texts: Modelling and texturing a hole/crack in a wooden floor

texts:
I'm fairly new to blender and I'm trying to model a wooden floor (floorboards etc) including shading/texturing with a crack/ hole in the centre of the floor. What do you think is best way to go: model the floor with splintered floorboards (etc) then texture onto that? At the moment I'm finding it difficult enough modeling the floorboards so it would be a big help to have ideas of what the workflow should be.

Wow thanks I didn't realise until now that I had answers. Thanks for the feedback. This is very helpful.
To be more specific I have added an image. I am trying to model a large area of wooden floor with a hole/crack in the middle. The actual interior space this is based on is 6.5 x 36 metres - that is 306 floorboards long - see the attached photoshop mock-up of the floor. I'm still struggling with working out how i should proceed. I've spent a whole weekend trying to achieve this by using the array modifier, following this video. I can create a floor this way but not with a hole in it. Has anyone got any solution? or suggestions of workflow. it has to be fairly simple as I'm not advanced with Blender. I want to create this floor for a series of simple walk-though animations and still shots.
]2


texts:
How can I put a handler script inside an Add-on? I've tried to put it into
the execute() function of an operator, but that's not working. The documentation about handlers
couldn't help me...
The goal would be, to start the handler with a button in the UI - it should not start when the Add-on is enabled.
Sadly, I couldn't find an example for this anywhere.


texts: Baking all paint slots into one material

texts:
I have a model with one material and that material has many paint slots. While using the Blender Render, is there a way to "bake" all the paint slots into one image?

One Material

With many paint slots


texts: Possible to rotate middle loop of cylinder (for example) to rotate whole top part

texts: Is it possible to get the top to follow the normal of the edge loop, so it rotates kind of like this?


texts: How do I emit particles from a vertex group?

texts:
Hey guys, I am trying to create a disintegration effect where i have an object that moves across the floating eye, that I call Carver. It "carves" into the eye animating a boolean difference from a subdivided sphere. I am using dynamic paint, the carver as a brush and the eyeball as a canvas, and the carver will add the vertices that it is carving to a vertex group, and that vertex group is supposed to emit particles. My problem is that the entire eye emits particles, not just the vertex group. I'm not sure where i am going wrong here. as you can see in this picture, it seems like the vertex group is proper, as you can see the blue, so i am assuming the problem is in my particle settings somewhere..
https://drive.google.com/file/d/19TD8tWCtTwBGlAxOz3cIKKSnMFQOEYxj/view?usp=sharing


texts: I want to make a button that changes the active poselib to another one from the list, a specific one. I look in the console and can't see any operator. any ideas?


texts:
I'm currently working on a set of hard surface models, one of which I'd like to start texturing. Loosely speaking the model is a Tank and is a fairly early version,

What I'd like to know is if anyone can point me towards a good resource for learning to properly texture hard surfaces?


texts: Howto convert Step(*.stp) to AutoCAD(*.fbx) with python Script (and also decimate the face ratio)

texts:
Hello to every one who is reading this,

I know how to convert and decimate files in Blender. Now I would like to safe me some time and get a litle in to the scripting.

So I checked here for some Questions/Answers, @wiki.blender.ord for documentations and scripts. Like here https://docs.blender.org/api/blender_python_api_2_76_1/bpy.ops.import_mesh.html

Also ich have copyed and changed this little Script:

import bpy
import sys

argv = sys.argv
argv = argv[argv.index("--")+1:]

stl_in = argv[0]
fbx_out = argv[1]

bpy.ops.import_mesh.stl(filepath=stl_in)
bpy.ops.export_scene.obj(filepath=fbx_out)

As there is no import's for *.stp the exported fbx file by this script is garbage, if I convert a stl file with this.

Question 1: Is there a way to import *.stp File in to blender, with out converting the *.stp file in to *.stl or other by Blender acceptable type with external tools?

For the part of decimate of faces i found this script:
https://gist.github.com/wooddar/0a5f409dc67cc045c421

I have tryed following:

bpy.ops.import_mesh.stl(filepath=stl_in)
bpy.ops.object.modifier_add(type='DECIMATE')

bpy.context.object.modifiers["Decimate"].ratio = number_of_faces_in_stl_obj/max_faces

Here I have two problems, the first it didn't worked at all. The second on is how can i get the number_of_faces_in_stl_obj so I can calculate the ratio.

Question 2: After I've imported an object with 'bpy.ops.import_mesh.stl(filepath=stl_in)' do I get with 'bpy.context.object' to some thing like number_of_surfaces/polygons?

In andvence thank you for you help.

EDIT: Added my Questions


texts: game engine fps animate weapon but not player

texts:
I try to make an fps game. I dont shoot bullets, instead i use rays and a python script.

Now i want to add a weapon in front of the player and if the player shoots it should animate the weapon but i cant figure out how to do that.

When i set the player to be parent of the weapon, the whole player moves, if i dont parent it, the weapon stays at its position and dont follow the player.

How can i archive this accordingly?

EDIT: Done


texts:
Ok, I am trying to achieve exactly what this person did with weight painting but with output to material - the circle of "intersection" depends on the proximity of the brush object to canvas, so gets smaller when goes away -

Cycles, shade based on proximity to another object's geometry

I followed the linked tutorial and it is working for material, however after I move the object away again the paint is still there -

I tried checking the Erase Paint option, but this did nothing -

How can I make it follow proximity AFTER it touches down? Im in cycles obviously


texts: UV coordinates inaccurate, showing nearby pixels when not supposed to

texts:
So I have a blend that was given to me. Each patch of grass mesh for example, is neatly on the grass texture. All of the grass cubes throughout the map share this same UV space. However for no obvious reason to me, it's showing the nearby rock texture.

This is a megatexture so clamping isn't going to do anything as the entire level is a single texture but I shouldn't have to clamp in the first place.

If you zoom in very close on the UVs you can see that each corner of a single grass UV mesh is not touching the gray part in any part of that image. All of the grass is sharing the same UV space as well.

Why is this happening and how can I fix this? The level is only a single texture. Ideally I don't want to have to go around the map selecting all of the grass, rock, wood, etc, just to fix what seems like a blender bug.


texts: Z-Axis or Metric Unit gives a worng size to any Object

texts:
I've found a very interesting problem in the Blender Editor and I can't figure out how to solve it. So I want to ask you.
I want my Object to be one Meter long on the Z-axis. The Problem itself is a simple mathematical thing: When I tell the editor to move my object 1 meter up (so on Z axis 1.0 m) then it moves the center point (orange) 1 meter up, on which my object is fixed. At the same time, I want that my object has a length (also on the Z-axis) of 1 meter. But how is this possible (picture)?: My center point is in the middle, so if the orange point would be on the green y axis, then it would be Z 0. But how you see, I've already set it to 1 meter. But the object is 2 meters long. Which kind of wrong relation is that? Or did I make sth wrong? The distance between the orange point and Z 0 is 1 meter. But the end of my object is again 1 meter above the orange point so it is 2 meters long even though I typed in 1 meter? Please help me out. It really confuses me.


texts: how do I record my screen with blender to answer questions? Do I need to use an external recorder or is there one built into blender?


texts: Custom interlacing of left and right eyes

texts:
I have a custom 3D display which requires custom interlacing of left and right eyes images.

How can I customize the interlace stereo mode on Blender? Do I have to rely on python scripts?


texts:
All,

Let me warn you that I am very new to Blender, so please accept my apologies.

I am editing workout videos for my employer, and one of our instructors has her music way too loud. Is there a fix for this?

Thank you in advance.


texts:
When scaling a model either from lower scale to higher or vice versa, do we lose any kind of quality?

My question might sound odd, sorry but I'm new to graphics design.


texts: How to render an animation through command prompt in Cycles?

texts:
I have been trying to render a 180 frames animation from command prompt with blender -b file.blend -a but instead of giving me an MP4 file it rendered me each frame in JPEG.
Do you know how can I make the final result a video file ? Thanks in advance!


texts:
I am using X mirror to move vertices, edges and faces on one side of a mesh, and i get the other side automatically adjusted, provided the mesh is symmetric of course.

However, while this works great for existing elements, Blender does not generate the symmetry when i use

loopcut
knife
extrude

Is there a reason for why this has not been added to Blender? Or am i missing an option to enable symmetric addition of verts? btw: Of course i know the mirror modifier, but sometimes its just not feasible to use it.


texts: Smoke simulation set to outflow, the smoke still interact with the ceiling

texts: I set the flow type to outflow, it's supposed to be not interacting with the ceiling as the Blender Manual says, the ceiling will be acting like a black hole, however, below is my screen shot and I can observe the ceiling is colliding with the smoke, why is that thankyou !


texts: How to calculate a difference between current and previous location vectors using animation nodes?

texts: In my node tree I have a location vector that is streamed from a sensor, how would I calculate a difference between current and previous location vectors using animation nodes?


texts:
What is the current progress on making Blender and the Unreal Engine 4 more compatible? Importing static meshes from Blender works satisfactory in most cases but rigs and animations are difficult due to scale and other issues.

In my dream scenario I would like to have a UE4 button in the Blender interface that would configure everything for maximum compatibility with UE4. Why not even start up with the UE4 mannequin? Perhaps even rigged? Maybe that is asking too much but at least have scale, import-export options, orientation, materials and other settings preset to UE4, and have animation export work properly.

I don't suppose any of this could be achieved in a not to distant release of Blender? I love to model my assets in Blender but I am frustrated just like many others over the compatibility issues, especially in regards to animations.

Does anyone have some answers to this? Anyone knows of a good working workflow between Blender and UE4 for animations and rigs?

