control the 3-bone chain with Y local rotation.


texts: How to select and merge verticies into separate triangles?

texts:
For my blender model, I have an image of a half-sphere. On its face it is triangulated and I want to merge the triangles together so they are like the portion that the red arrow is pointing to.

What I have tried doing is first going to select on the bottom left, and then using circle select. I selected the areas and I tried doing many different things :

First, I tried pressing Alt M and I was given the choice of merging at center, at cursor, or collapse. None of these can give the function I need.

Then, I tried pressing Connect (Select -> Vertices -> Connect (c)) and nothing happened.

I have tried using this: http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Vertices/

Does anyone know what I should do?


texts: Driver constraint addon error when it is applied : property has not been found

texts:
I used the driver constraint addon to connect the shapekeys to the bones. The shapekeys come from the manuel bastioni lab and the bones from rigify. I've used two armatures and I have connected them into one only armature called rig. Now I'm trying to use the addon to constraint the bones because I want that when I use the shapekeys also the bones move. The final goal is to convert the shapekeys library into a pose library faster. The problem is that when I go on a shapekey and I do "copy data path",the value copied is not good and it can't be used with the driver contraint addon. It sounds like this : active_shape_key_index ; instead this value should return the name of the shakepey. Anyway,when I use this value the error given is : "bpy_structdriver_add() properly "active_shape_key_index" not animatable". Instead,If i use the name of the shapekeys,the error is "property has not been found".

You can watch what happens going here : (also the blender file is there)

https://drive.google.com/open?id=1E4mUhKuKBTZQoIwfnWIGcV6xp8NSgqxb


texts: Polyethylene (plastic bags) cloth settings?

texts:
I need to make plastic bags, can't find suitable physics settings, docs and tutorials are not helping. The main thing I need is believable cloth physics for animation. The bag should deform like the real life bag would due to the air resistance when the force throws it and the whrinkles should be rougher, well you know, how a plastic bag looks.
Cloth settings:

Shader:

Here's my blend file with the plastic bag and some force fields if you need it.


texts: 2.8 Curve bevel and taper scaling issues

texts:
I'm trying to design jewellery in mm scale so I have set my scene length to be millimetres. So far, mostly so good I think.

Importing and SVG is no longer in um scale - yay. I'm not quite sure of the scaling, but it imports a letter at about 18mm wide.

I create a belief circle with a radius of 1.5mm (I want a 3mm diameter wire)

I add this to as the bevel object to my letter and all good. But I want to scale the letter up. But it also seems to scale the application of the beizer circle as well. Hmm, lets tackle it a different way.

Wipe everything, import the SVG, scale the letter to the correct dimension, apply scale. Now the curve is showing the correct dimensions, and 1.00 as all the scales. I apply the same 3mm diameter wire I created above, but it has still doubled the wire diameter. Why?

Also, I want to center the letter, so I grab it and move it. The bit I cannot apply location changes to a 2D object? Why?

Ok, so I scaled the wire circle inversely proportionally to the scale I applied to the path. I'm in an OK place. Now I want to taper the object, but. I can not find a working example in the millimetre scale.

If I create a regular bezier curve, and apply it to the taper of my letter. I get a tiny thin wire. So I know that deflection in the Y dictates the thickness along the taper, however I had assumed that the peak of the curve would be 100% of the full bevel.... but it doesn't. If I grab all the points and move them off the y=0 plane in edit more it gets a little thicker possibly... but I can put the peak at 100m and I still only seem to get a tiny line.

Even with a simple example, it does not work as expected. Is this a scaling bug as above?

Can anyone provide an example of how to make bevels and tapers work in the millimetre scale, or point me at what I'm doing wrong, or where my assumptions are wrong? I can provide a simple blender file if that helps anyone?

Thanks


texts: Bevelling edge at the center doesn't take the shape of the object

texts: I'm trying to bevel the center loopcut that I made but the bevel doesn't take the shape of the object. I have tried applying the rotation and scale but that had no effect. Is there a way to fix this? Thanks!


texts:
I have imported an stl file to blender and its separate objects I can`t figure  out how to deselect the objects.

