texts: Bevel modifier doesn't work with imported LEGO brick mesh (OBJ file)

texts:
I am using Blender 2.90.1 and I want to add that nice tiny bevels (so called brick seams) to a simple 1x4 LEGO brick (imported as OBJ file) using bevel modifier which doing its work very nicely with standard Blender cube (as seen in zillions of online tutorials about the bevel modifier).
But when I apply the same bevel modifier with the exact same values to the LEGO brick model, it extrudes edges of the LEGO brick erratically in all directions.

When I change the LIMIT METHOD to Angle and set it to 45° (or to any other angle) - as I need to bevel only edges under/above specific angle, it does nothing at all.

I guess there may be some sort of problem with the mesh defined inside the OBJ file, cos when I deleted all the faces except the side ones and re-apply the bevel modifier with amount value increased to 1m this is what happened:

For anyone willing to test it I uploaded the LEGO brick obj + mtl file to zippyshare here: https://www111.zippyshare.com/v/ZMN8UVNM/file.html

All the surfaces - cube and LEGO brick - are triangles.
My question is how to make the bevel modifier work with the LEGO brick mesh?


texts: Is there a way to change default start frame on the timeline?

texts: I would like to change the default start frame fro 1 to 0, so that I wont have to set the start frame at 0 every time I open up blender.


texts: How do I change velocity in the Fracture Modifier?

texts: How can I reduce the velocity and change the direction of the of particles in fracture modifier? I need to make it more realistic and remove a mess after collision. Could someone tell me where is the settings of object's physics motion?


texts: mixing Image texture on top of a procedural texture

texts: i want to add weathering/dirt to the leather armor on a model, but the leather texture is procedural, and i want to use a mostly transparent image texture so i can select where to apply the effect to add the dirt and whatnot, but i cant find out how without the image parts that are painted completely covering the procedural texture


texts: Particles: Setting object's origin is not fixing it not passing through the middle of the surface

texts:
I'm trying to position the spheres in a way they are located above the surface (as if they were metal balls thrown on top of a table). I was attempting to do so through the use of particles, since it was something I haven't used in a while as a way of object dispersion. However, the particle objects were displayed passing through the middle of the surface (half above, half under).
I checked how to fix the issue and every source I looked into said the solution was to change the origin of my sphere. Sure, I had left it on the middle of the sphere. Then I changed it... However, it didn't fix the problem at all. As you can see in the image, the source of the particles (the selected object) does have it's origin set to the bottom, but it's still being placed as if the origin is in the middle.
Is this a bug? Did I miss some step? Have I done something wrong? I'm a bit annoyed here because I expected it to be a simple study but this is a mockup I have to send very soon.
As a side note, English is not my first language and the naming of Blender's menus often leaves me quite overwhelmed (it can be a bit hard to be showered with technical idiom not on your language), so I'll appreciate if answers are a bit more on the illustrative side. Thanks in advance!


texts:
I'm trying to join the bottom of this arcade stick to the face below it by actually having it attached to the mesh. What would be the best way of doing this?

I've tried to bridge the bottom edgeloop to the face however this did not work. I've been looking all over google to figure out how to do this but my blender terminology is next to non-existant so I wouldn't know exactly what key terms to be searching for to begin with.


texts:
I tried to animate my object to appearing like from nowhere. I tried to use boolean's intersect modifier so that I had a box over my object which I animated from down to up.
Very much the same what Chris does on his example:
Sci-Fi Laser 3D Printer Effect
My issue was that sometimes my object totally vanished while the box was coming up and showing more about my object. Or when looking for this from top, there were no faces on up, like he had at 3:19 on his video. I believe the problem could be my object itself. I tried to fix that by merging the closest vertexes, but did not end to perfect solution.
I also tried to use build modifier, but that I feel was a bit uncontrolled, and really did not give the effect of "extrude".
Is there some other options which I did not thought to get similar effect? Or shall I try to continue to fixing my object to get this work?


texts: How do I create a test room for modeling and simulations?

texts:
How do I create a low poly room with one door and one window in clean white style that looks nice.

I want to have a clean testing room to mainly test simulations in and also test materials for models.

The biggest problem I have is to create a node for the texture, I don't want to use a bitmap texture because they create unnecessary problems when rescaling the room for things like planes.

I do want it to at least look like it is a photo when the image is compressed as a jpg

This is kinde of what i whant.

This is what I have.

The two bigest problem I have is that it is grey and the flore feels un-natural.

This is the best I did get by editing the light. I did set the exposuer to 2, sampling to Final and light path to Full Global Illumination.

It is very low in detail in the corners.


texts:
the left picture is from my video. You can see the red liquid and foam.
The middle and right picture is from Blender (2.82a). The liquid looks a bit slimy at the end (but it is water Base: 1.00). Furthermore, the foam is missing (Particles: Spray, Foam and Bubbles are activated).
How can I make it more realistic?


texts: Node connections have weird black borders?

texts:
So the other day my cat walked across my keyboard and now all the connection lines for my nodes in the node editor have weird black areas around them . . . not sure what it does and would like to be able to return it to normal lol.

Any input is accepted.

blender 2.69


texts: Why is my texture stretched, despite clean UV-unwrapping?

texts:
The texture is meant to be a horizontal slate brick pattern. I have imported it from Quixel Megascans so it automatically set up all the nodes with the Normal Map, Roughness, AO and Albedo but for some reason it is ridiculously stretched, this is despite me UV unwrapping and rotating the UV Map to line up with how I want it.

I have looked at other threads related to this topic, people saying stuff about sub-surface modifiers etc. but there are no un-applied modifiers (there is very little geometry as you can tell because it is a box!), scale, rotation and all other forms of transform have been applied.
To UV-Unwrap I marked the seams I needed, then when unwrapping it I used 'Conformal' because using 'Angle Based' made the mesh really wonky (the edges weren't at 90 degrees/perpendicular, some lengths were also incorrect proportions - it just really messed up the net of the shape) for some unknown reason - so if someone could explain that as well that would help a lot.
I don't understand why the texture is displaying so bad in the viewport, please could someone help?


texts: I have an object rotated around X axis but its own axis pointing in different directions because it was rotated manually for practicing purposes. How do I align the axis with the normals of the object now considering that I can't do it manually. Also how do I align the 3D cursor to the normals of the rotated object in case I don't know the exact rotation angle in order to do it manually in View Panel  (N) Another dilemma with the 3D cursor is that even if we rotate the thing it has no effect on snapping or adding new objects raported to its orientation. They are still subjected to Global axis no matter what transformation mode we are in or orientation of 3D cursor.


texts: Eevee glass not working at certain angles

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I'm trying to get glass to look realistic in eevee. I'm getting this weird error when I move the angle of the camera. Any help would be great thanks!
Gif of glass error
https://imgur.com/SYVIvEI
Link to blender file
https://drive.google.com/file/d/18KG3m_MMqHvbV7azvqyHwy5V8gl_JxNz/view?usp=sharing


texts: How to make a shader that applies this effect to each face of a cube?

texts:
I'm very new at shaders, so in order to learn what they're capable of I wanted to try and create an effect that is a fair distance away from anything you can do with a single principled BSDF node. I don't quite now how to express this in 3D, so I coded a 2D animation:

basically the idea is to draw a series of squares along a line and have them grow each frame until the part of the "screen" behind them is filled with their color. in effect it is a fancy color wipe.
my question is, is there a way to apply this kind of effect to faces using a shader? if so, how would I go about that?


texts: How to make a camera follow a specific particle

texts: I have been tasked with having a camera follow a specific piece of paper as it moves through an office environment. The paper is one of many that are flowing along and the shot is from the view of this one piece of paper. I know I can hand animate it, but I was wondering if there is a way to track the camera to a particle and see from it's POV (so to speak).  I would like to attach to the particle and look from it as if the camera were riding on the paper.


texts: Setting all default_values of nodes to 0 does not result in expected black output

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What I am trying to accomplish?

I am iterating over all nodes of one named material from the output node and going backwards and want to set all inputs.default_value to 0.

I use the Code from sambler on blender.stackoverflow to iterate.

Why does it has no impact if I just set the input.default_values on the outermost level. There is a "Node Group" and I do have to set the default_values for it's child nodes to get any change at all. I would have expected the outer two RGB inputs "Paint Color" and "Specular Color" to be the input for the "Node Group" and therefore affect the rendering. This would be the behaviour of the blender UI and I expected the API model behind it to behave the same.
What node attributes beside "default_value" am I missing, as clearly default_value and in case of default_values of multiple dimensions like RGBA default_value[0..3] are not the only possible input values in the node_tree, otherwise I would expect a black output again (the outer spherelike object has only assigned this one material!)

Which scene am I using?

Scene: Metallic Paint by elbrujodelatribu on blendswap

What output do I expect

The object to be black as the material has only two RGB inputs for the "Paint Color" as well as the "Specular Color" and both the volume as well as the displacement input should not matter.

What do I get

This is the image with all inputs.default_values set to 0. The red outer object should actually be black but it still has a huge red component as well as a strong reflection.


texts:
I have .bvh (sometimes even .fbx) files with motion capture data that I want to retarget onto my own custom IK rig (or even a rigify one would be better).

The question is: How do I go about it?

The final product is supposed to be an IK rig that has a retargeted animation from .bvh.

I know of retargeting tools in Blender. Problem is: I can't get my head around the workflow. Can I retarget animations to IK rig? If no, how do I add IK after?


texts: What is the best way to simulate human body wounds in Blender?

texts: with Belnder, we are trying to emulate crime scene with human figure. While we can get the figure quite easily (from makehuman program), it becomes difficult to simulate wounds on human body. Any help, please ?


texts: How can I create a normal map that points 90 degrees upward from a flat surface?

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Basically, I would like to have a cross billboard (such as the one below) have it's lighting come from above it. In other words, I would like the lighting to be as if the sunshine was hitting it from above.

The intention is for the billboard - Which will have a grass texture on it - To take lighting from the same direction as the terrain underneath.

The best way to do this, I believe, would appear to be with a normal map, making all 4 faces take lighting from 90 degrees upward.

Would this be possible to do with Blender?


texts:
This is imported from World of Warcraft, and the first thing I noticed when applying materials was that some textures had some transparency even though they probably shouldn't. In material view these look fine, but in rendered view, they almost become black. This example shows the roof specifically, but you can also see the walls become dark.

