texts: How to put a cursor in the middle of the screen?

texts: How could I add a pointer at the middle of the screen, where my mouse is fixed there? Something like this:


texts: my mesh got spikes and idk how to fix it

texts: soo.. im working with blender for the first time with a tutorial, and after i did some sculpturing, my whole mesh started to do this.. i thought it was a visual error from reloading the view or so but after reopening the software i had the same problem.. does someone know a fix to this?


texts: Incorrect Rotation for Imported Vertical Video in *Movie Clip Editor*

texts: Unexpectedly, blender rotates the vertical video shot on my iPhone when I import it into the Movie Clip Editor. How can I rotate the footage in the Movie Clip Editor view so I can clearly work with the tracking options without the footage being rotated the whole time during the editing process?


texts: I am new to Blender, and I can't make my mug nice and even. This happened, and I don't know how to fix it:


texts:
blf module has an API to change font size.
By this API, I usually change font size and draw text.
However, I could not find the API to get font size.
Getting font size is useful to revert the font size to original.
Is there any methods to get current font size from Python API?
I will use this method for realizing below codes.
orig_font_size = blf.get_font_size()    # this API does not exist!

blf.size(0, 22, dpi)
blf.draw(...)

# revert to original font size
blf.size(0, orig_font_size, dpi)
blf.draw(...)

Instead, do we need to add API to Blender to realize this?
Thanks!


texts: NEW Xcode WWDC15 - Export from Blender - Supported formats - Alembic(.abc)

texts:
Following the WWDC15 Apple mentioned the supported formats and even went as far as to emphasise the specific file format Alembic (.abc) which is the most modern of the formats listed below:

What are the advantages of this over COLLADA/OBJ? Is it something that blender can/will support? is it worth it?

(Hope this is the right place to ask this question)


texts: How to get rid of black area in stencil box in sculpt mode?

texts:
Is there any way that you could get rid of those black area of stencil brush in sculpt mode like texture paint mode?
I tried opacity option in Cursor panel but it also lower the white area of stencil.
I want only white area of stencil brush to show.


texts: I am on a sculpting expirience and i can not really find any difference on these two brushes , grab[g] and snake hook brush. Also what brush is better for extending a mesh? ( i read blender manual,still cant understand the difference).


texts:
I have a model of a person exported from the MakeHuman software. I also do have a model of a blanket. What I want to do now, is to fit the blanket to the human, as if the human was sleeping under the blanket.
I have done some research and believe that the shrinkwarp modifier applied to the blanket with target "testHuman" should do the trick. However, the following happens:

The blanket seems too small when I apply the shrinkwarp modifier and is very weirdly shaped
When I increase the offset to about one, the blanket increases to a size which looks about right. When I decrease the offset again, the blanket shrinks again.

I believe, that this has also to do with the model for the human I use. I cannot really choose the whole human as a target, but only parts of it. I will attach some pictures to illustrate.
Can somebody explain to me the behavior occuring when I change the offset? Also, how can I use my human-model for this purpose?


texts: What's the difference between refraction and glass shader?

texts:
I have been experimenting with refraction shader and glass shader (using cycles render) and i noticed that a sphere with refraction shader looks almost the same compared to a sphere that has glass shader.
1)The only difference i noticed with the refraction shader compared to the glass shader is that when a light ray enters the material (that has refraction shader applied), the light ray ,that enters the material, changes once direction because of the ior (but cant bounce back) and when the ray exits the material it can't bounce back ,inside the material, but it can still change direction(because of ior) when it comes out.
Can someone help me spot out the difference?
Is 1) correct?


texts:
Hi.  I'm new to Blender and started making modeling, till I ran into a problem.

I need help to remove a "Double Skin" as shown in the screenshot, as well as those blue lines.

The issue happened as I joined two objects and added mirror modifier.  I already tried removing doubles as well as removing modifiers, but to no avail.

Thank You!


texts: I have a pants model on top of a character model. I want to add wrinkles to the pants to make it look baggy. how do I do that?


texts: Why do meshes disappear "behind" an Empty image?

texts:
Blender version 2.77a (According to splash screen)

In this image, you can see the outline of a selected/active mesh on the right-hand side. The 2D background image is an "Empty" entity assigned to it an image.
On the left-hand side you should be able to make out the black outlines of non-selected/inactive meshes. Everything normal so far.

The left-hand meshes were created before the Empty was created. (I had the image opened in GIMP and modelling the mesh within blender on its own.) This is a brand new file. No fancy options or anything. Literally started blender, deleted startup stuff, changed the world grid properties, enabled Snapping (to increment), and then created a "Grid" for each room and using Extrude and Subdivide to shape it.

The final bit of context/info: the image has a Z of 0. The meshes start as "Grid" at 0, but I extrude walls 200 above, and water pits 200 below 0. So they're 400 tall with the middle/floor being at 0.

Now here is the problem:

When I deselect the right-hand mesh, it disappears from view. It is still there, and if I hit Z to make meshes solid again, it will reappear.

If I change the angle with Numpad 1, the mesh re-appears when not selected, but the lines that are supposed to overlap the image disappear "behind" it regardless of what angle I'm looking at. On the left of the third image you should be able to see black lines going over the bright blue. The black lines do not go over the bright blue on the right-hand mesh.

So the point I'm trying to make is: Why do meshes created after an "Empty (Image)" disappear behind it? What can be done to fix this unwanted behavior?


texts: Cannot parent my mesh to armature with automatic weights

texts:
I have tried every solution I can find on here and youtube to fix this, mine appears to be a one off problem that I don't know how to solve.

I have a finished armature and mesh, whenever I select parent with automatic weights - 'bone heat weighting failed to find solution for one or more bones'comes up
I have separated loose parts, added the subsurf modifier and removed vertex and recalculated normals. Help me pls, its been 3 hours of hell.
Yours faithfully, a complete noob. x


texts: Change material on multiple (different) objects simultaneously

texts:
Is there a way to "link" two different object's materials, so that if I choose a different material on one it changes on the other, without technically "joining" the objects?  Not talking about changing the nodes inside a material, I mean substituting an entirely different material to the current slot.

I am modeling a rifle and I have 2 parts that I want to always share the same material.  Using Cycles.


texts:
Good day.

For some reason I see a strange purple reflection in my scene. I know that this is usually an indication to a missing UV-Map. But I unwrapped every object in my scene. The background is transparent with an image added in the compositor.

Do you guys have some ideas where this might come from?


texts: Navigation locked out during operations?

texts:
I don't seem to be able to navigate around while trying to do some operations. E.g. when using the E command, I can't mousewheel to zoom. Is there some way of changing that? It's incredibly annoying.

I've been through the key mapping and there doesn't seem to be anything clashing that needs mousewheel as far as I can tell.


texts: Will Render Animation always take this long?

texts:
I simply clicked the animation button after following an online tutorial. So all the settings are where they should be. But should the rendering really be taking hours? It finally hit frame ten after about two hours, which is PAINFULLY slow. Are there any ways to increase the speed of it? It's already using 100% CPU. Thank you in advance!

Because of the reputation system, I was only able to post one screenshot in addition to the blend file.

Blend file here:

Ethan


texts: How can I get my textures to export from blender (Specifically to unity)

texts: So I made a robot character in blender and I want to use it in unity. However, whenever I export it and add it to unity the textures don't work. I've tried a lot of ways to fix it, but nothing seems to work. I could really use some help with this since I can't find anything that actually works online.


texts:
I am trying to model a racing track, but when I add a curve, the model and I add a curve modifier to the path, it goes to a "random" position and I don't understand why!
I leave here an image of the file.


texts: I'm trying to make efficient use of texture maps in my code and it would be ideal to bake the displacement of my mesh to the alpha channel of a normalmap. Is this possible (with the BI engine)? Is this a nodes thing? I've not used them before - a good ref or detailed answer would be greatly appreciated.


texts: Cycles GPU rendering turns to really slow with big image sizes

texts:
The question seems noob, but give me a moment, because I should know something about these things.

I am rendering a semi large architecture outdoor scene with buildings and nature surrounding it. The scene has 1.6 million vertices and I use Grow3D (https://www.thegrove3d.com/) and Graswald (https://www.blendermarket.com/products/graswald) addons to generate nature. I have multiple renderlayers with samples from 150 to 400. I use denoising feature.

If I render the scene using GPU with render size of 1920x1080px and with percentage scale at 200, the whole scene renders in 1 hour and 8 minutes. (Memory conception is 1.2GB).

But then, if I increase the percentage scale to 300, computers CPU gets noisy and rendering time increases remarkably. The rendering time estimation shows something from 8 to 10 hours.

And if I take a look to my task manager, the GPU conception bounces only from 0 to maximum 10 percent.

I ran quick tests and my computer and Blenders GPU consumption hits closer to 90 or even 100 percent at lover image sizes.

So could there be some hardware limit which I am reaching, or do I just forgot something crucial?

Windows 10, Inter Core i5-7600 @3.5GHz, 16 GB RAM, NVIDIA GeForce GTX 1070 and Blender 2.79.

EDIT 18.9.
Here is the link for project file:
https://drive.google.com/drive/folders/1n5LKe6f5JNSsUuAUfwsZo6PrfdE0Kk0f?usp=sharing

Because of the link won´t be valid for too long, I will post images about the settings when reason for odd behavior is found.


texts: How to STOP dependencies updates when editing drivers via python?

texts:
I' swapping a bunch of drivers in shape keys via python in Blender 2.8x, but I'm not liking the performance because it keeps causing dependencies updates at inconvenient moments.

At some point of the code I have this inside a loop creating a driver based on previously stored driver properties:

"""
Sorry for the abridged code, because it's intertwined with other functions it'd take a lot of clean up
to make it work as a stand-alone

data_shkeys is a previously defined bpy.data.shape_keys[id_data] var
get_data_path() outputs correct data_path for a given key
driver_var_clone() adds a var through variables.new() and formats it with arg2 properties
"""

# Add new driver to target shape key
d_copy = data_shkeys.driver_add(get_data_path(target_key.name))

# Replace with props from original driver
d_copy.driver.type = drivers["type"] # triggers d. update
d_copy.driver.expression = drivers["expression"] # triggers d. update
d_copy.driver.use_self = drivers_storage["use_self"]

# Dump vars from original driver
for v in drivers["vars"]: # triggers d. update
    driver_var_clone(v, d_copy.driver)

Changing the expression, driver type or vars triggers dependencies updates. Given that I'm editing multiple drivers at a time I'd like to trigger it just once, only after I'm done editing all of them. Is this possible?