I have tried all the selection and deselection option
s
The file was made on 123D
this is the STL file I imported to blender and I want to un-group the highlighted objects any suggestion thanks?


texts: How to dynamically update an enum drop-down menu with collection names?

texts:
I have a basic UI panel with a basic dropdown and I want the user to be able to select a collection from the list and have it passed back to the code. I know how to access the list of all collections: list(bpy.data.collections), and I can use a loop to get each collection by name. I can't figure out how to update the enum items with these collections, though. How do you update a enum with items from a list? It's just a basic, templated, enum:
    my_enum: EnumProperty(
        name="Collection",
        description="Apply Data to attribute.",
        items=[ ('OP1', "Option 1", ""),
                ('OP2', "Option 2", ""),
                ('OP3', "Option 3", ""),
               ]
        )


texts: Duplicate meta-Ball with Animation Nodes

texts:
I set my AN settings on a meta-ball to 20 instances to create something similar to a little brainy blob in motion.

I'd like to duplicate it many times, like an array that includes the animation. Is this possible? The Array is not available, I know that we can convert the animations from nodes to keyframes but I need some help with that.

so i had a look yesterday to your answer and .gif explanations. In my case i have this type of node for my brain (https://www.youtube.com/watch?v=dva0u9MPb_A)

Here is my AN settings :

As you understood so well, my goal is to have 2 rows of 10 women front to front. The problem is that from your first screen gif to the 2nd on, the "Object transform Output" node disapears an when i delete mine for the "Object Matrice Output" node, i have no satisfying results. I have another node too, to control my meta-balls. I had multiples try, but it gets complicated for me, even if i know that i'm not far from the solution by your help of course.


texts: I have a vega 56 and a gtx 1060 both render just fine on their own but i would love to use them in unison if at all possible otherwise i will have to figure out how to sell my 1060 and buy an RX 590. Im willing to try 3rd party programs and plugins. Im using Blender 2.8 Beta ATM.


texts: Edge won't go away, no matter what I try, and it can't be selected

texts: theres a loose edge in my blend file and i tried delete loose, clean up, remove doubles, EVERYTHING. i worked hard on this model and i can't let it go to waste. anyone help?


texts: Measurement tool incorrect against ruler in image by VARYING amounts

texts:
I'm writing asking for a little help.
I used an image as a template plane underneath my 3D design. Things were going well but then I realized there was a strange phenomenon with measurements. The picture here is taken from the top. The view in Blender 2.8  is taken from the top. The measurement tool is overlaid on the image. The image happens to have a metric ruler in it.
Notice carefully that for shorter distances, the measurement tool is in error by a larger amount. The measurement tool is in error by a smaller amount for longer distances:
For 40mm on the ruler, the measurement tool reads 34.96mm
For 50mm on the ruler, the measurement tool reads 44.52mm
For 100mm on the ruler, the measurement tool reads 92.3mm
For 170mm on the ruler, the measurement tool reads 163.2mm
For 280mm on the ruler, the measurement tool reads 290.2mm
The difference at 40mm is ~5mm (12% difference). The difference at 100mm is ~ 7.7 (7.7% difference). The difference at 170mm is ~7mm (4.1% difference). Amazingly, at 280mm, the difference is 0.8!
I used proportional scaling on the image. If I make it bigger or smaller, this strange result remains. If I measure it from the bottom of the ruler, the results are the same. This doesn't seem to be related to the Apply Scale when in Object mode problem. There is no modifier applied.
Bottomline: My 3d project is 280mm. That distance is correct but the smaller internal details are all wrong by varying amounts. I've tried to rescale one part but then another part is wrong. If someone could please help me, I'd really appreciate it.
Thanks,
Dennis


texts: Why is the color information lost when image data is multiplied by and ellipse mask?

texts: Trying to get an Lomography Look I first tried to create a Vignette but the color information gets lost.


texts: How to display all mesh wire in flats faces?

texts:
I want to display all wire in a mesh, but if the edges are in a flat face that are not shown... Here's a little example:

Do you know how to do that?


texts: UIList to draw another UIList (Sub List) under the first UIList

texts:
I have been making an addon which requires me to have a UIList Item and have several items under that  UIList (Sub Items). I was thinking of having two UILists but I am not sure how to implement a draw function or whether that functionality is supported by blender.
I am looking to make something like this,

Appriciate if someone can help me with this.


texts: Can Grease Pencil objects created with older Blender versions interact with light sources in Blender 2.83?

texts:
Since 2.83, Grease Pencil objects can interact with light sources.

In my tests, it seemed that this only applies to Grease Pencil objects that were created with Blender 2.83?

