texts: How do I remove or at least lesson the cutoff geometry problems arrizing with my camera and the geometry I'm currently working at scale of centimeters for exporting into unreal to keep proportions as my assets though are at 10' right now


texts: splitting of screen areas and retrieving the active area with python

texts:
I try to split the VIEW_3D  area of my screen (2/3 - 1/3), and to display in the 1/3
a file with the TEXT_EDITOR.

The problems are:

that the activate area seems not follow the area's iteration
the width of the new area created seems not to have been update. (0 is returned)

here is the code:

bpy.context.area.type = 'VIEW_3D'
orig_width = bpy.context.area.width
print("originale width of View 3D is : " + str(orig_width))
bpy.ops.screen.area_split(direction='VERTICAL', factor=0.3)
final_width = round(bpy.context.area.width * 0.3, 0)
print("Final width of View 3D is : " + str(final_width))
i = 0

for ecran in bpy.context.screen.areas:
    print(ecran.type)
    if ecran.type == 'VIEW_3D':
        print("Space.active = " + str(ecran.spaces.active))
        current_width = bpy.context.area.width
        print(str(current_width) + " - current_width")
        print("i = " + str(i) + " - " + bpy.context.screen.areas[i].type + "Width : " + str(bpy.context.screen.areas[i].width))
        if current_width == final_width:
            print(ecran.spaces[i].type)
            bpy.types.spaces[i] == 'TEXT_EDITOR'
i = i + 1

The script is executing from an addon in the context of 3d_view, called from the spacebar menu. It splits correctly but the Text_Editor is not displayed.


texts: Minimum amount of illumination in Cycles?

texts: I'm rendering a satellite in orbit of the Earth for a client. The sun is head-on so there is nothing to light the back of the satellite. Since this doesn't look great and more of the satellite should be visible, I want to make it so that shadowed areas aren't as dark. I tried doing this by making the world lighting brighter, which works, but since the satellite is metallic, the shadowed areas of the satellite don't look shadowed at all when viewed at a shallow angle (the background is reflected). How can I make the satellite still look shaded properly but with the shadowed areas still somewhat illuminated?


texts: How can I use shadow from environment world (HDRI)?

texts:
I make an animation in Blender 2.79 and render it using EEVEE in Blender 2.8 as it's very fast. One problem is that if I use HDRI whenever I do this for background, shadow of mesh doesn't appear on other meshes. It does appear when I use the lamp. The best example describing this is following video. You can see that no shadows under human and punching machine. Is there something wrong with the Blender version I'm using or should I do something else to get the shadows?

https://www.youtube.com/watch?v=KDgBqsjVR3o

This is the .blend file I used to render.


texts: Using displacement maps (or something else) for adding rotational noise effect to mesh?

texts:
So I have made a fence using the array and curve modifiers. I can then use the displacement modifier to add some vertical and depth noise to the mesh to make it look more irregular and not perfectly straight.

But is there a way to add "rotational displacement" to my fence as well? So that in some places the fence is tilting to one direction and in some other place it is tilting to other direction? Tilting randomly along its longitudinal axis for example?


texts:
I'm new to Python
I would like to display in the 3D viewport a better representation of the Xray mode. The header icon is not visible enough to me. Not always easy to see the difference between ON and OFF.
I have search for a potential addon or script without success.


texts: After I Fracture and Apply Rigid Body to Object, It Falls Apart Fine in Viewport, but Once I Bake the Pieces to Keyframes This Happens. Why?

texts:
Just like the title says, I fractured the object, applied Rigid Body to all the pieces. When I play it in the viewport it falls just fine, however I know that in order for it to be viewed that way in the render I need to to bake the pieces to keyframes. However when I do so the pieces seem to only be visible when passing through the path of the object they were fractured from. The textures on the pieces don't seem to move either. The original object has no physics attached and is disabled in the viewport and the renderer. I am baffled as to why this happens. Does anyone have any ideas? Thanks.
P.S Here is a link to the video of it happening for visual aid. I posted it on the reddit page as well.
https://www.reddit.com/r/blender/comments/lqej94/after_i_fracture_and_apply_rigid_body_to_object/


texts: What is the fastest way to properly rig and animate organics?

texts:
What is the easiest and fastest way to properly rig organic objects?

I have a organically-formed turret (shown below) which will need to tilt 90 degrees up, all the way to 45 degrees down.

I was assuming to a) have a trail of bones (not sure how many) from the center of the base, leading/curving up to the shooting point of the weapon, b) to set parent with automatic weights, and c) rig each vine individually.

I was also thinking that "proportional bone editing" or something of the sort will help keep the organic flow of the turret during animation?

Any help greatly appreciated.


texts: Fastest and Cleanest way to lower fluid polycount

texts:
As it bake the fluid result is pretty poly expensive because polygons are sync with voxel resolution.

What's the best way to get an optimized mesh out of a baked-applied-motionless fluid model?

Limited disolve works pretty fine on planar surface but it takes TOO LONG (1h for 450vx fluid, it use only 7% of my cpu)
Decimate is far more faster, but i wonder if it's fine to use because i have no idea if it first aim "plannar high poly parts" or if it just reduce polys everwhere at the same time...
Any other idea?


texts: How do I stop model from disappearing when I rotate around it? It happens randomly and I don't know how to fix it. Example would be today when I was in edit mode i selected vertices and when i rotated it started to disappear. The model lost all textures and when I switched back to object mode the whole thing was invisible.


texts:
I've got following problem:
I have an object in my blendfile which already has a face, differing by material.
When I now press 'P' to seperate and then 'by material' it becomes an independant object, but I can't change the material of it.
Is there a way to do it or do I have to create a new plane ?


texts: Possible way to have a different background than the HDRI background?

texts:
If the title was confusing to you, let me explain in further detail. I have Suzanne here, and I want her to show the surface reflection of an HDRI environment background picture I have set up, but in the actual render, I want to have a different color, or picture show in the background. But I still want her to reflect the first environment background. Is it possible?

Now yes, it is a posiblity to export a render with a transparent background, and edit said render in Photoshop or Afterfx if it's a video, but is it possible to do in blender?


texts: Physic-based fur/hair on an already animated model from an external software (Source Filmmaker)?

texts: So, I was looking up tutorials on physic-based hair or fur in Blender. However, while I found a ton of different tutorials on the subject, I couldn't find one where you could just overlay the fur or hair onto an already animated model. I'm already relatively familiar with animating in another software known as Source Filmmaker (SFM), and I find it far easier to use than Blender. However, it is also severely outdated, so it would simply crash if I were to use a high-poly model. I was thinking I could take the animation I made in SFM and apply it to a high-poly model in Blender, and then add the fur/hair to it. But I really want the hair or fur to be physics-based, not static. Is there any way to do this? Or would it just be easier to learn animation in Blender?


texts:
I have a mystery.
Rendering my model with a Hemi light (default setting) and a spot (default with slight Light Color change). Both placed above model.

When I render and see the shading calculation(?) I get (correct) shadows inside nostrils.

When final image is done - I suddenly have light inside nostrils?? And I just can't seem to figure out what is doing this? I have SSS on skin but nostrils-area (with marked seem around) does not (anymore... as I believed SSS to be the reason earlier).

Any tips on what this could be caused by?

Rookie stuff, I'm sure, but I guess I AM a rookie. Trying ty improve


texts: I think I pressed something by accident, and now my regular movements are jittery.

texts: Normally when I press the "g" key everything is smooth. But suddenly as I was working on my model. Everything is moving very jittery and I cant control anything that is happening. The vertices would jump around the point but wont land at the specific area I want. Is there a way I could fix this?


texts: Procedural wood bark displacement shader

texts:
I am trying the generate a procedural wood bark with the displacement material slot (in object texture coordinate).

I got this result:

It's still far from the effect i am trying to create, here is the result i want to get:

It must be generated on a cylinder with a radius of 30 cm to be close to a tree.


texts: How to apply list of rotations to multiple bones using animation nodes

texts:
Currently I am  using Expression node to apply rotation to a single bone, is there a way to apply a list of rotations to multiple bones using a single Expression node? I have tried everything, but this expression doesn't accept lists

The order of rotations and the bones is the same.


texts: How to get shadows on the ground plane? (Noob)

texts: I'm using Blender Internal. I have a ground plane set as receiving shadows, I have two light emitting planes, both have cast shadows on. I am using indirect lighting to utilize the effect of the light emitting planes. But I get no shadows cast on the ground plane, by the main object, a robot. How to get these shadows? Sorry for the noob question, I just suspect I'm missing some simple tick here or there, that will switch it on. :-)


texts: The encoding panel is missing. Tried Blender settings reset  then reopened, but still no encoding panel or preview.


texts: Is it possible for a emission shader not to cast shadows?

texts: Is there an option, like on lights sources, to tell the object that has an emission shader to not cast shadows in the scene?


texts:
I'm modeling the Earth, and I did some stuff in the Compositing nodes. The stuff I did to the earth, won't render. I already have Compositing checkbox in the Render tab under Post processing scroll checked. I don't know what to do.