Is there any dedicated website for Blender and UE4 workflow?


texts: Does the Color Ramp Node Normalize Values?

texts: Often while working in the compositor, values are clamped between 0 and 1. Suppose I multiply a 0 to 1 image by 2 and put it through the Color Ramp node. Does it normalize the input such that the rightmost flag is controlling the values with a luminosity of 2? If so, is the output clamped between 0 and 1, or does it maintain the same range?


texts: How can I disable the X-Ray effect of grease pencil (aka Annotations), so that what I write on a face of a mesh cannot be seen when that face is hidden? Is it possible?


texts: How to make beveled 90 degree corners on a curve better?

texts:
I know the title is a mouthful, but this is the problem:
I made a curve with 90 degree corners, like so:

I then beveled it, and this was the result:

As you can imagine, this isn't very pretty. I'm looking for something like this:

How can I achieve this look?


texts: my baked texture doent match the real time texture

texts:
i made a 3d model of a gun and now i want to involve it in an animation and for that i want to bake the texture , so i tried to do a combined bake for a part of my gun
Here's the picture before bake

the bake after applying baked texture

it is clearly visible that the baked texture has something off that is making the gun look darker , i have directly applied the image texture as the surface and applying it as base color and emission color doesn't work.How should i solve this problem


texts: Question about a driver rotation expression

texts:
so I have a character with a skirt that's rigged. The skirt is positioned much higher up than the leg so once her leg/thigh reaches a certain height, I want her skirt bone that I have set up to also start rotating. I've managed to get the matching rotation occur with drivers, but at the moment I'm trying to set up an IF statement with the intention of: if the thigh bone is rotated 30.1 degrees on the Z axis, then start rotating (it would 30.1 or higher). I don't know much python, I do understand the fundamentals of creating variables and then plugging them into expressions which will then be evaluated.
Here's an image of my current driver setup

I'm a bit lost at this point, I have a value Zrt that perfectly represents the thigh bone's rotation and so once Zrt reaches a value of 30.1, then the dress bone would begin it's rotation.
Thank you in advance


texts: Very new to blender so sorry if this is easy. I want to make the tiles on this plane smaller but I can't figure out how. I read about a mapping node, but can't figure out where to put it. If someone could explain how it works that would be great, thanks!


texts: Why can I only texture paint some parts of the model

texts:
I am only able to paint some parts of the model but it just doesn't add any color to some other parts or the color it got added is very faint. Please see the red circled area in the screenshot. I am really confused about this. Can someone please let me know what I did wrong here? Thanks.

I also checked the UV unwrapping and all the normals associated to that area which seem okay.


texts:
I have spiral inside the square. I need to subdivide the square in that way to connect the edges to spiral so that I get correct faces inside the spiral.

How to do that?

http://www.mediafire.com/file/9wwyjd3x25uel3m/spiral.blend


texts:
Seriously, how to use it? Because no matter what I do, I get an unusable mess. (Blender 2.81)
Edit: I did manually now, someone may correct me but it seems not working with spherical objects... (I increased the verts count up to 50 000 and made a perfect sphere and still holes and overlaps)


texts: How do I change the shortcut icon back? v2.81

texts: I was looking up some shortcuts and pressed some combination of key that change one of the icons. See the highlighted icon in the image. That icon is from the icon sidebar on the left edge of the screen. This one used to be the "box select" icon and now it's the "Tweak" icon. I would like to change it back.


texts: What file format should I use for rendering?

texts: I am new to Blender and want to render  an image of my object. I see that there are a lot lot lot of file formats to chose from. Which one should I pick?


texts: Exporting a Denoised Composited Image Sequence

texts:
I just finished Blender Guru's donut tutorial, all parts and levels. However I must have misunderstood how the composite node works, especially in regards to animation (or rather image sequences).

So I rendered the entire animation. The animation has a lot of noises, and as I understand it, for the denoise to work it needs to render first.
After I rendered it, I've imported it as an image sequence in the node viewer, and linked it to the image dot of the denoise node.
Now what do I do? I've tried re-rendering it, but it still renders the noisy renders. I must be missing a function or something that will trigger the composite to render out the sequence. As it is now, I have to save each frame as an image in the image editor. That can't be right?


texts: I have a robotic arm-crane like machine. It has an IK set up so when I move the end everything else moves. But I want there to be an extendable arm that will "edit the length of the long bone. Is there any possible way to do this?


texts: I want to snap this plank's face to another plank's face, but I have distance between them.


texts: Mirror the movement of one object to another

texts:
In an animation I move an object, e.g. a plane, on a manually created path. Now I want to mirror this movement onto another object, also a plane. The mirror modifier doesn't seem to be the right tool for me. How do I proceed?

Thanks
Leo


texts: How to add particles on the surface of a mesh with Solidify modifier?

texts:
I am a beginner in Blender and whenever I try to put particles on a surface, they seem to be embedded within the mesh. I am making a model of a cake and the top chocolate layer has a solidify modifier. I was thinking of placing small chocolate flakes on top of the icing of the cake but the flakes rather than appearing on the surface of the icing are embedded within it and can only be viewed if their scale is increased (which obviously, creates a horrendous effect).
Is there a solution to this problem? If there is can anyone please help me out and please do elaborate as I'm a total beginner.


texts: How to keep Blender from adding frame numbers to output filename?

texts:
When you render something, Blender will automatically append the frame number to all output files' names, producing filenames something like render_0001.png, render_0002.png, render_0003.png, etc.

For frames of an animation this is great, since it keeps the same file from being overwritten for each frame.  But for videos this is usually unnecessary.  Is there a way to keep Blender from adding the frame number to every render output file?


texts:
like many other posts, I am getting CUDA error: out of memory when I am rendering out many images for an animation.

But- when I close Blender, and restart the rendering process from the stopped image, then the rendering works fine again for a while.  This really confuses me- because if the scene requires larger memory than GPU's memory, shouldn't it have an error message all the time?

I am curious- is there a function in Blender rendering, where the GPU memory starts to save and accumulate for a faster rendering?  In the attached image- I noticed that another memory number does get larger as I render out more and more images in one rendering session.

Can someone explain what this number is? And how I can avoid this out of memory problem when rendering out large number of images (say more than 3000 pictures)?

Thanks!


texts: not able to conect nodes in the compositor

texts:
I'm having a weird problem, I've had it before but at the moment I'm using the compositor so much that it's getting really annoying...
at the moment I'm working in 2.82a but I've had this problem in al the versions before that one.

I'm unable to connect nodes by hand (see gif)

I am however able to do it with noderangler, but when I do that the connection starts at another point (see give)

it's also just really hard to select nodes (with a mouse and with my Wacom), sometimes when I click on the nodes or use box select I select the node next to it or just nothing at all. (see gif)

this also makes me unable to use frames because I'm probably dragging nodes "next" to them instead of on top of them...

This all points to the nodes actually being in a different place than they are being shown to me. Do you guys have any ideas on how to fix this?
As is sat I've tried different versions, restarting the program and my laptop and I don't have any other ideas.
thanks in advance


texts:
I have put a driver in the z rotation of an empty and made the variable a single property, where the path is the count in the array modifier.
My expression is 360/variable. I see that the driver value is as expected, but the rotation of the object is not like the driver value. Why this is happening and how can I fix it?

The one with orange is right but the blue is wrong.


texts:
I've created a wall with the extras Wall Factory add-on. My intentions are to just break that wall into small pieces, and for it I use the Cell Fracture add-on.
What I'd like to achieve is just create the cells, break the object and when I find a suitable spot for me, apply all the animation so it's static and applied to the mesh now (like, even though I move through frames, they will stay the same so I can proceed to apply different animations to different objects).
Steps I've followed:

Create wall with Wall Factory
Apply Cell Fracture
Select all pieces and add "Rigid body: Active" (Object > Rigid Body > Add Active)
Put some objects in the scene, and add "Rigid body: Passive" to them (Object > Rigid Body > Add Passive)
Press Space key and, when I find it ok, press again to pause animation

The issue is I cannot even move any piece (part of the broken wall) because it won't respond to movement, so I cannot make little adjustments or use them as boolean or whatever, and if I apply transformations (Ctrl+A) all of the pieces then are moved and spread everywhere across the viewport (sometimes), and even in this state they still go back to their original position if I slide the timeline frame.
I've tried to apply transformations before and after the animation takes place, but I cannot seem to find a way to achieve the pieces to make their final position a static one, so no matter what further modifications are done in the timeline, they will mantain their transforms in place.
Thank you.


texts: How to subdivide a mesh where it intersects another mesh

texts:
I have a grid mesh and two arc meshes. The vertexes in the two arcs and the grid are not connected to each other, it is 3 different meshes in the same object.

I want to "merge" in the two arc meshes into the grid mesh, by adding vertexes where the arc and grid overlap, dividing each grid square face to the shape along the arcs.

Any ideas of how to do this?


texts: Better Rendering with focus one position?

texts:
At the moment, I do not have a powerful GPU to be even doing extensive 3D modeling, but oh well, I downloaded Blender and started making something anyway.

The problem is that Blender (with Cycles render engine) simultaneously renders two or three blocks. I thought maybe I can limit the block to just one, so that the internal graphics GPU can render that specific block to the specified sample value.


texts: Unable to select individual parts of the mesh

texts: I've been having issues when attempting to select parts of models. Due to the software I work in, I cannot export models as an entire part due to a poly limit. Whenever I attempt to select individual parts of the mesh, it selects the entire thing, rather than the body, headlights, etc, stuff I can pick out individually in Sketchup. I am importing into Blender .obj files and exporting in .obj files. I know I can go in and individually group faces, but that's a massive hassle for models that can be into the tens of thousands of faces.


texts:
I have a bit of experience with Blender such as basic modelling and rigging. I've created my first character model before:

She's all rigged and ready for posing, but I'd like to know what the best route is to add clothes to her. I'd like it so that I can easily swap the clothing she's wearing as well. I've tried modelling clothes over top and then using fabric physics but most of the time I end up with awful clipping with the faces.


texts:
How to create polyline and then poly loop with python.
Bmesh fastest way.

Here is an example:

Thanks.


texts:
UPDATE: Here is the .blend file

I would like a step by step guide which shows how I can make it so that the current pose looks EXACTLY like the rest pose.

This is my armature in rest position:

This is how it looks like in pose position:

I want to reset the pose position to look like the rest position.

I tried Pose -> Clear Transform -> All.