I noticed that bpy.ops.anim.copy_driver_button() and bpy.ops.anim.paste_driver_button() surprisingly don't suffer with same performance slowdown, so if there's a way to make them work in python it would also solve my issue. I don't care whether I'm using ops or low-level api, I just want the best performance possible.


texts: How to drive the normal node with an empty?

texts:
Hi, I´ve followed this: How to correctly drive a normal node with lamp rotation?

I´ve tried the same setup but I need an empty to drive the direction of the mapping node onto the normal shading.
I think the problem is on the curve drive. What I need is to translate the empty on world space and the mapping node will update the normal node as if it was the "light" direction. Please help.


texts: My video is greenish, how do I correct it?

texts: I guess automatic white balance was fooled by the background (garden through window), and now the people in the interior (yellowish light) look greenish. Is there a way to correct this white balance gone wrong?


texts: Normal and Ambient Occlusion Map baking issues in Cycles Render

texts:
So I've been battling with the Cycles Render, trying to bake normal and ambient occlusion maps for each object I have created. However, I have been receiving the following results:

I have been baking the high- and low- poly objects within the same coordinates, selecting the High and then Low objects in order. This has been done in 2.73a of Blender, in case that also needs to be known.


texts: How to improve baking quality in cycles render engine?

texts: I'm trying to bake a texture with the size of 256*256 px but I get an awful result, so I increased the baking size into 1024*1024 px and the output was much better than before. The problem is that I need the texture to be 256*256 px that looks as good as a 1K texture resolution, because I'm going to use it in a mobile game, so large images will not work in such games. So is there a way to enhance the baking without increasing the pixels count?


texts:
I am quite new to shaders in blender and don't know how most things work, but knowing texturing is the needed basics that I must know.

How do I create a world space texture that doesn't depend on any UV and their scale, rotation.

Here is my shader setup for the material:

Here is an example of stretching, direction change occurring on my objects.

Thanks.


texts: Positioning object to the center of camera view in 3D scene?

texts: How to position an object to the centre of camera’s viewport in the scene (for example position camera wherever you want and toggle preview of it by pressing NUMPAD 0). So basically position object to the centre relative to the preview camera viewport. Thanks.


texts: Need tight corner, but end up getting pinched geometry!

texts:
I'm looking to create the following surface with a tight radius corner, but the only way I know how to do that is to create loop cuts close to each other, which results in pinched geometry. Anyone know how to fix this? I've linked the file below.
Link To Blender File


texts: Sequentially Animating a parameter other than transforms

texts:
I have a number of curves that I want to control the end bevel factor of in a sequential manner via animation nodes. How can I go about accomplishing this?

Any help would be greatly appreciated...

Cheers;

AJ


texts: Unexpected result setting a shear matrix as transform

texts:
I am doing a visualization where I need to transform a sphere with a matrix. Easiest solution would be to just set the matrix as local transform but this gives me unexpected results.

I was trying around a little and found out, that setting matrix_local, delta_... and operating on vertex positions directly yields very different results. As an example, I tried it with a simple shear matrix. Here are the results:

Using matrix on vertex positions

Using local transformation matrix

Using delta transform

This is the code:

import bpy
from mathutils import *

def transform_verts(context):
    obj = context.active_object
    mat = Matrix.Shear('XY', 4, (3,3))

    #this does what it is supposed to do
    for j in range(0, len(obj.data.vertices)):
        obj.data.vertices[j].co = mat @ obj.data.vertices[j].co

def transform_delta(context):
    obj = context.active_object

    # This does NOT work as intended :(
    # this deforms the sphere into an elongated Ellipsoide
    d_loc, d_rot, d_sc = Matrix.Shear('XY', 4, (3,3)).decompose()
    obj.delta_location = d_loc
    obj.delta_rotation_quaternion = d_rot
    obj.delta_scale = d_sc

def transform_matrix_local(context):
    obj = context.active_object

    # for unknown reasons it is not possible to do this with an object transformation matrix
    # setting matrix_local yields similar weird results as setting delta transform
    # I suppose it may have to do with Blender internally decomposing it
    obj.matrix_local = Matrix.Shear('XY', 4, (3,3))

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):
        #transform_verts(context)
        #transform_delta(context)
        transform_matrix_local(context)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(SimpleOperator)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator()

Why does setting the matrix_local also does something very different from what is intended? In my understanding, setting the matrix_local should do exactly the same as applying the matrix to vertex positions.

Is there a workaround for this issue that does not involve looping through vertices and setting the position manually? The above is just an example. My actual use case is a modal operator and right now I need to store the original vertex positions and loop through them each time modal is called. That is really slow compared to just setting the local transformation matrix.
If there isn't, any idea how to speed it up?

Edit: obj.data.transform() is not possible because I need to apply the matrix to the sphere each time. This matrix is not necessarily invertable, so I can't just do the inverse transformation from the previous call and then do the current transformation. I would only be able to use it if I can somehow restore the positions the vertices had before the transformation.


texts:
when i rotate a bone, it causes strange scaling outside of its weight painted area. As you see in the top imange, what the object should look like, but in the bottom imahe, it is deformed to make the arm half length.
before

after


texts:
I have the following scene (please see the image below) the right ball is hitting the middle cube which starts to roll and eventually hits the left cube. The depth information is important to me so I use two cameras with side angles to gain the depth of the objects as well.

1) How is it possible to render both of the cameras to one output file? (if you have any other suggestions of how to get the depth of the object I would love to hear about it)
2) If (1) is not possible how is it possible to render both of the cameras to two different files?
3) How can I get the data of an object which wasn't animated? for example in the current scene, I want to know the location of the middle cube in each frame. How can I get JSON file (or any other format) with this data?

Setup:
Ubuntu 18.04
Blender 2.8

Thank you in advance,
Aviv


texts: i wanted to make horizontal gradient text color?

texts: I was trying to make horizontal gradient text. And I made needed nodes, but nodes didn't color of the text.


texts: Offset spline vectors each on his own origin. (Animation Nodes)

texts:
I would like to replicate an animation as we can see here below with AN;

https://twitter.com/archillect/status/1068306137341194250

however I have difficulties to displace from each vector origin. Resulting in something like below.

Is it possible to have a offset according to each vector position?


texts:
When I try to run Blender 2.8, I get the error "Device init failed: 0x80070490"

My Windows 10 PC has the following graphics card:

NVIDIA GeForce GTX 960

According to the geforce.com site, the OpenGL version on this card is 4.4, which should be plenty for Blender 2.8. So why is it refusing to run?

Thanks in advance!!!


texts: SKINNING - How to remove specific vertex relation to bone

texts:
I've create a model and a rig by myself to understand how it's working but i'm stuck with one thing : some vertex are related to a bone and I don't want it. Obviously to avoid that kind of result : (look at the pelvis which move withe the hand controller)

I tried to delete the relation but it's impossible to see the relation of a group of vertex, it's not listed anywhere because it's not an object but some vertex of this object.

Do you know how to solve that ?

Many thanks in advance,
François


texts: Impossible to invoke a message inside of a timer app?

texts:
it is impossible for me to invoke a message within a timer app, is it normal? or is it a bug?

for this message system:

import bpy

def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'): #Message function
    def draw(self, context):
        self.layout.label(text=message)
    bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)

ShowMessageBox("Such crash", "Many Wow" ,"BLENDER")

if i put him inside any blender timer app loop

import bpy

def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'): #Message function
    def draw(self, context):
        self.layout.label(text=message)
    bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)

def every_X_seconds_word():
    ShowMessageBox("Hello World", "Many Wow" ,"BLENDER")
    return 5.0
bpy.app.timers.register(every_X_seconds_word)

it make blender crash

import bpy

def every_X_seconds_word():
    def ShowMessageBox(message = "", title = "Message Box", icon = 'INFO'): #Message function
        def draw(self, context):
            self.layout.label(text=message)
        bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)
    ShowMessageBox("Hello World", "Many Wow" ,"BLENDER")
    return 5.0
bpy.app.timers.register(every_X_seconds_word)

i also tried within the app, also crash.

inside of this timer app there's also some operator that cannot work due to context issue ? for example i cannot do a screenshot every X seconds.

how can i bypass this?


texts: 2.81 - Key frames not working? Shader emission settings?

texts:
I have just been seeing if I could do a tutorial on a title animation, but the keyframes in 2.81 seem to not work properly? I set a keyframe in the shader editor and it sometimes sets and sometimes doesn't, then sometimes I can't see the frames at all.
The emission shader is what I am trying to set for animation. The other non-shader lights on a circle path, animate fine.  Is this a bug?


texts: I heard somewhere that it's possible to determine the number of render slots available in 2.8 but I can't seem to find the option to change it from 8....


texts:
I think the link is missing to this addon

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX

Anyone know how I can get this? Thanks!


texts: Transformation manipulator rotate keeps messing with my material view

texts:
Bizarre glitch(?) that seems to happen whenever I use the material view after activating the rotate transformation manipulator on a rig. When I rotate my bones manually, everything seems just fine, but the moment I use the rotate manipulator, parts of my faces just disappear entirely from the material view as if it was being clipped away via distance. The mesh will sometimes appear if I zoom in from far away but then it'll disappear entirely the moment I zoom out slightly.

As I prefer to work in material view most of the time, this is quite annoying, and I'm not sure what to do. Every time I activate the tool the material view will always keep acting this way until I restart blender entirely. I tried checking the clipping view and restarting my computer but to no avail, and searching brings up nothing. Anything I can do? (I'm using version 2.78)


texts: Setup of PyDev and Eclipse for Blender Add-Ons

texts:
I followed the instructions in this ebook Programming Add-Ons for Blender 2.5 to setup a development environment.