Is that correct? If not, what do I have to consider?


texts: Why is it when I render I Get a blank grey screen

texts:
I've been having this problem, and I don't know why. ill just give some context. I had imported this model from SketchUp, along with the camera view from there. It was working fine, until I decided to delete the SketchUp cam, and decided to add a new one. I've been having problems since I added the new cam. The model is just fine, and so are the materials, When I put the viewport shading into any mode the model looks fine, however when I decide to render all I get is a grey screen when it finishes rendering. I'm using the cycles render engine. I have read all of the other forums that are similar to mine. I have checked that its not an issue of clipping, or depth of field, or that it is a material problem. I just seem to be stuck. Would be great if someone can shed some light on what I'm doing wrong
Many thanks in advance


texts: Applied Subdivision Surface Modifier To a Mirror Modified Model The Model Enveloped in on Itself

texts:
So I was doing a fairly simple model of a Glock hand gun. I had already applied a mirror modifier to the model, that I had so far (which was the grip). Then I applied the subdivision surface modifier. At the point where the mirrored part of the model and the "real" part of the model met it collapsed inside of itself. Bellow will be a picture of the model. I would really appreciate it if someone could tell me how to fix this so I can get back to working on my model. Also the picture is the bottom part of the grip, it may looks like two smaller grips, they are supposed to form one. But like I said it collapsed in on itself.

Thanks, Nova


texts: How can I transfer details from a texture or normal map to a mesh (for 3d printing a model)

texts:
I'm working on printing a 3D model (a rifle from Overwatch), but there are some details that are only present in the texture/normal maps and not the model.  I've been trying to find a way to transfer those details to the mesh for printing.

Steps I have tried:

Baking - Ran for a bit then... there was no visible change, just removed some portions of the texture that were not linked to the specific model.  The mesh itself was unchanged.  I'm assuming there is a setting I'm missing/doing wrong but I can not for the life of me figure it out.

Displacement Modifier - this ... just explodes the model.  Literally it looks like it exploded outwards.  Even at the lowest strength it's just a mess with no details transferred.

Everything I've searched points to using one of those methods but I'm clearly doing something wrong.  The only thing I can think of is that the model has an existing UV map that is pretty complex.  I tried unwrapping it but I really don't have a way to re-associate the sections to the model.

I get the feeling there is something very simple I'm missing - so if I'm doing a dumb feel free to let me know.

Here is a pic of the model and (what I assume is) the height map.  I also have a normal map which looks the same, just in purple shades)

I was able to apply that to a plane as well:

so have to figure if I can map that to the model itself I guess.

Edit/Update:

Just trying to get one second working right now, so ignore the rest, but it's starting to shape up.  I'm assuming I need to clean up the map I'm using to deal with some of the odd lines/general mess.


texts:
Is there a different process for linking objects in blender 2.8? I've tried to link objects in blender 2.8 the way we used to in blender 2.79:

Go to File
Click on Link
Browse to directory(Objects) in my case I wanted to append an object.
Click on the object
Click Link from Library.

The object gets linked, but I can't move the geometry at all. What is the problem, is this a bug in blender 2.8? OR is there another method for doing this now?


texts: Trouble aligning the object in render view

texts:
I was moving objects in Edit mode when I should have been moving them in object mode but now I cannot seem to correct the positions.

I've tried setting the origin, but it hasn't worked for me.

How do I do this?


texts: Looking for a Team (A Question about Blender Community)

texts:
This is a question about the Blender community itself.

We have a list of resources (Resources for Blender) of things like sounds, models, and addons, but the one for community organizations has just been added, and may not be of much use for a while. I want to recruit a team for my first animation, Ignite Cascade. It is thirty minutes long.

Is this the right place to ask this question (that is, should it be moved to meta?) Is this the wrong place to ask for a team to be assembled?


texts: Is there a way to exclude specific modifiers from evaluation when getting the evaluated depsgraph with Python?

texts: Is there a way to exclude specific modifiers from evaluation when running ID.evaluated_get(depsgraph)? And if so, how should I do it? Disabling a modifier seems to trigger evaluation one more time for each disabled modifier, which is inefficient.


texts: Moving the 'center of the object' to the actual center...

texts:
I have sculpted a model in sculptris (maybe i have done something wrong, it's my first time) and exported it to an object then reduced polygones and stuff, and now i have some stuff to do in blender but i noticed that the center of my model isn't really the center. It has moved to his left and idk how to move it to the right position. I have never used Blender before so maybe it's a dumb question. Here's an image of what it looks like:

I'm not a Blender guru so please be as precise as you can if you know how to fix this.Thank you for your.


texts: Why is vertex drawing ignoring grid snap settings?

texts:
If I want to draw some vertices on the ground plane, I seem to have to place the first vertex with Ctrl+RMB (not Ctrl+LMB as the manual states), then Extrude the rest of the vertices using E, which is fine, except that using Ctrl+RMB seems to ignore my snap to grid settings (using E behaves properly), so I can't accurately place that first vertex.