Here are my node things if that helps:


texts: Are there downsides to increasing viewport samples?

texts: By default the viewport samples are 32 (at least on my machine). This gives me a rough render fairly quickly when the viewport isn't changed. But are there downsides to increasing this number? Obviously when increasing the render samples, it takes longer to render, but gives you a higher quality image. However, in the viewport it renders progressively and I don't see any reduction in performance after increasing it to 256 or 512. The only downside I can think of would be more wear and tear on my GPU, but is there something I'm not thinking about?


texts: Is it possible to make stains from a fluid simulation?

texts: I'm working on a fluid simulation and want it to look like wine pouring into the cup and overflowing, but I've been looking for ways to add stains on the cup from the fluid simulation. Can you do that?


texts: I'm currently trying to build an Anime style shader in blender and edit the normals to get better shading. But i also want a fresnel effect thats not effected by the edited normals. i know there is this true normal output on the geometry-node, but it gives me just the flat shaded normals. So, does anyone know a way to smooth the normals with vector nodes or something else that gives me smooth shaded normals for the fresnel effect?


texts: Why blender keeps crashing while rendering this simple animation?

texts:
I'm running blender on Windows, and every time I try to render the animation to an .mp4 H264 video with audio blender crashes between the frames 300-400. This video has about 16,000 frames. Each frame takes about 4 seconds to render
By reading on other forums I found that sometimes the problem is that blender runs out of memory but I think this is no the case because blender is always using about 450MB of ram in my 8GB computer.
Here are my specs and some of the rendering settings:

Intel Core i7 2.4GHz

8 GB Ram

Windows 10

Shading (Textures, Shadows, Ray Tracing, etc...) - All disabled

Antialiasing 8x

Render size: 1920 x 1080 at 30fps

Threads: Auto (4)

Tile size: (Tested with both 64 and 512)

Video codec: MPEG-4 H.264

Audio codec: AAC at 192 bps
I haven't modified any other performance settings

The scene is a music video done with animated cubes with GxAV and a plane with a particle emitter with 10,000 billboard particles
Is there a way to reliable render this with blender?


texts:
I’ve just downloaded the latest build of Blender 2.81; everything works great, but I noticed the Navigation Gizmo (viewport’s top-right) is currently missing; I found that widget particularly useful when working on the laptop, but now it’s nowhere to be found.

Firstly I thought it’d be a toggle within the overlays drop-down, but I was wrong: only the transform gizmos can be found there.

Has the feature been removed?


texts: Why does the mesh get deleted when parenting to the generated rigify rig?

texts: I adjusted the bones in the rigify add on and they fit my mesh, then I generated it and it still matched up well, and when I parented it with automatic weights, it goes from a full human to what's shown in the image.


texts: Blender 2.79 - Can't find Spiral tools in toolbox

texts:
This is my first time working with 3D modeling. I thought Blender would be a good one for a beginner. I decided that a necklace would be a good first time project to learn blender.

However, the necklace has spirals, but I can't find the spiral tools anywhere in the tools menu. I've searched for about a half an hour on how to get the spiral tools, but every answer is for an older version of Blender.


texts: Can you bake materials (not textures) in Blender?

texts:
I have a question about materials in Blender. Can you bake them? I know you can bake textures but can you bake materials you get after combining multiple nodes in Blender?

Do I need to create a texture from material?

I've tried to bake materials but it doesn't work how texture baking works.

I'm using glass material and I want it to behave like a glass when I bake it but it does not.

This is the node setup without the image texture node with bake texture in it.

This is the result I get which is not good for me because I need it to behave like the material in the Blender (like a foggy glass)

I've been looking for answers for 2 days now and everybody is talking about baking textures from image textures which I know how to do but nobody is talking about node materials being baked.

If anybody knows how to fix this or if it is possible at all can you please share. If it is not possible does anyone knows how they do the glass in games? What material or texture they use in a game engine?


texts: Animation automatically created by Rigify in Blender 2.8

texts:
After generating a rig with Rigify in Blender 2.83.3 an animation tab is added under the rig.
I'm quite new to blender, and I'm asking this question just to have more understanding of what I'm seeing and why it is there.

So as you can see from the image above, on the right side, I get an animation menu, below there is what is called Drivers which I have no idea about them ( if you can give me a hint on what they are I'll be eternally grateful ) and below it, there are Squirrel and Squirrel_ui.py.

Which are the functions of these things?
What are they?

Last but not least, there is that damn thing on the action editor that is created automatically. Is like a clone of the track above. I just can get rid of it, can not delete it. Why is this?
Guys thank you so much for your time.
UPDATE

About the action editor question: that extra tab, seems like a copy of the one above it. Also, I noticed that if I click on the button on the menu on top ( see screenshot ) which says "Include missing NLA", that block ( the one below ) just disappear, leaving visible only the one with the action inside. So from this test/result, I guess that this damn block is an animation data-block with no NLA data. How this block is created, why is created and why I can't delete it, well still a mystery. This may help you if you are looking into this as well.
About the drivers, I think they are part of the Rigify's code-structure, I think that they are needed in order for Rigfy to work. Still, I would love to know more details about it.


texts: Importing external python module into bge

texts: I have done lots of searching around but nothing has really answered this question directly. I want to install the Pillow library to make use of in blender. Pillow Link I want to be able to get it accessible by blender while editing and later when I export to a runtime. Anyone know how to do this


texts: Rendering became grey after I added an object, not a clipping problem, screenshot attached

texts: My animation rendered great until I added a blender object to it, it became grey and is showing the added object as a plane object. Camera clip end is set at 4000m so not the cause of the problem. Any idea please?


texts:
I'm trying to make a shower drain and am using a Boolean modifier into a very flat cylinder. I was able to get the circles where I wanted them, but the geometry is weird. When I add a subdivision surface modifier, it gets all messed up. I've been trying to dissolve edges, and re-mesh but I just can't figure out what to do now. And frankly, I don't really understand the root of this problem. Any thoughts?

Thanks!


texts: Cycles always renders RGB channels to the same values under sun lamp?

texts:
I'm rendering a ground surface that "catches" the diffuse reflections from a blue sphere (earth). While I was using a point light, the rendered image is indeed blueish. When I switched to sun lamp, everything looks grayscale.

I've ensured the render output to be RGB, but my rendered image has always the same RGB channels as if it were grayscale.


texts: Imperfections viewing 3d model from afar. Why?

texts:
While working today on my current project which involves a bit of kitbashing I noticed the following visual imperfections while viewing the models from afar.  This does not happen at all when viewing the same model from close.    You can see how the face orientation looks in the second pic.
I would like to know if I can get rid of this disturbing effect since I do not want it to transfer to the final model?
Thanks.


texts: Is there a way to choose a beginning and ending edge and auto select all the edges in between?

texts: I have been using Blender for quite a long time and I just want to make sure that there isn't a better way of selecting edges, that I might not be aware of. It is so cumbersome to have to click every single edge when I don't want to select an entire edge loop but a portion of one instead. I was wondering if there is some way in to specify a start edge and an end edge and then be able to auto select every edge in between?


texts: Can I get a more fine grained zoom in the UV/Image editor?

texts: In the UV/Image editor, and consequently when viewing the render results, the zoom has pretty big increments. If I render at 1920x1080 or larger, I can get the image to fit almost perfectly to the viewport. However, if I render at 1280x720 (which I do occasionally), I either get a ~2.5cm space between the edge of the image and the edge of the viewport or the image gets cropped by ~0.5cm. Is there a way to get smaller increments?


texts: How can I make a shader or change the scene lighting to make glass less reflective?

texts:
How can I adjust the lighting and create a glass shader to make an object less reflective like these:

I tried this:

But it doesn't reflect at all:


texts: Export blender rendered image as numpy array

texts:
I want to know the easiest way to export rendered images from blender to be exported as numpy array.
PS: I don't want to save the images first in *.jpg or *.png and then access them. I want to directly export the rendered images as numpy array.


texts:
I want to assign this vert to this bone
When i try weight painting it just isnt as accurate


texts:
Ok so I have pillaged google and forums all over and still I am at a loss. I have this blender file and any attempts to use the sculpt tool and it does not effect the object.
I have gone in checked for any subsurface modifiers, I have checked to make sure that I go from object mode - to edit mode - and finally to sculpt mode. I have checked all through the settings for any other applied modifiers. Along with checking to make sure it was not with the user preferences in blender as well.
Here is a link to the file BLENDER FILE DOWNLOAD . You will be able to see that the sculpt tool is not working.
Any suggestions or information on what the problem could be would be most appreciated.
Thanks in adavance!


texts: Where Is Shadeless Material Option For Blender 2.8?

texts:
just trying to use shadeless lighting for a material, but cant find where it is in 2.8
This is how it looked in the older versions:

Any help is appreciated, thank you!


texts: is it possible to copy edges and put it on different faces?

texts: so I have subdivided a cube six times, and I only want specific edges, it took half an hour to delete select edges, and I want to know if I can duplicate the edges and put it on the 3 sides I want to duplicate it to.


texts: How Do I Move a Face Entirely on Its Own?

texts: I fairly new to blender and i'm trying to move a specific face on its own. When I have the face selected and use the move controls, it tugs the surrounding area with it. I was doing it before but I think I accidentally hit a shortcut, and now it no longer responds this way. How do I fix this?


texts: How to set an objects rotation to default rotation after applying it to something else

texts: I have a rocket model which i rotated to a certain angle and then (By mistake) applied the rotation,the situation is that i cant undo my actions :) so now i cant rotate my rocket back to the default rotation. Please help


texts: (Blender Internal) Render Layers keeps duplicating

texts: So I'm trying to have two smoke domains in one shot. I have a fire on the first layer and the explosion on the second. I add in the Render Layers tab another render layers. I want the second layer to be transparent, so I disable the sky option layer. I set under the layer tab the Scene and Layer the second one, and the first Render Layers is the first layer for both options. But now it's duplicating my settings to the other Render Layers. Anything I can do? Thanks!


texts: Is it possible to have separate animations, with independent timelines?

texts:
I've a scene with several objects that have (keyframe) animations attached to them. For clarity, think of a house with different doors and windows that can open and close independently of each other.

Right now, I've a single timeline that opens all the 'doors and windows' one by one. But I would like to be able to change when which animation plays when, independently of each other. I would like to, for example, open two doors at once, while all others stay closed.

Is this possible?


texts: why do changes to the armature made in edit mode vanish when I change modes?

texts:
Sorry for the basic question!

I found out that my knees in the blender armature where not bending because I extruded them in a straight line. When I tried to create a bend in them in edit mode, the legs would revert to their straight position in edit and pose mode.

Why is this???


texts: Blender particles. Grid based emitter only allows maximum of 1000 particles. Any way to increase this?

texts:
I have a particle emitter attached to a cube in my scene that is emitting ico-spheres from its volume.  I want it to Emit in the grid shape (as it currently is)

except for that I want it to contain a lot more than just 1000 particles.  when I select the grid emission however, the particle amount is automatically set to 1000, and the number value in the particle settings is grayed out
(see below).
No matter what number I set it too, the particles don't change at all.

does anyone know of any way to increase this number beyond 1000 while still keeping the grid formation?
Thanks!


texts: Procedural texture is not visible in render

texts:
I made procedural texture, but it is only visible in material viewport shading but not in rendered view or rendered image.