Currently I try to debug an installed add-on called Bloop although it seems to work, eclipse still shows many error messages like:

class Mapping(object):

    def __init__(self, joint=None, id=None, bone=None, other=None):
        ...
        self.bone_matrix = bpy.bloop.armature.matrix_world.inverted() * self.bone.bone.matrix_local.inverted()
                               ^^^^
                               ErrorMsg: Undefined variable from import: bloop

The external libraries are configured as follows:

Blenders version is 2.67, the add-on was developed for 2.59. I have absolutely no experience with Python in blender.

Another type of errors is:

Unresolved import: MappingSet   bloop.py

from .mapping_set import MappingSet

Where MappingSet is in the same folder as bloop.py which tries to import.

The projects structure is as follows (I don't have a source folder since I want to edit in place)

What am I doing wrong?


texts: How to create a sphere with different ring vertex count by scripting?

texts:
This question is related to this one: How to distribute the objects on a sphere evenly? I wonder if there's a way to create a sphere, in which every vertex loop's count is decreased according to its vertical position by scripting (let's say every ring count starting from the top of the sphere to the midlle of it is decreased by 6 vertices- as pictured below)? Is there a way to create a sphere and define it's individual ring's count by scripting?

P.s. I don't know if a tittle of my question is right. If not feel free to change it.


texts: How and where can I post a video for review of Blender users, that shows my students work?

texts:
This spring I taught 3D Animation at Calhoun Community College.  I posted several questions here that were very helpful.  My 4 advanced students completed a project that was on time and exceeded my expectations.  I thought that some of you advanced users might enjoy seeing it and the back story about what motivated the production.

If that is the case, where might I post a link to the Youtube version of it?


texts: Multiple file browsers (different files) using python

texts:
I'm trying to find a way to bring up two file browsers (one after the other), but without success.
The reason for needing multiple file browsers is that I first need the user to export a text file, then export a mesh file. Those could have different names and be exported to different directories.
One solution I could think of is to have a separate operator that I call from the first operator, but the problem seems to be that 1. it doesn't return a value and 2. the code pause while I call the other operator.
I also tried to add multiple fileselect_add calls, but that seemed to crash blender. Any idea?
Sample code:
import bpy
from bpy_extras.io_utils import ExportHelper

class ExportCommon(bpy.types.Operator, ExportHelper):

    bl_idname = "export.common"
    bl_label = "Export common"
    bl_options = {'PRESET'}

    filename_ext = ".fbx"

    def invoke(self, context, event):

        context.window_manager.fileselect_add(self)

        return {'RUNNING_MODAL'}

    def execute(self, context):

        print(self.filename)
        return {"FINISHED"}


texts: Cycles Render: Light reflections black in render

texts:
I'm very new to blender and I just managed to get the result I'd like to have, but when I render my image with the Cycles Render the light reflections will rendered black instead of shiny white as I'd expect them too.

Does anyone have an idea why this happens and can point me in the right direction for a solution?


texts: Use Object Mode and Edit Mode in the 3D View

texts:
Is there a way in Blender to use a windowed 3D View with Object Mode and one with Edit Mode? Currently I can multiply the 3D View and use 2 windows, however they both switch whenever choose either Object Mode or Edit Mode. I would like to have just one window open in Object Mode and one in Edit Mode.
How can I achieve this?

Thanks for reply


texts: How can I find out the variable name in python?

texts:
I know how I can find out the python command by clicking a button in the Blender interface, and then look in the info window:

For example, as can be seen, I added a cube, UV sphere, plane, camera, lamp, pressed A twice.

But how can I find out an object variable name, for example the y-rotation of an object. Because I can't find the y-rotation, when I point my mouse over it, I can only find the rotation:


texts: Replacement For "Centers Polygons" Node In Blender Sverchok?

texts:
I keep getting asked for "Centers polygon" node in various Blender / Sverchok tutorials but I cannot find one.  Nor is there anything online that points me in the direction of it's replacement.
Can anyone tell me what node I am looking for?


texts: when i was weight painting a model i found that a part of my model (the left foot) was getting pulled by some other bone in the area i suspected is was the calf or the other foot, so i went back and re-did it several times yet it is still being pulled by something please help. Thank you!


texts:
Please note that I'm new to Blender.

I was watching tutorials on YouTube. In the second tutorial I watched, there is part about modeling the default cube. It says to put the cube in Edit Mode then key X for the Deletion Pop Up Menu and select Dissolve Verticies. However, when I select dissolve vertices, I get the error message Invalid boundary region to join faces. That message is not shown in the tutorial. How can I fix this?


texts: Best practice for creating complex models. Multiple meshes and textures?

texts:
Please forgive me if this is 'off topic,' the actual "What topics can I ask about here?" page is void of any useful guidelines.

I'm new to Blender and started trying to make a model that is more complex than a simple object. Take any normal model, for example a car. Is it normal to make a car in one file that consists of a bunch of different non-connected meshes?

Most tutorials I have found make one giant connected object that is (in some way) connected to every part of the whole model.

My mind wants to separate the parts, like the wheels wouldn't be 'connected' to the body. I feel like this would make texturing and UV mapping easier, but nobody seems to do this. Texturing different parts of a single giant mesh is challenging for me and I wanted to know if it is bad practice to create lots of 'pieces' to a single model.


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I have an Earth object where the surface would be with a Bump map and the ocean without it. However, the bump texture is for both and I want to block the parts for the ocean using a black and white texture. It would look something like this -

This is easily accomplished in the Cycles render engine by just plugging the texture into the Factor input of the Mix Shader –

How is it done in the Internal render engine?

I tried the same in the internal render engine, but there are some issues. here is the blend file -  http://www.pasteall.org/blend/31825


texts: Cycles render in background exits with error in Blender 2.91.0, on Linuxmint

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I have now a recurring new problem: when I want do render a simple animation the program stops with following errors:
  File "/usr/local/blender-2.91.0-linux64/2.91/scripts/modules/addon_utils.py", line 434, in disable
    mod.unregister()
  File "/usr/local/blender-2.91.0-linux64/2.91/scripts/addons/materials_utils/__init__.py", line 193, in unregister
    bpy.utils.unregister_manual_map(materialutilities_manual_map)
  File "/usr/local/blender-2.91.0-linux64/2.91/scripts/modules/bpy/utils/__init__.py", line 994, in unregister_manual_map
    _manual_map.remove(manual_hook)
ValueError: list.remove(x): x not in list

I have disabled the material addon but to no avail. In GUI everything is ok,


texts: Curve modifier on an already curved model?

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Hey there I have a brain neuron model which is already modeled in a curved shape.

then I create a Bezier Curve in the same shape and place the Origin to the start of the curve

and place the Origin at the same spot for the mesh I want to affect

but when I place a Curve Modifier on the mesh and choose the Bezier Curve it distorts the mesh like so...

but the weird thing is if I scale all the Bezier Curve points to 0 in the x-axis it fixes the mesh but then the curve isn't in the desired pose I want.

Can anyone help me with how I have a curved Bezier Curve affect a curved mesh?

Otherwise do I have to model the mesh in a straight line?


texts: How to auto-paint on edges(corners) with a script? Detect corners like in "UV-smart project"?

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I need to automatically paint a line on edges(corners that covers normals too) where normals have an angle more than %myValue%. So before I never tried something like that in Blender. Can you guys tell me how to do it?
First I need to set up an angle  like when you use "Smart UV project" you set up an angle for Unwrap so there is a function to detect that angles.
Do i need to write a script or Blender has a built-in function or plugin already?

p.s. generally this question comes to the "Texture Paint" mode where I want to automate the process.


texts: How to create explicit (parametric) functions in animation node?

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I'm trying to understand the math of animation nodes (Omar's helping) to create surfaces, and I was very curious how I could use AN to create parametric functions.I used the _surface_z addon for to create some surfaces. So how do I get parameterized functions in AN? It's possible?

Here's a great example of the "gabriel's horn"http://mathworld.wolfram.com/GabrielsHorn.html and Funnel”http://mathworld.wolfram.com/Funnel.html.


texts: Render Smoke split in background and foreground for composite with a recorded image

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I'm trying to render a smoke to composite a filmed character in the middle of it, as in the example.

I was wondering if there's a easy way to render the back of the smoke in one layer and the front of the smoke in another layer without creating two different domains as the smoke turns around the character.

For the moment the only idea I had is using two cameras with complementary clipping, but it means to calculate two times.

If anyone had any better idea, i'll be very glad to know it !!  :-)


texts: Which modules are guaranteed to be present in Blender's Python?

texts: Which modules are guaranteed to be included in Blender's custom Python build?


texts: Mirror modifier Not Working With the Skin Modifier

texts: Whenever I create base meshes to sculpt on with the skin modifier, I add the mirror modifier but it always gives unexplainable results on the back portion of the mesh. I have tried playing with the root vertex but no luck.


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Have you ever experienced such an issue? Driver not updating when rendering animation, but updating when single images are being rendered one by one?

Case description:
I created empty, linked to a motion tracker. Then I parented a plane to this empty and baked action of this plane.
Next I created driver for x offset of a Strip in Video Sequence Editor (Image of the setup below).
Strip, which the driver is for, is moving nicely in the viewer and the Backdrop of the VSE, but when I try to render the animation (both to mp4 and PNG sequence) it doesn't.
What's more interesting, it is rendering fine when I try to render it frame by frame with F12.
Any Ideas? Is it a bug or I just forgot to turn something on?


texts: Is it possible to extrude along a curved path like those made by a spirograph?

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I was looking at spirograph drawings and I was wondering if Blender has any way of extruding along such a path so that it could be turned into a mesh object. Here's a link to some spirograph pictures:
https://www.google.com/search?q=spirograph&num=100&safe=off&rlz=1C5CHFA_enUS511US512&espv=210&es_sm=119&source=lnms&tbm=isch&sa=X&ei=_aonU9OiH8PlyAHgxYBw&ved=0CAoQ_AUoAg&biw=1076&bih=603

I assume you would need to know the mathematical formula for the curve?


texts: Blender 2.91.2 Transparency Effect no longer works with emission

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I use emissions to create flat renders, and I used this node layout in Eevee for images with alpha channels.