Is there a way of making that snap when it's placed, rather than having to move it afterwards using Blender 2.8?


texts:
I have been working on a festival lantern for some hours and i had some different meshes in the blender project. Because i was going to use this in my unreal engine 4 project i had to join them together but after i selected every mesh and clicked on join, the mesh turned dark. In Unreal Engine its looking weird and the mesh is only rendering from one side.

Before i joined the meshes

After i joined the meshes.

In Unreal engine 4 (The part above the lantern is not correctly rendered.)
Could somebody help me solving this problem?


texts: Why is my action modifier not being activated?

texts:
So, I basically have a few empty objects that are adding 1 to their 'Interval' properties every refresh of my game. The script I'm adding to the object that has an animation is connected with an always sensor on 1 positive skip and an action actuator with all the data prepared. The name of the actuator is right in the script. I'm sure. The animation is supposed to be activated as soon as the Interval property of "Empty.007" in my scene is higher than 60. But it isn't activating. Could anyone help me with this?
It would be greatly appreciated.

import bge

cont = bge.logic.getCurrentController()
own = cont.owner
act = cont.actuators["Action"]
scene = bge.logic.getCurrentScene()
Interval1 = scene.objects["Empty.007"].get['Interval']
Interval2 = scene.objects["Empty.008"].get['Interval']
Interval3 = scene.objects["Empty.009"].get['Interval']

acc = 60

if Interval1 > acc:
    cont.activate(act)


texts: What's the "Convert Float" checkbox in the VSE for?

texts:
When using an Adjustment Layer Effect Strip, there's this curious function button in the VSE... what is its meaning?

I found no description on the wiki....


texts: Can I use the Alias Surface modelling strategy for NURBS modelling a car in Blender

texts: I've started to learn modelling in Blender after having modelled cars in Maya and Alias. While I understand the poly technique in Blender, I was wondering if I could use the modelling techniques and strategies from Alias Nurbs modelling in Blender (for making a car in my case). I started using it and found out that I could not increase the order of my NURBS surface to more than 4 in any direction. Any help would be appreciated, thanks!


texts:
So I've UV unwrapped my mesh and created and baked the texture I desired. But when I go into another Blender project to test my new textures, one of my meshes(This is separate mesh and is not a part of the main mesh) has a really messed up  ... UV (I think)? Reference pics below on what I mean.

The first picture is from the build file and the second is from the texture test file.


texts: "Minecraft Properties" tab is not showing up on rig where the tab is supposed to be there

texts:
I found a Minecraft rig for Steve on this video from YouTube as a Blender Minecraft tutorial for Minecraft animations.

The video

The rig download

The video said and showed that this rig had a tab in the properties bar called "Minecraft Properties." However, this tab did not show up on the properties when I downloaded the rig.


texts:
I am not convenient to express my settings，So have attached my file

I want to make the smoke more clear，Like an example of a photo

My file:https://drive.google.com/open?id=0B9AIC7MxieHpdXN1QTdkbTZPZUU


texts: Glossy material rendering black, in a scene with environment and emission lighting

texts:
Having a bit of an issue, just messing around with some game models. And whenever I apply a glossy shader it renders black, just for the car/tires model (pre modeled). Any other objects (newly created) render the glossy just fine. I have a plane with an emission shader as well in the scene.

Thanks!