Can anyone please advise me what is wrong?


texts: My viewport rotation is inconsistent. Is this a bug or an option I misclicked?

texts:
I've recently started using Blender 2.9.0. I just realized that the viewport rotation around an object is inconsistent. Most of the times it is clockwise if i hold down my MMB and move my mouse to the right but it has a ~10% chance in rotating counter-clockwise.
Video of the issue


texts: When moving objects or vertices around you can hold Shift for finer precision. This doesn't seem to work with orbiting or panning the view however. Can I toggle slow down orbiting or panning without changing my mouse sensitivity?


texts: Is it possible to run a script from an external editor without reloading the file?

texts: I use an external to Blender text editor (vim). I understand I can write in it and then reload file in Blender's text editor. Is there a way to run a script from external editor without this additional step?


texts:
Trying to export a list of features for some objects from a csv file to the GlobalDist in BGE (Blender 2.78) but the Python Console returns the following error : "Warning : could not open marshal file" and the .bgeconfig is not created.

Does someone have an idea ?

thanks a lot,

this is the code I lunched in internal text :

import bge, csv

from bge import logic

gd=bge.logic.globalDict

db=csv.reader(open(logic.expandPath("//")+"/db_weapons.csv","r"),delimiter=",")

is_header=True

temp_dict={}

for row in db:

if is_header:
    header=row
    is_header=False
else:
    for col in range (1,len(row)):
        temp_dict[header[col]]=row[col]
    gd[row[0]]=temp_dict

print (gd)

logic.saveGlobalDict()


texts: matrix_basis vs. matrix_local for object parented to bone

texts:
How does matrix_basis vs matrix_local work for object parented to bones?

Looks like matrix_local changes when the armature is animated?

I'm trying to get bone parenting work correctly for the glTF exporter and thinking that maybe it should use matrix_parent_inverse * matrix_basis instead for getting object's local matrix, but not sure if that would break other stuff.


texts: How to clear values in measurelt (Toolpanel>display))

texts:
I am using helplines to determine the outer angles of the cylinder. I need these angles to align the cubes exactly to the cylindersides. Measurelt puts values on top of each other however, making them unreadable (see image) Is there a way to clear these values (then I can also get rid of the light blue angle font which is hardly readable)?
And if there is an easier way to align these cubes tot the cylinder I would like to hear that too. I know I can duplicate the sides of the cylinder and make them into cubes with the right angle, but that is not what I want.


texts: What I want is there to be a particle emitter which emits random sizes but also has a small chance of getting a really big particle. Is this possible? I don't mind if it's integrated, an addon, nodes, scripts or whatever.


texts: Perfectly snaping and aligning two objects by face center using the least possible steps?

texts:
I want to be able to perfectly center and align one piece of geometry to another that is at an arbitrary angle. The following screenshots demonstrate better what I'm trying to do:

Does anyone know how to accomplish this simple task in the most efficient way (least possible steps)? I am open to add-ons that offer this functionality via script as well.


texts:
I'm not a highly skilled Blender user, so maybe it's a dumb question:
So shortly: how can I put my displacement map (a  square image) onto my plane (square too) matched perfectly?
With detailes: I'm in a middle of a project, what is 100% planned, and described mathematically, and it's going well, but now I need a displacement map, and I'm disappointed when I'm tryin to find out, how to put my perfect square map into the displacement modifier of my perfect square plane, if I want it to match perfectly. I have several ideas with displacement maps, but without this I can't really make them real.
Thank you


texts: What are the advantages to animating eyes directly as objects as opposed to via an armature?

texts:
I've been in the habit of using armatures to deform my eyes, due to other engines that I use.  Generally just solidly weighted to a single bone.  But I notice that this isn't popular, that many Blender artists prefer to keep their eyes free of any armature modifiers (bone parented to an eye master, or directly to the head, with object based constraints instead of bone based constraints.)

It seems like a lot of people take the attitude that armature-free eyes are the right way to do it, but I've never heard why.  I'm having trouble seeing any meaningful differences (tiny issues like mirror mod friendliness vs requiring blanket assignment to a vertex group.)  Can't find anything with a bit of Googling either.

Are there differences?  Is there a right way?  Are there times to prefer one method over another?


texts: How should I make scenes with atmospheric lighting brighter?

texts:
I'm working with indoor lighting. I have a small room with two windows. I'm trying to create an atmospheric light. I have something like this

(sorry for a bad quality)

For that I used a spot lamp... The result is good but the room is too dark and it's hard to see objects in the room (if I place any). I thought about adding planes to the window frames, that would emit light, but how do I make plates let the atmospheric light through? Mostly the question is about where and how I can put additional lights, and whether I need to do that.

What I want is to have atmospheric light, but at the same time add some light to the room so that I can see other objects more clearly.


texts: How to make vertices child to empties/objects

texts:
I want to build a plane whose four vertices follow the path of four empties. The plane has an image, and I used the "Image-as-planes" add-on to setup the plane.

To parent each of the vertices to each empty, I use the following procedure:

select the plane
tab into object mode
select the vertice
tab to leave object mode
shift-click to add the empty as parent
ctrl-P

however, I can't link more than one vertix to an empty. As soon as I parent another empty, the previous one is unlinked.

I am aware this is probably something very basic, but I couldn't find how to do that in any other way.


texts:
Does anyone know if there's a modifier or any other way to "randomize" the location of a number of objects? What I have is about 20 objects positioned next to each other and I want to randomize their Z value, but it's for a still, not for animation. I'd like to know if I can do this other than manually because I may have a lot more objects than just 20...

Thanks!!

EDIT: I've found a way. With all objects selected, I just need to run this script:

import bpy
from random import *

for ob in bpy.context.selected_objects:
  ob.location.z = ob.location.z + random() * 2

I wonder, however, is there's a more "visual" solution to this, other than scripting...


texts: Rotate texture at the middle of UV and without tiling distortion (MAX like)

texts:
I need texture center to be in the middle of UV coordinates and make this possible
(gif video https://imgur.com/j24jLxi)
working in blender (gif video https://imgur.com/bZoOVEa)
this

to this

File scene with plane and texture packed
https://www.mediafire.com/file/e3vm7hn08ajo8ms/Tiling_example.blend/file


texts: Simplest way to create a database symbol

texts:
I'm trying to model a database symbol like this

The only way I currently know how to do this is by starting with a flat cylinder and repeatedly extruding and scaling.

extrude
scale Z
scale .9
extrude
scale Z
scale 1.1

This is very tedious. How else could I accomplish this?


texts: Can't select an object while in bone pose mode. (Lock object modes is off)

texts:
As the title says. Lock object modes is off, but for some reason I still can't select the rigged character (or any other object) while in armature pose mode. Tried appending the whole thing into other project, it worked for some time, then started having the same problem.

As a temporary work-around, I'm selecting object from the outliner. Obviously this is much less preferable than just being able to select them in the viewport window.


texts: How to make a "rope" like object with even width throughout the whole object? (image inside)

texts: I'm modeling a cord, but I've run into a problem. Basically I modeled it by starting with a cylinder and rotating the final edge, then extruding that to the next sequence. However, this will cause the width to shrink where the edge turns. It's only by a little, but I would like even width throughout. Truth be told, when I add the subdivision surface modifier it becomes indistinguishable to the naked eye, but I would still like to do things "the right way" if there is such a way.Here's an image of my cord minus sub surf modifier.


texts: Facial movements distort the face of the character when auto-rigged in mixamo

texts:
I tried to upload my exported model in mixamo and did an auto-rig. All the other parts seemed to be rigged nicely, apart from the face and the hair. As they move, the hair and head get distorted weirdly… Now, I have a list of questions :
A. I tried to export the auto-rigged mesh to blender again to see what is the problem. Would this be something to do with weight painting? Should I consider rigging without the hair and then parenting the hair to the head bone after the rigging is done? At this stage, I am not considering for a face rig, but just be able to have my mesh to replicate all the animations from mixamo so that I can use it in game engines.
B. Another factor that I am considering which might have caused this problem is that all the modifiers were not applied before the export from blender. Would this be the part of the problem?
C. Last but not least, when I uploaded the obj. file in mixamo initially, all the materials were lost. How do I import the mesh into mixamo with the materials and textures that I used to have in blender?
Here is the project file extracted from mixamo : https://drive.google.com/file/d/1NZm-1OJrRbtS6YWrBGpbd0CydHZA3zZl/view?usp=sharing[![enter image description here]1]1


texts: In the Output tab of Render settings, you can set the output options for rendered animation. One of the options is to have new renders overwrite the previous ones or not. The File Output node in the compositor doesn't seem to have this option. It always overwrites. Is there a way to have it not overwrite, or another way to output still images that doesn't?


texts:
I've been experimenting with nodes recently and following along with other people's work. I've noticed they used a clamp node that I cannot seem to find in the search menu.

This blender documents say it can be found under Converter>Clamp Node.
https://docs.blender.org/manual/en/dev/render/shader_nodes/converter/clamp.html

I've tried experimenting with the Math node but couldn't get the same results. I'm using Blender 2.8

Is there a way to create the Clamp Node with Node Wrangler


texts: Making Edge Lines Stand Out in Game Engine

texts: I want to outline all of the tiles so they are easier to see. I need the edge lines to be clearly visible.


texts:
Is something like this possible in Blender ?

I need random movement of particles, which leaves static strands behind.


texts:
I just extracted this addon called MESHmachine in the "Blender 2.8/scripts/addons" folder and when I go to open Blender, it didn't show up on the "Preference - Add-ons" tab.

I clicked "Install Add-on from File" and tried to install the MESHmachine py. script from the "C:\Users\Khalil Poaches\Desktop\blender-2.80.0-git.009dbc2bc9fb-windows64\2.80\script\addons\MESHmachine_init_.py" onto the add-ons menu then I have to delete one of each pair to resolve the double script issue.