But this is the result:


texts: Glitchy lines coming from the pencil strokes

texts:
There are these weird glitchy lines coming from the end of the stroke while I'm drawing. They also connect the two last strokes I put down between each other. Because of that, when i switch do Object Mode the whole drawing is one single object
I use a graphics tablet, so I thought it was a problem with pen pressure. I tried messing with different pressure sensitivity setting, but it didn't help.
Later I found out that if I hide one of two active scene collections it makes the glitching better and it disappears for the most part.
Version: 2.92.0

Update:
This is how the rendering looks:


texts:
I baked a procedural texture and now it renders very dark.  For the node setup I simply plugged in an image texture node with a diffuse shader (with roughness set to 0) into the material output.  No lighting was changed, the mesh was smart UV unwrapped and the image was baked to a transparent background. Is there a common reason for this?

Here is a screenshot (.blend is way too large to upload unfortunately).  The highlighted part is usually rendered much brighter with more visible detail.

This is what it renders like without the bake and here are the bake settings:

Thanks


texts: I am trying to use an OSL shader to displace the verticies in a fish model to make the fish appear as though it is moving. This should be doable using a vertex shader, but I am new to blender and am unsure if this is possible through the cycles render node editor. Any help would be greatly appreciated. Thanks! Most displacement I have been seeing involves texture displacement.


texts: How to make certain objects not effected by a light source. Cycles

texts: I have a light in the scene and I want to make only one object in the scene unaffected by this light.  Preferably without compositing render layers.  Is this possible in cycles?


texts: how to open version 2.79 files in version 2.90

texts:
I need to pull my 2.79 projects into version 2.9(and up). When I try to open (a copy) only a few objects show up. The collections window shows all parts and they are enabled for viewing (eyeball icon), if I click on one of them its name appears in the viewport but the object is nowhere to be seen nor is the object origin dot.
How can I get these files into 2.90 ready to work with?


texts: Why is `Alpha Over` compositor no longer blending values between 0 and 1

texts:
I have the following compositor nodes, that are supposed to add a white background behind my transparent render layer (using setting Render Properties -> Film -> Transparent).

Unfortunately the result only seems to be looking at either 0% alpha or 100% alpha, no blending for the intermediate values:

If I remove the alpha-over node and just save the image as RGBA, the alpha channel looks correct, and if I add a white background manually (using GIMP or imagemagick), It is correctly showing behind it:

The weirdest thing is, if I remove the Alpha-Fac connection, and just set the factor to 0.5, it composites the whole image to white. (Instead of multiplying the foreground image's alpha by 0.5, as one would expect when reading the documentation.)
This used to work before, but since I recently edited my World-background-shader-nodes, the alpha-over broke. But according to the image above, my alpha-layer is fine. Is this a bug in Blender?


texts: What hotkeys to use to preview material node result?

texts: What hotkey should I use to quickly add "Viewer" node marked on the screenshot and preview result of my currently selected node?


texts: Face behind transparent material not visible

texts:
I'm trying to model a sort of bottle that in Blender:

Like you see the base of the bottle has a different material and there's a face on the top of it. But when I export the model in Unity 3D, the object appears as if the face doesn't exist, and the object has a "hole":

What am I doing of wrong? how should I properly set the faces in a way that the bottle doesn't appear to have a "hole" in the bottom?


texts:
I'm rendering a paintbrush, and the hair look as expected in preview, but render wavy and distorted. Problem occurs in eevee as well as cycles. Brush tip particles were shaped by scaling points along the strands. Problem does not occur when hair is not edited

UPDATE: found that subdivision surface was disabled in render, and that helped things along, but I'm still having weird issues with editing.

The particle edit picture is the 4th brush. others are similarly edited


texts: i have a problem with blending materials. I made 3d text and i need to use curve modificator for it, but it must consists two materials one is for face and second is for sides and it must be blend gradually not sharp. And it is alright untill i used curve modificator. I have totally no idea how to bend the gradient for blending materials, how i can use the circle, what i made for modificator?


texts: How to copy objects in Blender without copying their materials?

texts:
Need to copy objects from one layer to another in the same scene, but sometimes also one scene to another.

I use Ctrl + C and Ctrl + V for this a lot, but problem is now there are 5 copies of around 20 materials.

EG:  Material1, Material1.001, Material1.002, Material1.003, Material1.004, etc

Another post said to duplicate the objects instead, then move them to another layer.  But couldn't see how to do that for scenes, and prefer using Ctrl + C/V. Is there a setting or way to stop copying the materials but still copy objects using that method.

Don't want to link the objects either.  Want unique, standalone copies of the objects.  But only one instance of each material.


texts: HDRI environment texture assigned to background only shows a checkered background

texts:
I've just received a project which I imported into Blender with no issues.
However, whenever I go from World to Color then select Environment Texture and open my HDRI image which works with every other Blender project, all I see if a checkered gray and black background in rendered view.
Is it something to do with my viewport, or is it the project itself?
I tried editing the nodes and everything.


texts:
The lamps in this scene are stationary. Only the lit object is moving.

However, in this render, it seems like the lighting is being baked onto the object for several frames (perhaps 8 or 10) at a time, instead of being smoothly updated on every frame. Is that a bug?

If not, what could I be doing wrong?

Help greatly appreciated.

Thanks.

https://youtu.be/0drCC_cSPOc?t=4s


texts: Decompose image into albedo and shading with cycles

texts:
I am using cycles render in Blender for my scene and would like to decompose it into albedo and shading components. The concepts could be referred from these sites:

http://www.cs.toronto.edu/~rgrosse/intrinsic/gallery.html
and
http://sintel.is.tue.mpg.de/

I have check around Google and most of the forums suggest that the color pass of Diffuse BSDF could be used as albedo. However, it is not really sufficient because (1) cycles has more than 3 component (diffuse + glossy + transmission + more) while the original idea of albedo and shading contains only 3 (albedo * shading + specularity) and (2) the shading concept is usually referred to as a 1-channel grayscale image, while the difuse lighting image (direct + indirect) is shown as 3-channel color image.

I am arguing that the original concept could be too simple to describe a complex scene (as they consider only Lambertian component) however, I couldn't find any support for that (i.e. a scene could be decomposed into more than just Lambertian).


texts: Interpolate motion between motion track keyframes

texts:
I'm trying to get a simple 2d track from points on a finger. Sometimes the finger moves quickly and the tracker loses it for a few frames. Once the finger settles, I'll manually move the track back into place, so I'll essentially have 2 keyframes; before and after the blurry motion. Since I'll be constraining an empty to the tracking point, I'd like that motion in between interpolated. Just like any animation in blender using keyframes. Currently I've had to go frame by frame to add those points back in, even though the motion is directly vertical and a normal keyframe animation would do the trick.

So far the closest solution I've found is after linking my track to an empty, I click 'Constraint to F-curve', then clean up the keyframes in the graph editor. This isn't practical though for a long track.

I'm aware I could make my track settings better, which I'm working on, but would love to know if it's possible for blender to tween motion tracking points. I often 2d track in other software this way, and it saves a lot of time for simple tracks where only a few frames here and there are lost.

Thanks!


texts: How to make a sky-to-ground view shader?

texts:
So, I have a scene with a cube which I have modified into a group of clouds and a plane which I intend to be the ground. The camera is placed such that I can see the ground through the scattered clouds.
Like so:

However, I'm not able to create the ground shader. I need it to look as realistic as possible.


texts: What is the keybind for the toggle workspaces?

texts:
When you press ctrl+ --> you change from 3d view to compositing, to code workspace, to video editor, to tracking, to UV layout, etc..

Where are those keybinds to toggle workspaces? They don't appear in the keymapping on Input tab on user preferences.

I need to find and assig "UV layout workspace" to ctrl+shift+F10". It has to be a 3 combination keymap including functions keys.

Please help. Thanks.


texts:
I have a question regarding a project.  I need advice on the quickest way to produce.  I have two boxers fighting in a green studio, and have them wearing two green sleeves (one each).  I put markers on them etc... is there such a thing as pre-built environments that in overlay onto green studio and arm effects for the sleeves?
OR what is the cheapest and most effective /place to hire


texts: Noob question: How to make objects brighter during design

texts:
Just started Blender and working through tutorials. Most things I've been able to find an answer to, but this I missed somewhere.

When I'm working with created objects they appear dark. That presents a problem when working with detail, such as the beveled edges of a cabinet door below. Andrew's working objects are much brighter, which highlights the detail.

What I've tried so far is changing lights, textures, etc. However that seems to only apply when rendered in those specific view modes. Any help in the right direction is appreciated

Here is what I currently see:

This is what I'd like to see:


texts: How can I switch the direction of a Curve on Blender 2.8?

texts:
How can i switch (invert) the direction of a curve to the opposite direction, in Blender 2.8?

It seems that the shorcut for this option has changed.


texts: Intersecting a plane with another plane, creating a cut (Boolean/knife project doesn't work)

texts:
I'm working on this project where I want to connect a floor to a wall. My understanding of Blender is still pretty basic so my workflow has a lot of hiccups. What I'm trying to create is a canal with its underwater climate.

That said, this is what I did:

Extrude a cube in a hallway
Delete the top plane
Separate the bottom    (floor) plane from the wall
Adding an ocean modifier to make it look    like an underwater
ground.
Dragged the sides up slightly with some    sculpting

The walls are pretty basic right now, but I actually want to add a brick wall displacement texture to give it depth.

I decided to skip that step because I'm already stuck at my current problem. That problem is attaching the walls back to the floor by making them intersect.

I'm essentially looking for a way to create a ''slit'' in the wall, by making the floor intersect with it as seen below.

Boolean seems to be of no help and I can't find any information.
I tried to dumb down the problem by making two simple planes intersect like so:

But even with a simple setup like that, I couldn't get it to work.
Any tips on my workflow are appreciated.

The only thing I can think of to do is to never separate the bottom plane from the walls and to modify the floor myself by sculpting. In that case, I will give the walls their own texture and use a displacement modifier to give it the depth.

TLDR: I'm trying to cut a plane with another plane (two separate objects) and Boolean or knife project is not working the way I want it to.


texts: Keep/transfer material ID with Replicate Mesh Data animation node

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How can I keep/transfer material ID when I replicate a mesh with animation node(Replicate Mesh Data)?