EDIT: .blend file


texts: Why do I get this unexpected syntax error on the Python console?

texts:
i'm trying to get output from a list, but i get a weird syntax error.

facecountt = []
for polygon in bpy.context.scene.objects['Torus'].data.polygons:
    facecountt.append(polygon.index)
print(facecountt[2])

i don't get why it won't work.
whatever i try - for as long as the list is filled with polygon.index i get this error, even when i tried to convert the values to integers.
i can print polygon.index itself, but not within the list.


texts: Materials Turn White Once Imported Into UE4

texts: I wasn't sure whether to post this on the game dev Stack Exchange or the Blender Stack Exchange, so I'm just posting it here. Anyways, as you can see below MOST of my materials turn white when importing into UE4, however they still keep the texture, just not the color. How do I fix this? Thanks! :)


texts: How do I hide vertices not visible to the camera?

texts:
I'm following a character modelling tutorial, and I noticed that the face of my character appears different to how it is in the video - I can see the vertices which are hidden to the camera, as if the material were translucent. Here is a screenshot of what I mean (in the right frame):

In the video, it appears in the following manner:

As you can see, none of the vertices which are hidden from the camera are visible. How can I achieve the same appearance in edit mode? I tried enabling backface culling although this did not work.


texts: After Shift D, original object wrongly move with the copy

texts:
I did the below.

Shift D ( Duplicate )
ESC ( cancel Grab )
Move object by Maniplator

At 3, not only the copy but also the original object moves.
But I want the original object to stay the original position before duplication.

Please see this gif and .blend file if necessary.

https://imgur.com/a/HX6umAu
https://www.filehosting.org/file/details/774983/shift-d-move.blend

Could you tell me how to avoid this problem?


texts:
Okay, my texture isn't backwards as in it has been reversed or flipped. But rather if I were to make a sun light object facing it's direction it would not appear, it's only black. But if I were to face the sun in the opposite direction, it would appear as it should, although everything is else dark.

Pictures

Any ideas? Help would be very much appreciative!


texts: How to create an infinite plane in cycles?

texts:
I have already found one similar question, however it doesn't correctly address what I am talking about.
Please see this, example to know exactly what I'm talking about.
I have only found this, and this, but both use a curved plane to do the trick, which would work unless the object is to be rotated(in animation) to view from every angle.

Yes, again we could rotate the object instead of the camera but, what about a large array of object, that would really distort the scene and setting the camera accordingly would be very difficult.

Setting the camera at this angle would be good even for a large array of objects:
, but what if we need a more acute view like this:
 , (even if we set the world background color to white this would be impossible to actually blend if taking the lighting into account, as it would emit light and the edges of planes would be visible.)

I don't know if there is a workaround with the lightpath node with this to only make the area where the shadow falls visible.
And I don't know how to take only the shadow information into the compositor to make this?

Primarily focusing two problems:
1) how to make such a world in cycles, infinite, only the shadow information and the object?
2) How to make such a world in cycles, infinite, only the shadow information and the object and a slight gradient in the infinite world?

Therefore, I resolved here.


texts: How to deal with the textures of multiple imported .obj files?

texts: So, i am trying to make a scene, with blender. But i import a custom character model. And check texture solid, to get the texture of the character to show. BUT then i upload another .OBJ file, and with texture solid enabled it doesn't show it, but it shows my character model. I have to uncheck texture solid, to get the other .OBJ files texture to show!! I really need help, it is greatly appreciated, thank you!


texts: Smooth transition between distorted and undistorted result of Movie Distortion node

texts:
I want my render to morph between two tracking scenes. One is distorted, another not.

Distortion is quite obvious, so animating mix factor between original image and distorted doesn't make it look good. K1 and K2 parameters in tracking settings are not keyframeable.

Right now, I'm animating mix factor with lots of blur to mask transition, but is there any "tidy" option?


texts: Object Not Following Bezier Curve Properly

texts:
There is no topic for 'paths' so I figured this would probably be a basic issue that someone can help me solve.

I have a spaceship that I modeled. I also have a camera positioned in the distance. I am trying to get the spaceship to follow a bezier curve and fly in front of the camera. I used the "Parent -> Follow Path" method. The problem is when it runs, the ship just goes straight down with a dashed-blue line that points to the path.

I also tried that Add Constraint to follow path, but that was even worse and I don't like having to add all the keyframes so if I can solve this with Parent->Follow Path that would be best (in my book).

For your convenience, I have uploaded the file to gdrive for review

https://drive.google.com/#folders/0BxVGCeUMKMptVEZWaHNUY3hUcUU


texts:
I am trying to animate changing brightness of a point lamp using input data that I have. However, when I try to access the lamp's strength using

bpy.data.node_groups["Shader Nodetree"].nodes["Emission"].inputs[1].default_value

I get the error message:

Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
KeyError: 'bpy_prop_collection[key]: key "Shader Nodetree" not found

Is there another way I can/should access and change the lamp's strength via Python?


texts:
Anybody knows if I can limit the noise generate by displace modifier? On my test I have used a picture like following.