I'm somewhat new to blender and 3d in general, but I'm not completely new and I have never seen this before.

I've tried adding more light, but the textures still appear dark. Also, it might be hard to see, but in the second picture I circled a banner that seems to be bugged out, so that's sort of a side question, since that texture actually needs alpha.
I'm also really new to this site so I need a little help uploading the file, it's late and I honestly don't know how.


texts: Is there any way to silence the reporting in the 'Info' window when deleting objects with a script?

texts:
I'm working on an addon that adds or deletes objects. Sometimes this can be hundreds of objects. The problem is upon deleting 100 objects, the Info editor is filled with 100 lines of bpy.ops.object.delete() and the System Console is filled with 100 lines of "Info: Deleted 1 object(s)".

Is there any way to hide or silence this deletion?

if self.objects:
    for i in self.objects:
        ob = [self.scn.objects[i]]
        bpy.ops.object.delete({"selected_objects": ob})
        self.objects = []


texts: Visible objects in edit or object mode are invisible when rendering

texts:
I'm working on a model that has assigned materials (very simple ones, they are the default material with a color). The problem comes when i try to render it. I don't know why but most of the parts become invisible. The problem happens with cycles render and with blender render. Here is a list of things i've tried:

I've checked the little camera on the Outliner view.
I've tried to recalculate and flip normals.
Clear all restricted render
Save as a new file (i heard i had to append to a new file but im new in blender and don't know how)

This is the object on the object mode, you can see that the objects are visible (all the parts of the group are visible too)

Here you can see the rendered image

I don't see any difference between the objects that are seen and those that aren't but as I said, i have not much experience with Blender and i don't know where i have to look at. Most of the object has been by extruding planes or circles.

Here is the file:

Edit: I've Joined every object of the window's grid and now that part it's visible. Despite of this, the frame is invisible yet.

Thank you


texts: Controlling emission strength with bone driver?

texts:
I have a rigged model where some bones which are constrained to a certain y location length. I would like to control an emission strength with these bones if possible.

I've added drivers to emission strength and set drivers to sum value and selected the bones. It kind of works, problem is it only works if I take off the limit location constraint on the bones. How do I get this to work within the limited area? value 0 to 5 strength for example?


texts: I cannot change the number of vertices of added mesh, must be some changes from default settings

texts:
This is blender 2.90.1. I am not able to changes vertices count of the added mesh, might be due to changes of default settings.
Pls help me solve the problem.
I tried reinstalling ,but the problems remains the same.


texts: is there a node that outputs the distance value from the camera dof in cycles?

texts: I'm trying to work out a node group that will take the distance value from the camera to color objects from that point forwards / backwards and i've been triying to find an output that will give me this value so i can use it.


texts:
I've tried to find an answer but so far no luck. All of the ones I could find went over my head. So I'm caving in and asking this question myself.

I'm very new to Blender and 3D stuff, so bear with me, but when I activate the toon shader, it gives me a weird jagged mess instead of a smooth curve. Must be something obvious I haven't noticed, but I can't figure it out. Here's what it looks like:

If anybody could enlighten me on what in the world is happening that would be appreciated.


texts: How to control the mix of emission and transparency materials?

texts:
I'm trying to make a glowing jellyfish.

I have the model, but I have a problem when I want to blend the glowing material (located in the little thin tentacles jellyfish have) with the transparent one (being that material the main colour of the body) so that you cannot see a clear discontinuity between those materials.

I have tried following some tutorials, but I do not seem to find any of those that really solves my problem (all of them solve the problem with colours, but the shaders seem to not be included).

If anyone could help me, I would be really thankful.

Thanks in advance, Cdeluz

You can see in the image that there is like a red and blueish fade when the glow and the body of the jellyfish conect. that is the effect im looking for.


texts:
So heres my problem: Im trying to simulate an explosion (after this tutorial: https://www.youtube.com/watch?v=QUrRu7CB6sE&t=221s). But as soon as I crank the emission of the material of the smoke domain up the rendered fire appears cubic. Does Anyone here have an idea that causes this?
Here's what I see in the viewport

Thats the rendered view

This is my node setup

FOUND THE SOLUTION!
IMPROVED NODE SETUP:


texts: How you denoise renderered images in Blender?

texts: I am wanting to use Blender as a denoiser as well as a renderer, but I can't find how to bring an image in and denoise it in the compositor. I have tried using the despeckle node but I still can't seem to find the right way to do it.


texts: Why is the displacement texture weaker on certain parts of the object?

texts: I'm trying to make some rock textures but the displacement isn't showing across the entire object. This has always been an issue but it hasn't bothered me that much up until now


texts:
I try to apply this material on my object but I can't figure out how to fix this stretched texture.

as you can see in the screen, i use Blender v2.79
my meshes are unwrapped on the only existing UV map
I deleted and recreated the material
I had this on other scenes in the past few days

Thanks.


texts: I want to create pixelart sprites for my game, but instead of drawing them, I want to render them with blender. Is it possible to make render like these http://timmaxwell.org/pages/retrorenderer/ ? I think about this flat shading and outline black lines.


texts: What is the easiest way to merge a lot of objects and then get only the outer shell?

texts:
So for 3D print of my character, I need to merge all the parts together. And there is a lot of them. There is a sword, mechanical parts, body, clothes, hair...

What is the easiest way to merge all that?

The problem isn't just merging. It's also getting only the outer shell of a character. Since there can't be any parts on the inside.

I am really lost and need this figured out soon. :( Thanks in advance.


texts: How do I overlay Textures in Blender Cycles?

texts:
I have an UV-mapped a mesh with a diffuse texture perfectly mapped, that appears in materials view.

Now, for ONLY specific parts of a texture, I want to overlay (as in screen, darken, multiply, soft light, overlay) another texture on top of a specific area of the diffuse texture. How is that typically done in blender? I don't want normal maps, I don't want specular, I just want diffuse and then alpha with overlay, likely using the mixRGB node.


texts: What's the best output and encoding for 60fps animation?

texts:
I'm rendering an animation and I want it to be at 60fps. I plan to upload it to YouTube. So which file type format should I use: AVI JPEG, AVI Raw, H.264, MPEG, or Xvid? And what codec should I use?

So far I've used AVI format with H.264 codec. That seems to be working, but my computer isn't the best so I don't know if it's a format that actually supports 60fps. Any advice on this is greatly appreciate!


texts: Trying to get even spaced dimples on a sphere (Golf ball)

texts:
I start with ICO sphere
4 Subdivisons.
Simplify, dissolve vertices.
Inset "dimples"
Select the "in betweens", similar all - fatten up a little
Subdivision surface
On a real one, there are less dimples.
More defined space in between.
Very slightly deeper dimples.
My attempt vs goal:


texts: I have it so that once you touch this block, my voice actress begins giving a tutorial, but if you touch it again, she starts all over again, do you know a way to make this happen only once?


texts:
The first time I saw the hair system in blender, I was able to style it in the particle editing view without much of a problem. That was on a cheap laptop. Now I'm working on a system with two bridged hybrid GeForce GTX 980 TI's, 32 GB of RAM, and a Core i7-5930K 6 core CPU clocked at 3.5 GHz. It can handle any game I throw at it without a hitch. But ask it to edit a couple hundred hair particles? Maybe a hair here and there will change before Blender crashes. It doesn't matter if I put it in CUDA mode or not. I'm at my wits end here.

Edit:

If I disconnect the hair from the emitter, I can manipulate it freely. Except, I really can't have the hair disconnected from the person's head.


texts: Is there a workaround for the known bug in dynamic EnumProperty?

texts:
So I was making an addon with a dynamic EnumProperty and apparently ran into a known bug when trying to use Expand = True for this property in the panel. Although everything works fine when not using Expand = True, for my addon, it is essential to have the options expanded and not collapsed in a drop-down menu. The bug can be found in the documentation:
https://docs.blender.org/api/master/bpy.props.html#bpy.props.EnumProperty

This is the most compact example I could think of (add a few objects to the scene to see the bug in effect):
import bpy

def getEnumStuff(self, context):
    return [((obj.name, obj.name, "")) for obj in bpy.context.selectable_objects]

class OBJECT_PT_example_panel(bpy.types.Panel):
    bl_category = "Example"
    bl_label = "Example"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        col = layout.column()
        col.prop(context.scene, "stuff", expand = True)

classes = (
    OBJECT_PT_example_panel,)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.stuff = bpy.props.EnumProperty(
        name = "stuff",
        items = getEnumStuff,
        description = "")

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

I tried a lot of things, such as making the list global before returning it from the getEnumStuff function and copying the name strings in order to have them point to a different address than the original object names. Nothing I tried improved the results so far.
The question is, is there even a workaround for this bug? Is there another way to have the options expanded in the panel while still being able to select them (not only printing the name)?


texts: Blender freezes when editing material color and changing number values in sliders

texts:
This issue is a bit difficult for me to explain clearly so bear with me for a moment. If I edit the material color or change any slider value (and I mean literally any slider value - subdiv level, mean bevel weight, autosmooth angle constraint, etc) blender becomes non-responsive.

The tricky thing is that it's not consistent. Basically, it'll freeze once, and the length that Blender stays frozen ranges from a few seconds to a few minutes based on how much time has passed since I last used the slider/material color editor. But after it freezes once, it won't freeze at all again for a few minutes. And if I keep consistently using them then they don't freeze at all, it's only when I don't use them for long periods of time. I noticed my CPU usage also jumps to 100% when it happens and it spikes to 90-95% when interacting with the sliders normally. I'm not sure if that's normal but I'll post my specs below.

Version: 2.79
Windows 10
CPU:i5 4590
GPU: GTX 970
RAM:24GB DDR3
Mobo: asrock h97m pro4
Storage:1TB HDD


texts: I need to design content for a led screen cube. It's 3 walls, floor and ceiling. I can do it in after effects by creating separate compositions and the joining them. Is it possible to animate content on the surface of a cube and then export each face of the cube to be mapped on the led screen?


texts: What's the difference between this two "default" material setups?

texts:
I watched a tutorial video that shows how to do bump mapping. I have tried to do what I saw in the video, but I found some a difference in new material creation.