Using Blender 2.78a on Windows machine with latest Animation Nodes Addon - Cython Branch


texts: How to put 2 parts of 1 object on different layers?

texts: I have single object (human model), but I want legs and arms to be in different layers so I can composite it in compositor. I don't want to break it into different object.


texts: Particle dulpicate option not available in 2.78

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I want to duplicate a particle system but I don't have an option in 2.78. I clearly show a picture only two options are available in it. 1 copy active to the selected object
2 copy all to select an object
But 2.8 version has that option in the duplicate particle system.
But I want to duplicate.


texts: Import fbx from Nuke/ Maya and have the correct orientation

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What is the proper way to import fbx from Nuke ? Does anyone has a successful experience ? I always fail to orient the scene properly. The best setup is to set FORWARD to -Z forward and set UP to Y up but the X axis is always reversed. Any trick for this ?

Thanks


texts:
I'm encountering an issue in Blender 2.79b where a face has appeared in my mesh that doesn't seem to be a face.  I say this because in edit mode with face selection enabled (see screenshot) the face can't be selected.  Vertices and edges for this face also can't be selected when in the appropriate selection modes.  When you attempt to select the face the selection actually goes right through the mesh and selects a face on the backside of the model.  My problem is that I want to remove whatever this is so I can replace it with a real face; if I try to apply a subsurface modifier to the model right now this pseudo-face merges with the face next to it and messes up the mesh.  Any help understanding what this is and how I remove it is greatly appreciated; thanks!

P.S. - If it helps in resolving the issue, this "face" appeared after clicking "Apply" on a mirror modifier I was working with.  It showed up on the half of the model that was being "mirrored".


texts: Creating a cage for baking for a mesh that has a gap in it

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I know the concept of creating a cage by just copying the low poly mesh and inflating without changing anything else in terms of vertices etc. However, my mesh as shown has an inset and backwards extrusion which the cage doesn't cover even when scaled. Should I just manage with the ray distance even though it does not bake a perfect normal map or is there a way to fix this cage to encompass it all?

The details aren't massive but its on both edges of the mesh mainly.


texts:
I want to make a plane as the shape for a cylinder object and then turn that into a cylinder. This can be done by extruding, which can also be used for straight objects like skirting borders.

But extrude+rotate for a cylinder is a lot of steps (number of sides for the cylinder) and requires cleaning up of some "internal" faces and duplicate vertices, I also got some faces with flipped normals for some reason. Is there a built in operation to do this?

Example scene with the two objects:


texts: There is a darker area on my material, and i don't know how to get rid of it

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Could someone tell me why there is this great dark contrast on my material? Thanks!

I have two materials combined, here are the nodes of each of them

And here is the compositing

(i use cycles)


texts: How can I select and move only one primitive?

texts:
I have a model which currently consists of two basic primitives.  I want to select and move only one of the shapes, but while in object mode it seems to be treating them as one object.  Must I switch to edit mode and select every vertex of the one primitive or is there an easier way?

Edit:  I should note that my end goal is to carve one shape by doing a boolean difference between the two.


texts:
When I try to render image or animation it firts turns normal (1st image) but then it become all white (image 2)
Also there is link for .blend file
Please help


texts:
I've read through a few questions, watched at least 5 videos and I'm getting stuck on this. Hoping more experienced users can help me out.
In the attached Blend file, I've got a mortar board I've created and I'm in the process of trying to get the first strand ready. I'm talking about the cord that connects from the pin at the top of the hat to the brass or metal piece before all the strands.
I finally seem to have some of the settings right because the string is pinned where I want it. However, it's like the hat doesn't exist. I have collision turned on. Can someone give me an idea of what I'm doing wrong? Or if you have one, an easier way to go about these next steps?
I'm trying to get this project finished by tomorrow (or the weekend). Any tips would be greatly appreciated!


texts: How can I recover camera presets in blender?

texts: I was trying to reset the camera to the default setting when i click on the minus button in the camera presets located in the camera properties. I believe I deleted the samsung galaxy 4 and blender presets that came with blender. How can I recover these settings?


texts:
So i had a few issues with texture baking recently and I couldn't find a solution. The Issue was that the Texture was distortedor and part of it didn't bake. So I tried my texture in a new project on a cube. All sides of the cube are assigned to the texture exept for one.
Here is the result.
As you can see all sides are correctly baked execpt for one which is just white. As if Blender ignored that side of the cube.
Maybe it's a problem with my material so here is the material in the node editor.

It feels like something is wrong with my Blender or I don't know about an option which would fix that.
It is new Project so no modifiers.
I am new to blender and i don't have too much experience so I hope sombodey could give me an advice.


texts: Blender communication with SuperCollider via OSC

texts:
Halo to everyone,

I need help with OSC output.

Three years ago I used movements in Blender to control some variables in the SuperCollider. Now with the new versions of Blender and SuperCollider it doesn't work anymore.


texts: Blender is encoding only the first half of my video?

texts:
I'm using Blender purely as a video editor.

I'm trying to render the final product, but every time I try rendering it, only the first 2:38 (or so) of the 6:44 minute video gets done.

When I hover my cursor over the unopened file, it lists the length at 00:06:44, but only 2:38 is viewable. I've tried adjusting things like frame rate (I've switched it to 23.98 fps like the source video instead of 24 fps), and checked that the start and end of the render coincides with the frames of the total video (so it's set to render frames 1 to 9691) but that didnt change anything. I've also tried rendering it as an FFmpeg (instead of an AVI jpeg like I've done successfully with other videos) and that let me briefly view the entire video but then became unwatchable every time I tried to open it subsequently.

What's going on? Is there a way I can fix this or maybe even expand the existing rendered file so I can see the entire video?

I tried rendering just the second half of the video. I had it start around where the cutoff was. The finished product ended up being less than a second long. I'm guessing the bit that actually showed up was the last bit of what was showing before.


texts:
I'm trying to demonstrate light bending due to gravity, but my knowledge of Blender isn't up to the job.

As a test I have a sphere with the Glassy BSDF shader. The colour is set to white, and I've linked a Fresnel node to the IOR input. What I'm trying to do is have the IOR equal 1 at the edges of the sphere, so that no refraction happens, and then towards the center have the IOR quite high, so that it bends the light a lot.

The problem I'm having is mapping the Fresnel output to the IOR input, no matter what I do it never seems to work. Is there a scalar curve node anywhere that I can use to remap the Fresnel factor the way I want it?

Alternative would there be a way of doing this with a volumetric shader?


texts:
The 2.8 manual states:

  For locally extracted Blender distributions, the user configuration and run-time data are kept in the same subdirectory, allowing multiple Blender versions to run without conflict, ignoring the USER and SYSTEM files.

How exactly can I control this behaviour for "locally extracted" versions of blender?

Currently (2019-06-25) when I download the blender 2.8 development package and extract it on my harddisk, a change in the preferences will affect not only this specific version, but all parallel installations of blender. This behaviour is the same on windows and linux.

I'd like blender to ignore the USER and SYSTEM settings. How do I do this?


texts: How to find the best place to set up the vanishing point axes in fSpy?

texts:
I'm aiming at the accurate recreation of this shot in Blender using fSpy.

I'm struggling to find the best place to set up the vanishing point axes.
This is what I have done so far.
https://prnt.sc/ubxvco
If I put that fSpy file in Blender things are close but not quite right.
https://prnt.sc/ubxxmw
Should I just go with what I have and try to fudge it, or have I just picked an image that is impossible to analyse?


texts: How to lock the view to the XY, XZ, or YZ plane

texts: When I'm in top, bottom or side view, I would like to lock the view to the 2 dimensions of the viewing plane (XY plane, XZ plane or YZ plane), so that - when working in that view - I don't accidentally turn the view into 3 dimensions. How can this be done?


texts: Why does Blender Game Engine sometimes not render texture?

texts:
In Blender 2.79 RC1, I have several scenes. With viewport set to show texture, I start the game in standalone player. If I start the game from certain scenes, it shows textures as expected. If I start the game from one scene in particular, however, it loads as if in solid mode. Why does this vary from scene to scene? Are there any other settings relevant to how BGE renders scenes?

Thank you!


texts: Mesh distorted when armature bone rotates

texts: My character's arm starts to get suck when rotated on x axis. I tried weight paint and it does not seem to help much I'm really new to Blender and 3D animation and any critique is appreciated.


texts: Instanced objects ignored when baking normals

texts:
So I've been following this tutorial on youtube on how to make tileable textures and I've tried making one on my own.

When I tried baking I realised that the instanced objects where ignored in the process. Here you can see what my High Poly mesh looks like from the top.

and here you can see what my normal map ended up looking like

As you can see, the instanced objects are nowhere to be found on the normal map. I've already asked under the video for an alternate way until it gets fixed but I wonder if someone here has an idea on how to actually fix that ?


texts:
Normally, I would agree that copy/paste is not necessary with the duplicate functionality (shift+d), but in this case, I think I have a legitimate reason to ask it.

I am working on a game that detects continuous pieces of same-material mesh to perform specific things with them. So now I have a mesh body where I need to bevel some edges (for aesthetic reasons) into new faces and change the material. I need these new faces to be disconnected from the original mesh while the original mesh stays connected because of what I said above (the game engine needs it).

The way I want to do it is given below:

bevel the edges
copy these beveled faces to the clipboard
undo the bevels
paste the beveled faces from the clipboard as new mesh

Is it possible at all?


texts: How Do I Save 3d View as a Wireframe Image? (Blender Render)

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I have some objects that I want to save their wireframe view as an image file.

Someone told me to use the OpenGL render active viewport button on the 3d viewer's menu header, but I just get an error message saying Failed to create OpenCL off-screen buffer, unknown when I try that.

I was also told to press F3 to save it that way, but that just gives me a history menu.

Then I was told to go to the file menu and "save as render", but I have no such option.

Can anybody who knows what they're talking about please help me?


texts: (Game Engine) How to restrict character movement to linear paths

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I'm making a Pac-Man clone to familiarize myself with the game engine and I can't figure out how to limit the area the player/enemies can move in without introducing other problems. If I use a navigation mesh they kind of slide around clumsily instead of moving in straight lines parallel to the the x/y axis like in the original Pac-Man.

I've made a simple mesh (highlighted in orange) that shows the paths the characters should travel over.