The above was provided to me by another user.
I've recently updated 2.91.2 and now I can no longer use this lay out. In the current image I'm using, I'm trying to render a checkerboard tile where the white spaces are transparent.

The original texture is png with alpha channel
But when I apply the same node layout I get a weird interpretation that isn't even transparent.

It instead creates a weird grid like wireframe effect. Why is this? Did they change how this works or am I doing something visibly wrong.
EDIT: I also went back to an older file, and the effect still works, UNTIL I apply it to a new mesh. By that I mean, copy and paste. Same image, same nodes, no alpha channel. HOWEVER if I use material copy via CTRL+L it does work. I am completely at a loss
Cheers!


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Hey currently blender has been giving me some sort of strange normal error on bakes this is a simple bevel modifier bake. on both high and low model all modifiers have been applied everything is clean and triangulated and it's a cage bake.
I bought an a blender addon called Simplebaker to see if some settings would fix it but was given the same result i contacted the seller to see if he knew but was also puzzled by this.
So i tried an an other addon called ezbaker and to my surprise no errors perfectly clean but it doesn't pack the UV maps so it's useless to me after looking in to it, it also uses the same internal normal baker that i first started with and that simple baker uses.
Any idea what is going on this has gotten me stumped i have tried everything i can think of.
Also bakes fine in marmoset and handplane. Just not with blenders internal baker other then ezbaker that uses the same thing ?
Both Images here captured with the internal blender baker no addon.

Ezbaker uses the same internal blender bake system.


texts: What is the difference between "Generated" and "Normal" texture coordinates?

texts: I cannot understand from the documentation the difference in the Texture Coordinate node (in Shader) between Generated and Normal, and even the purpose of the Texture Coordinate node itself, which I have as the first node.


texts: Fragments when rendering Volumetric Lighting in Eevee

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Ive tried rendering several shots using Volumetric option in Eevee but only in one case I encountered this error, where my volumtetrics get all choppy and fragmented.
I tried all sorts of settings, increasing sampling of render and volumetrics, turning off Density for the Principled Volume shader, just leaving Emission on, etc. I always get this choppy result.
Can anyone point me in a direction of a possible solution please? :-)
UPDATE: Weird thing is, this also happens when I turn off volumetrics completely... No idea what this is. Anyone experienced anything similar?


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I went to animate a project, Blender was returning a blank screen.
I have attempted to restart both Blender and my laptop, as well as re-downloading the program.
With each attempt, Blender exported a black movie, which I attempted to watch multiple times.
I even attempted to reanimate one of my older Blender files, and even that reexported as a black movie.
I have attached a picture of what I see when I render.
Please Help!
Thank you!


texts: Automate selecting objects that are close or touching

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I have a scene with (literally) tens of thousands of objects. It's building data with all the pipes and joints you'd imagine.
Due to instancing of the original data, the materials are mixed up and I need to separate them now to reflect their function.
One example: Hot and cold water pipes need to be shown in different colors. But since the same joints can be used for both, I have hot water pipes with cold water joints. (material-wise) And I need to correct that.
A pipe (the entire thing) is comprised of many objects that are either intersecting a bit or touching/very close.
The naming, structure in the outliner, or any other data associated with the objects isn't there to create a proper selection.
I'm looking for a way to select one part of a pipe and automate the selection of the remaining objects of that same pipe.
Possible solutions:

A built in way, that I don't know of and missed when researching.
an Addon that does this, or has functionality that I can abuse to do this.
a python script. - I have looked at this answer. It's very elaborate and ray casting seems a bit overkill for what I'm trying to do. - I think checking the bounding box is enough for my case and I'd imagine ray casting could be very slow with that many objects.

Trying to adapt/create such a script myself is probably what I'll try next, but chances are that I won't be able to do it with my limited python skills. I'll update my question if I can come up with something along the way.


texts: How to Simulate the marble procedural texture in cycles

texts: Is there anyway to get a procedural marble texture into cycles? (or simulate it in some way?)


texts: Images not displaying correctly with transparent objects in Blender 2.80

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I have an "empty" plane in which I am displaying an image.  In Blender 2.80 this object seems to have trouble interacting with transparent objects in the 3D view, although this technique worked in Blender 2.79.  In the following example, the entire blue sphere should be visible, as seen in the first image where it has alpha = 1.0.  But when alpha < 1, the "empty" image behaves as if its "always in front" setting is activated, but only with the transparent object, not with fully opaque objects.

The sphere color is set as sph.diffuse_color = [0.0, 0.3, 0.8, 0.5].
The image is a grayscale tif, loaded into an "empty" plane.

Is there setting I am missing, in order to tell the "empty" image to interact properly with transparent objects in the scene?

Thanks.


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I was wondering for some time now if it is possible to use the Shrinkwrap modifier (in combination with other modifiers, i.e. Normal Edit) for projecting a mesh onto a surface in shadow-like manner (like shadow from a Spot Light).

Currently one can project a mesh onto a plane using Project or Nearest vertex/Surface point modes.

The first mode works well only for parallel projection along the main world axes. Using it with the mesh normals (face/vertex?) is a disaster.

The other two modes are distance based projections - so no shadow-like.

In the image below I am showing the effect that I want to achieve
- projection based on reference point (the spot light) that will wrap the mesh onto the wall, over the shadow (produced by the spot light).

Any solutions, including python and add-ons, are welcome.

Thanks!


texts: Blender seems to break when I unfocus from it

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Recently I've been getting weird visual glitches affecting viewport, properties, and outliner.
I tried searching for a answer but seem to got none on google. Someone told me it was likely a driver issue with my computer though nothing other than blender is affected. Also I can reproduce it if I leave it alone for a little bit...


texts: What is this artifact and how to avoid it?

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On a Sub.D cylinder(ngon "cap fill type"),i extruded the "cap" to make it round,then inset to flat it.When i apply a different color on the end part(as u see in the pic,sorry for my bad english)i found this artifact.

Only way i could fix was inset another face on it.But what it is and how to avoid it ? Thanks in advance


texts: Error using angle measure feature of measure it

texts: I am unable to measure angle after selecting 3 vertices in blender using the addon measure it. The message keeps on displaying select 3 vertices.


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I'm trying to render one specific render layer, which I have already set up on the layers panel. I'm saving it as EXR multilayer to edit on nuke, but whenever I open up the EXR file on nuke, it contains all other layers like the screenshot, but they are just black, empty. This is making the EXR file size huge.
How can I only render one layer?


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I was modeling my model in Blender, and I tried to bevel the edges of model. I haven't marked all vertices and it didn't make the bevel same on both sides.
I realized it but I cant undo it anymore.

On the first pic is model itself.

On second there is right side which is kind of ok.

On third there is left side which is ugly and not same as the right it is all messed up.

Can I somehow copy right side and paste it to left? Or how can I make it same again? Cant I just delete vertices and make it boxy again? There must be a simple fix.


texts: Period key does nothing on Mac keyboard without numberpad

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I have an iMac with a wireless keyboard with no number pad. I am using Blender 2.78.

In one of the absolute beginner videos it says that if I turn on 'Emulate Numpad' then the keyboard's normal period '.' key should function to re-centre the view to the selected object (after I have used shift and middle mouse to pan across).

But when I press the period key it doesn't seem to do anything.

I have checked in User Preferences > Input and I can see Outliner > Show Active has a mapping to '.'

Is something set up wrong or am I misunderstanding what this key is supposed to do?


texts: Is there a way to disable the strength circle in the sculpt brush?

texts: In blender 2.79 there was only a circle for the size of the brush. I've switched to blender 2.8 and I found that there is a smaller circle in the brush that tells how strong is the brush that I'm currently using but I find this distracting when I am sculpting and I'm looking for a way to disable it with preferences or python code


texts: Is there a way to build an object through intersection?

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I am really stumped by this logo I am trying to animate, and I am not sure what to search for or how to phrase a search query. I have been trying to use the Boolean Modifier with this approach, but the problem is that the object I am trying to animate is gone after the mesh I am intersecting the object with moves away from the object.
The setup that I have got so far:

Start with a torus, and then add a sphere that is slightly big as
the thickness of the torus.
Create a circular path such that the path roughly goes through the
center of a circle made from a cross-section of the torus.
(Basically, the path is inside and centered around the torus).
Constrain the sphere to follow the circular path. Now I have a
sphere that goes around a torus.

Now I want to do this:

As the circular sphere goes around the torus, the intersection of the
sphere and the torus is revealed.

As the sphere moves away from the newly revealed part, it stays there
and does not disappear.

A nice bonus is if there is a way to add a glow to the object only when it
is inside the sphere.


texts: I just started blender this month. When I put texture to my objects, they got some weird dark gradient. Btw I tried to recalculate normal, apply transformation. Nothing's worked. Here's the screenshot in render mode.


texts: I would like blender to be always opened in full screen. I don't find this option in the user preferences, but maybe it is possible directly from the code ? I am on blender 2.79. If you have any idea ! Thanks in advance!


texts: SOLVED - New Edge/Face from Vertices "F" Key not working

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I'm fairly new to Blender and started retopoing a couple of objects about a month ago.

Everything was going fine until the "F" key decided to stop working. As shown in the pictures below, whenever I want to add a single face, I'll select the middle vert and hit "F," it'll create a triangle instead of a quad. I've tried selecting all three verts, selecting the two edges and hitting "F"... still triangles.

I've also completely uninstalled Blender from my computer and reinstalled, but I'm still having this issue.

Simple Plane Testing..(pics)

Has anyone else run into this problem? Did I accidentally click something to cause this?

I'm using Blender 2.82a

Any help or answers are appreciated!

Thanks!!!

Answer:

Thanks you @Electric_Wizard!!!


texts: How to make cloth 'catch' a falling object, slowing its fall?