When I press create a new material I get this:

When he presses the button he gets this

Why it is different?


texts: I am interested in putting 3d blender games on the tv and I thought there might be a way to put it on Amazon Fire tv. I understand that fire tv takes mostly java games, but I like blender as a rendering and game engine, and I don't want to have to use another game engine. So my question is, is there a way to put blender games on the Amazon Fire tv?


texts:
have next problem. One wire is twisting around second, but second is not do same

i want create next:


texts:
Is it possible to adjust a camera's focus when DOF is locked to an object ?
As in: shift focus forward or back relative to dof.focus_object ?


texts:
Trying to make the camera always face a cloth Simulation. The problem is the Origin doesnt move with the Simulation and by that the camera always looks to where the Origin was at the start of the physics animation.
Im using the "Track to" Constraint on the Camera.

Here is a GIF showing the exact problem: https://gyazo.com/fffd446c202453b0a33f5ac09150a6bd


texts: Change pivot point without moving the current position?

texts: So I animated some objects rotating, and the pivot point is on top. but now I want to move the pivot point to the side a bit while still being on top, but the object positions are already animated. help please?


texts: Correct mistakenly changing mouse select to left button

texts:
When I installed 2.81 I mistakenly chose select with left button. I use the mouse with my left hand and actually want to select with right button. My Preferences>Input does not have a provision to change this. My download is named /blender-2.81a-linux-glibc217-x86_64. Is there a work around?

(I have two previous versions of Blender installed and when I used them I selected with the left button.)


texts: Why can't I loop cut all the way around the object?

texts:
How to make a loop cuts all around the object? I can select just one side and I need them all at the same time.

Here is what I need.


texts:
I have had multiple issues rigging this character. I don't Know whether it's the model or the rig itself. I'm using the rigify addon, and unfortunately it's not working out for me. Can someone show me where I'm messing up? The link at the bottom leads to the file. If you're having issues with the link, please let me know.
https://drive.google.com/file/d/1N8hZcmPTvLX8xEbaaAAbrQs69gPewixX/view?usp=sharing
Here is an alternate link from MediaFire: https://www.mediafire.com/file/cqkk0z7e2vfh7gm/Izakaru_Stack_Exchange_File.blend/file


texts:
I used the Boolean tools to subtract one mesh to another and thus create this mesh.

The result is not very clean. How can I do to best clean this result and get a nice smooth surface?
Do I need to re-arrange the vertex one by one, or is there a faster, simpler and more effective solution?


texts: Why are these textures diagonally tiled?

texts:
Context

I am attempting to modify a model of a house that was first made by another user of a transport simulation game, Simutrans. My modified .blend file of the model is here (distributed under the Artistic Licence). Note that it will eventually be rendered as 128 x 128 pixel images for the game, so it doesn't need very fine details.

I would like to change the replace the original textures of snow on the house with JPGs of a slate roof and bricks on the walls. These JPGs were supplied by the original modeller and are available (under the Artistic Licence??) from a Simutrans repository.

The Question

I have changed the roof texture to the slate JPG, but the image appears as a series of diagonal tiles. The brick texture for the walls has the same problem. These diagonals appear completely unrelated to the meshes.

Why are the textures diagonally tiled? How can I have one image on each roof and wall? If the (2D) JPG was mapped onto the relevant (2D) faces, that would probably be sufficient. Ideally, I would like to have the slate image repeat three times, once for each of the terraced houses.

These are the texture settings as the previous modeller left them (I have not intentionally changed them except for the filepath to the JPGs):

A Failed Attempt to Solve This

I guessed that the answer lay in the Mapping tab. By changing the 'Coordinates' setting from 'UV' to 'Global' and the 'Projection' setting to 'Flat' I was able to get one slate image on each roof - success! However, the tiles are now displayed at 90° from the desired orientation on the roofs of the houses behind the terrace (on the left of the view). By swapping the 'X' and 'Y' settings for one another, I was able to correct the error on one set of roofs...and re-create it on the other. And repeating those same settings for the walls only shows a very blurred image of the bricks.

Almost everything I know about Blender has come from the excellent Wikibook, Blender 3D: Noob to Pro. Unfortunately, its chapter on UV mapping, which I suspect is where the answer to this lies, uses the example of a 3D sphere. My walls and roofs are 2D faces, and when I try to open the UV Image Editor I get images of other textures used by the original modeller, but not the ones I'm using. If I am to use the Image Editor, I would need to understand what it means to mark seams on a 2D face when I'm hoping to avoid tiling on most of the faces.


texts: Can I fix the alpha display problems on material viewport on new Blender 2.73?

texts:
I'm making a Low poly model for videogame, but I got some problems on displaying 8bit alpha (partialy tranparent pixels) in material viewport in Blender 2.72b. Now in Blender 2.73a some of these bugs was fixed, that was great, but some other appeared too.

As you can see, the partially transparent pixels from the plane with a round ring texture of the goggles are clipping through the red lens that are right behind it.

This bug doesn't occur while in edit mode. And this didn't happen in 2.72b.

And in the Left view (3rd frame), the light wire from his exoskeleton clip through the other wire from the other leg. But not viewing from the right view (4th frame).
and these occurs no mater the backface/normal direction.

Of course none of these bugs are shown on render. But i was worried about porting these models for a game engine like Unity and get the same problems.

Do I need to worry about this on viewport? If yes. Is there a way to fix it?


texts: Terrible VSE output performance when rending

texts:
I use Blender as VSE.

I was going to edit some clips. my setting is in screenshot.

Blender version: 2.81a, download from Steam.

OS: Win7-64bit

My Hardware:

i7-4790k with 16G memory
Nvidia Geforce GTX1080

I just cut a video into 3 pieces, removed the middle one, and removed the gap. No other effects, nor anything else.

When I click Render Animation, the preview window pop out. It is terribly slow, like under 15fps. My outbut should be generated as 60fps, means a 5mins video needs 20mins to render. That performance is horrible to me.

I checked both my CPU usage and my GPU usage. CPU is used by 20%. None of GPU is used. Both of them are not decently used by rending.

(Drivers are correctly installed because I can use NVENC by using Avidemux, and also games)

What should I do to get a good performance when using Blender as VSE?


texts: How can I change an object's color through its color property?

texts:
Usually I change an object's color by assigning a material to it. But I also noticed that objects have a color property which can be modified in the user interface with

Properties -> Object -> Display -> Object Color

and in Python with

bpy.data.objects['object_name'].color

However, neither of these methods seems to change the object's color in the 3D view or in a rendered image.

So, is there a way to use the color property to change an object's color? If not, what is the color property for?


texts: How to make an object accelerate and *then* rotate at a constant speed?

texts:
Say I am designing a mini-gun. One of the key things it does is spin up, and then continue to spin at a constant rate. I'm having trouble making it look consistent when this transition happens from the 'acceleration' motion to the 'constant speed' motion.

For the sake of round numbers, say I am using a Bezier interpolation from frames 0 - 50, as I want to control the slope of the acceleration. Then, I transition to a linear interpolation from frames 50-100. The problem is that the rotation speed coming out of the bezier curve is awkward, because there is still that easing.

Basically I want it to rev up, then continue at a constant rate (though I'd like control over how long it takes to rev up).

I saw this answer but I don't understand drivers well enough to know if it solves my problem or not.


texts:
I am generating rubble with cell fracture. This means I have hundreds of objects. For various reasons, I want to select all of the larger pieces. Is there a way to select all objects above a certain size, or deselect all below a certain size?

Scripts are good too.


texts:
I've been trying to model a sawed-off shotgun and have run into a wall on how to model the handle. The general shape isn't too much of an issue as I just extruded a plane based off of a reference image (the second image), but there are sections that I don't know how to model.

For instance, the handle transitions from a circular base to a more squared-off shape. Also, on the sides there is a raised, triangular portion that I've found is tricky to model.

Any advice on how to go about modeling this would be greatly appreciated.

Reference Images:

What I've tried so far:


texts: Copy Rotation causes rigged foot to rotate the wrong way

texts:
I've been following this video: https://www.youtube.com/watch?v=VVHKBSknFhA

My character's foot seems to roll to the left, instead of down, when footRollCtrl.L (selected bone under Example) is rotated down.

Example:

Bones settings:


texts:
I've got a code that loads textures, and determines which is what with eNUM list of texture-type. Basically, I get the right textures connected to their right slots of the material (e.g. 29318291083.TGA goes to Normal). Now what I'm trying to do is rename them and export them out so the texture I just mentioned would come out as 29318291083_Normal.TGA.

I assume Blender isn't able to rename external files so I added a line that packs each texture when it loads it, so I can rename it while packed, then export as a new .TGA.

Now I got the texture's packed but I don't seem to find a way to rename a packed texture.

Any help would be very appreciated.
Thanks!


texts: Whole problem mentioned in a title. I want to model and, what's more important, animate character with skin-tight cloth like semi-transparent stockings or bodysuit. The main problems are overlapping and/or solidify thickness (that's looks really funny in some cases :). Maybe someone knows if there is a trick for such cases like subsurface scattering or something? Or there's no magic pill for that?


texts:
1 week into using blender. I'm having a bit of an issue with a "dodgey" 3D viewport camera.

Its kinda going mental, sometimes when i move the mouse around i get a straight forwards pan and tilt (which is great) but then sometimes i'm having this night mare of a control issue where i start orbiting things.

I've done a lot of googling around the subject and have turned on and off the "lock object" option, played around with "Auto Depth" and other ideas in the Preferences > Navigation options.

I just cant quite get it to play nice!

Heres a video to show what its doing (1mins) - https://youtu.be/Yc4FLM5s-ac

If anyone has any ideas, i'd be really appreciated as its putting a bit of a dampner on things

Sam


texts:
With the sphere and top edge selected i want to add the grid fill but im getting this error  Select 2 edge loops

How to grid fill. Any suggestion or help. Thanks


texts: Animation within an animation using AnimateAll add-on

texts: I already have an animation. It's really simple. A cylinder is moving a bit up, a bit down. But I want to also animate it in edit mode, using the AnimateAll add-on. When I try this and scale the cylinder's bottom face (and insert 'points' keyframes), the result is a scaled face throughout the whole animation. Is there a way around this? Thanks!


texts: How to create a rubber sheet with ball bearings causing indentations

texts:
I am new to Blender and I have a very specific image I wish to create to illustrate a new theory of physics.