Is there any way I can restrict their movement so they're always located at some point on this path or am I better off just using a ton of logic bricks to handle each turn at each corner individually?


texts: need to know how to move pelvis down so knee bends

texts: I'm trying to make a rig in such a way that when I move the pelvis down, the knees also bend with it and the top part of the body follows as well. Right now when I move the pelvis the belly stretches and the knees don't bend.


texts: How to adjust size and frequency of procedural texture independently

texts:
I'm trying to create a procedural texture based material in which I can get a transition from a completely black area to a completely white one by decreasing the size of the black parts of the texture (I make use of Color Ramp to get only pure black and pure white areas).

For example, I've tried to set the size of the texture elements by using the Factor socket of a Gradient Texture as input for the Scale socket of a Wave Texture.

I get the expected result of waves that decrease their size but I get their frequency to increase as well, so the final effect is of a overall constant density, instead I'm trying to get a transition from a high density to a low density areas.
Same results using the other procedural textures (Noise, Voronoi, Musgrave, ...).

It looks as if you increase the distance between your point of view and the object so you see waves or spots smaller but closer to each other at the same time.

I'm wondering how to control Size and/or Frequency separately.
Can you please help me?

As suggested here is an image to better explain my question.

Thank you.
Antonio


texts: I want to change the active camera to another scene ( after some frames). camera bing to marker didn't work. Is it possible to do this?


texts:
Having to use 2.5 for reasons I won't go into, I'm having an issue with subdivide affecting other unselected faces.  I wasn't having this issue before so I'm not sure what caused it to pop up.  Image:

I only want to subdivide the selected surface, not the others.  I'm not sure why it's cutting them into triangles, either.  Any tips?


texts: How to export individual NLA actions only?

texts: I have a model to update in another platform and I want to import an NLA clip individually instead of having to re-import the whole rig. Is it possible?


texts: Blender crashes after several hours of animation rendering

texts:
TL;DR Blender crashes after several hours of cycles animation rendering, why, have old hardware, need new PC anyway, want components that zucc the issue away.

So I have a rather complex scene in cycles with heaps of reflections, refractions, transparencies, light sources and like 2 3K textures and I'm rendering it all in a 500 frame animation. It's taking approximately 2-3 days with my hardware on the saple rate, lightbounces etc. But the problem arises when I get back home/wake up to see that render had crashed and maybe 2-3 hours of rendering was lost. It's no big deal because I can just continue the render right where it stopped.

But what I'm wondering is why this is, I'm assuming at this point it's just my old hardware, too much RAM useage/VRAM useage because sometimes when blender crashes I see some kinda error to do with the gpu or memory (I'll try get the actual error code if there is one) but more often than not blender just closes quietly with no error.

I'm wondering this because I am in big need of a new computer anyway and if I was to get a new one what kind of upgrades would I specifically be looking at to directly crush this issue because it'd be great to just start a nice phat render going over a week while I'm holidays for example.

PC Specs:

Cpu: i7-3770 3.40GHz 4 cores 8 threads
RAM: 16GB 1600MHz RAM
Gpu1: Gigabyte Geforce GTX 1650 4GB VRAM
Gpu2: ASUS GeForce GTX 1050ti 4GB VRAM
Mobo: Gigabyte GA-B75M-D3H
OS: Windows 10 Pro


texts: A noob question: I scaled the default cube to 8m along x. If I set transform to 4m (in x), why isn't the object now just sitting on the ground plane? Isn't the origin of the object in the center by default?


texts:
I have encountered a serious problem when using tracking markers:
I tracked a single point over a range of 3000 frames in small steps e.g. I manually corrected the position every 50 frames. When rewatching the 50 frames, all the tracking seems to be very accurate. However, when I rewatch the whole footage, suddenly in some ranges the accuracy is terrible. But somehow these ranges vary and are at different positions from time to time. Even more surprising is that even those frames at the beginning of the 50 frames, which HAVE to be correct, aren't. To me it seems like there is either some offset in the displaying of the markers, or they get saved wrongly somehow. Has anyone an idea, what could be the reason for this?

EDIT: Just changing the input format from .mp4 to .png solved the problem completely.


texts: Instead of the rotation being applied to the Object I get this Panel on the right hand side of the screen. It doesn't seem to do anything.


texts: How to rotate a child opposite of its parent in BGE?

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What I want to do is, rotate the parent-object (while playing the game), and its child (which will revolve around the parent) to rotate in the direction opposite to its parent:

This is the original position.

This is when I rotate the parent(selected)

This is what I want(But while playing in BGE, either by python script or logic bricks


texts: How do I join a many-faced mesh to a mesh with fewer faces?

texts:
I was trying to follow the famous Coffee Cup Tutorial.  However, I wanted to make a more realistic, curvy handle, rather than a square one.  However, I end up with this situtation:

I simply don't know any good ways of connecting objects with such different geometries.

Thanks for any help!


texts: About says version 2.46 when I install version 2.79

texts: I have no clue why when I hit the about button, it tells me that it's version 2.46 when I installed version 2.79 using the blender-2.79.windows64.msi! just curious as to why it tells me I have version 2.46 after I install version 2.79???


texts: Is there any way to extract child models from 3d model binary file with python

texts:
I'm gonna Update my Question.

I have the models of an old game that are serialised in to binary files.Game serialised bunch of SO1 files from the source code into single binary file to make a complete model with child models(like collision mesh for physics and debris mesh for when for example the model destroyed or something). And then we have script to import these binaries into blender.

But the problem is that script only read the basic mesh of these serialised binaries.It does not extract other mesh like debris.So what I want to do is to write a script to extract all the meshes from the serialised models and import into Blender. Is there any way to extract the child models from the model like different meshes or stuff. Is there any resources that you can share or any tip that might help.

Update

Here is the sample of the serialised model

Any kind of resources or tip would be really help.
Thanks


texts: Objects becoming not Clickable, and locking out of Pose mode?

texts:
I have very Weird issues, where my objects become greyed out.

As soon as it occurs, i can not switch to the pose mode.
I have tried removing the tick on "selectable" and adding it again.

It makes my Object selectable, but i am still locked out of Pose Mode.

Any Idea?


texts: How to fill holes in Mesh from Curve from SVG

texts: I am new to Blender but have been 3D printing for a while. I am trying to make my own model from an image to print a toy key for a piggy bank. I imported a SVG to get the shape of the key and converted the resulting curve to a mesh for depth. I now have holes from the bitmap tracing of the image that I am trying to fill. My plan for actually completing the project is to fix up the image and generate a new SVG, but I would like to know how to fix holes like this in the future.


texts: Is There any way to convert a completed rig into a re-generatable python file?

texts: Currently Rigify allows for the regeneration of custom designed metarigs (Encode Metarig (or Sample) to Python). This is a GREAT time saver, but There seems to be no way as of yet to do the same with all the constraints to make the newly added metarigs/samples to work.


texts: Background image shows in front of 3D objects, not behind them.

texts:
I've done a quick 3D track in blender and I'm trying to render my output, but the plate I used to track is showing up over my 3d objects.

I want to render the objects in the scene with an alpha channel and comp them over the plate I tracked. My renders however, are covered by the aforementioned plate.

Un-checking "Background Images" in the camera properties (only removes it from the viewport) isn't doing it for my render outputs.

Working on some production tests and am not really proficient with the software yet, my apologies in advance.


texts:
I'm lighting my scene primarily with an hdri and it seems as though my characters never have the "eyeding" (Not sure if that's actually the correct term, but basically the light reflection in the eye.) and if they do it sort of appears and goes away throughout the shot, depending on head/eye positioning. I wasn't sure if I need to change any bounce light settings, just a guess, I'm not sure if that's relevant in anyway.
I was wondering what would be the best way about controlling the shape/amount of this eye's reflection. For a while I was just putting a circular area light really close to the face but that had an unwanted amount of light illumination. Another thought was if I could somehow light only the eyes with one light and the rest of the scene with a different source. I also was looking into compositing, I'm not exactly too sure how to do any compositing though.
I just need some help in picking a direction or any helpful advice in terms of what direction to be researching. (Youtube tutorials)


texts: I get white pixels all over the rendered image

texts:
So I'm new and I'm using Cycles rendering.
The problem is that when I render I get white particles all over the image.
I learned that MIS helps out with that, but I don't know how to apply it as I am using Emission on material.(I am not using any lamps and I know that they have this option)My blender view
currently using 2.79 as I find it easier to navigate.
Is it possible to fix it with nodes? or at least someway else.


texts:
How could I write a script to find all bones that are using a custom shape and enable wire-frame on them, so I don't have to do it manually for like 100+ bones. I'm not that good with Python.

I had to figure it out on my own. So for the benefit of all ,
here's the code to automate the process

That is literally two lines, just copy this into Blender's text editor and hit Run Script and it will make your IK endpoints visible. You may need to make all armature layers visible.

NOTE: This will set ALL bones to wire-frame, but let me know in the comments in anyone needs to make it more specific.

import bpy

for bns in bpy.context.object.data.bones:
        bns.show_wire = True


texts: How do I rotate a face around an axis in normal orientation in Python?

texts:
I have a set of vertices for a BMFace that I'm trying to rotate around the x-axis but in the face's normal orientation. Currently I'm doing:
c = face.calc_center_median()
T = Matrix.Translation(-c)
rot_angle = 0.25
rot_axis = (1, 0, 0)
bmesh.ops.rotate(
    bm,
    space=T,
    matrix=Matrix.Rotation(rot_angle, 4, rot_axis),
    verts=face.verts
)

My guess is that I can get the normal x-axis through face.normal but I'm not sure what to do next or how to best formulate the question to learn more. There are an infinite number of possible x-axes orthogonal to face.normal, aren't there?


texts:
I have rigged my character with automatic weights, and everything seems OK except for a few faces which are left behind when I rotate the head. They are the faces that make up the iris and pupil in the eyes.

These faces were modelled separately to the rest of the eyes but they were joined to the eye objects so I don't know why they don't follow them! I'm not able to select them as separate objects, yet rotating the bones in pose mode leaves them behind as you can see in the image below.


texts: How to see the actual commands blender runs

texts:
I'm writing some scripts for applying textures and got into troubles.