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I simply want to make a pinned cloth catch a falling rigid body so as to slow its fall until it comes to a halt.

At the moment, the ball falls and the cloth interacts with it, but the ball will pass straight through the cloth without slowing it (even though the cloth reacts to the ball).

What setting do I need to apply to make this work, please?


texts: Annoying uv or pbr map After sending project

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hey i'm having a problem with my pbr texture, i've baked it, everything looks fine, i'm working on the project in blender version 2.79
then I send the project to the client, when my client opens it, there is a strange texture, such as an irregular texture like the image I put in

[

]3
My client opens the project in blender 2.83, I think it's just a different version of the blender, then I installed blender 2.83 and opened my project, everything looks fine but why when my client opens it the texture becomes weird, so also uses unity

This is link for the file
https://drive.google.com/file/d/1taEKN33XByWa-eFgzsyOpS3JYOltuYe9/view?usp=sharing


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I want to make a basic blender animation: When someone triggers a swich I want a light bulb to emit light, but there is no way of doing it with keyframes, because there is no light keyframe.

The triggering is another thing – I know how to make a keyframe on that, but HOW do I make a SWITCHING light bulb.


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I am just starting out doing animation with keyframes so far.
I got a little bit confused with the following things and how they behave to each other.
We can make something move via Keyframes and Physics.  I feel like when I want to make an animation I simply don't know which part of blender I need to use.
I know, it's a very generic question but most of the tutorials just go into detail and don't really give an overview.


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I would like to clean up some geometry, I need to get rid of dozens of small triangles. I am able to select many of them by using "Select similar: Area", but I can not clean them up all at once. Instead, I have to go and select them one by one, and then press Alt+M and select "Merge: At Center" for each one of them.

Is there a way to merge them all at once, at their individual centers? I tried switching pivot point to "individual origins" but it doesn't change anything.


texts: CollectionProperty - change item's index

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I can get an item in my CollectionProperty using index. Like this:

item = context.scene.my_collection_prop[index]

But how to change the item's index?
I want to put the item into index=0.


texts: Shrinkwrap wraps itself on the inside of the mesh

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Whenever I try shrink wrapping a plane to a mesh, the plane wraps itself IN the mesh instead of wrapping it OUTSIDE the mesh.

How can I stop this from happening?
Any thoughts would be greatly appreciated.


texts: Will new versions of Blender support my models from 2013 version?

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I must use old (2013) version of blender for a bit of time.
I'm not doing so complex work, just simple Modeling & Unwrapping.
So i hope, if i will want to open my blender files in newer version, everything will be okay, right?


texts: How can I make vertex colours into a UV map image?

texts: I've painted my mesh in vertex paint, but I would like to edit the colours in Gimp, then reapply them as a texture and bake back to vertex colours.  Is there a way to export just the vertex colours? So it appears as a image file?


texts: Importing GLTF file into Blender creates a strange mask / backdrop over the scene

texts: I don’t know how to describe this. I imported this model from Sketchup. There’s a gray backdrop over the scene. It’s not an object. It can not be selected. It doesn’t have a layer. It looks like a volumetric object but its not. Mostly likely a bug or some settings in my blender is off.


texts: two gpu's, how to differentiate them in system settings pull down menu?

texts: I have two identical gpu's.  When opening the compute device menu in system settings, there are two identical entries.  I'd like to select the one that isn't being used - is there a way to do this?


texts: Is there an image format that clubs all textures into a single texture

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I plan to bake multiple textures into a single image, so I felt a better option would be to export my 3D object into a format that uses a single image for it's texture(many formats save the object into a single file).
So when I convert this file back to obj, I hope to get a single image texture.. This seems like a simpler process compared to baking.
Will this technique work?  What format can I choose to export it to?


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I'm trying to bake a node setup in Cycles to an image using the "combined" baking option, but the process seems to get hung up at 0%. I can't find anything that's obviously taxing to render. There are some busy noise procedurals, but disabling them doesn't help. I've fiddled with the lighting quite a bit to no avail. The image is a 4096 x 4096 which is bigger than I usually use, but there just doesn't seem to be progress happening at all. How can I fix this? Thanks. The .blend is here:

My system specs are as follows

Windows 7
8G Ram
3.2 GHz processor
Solid State Drive with 36.5 GB free
Nvidia GeForce GTX 650 graphics card

I use the filmic blender add-on.
I have the problem with both CPU and GPU rendering. It persists if I reload the file, if I restart my computer, and if I append the model to a new .blend file.


texts: Why Is Parenting Lost After Joining Objects?

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I have an armature with two (Blender Armature Bones) parts as shown in the first pictures. Each part connects with a small piece of bone (real leg bone) by parenting. In each end of the complex is an independent plane. In the middle part where the two pieces of bone connect, there are 2 planes overlapping each other. I need to be careful of the use of the words Blender Armature Bone and Human Bone.
One of the two planes was connected with the armature by "With automatic Weights", the other was created by Shift +  D. Each of the middle plane has the Boolean as shown in the right of the first picture.

The armature is not in it original position. When I use the command Alt +  R to return it to the original position, the attached bone and the two middle planes will follow (Figure 2).

However, if I join the some of these items together Ctrl +  J, the parenting connection was lost. (In detail, I would like to join the left independent plane, the left bone piece and the right middle plane into one complex, and the rest into another complex). And when I use Alt +  R again, only the armature returns to the original position. The others don't follow (Figure 3).

So, how can I make them to follow the armature after joining?
Regarding about what I am trying to do, I need to design the cutting guide to remove a tumor in the lower jaw bone, then I would like to replace it with 2 segments of a leg bone as shown in the pictures below:


texts:
I know this has been asked, but the answer form here: https://gist.github.com/tamask/2590850 doesn't work for me. I get an "out of range error" in the first loop.
I tried modifying a solution from here: Vertices—loop indices vs. unique indices but nothing.
Here's the code:
import bpy
from collections import defaultdict

obj = bpy.context.active_object
col = obj.data.vertex_colors.active
polygons = obj.data.polygons

color = (0, 1, 0, 0)

vertex_map = defaultdict(list)

for poly in polygons:
    for v_ix, l_ix in zip(poly.vertices, poly.loop_indices):
        vertex_map[v_ix].append(l_ix)

for v_ix, l_ixs in vertex_map.items():
    for l_ix in l_ixs:

        if col.data[l_ix].color == color:

            obj.data.vertices[v_ix].select = True

I would really appreaciate any help.


texts: Split object after Boolean - difference operation

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I've created a cylinder which, after applying the "boolean - difference" operation with another object (which was an stl file), consists of 2 parts because the other object was through the entire cylinder. I'd now like to separate the cylinder in these 2 parts and delete one of them. I'm however failing in using any of the split operations (accessed through hitting "p" in edit mode).

Does anyone have any experience with this and could help me with this? My blender file containing the cylinder can be found here:

https://app.box.com/s/9d6z16wxw62et0s4kohrrwa5pa091f7s

Thanks!


texts: Weight painting using Auto Rig Pro on Blender 2.8

texts:
I need help with painting weights on a rig made with auto rig pro. I cant find the correct vertex groups for the bone I'm painting. There's an arm twist offset and an arm stretch vertex groups to paint on. Which of these is the arm really?

Theres an arm twist offset vertex group

Also an arm stretch vertex group

Here you can see the fk controller driving the left arm bone

So which of these is the correct vertex group to paint on? I see the fk controller for the shoulder is driving the c_arm_fk.L bone, but it doesn't show up in the list of vertex groups for the weight painting on the arm. This is my first time using auto rig pro and I'm used to rigging in Maya.


texts:
I know that Blender Internal is a scanline renderer, but how exactly does it work? When compared to Cycles, it's much less accurate, but much faster; Also, it doesn't have the concept of sampling, so, it finishes, as opposed to Cycles, which could theoretically keep going for ever.

How does Blinder Internal work?


texts: I sculpted this based on my beginner knowledge (forsaking any complex sculpting knowledge that might discourage and keep me from getting to the end), but now I want to paint and pose the character and I have a feeling this topology is going to be difficult to work with. Where do I start?


texts: Nodes increment by 0.1, can this be changed?

texts:
I was looking at the sliders on nodes and I wanted a more dynamic change. When, for example, on the Fresnel node, slide it up and down it will increment or decrement by 0.1.

Is there a way to modify this behavior so that it will change by a value of 0.001 for instance?

This may be hard coded. I'd like to know how to modify this for a smoother experience transitioning between values.


texts: What problem is being displayed in this shader?

texts:
What phenomenon is causing this waffle-patterning in this transparent texture? I want to research what is happening, but don't know what direction to go.

Originally, I started off using a principled shader, but even the plain sss shader is exhibiting this.

Can I add a blend file to these questions?

Here's the blend file:

this was the pbr shader, with the Christensen-Burley surface method. It took a long time to render, compared to the random walk one with the plain SSS

Plain SSS

I added the level 1 modifier, but these artifacts are still visible

Here's the node tree that I ended up going with, after taking the subdivision modifier back off of the mesh. The influences of the SSS in the shader seem to be negligible, and I'm happy with the result-- wasn't going for physical accuracy.

Hopefully, this helps someone out there


texts: (Animation Nodes) How to make a wave-like sound visualizer?

texts:
I figured out that I can make cool sound visualizer using the animation nodes addon.
Can I make a Wave-like sound visualizer with a plane using AN ?

I want it to looks like this (If possible ^^)

-> https://www.youtube.com/watch?v=PtD5UQE5Xj0

->

Edit: Is it possible to drive the vertices of the plane with the music ?

Thanks for reading !