Specifically:

1) I would like a rubber sheet, where the rubber sheet is held rigid (cannot move) at all edges (perfect would be a circular rubber sheet).  Lets say it should 25 x 25 units if square, or 25 units diameter if it is a circle.

2) At every unit intersection (eg 0/0, 0/1, 0/2, 1/0, 1/1, etc) attach a 0.25 unit diameter helium filled ping-pong ball below the rubber sheet, which will cause the rubber sheet to gently stretch upward, like a shallow umbrella.

3) At 3 arbitrary locations (two a couple of units apart and one far away from the other two) attach very heavy 0.25 unit diameter ball-bearings on top of the sheet, which cause the rubber sheet to bend down sharply, but only for a narrow distance. My goal is for the upward curve to be totally overridden between the two close balls, but for the upward curve to rise a above the three balls between the distant ball and the pair of balls.

Can you give me a rough description of how to do this and I will figure out the details.  No animation is necessary - just a static image after the balls have distorted the rubber sheet.

Any help would be greatly appreciated.  In the meantime I will continue learning blender basics.

[UPDATE]

In response to requests for a draft image, here is what I mean.  [You can see by my drawing skills why I need blender :-)]

I have drawn the image looking up from below.  You are looking through a transparent rubber sheet with 3 heavy balls "above" pulling it down and many helium balls below gently pushing it upward.
The surface is generally raised, like a shallow umbrella, but 3 spots have very heavy ball bearings pulling the rubber umbrella down.  The empty circles are helium filled balls under the rubber sheet.  The filled circles are the heavy balls which began above the sheet.

I have figured out I need to use a cloth sheet made of rubber.  I tried putting the rubber sheet and one heavy ball above it in a blender image, but when I ran it, both fell straight down.  So, I need to figure out how to anchor the edges of the rubber sheet so it doesn't fall.  Then I need to figure out how to add balls that float (have negative gravity?) below the sheet.

Thanks for any help!  I am slowly learning blender.  Very cool tool!


texts: Is blender a good solution for making a PCB enclosure

texts: I want to make a custom PCB enclosure . I was looking at the various alternatives out there and was wondering if Blender is a good choice. Also I was planning on getting it 3d printed. However on my model I would probably need to make four holes for the screws on my board to sit into the enclosure. So what should be a good starting point considering I havent used blender extensively before. Should I move over to some other software which suits my needs better? If so could someone please point that out for me?


texts: Transparency in Images as planes, Blender 2.8

texts:
i'd like to render a piece of paper, with a layer of transparent, glased ink. (see images below)
The thing is, i can't tune down the "alpha" settings in the Materials pannel, as it is already used by the "Images as planes" thing.
Every time i try to change something in the Materials pannel, it goes wild because of the transparency of the png image. I am using cycles.
I'm a beginner in Blender and would love to see how you guys would do it.
Thanks a lot!

Here is an image to clarify :)

Here is the file:


texts:
I'm having problems with my rendering. I did an interior design scene in 3dmax with the furniture, and exported (.obj) to blender. But when I go to the camera view it turns gray, and if I move the camera the objects deform.

How can I make the camera work correctly?

This is my scene in blender:

I put the camera

I hit show the camera

And if I move the camera the object deforms.


texts: Compositing and motion tracking the object is bright but see through

texts:
The object will end up transparent but I don't know how to explain it.

This is a compositing issue I have tried using a mix node and aplha over node with different FAC values and get a product worse or the same.

The file google drive


texts:
I am attempting to make some text which is not flat, and has a circular bevel and spherical caps. I found a good example of what I am trying to make:

As you can see, it is mainly composed of "pill" shapes. I can probably model this somewhat quickly, however, I need many of these styled letters in order to form some readable text and I do not want to make each of them one by one.
The desired workflow would be to first create a text object, and then turning it into the end result. However, I have a lot of trouble finding a simple way to turn text into something like this.


texts: 'NoneType' object has no attribute 'ui_type' when running blender using CLI

texts:
My code runs fine when I run the script directly in blender. However if run the file headless in the terminal I get this error and the animation renders the default cube instead of my animation:
'NoneType' object has no attribute 'ui_type'

Here is my CLI command:
'/Applications/Blender.app/Contents/MacOS/Blender -b /Users/myname/Desktop/folder/videoRender.blend -a"

Blender text editor code:
import bpy, sys, os

bpy.context.area.ui_type = 'SEQUENCE_EDITOR'

#create image sequences and import screens of there are more than one file
if (len(files) == 1):

    # set duration to 300
    duration = 300

    for index in range(5):
        filesFolder = folder + "/" + str((index+1)) + '/renderedFiles/'
        bpy.ops.sequencer.image_strip_add(
            directory=filesFolder,
            files=files[1],
            show_multiview=False,
            frame_start= (filesCount * index),
            frame_end=filesCount * index,
            channel=5
        )


texts: Zip line simulation with Blender physics

texts:
Is there a way to simulate a zip-lining motion using the Blender physics engine?

I am new to Blender physics.


texts: video material displays incorrect frames

texts:
I'm following a lightsaber tutorial.
A video is loaded as an image texture material to a plane that then is set to always face the user/camera. A plane with a emission material is created and then I go frame by frame to line it up or use motion tracking with a stick I'm holding in the video.(I'm trying both just for fun.) The problem is that the video frames are changing position with around 1 or 2 frames ahead or after at random.(So I can't just change the video offset.)
When loading the video into a movie clip editor the video lines up correctly. The video cant be loaded as a background video because this removes the emmision from the saber.
I'm rendering in EEVEE. The video is set to auto update the video frame when a new frame is selected.I set the frame count high for the video (around 6000, later 2000 but did no difference). Tell me if you need any more information.


texts: How to get list of bm.verts that belong to a deform layer?

texts:
I have a previously assigned Vertex Groups on my object. After creating the bmesh, if I understand correctly that Vertex Group should now be dvert_lay = bm.verts.layers.deform.active. If I print that, it looks like this:

<BMLayerItem object at 0x000002A7E18B5A50>

I'd like to get a list of bm.verts from my deform layer that could be used with bmesh.ops. It should have this format:

[<BMVert(0x000002A7818090B0), index=12>, <BMVert(0x000002A7818090E8), index=13>, <BMVert(0x000002A781809120), index=14>]

Any help appreciated.


texts: Any way to pipe System Console output back to a window inside Blender?

texts:
I know the system console needs to be a separate window. However if there was a way to pipe that output to a window within Blender that would be great.

This is purely a workflow question, but I'm constantly having to switch back and forth to the console window to check things. So instead of seeing this in the output console:

Python script failed, check the message in the system console

Couldn't that window be used to display everything instead (assuming it could be toggled for folks who don't want see everything)?


texts:
I have added a large (approx half a mile square) Empty:Image object to use as a semi-transparent reference image and have a Mesh:Plane just below it. I would like to be able to walk on this Mesh to work on it. Whenever I think I'm on top of the Mesh and enter Walk mode it violently throws me upwards and the objects disappear into the distance! can anyone offer a suggestion on what might be going on? I have tried switching and disabling gravity with no effect. If I reload Blender walk mode works fine.

Thanks.
Andrew.


texts: Is there a way to get the exterior surface of a complex model in Blender?

texts:
I have an stl-file with a 3D scan of a small unmanned aerial vehicle that I want to use in a physics simulation software, but before I can use it I need to clean it up a bit and fix non-manifolds. The model has over 600.000 faces, so it is not easy to manipulate by hand. Furthermore the 3D scan of the vehicle includes some of the interior of the vehicle that I am not interested in, since it would complicate the aerodynamics unnecessarily. So I was hoping for a way to create a new model based on the surface of the complex model.

I have included a image of the front of the vehicle from Blender with holes to the interior colored red.

I should probably also mention that I am completely new to Blender.


texts: Modeling a curved ring projected to a circular top

texts:
I'm trying to model a ring with a special form. On one axis, the sides wider towards the top and at the same time the top part is making an oval like in this drawing:

edit: here is an actual picture of the ring

And Here is my failed attempt:

How can you model a rign like this?

edit: I tryied to scale / move the upper part with proportional edit, but I cannot achieve a smooth result:

https://www.youtube.com/watch?v=QGy94dVU--A


texts: Non-Destructive Mirror of a Multires Modifier Sculpt

texts:
I am in the process of modeling a simple couch. I am sculpting in fabric details using the multi-resolution modifier and various cloth brushes. I'm running into a problem after modeling the first armrest. All I want to do is duplicate it and then mirror it along the X so I don't have to start from scratch.
See this image:

So I duplicate A, position it where I want, and then mirror it by setting X to -1.000. Everything looks peachy so-far. See this image:

If I try to sculpt at this stage, I get a warning that my scale is non-uniform. Sculpting is a big buggy if I ignore the warning. So I need to apply the scale somehow without losing the data from the multiresolution modifier. Unfortunately if I apply the scale, I lose a lot of the sculpting detail. See this image:

So my question is, how can I mirror the first armrest and still retain the multires modifier data? Is this not possible due to the nature of how the modifier works? Is there another (better) way to do this?
Thanks much.


texts: After moving bones and inserting keyframes, the animation doesn't work

texts: I'm animating something right now and when I go into pose mode, and move the bones and inserted a keyframe and i go back to the first frame and play the animation, nothing happens, anyone got any ideas?


texts: Particle System (Hair) - Rendered objects appears rotated/ off place

texts:
I was working on creating a grass plane and during the process of creating it, I made a plane on which the particle system was to be applied and an object - grass blade which is to be dispersed on the plane. I created a small number of varied grass blades and joined them. Upon choosing the group of grass blades ad the hair emission object of the plane, the result appears to be: the grass blades spawn half on one side and the other half on the other side (shown in the picture) and the grass blades sometimes seem to lay horizontally on the plane rather than vertically. The grass blades also overflow the borders of the plane as shown in the picture.
best,
Jassim


texts: Why does my render become so much dimmer after saving?

texts:
This screenshot pretty much sums it up:

The top image is a rendered image, being viewed in Blender's native render viewer. The bottom image is the result after being saved and viewed in any other program I've tried (Windows photo viewer, Photoshop, Discord, et cetera). It still happens when I save in 16 bit with 0% compression.
Can anyone explain why this is happening and how to fix it? I assume it has something to do with the way alpha layers are created and applied, but I don't know how to avoid or resolve it (aside from stacking duplicates of the dim part in a photo editing software).
Thanks in advance!
If it helps, here's a link to the file:


texts:
ver 2.76-rc2 Win64

I'm trying to create a small landscape from 2 screenshots (of a game) that is in total 256 px x 176 px. Nothing too fancy all that's really different in terms of elevation is a pond. Grand total of 3 height changes. White for ground, slightly darker white (lol) for shallow water, and black for the pond)

I import image as plane, subdivide it to the max (A blender tutorial I found said to do 300 but for some reason it only goes up to 100), then add a displacement modified and assign the image itself as the texture. For some reason it doesn't import the whole image so I change the texture coordinates to "UV" and the whole image is imported properly.