The commands showed in the info window seems to be only a part of the commands actually runs. I copied the demonstrated commands into a script to do the same things as what I do manually, but the script just fails. I guess it missed some commands setting the context.

So how can I see all the commands actually runs?

In addition, how to see the content of '...' like this


texts: How to efficiently convert a PIL Image to bpy.types.Image?

texts:
I'm trying to put together a function that takes in a grayscale PIL Image and returns a bpy.types.Image (to be used a diffuse texture) but it feels slow:

First I've tried a simpler non python version:

def pil_to_image(pil_image, name='NewImage'):
    '''
    PIL image pixels is 2D array of byte tuple (when mode is 'RGB', 'RGBA') or byte (when mode is 'L')
    bpy image pixels is flat array of normalized values in RGBA order
    '''
    now = time.time()
    # setup PIL image reading
    width = pil_image.width
    height = pil_image.height

    pil_pixels = pil_image.load()
    byte_to_normalized = 1.0 / 255.0
    num_pixels = width * height
    # setup bpy image
    channels = 4
    bpy_image = bpy.data.images.new(name, width=width, height=height)
    # bpy image has a flat RGBA array (similar to JS Canvas)
    bpy_pixels = [None] * width * height * channels

    for index in range(num_pixels):
        x = index % width
        y = index // width
        # read x,y int or tuple flip Y
        pixel = pil_pixels[x,height - y - 1]
        # convert to 1D index, taking channels(4) into account = red index
        r_index = index * 4
        # handle gray
        normalized_pixel = pixel * byte_to_normalized
        bpy_pixels[r_index]     = normalized_pixel
        bpy_pixels[r_index + 1] = normalized_pixel
        bpy_pixels[r_index + 2] = normalized_pixel
        bpy_pixels[r_index + 3] = 1.0
    # update pixels
    bpy_image.pixels = bpy_pixels
    print("pil_to_image completed in",time.time() - now,"s")
    return bpy_image

Which prints pil_to_image completed in 4.9107561111450195 s for a 4096 x 2160 image

I've tried using numpy, however the it's similarly slow:

def pil_to_image(pil_image, name='NewImage'):
    '''
    PIL image pixels is 2D array of byte tuple (when mode is 'RGB', 'RGBA') or byte (when mode is 'L')
    bpy image pixels is flat array of normalized values in RGBA order
    '''
    now = time.time()
    # setup PIL image reading
    width = pil_image.width
    height = pil_image.height

    pil_pixels = pil_image.load()
    byte_to_normalized = 1.0 / 255.0
    num_pixels = width * height
    # setup bpy image
    channels = 4
    bpy_image = bpy.data.images.new(name, width=width, height=height)
    # bpy image has a flat RGBA array (similar to JS Canvas)
    bpy_image.pixels = (np.asarray(pil_image.convert('RGBA'),dtype=np.float32) * byte_to_normalized).ravel()
    print("pil_to_image completed in",time.time() - now,"s")
    return bpy_image

this prints pil_to_image completed in 5.018976926803589 s

Am I missing something? Is there a more efficient way of turning a PIL image into a Blender image to be used as a DiffuseBSDF texture?

Update

Thanks to @batFINGER link I could speed up the function a tad using slice notation:

def pil_to_image(pil_image, name='NewImage'):
    '''
    PIL image pixels is 2D array of byte tuple (when mode is 'RGB', 'RGBA') or byte (when mode is 'L')
    bpy image pixels is flat array of normalized values in RGBA order
    '''
    now = time.time()
    # setup PIL image conversion
    width = pil_image.width
    height = pil_image.height
    byte_to_normalized = 1.0 / 255.0
    # create new image
    bpy_image = bpy.data.images.new(name, width=width, height=height)

    # convert Image 'L' to 'RGBA', normalize then flatten
    bpy_image.pixels[:] = (np.asarray(pil_image.convert('RGBA'),dtype=np.float32) * byte_to_normalized).ravel()

    print("pil_to_image completed in",time.time() - now,"s")
    return bpy_image

which now prints: pil_to_image completed in 3.4869320392608643 s

Any tips on speeding it up further more than welcome :)


texts:
Whenever I create a new Object all of them are black.
I tried to adjust in user preference, but it only useful for old object. New objects are still black.
Why?


texts: Invalid drivers aren't shown and can't be deleted

texts:
I have following problem.
With the minecraft rig works everything fine (thomas rig) but when I open the console there are displayed invalid drivers of already deleted objects.
How can I delete them? Even if select everything in the outliner and then go to the driver editor these aren't displayed. Therefore I can't delete them.
So how can I delete them?
I am really struggling with that.


texts:
After several tries I can't solve this problem: the vertices are not aligned correctly.
What I tried, which is supposed to be the closest answer for me now, is using the loop tool addon and "space" them equally, then ShiftAltS to make a circle, but it messed up my topology (of course!) Anyone has a tip for that ?

Thank you


texts:
I'm unsure if this is possible, but I have 2 faces that make an L shape.  I'd like to make them one surface, but I'm not sure how.  The "f" key solution I've found online doesn't seem to work (where you dissolve the edge), I know it's not a box shape and that everything needs to be made up of triangles when all is said and done.

Any help is appreciated.

Additional info: Trying to make a game tray for 3d printing, so I'm operating under the assumption that all of these pieces have to be merged in to one chunk.

The two highlighted (orange) parts are the pieces I'm trying to join. Basically two boxes, one is a shorter box. I've Joined them, and went to edit them, but I'm not sure what to do from there


texts: Blender fluid sim only shows particles and cannot show the fluid as a solid or a mesh

texts: I am new-ish to blender and have just started using the fluid options. I can get to the point where I have all my settings for the inflow and I have everything ready to go, but when I bake it, the preview (even render preview) just shows small blue particles instead of a liquid mesh. I was able to get the mesh yesterday, so maybe i hit something wrong? Thanks for any help


texts: Why 2 cameras with separate focal lengths should be used to make an FPS animation?

texts:
Is there a reason that I should use 2 cameras, one for the main character and one for the environment, when making an FPS animation?
I was going to start making my 1st FPS animation and was looking for guides to get me started and came across this CG Cookie post. Tip 6 mentions using 2 cameras with different focal lengths.
It says it's to prevent the animation from feeling weird if I decide to change the focal length but I don't quite understand it. Is it just so I can get multiple points of view of the animation, or does having the camera affect the animation or change something when I put it in Unity?


texts: Why does the guard of my sword glow when it shouldn't

texts:
I am working on a final render for my little sword project I have been working on, but this issue perplexes me.
Essentially, when I render the scene in cycles, the guard of the centre sword glows. Initially, I thought perhaps there was accidentally emissions on the material, then I thought maybe the metal was reflecting light inwards, creating a glow effect, but I have disproven that too.
I know I could change the lighting setup to make it less obvious, but my overall goal was to get four shadows as if there are four ceiling lights, and increasing the strength seems to remove the shadows.
Here is the file: https://we.tl/t-FPs1yar0nu
Here is a reduced file:

This is what the render currently looks like:

Everything removed except the guard and lights:

Everything removed except for the guard:

Node setup for metal inside the guard (the glowing grey part):

Node Setup for the Green of the guard:

Blue light:

Red light:

Lighting setup:

Light from only underneath:

Any help is appreciated!
EDIT:
Here is the result after implementing the solution


texts: How to constrain an object to a compound child?

texts:
I have a rigid-body vehicle made up of parts with compound collision enabled, so that the parts don't collide with each-other (for optimization purposes).

I'd like to constrain the rear wheel to a bit that rotates according to the whims of the player, but for some reason this doesn't work.

Here's an example .blend:

I'd like to get the Rear Wheel object to follow the Tail object when the player presses ← Left arrow and → Right arrow, while still rotating freely around its local Z axis.

I would've expected changing Rear Wheel's constraint target from Body to Tail to accomplish exactly this, however the constraint then doesn't work at all.


texts:
The undershadow of the ruffle here is showing through the top. I get a lot of these black lines that show up.

Is there anything I can do to fix this when baking an AO?
(the unwrap on the left is.. ruffles at the top and shirt with shadows below it)


texts: Join function creating unwanted edge loop?

texts: I'm trying to follow along with a CG Masters tutorial, but I'm getting some unexpected results! The goal is to restore the topology with a series of join commands, but instead of affecting only the selected area, it creates a loop around the entire object! I've attached before and after pictures to clarify. Does anyone know why this is happening?


texts: How to render with sky texture but get transparent background?

texts: I use sky texture as world as part of my lightning setup. How do I render with transparent background while keeping the light emitted by sky texture?


texts: Blender model adds extra materials when imported to Unity

texts:
My model is made up of a few other models I made before, I combined them using Ctrl + J, in Blender it tells me I have 1 Material, but once I import it into Unity It gives me extra Materials from those models I joined together.
How do I keep it as 1 Material when I import it into Unity?


texts:
Following up on a question I opened up earlier (Joining more objects breaks fill), I have a mesh produced by repeated application of boolean modifier 'difference'. (This represents a Type VII submarine deck with sea water cut-outs to be 3D printed in due course.)

In a few cases, however, I was not able to get the booleans to work despite moving the modifier objects slightly, re-editing them, applying various suggestions found on the internet, etc. Fortunately, the number of problems is small (4 items) in comparison with the whole project (several hundred), and in each case I have a similar slot nearby which I can theoretically reproduce if I can figure out how.

I am wondering about doing these last four manually by copying and pasting in existing sections of the wireframe (for example). I am able to select a section of wireframe, move it to the right place, and separate it as a separate object (if need be), but I'm not sure how to paste it in so that it creates the proper intersection points so that I can cut out top and bottom faces and end up with holes going all the way through (as well clean topology).