A.C


texts: Is there a way to make a fluid collide with another fluid?

texts:
I want 2 fluid simulations to collide together. However, there isnt an option to have a fluid be both a domain and effector. How would I make 2 fluids collide?
Here is an example:
The picture isnt actually colliding, it's a mirror. How would I make it so that they do collide with each other?


texts: How can I access a texture's alpha from Blender Render's material nodes?

texts: There is no alpha output in texture node (as in Cycles) and there is no "Separate RGBA" node.


texts:
Im trying to make a script to add a set of collections to the outliner as I often setup the same or very similar hierarchy for each my projects. In Blender 2.8 if you right click in the outliner and create a new collection the code is

bpy.ops.outliner.collection_new(nested=False)

If you try using that in a script you will get an error on the consol

RuntimeError: Operator bpy.ops.outliner.collection_new.poll() failed, context is incorrect

I have gone back and fourth through the inbuilt API reference to find an alternative but haven't came up with anything that works properly. I expect there must be some fundamental gap in my knowledge about how context works and how to pass correct context.

One thing which seems to sort of work is

bpy.ops.collection.create(name="Test123")

The problem with that is that the collection is not part of anything, it ends up as orphan data in the blend file and I don't know how to arrange it into the view layer. Once again, I expect there are some simple concepts of implementation I don't know, preventing this from working as expected.


texts: Hey guys Im following up a tutorial from Blender Guru making this anvil. However when i add my sub modifier i get these gray spots. The more i zoom in they get bigger, it doesnt matter how many subdivisions i add in the modifier it stays there, only when i turn sub mod off it dissapears. Its probly a noob problem, i tried googling gray spots but didnt come across anything.


texts:
I'm working on the legs of a garden fireplace, but when I use the solidify modifier to give thickness to the legs, they become very distorted. I hope the image will clarify this bad explanation.

Can anyone tell me what I'm doing wrong?


texts: How do I get rid of unwanted corners inside a bent tube?

texts: I am trying to make a clear tube in Blender and have a water simulation run through it. I made the tube out of a Bezier curve and a circle, then extruded the original until I had the shape and length I wanted. However, when I tried to make the tube thicker I had trouble with odd geometries/material showing up inside the tube at the corners, even in the finished render. Anyone have any tips on how to get rid of them? Please keep in mind I am a bit new to Blender.


texts:
I was wondering if anyone knew the best way of approaching the cloth simulation found in this video:

Specifically the inflation/deflation? I assume it's to do with the pressure, but struggling to get something similar.
Any help would be appreciated!


texts: Selecting vertices in reference to a plane, ex: Select all vertices to the right of the origin

texts: So I just learned about symmetrize, but don't want to start over on my mesh. Is there a way I can easily select the half I like less, delete it, and then use symmetrize and automerge doubles to have a perfectly even mesh?


texts: Compositor: obtain facing from normals pass to affect glare?

texts:
Is there a way to obtain the "facing" of individual pixels on a rendered image by using the normals pass?  IE: if a surface's angle points away from the camera, it becomes darker, and when a surface's angle points towards the camera, it will become brighter.

Edit: The reason I'm asking is because I'm trying to develop a custom glare node in the compositor.  Bright areas will get weak fog glow, but I also want to produce a star-like glare over bright points which are facing the camera.  I don't know whether this is accurate to reality or not, though.  If there is a better method for doing so, or to realistically accomplish the effect, I'm all ears.


texts:
I try baking foliage to a flat surface as seen in a 3D Max tutorial.

However, parts are just missing on the bake.

Is it even possible to bake geometry to a flat surface? I tried all options, like a cage, moving the bake target around (in front of the object, behind, in centre) etc.

I need to bake because I need other channels too, like normals, AO etc. Otherwise I could just render it.

UPDATE: I think I got closer to the actual problem - see 3rd image please.
Its the normals facing the camera directly, become black. That may not even be an error, still I don't really know how to compensate for that.

ANOTHER UPDATE: After doing some research I found out that the black parts in the 3rd image are indeed no error - Normals go on the red, green and blue channel from -1 to 1. On a regular image values below 0 are displayed as black. Still I don't have no clue why those values are just cut-out of all baked maps - a normal bake should contain the negative values and it should work correctly when used as normal map. Furthermore a diffuse bake shouldn't be affected at all.

I guess this is a bug - and a waist of a day.

Bake result

Actual geometry (full render)

Render with normal emission material

Another bake attempt following fergal's instructions


texts: Delete pickle file with python within Blender

texts:
Does anyone know if it's possible to delete a pickle file with python in Blender please ?

I need to store some data to use them later. I've created a pickle file to store them (so, maybe is not the best way for that).

When I've finished my work, I need to delete the pickle file with an operator after having restored my data saved in the pickle file.


texts: Can I export blender facial motion capture

texts: I'm new to blender and have been following a tutorial on capturing face movement and transferring it to a model in blender. Is there a way to now export the data to the same model in a different program? That is, have all the facial animation data or transfer the model with the facial movements into another program preserving the data?


texts: I want my games that have function that can changes the character colors.I have try this a few times.I can make it changes colors in the menu but the colors doesnt change when I click start button. Can any body help me please.


texts: Smart UV Unwrap on Joined Object Breaks Textures

texts:
I have a simple build into a Joined object. When I try to smart uv unwrap the object, the textures break.

Here's what I did:

OBJ> A to select all of the individual objects
OBJ> Shift-D, Enter, Cntl-J
EDIT> A to select all
OBJECT DATA PANEL> + new uv map named JoinedSmartUnwrapMap
UV EDITOR PANE> + create new image, 1024x1024, no alpha
EDIT> U , smart uv unwrap

But, when I smart unwrap, the textures blow up.
Am I missing a vector input node of some sort on the individual wood material and the poster material? for the objects prior to joining?

Joined object before smart uv unwrap:

Joined object after smart uv unwrap

Files saved in the state just before the Smart UV Unwrap


texts: How does one append/change the values of matrix_basis directly in blender using the python API?

texts:
I have a set of 3 orthonormal vectors(x_vec, y_vec, z_vec: know values) defining a particular position in the global frame, I want to align an Empty's XYZ axes to the above mentioned orthonormal vectors. I tried rotations and all sort of stuff but it doesn't seem to align properly. I figured that changing the matrix_basis of the empty directly to that of the 3 orthonormal vectors' rotation matrix is the most efficient way to do it, but I can't seem to modify the values of the matrix_basis of the Empty.

Any help will be appreciated. Thanks!


texts: UV Editor: unwrapped faces disappear if I select other faces

texts:
I'm trying to draw a 3D mushroom following this guide: https://www.raywenderlich.com/49955/blender-tutorial-for-beginners-how-to-make-a-mushroom

I need to paint the head of the mushroom and the stalk separately. For this reason I need to unwrap the stalk and the head of the mushroom and to group them on the UV editor. This is the the result that I should get:

Like you see on the UV editor there is both the head and the stalk of the mushroom. But if I try it myself, once I unwrap the head and I get this result:

If in the 3D editor I deselect all the faces (with the goal of starting to select the stalk's faces), the unwrapped mushroom's head on the UV editor disappears. Why? isn't there a way to "save" the faces unwrapped in the UV editor? how can I unwrap two set of faces without that one disappears?


texts: Bug with Apply Modifier ( Simple Deform) as Shape Key?

texts:
I create an animation with a plane is transforming to a sphere by using the method describing by @leon-cheung in this topic .

I want to apply the two modifiers (Bend in Simple Deform) as shape key but the result is not indentic.

It seems that it is the second modifier which is the problem.

There are no problem if I use only one modifier with an angle less than 180° .

Is there a way to have the same result (animation transforming plane to sphere ) by using shape keys ?

Thank you.


texts:
How can I see a video loaded in the background at any angle?
not only in the view of the camera or left right up down


texts:
Will 2.80 support zip file installation of addons? What are the requirements for the zip structure and its contents? I have tried multiple directory structures (as noted in this related question), all of which fail to import in 2.80 (my addon is a python package/directory, containing an __init__.py etc).

EDIT: It seems like I should be using the "Install Add-on from file" button in the user preferences to perform the install, not dropping the zip in the blender addons folder. That also gives an error message, see the bottom of this post for that.

Working/runnable: Contents of the actual package, NOT IN ZIP FORMAT (normal py package/dir), verified to run/import in 2.80 (git.351f537fa83):

Broken: Addon as a zip file, structure 1 (__init__ and all files directly inside top level of zip file).

Also broken: structure 2 (named package folder containing __init__ and all files directly inside top level of zip file)

The error message is the same in both cases:

Install via button, also broken: "Install Add-on from file" button in the user preferences, using a zip file in "structure 1" format above.


texts: How can I blend different textures on a landscape?

texts:
I'm trying for quite some time now to find a good tutorial on how to texture landscape. I found one very helpful which generates a normal map of the mesh and uses this to texture but that's not what I need right now. I sculpted a landscape and now that its done I want to put on several texture. One for a path with dirt, one for grass etc. but I just cant find a way to blend the textures. Most tutorials on this are super old and don't work anymore (the ones I found).

So please point me into the right direction for this. Wouldn't mind using other programs like gimp or photoshop for this if that's required.


texts:
I am working on a space rover and I want to rig that thing.
I never rig car or some mechanical parts so I am struggling with that.
It should be pretty easy for someone with rigging knowledge, do you have some idea how to create rig for this.
Thanks for advice.
(there is only one "leg" on the image, it need to be mirrored on both sides)


texts: Blender 2.78c on CentOS python environment

texts:
What I am trying to do

Trying to run python modules such as osgeo(GDAL), and others in blender.
  These modules have been installed on the system python environment using pip.

Things i have tried

Deleting blender python environment

Fatal Python error: Py_Initialize: Unable to get the locale encoding
ImportError: No module named 'encoding'

Tried symlinking system python to replace blender python

Tried copying python libraries into blender libraries

Tried both python3.5 and python3.6 - i believe blender uses 3.6

What happens

Regardless of my attempts i get either the module cannot be found or python locale error

Other Information

I am running CentOS 7.  Blender 2.78c from binaries x64(blender.org).

What doesn't makes sense to me is when I install on ubuntu using ppa I don't have this issue.  I am trying to avoid compiling from source if possible for reason i am not going to get into here.

Any help is appreciated.