How can I undo this?


texts: rigging separate objects to one skeleton

texts: So recently ive decided to try to make a full model from sculpting,texturing and rigging it, though im a little stumped. i dont know much about rigging and was curious about how you rig separate object to the same rig. all the parts in green are separate and im not sure if theres a good way to use the same rig to for all of it withougt having to merge it all and keep the spikes from bending and looking floppy. also i cant seem to get rigify to to recognize the bottom jaw, i have control over the whole head but cant close the mouth and was wondering if theres a special thing you have to do for that


texts: How to Fix Axis of Armature Without Wrecking Mesh?

texts: I'm trying to rotate parts of an armature with code and finding that pieces of the armature have their axis oriented differently for some reason which makes looping through the pieces and doing the same thing impossible. Rotating on the Z axis in a positive direction for one is a negative direction for another. Through fooling around with the armature options, I found that I can see the Z axis for one is pointing up while another it's pointing down. How can I fix it so that both are the same while not destroying the weights to my mesh? Can't I just say "voila, your axes are now this way!"?


texts:
I want to build a custom piemenu wich contains the following: Proportianal Editing and Changing the Pivot point.

There are already two pie menus, which does those options, but I have only one button for that.

So I want an pie menu which contains following commands:

#bpy.context.space_data.pivot_point = 'CURSOR'
#bpy.context.space_data.pivot_point = 'INDIVIDUAL_ORIGINS'
#bpy.context.space_data.pivot_point = 'MEDIAN_POINT'
#bpy.context.space_data.pivot_point = 'ACTIVE_ELEMENT'

and also some commands for proportional editing, which allready working.

but I don't know how to ipmlement these operators, because at all others, there is something infront of the equal sign.


texts:
I know how lenses work, and I know what a focal point is, but I don't get what Blender means by "focal length".

I can set the distance to the focal point of a camera in the depth of field panel, while changing the focal length in the lens panel changes my FOV, (larger focal length -> smaller FOV) but what quantity is this change based on?
I need to set the FOV with great accuracy, based on distances calculated from the geometry in my scene, so I would like to know what the meaning is of the distance that I have to fill in in the lens panel.


texts: Python : hide collection (turn off the eyeball icon of collection) in outliner

texts:
I want to hide (turn off eyeball icon) a collection by its name.
Refer to this : How to "Hide a Collection in viewport" but not "Disable in Viewport" via script in Python
i can't use bpy.data.collections[name].hide_viewport  as it will disabling rather than hiding (turn off monitor icon)
so have to use layer_collection :
collections = bpy.context.view_layer.layer_collection.children
colname = "mycollection"
for collection in collections:
    if collection.name == colname :
        collection.hide_viewport = True

That's 1 level down , if i have multi level collection, than i have to iterate recursively until i found it. it's too slow.
Is there new API or any simple method in 2.90 or 2.91 ?
Thanks


texts: Turning high poly to low poly UV normal gone haywire

texts: I am trying to make a low poly game character the high poly baked to my unwrapped low poly. I attached pictures of rendered and not rendered. Why is the rendered low poly colored like the normal map? Shouldn't it be the same color just with the light bending around it as I would expect? What did I do wrong? There isn't much stretching in the unwrap. I can't find any other examples that look the way my rendered image does.


texts: Map an image file to a UV dome post-version 2.8

texts:
Version 2.92.
Created a UV sphere and lopped off half, so a hemisphere remains.
At present there are by default two panes in the UV Editing tab screen--UV Editor and 3D Viewport, side by side.
After Edit Mode!UV!Unwrap in the right pane (in the 3D Viewport), the UV Editor (left pane) changes from a square grid and a cursor in the lower left, into a round grid that can accept a round map--where I've thus done so:

Meanwhile the 3D Viewport (right pane) contains the dome perspective, but it's still gray.
I want to map the .png in the left pane onto this dome in the right pane.  But how?
UPDATE:
Here is something in the "Base Color" field for Material Properties:


texts:
So I was just wondering what all the colours mean in blender.
For example:
Yellow is keyframe relation?

Green  is between  keyframes?

Also seen a purple coloured things, for the lack of a better word, can anyone point me to the wiki if possible and tell me the name of this phenomenon?


texts:
So here is my current state:

I want to move the object origin (small yellow dot) exactly in the middle but to the right so when I mirror the object it will work correctly.

I can't figure out how to do it. I know how I can move the 3d cursor and change the objects center to match the 3d cursor.  However, I do not know how to get the 3d cursor to the exact spot.

I know where I can input the exactly location of the 3d cursor but I don't know how to SEE the current object center so I know the proper Y/Z pair to put in.

How can this be done easily?


texts: How to select the video strips at the playhead through python?

texts:
I need to select the strips at the playhead through python, so I can do different things, like delete and close the gap.
I've posted an image to show that the active clip might be somewhere else, and there might be multiple strips where the playhead is.
I know how to get the current frame
bpy.context.scene.frame_current
and I can find
bpy.context.scene.active_clip
but i can't see any options to select the playhead strips.


texts: Disable atmospheric drag in smoke simulator?

texts: I know this is a stretch, but using the smoke simulator, I'd like to simulate a gas moving through a vacuum (space) which means that the gas should not be slowed down over time and should retain its momentum. Is there any way to disable the effects of atmospheric drag on smoke so that it continues to move for long periods of time? Thanks


texts: Python: how to get name of active render layer

texts:
Using Python, how do I get the name of the active render layer?

I have three render layers.  All three are enabled.  But only 1 can be "active." (highlighted in blue when I select it)

I would like to write a script that gets the active render layer name, appends it to the render Output filename, and only renders this layer.

Thank you.


texts: Bake Built-in Function in Graph Editor to keyframe?

texts:
I have a sine wave I generated in the graph editor for a pendulum and I was wondering if there's a way to bake the sine wave in a certain range to keyframes so I can easily edit the beginning and ending frames. Ideas?
Spencer


texts: new Blender version 2.8 not working on win7 64bit

texts: I have downloaded the new version of Blender 2.8 on my desktop I can see Blender starting up a gray window opens and then just shuts down.


texts: Colour ramp in 2.8 only picks the last colour stop.

texts:
Im not sure whether somethings changed or I'm just doing something wrong (since im a newbie), but my colour ramp in blender 2.8 when using eevee engine only picks the colour at the last stop. My nodes were working just fine in blender 2.79, this has happened on 2 different instances when using the colour ramp. For example in the project im currently working on, I'm in rendered mode:

Now lets slide blue infront

Is this all happening since Blender 2.8 is in BETA? Could someone chime in? Thanks.


texts: blender animation not updating in render mode but working in texture mode

texts:
https://drive.google.com/file/d/0B51VSnCzGPLfdzVLQVYtYngwWDA/view?usp=sharing

I got above blend file from tf3dm , but I find that when I try to change the animation to video I am getting a blank screen.

how to render it such that I could see the animation as a video.


texts: Align vertices with curvature of another object

texts:
I am new to Blender, and I'm currently trying to align vertices of one object to the curvature of another object.

I can't use S, then some axis and then 0, since both objects will (in the end) have a circular shape.

Thanks.


texts: Converting a mono audio strip to a stereo audio strip

texts: I have imported an mp4 video file (an interview) into the VSE, for use with an animation. The audio of the video file is mono. I want the VSE to output a video file with the audio in stereo (so that the video is played on two speakers, not one, as is the case now). How can this be done?


texts: How to enable shadows on glossy surface with enviromental mapping?

texts:
So I am a noob in blender.. but scene is in attachment.
As you can see, I dont get any hard shadows. With Sun size 0.062. How can I re-enable hard shadows so they are visible or what shader can I use to enable them again?
On diffuse they work fine, I removed diffuse because I wasn't sure if it was needed.


texts: Rendering multiple scenes and joining them into one

texts:
I am starting a new architectural project of an airport, and I am trying to create a scene where an aeroplane is landing on the runway. Now before I even start doing it, I am interested to know if it is possible to split a scene into more scenes, then render them separately and eventually join them back together.

What I want to do is to render whole stationary scenery (terminal building, runway, landscape etc.) without sky and airplanes in only one scene just as one frame (which will then represent a backgound of an animation), then just render airplane landing in one animation with everything else in the background transparent, and at last render the animated sky with dynamic clouds without everything else.

All of these three scenes will be rendered from one camera perspective.

My question is, can I once they are all finished rendering join them back together to make one animation? Is there something I should do in compositor, in video editor or do I have to use completely different program to do this?

Thank you very much in advance. If you have any other questions please ask.


texts: World background color/HDRI was transparent in render

texts:
I disabled world background for the camera, and made some renders. But then I decided to use HDRI and it doesn't work. It's still transparent in renders.
I see it on reflections and through the glass but cant't see it directly. (camera visibility is checked).

Relaunching Blender doesn't help.


texts: Setting transparency on mesh from inside, but not outside

texts:
Horrible title, I know. I doubt transparency is even what I need. Hopefully I can clarify what I'm trying to experiment with:

Two ico spheres share the same position, subdivisions, and rotations. Only difference between them are their scales, so one is inside the other. Outer sphere has an opaque material applied. Is there a material, or effect I could apply to the inner sphere, that would allow a camera object at the centre to see outside of the two spheres?

Only thing I can think of is to put a camera object at the normal of each face on the external sphere, then assign individual materials to the corresponding inner sphere faces which would display the camera views. However, that seems like a time intensive task, and a nightmare to organise. Wondering if there's a more elegant way to achieve the same effect.


texts: How to minify/simple display with python script execution

texts:
Is there a solution to execute python script in command line and display only viewport or render view.
No splash screen, no menu, no outliner, etc.