What I have now, with one of the extra required slots marked (by Bézier curve object of the type I extruded to make the original boolean difference modifiers):

Wireframe image of the same area, with duplicated and separated 'slot object in the required location:

There may of course be other, better, or less 'manual' ways to do this...


texts: Where can I find or download ANT Landscape?

texts:
I'm using blender2.79 and I have looked for ANT Landscape for a long time (it doesn't exist in add-ons). I have also searched the question and I found the link:
https://wiki.blender.org/wiki/Extensions:2.6/Py/Scripts/Add_Mesh/ANT_Landscape

but it writes"There is currently no text in this page."
So I wonder does anyone know where can I download ANT Landscape. Thanks!


texts: I have to reload factory setting every time I start. v2.90.1

texts:
Every time on start up I cannot navigate until I go to defaults and load factory settings.
Anyone know why this is happening?


texts: How can I make vapor or "smoke" appear from a hot cup of tea?

texts:
Hello I'm new to this community and sort of a beginner to blender and on a process of making a scene with cup of tea in a living room. I made the tea, cup, plate, table, background... and finished the scene. The only thing that was left was to make the tea look hot and the only way to do that would be to create an evaporation effect or simply to add vapor coming out from the tea.

I figured the natural way to do this would be to add a smoke effect to it but even if I fiddled with settings to make it look like vapor, since I'm new to blender and dont really understand smoke effects I couldn't achieve the exact effect I'm looking for. If anyone could provide me the optimum settings to use for the smoke to make it look like a simple and light vapor instead of some kind of jet stream, I would very much appreciate it.

Thanks for taking your time to read my question.


texts: How do I display a property in the viewport without using a modal operator?

texts: I want to display a property in the viewport without using a modal operator. is it possible? I found this, but I did not understand how I can use (I started with python).


texts: How to automatically switch to camera view after entering preview mode

texts:
I'm making a small game in BGE and I have met a problem. I want this game to be played from a camera's view. But I have no idea on how to  automatically switch to camera view as soon as I enter preview mode. How do I do this? Is this even possible?

I really don't want to manually(Numpad0) switch to camera view when I go into preview mode.


texts: Smoke Simulation is different in 3D viewport from final render

texts: when i render a smoke simulation,the rendered photo in 3D viewport is different from the rendered image when i press F12,in 3D viewport it's more dense and has orange colour but in the final render it's black and white and less dense


texts:
key "." works, shift + ctrl works.
but when zooming with ctrl only or shift only - it stops

for example on a screenshot while zooming out that brown cylinder - it shows black squares like your render is not finished yet

Camera settings?


texts:
I am making an simple 10sec background animation for an intro video for a website using Blender's particle emitter. The particles are rotating and collisions are turned on and I've used a slight brownian force on the particles to give them a bit of motion.
The scene is simply a shot of the particles using depth of field for visual effect. I would like to loop the 10 sec video for continuous play.

With that in mind, I am trying to make the transition of the loop seamless. I am thinking of using a cross or gamma cross effect to make the transition appear seamless.

Is there a better way for to achieve what I'm after, or will this approach even work?


texts: How to solve the "Camera" is not multi-view error"?

texts: I am confused on why the camera suddenly states that it is not a multi-view camera. It was working fine days before until now. I saw another forum that states adding another camera can be a solution. I tried that, not sure if I did it right. I would like a step by step guideline if possible. Thank you.


texts:
I am trying to understand working of Boolean intersection modifier.
I am using python script to generate model.
I have 2 identical cubes centered at (0, 0, 0) and (0.7, 0.7, 0).
I am trying to use intersect tool but i am getting soft of open mesh.

But when I move 2nd cube along z axis i am able to get perfect intersection

Is there any way i can get intersection of such objects with aligned faces?


texts: Problem with normals / smooth shading ( visible triangles on flat surface )

texts:
I'm modeling a pistol and I've come across this weird problem with shading ( or normals, I don't know what is going on ).

The triangles are showing on flat surface. I search whole internet and haven't found a solution yet....

I know there are ngons ( I used boolean ) but is there any solution other than not using ngons?


texts: I have a model that I have been trying to rig for hours now. I kept getting errors in unity when I used a rig in Blender, so I ran the model through Mixamo. This also had bad results, as the model's arms are severely deformed. However, this model has the proper hierarchy, etc. in Unity so I figured I could just modify the rig in Bender (the rig from Mixamo) and everything would be good. However, while I think the rig looks okay in pose mode, as soon as it enters a pose other than rest, the arms deform again. Any ideas why this might be happening?


texts: Changing the pivot point and using it to snap to grid

texts:
I initially learned how to model using Maya, and so I relate everything back to that way of working in 3d space. I want to start modeling in Blender but I am having trouble with some basics...

So in Maya, if I wanted to create a box and snap one its corners to the grid, I would create a box, hit the insert key, snap the pivot point to the corner vertex I want, and then use new pivot point to transform the box to the origin of my grid space.

...but in Blender I can snap the 3d cursor to a corner, and then when I try to move by increments to the origin it won't snap to the origin but instead, it will snap 1 grid unit from the current location.

What is the standard way to do something simple like this? When I search the manual, it seems like it doesn't understand my terminology. Pivot points work in rotation but not in transforming my object, so if I successfully set the 3d cursor to the corner I want and then type in 0,0,0 into the location coordinates, it centers the object on the origin instead of snapping the corner to the origin.


texts: Sending object data from blender with urllib very slow

texts:
I am sending object loc rot and scale every keyframe to http address using urllib but the frame rate drops significantly.
Thats the code I am using:

import bpy
import urllib
import mathutils
from bpy import context
from urllib import request, parse
from math import sin, cos, radians
from mathutils import Matrix

def RunPerFrame(scene):
    for obj in bpy.data.objects:
        mat = bpy.context.object.matrix_world
        loc = mat.to_translation()
        rot = mat.to_3x3().to_quaternion()
        scale = obj.dimensions
        qtX = round(rot.x,3)
        qtY = round(rot.y,3)
        qtZ = round(rot.z,3)
        qtW = round(rot.w,3)
        loX = round(loc.x,3)
        loY = round(loc.y,3)
        loZ = round(loc.z,3)
        scX = round(scale.x,3)
        scY = round(scale.y,3)
        scZ = round(scale.z,3)

    url = ''
    values = { 'msgInstruction=' : 'MOVE_OBJ',
        'rotQuat=' : str(qtX) + ',' + str(qtY) + ',' + str(qtZ) + ',' + str(qtW),
        'objLoc=' : str(loX) + ',' + str(loY) + ',' + str(loZ),
        'objScale=' : str(scX) + ',' + str(scY) + ',' + str(scZ) }

    data = urllib.parse.urlencode(values)
    encoded_data = data.encode('ascii')
    req = urllib.request.Request(url, encoded_data)
    response = urllib.request.urlopen(req)
    the_page = response.read()

bpy.app.handlers.frame_change_pre.append(RunPerFrame)

Currently testing with one object and the frame rate drops below 2 fps
Is there a way to make this faster with this code?


texts: Normal Map Weirdness...turns edges into crevices

texts:
I have weirdness happening baking normal maps from sculpted meshes in Cycles. It's treating some outward facing edges as crevices for some reason.

Attached pic shows a banged up spike. I duplicated the model and Remeshed it to get a good sculpting base. From there I baked the normals in the usual way. You can see all the hard corners of the spike are depressions or crevices now.

Any idea why? I recalculated the normals, and this seems to happen where hard edges were on the low-poly model. I don't understand where the problem could be happening.


texts: Make soft body particles behave independently

texts:
I am trying to create an animation where soft body particles are emitted, and then fill in a certain space (a bowl in my case), but the problem is, they all behave the same way the instance object behaves, meaning that when the instance object changes its shape, so do all of the particles in exactly the same way, but refuse to change shape independently. This, along with not doing what I want it to, also makes the particles bounce around the bowl like crazy, since being hard, they intersect with the walls of the bowl and get pushed out at a very high velocity. Is it possible to make all of the particles behave independently in blender?

Thank you in advance.


texts: For quite a while, I have been using realtime GLSL shading for most of my projects. I decided to re-vist cycles after hearing about how awesome the new denoiser is. What does the denoiser actually do, and how do I use it?


texts: I need export obj without indices for special loader

texts:
I use an format called "rq3d". But rq3d basically obj without faces and with begin mode calls can have multiple things in one renderer like lines and polygons same time also colors used rather than mtl files.
but for converting models should be not indiced otherwise models look messy.
for that every verticle should be duplicated but that affects performance.
need an better way.


texts: What is causing this effect? Same thing is happening when I try looptools -> circle.


texts: I made some faces with F and those faces dot display texture. What could it be ? thank you in advance for your help...


texts: Basics! How to get rid of protruding face that overlaps another object

texts: A hopefully simple solution for a newbie like me. So i created a cube, deleted the top face, and then created the roof using a single plane and mirror modifier. Once i lined up the roof to the walls i had to fill in the space in the center between the roof and walls. My solution was to extrude it up and then do away with teh excess face that is protruding passed the roof. But to no avail i couldnt find anything... What is your guys's solution? Or maybe a different method all around?


texts: How to vary the amount of a bump mapping effect on an object?

texts: How do I vary the amount of a bump mapping effect on an object in cycles? I wanted to make a planet with a volcano using the both displacement method, but the effect displaced my volcano more than I wanted, as you can see.


texts: recently I wanted to get into animation, and I was wondering how I'd go about animating tank tracks, most of the tutorials I've seen involve having tracks made from scratch and I'm trying to animate a tank I built myself from a game, I was wondering if anyone had any advice on what I should do.


texts: What is the popup called that appears lower left when you manipulate a mesh?

texts: What is the name of this pop out?  It only appears when you start changing the shape of a mesh.


texts:
I keep getting an error from this scrip and am unsure where I am making a mistake.

import bpy
import os

for ob in bpy.data.objects:
    file_object = open('blender_coordinate.txt', 'w') as f:
       f.write(ob.name)
        f.write(', ')
        f.write(ob.location)
        f.write(', ')
        f.write(ob.rotation)
        f.write('\n')
    file_object = close()
    return {'Finished'}

Here is the error i am recieving

  File "Text.py", line 5
    file_object = open('blender_coordinate.txt', 'w') as f:
                                                                                ^
SyntaxError: invalid syntax

location: <unknown location>:-1

Python script fail, look in the console for now...

I am still new to scripting and appreciate any help.


texts:
everyone can you help me with this problem?
i still use blender 2.79
hdri not properly show up.
actually, I got one problem too but I forget to take a screenshot, when a textured object seen in rendered mode to object will have an abstract shape.
Thank you


texts:
I have a problem with weight painting in blender. As you may already know, automatic weights while rigging is not at its wisest most of the times... Is there any way of making my struggles with animating this human better?