Now for the actual problem:

By default (I assume) for some stupid reason, the borders are 1 pixel more than the actual image so that it basically repeats. It looks like this:

So on the right edge you see a line of pixels that juts out. Same with the bottom of the model. Even at the top of the model you can see a small indent as the texture is tiled.

So my question is, what do i need to do to prevent this seemingly random defect that, despite my complete lack of understanding of 3D creation or programming, should logically not happen?


texts: I need to emboss logo and a mesh which needs to be detailed but it comes out not very nice looking when I try to emboss logo with boolean. Any suggestions?


texts: Cycles: image rendered with zero light, why pixel value is 11 instead of 0?

texts:
I am fairly new to Blender, trying to do some simulations of a camera system using Cycles.
I have a simple scene with a plane, a camera and a point light. With a Python script, I vary the light intensity from 0 to a lot of Watts, I render a small image and I look at the numerical value of the central pixel.
When I save the output as EXR, I obtain a linear relationship between the lamp power and the pixel value (which, by the way, seems to be radiance in W/(m2*sr), see EXR output units). The result is illustrated in the following picture:

Notice how 0-intensity light produces a small non-zero value. The exact value is 0.0438.
Also, if I save the output as a PNG file, I manage to obtain an almost linear response, by setting the following Color Management properties:

'Display device' to 'None'.
'Look' to 'None'.
'Gamma' to 1.
'Sequencer' to 'Raw'.

(Note: with other values, in particular for 'display device' and 'sequencer', I get a nonlinear response, as if gamma compression was being applied).
The result is the following:

As expected, values saturate to 255 for high light power, but for 0W power we get a pixel value of 11, even though the EXR radiance value is 0:

So, the question is: what could be the cause of this and how to get a linear response, that is, constant slope and pixel value equal to 0 for 0 light power?
A possibility I thought of is that there is somehow another source of light, but I have only put one light in the scene.


texts:
This is probably a dumb question, but I can't see what I'm doing wrong.

I want to animate a material (actually the y offset of a procedural texture) according to the value of a shape key that's applied to a different object.

The object with the shape key is shown here:

The object is "LATTICE_HP_bladder_for_pistoned". This is a lattice modifier for a geometric object. The shape key's value changes as expected when I scrub through my timeline.

When I copy the data path of the shape key's value, I get

key_blocks["Pistoned"].value

So I apply this to the driver I've added to the texture's y offset as follows:

However, nothing happens when I scrub the timeline. The "Value" field never changes from 0.000, even though the shape key is certainly animating correctly in my scene.

What am I doing wrong? Thanks!


texts: How to specify the name of a node group when creating it from python?

texts:
I have been creating node groups with the group_make operator, but there doesn't seem to be any way to set properties such as the label or name of the resulting group node.

This makes it difficult to access this node later, and be sure that one is accessing the correct node.

How can I specify node properties on creation?


texts: How to properly scale image in uv editor

texts:
Hello to anyone who come here and help out or read. I have an issue with the uv editor, I have been trying to make an proper eye. The issue is that I can't figure out how to scale this correctly.

Is there anything I can do to make the eye colors or texture?


texts: I there a way to move multiple vertices preserving a straight line

texts:
I have a mesh where one side is tilted (marked red in the image):
What I want to do is move selected vertices along the red line so that bottom line (marked white in the image) remains straight.
When I move the selected vertices along the red line's local axis the bottoms line is getting bent in the middle.

What I want is to move the selected vertices and get the bottom line rotated as one straight line.
I just worked around by adding another straight edge. rotating it, subdividing it in the middle and then replaced the old edge with the newly created one.

P.S. I didn't use the rotate tool since I wanted the two sides to remain straight.


texts: Why does my particle hair look so patchy?

texts:
Particle hair seem to have a weird behavior. Following image shows my guides:

And here is the render:

What am I doing wrong?


texts: Trying to Animate a keychain tag but not sure if it's a constraint or a rigid body?

texts: I'm trying to animate the Blue Lever going 45degree's counter clockwise on the X-axis, and I need the tag ring to I guess parent or child to it, with the tag.  Not sure if I should use Rigid Body Constraints, or an Object Constraint to it. I'd be willing to pay for this info. lol. Thanks


texts: imported .obj isn't showing in view port

texts:
my imported .obj ( https://we.tl/t-fYIpf9R6z0 ) isn't showing in the view port. I've played around with scale and tried scaling the point up and down but still no luck.

I'm really new to blender so any step by step advice would be super helpful.


texts: How to take away shadows where I don't want them?

texts: i only want to have the shadow of the rope showing, but as you can see somehow shadows are being cast onto the layers which doesn't look good. I'm pretty new to blender and tried to mess with the lamp settings but can't get it to work for the life of me. it seems to look okay in rendered view (with the layers only showing the shadows ofcourse) but when i render it always turns out like that no matter what i do.


texts: Avoid Texture Symmetry on complex Uv maps

texts:
In Blender2.79, texture paint is showing symmetry even after activating these settings-

Mirror modifier - Applied
Texture Symmetry = Off
Sculpt Symmetry = Off

One explanation can be found here UVs overlap causing texture symmetry

However,in this case there is clearly  no Uv overlap as seen in the video below .
How to avoid texture symmetry on complex Uv maps?


texts: Sculptris-style sphere as default in sculpt mode

texts:
Thanks for any help on my very basic problem. Opening Blender in Sculpt mode for the first time, there was a "Sculptris-like" sphere that I cannot seem to get back to or add. I want to work with this type of default as a starting point.
I can add a mesh sphere, subdivide and use sculpt mode, but this isn't the same kind of modelling. When adding a "Metaball", because it isn't a mesh (?), I cannot use sculpt mode.
I could completely uninstall/reinstall Blender (maybe),and set it as a default in preferences, but that is a work around that leaves me ignorant of what I need to know. I have my reasons for wanting to do this in Blender and not Sculptris.

I am using a Mac running Mojave.
Thanks,
Brett


texts: Cut a sized rectangular window into a dome

texts:
I need a 'window' of a specific size cut into a UV hemisphere; the edges are spec'ed as parallel lengths of arc of given length (See below).

After some tinkering with shrinkwrap and one or two other brilliant but flawed ideas, I gave up and spent a little time constructing the hole as follows:
In edit mode, I used the MeasureIt plugin to get the correct arc lengths over two loops at right-angles, then created edges by joining manually placed vertices, before highlighting faces and deleting – this was easier than finding the lengths of chords and then using a knife project, as I didn't have to switch my brain on.

Sure it works, I'm just thinking there has to be a better way.

Any ideas for a more efficient method please, anybody?

Here's why a boolean mod isn't going to satisfy easily:
The arc AB is a greater distance than the chord AB and we have to provide a set length of arc. Perhaps it IS easier to get the chord/arc calculator out?


texts: How would I make a door open when a key is pressed and a character is near?

texts: I am trying to make a door open for a game i'm making using the blender game engine, i have the animations set up for the door, I have everything set up for the door to activate yet nothing happens. How would I get this to work.


texts: Referring to the attached image, using a simple extrude and scale workflow, is it possible to snap the upper extrusion so it matches the size of the lower one? I thought this would be quite simple but I just can't seem to work it out....


texts:
I'm trying to figure out a way to give a model a toonish look,but retaining the texture details. Is that possible?
This is my current setup.


texts: What is the difference between using an image sequence vs vertex paint with Dynamic Paint?

texts: I am kinda new at Blender and 3d modeling so this will be a newbie question. While I am trying to do some rain tutorials I saw image sequence option to make animation with dynamic paint but after a while I tried to make same thing with vertex option and it looks work to me, so what is differences between image sequence and vertex mode? And which one is best for what exactly?


texts: Fluid physics very low res when poured into an obstacle that moves

texts: I am creating an animation of an obstacle filling with fluid, and the obstacle is moving. When the obstacle is still the animation looks something like real fluids. When the obstacle/vessel is moving the resolution turns to massive polygon chunks that poke through the obstacle. I've subdivided all of the meshes so they have a lot of vertices and I'm rendering at about 120 res, but the results are really ugly. How can I make my fluid behave realistically with a moving obstacle as the vessel?


texts: How could I create realistic structure simulations in blender?

texts:
I have this projects in which i need to build a structure that has 2 levels(each level being 1 floor). Each level must hold a golf ball while the structure is shaken. My materials are straws, tape, and a string.

What I want to do is to use Blender since I do not have the materials with me to simulate a structure.

How could I simulate the brittleness of plastic, and the shaking of the plate in which the structure would be upon?

How could I simulate areas where the stiffness is stronger (like where the straws are taped or put in each other)? What about the flexible corners of a straw?


texts: How can I hang an object on a rope or cloth simulation

texts:
I have created a spider's web with cloth simulation, which works well.

I now want to hang objects on this web and simulate the weight of these objects acting upon it.

How can I pin objects to some vertices in the cloth simulation and make the web interact with instances of falling or pinned objects?


texts: Rigging a Wheel to Turn Corners: Drivers vs. Bones

texts:
The tutorials I've found show how to rig a wheel to roll automatically, in one direction (X or Y), in relation to the location of an empty or bone. I've managed to get the wheel rotation to work along both the X and Y-axis in a drivers-based rig, but the wheel rotation when steering on the Z-axis isn't always accurate.