Actualy, the command line display everything :

blender -P .\simple.py

Bonus, I prefer to not modify user preferences

Thank you

Edit 1:

if bpy.context.preferences.view.show_splash:
    bpy.context.preferences.view.show_splash = False

for window in bpy.context.window_manager.windows:
    screen = window.screen
    for area in screen.areas:
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.ops.screen.screen_full_area(override)
            break

this code work but modify user preferences...


texts: Unable to prevent self intersecting geometry?

texts:
I'm working on a cap for a little device, but whatever I do, I cannot seem to avoid self intersecting geometry from being generated.
I fiddled with the order of modifiers and solidify parameters, to no avail.

blender file


texts: Location Constraint Offset In Wrong Position

texts:
I would like a bone to copy the location of another bone, but I would also like to be able to manually edit the location later if need be. However, under the copy location constraint, every time I check "offset" it messes up the location. I've tried every combination I could think of. How do I get it to copy location and allow offset without it messing up the location? Here is a video of the problem:
https://www.youtube.com/watch?v=EIZurcSZR_8&ab_channel=BehindTheScenes
Thank you for your time! It doesn't seem to have this problem with the copy rotation constraint, it's only copy location. Here is a link to the raw file if that helps debug:
https://drive.google.com/file/d/1ljo1JoQUSbHEUyzfkdM01pIWh3csiYWZ/view?usp=sharing


texts: How to change orientation of object and location?

texts:
My object (the tiny donut) seems to be floating but I wanted to place my object at the center like how the box is centered with grid axis in the image below:

Is it also possible to change the orientation of my donut so that it would face upwards?


texts:
I aligned the bone to the normal of the face as in the gif.
But bone roll is a problem.
I manually approximated to set the value of roll but it is not numerically correct.
Do you know a good way?


texts: is there a way to have bones that cant be keyframed? for example: a slider that hides/un-hides parts of the armature, it would make no sense to have that enabled for keyframing, or it could be annoying to deal with if animated by accident while automeyframe was on.


texts: Making the "ruler" go along a perfectly straight line?

texts:
I am trying to figure out how I can use the Ruler in Blender as a straight line. What I mean, is that every time I use the ruler, I can never make it a perfectly straight line. The picture below shows:

Is there any way to make the ruler go along a straight line, just as how the knife tool is able to go along a straight line, when I press "C". The picture below shows the demonstration.


texts:
I'm fairly new to using Blender's API, and Python for that matter, and just can't find the answer to my question elsewhere so here it goes:

I have a PropertryGroup and I want to write the names and the values of the contained properties into a file. They are mostly floats and 2 booleans.

My PropertyGroup ist for example looking like this:

class ExampleFloatPropertyGroup(bpy.types.PropertyGroup):
   float_a = bpy.props.FloatProperty \
   (
        name = "Float A",
        description = "Contains the value of Float A",
        default = 1.0
   )
   float_b = bpy.props.FloatProperty \
   (
        name = "Float B",
        description = "Contains the value of Float B",
        default = 2.0
   )

Within my operator I'm using it like this:

example_floats = bpy.props.PointerProperty(type = ExampleFloatPropertyGroup)

And so far everything works fine. I can work with it, pass it on to other classes, they can work with it and so on.

Now I tried to access the information that I need by using .items() or .keys(). For example like this example_floats.items().But as long as the values in my PropertyGroup are set to default, I'm only getting a completly empty return looking like this []

As soon as I change one of the values from default to something else, the returns are no longer empty but I only get the values that I did change, but still not the ones that are still set to default.

Also I'm only getting the key and the current value. I would also like to Access the property's attribute name. In this case "Float A" or "Float B".

So as the titles states, how can I iterate the single properties contained in a PropertyGroup, while retrieving the value and the name of the propertie?

I'm sure there is a relatively easy solution, but I was not able to work around that problem after hitting google for quite some time today.

Any help is greatly appreciated!


texts: Emision light - problem with burning of?

texts:
Hi i render this image in 300 sample and use denosing, in my scene i use emision ligt in my lamp and normal spot loght. I have problem with this :

in my scene look like this :


texts: Transfer Blend files into a different location: How to avoid missing files/textures/etc?

texts:
I need to reorganise my blender folder and move it to another PC and I am afraid that i might lose some linked texture/image sequences/etc that are used in the .blend files.
What should i do to avoid that?

Pack all data into the blend files
Make all paths relative

?
thank you for your help.


texts: What is the replacement hotkey for W from 2.79 in 2.8?

texts: I was just wondering how I could "clear all restrict render" in blender 2.8. I know its been out for a while but it just came to me that the original thing for this in 2.79 was W but now I cant find it or the hotkey. I have searched on the internet as well to no avail.


texts: Grease pencil strokes transparent on surfaces

texts:
My Question is about the grease pencil drawn onto surfaces.
Grease pencil strokes on geometry are turning transparent and causing the geometry to also lose opacity.

I want to paint over an entire object with a drawn map over it but this prevents me from being able to draw on the back and front, top and bottom, side and other side, without seeing

all the other sides in view port.

Is this a bug or am I doing something wrong with the mesh to stroke application?

Thank you for any help you can provide.


texts:
I am making a track for Assetto Corsa using curves. Basically I am having a problem here with this bezier curve (cyan arrow). I want to join it with the control handle marked in yellow.
Tried C but that highlights vertices and F won't close it.


texts: Contrasted triangles on interface and transparent materials in viewport and material view

texts:
System Information
Operating system: Linux-5.8.0-25-generic-x86_64-with-debian-bullseye-sid 64 Bits
Graphics card: AMD TURKS (DRM 2.50.0 / 5.8.0-25-generic, LLVM 11.0.0) X.Org 3.3 (Core Profile) Mesa 20.2.1
Blender Version
Broken: version: 2.90.1, branch: master, commit date: 2020-09-23 06:43, hash: rB3e85bb34d0d7
Worked: (newest version of Blender that worked as expected)
Short description of error
I get contrasted triangles throughout the interface, everywhere. Ill attach screenshot to understand the issue better. Some materials are also displayed transparent so matter what settings I tweak, and sometimes the model appears to have many black triangles inside it where there is no mesh, inside the empty spaces. I am sure this a graphical issue, but I have tried to install additional drivers and drivers from official sites and ppa's but nothing has worked.


texts: How do I get a very soft lighting effect in the Game Engine?

texts:
I'm creating a game that I would like to have very, very soft lighting. Here's an example of a game with a similar lighting to how I would like it:
What sort of render effects could I use to make a similar lighting effect in the Game Engine?
(I will be having a lot of questions about the game engine, thank you for putting up with me.)


texts: Weight Paint adding to wrong side of mesh, subtracting from active bone

texts:
I'm weight-painting a dog mesh, but the "Add" brush is subtracting from the spot where I click, and instead adding to the corresponding mirrored part on the opposite side of the mesh, over the Y axis. The problem becomes worse as I approach the crease between the selected leg bone and the underbelly, and doesn't seem to be a problem when I am painting the leg itself.

Weight paint was working fine yesterday, and since then I have made edits to the armature and reapplied the "symmetrize" function more than once. I haven't made any changes to the painting options except to make my brush stronger.


texts: i was doing Blender guru`s tutorial when out of the flash this happen, how do i solve it?:

texts: [2]: i already tried the merge thing with the corners didn`t work


texts: Removing specular intensity from all materials with internal

texts:
I've ripped a model from a video game and for whatever reason whenever I import the .obj file all of the materials have an unwanted default specular intensity of 1.000 (I am using the internal Blender Render engine.)

There are thousands of materials, so is there a way to set the intensity to 0.000 for all materials without doing it manually one by one?

This seems to me to be a job for a python script but I'm unfamiliar with both python and scripting inside of blender (maybe I'm wrong about that, anyway).

Any help would be much appreciated. :)


texts:
I am trying to simulate cloth on top of an umbrella, that's blowing in the wind. Right now I'm already struggeling with the cloth clipping through the base of the umbrella.

I tried isolating a single beam of the umbrella's base and have some cloth fall onto that. This only worked rather well, when the beam was parallel to the ground. As soon as i tilted the beam, the simulation got all weird and blocky and started clipping and moving by itself.  Reference GIF here

I'm also attaching the .blend file so you can check out what I'm trying to do. The basic situation is


texts: How to make a Plane object on a 3D character always face the camera

texts: rn im working on a retro N64/PSX/Dreamcast 3D character model for my fan JJBA Stand ability and I wanted to use a technique where plane objects always face the camera like the bob-ombs on SM64, does anyone knows how to achieve this?


texts:
I am trying to create something that requires the Physics > Smoke and it's not shown on my physics panel. The version I'm using is 2.83.10 and I have included a screen shot of my physics panel and on from a YouTube tutorial screen shot using the same version [ a tutorial physics tab .
In the Blender documentation online it shows the panel has a Smoke setting for creating a Smoke Domain. Did it move to another location? Or is it in an Add-On in the preferences?


texts: In Object Mode I sometimes see these black dotted lines starting at some of my objects and ending in some random spot in the space. What are they, how do I manipulate them, and why?


texts: Blender Armature Rotation causes Scaling

texts:
I'm still new to rigging in Blender, but I'm working on a basic door. I have a door with a doorframe and two doorknobs on either side.

To rig it, I did the following:

Create a door. The doorframe, door, 2 x doorknob base, and 2 x knob
itself are separate meshes joined together with ctrl+j. Make sure it is scaled to 1 in every direction.
Create vertex groups: 1 includes the door, doorknob base, and knob.
Two other groups include each separate doorknob.
Create an armature. Enter edit mode and scale slightly smaller.
Extrude the root bone and disconnect it. Move the bone into the hinge
of the door so I can open and close it. Name the bone to match a
vertex group containing the door and doorknobs.
Extrude the root bone and disconnect it. Move it into the center of a
doorknob so I can rotate it. Name the bone to match the name of the
knob.

The problem I'm finding is that if I rotate that bone for the doorknob, it also scales the doorknob down and back up. I found an earlier post about it that said maybe there was a problem with the armature, so I deleted my armature and re-did it, making sure to only ever scale, rotate, etc. the bones in edit mode with that bone selected. I'm not sure what else to check to troubleshoot why rotation also causes scaling, since it seems very counter-intuitive.

Link to blend: https://www.mediafire.com/file/y8vh8fvqh41rzva/upload_door.blend/file


texts: Controlling Particle rotation with Geometry Nodes

texts:
How can I make these particles ignore the normals of the base mesh and all align in the same direction using geometry nodes? I've included a screenshot of my current node setup. I've managed to align them all along their local y-axis, but I need them all aligned globally.
-Justin


texts: Is there a way to fix mark seams "border" which are showing in render?

texts:
I did uv-map and in render there are these kind of border in places where I mark seams.