But the results are like this:

There seems to be unexpected noise on the edges. The problem comes worst when I try to subdivide the plane over 100 times. Subdividing I'm using to make smooth edges.
Here is a screen capture from original file showing that there were only two colors used on the edges. The yellow rectangle on blender picture shows the place where this part has been taken when the original image has been zoomed in 600%.


texts: How to add faces from sequential vertices data

texts:
I'm trying to generate a bmesh from csv files.
I know there are a few related questions around, and from the answers I have managed to put together a script that can import all the vertices from the csv file.
But I am stuck at generating the faces.
The vertices data are in sequence, and every 3 rows it should form a triangle face.
Here is my script:
import bpy
import csv, os, bmesh, math
import numpy as np

#define input
input = "test_csv.csv"

#filepath
filepath = bpy.data.filepath
directory = os.path.dirname(filepath)

mesh = bpy.data.meshes.new("TerrainPart")
obj = bpy.data.objects.new(mesh.name, mesh)
col = bpy.data.collections.get("Collection")
col.objects.link(obj)
bpy.context.view_layer.objects.active = obj

verts = []
edges = []
faces = []

csvinput = directory+input
pointsinput = csv.reader(open(csvinput, newline=''), delimiter=',')

with open(csvinput, "r") as csvfile:
    pointsinput = csv.reader(csvfile, delimiter=',')
    for idx, row in enumerate(pointsinput):
        if (idx > 0):
            vert = (float(row[0])), (float(row[1])), (float(row[2]))
            verts.append(vert)

mesh.from_pydata(verts, edges, faces)

and here is a sample of the csv file
 SV_Position.x,SV_position.y,SV_position.z
17.29935,-348.700285,1220.1305
18.88806,-348.711,1219.94946
17.29829,-350.920565,1220.96972
20.48102,-353.116365,1221.98292
17.29676,-354.10083,1222.40284
17.29723,-353.11444,1221.98876
18.88806,-348.711,1219.94946
20.48102,-353.116365,1221.98292
17.29723,-353.11444,1221.98876

the faces should be filled like this
faces = [(0,1,2),(3,4,5),(6,7,8)]

but is there's a way to filled it automatically? since there are tens of thousands of rows in the csv file.
Thank you in advance!


texts: Cycles Render - Baking texture without light influence

texts:
would like to ask the community about 1 single simple question. Was trying to find my own answers, but few that I have found, somehow, sent me to same solution that I was trying over and over, perhaps the Blender +2.7 has changed compared to the old answers and videos that I have found .. don't know, that is why i am here.

My question is:
- is it possible to bake texture/s in cycles render without any external light influence and the textures should be acceptable visible? (all are dark for me since I don't use external light).

I would like to know this because I don't wish to have any type of shadows over my texture when I port it to an engine and inside the engine I will give the light to it.
If there is a solution to this but might take to much text to write it down then either pm me or forward me to a good video/text.
If the question is not clear and needs more specification then let me know, I will try to reformulate it.

Thank you in advance.


texts:
Is there a quick way to select all objects inside a mesh? For example, I have a 15x15x5 grid of cubes. How would I automatically select all the cubes that are inside the toroid-like mesh object?

Update:

Weight Mode:

Torus Settings:


texts:
I have a background with 3D cad, and since a few days I am trying to learn blender.
When you use the extrude and or subdivide command there are of course some setting.
Stetting like use origine of each surface.
Now my problem, most of the time I can't find those settings, that influence the command.
I am trying to follow some tutorials, and sometimes my blender acts like in the tutorial, but also some times it does not. I understand this is because of those setting but I can find them.
What am I doing wrong? :)
And example of a tutorial I try to follow:
https://www.youtube.com/watch?v=X2lw9JwTrI8&list=PLNShHVjao84f33iutaehtc_k6pR_hZMKt&index=3&t=0s
Subdivide instead of scaling each surface, I see blender do something different.
Where are those setting hiding ?
Blender 2.8


texts: I just have a simple glass shader and that is it, is there anything i need to add so that light penetrates it? I'm using HDRI lighting and I have a sun lamp pointing directly at the glass.