**Updates**

Installing Pip into blender environment

Pip now working in blenders python environment.  gdal fails to compile with gcc error importing Python.h

Successfully symlinked system python to blender python:

/usr/lib/blender/2.78/python/bin/python3.5m  --> /usr/bin/python3.5m

Blender now runs off system python environment but still does not see gdal

If i run /usr/bin/python3.5m  --> import osgeo : it works

If i run /usr/lib/blender/2.78/python/bin/python3.5m --> import osgeo : fails to import


texts: Is there a way to know camera information from an image (visually, without Exif data)?

texts: I want to use photos in Blender, but I need to know camera information (sensor, focal, etc. for camera that was used to capture these photos), there is no Exif data inside these photos. I wonder if there is an equation or way to detect camera information visually (not exact, but near enough), depending on distance or perspective, etc.


texts:
I use blender as my main video editor but I haven't used it since last summer, during which I was very pleased with it. Lately I tried using it again but it seems like it is not detecting that my footage (recorded with OBS in NVENC) is 60 frames per second. It instead shows 1000 fps with a .010 framerate base (idk what that means). Here's a screenshot of the situation

What does it mean? What could be causing this?

Thanks a whole bunch


texts:
I am working on a project which uses a 3D printer to print parts of the moon, and was linked this add-on to start creating my own models, I have got to this stage

but when i export the file as a stl from this point, the stl loads nothing.

Also is there a way to add a flat base to the model, so it sits smoothly when I print it


texts: What are good free PBR material libraries for a beginner?

texts:
I'm in the process of figuring out blender (on what could be considered my 3rd project I guess), and while browsing tutorials and youtube videos about blender, I've come across the topic of PBR materials, and have found it intriguing. I've found that using these materials makes my renders look a whole lot better than if I just slap a flat texture on the objects, but I'm a student and don't want to be spending money on this hobby just yet, which has run me into the issue that there aren't a whole lot of these materials out there that aren't reserved for some payed service. Do any of you know of any material libraries out there with PBR materials for free? So far I've been using the free materials on poliigon, and came across freepbr.com, but I can't figure out how to download any of the textures/maps from the latter of those two.

Any help is appreciated!
Thanks,
Ethan


texts: Shading is off and/or planes are flickering

texts:
Blender 2.83.4 Cycles.
I have an obj model that was purchased and given to me to use as a backdrop.
I'm not sure why pieces of the pipes are black.
In the rendered viewport shading- which I understand to be the closest representation to the actual rendered image as Blender has possible.

I'm not sure how to tell if it's inverted normals or improper lighting set up.  There are no image texture applied to the material, it's just straight Principled into material output.
The viewport shading menu has "Scene lights and Scene World" checked.  It also does not change anything in my viewport when I uncheck them.  The world does have an image applied but even when I disengage that from the World Output node nothing changes. If it helps though, it's a white-ish light HDRI.
I have an emitter object that I've disabled in the "viewports" and "render" areas of it's filters.  I also have two area lights that I've done the same to, so I believe I have switched off all of the lights that I've created other than the world settings.
There are also a few artifacts (I think I'm using that word correctly) in the walls; ie: a few planes are shaded slightly different as this one in this image is:

I am unclear despite my searching on how to fix this.  I have tried the merge by distance technique, decimate geometry, and also adding subdivisions.
Here is a link to download the project: https://we.tl/t-zsRWoTdIRn
If needed, this is the link to the purchased obj:  https://free3d.com/3d-model/warehouse-modern-interior-5522.html
HDRi can be found here: https://stock.adobe.com/images/full-360-degree-equirectangular-panorama-hdri-of-modern-futuristic-white-building-interior-3d-render-illustration/326519034
If anyone has the time and energy to help me figure this out, I'd very much appreciate it.


texts: Delete/merge mutliple vertices on the same spot

texts:
My problem can be seen in the pics below... I want to edit this part of the model but I can't select the vertex that connects all the edges that seem to be attatched to it. Instead, I have to delete three layers of vertices on the same spot (and lose some faces too), in order to find the desired vertex. I am pretty sure I have never extruded or done any transformation around there.

This happens way too often while modeling and I spend too much time deleting vetrices and "rebuilding" lost faces. Is there any tool that can help me fix this?

Thanks in advance

Desired outcome (without losing faces):


texts: Hair Particle Instance Objects Inheriting Emitter Colours

texts:
Blender 2.9
Hello. I have a bird model with UVs and texturing on it. I need to create realistic feathering. The bird model has a hair particle system. I created a custom feather shape and used the Particle Instance + Follow Path options so the feathering follows the hair system paths. This enables me to be able to groom the feathers for a more natural look.
The issue I am having is that unlike the hair system itself, I cannot get the feathers to inherit the coloured values of the bird based on the skin. I have tried many ways including 'from dupli/from instancer', following tutorials on linking instanced objects to emitter systems, looked at many blender forums and even asked in the Blender discord. No solution has worked so far.
All the ones out there (including the popular youtube videos for shading particles/instances) will only work if the instanced object uses a particle system, not the hair system.

Here is the link to the drive with the files. If you're able to get this working, I would be so grateful!
Bird


texts: Is there a way to export materials applied to a mesh in cycles, to any game engine? I tried using Unity, despite the accurate color allotment, the render appears to be much cartoonistic. Is there any way you can add photo-realism for creating an application for VR, alongside the support for interaction with the objects in scene?


texts: How to do this type of trailing effects?

texts:
Here is an example of how I wanted to do those types of trailing effects as seen in this video:
https://www.youtube.com/watch?v=zXOAtC7MOLE

Now how do I do this effect in blender?


texts:
I am currently making an internship in the field of chemical research, and as part of this internship I want to use Blender to make presentations.
I recently started using Blender, I understood some basics but not everything ..
For example, I would like to animate a "lasso" but I think to do it very badly because I spend a lot of time to have a very imperfect rendering and I am sure there is way to make much faster and much more effective.

Here is what it gives in frame 1:

http://i64.tinypic.com/2dj0yrl.jpg

Then in frame 94:

http://i67.tinypic.com/2r2y9uq.jpg

Well, here we are very far from a pro render (the axis in gray should be fixed on the torus, the curve is ugly ...) but the overall idea of what I would like to do is present.

For now I tinker (it's really the impression that it gives me) with a bezier curve and hooks. Can you tell me how to get to my goal?

I thank you for your response in advance,
Rota.


texts: Use Windows PC tablet as Wacom Tablet for Mac

texts:
As the title suggests, I would like to know how to turn my Windows PC into a Wacom tablet for my Mac. I've read about solutions that use VNC or a custom built Linux OS, but they do not fit what I need. Preferably, I would like to use some Windows app that can read pen and touch input from my PC and send that data over to my Mac. Somewhat like a Wacom tablet. I intend to use this for the Grease Pencil or sculpting in Blender.

Thank you in advanced for your help!


texts: Cannot see Texture and Shader option in Compositor

texts: I am new to blender. I saw in the tutorials to add shader and texture but don't seem to find any such thing after pressing shift + a.


texts:
I have to create a 3D model from an image.

For research purpose, the created model should be almost the same as what it looks like in the image.

My steps :

Create a simple triangle mesh
Add a simple deform modifier(Bend) to the mesh
Add a Bezier circle for this modifier
Adjust circle & modifier

No matter how I adjust the transform of Bezier circle or the deform angle in modifier, the model just don't look like the same as what it looks like in the image.

I have tried other ways such as curve modifier,
but this is the best result I could get.

Is there a better way of creating this model?


texts: Mulitple animations with and without certain objects

texts:
I am currently trying to create a simple RTS game in which I want villagers to be able to mine and walk around. Currently I have two animations implemented (idle and walking). Now I am trying to implement the mining animation. Therefore I created a pickaxe which I want to only be visible in the mining animation and not in the others.
I created a seperate gameobject "pickaxe" and created a single bone armature for it. Then I created the bone constraint "child of" in pose mode and selected the left hand bone.

So the animation is done but now the villager carries the pickaxe with him all the time. (also in idle and walking).
I tried to use animate the viewport and renderer visibility by inserting a keyframe for those properties. However it seems, that this is then applied to the villager itself as he disapears when starting the animation.
When this is done I want to export this to unity and use it there.
I would be very happy for any kind of help!
Thank you!
Best
Luca


texts: How can i render the same image in blender?

texts: i have tried to render glass with alpha and add background and render it at wite plane as a backrgound, but it is too far away from result i need


texts: Objects disappear when adding boolean modifier

texts:
I am following an example from a book using Boolean modifier to cut hole in an object. I have two 3D objects overlapping and when I apply "difference" operation, the first object disappears. It's only one edge of the first object that's causing this problem- when I move the second object to other edges it works.

I am very new to Blender, is there anyway I can attach my Blender file for all to see?
Thank you


texts:
I want to insert a mp4 video in blender. I took a empty object and load a video at Object Data Properties > Image. The video works only in the viewport shading solid. The video in the empty object dissapear with viewport shading rendered or render animation. Any ideas? Thanks.
There is also a screenshot. I marked the viewports, empty object and the mp4 video upload.


texts:
I would like to "animate" a string custom property (a date), to have the explicit date ("10-05-2005" for example) attached to an object, over the time. Blender says me that my custom string property cannot be animated even if I declare it ANIMATABLE when declaring it like that:

bpy.types.Object.Date = bpy.props.StringProperty(name="Date" options={'ANIMATABLE'})

Any idea to make it work?

Thanks for the help,

Salvatore


texts: Channels and keys of animated bones do not appear on Graph Editor

texts:
So I animated bones on an armature, things were normal for a long time. Today I decided to mess with the animation and to my surprise the keys are gone! The animation still plays normally, and the keys appear on the timeline, but channels and keys are nowhere to be found on the Graph Editor when selecting a bone.

I tried:

*Copying and pasting the same keys on the same channels on the same place or different places on the timeline to see if they would magically appear but it didn't work (by the way it works when copy-pasting keys from a bone to another, just create a key first then paste on the same channel)

*Messing with some controls on the Graph Editor that makes curves visible or hidden, and they didn't work

*Creating keys for the armature works but the keys are hidden too

*Creating keys for different objects, and it works. So the problem is not general, it's specific for the armature's bones

Can't provide the file right now but I guess that's enough info. By the way I am using version 2.79b. Researched a little bit to see if someone also had the problem. It seems to be a new thing.


texts:
In some of my Blender files there are unneeded / useless vertices.
The screenshot shows this:

The vertex is not needed. Is there a way to search the model to find such vertices?