Is there a way to fix this?

https://ibb.co/vY00k9s


texts:
I am planning to design this air mattress. Here is the picture that I want to model:

First thing that I was thinking was creating this individual cell (the puffy cell unit) from the mattress.
This is where I met an obstacle. My thought process tells me to start with a cube and refine it. It didn't quite work out and I used circle but couldn't process it to look like a cell. I am stuck for several hours. Is there a good tips or resources to come up with the cell design?


texts: I have a glass wall that is a half circle style. Is there a way to stop the glass distorting the images from within? It is affecting the inner stuff like real glass.. which for once, I actually don't want.


texts: How can I create procedural tiles with uniquely seeded textures for each one? [Updated]

texts:
My goal with this experiment was to create a procedurally tiling floor where each tile is unique.
After messing around for a while, this is what I came up with:

Result:

I was really pleased, until I realized I have no idea how to make this tileable/repeatable. I found this post, but those solutions didn't work (or I failed to properly implement them). I tried to find out how to recreate the Brick Texture node from scratch because I think that would probably answer my questions, but this was really all I could find.
I was even less pleased with my work when I started inserting my marble texture into the material and realized it wasn't going to work. I tweaked some things and this is what I came up with:

My end goal is creating a procedural texture where tile shapes are created by a voronoi texture node and each tile has a different "seed". Is there a way to do this? I imagined using colors values from the voronoi node to provide the value that seeds each marble tile, but I can't figure out how to actually do that.
This is as far as I've been able to get (it doesn't tile and I'm pretty sure each tile's texture is static). Any help and/or feedback would be very much appreciated. Thanks in advance!

EDIT: Updated node tree. Still doesn't do what I want, but at least it's prettier...

UPDATE: Thanks for the help! I spent a few more hours cleaning up the shader and adding a bunch of input sliders. These are the "final" results. The textures, tiles, tile shapes, grout thickness, and seed are fully procedural! The grout is pretty bad, but it's 7AM and I'm going to sleep.

Updated Blender file:


texts: Possible To Create These Isometric Architectural Diagrams? Any Tutorials Out There?

texts:
VIDEO LINKS HERE

Been looking high and low for a solution to creating a diagrammatic animation like this. I have use of SketchUp, Lumion, Rhino, Adobe Suite - but not 3DS Max which is what I imagine this was originally made in. Would really love to know if I could make it in Blender and if there were any basic tutorials on how to create this style? Always wanted to learn Blender!


texts: I'm in the cycles render and my particles aren't showing. Its so weird because i did the exact same thing to another project and it showed up there.


texts: How to create a Tetrix/Sierpinski Tetrahedron fractal radiating from 0,0,0 ? Python or nodes

texts:
Animation nodes method true to description has been provided by @lemon,
Vote his answer UP UP UP!

INFERIOR

INFERIOR

INFERIOR / different concept

Mesh. I want to create it not by dissection of edges, but instead by splitting 1 into 4, or should I say, adding 3 more to the original location before moving all 4 away from Local 0,0,0 , and then doing the same with the 4 replicas, as each of them is splitting the same way (the subsequent movements of replicas becoming more and more complex/derived),
so that (if animated) it really looks like the one is splitting into 4, and each of the 4 results are then splitting into 4 (and so on).
If Empties were placed in each start/end position of each object it would, looking at the Empties hierarchically connected, appear like a branching tree, with old branches continuously lengthening.

Though I wouldn't mind knowing the opposite too. Having 1 edges dissected(halved) and created vertexes connected, but always so that connection doesn't happen toward the inside (coordinate 0,0,0),
THOUGH THAT WOULDN'T  really be the opposite of the previous,
the real opposite would look like the 1 is scaling in (previously mentioned) 4 directions (toward the vertexes of the 1), and so on, in each of the 4 newly created. Yeah XD definitely wouldn't mind knowing how to do this.

Method using python script or nodes would be just FINE!

IRL construction

BTW I have a hunch it would be easier to construct it if there was some alignment with the coordinate system, such as edge midpoints aligning on the axes.


texts: Child of constraint with bones and objects

texts: Trying to attach a bone to an object outside of the rig but its just not following with the child of constraint. I've clicked set inverse but it still doesn't follow. Can you actually make bones do this?


texts: How 'Remove Selected from Active Collection' feature works?

texts:
I thought Shift+Alt+G (Remove Selected from Active Collection) was just a change to a collection.
I read the official manual and understood it.

But in fact, the way this function works in the blender is not only removing the selected objects from the collection to which the active object belong, but also the active object.
Please check the GIF.

What do I misunderstand?
The result I expected was as follows.

Additional Question
If so, how to check the active collection in Blender UI?
When checked with bpy.context.view_layer.active_layer_collection.name, the last clicked collection in the outliner is displayed.

This will also be displayed in the top left of the 3D viewport.
However, the active collection that the collection allocation operations mean seems to mean the collection to which the last selected active object belongs, not the last selected collection in the outliner.
I am curious how to check this active collection in UI.

Solution:
Ah, this was simple and basic.
To easily check the list of active collections to be used in the collection assignment operation, check the property editor\Object tab\Collections panel.


texts: How can I make a single photorealistic bird feather?

texts:
I want to make a feather more like the feather on the far left or like the feather on the far right of the second image. It can't just be a texture because I want it to look good up close.

Note: I am not making a whole bird. I do not need a fast rendering feather (although that would be nice as long as it doesn't sacrifice photorealism).


texts: Semi-Transparent Textured Planes show Background Color through other planes

texts:
I have a large low poly model, being made for an N64 emulator, using N64 textures UV-mapped onto planes without (knowingly) using any materials.

As shown, my problem is that (using an example) the semi-transparent edges of a brown 'path' texture do not allow the 'grass' texture on the plane behind it to be seen through it, and instead show the background sky colour of Blender, seemingly culling the grass texture.

Confusingly, this only happens for some 'grass' planes, and others seem to render perfectly, leading me to believe that it is caused by the materials or other properties of the 'grass' planes, and not a fault of the transparent textures. When exported and used in emulators this isn't a problem, but in texture view with blender render it seems to occur randomly.

Thanks very much for any help.


texts: Is it possible to use python in Cycles mode with the same power as in BGE?

texts: Say I want to use Cycles mode, and I want to be able to use python code to, say, (make up), create heck a video game (I know BGE is better for this). Is it possible to use python code in Cycles mode to make this "game"? Or does Cycles mode limit python to shaders, or simply limits its power?


texts: How to limit the rotation of a bone in an FK chain?

texts: Im using metarig to rig a model of a robot and the arms and legs have brackets connecting the joints where rotation in a certain axis would cause part of the model to twist into the mesh of the bracket. To stop this from happening I want to limit the rotation of the middle FK but after messing with every possible combination of constraints and rotation locks I still cant get it to work. I have attached an image of the arm I am working on.


texts:
I'm starting using Blender and I want to export in fbx format for Unity.
I have this error when I try to export :
Traceback (most recent call last):
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\__init__.py", line 636, in execute
    return export_fbx_bin.save(self, context, **keywords)
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
    ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
    fbx_objects_elements(root, scene_data)
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
    fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in fbx_data_mesh_elements
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\fbx_utils.py", line 504, in elem_data_single_int32_array
    return _elem_data_single(elem, name, value, "add_int32_array")
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\fbx_utils.py", line 451, in _elem_data_single
    getattr(sub_elem, func_name)(value)
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\encode_bin.py", line 161, in add_int32_array
    data = array.array(data_types.ARRAY_INT32, data)
  File "D:\SteamLibrary\steamapps\common\Blender\2.90\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in <genexpr>
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
KeyError: ((nan, nan), 59)

location: <unknown location>:-1

I can't find any value that is not a number.
Thx for your help.
The file if it helps :


texts: Objects snap backs to its original position halfway through animation

texts:
Link to my blender file.https://drive.google.com/open?id=1WApKxEItBW1lrh2O9S3e7V1lGQ0xU3el

The cube snaps back to its original postion halfway through animation. I am using transformation constraint to move the cube up and down according to the rotation of cylinder.


texts: New to sculpting. How do you add parts and connect them by sculpting?

texts: I'm  new to sculpting, and I'm trying to figure out how to add objects to the head to sculpt into the other parts of my character such as ears, neck, etc. Do you add the objects as separate parts, and how do you sculpt all the separate parts together?


texts:
I made a model using the difference boolean modifier. It is the correct shape, but all of the outside faces are open now, is there a way to face all of them at once? The geometry is a bit funky so I am not sure how hard it will be.

Any help would be appreciated, big novice with blender just trying to figure some stuff out.


texts:
I have the option of 3.33 ghz 4 core processor, a 2.66ghz 6 core or a 2.93 ghz 6 core.
I know that the middle one will be slower than the last, you don't have to tell me that.
What I would like to know is what would work better? 4 fast cores or 6 slower ones? I know that if you do the math the last one is the best but how many cores can Blender use?

I would also like to know what would be the best for blender internal renderer and cycles (if there's any difference.)


texts: How to make quick 2d animation with blender? Npr

texts:
I don't know much about blender at all but I want to make 3d animations but wanting it to look 2d. 3d animations that try to look 2d are clearly 3d and I know it can be done with npr and freestyle but I don't know where to start. How do I make a 2d toon animations on blender? Something that can load in blender quickly. I'm assumeing that there's a way to make animation quickly with blender by using some trick of turning the 3d to 2d.

The reason I'm asking is cause rendering takes way to long and wondering if a sort of "2d" render would help. Even if itshe just line art if it renders faster. Takes a minute to render a image of toon style Suzanne.

I don't have special sharers or nodes. I don't even know how to use nodes yet, but is it even possible to make quick animations? Sorry for my hard question I been looking for the answer for weeks now.


texts: Difference between light and emission shader

texts: I got rectangle light source on the right and face with emission shader on the left. Viewport is set to "rendered" mode. As i understand on the right the light is visible, but it's source - is not. On the left - vice versa. How can i get both parameters visible?


texts: Blender 2.7 Background image not working

texts:
I've watched a video on background images, and I can only see the background image that I add in the camera view. I can't see it in any other view.