When I move right arm his palm won't move, and some other issues occur as well... I don't know how else can I help myself...

Any advice from the "wiser ones" would be appreciated :)

Here is the blend file:


texts: How to achieve "spherical" mapping in procedural materials?

texts:
What I have:

What I would want (sorry for a terrible sketch):

How to convert object/generated coordinates in such way?


texts:
Is there a way (addon or similiar) to bevel vertices individually. The Bevel modifier clamps all vertices the same, I would like it to clamp each vertex individually.

This is the behaviour I would like to have.

This is the current behaviour. (The position of the edge loop on the left change the bevel on the right edge.) How can I avoid that?

Trying to word it better:
How do I avoid dense geometry limiting the amount of bevel on all parts of the model?

I would try other non-destructive methods except the bevel modifier as well.


texts: My grab tool (sculptor mode) won't move horizontally any more, is there any settings that I accidentally changed?


texts: How to handle absent textures procedurally?

texts:
First time poster, long time lurker here.

I'm using a script in a vector drawing program that separates color fields into greyscale bitmaps, that can then be interpreted as areas with different shaders in a Blender material. These shaders can be metal, glitter, flip flop paint, so just using a texture doesn't work. I'm dealing with 1000s of designs, each needing different shaders from a limited but huge set. Automation to the rescue!

I've neatly lined up all the nodes, so the data can flow without obstruction, but I've run into a problem:

Every design only utilizes a few of the total amount of defined shaders, so at the moment I need to generate fully black 2x2 pixel textures for the unused shaders, otherwise the missing texture gets interpreted as being mid-grey all over.

Is there a more elegant solution to handle this problem procedurally, from within the nodes system? That way I can render Blender's output from the command line without having to edit every single node tree by hand, or generate about 50 bitmaps for each design (instead of only the ones actually used).

Thanks in advance,
Ron

The image below the result of CreeDorofl's offered solution.
This trick just moves the problem one node further upstream, but when I use "linear light" instead of "add" mode it almost works. Almost, because it shrinks the shader area - it seems to influence the way the mask is interpreted, and when using a blurred texture, it becomes clear that it chops of the darker tones, turning them all black.
Zooming in shows the way it shrinks the green shader area, and it means I can't use gradients in the mask.
[


texts: Newbie trying to create a gyroid sphere (gyroid ball) like this one

texts:
I would like to create an object closely resembling this minimal surface gyroid intersecting a sphere, sometimes called a "gyroid sphere" or a "gyroid ball":

Unfortunately the designer only offers the STL file on his site. I don't plan to 3D print my object. I need the 3D file for further deformation, animation and reuse in a scene.
Edit:
Thanks to ZargulTheWizard 's reply I imported it and got this 550000 faces object that I now need to convert into a solid and animate deformations.

Edit2:
As suggested I will decimate the number of faces to a more acceptable level (?). I realize now that Blender does not support solids (volumes) so if I cut my object I will have to "heal" the open ends. Same with Boolean ops.
My goal is to distort/warp continuously the resulting object (at the same time as scaling and rotating it globally as a whole) and to animate the result by varying the parameters involved as a function of time.
Question: if I want to distort, warp, twist the mesh what is the proper modifier to do so. Let's say I want to apply a mathematical transform to my geometry.


texts: Retreiving only surface intersection between two objects

texts:
I have the following model in Blender:

I want to retrieve the intersect faces between the cone and cube.

When using the intersect boolean modifier I end up with the following object:

The solution posted here doesn't work on planes without a thickness which wont be possible for my application.

Also I am planning to repeat this operation often via a script so I am looking for a solution that would work with multiple configurations.

Thanks for your help,


texts: Is it possible to repeat a geometry pattern along the lenght of a curve?

texts: i was adding some deformation to a curve i made on Blender with Zbrush, but the curve is too long, so i wanted to know if its possible to export (just the part) of the curve that i deformed, and then somehow repeat that geometry like a pattern (with geomety, not texture) alongside the Blender curve. (i can export the .obj of the already deformed part of the curve, then import it into blender)


texts: Rotate view around a vertex in object mode

texts:
I was used to rotate my view around certain vertex in edit mode (after hitting numpad ".") When I switched to object mode, this rotation was still applied.

After some time I was recommended to use "rotate around selection" option in preferences, which is great as in edit mode you don't need to press numpad "." anymore. But when I switch to object mode it starts to rotate around the whole object (which makes sense as now the whole object is selected) and not the vertex I have selected in edit mode.

Is there a way for Blender to keep rotating around that vertex automatically in object mode?


texts:
I don't have a material tab in blender, like this one (the globe):

https://youtu.be/ITfkvQdWaRA?t=489

This is what I have:

How do I make it appear?


texts: How can I make my animation play for longer than 250 Frames?

texts:
I'm trying to find the settings that allow me to see longer previews of my animations when I play the animation with ALTA.

The animations default to only 250 frames long, but I'd like them to be longer. What is the way to do this?


texts:
Besides the obvious you see is the blocks you see when rendering, I see it changes the size of the samples and from tips and testing it can affect render times, typically higher size (eg 256x256 ) on GPU's is faster when lower (eg 16x16) for CPU is faster.

But what I want to know is:

What does it actually affect in the render besides what I said? Does a higher tile size actually effect image quality, is higher better? Does it help reduce grain in the image at all? Does it help with firefly's? If none of that stuff, then what?


texts: I have three spheres that overlap to form an eyeball shape and the seams looks terrible. How can I fix this?


texts: Add Bone Constraint [Pole Target] have problem

texts:
First picture I use IK bone normally

next picture I use pole target but have problems can not rotation IK bone


texts: Can I colorize hair particles based on the Emitters Shading?

texts:
I'm  experimenting with CELL SHADED fur. The thing is that it doesn't look that great... I'd like for the hair particles to just take on the flat color of the surface where they're placed, after the emitter's been shaded.
I've experimented with the 'shader to RGB' node and geometry normals. Also, I thought about baking the shadows as a texture and then coloring the hair based on UV, but I think that it wouldn't work with animations, because the shading would change with each frame.
Here's how the emitter/ object looks after shading, without hair:

Here's what I wish it looked like with hair (based on the shaded sphere):

Here's what a normal cell shaded fur ball looks like:

I think that the hair casting shadows is a big problem too...
Any tips would be appreciated. c:


texts: Is there a way to set initial state with rigid bodies?

texts:
Let's say I set up a Rigid Body simulation in Blender (not in GE), and then run the simulation for a number of frames. Is there a way to tell Blender to use the current state and position as the initial state? So that when I go back to frame 1, the rigid bodies stay in the same place they did in frame X.

For instance, if I want a pile of bricks, I first place the bricks in the air and then let them drop down on the ground, coming to rest. When they have come to rest, I want to use that position as the starting position.


texts: How do I render only the particular view layer I want instead of always including a full composite pass?

texts:
I have a scene and I'd like to render out PNG layers to make life easier in post-production. I have set up all my layers to render separately. However, Blender is also spending time rendering out a composite of all layers even though I only have the following node setup:

Note that there is no composite setup, but I still get one. It's adding a lot of extra time to my render.
Thanks for your attention.


texts: Model & Textures Loaded In - Textures Not Visible on Model

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Completely new to Blender. Fumbled my way this far. After hours of finding the model I was hunting down, ripping it, getting a python script so blender would import it, I cannot get the textures (which have loaded into blender) to apply to the model to ensure what I have is all correct as it should be.
Out of the bazillion check boxes and sliders, perhaps someone that knows what they are doing knows which specific button I'm not experienced enough to know to press?

Again I apologize if this is a dumb question. But I've spent hours to get to this point, am a bit frustrated, and am hoping I'm missing something obvious.


texts: How can I creat this workspace in UV editor?

texts: I would like to create a similar workflow. I've downloaded a file from a popular free 3d Model website, so I noticed that I like the workflow, in the file, many objects, not matter the shaper they are, you can match the geometry in the UV place, notice that there are just rectangle with texture on it. I used to use texture paint and many tools in UV, even texture atlasing, but I would like to make this 4 funny stuff.


texts: Is there any way to rotate a vertex so that it snaps/aligns to a non-radial edge?

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I am trying to figure out if there's a good way to rotate a vertex so that it lines up with an edge that crosses the path of its rotation. It's not a radial edge, so I can't just snap to one of the vertices.

Setting the Snap to edge obviously doesn't do anything useful, because it snaps to anywhere on that edge, not the point at which the rotation brings the vertex closest.

Is there any better way to do this other than zooming in real close and tediously doing it by hand?


texts: Bevel Start End on Circle Curve, Blender 2.83 not working

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The Bevel Start End does not work on closed curves.
I need to partially bevel a profile on a circle.
The circle curve added by Add->Curve->Circle is closed.
Duplicating a vertex and manually re-building an open circle results in a numerically inprecise curve.
How can I open the Circle curve without loosing a segment and end up with a mathematically exact circle?
Thanks


texts: Please help me get started with modeling a solid surface fuel tank for a tractor

texts: I need help getting started modeling this solid surface fuel tank for a tractor. I am having problems with the right to left scale while maintaining the flat bottom. Thanks.


texts: How do I add more than 8 decals to an object?

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I'm trying to add multiple decals to an object. For example a race car with all the sponsorship logos. The method I tried restricts the number of decals to the number of UV maps that I can create in blender which is 8.

This is the link to how the nodes are setup.He sets up the nodes at roughly 10-12 minutes in.

https://vimeo.com/36632196

So is there a better method of doing it where i can use more than 8 decals?


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I have a dual GTX-1060 in my computer running Ubuntu 18.04
NVIDIA driver installed is:
NVIDIA-SMI 450.80.02    Driver Version: 450.80.02    CUDA Version: 11.0
When I set GPU render on blender 2.83 official build, the GPU render is fast
However on blender 2.90+ the GPU render is slower than the CPU render.
I tried building my own blender as well as downloading the nightly build. Both have the same issue.
Anyone know why? Or have ideas what to look at?
thanks


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Digital Ocean offer SSD cloud servers. Is it possible to run Blender on one? If so, what is needed?

Thanks,