A bones-based rig could possibly work if there's a way to set the axle or driver bone to local space, but I don't see a way to do this, and it might just result in the same issues as the drivers-based rig.

Your thoughts and suggestions would be appreciated.

The two rigs I've made are downloadable here, both controlled by the "ground" empty/bone.


texts:
another misunderstanding I'm encountering is this - I'm trying to pass a list of the index inside a loop into another loop so I can travel through a long list - I've made a small demo of the problem I'm encountering as the actual file is a proper vipers nest of nodes.

I've attached an image and uploaded a file here

blend file


texts: How do I add a shortcut to add a modifier to an object?

texts: Is there a way to assign key-binding for add some modifier to selected object? For example boolean modifier? In the Input preferences setting I can not find any appropriate item.


texts: How to set start and end frame for hair animation

texts: I have an animation with an object that "grows" hair in the middle (animating the render->end->timing in the particle settings). It seems that the hair exists from the very beginning of the animation, and even during rendering of the frames before the hair appears, the "Building BVH" step in the render takes forever. Is there any way to make the render before the hair appears faster? Any help is appreciated. (I'm using cycles and blender 2.8, but I can probably convert an answer from 2.79 into 2.8)


texts: Where to Learn Cycles Material Nodes from basics

texts: Is there any video tutorial series learning cycles material nodes. Where can i learn material nodes for cycles right from the basics. What are different nodes and in what order i can connect. What effect i get to what node i connect. etc. All the video on Youtube i have seen are base on topic. For example how to give Steel effect or plastic,etc. I did not find a complete series on cycles node material. Any help or suggestion where can i learn. Thanks


texts: Light source reflection on metallic surface

texts: In the picture, I have a spot light above the bed, but in the reflection, in the mirror, you can see a dot that's NOT what I want, does anyone know how you can get rid of that dot (the mirror is just a 0 roughness + fun metallic white plane).


texts: I would like to create a snow storm without using light to illuminate the snow. The giant lighting fixtures used in other tutorials such as: https://www.youtube.com/watch?v=KWYBoBmAW3A and others all don't really help with the lighting, a night-time setting, I am trying to go for. If there is a way to create a snow fall or storm without light, any help is appreciated.


texts: How to add ' FNGENERATOR' fcurve modifier

texts:
While trying to add trignometric fcurve modifiers with FNGENERATOR to a custom fcurve, the console gives the following error-
AttributeError: 'FCurve' object has no attribute 'fcurvemodifiers'
How to add this fcurve modifier?
import bpy

obj = bpy.data.objects.get("Cube")
obj.animation_data_create()
obj.animation_data.action = bpy.data.actions.new(name="MyAction")
fcu_z = obj.animation_data.action.fcurves.new(data_path="rotation", index=2)
fcu_z.keyframe_points.add(2)
fcu_z.keyframe_points[0].co = 10.0, 0.0
fcu_z.keyframe_points[1].co = 20.0, 45.0

fcu_z_mod = fcu_z.fmodifier_add(type='FNGENERATOR') #ADD FCURVE MODIFIER
#fcu_z_mod = fcu_z.fcurvemodifiers.new('FNGENERATOR')
#fcu_z_mod = fcu_z.FCurveModifiers.new('FNGENERATOR')

print(fcu_z_mod.active)


texts: Cylinder Subdivision surface Modifier Problem

texts: I'm trying to make smooth hollow cyclinder with subdivision surface modifier but Blender goes to failure. Can I solve this problem or how can I make smooth hollow cyclinder ?


texts: Selected vertices in editmode are invisible in objectmode

texts:
When selecting vertices in edit mode, the objects verticies become invisible in object mode.

When selecting only a face it gets invisible too.


texts:
I'm having a problem with the faces in the corners of this pillow where they keep reverting back to a weird jagged shape that's very noticeable at certain angles.

I tried adding an edge in the middle which worked but then I have triangles which I would rather avoid. I also tried dissolving the edges but the faces did not keep that shape and just went back to how they were. I also tried removing the faces and manually filling them again which worked but only once like here:

I'm not really sure what else to try, any ideas? :(
Thanks


texts: Array and curve modifier causing mesh to break

texts:
What I have done so far is model a segment of the ring, so that I can then use a curve and array modifier to duplicate it around the curve. However, when I do this, pieces of the mesh separate from the segment. Note they were all originally separate meshes, I joined them together using Ctrl-J.

This is what I'm trying to achieve

As you can see from the above image, the detail that I have added to the base of the segment has separated after using the array and curve modifiers. If it's of any use, I have also attached a copy of the .blend file.


texts: How to keep an object's length while affecting it with a curve modifier

texts:
I have an object, a plane that the object is parented to, and an array and curve modifier affecting the plane. The problem is that at pinching points along the curve the distance of the plane is affected which ruins the rotation of the object around the defining edges of the instance plane. How do I stop the curve from doing this, and just have both end points of the face mapped to points on the curve? Anyone knows? Top pic is what I have, bottom is what I want, but it was manually edited.
enter image description here


texts: Why is the movie in this blend file, blank?

texts:
So demonstrating my considerable skill (not) I failed in my attempt to follow this tutorial.  Around the 7:45 mark, he says we should be able to press 'P' (to enter game mode) in order to play the video, and well, its not working.

I don't know how the few differences between what the tutorial guy did and I did could cause this, and I clearly have not learned the skills if I can't find out at this point, so  I'd appreciate any help!

The blend file can be found at pasteall.  Do note that I refer to the folder "resources" available in the zip file in the youtube description.

(Python: Also, if you want to modify the script, copy/paste the character they used to indent, for me, tabs and white-space didn't work.)


texts: Which one of these clips would track the best?

texts:
So I recorded some clips at my school. They are all in my Google Drive.

I'm pretty new to tracking in Blender; I have used Adobe AfterEffect's wonderful 3D Camera Tracker in the past. I would like to ask the experienced trackers on this website which of the above linked clips looks like they would track the best. I'm trying to recreate this effect as a final product.


texts: I'm making a room with a table in Blender 2.90.1. It was working fine, until suddenly almost every object started randomly flickering in the viewport. If I don't move at all, somethings are visible and somethings aren't, and when I move or rotate in the viewport, things start turning visible or invisible. It looks fine when I render, but I can't really work on it when I can't see anything useful. Is there a way to fix this or do I have to start over?


texts: Camera rotates on Z angle (rolls) during following spline

texts:
I have made an intricate path for my camera to follow based on the instructions in here, and it almost works fine, except that the camera rolls for apparently no reason. Is there any way to counter this?

The path:

The camera is placed exactly at the location of the first point of the curve, that is also the curve origin. The camera faces exactly the way the curve will start.

The camera is parented to the curve.

The curve is 3D, and the evaluation is already keyframed.

When the animation starts, the camera faces forward and is not tilted.

As the animation progresses, the camera always faces forward, but it start rolling left and right.
Is there a way to keep it straight during the whole animation? Or any way to control the tilt?

Thanks for the help!


texts:
I'm trying to get this pint glass to have the same bulbous and curvy look as the tutorial I am following but it just won't work.

This is how it is supposed to look:

And this is how mine looks:

As you can see there is a lot different between the meshes.  I got the tutorial from blender guru: Blender Guru

I've attached the .blend


texts: How to smooth out baked sound to f curves?

texts:
Ok, I have several scaling animations synced to audio via "Bake sound to f curves" and I've applied an envelope modifier to control the max value the curve can hit. The curve looks like this -

This results in a pretty jumpy animation due to the jagged nature of the line or maybe the easing of the curve itself. Tried changing interpolation mode but this did nothing.
How can I smooth out the animation produced by "bake sound to f curves" ? Is this addon relevant How to change timing of my mocap BVH and how to optimize keyframes ? Or is it in the easing settings?


texts:
Right now I'm working with a mesh, and have several lines that I've marked sharp. Now I'd like to mark seams to unwrap it, however the cyan 'sharp' lines are always on top of the red 'seam' lines, preventing me from seeing my unwrap progress.

How can I toggle the display of marked edges?


texts: Will a character work well with animation if it wasn't made with t-pose?

texts: So I modeled a low poly character for a friend and he will rig it and animate it, but I modeled it with the arms resting on the sides, not in a t-pose like it should be. Will it work anyway or will it become a problem when animation is done? I'm talking about simple walking animation, nothing complex.


texts: Need a solution for a solution (Subsurf Pinching)

texts:
So I've recently viewed this video to solve my pinching issues with a car bumper:
https://www.youtube.com/watch?v=3rlMzsBWtPY

However, how would one get the bumper lights and stuff back on the bumper once you're done with the shrink wrap and stuff?

For example, my model has fog lamps on the bumper. I've removed it and I'm left with only the cut-out hole. I then use the guide mesh to fix it. Now how do I get the fog lamp back on it WITHOUT applying the modifiers?

The only way I can think of is by applying all the modifiers first which is both frustrating to work with and removes all the flexibility I can have with the model.

Any help is appreciated :)


texts: I am trying to face these into wedges. Is there a faster way of doing it?


texts: I am new to blender. I am trying to use .mtl file and my understanding is that you can import .obj file and .mtl should open with it. I converted my .obj file to .ply because the original file wasn't opening. I have no idea to import/open my .mtl file. Thanks!


texts: Issues customizing 'Zoom View' in Sculpt mode

texts:
Blender 2.8:
I was able to map keyboard shortcut for 'Zoom View' to (CTRL + SPACEBAR + LEFT MOUSE) 3d View (Global).
This new shortcut works in Edit Mode, but the shortcut does NOT work in Sculpt mode.
aside: I have already disabled 'CTRL + SPACEBAR' shortcut that toggles Maximize Area
Anyone knows why/where is the keyboard conflict?


texts: Apply texture to mesh that has been extruded

texts:
I'm super new to blender. I'm trying to build a room and I am trying to apply a texture to one of the walls. I had to extrude this wall to get it to the right size, so there's a few edges/faces that make up the entire shape. If I try to apply a texture, one face is textured differently than the rest of the faces.

If you see here, I have the entire plane selected, but the UV editor on the left only slected a portion of the texture. I have no idea why, so that's why I'm asking you guys how to fix this.