How do I fix this?


texts:
In my animation, one object simply wont render. I looked at a lot of answers about this issue, but it wont solve my problem.

I'm on Blender 2.78. I've tried to open it in Blender 2.79 but the same thing happens there.


texts: How do I save a rotated HDRI from Blender?

texts:
I just need to export a rotated HDRI background image. I rotated the image:
How do I rotate an environment texture?
How do I save it?

Also, if I could choose between HDRI or 6 cube images that would be great.


texts:
i am a newbie in using blender (just change from tinkercad, sorry)
i have the problem that i can open the ply-file in blender, also export as obj, for example. And I have a png-file which seems to be very big (12.446 x 12.446 pix)I can reduce the resolution and I can open in UV-Mapping. But for me it is not possible to merge booth files. I cannot set the intricate ply-file into UV-Mapping. I have tested with nods-workflow but without success.  Maybe I make a mistake, or it is not possible in general. The target is to get a obj, mtl and png file for 3D UV printing, Maybe someone has a solution?
regards carsten


texts:
I want to bake AO and I heard I can integrate it in other texture.

With what texture can I combine AO?

What I'm trying to say is that I want to bake a combined texture that contain AO .


texts: 2.8 - Moving objects too far from world origin makes the un-selectable

texts: I must have pressed something weird cus all of a sudden there is this "invisible wall" surrounding my world origin, and if I drag my objects outside it, I can no longer select them unless I do it in the hierarchy. I can see it happening when I drag an object too far from the world origin this line appears as I go outside the "invisible wall", as you can see in the image, only half of my object is selectable:


texts: Cell fracture and animating rigid bodies

texts:
Could anyone please explain to me how to achieve this something like this:

I have a fractured sphere on top of a table and I want to animate it rolling of-of it and then exploding into pieces only when it hits the ground.

Can't find a proper solution to achieve something like this. I was thinking about setting the "animated" checkbox on all of the fractures but I can't find a way to do all of them at the same time. ( CTRL+L -> "Animation Data"  does the job but it also makes every single fractured cell to get into the same spot so my "rolling" animation fails).

Thanks in advance.


texts:
I have a bunch of Blender files with similar content. The files share a lot of common objects with identical names. I would like to propagate materials between the files. I plan to achieve this with a script that maintains a database of materials and associates them with objects based on their names.

All the materials will probably be simple - just diffuse and specular components. Some of them will perhaps also have a texture. However, it seems that rna2xml does not work on such a simple material:

for o in context.scene.objects:
    for m in o.material_slots:
        rna2xml(root_node="Material", root_rna=m.material)

Here's the output:

<Material>
  <texture_paint_images>
  </texture_paint_images>
  <texture_paint_slots>
  </texture_paint_slots>
  <texture_slots>
  </texture_slots>
</Material>

Looks a bit too empty (no diffuse, specular components).

Moreover, it seems that Material does not have _ _dict__ attribute nor an _asdict() method, and _ _slots__ appears to be empty. Well, theoretically could look through the attribute list provided by dir(), but I'm probably approaching this issue from the wrong side already.

Edit: For completeness, I also verified that pickle produces identical output for materials with different diffuse colors.

Except for hard-coding material parameters (which should be simple in my case - because I just need simple materials anyway), are there any ideas or suggestions?

I'm using Blender 2.76 on Windows 7 x64.


texts: having issue with render ,everything becomes black

texts: when i render at the end of rendering everything becomes black


texts: Controlling the direction of curve extrusion

texts:
Is there an easy way to control how the extruded width of a curve object is oriented, for example like this

or this

The curve in the images above has only two control points, and I got the effect by rotating one of the points. However, for a curve with lots of control points it would be somewhat difficult or at least tedious to achieve this. Is there a simpler way?


texts: Flip the orientation of all keyframed bones in an animation

texts:
i have skeleton A, which i made animations for to use in a game engine.
now, i'm trying to import the same character that i made with the same skeleton to another game engine
the other game engine expects the skeleton to be flipped, which i have done as skeleton B (same hierarchy, same bones names, etc)
i want to re-use all the animations i made for skeleton A on skeleton B, but if i try to play an animation on skeleton B, this happens:

all the bones orientations are flipped
and my question is, how can i edit the animations to "flip" the bone orientations so they are properly aligned with skeleton B?
i tried to do that using the Graph Editor by manually adjusting the orientation for each bone, but i'm wondering if there is an easier/faster way to achieve this goal


texts: Subdivision surface modifier unexpected result

texts:
I have applied Subdivision surface modifier to my mesh, and almost everything works fine, except for the place where I have marked in the picture. why doesn't it follow a smoother, more uniform path?
Thank you.
Without modifiers:

With Subdivision Surface modifier:


texts:
I recently began experimenting with BGE (Blender Game Engine).

I’ve got a basic character, with a child containing the actual model (the top level character is simply a hidden physics body shape).

The top level character contains all my sensors, controllers and actuators for movement, looking around, etc.

I reopened blender this morning and found that I can no longer add logic bricks to my top level character.

On the “add” menu, every item from each of the options (sensor etc) is greyed out, so does nothing when clicked. I can delete existing bricks, I can disconnect and reconnect things, and the bricks themselves still work, but I cannot add any new bricks.

This is specific to this node, I can add scripts on other nodes,  but not the top level character, or sub nodes of the top level character.

Is this something I’ve managed to change when editing? Or is this some build in limit?


texts: Unparent object but keep animated properties

texts:
I have an object (with some keyframed animation) parented to an empty (also with some keyframed animation), basically a rotating object rotating around an empty.

Now I need to get rid of the parent but keep the same animation, with all properties keyframed in the child. How?

The reason for this is that the object is a control object in a fluid simulation, and it does not seem to work with an animated parent.

The file is here

The relevant object is the Torus parented by the Empty. There is no need to bake the fluid, because that is not pertinent to the question.

I tried the answer in Children of parent maintain current position after parent removed? but it didn't help, but then again, that question was a bit different.


texts:
I haven't found any solutions to this after searching everywhere. The sculpting just doesn't happen.
The brush is showing. But when I try to sculpt, nothing is happening (I have selected the mesh and then went to sculpting, so that's not the problem).
I have also seen that the sculpting is working on other meshes. I really don't want to start another sculpture.


texts: generate an event or function callback when a stringproperty is changed via user interface

texts:
I have defined a StringProperty as:
StrParents = StringProperty(default='-1 ',update= GetParent),
and used prop to display the property in a panel as:
layout.prop(item, 'StrParents', text='parents').

I would like now to make some actions (i.e: call a function X()) if the StringProperty was changed from inside the code. And doing another action (i.e:call a function Y()) if the StringProperty was changed from the user via the panel.

How can I achieve such that requirement?


texts: Procedurally Generated Texture Scaling based on Surface Curve

texts:
I've got a fairly simple character that I'm texturing procedurally, and my question is this:

Is there a way to tell the Voronoi texture base that I'm using to have variable scale based on how flat/curved the surface its applied to is?  IE, the scales on its belly would be larger than the scales on its arms because the belly has a flatter surface area than the arm tubes.


texts: How To Export Blender Mesh w/ Shaders to Unity

texts:
I am following CG Geek's How to Create a Low Poly Tree in 1 Minute and I want to export this tree, shaders and all, to Unity so I can add it to my game. How would someone go about exporting a (Cycles Rendered) mesh To Unity? Thank You In advance!
(BTW, I know there are a lot of people that already asked this but I tried them and they don't work. Also (I think), my circumstance is kind of specific)


texts: How to assign uv-coordinates to a procedurally generated mesh

texts:
How do i assign UV coordinates to a procedurally generated mesh. All the examples in the blender wiki cover versions of blender older than 2.7.

In example the snippet

def createTextureLayer(name, me, texFaces):
        uvtex = me.uv_textures.new()
        uvtex.name = name
        for n,tf in enumerate(texFaces):
            datum = uvtex.data[n]
            datum.uv1 = tf[0]
            datum.uv2 = tf[1]
            datum.uv3 = tf[2]
        return uvtex

results in

AttributeError: 'MeshTexturePoly' object has no attribute 'uv1'

What should I do?


texts:
I already learned that you can't and don't need to overload in Python, but I didn't know how to call it otherwise.

(all pseudo code)

I have a button:

myBox = layout.box()
myBox.operator(my_Button.bl_idname, text = "Move it")

And want to add a non-obligatory parameter to the execute method:

class my_Button(bpy.types.Operator):
   bl_idname = "object.my_button"
   def execute(self, context, calledByButton=True):

So I can call the method by using the button, or somewhere in the script:

bpy.ops.object.my_button(False)

But I get an error on registering it (strangly for the next class)

  ValueError: expected Operator, my_NextButton class "execute" function to
  have 2 args , found 3

How would I do that correctly?


texts: I'm making a horror game using Blender, but there's just one code I struggle with.The code is how to make an enemy follow you, but stop when looked at by the player's camera. I'm pretty sure this action is done using Python scripting.


texts: bpy.ops.wm.addon_expand(module="module_name") works in console, but not in add-on

texts:
My add-on shows the User Preferences view, selects the "Add-ons" tab and search for a specific add-on.

I'm trying to expand that add-on, but it doesn't work consistently. I get this error:

AttributeError: 'NoneType' object has no attribute 'bl_info'

It works in console, though.

The code in question is this, where xxx is the name of the .py file or the add-on folder.

class XxxOperator(bpy.types.Operator):

    bl_idname = "xxx.configure"
    bl_label = "Show Plugin"

    def execute(self, context):
            bpy.context.user_preferences.active_section = 'ADDONS'
            window = bpy.ops.screen.userpref_show('INVOKE_DEFAULT')
            bpy.data.window_managers["WinMan"].addon_search = "xxx"
            bpy.ops.wm.addon_expand(module = "xxx")
            return {'FINISHED'}

It's an option in the menu. The init file (I'll omit the bl_info and the imports):

class XxxMenu(bpy.types.Menu):
bl_idname = "OBJECT_MT_XxxMenu"
bl_label = "Xxx"

def draw(self, context):
    layout = self.layout
    layout.operator("xxx.submit", text="Submit")
    layout.operator("xxx.configure", text="Show Plugin")

def add_to_menu(self, context):
    self.layout.menu("OBJECT_MT_XxxMenu", icon = "PLUGIN");

def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_render.append(add_to_menu)

def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_render.remove(add_to_menu)

if __name__ == "__main__":
    register()


texts: Change custom Node input through Python console

texts:
I have a custom node simulating a laser:

The node itself is pretty complex with rotations and whatnot, but it's attached to a Lamp object. In short what it does is illuminate a pixel if some conditions are met (mostly boolean checking with some algebra). It's based on this. I have to create a demo to show the laser properties and how it can be tunned and changed. I would like to change the input values of this node (elevation,azimuth, turning around the laser beam axis and laser width/girth) from a python script.