Edit:

This section relates to the answer given below which is is a good solution.

I simulated a poor 3d model as show in the picture (The selected vertex is the culprit I am looking for)

Simply using Shift + G > Amount of connecting edges locates the poor vertex

The area around it is not selected, so it stands out. In this case I would manually delete the vertex and re-connect the vertices together in the surrounding area to fix this problematic area.


texts: Why this simple script only work in "material preview" not in "cycles render preview" as well?

texts:
import bpy

for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            for space in area.spaces:
                space.shading.render_pass = 'NORMAL'

that's script only work in material preview
not in cycles render preview

i expected to work in both preview, what i missed?


texts: 2.9x - How to import multiple obj files?

texts:
I just want to import multiple obj files into blender:

The addon by poor from Import multiple OBJ files for Blender 2.8x on blenderartists does not seem to work for 2.9 anymore. Any help?


texts:
I'm fairly new to Blender and 3-D modeling in general.  I created my first model and was pretty proud of it.  However, when I finally thought about it and noticed it, I decided 400,000 faces may have been a few too many.  So to my question:

Does anyone have a basic set of rules and/or a guide they follow as they model that will help lead to proper technique and efficiently rendered models? Triangles vs Quads, when to (and not to) subdivide/subsurf, is there anything wrong with making a high-res version and decimating/shrinkwrapping after it's done?

Like I said, I'm a beginner so I want to make sure I'm doing things correctly and won't be forming a bunch of bad habits I will have to correct later.  So a step by step workflow, or tips on things to avoid, etc.  I've been doing a lot of research, but haven't found this type of information broken down well.  I don't necessarily need a large amount of detail - just a basic list to act as a guide of more things to research as I model.

(It is worth mentioning that most of my models will be used in a realtime application, so I am aware I have to get my polycount WAY down)


texts: Best way to select parts of a complex model?

texts:
I want to make this treasure chest wider ("scale" on X-axis).
Is there a good way to select the left and the right part of the model to drag it a little apart? I know of the "b" shortcut to select a rectangle region, but is is very tedious. What is the effective way to select the right vertices to drag/scale the crate wider?


texts: Shoe not moving with Leg when posing (armature)

texts:
Im fairly new to blender. I have made a character with a pair of shoes.
I created a rig, sellected all (the whole character with shoes) then Alt + LMB to select the rig the rig and finally Ctrl + P.
Now when i bend the legs, the shoes stay on the ground.
I have tried joining the shoe with the leg before attaching them to the rig but then they both dont move at all when i pose the rig. Am i doing anything wrong?


texts: FBX import Sets up odd material set up - what goes where?

texts:
I have noticed that some of the FBX files I import into Blender 2.79b come with their own textures (yay!). But, I am not sure exactly how everything should be plugged into the node tree that comes in. And, how these maps get controlled by the node.

For example, this crane model comes with the following materials:
Mat0_c  -- I know this is the diffuse color
mat0_g  -- I am pretty sure this is the glossy map. Where does it go?
mat0_n  -- Normal map, easy peasy for plugging into the node
Mat0_r  -- Reflective? Where?
Mat1_c  -- color again..
Mat1_s  -- what the heck is this? Shiny? Would this be considered a "metalness" map? (Unfortunately, the Mat1_s map I have is corrupted so I can't even begin to figure out what it does. Since this model has been sitting on my desktop for about a year, I can't even remember where it came from!)

This is slightly similar to How to properly hook up various maps types together in cycles?

However, what I think I am really asking about is the FBX materials node that auto propagates when I import an fbx file. I cannot find any specific documentation about that "default" material.

For example, the material has one image texture that shows up as the default, but it is named diffuse texture.001. The actual image map is the mat0_c, but it doesn't call it that.

The Mix Color/Alpha: what map is it expecting and which socket is it supposed to be plugged into? Should the image map be set to non-color data? Is this for adding something like decals to the model?

The Mix Color/Diffuse: I plugged the image map into the bottom socket. What does the top color do and what are my options with changing that? The fac controls the mix of the two together, obviously. But, what can I do with it? If I use another image map or procedural texture, what, if anything, does that gain me?

And, the Mix Color/XXXX seems to be a renamed node. Is this simply a shader mix node?

I have watched tons of youtube tutorials on building materials and have a pretty strong, albeit basic, understanding of building texture nodes. However, I am coming from a photography background and not a gaming background. So, I struggle with the workflow.

Is there a tutorial on this specific node group that will help me to control it better and be able to customize it? Or, other documentation?


texts: Vertex Group X Symmetry paints both weights onto same area

texts:
I was painting the weight of one of my breast bones in a rigify rig, with vertex groups X symmetry enabled, and when I checked the opposite bone I realized that it was not symmetrica, all the paint I had applied on the left side for the left bone was also on the left side for the right bone.
I tried clearing the vertex groups and starting over, with the same effect.
The mesh is symmetrical and the bones are evenly placed and named DEF-breast.L and DEF-breast.R
Anyone has any clues of what might be going on?


texts: How to apply material to disjointed object duplicated with array modifier

texts:
Ok, so I created an object that looks like this:

The internal object is surrounded on all sides by another object.  The inner object has a marble material.  The outside object does not.

I duplicate the object via the array modifier in the x and y direction like so:

Now, if I apply a marble material to the inner object, it applies the whole material scaled down to fit in the little inner object rather than spreading it out over the entire array.

I'd like to know how to make the material apply to the entire array.  The image below is the actual blend.  The "stairs" and the individual squares on the board are the same material.  As you can see, it looks like the material is compressed into each square, versus being spread out as on the "stairs".


texts: What is the substitute for gpu.export_shader in Blender 2.80?

texts: I am trying to export GLSL from Blender materials in a scene. This call appears to have been removed from module "gpu" in Blender's Python API as of 2.80. Is there any substitute? How should I proceed?


texts: How to make displacement working on imported objects?

texts:
If I use a displacement (shader) with geometry created in Blender (Cubes, Planes etc) it's working perfectly. However, when using displacement on imported geometry (shader) it's not working at all.

Is there any solution to this?


texts: Need to figure out how to make an object transparent in 2.92 or need to download 2.8

texts:
I worked on Blender a couple years back on an old laptop. I reinstalled 2.92 for my new one, and I don't know if I'm stupid or if this latest version is completely different from what I knew. Literally all I'm trying to do is make an object transparent to see my reference image through it. I edit the alpha of my basic material, I turn blending mode to Alpha Blend, and the object becomes totally see through. Even turning the alpha back to 1 doesn't make it visible again so long as I have alpha blend mode. Trying to find tutorials for how to get it the way I want, and the only ones for 2.92 bring up editing nodes? Do I really need to do that for something as simple as editing the alpha of an object so I can see through it in the viewport?
2.92 just seems pretty undocumented in general, so I had the thought of just trying to download a previous version of Blender, but any attempt to download a previous release from the site redirects me to the download page for 2.92. Are they not allowing official downloads of 2.8 versions, or is the site buggy, or what? Cuz clicking those download links has not gotten my browser to download anything.
I'm just trying to get back on the Blender bike, and now it's like I'm trying to drive a jet ski instead. Call me stupid as hell, but please tell me how I can easily make an object transparent or give me a working download link to 2.8.


texts: baking normal from high poly to low poly made with instantmeshes issue

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I made a high poly sculpt and I have used instant meshes to do the automatic retopology to get my low poly mesh.

the high poly:

The low poly, we can see the quads and it is not possible to use the smooth shading on it

Then I create an UV image, unwrap the low poly on it. save the image, create a material for the low poly, open the low poly image on the node editor

select the High poly and then the low poly, set baking option to normal and check "selected to active" and add a bit of ray distance

but I get normals like this:

and if we zoom in we can see the quad of the low poly

Is there something I have done wrong ?
Is it the unsmooth lowPoly who cause troubles ?
Is it possible to have smooth shading on the low poly from Instant meshes ?


texts: Cloth modifier. Is it possible to set spring rest length and bending angle?

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I am working on cloth simulation with blender through python,

Mainly 2 phases,
first, I wrap clothes around a static human body model and apply cloth modifier,
then, I add the cloth modifier again and simulate while the body moves,

the first phase creates certain deformations on the cloth that later affect the results of the simulation,

Is it possible to change the rest length and bending angle of the spring mass model? So that my clothes do not show any kind of bias to certain shapes


texts: Why is this mirror object not reflecting light onto another surface properly?

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I have a scene where the sun rays should be reflected from a mirror to create this sort of effect:

The problem below was resolved, scroll down to EDIT.

However, I can't get any light reflected from any glossy surface. I set up a simple scene to test it ans here is my result.

And here is rendering.

But the cube stays dark.

I will be very happy if somebody could help me with this.

Blender file:

EDIT:

I fixed the problem with the test file by adjusting light position and size (and maybe something else). For that I added a ground plane and was adjusting the parameters until I got the shadows right.

Increasing the roughness parameter, suggested by Duane Dibbley makes rendering faster and less noisy. However, then it is not a mirror any more.  When the roughness is zero, rendering takes a lot of time and doesn't look like it is going to finish.


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I've been scouting the whole Internet in search of a tutorial or some guide, but either I'm the only artist on the Earth that doesn't know how to model tufts, or nobody models them anymore (which is unlikely), so as a desperate last resort, I'm asking here: how can I box model toony fur tufts? Whenever I attempt, they look like spikes!
I'm box modeling my whole character and I'd like to preserve this good topology, so I don't have to retopo later on, before rigging, that's why I wanna learn how to box model tufts of fur (which I'll then rig with dynamic joints, using a little trick I learned some weeks ago).
As you can see, this is how they look like when I extrude them:
they literally look like horns or spikes, rather than soft tufts of fur...
Here’s a good example of the kind of tufts I’m looking for:
How do I get them to blend and look like this???