So you can see here that the bottom of the wall looks different from the rest of the wall. Can anyone here help a noob out?


texts: The correct render sampling amount in the render properties tab. Is there a right or wrong amount?

texts:
A real Blender newbie here, I'm following a blender tutorial with the final product as an animation. I tried to experiment with the render time during the process by changing the render sampling amount in the render properties tab as shown in the image below (for if I was unclear).

I have done tests with 3 different sampling amounts: 64, 32 and 16. The render time of a frame of the 64 sampling-amount is around the 15.5 minutes, while the 16 sampling-amount only takes 4 minutes. I expected that the resolution of the 3 frames would have a big difference, but there was no difference in the resolution at all. So my question is why do we keep this amount so high while we can keep it lower with significantly lower render times? Did I miss the difference in the resolution between the frames, should there be any? Or isn't there any?


texts: Why can't I use the boolean modifier on more that two objects before it fails?

texts:
I am trying to take a cube and multiple spheres and subtract each sphere from the cube. I have been using the boolean modifier to archive this, but it seems to fail after just two spheres and the third one just cut out without the embedded spherical shape.

This can be seen here:

Why is this happening?


texts: Why does the Eevee rendering create alpha squares where there should be a model?

texts: So, I was using Eevee's bloom effect to make a light grid, with a transparent background, exporting to the DPX format (10-bit, RGBA,) and when I rendered I got these alpha squares at the bottom.  Is there a reason for this?  Here is the image;


texts: How do I add Material Output node when it does not show up automatically?

texts: I'm in Cycles, with 'Use Nodes' selected and the basic node Material Output did not show up. How can I add Material Output it when it's not a menu option?


texts: Why does my .7 solve error result in bad track?

texts:
I started with my iPhone 4 footage and managed to get a solid 0.7159 solve error (using the phone preset w/k1+k2+focal length) with just 21 markers (including my new Favorite Thing, perspective markers). Huzzah!

Except when I Setup Tracking Scene - the presented solution shows the camera and the markers in an almost completely straight line, or has the camera stretched out to a ridiculous distance, covering the markers (which are in an almost completely straight line).

I've set the floor, the origin, the x axis, the scale - all to only minor adjustments.

How can I convince Blender that it's looking at a fairly broad street, not a tiny, thin path?


texts: Is there a way to get the shrinkwrap constraint to move the target to the object rather than the reverse?

texts:
In the image below there's a cuboid that has a shrinkwrap constraint to a distorted cylinder. As I rotate the distorted cylinder in the x-axis, the cuboid moves up and down following the uneven surface of the cylinder.
What I want is to flip this over and have the distored cylinder move up and down as it rotates over the stationary cuboid. That is, I want the same shrinkwrap constraint to move the target instead of the object. Does this make sense? Is there another way to go about it?


texts: Modify a single plane mesh to match image based on alphas, create shape keys

texts:
My goal is to create the shapes of continents as they drifted from Gondwana to the present day.

My proposed approach follows, but I would welcome alternate approaches or comments on this approach.

I would like to start with a plane, subdivided. I would like to be able to modify the outside shape of the plane to match an alpha: The plane would shape to fit the alpha without eliminating any verts. I'd then create a shape key for the plane in its new shape.

I'd then like to create a new shape for that plane, based on a new alpha. I'd create a new shape key for this new shape.

The goal is to be able to create a series of shape keys on a single mesh, and be able to move between the shapes... like a tweening process between shapes.

EDIT:
The requirement is for continents which both move and change shape.

I have experimented with shape keys quite a bit, but as noted in the comments and answers suggested thus far, it's pretty nightmarish.

I have also tried to use shrinkwrap modifiers to create shapekeys, but the shrinkwrap encloses the shape without fully conforming to it:

I don't actually need Texas as a shape, but it shows the problem with (my understanding and use of) the shrinkwrap modifier.

I have these planes on a sphere. All origins are at 0 0 0 and moving and rotating across the globe is easy... but finding a way to accurately change shapes is hard.  I understand and have used textures with alphas and displacements, but the requirement is for a level of positional accuracy and fidelity to particular dates that is ill suited to textures...  I need more constant shape modification to the continents...


texts: When I edit vertices they move in whole number rather than decimals

texts:
When I try and move some vertices, scale, extrude, rotate, all those things, it automatically makes it a whole number rather than decimals.

Sorry this is so hard to explain. Say for example a point I want to move is at 0 on x. When I try and move this, x will change to 1 rather than say 0.1. Then it will change to 2. So basically the intervals in which I move and extrude objects is different now.

Once again I'm really sorry for my poor explanation. I'm looking around in differnet settings but I don't even really know what I'm looking for. I'll try and provide a video if you do not understand what I'm saying.

Thank you!


texts:
I was toggling between layout views (Default, Animation, etc) and I accidentally got this:

I don't know how to simply restore the "Default" layout... or any layout. Many of the interface elements are gone and I was able to bring back some by clicking "maximize area" in one of the tool bars

So, anyone knows a way of restoring the default layout without using the layout button?
thanks in advance!

(I've tried searching and apparently no-one had this problem before...)


texts: How to illuminate the edges of an object in the bge

texts: First of all, I don't know if this is what I should call that effect. I'd like to illuminate an object's edges once the object is detected by a ray sensor in the game engine. For example, I'd like the edges to turn red when the ray sensor hits an enemy. Ive been looking up tutorials, but I haven't found anything. Please help.


texts:
So I can import a 3D object, see screenshot.  That tiny orange (selected) object way below the workspace grid is my file.

How do I transform (I mean move, but Blender lingo for this seems to be "Transform") the object to the origin of the workspace and transform it's orientation so the long axis of the part is parallel to the Z axis?

Kind regards,

Mike


texts:
I want to be able to check if the working .blend file has been saved when a user presses a button. If it has not been, Blender should give an error.

I just want the user to save before running my add-on.


texts:
I am trying to apply a UV image with no tiling in Cycles. I have tried using the Texture Coordinate with a Mapping node as suggest in other examples. I have also tried using the Attribute node (I couldn't get that to work at all).

So far using the Texture Coordinate with Mapping nodes does stop the tiling, but it leaves these strange stretched portion of the image going over the rest of the mesh.

Is there a way that I can stop those extra stripes from appearing?

Example attached

I have attached the node setup below

Thanks


texts: How to lock viewport to object via the Python API

texts: From the Blender UI there is the option of "Lock to Object" of the Viewport that can be seen in the following image. I wanted to ask how is it possible to enable this option via Python?


texts: Why can't objects in Edit Mode have their own name?

texts:
I've searched so long for the answer and all I ever see is the typical "press ctr + j to join objects, switch to Edit mode, and edit as one mesh", or "make duplicates", or "download the MultiEdit addon", etc.

But even as an 'advanced newbie' I already figured out how to edit several objects in Edit mode, but the problem is, they all share the ONE and SAME NAME.

Object mode assigns each object it's own name - but not in Edit mode.

Is this just the way Blender works? Does it not allow you to add objects with their own name (in Edit mode)?

Thanks SO much for this (possibly) over-obvious answer!!

Shelton


texts: Landing Gear Rigging Constraints using empties

texts:
So, I am working on a landing gear structure. I am using empties to connect the various parts. One in particular I am having trouble with is the "torque arm" which is supposed to move up and down (as the shock absorber) and also rotate on the Z axis (sideways like the front wheels of a car).
I have two empties in the middle of the "arm". The upper one connected to the upper part of the arm and the lower connected to the main bottom structure (Which moves up and down to simulate shock absorption) Here is how it looks. I'd really appreciate any help! Thanks


texts: How to export multiple NLAtracks to a single .fbx file in blender 2.80?

texts:
Ive been trying to export an object that has 2 animations to the .fbx format, but when I export it back into blender instead of showing both animations playing, I just see one. On top of that in the action menu the action displays the same animation twice.

This happens even though both animations are pushed down and the NLA strips option in exporting is checked.

I do know that I got it to work once, but I don't remember what I did to do so, because i've actually been tweaking export settings and redoing animations for 4 hours now. When I switch the order of the animations (e.g. move to top of list) it will also switch which animation is being exported. It will only export the animation on the bottom of the list.

If this is a bug in 2.80 that would really be a bad thing for me, since my computer doesn't support version 2.79


texts: I accidentally closed the layout I was working on

texts:
I'm sorry I don't know the vocabulary for Blender
The thing is I was working on a layout screen and then I added another screen (using vertical split) to adjust the light
 But instead of closing the new one (the one I was just adjusting the light on) I accidentally closed the one I put all my work on. I tried selecting the 3D viewport again but the layout I was working on is still missing.


texts: Where are some places to get reference images for modeling?

texts:
I'm a newbie.  I've gone through a number of tutorials and want to get some actual experience with modeling. But, I don't know where to go to get good reference images for modeling with front/sides views.

Can anyone recommend the best places to find such images?


texts:
Hey so I'm making a winchester rifle and on the butt theres this random triangle stick out of the side. I deleted the butt and it's still there. How do I get rid of this? Also it's only visible when your at the top angle however if you go under the model the problem disapears.  The question I am saying is how do i get rid of that triangle

Google Drive for the blend model: https://drive.google.com/open?id=1PQkwASJvVsVLS1FkysBnseHo8WV9DcOa

https://i.stack.imgur.com/cLnDy.png


texts: How to fix that? I've tried to use crease, but it didn't work. Using bevel doesn't help too, but i've checked the normals orientation and it is absolutely ok!


texts: Custom NodeTree and NodeCustomGroup and bpy.ops.node.tree_path_parent()

texts:
I've done a fair amount of custom PyNode tree scripting for Sverchok, but one thing remains a bit nebulous and i'm hoping someone can shed some light.

The Material node trees have this Group feature which turns the background green and enables an operator on the header to call bpy.ops.node.tree_path_parent() to go to the parent node tree.

The poll / execute code for bpy.ops.node.tree_path_parent() is (...full code link)

@classmethod
def poll(cls, context):
    space = context.space_data
    # needs active node editor and a tree
    return (space.type == 'NODE_EDITOR' and len(space.path) > 1)

def execute(self, context):
    space = context.space_data
    space.path.pop()
    return {'FINISHED'}

For a NodeGroup of ShaderNodeTree space.path becomes a collection of 2 paths.