How can I select and change the input values for this node and how can I set them depending on the frame number?


texts: Render Result doesn't match my background image in Camera View

texts:
So I'm making a movie where I'm compositing my animated characters into a real life scene by compositing them into a picture like Augmented Reality!
So it's just an image but for some reason the scale and the placement of my characters in the background image in the viewport doesn't match up with the scale of my characters in the Render Result!  I have a mask in this scene and I've added scale nodes after the Alpha over nodes and I've also made sure there's no animation on my camera and the resolution is 100%!!! Anyway it would be awesome if someone could help me! Thank you!]1


texts:
I'd like to group curves by color, so I'm try to join them together. I used an override from this solution. Everything works splendid inside Blender but in my external program I have

  AttributeError: 'ID' object has no attribute 'data'

This is function:

def curvegroup():
for crvobj in bpy.data.objects:
    if re.match(r'^curve', crvobj.data.name):
        crvs = []
        color = crvobj.active_material.diffuse_color
        for crvobjcol in bpy.data.objects:
            if re.match(r'^curve', crvobjcol.data.name):
                if (crvobjcol.active_material.diffuse_color == color):
                    crvs.append(crvobjcol)
        ctx = bpy.context.copy()
        ctx['active_object'] = crvs[0]
        ctx['selected_objects'] = crvs
        ctx['selected_editable_bases'] = [scene.object_bases[crv.name] for crv in crvs]
        bpy.ops.object.join(ctx)

I am not sure that I understand scene.object_bases so I really don't know why ID object is there and what cause this error.

Another method causes Error: EXCEPTION_ACCESS_VIOLATION

def curvegroup02():
for crvobj in bpy.context.scene.objects:
    bpy.ops.object.select_all(action='DESELECT')
    if re.match(r'^Curve', crvobj.name):
        scene.objects.active = crvobj
        color = crvobj.active_material.diffuse_color
        for crvobjcol in bpy.context.scene.objects:
            if re.match(r'^Curve', crvobjcol.data.name):
                if (crvobjcol.active_material.diffuse_color == color):
                    crvobjcol.select = True

        for selected in bpy.context.selected_objects:
            if selected.type == 'CURVE':
                if (bpy.ops.object.join.poll()):
                    bpy.ops.object.join()


texts: Why are random white gaps will appearing in this texture?

texts: I tried getting help on r/blender to no avail.


texts: How to create a detailed moon surface texture for close up shots?

texts:
I started working on my dream animation featuring the moon. So now I wanted to take a close up shot of the moon's surface but the problem is that the textures in the NASA website aren"t that detailed for close up shot , so how should I make a realistic one for closup ?
Let me elaborate , I am trying to make a realistic animation related to moon landing in 2024 , and I have 9 months of experience with blender . For example, I want to make a shot in which showing the Star-ship going in the orbit above the surface really close
This Near
This shot is rendered in EEVEE because the maps provided in the NASA's 3d moon kit are for distant view and are not for close up , and thats why cycles messes up the shadows if I crop the texture , so is there a procedural way I can create such renders by the way .
You can even see the star-ship in this one
In future there will also be scenes where I have shots on the surface itself


texts: how change background color in the diffuse color mode?

texts: Good day. I only need to display model color in viewport. However, when i enter into display only model color, my background becomes black. I tried to change that color in theme settings, also in editor type, but i have not found that function. Can you help me find where can i change that background color?


texts: How can I make a duplicated object (Alt + D) a single object again?

texts: I copied the properties from one object to multiple objects and then duplicated these objects with AltD, now I want to convert them to single objects to modify specific ones.


texts: Use the "Snap During Transform" tool but with a hover or offset

texts: I have a humanoid character mesh and am trying to model clothes around it. I'd like to use the Snap during transform option, but this makes the vertices I transform lie directly on the character's faces. Can I enable snapping but with an offset so that it snaps as if hovering over the character mesh?


texts:
I'm trying to learn topology by modeling the Logitech G600. I started with the top cover, but even at the 2nd try, I still find my topology a little bit messy. I feel the most difficult aspect lies in the two big holes (covered by red lines) representing the mouse wheel and the two extra buttons. It requires more vertices at the edges to smooth it out, thereby rendering the topology messy. How can I improve the topology of this model?

Thank you.

Blender file: Logitech G600 Model


texts: I'm asking this theoretical question because obviously I haven't tried it. Is 4 GPU's of 4 GB better than 2 GPU's of 8GB specifically for Blender rendering in Cycles since the app allocates a tile to each GPU in the process? Did anyone experimented or knows which combination is faster given that the motheboard, CPU and memory can handle both of them? TY


texts: Particle colours vary between preview and render

texts:
I made an animation which comes out very colourful (with random flashes of light) in the preview but when rendering via viewport render or F12 render, the colours come out less lively (check photos for reference).
Is there a way to render the same result as the bright version? If this is not possible is there a way of making the viewport fullscreen and print screening each individual frame without losing quality?


texts: Best way to animate 2d missiles in Blender

texts:
I'm planning to make a fake 16-bit shoot 'em up gameplay video using models made in Blender and I was wondering what would be the best way to animate a flurry of missiles similar to the 'Itano Circus':

(Mind you, I'm a beginner at Blender, so I don't intend on creating something as grandiose as this. Just about 5-6 missles in a single firing will do)

Would I have to go about this by animating with the Grease Pencil and then apply AA or can I do something else?


texts: Light field plugin - array of renderings?

texts: I am new to blender and light fields and I used the Blender plugin to create a base grid over my image, a rig and a camera and light source, but I would like to render multiple views of my initial image (like in http://hci.iwr.uni-heidelberg.de/HCI/Research/LightField/images/lumigraphVisualization.png). It might be an easy question, but my lack of experience with Blender doesn't help me much. Also, I am using now a normal static image. Should I be using a 3D mash? Thank you in advance.


texts: How to set-up the perspective view based on a reference image?

texts: How to set-up the perspective view based on a reference image, before starting to model what's on the image?


texts: How to store the selected points of a Mask

texts:
I am trying to store the selected points of a Mask in the ClipEditor in a list, in order to retrieve it later, so to say as a temporary selection-set of mask controlpoints.

Here's what I have so far:

import bpy
layer = bpy.data.masks['Mask'].layers['MaskLayer']
bpy.context.scene["mask_storage"] = []
pointlist = []
for p in layer.splines.active.points:
   if p.select == True:
       pointlist.append(p)

That works so far. If I print that list it has all the selected points in it, such as:

<bpy_struct, MaskSplinePoint at 0x7f7f2fbb4d88>
<bpy_struct, MaskSplinePoint at 0x7f7f2fbb4e98>
<bpy_struct, MaskSplinePoint at 0x7f7f2fbb4fa8>

However, when I continue to do this:

bpy.context.scene["mask_storage"] = pointlist

I get an error:

  TypeError: object of type 'MaskSplinePoint' has no len()
  The above exception was the direct cause of the following exception:
  SystemError: PyEval_EvalFrameEx returned a result with an error set

At first I tried to append the points directly to the "mask_storage" list directly, but that didn't work, it gave the error

  AttributeError: 'IDPropertyArray' object has no attribute 'append'

That's why I tried to work around that by first appending to the "pointlist" and then assigning that to "mask_storage". But that obviously does not work.

I did do some googling already, and it seems I might need to do something with bpy.props.CollectionProperties, but I simply couldn't figure out how to do that exactly.


texts:
I'm trying to add a speaker object with an attached NlaStrip in code, like the add_speaker operation does, but when I use anim_data.tracks.strips.new it always creates a strip of the 'CLIP' type, and I can't see how I programmatically create a strip of the 'SOUND' type.
speaker_data = bpy.data.speakers.new("Spkr")
speaker_obj = bpy.data.objects.new(name="SpkrObj", object_data=speaker_data)

speaker_data.sound = pink_noise

anim_data = speaker_obj.animation_data_create()
track = anim_data.nla_tracks.new()

action = bpy.data.actions.new(name='Pink Noise')

strip = track.strips.new(name='SOUND', start=cframe, action=action, type='SOUND')
# This doesn't work, 'type' is not a valid parameter for this.      ^^^^^^^^^^^

# so we do this...
strip = track.strips.new(name='SOUND', start=cframe, action=action)
strip.action_frame_end = 10

strip.type = 'SOUND'
# ^^^^^^^^ this doesn't work, this prop is read-on


texts:
I have an object that has a driver on the Y rotation. I want the driver to rotate the Y from 0 to 360 degrees in relation to another object's size from 0 to 1.

I usually do this in after effects using a linear() function. What would be the correct expression to make the scale values of the other objects (0 - 1) translate to 0 - 360 rotation on the other object.


texts: How do you extrude a shape without outer faces and edges?

texts:
In Sketchup, if have a shape that I want to cut a section out of, I can use the pencil tool to draw an area and then extrude the area down (using the push / pull tool). The outside edges are removed:

In Blender, I'm trying to do the same thing but it isn't working in the same way. I used the Knife tool to draw the area I want to remove and extrude down, but the outer edges are still remaining:

I haven't yet figured out a way to manipulate the mesh to get the desired result after this extrusion.

Is there a faster / better way to do this in Blender? Is there a tool that behaves similarly to Sketchup's push / pull tool?


texts: How to set 2 different material front back to a mesh

texts:
I have mesh without thickness. I want added logo on the man cap.

I tried this nodes.

Any suggestion or help how it works. Thanks