<bpy_collection[2], SpaceNodeEditorPath>
--- <bpy_struct, ShaderNodeTree("Shader Nodetree")>
--- <bpy_struct, ShaderNodeTree("NodeGroup")>

My simple attempt at declaring a NodeCustomGroup has some superficial success.
My question is how / where can I set the space.path so there's something to .pop(), -- somewhere in the init of the custom node?

excerpt full code here:

class SvGroupNodeExp(bpy.types.NodeCustomGroup, SverchCustomTreeNode):
    bl_idname = 'SvGroupNodeExp'
    bl_label = 'Group Exp'
    bl_icon = 'OUTLINER_OB_EMPTY'

    group_name = StringProperty()

    def init(self, context):

        self.node_tree = bpy.data.node_groups.new('nooobgroup', 'SverchCustomTreeType')
        self.group_name = self.node_tree.name
        # self.node_tree.parent = self
        # space = context.space_data
        nodes = self.node_tree.nodes

        inputnode = nodes.new('SvGroupInputsNode')
        outputnode = nodes.new('SvGroupOutputsNode')
        inputnode.location = (-300, 0)
        outputnode.location = (300, 0)


texts:
I have three curved objects which I would like to render with a glossy surface. Unfortunately I can't figure out why my cycles render gives me these black areas. If I render the objects individually the black areas disappear so I assume its some kind of reflective interaction.

Would anyone mind explaining where I'm going wrong with this please? Any help would be very much appreciated. I'll try to link the .blend file if that would help.


texts:
With the weight paint i try to paint. All i have confusion with weight paint. With the brush there are option add subtract etc. In that brush again options mix, add overlay etc.

Any simple way to fix the issue. I try weight paint but did not get success any suggestion or help. Thanks


texts: Blender rendering automation (build script)

texts:
I would like to automate the proccess of rendering images (sprites).
What I want to do is to render an image of the same model with different textures, ideally the texture filename would be passed as a command line parameter.

However, I am totally unfamiliar with blender scripting or blender command line. Can somebody please share some ideas of how this could be done?


texts: Blender Texture working differently when Imported to Unity

texts:
I made this texture in Blender for my dragon and everything works fine there. Then I import to Unity and the Texture for the top of the right wing goes to the underside and something similar happens with the left tail wing.

This is only my second model so I have no idea where to begin to fix this, and I haven't found anything on Google to help me with my problem.

If you want a closer look

http://z-graves.deviantart.com/art/Problem-with-Model-651390730


texts: What are the available attributes in the attribute node?

texts: What are All the attributes I can access through the attribute node. I know of a few like density, flame, a UV map etc, but I'm curious as to what else there is.


texts: Generate 3d regular spaced grid points on 3d surface of a building

texts: I have a 3d city model that consist of 1282 buildings. I want to create points on these building surfaces as in the attaching pictureI want to generate points as regular spaced. Is there an algorithm or method for this purpose. I have vertice coordinates of buildings is it possible to generate points using ese coordinates? . .


texts: My rendered turns out extremely bright even though there is no light in the scene. The floor in the rendered view is also white. How do I fix this?

texts: Here are pictures of why render and of my scene.


texts:
Script from this answer encodes polygons ID to vertex colors:

import bpy

obj = bpy.context.object
obj_data = obj.data
group_name = 'face_ID'

#check for existing group with the same name
if None == obj_data.vertex_colors.get(group_name):
    obj_data.vertex_colors.new(name=group_name)
color_map =  obj_data.vertex_colors[group_name]

#get faces' number
count = len(obj_data.polygons)

for poly in obj_data.polygons:

    ID = poly.index / count  #for normalized results
    color = (ID, ID, ID)
    for loop_ind in poly.loop_indices:
        color_map.data[loop_ind].color = color

Can this be done with vertex indices as well?

I've tried to change poly to vert and obviously script doesn't work.


texts: Fixing artifacts from an imported Medium sculpt?

texts:
I'm creating some assets for a game I'm making using Medium by Oculus, but when I import it into Blender it leaves me with strange lighting artifacts. I tried dissolving some vertices and edges to try and fix them but it would usually cause them to move a little bit.
https://imgur.com/a/K4i0jrZ

This is an exported .obj of the sculpt with 10% of the polygons. If I do a 100% export (half a million polygons) the lighting artifacts aren't there until I decimate again in Blender. Also I'd like to figure out how to Make the edges harder and straighter, since that's how they were in the sculpt.


texts:
I need to be able to generate texture coordinates on a sphere for cubemaps textures. But somehow I seem to fail in Blender to accomplish this.
See the image below as example cubemap.

I am able to map the texture correctly in Unity by using an cubemap asset, but I am unable to reproduce this behavior in Blender.


texts:
System Information
Windows 10 Home 64-bit (10.0, Build 17134) Intel(R) Core(TM) i3-7100 CPU @ 3.90GHz (4 CPUs), ~3.9GHz
Radeon(TM) RX 460 Graphics 8192MB RAM

Blender Version
Broken: Blender v. 2.79b has suddenly stop (close)
Worked: -

Short description of error
Blender had work normally before, but when my PC had been forced shutdown, it will occur that blender has suddenly close after i opened it
it happen in Blender Installer and blender Portable (.zip)

i had running in command prompt and it says
"Warning! Legacy WGL is unable to select between OpenGL versions.found bundled python: C:\Users\aflac\Downloads\blender-2.78c-windows64\blender-2.78c-windows64\2.78\python"

Exact steps for others to reproduce the error
Open file blender and it will suddenly close

Have Tried
I have tried to re-installing the driver, but it seems nothing change.
I uninstalling the driver with AMD Clean Up Utility and try to open the blender, it seems work properly although it has the warning
"Warning! Legacy WGL is unable to select between OpenGL versions.found bundled python: C:\Users\aflac\Downloads\blender-2.78c-windows64\blender-2.78c-windows64\2.78\python"
and then I try to install the both version of AMD (Adrenalin Edition 18.5.1 & Adrenalin Edition 18.10.1 Optional) but it cannot open and it says again
"Warning! Legacy WGL is unable to select between OpenGL versions.found bundled python: C:\Users\aflac\Downloads\blender-2.78c-windows64\blender-2.78c-windows64\2.78\python"
It seems work properly before, but after updating the windows or something, it cannot work well.

P.S : I use command prompt to run blender with command --factory-startup to know the message on blender

i hope someone give me some advice for fixing it.

I hope you can fix it

Thank you

P.S : Sorry for bad english

Update
The message ""Warning! Legacy WGL is unable to select between OpenGL versions.found bundled python: C:\Users\aflac\Downloads\blender-2.78c-windows64\blender-2.78c-windows64\2.78\python" didn't appear, but blender didn't solve yet.
The Blender still suddenly close again after opened it, and i didn't fix it yet.


texts: How to use normal maps with nodes in Blender Internal?

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In the file attached I have created 2 cubes:

Cube A (with regular - non-node-based material with normal map)
and Cube B (which tries to use same normal map but with node set
up).

I want to achieve same normal effect in a node set up.

How can I do that?

Test file: Node based normal map.blend


texts:
Bevel isn't working on the "walls" that I just modeled. I can add it but there seems to be no effect, even if I cranked up the settings. Still learning Blender.
My blender file .
or try this link


texts: smoke to use gradient from red to violet through rainbow

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How can i get my smoke to change from red to violet through the rainbow as a gradient throughout my animation?

I am trying to create smoke that will have a gradient from red to violet through the rainbow.

I have the smoke, i am not able to make it change colors throughout my animation though.

I would love to use nodes to do this, because i am trying to learn nodes right now. I have not been able to find a good tutorial on how to change smoke colors with nodes though.

Thanks


texts: How to change Parents in my Sliding Menu

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but I want to know how to change the order of Parent to slide 3 different menus from the left side to the right

Description: my menu does this currently
when you press the History Mode button it makes the empty slide the left menu to the right and when you press the back button that is at the bottom of the right menu, it makes you return to the start menu by sliding the left menu to the right
Note: each menu must be in a different layer

time I want to reconfigure the menu so that my inventory is the right menu, and from the left side slide 2 menus, slide 1 menu called Hystory, and 1 menu called Goals, these menus should slide each one with its left side button in the menu Inventory.

NOTE: both menus must comply with this condition, when you click on the hystory button you must slide the Inventory menu to the left to hide it and to the right to show it

try a form but the error that my design has is that it opens both menus on the right side, or does not open them according to the settings I've tried

If something is not understood about my question, I will venerate and tell myself before I am badly qualified and discouraged from participating in this community.

IMPORTANT: I did this in logic bricks and I would like to first exhaust the possibilities of continuing to do it this way, until I learn python properly


texts: Can't add rocks from Rock Generator Addon

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I successfully added the addon and enabled it:

But I can't execute it, because it is grayed out:

The blender console shows the following:

Calling the function to add rocks via Python gives the following error, if this is of any help:

Any ideas why this addon won't work?


texts: Spin duplicate gives parts - how to spin a complex part of a pipe?

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I wanted to get the stretching and pulling out of the mesh with using the spin tool.

The curve tool got used first but the stretching in highly bended areas was way to much.
With spinning it seems to only spin the selected loop.
Toggling the duplicate mode on in the spin mode, it doesn´t close the gaps between the parts.
how can this get fixed?

The Bezier curve seems to ease the stretching but the optimal wished result in this case would be if there was a setting available to say that some parts of the mesh are stretchable and others are not.


texts: Is it possible to mask animated displacement textures?

texts:
I'm in the last chance saloon and I can't figure this out.
I'm trying to create an edge mask that will softly blend out an animated bubble displacement texture.
I've created the bubble displacement on a plane which is phasing through the textures z axis via a controller linked to an empty. The problem is that the edge of the plane is clipping the animation. I need the animating bubbles to softly falloff before the edge of the plane so I can seamlessly place in situ in the environment.
The bubbles have been created via modifiers. I will be rendering this through Eevee and not cycles, just in case you need that info.
Hope that make sense. Any help would be greatly appreciated.


texts:
I have a problem with my armature, it should follow a path but it doesn't move from its initial position... the thin blue line between the armature and the curve appears and moves along the curve but the armature doesn't follow, I don't understand why!

I've linked the blend file here: http://pasteall.org/blend/index.php?id=49394

thanks by advance!