texts: Can Blender show edges of lo-res mesh on hi-res mesh when editing subdiv surface?

texts:
I'm wondering if Blender implements a feature that Maya has.  Mainly, if you're editing a mesh with a subdiv modifier, is there any way to have the lines of the lo-res mesh drawn directly on the model?

Here's a screen shot from Maya:

This is what I'm able to do in Blender.  The lo-res mesh is next to the model instead of projected onto it:


texts: Amount of bevel before or after boolean modifier

texts:
probably there is a good explanation for this, but i failed to find it anywhere.
I noticed (at least on 2.9) that the "amount" of bevel (via modifier) you can get on an on object after a boolean modifier is very limited, no matter the actual value set in amount. But if I swap the modifiers order, it behaves as I would expect. The reason for trying to have a bevel after a boolean was because I was trying to have a bevel on the new edges created after the "difference" operations.
As you can see in the pictures belove, the bevel is smaller/thinner if the bevel is applied after (but works on the new edges too), compared to how it looks if it is applied first.
"Bevel after":

"Bevel before":

Any reason for this behaviour?
Thank you for your help.


texts: How can have a imported image retain the square pixels at close magnification?

texts: Currently my imported image (900x900), when zoomed into it very close, has the pixels blurry (like when you zoom into images in a photo viewer), but is it possible to have them stay square like when editing a image in ms paint?


texts: My final explosion render looks completely different from my preview render

texts: I made a post about this, but it didn't save. Anyways I've been trying to render an explosion in cycles and it comes out looking completely different, here are some pictures of the explosions and render settings.  Let me know if anything else is needed.  [


texts: Missing isosphere when importing to Unity

texts:
To build my tank for a Unity game, I am using Blender. Currently, I am making a turret consisting of an isosphere with half of the faces removed (I needed the bottom to be "flat") with some minor visual edits, two cylinders (one is the hatch, the other the antenna), and a cube to act as a hinge:

The inside is hollow. When I imported it to Unity (drag and drop from File Explorer straight to Unity Assets folder), the entire isosphere was missing as you can see from the preview:

I have tried to correct the normals with CTRL-N as mentioned in other Blender forum pages but it still doesn't work. How exactly do I make my isosphere appear in Unity? Also, after some testing, the shapes don't affect the isosphere (it won't load even by itself), the scale is positive, and the normals are all facing outside.


texts:
So I have a operator that basically goes through an operation and I would like to have the F6 menu provide a checkbox that does an alternate behavior. How would I do that?

class softsharpenOperator(bpy.types.Operator):
'''Sharpen Without Modifiers'''
bl_idname = "ssharpen.objects"
bl_label = "softSharpen"
bl_options = {'REGISTER', 'UNDO'}

ssharpangle = FloatProperty(name="SSharpening Angle", description="Set SSharp Angle", default= 30.0, min = 0.0, max = 180.0)

angle = FloatProperty(name="AutoSmooth Angle", description="Set AutoSmooth angle", default= 60.0, min = 0.0, max = 180.0)

def execute(self, context):

    #convert angle
    ob = bpy.context.selected_objects

    angle = self.angle
    angle = angle * (3.14159265359/180)

    ssharpangle = self.ssharpangle
    ssharpangle = ssharpangle * (3.14159265359/180)

    #Start In Edit Mode
    bpy.ops.object.mode_set(mode='EDIT')

    #Unhide all The Geo!
    bpy.ops.mesh.reveal()

    #Now Sharpen It
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
    bpy.ops.mesh.select_all(action='DESELECT')

    #Selects Sharps From A Nothing Selection
    bpy.ops.mesh.edges_select_sharp(sharpness=ssharpangle)

    #And Then Adds Weight / Crease / Sharp
    bpy.ops.transform.edge_bevelweight(value=1)
    bpy.ops.transform.edge_crease(value=1)
    bpy.ops.mesh.mark_sharp()

    #Comes Out Of Edit Mode
    bpy.ops.object.editmode_toggle()

    #Turns On Smoothing And Then Sorts It Out
    bpy.context.object.data.use_auto_smooth = True

    #now sets angle to Var angle.
    bpy.context.object.data.auto_smooth_angle = angle

    bpy.ops.object.shade_smooth()
    return {'FINISHED'}

So this operator is just supposed to locate the sharp edges and mark it for bevelling. I was able to get variables to show in the F6 menu showing the behavior but it would be even cooler to make it toggle between another behavior and this one.


texts: How to Change Timeline Division Markers to Match Chosen Frame Rate?

texts:
I can change the frame rate of an animation easily enough. What I can't do is reflect this change on the timeline. The timeline division markers are displayed in an interval that is different depending on the editor window's current zoom level. At first glance, it looks as if they appear in increments based on multiples of ten. But in actuality, there is a pattern: 1, 2, 5. So as you zoom out, divisions which once appeared as multiples of 10, become multiples of 20, then 50, then 100, then 200, then 500, etc. What I want is for them to always appear in multiples of the current frame rate. So, any time a new frame rate is chosen, the division markers will update to reflect what timeline divisions will look like at the newly chosen frame rate. Below is what this might look like. On the left is how it is now, and on the right, how I'd like it.

Is there a way to display the timeline division markers as multiples of the chosen frame rate instead of in multiples of arbitrary numbers?


texts: How to recreate the pixel effect that happens when you move rendered objects

texts: I want to recreate this effect that happens when you move a rendered object (like in this video) Can it be done? Or is there anything close to it? I would only want it to last half a second or two.


texts: I'm trying to make pokemon but I have some problem, i use circle select tool - C in edit mode to select part of object and then I put white color on that part but there are just some stains on the character and not the entire white circuit. Can someone help me, I don't know what to use.


texts: Cycles: Is there a way to find the angle between incidence and reflection rays?

texts:
Is there any point, be it through cycles nodes, OSL, or even somewhere in the code of Cycles itself, where the angle is known between the camera/incidence ray and the reflection ray for a given bounce?

Note that I'm not concerned with the surface tangent or angle of the ray to the surface, unless those are necessary to the angle between rays.

If this data is not exposed to the user but is known in-engine then I would be grateful for where in code that would be.


texts: How would I save my objects as-is in the middle of a rigid body simulation

texts: I want to save my objects in place as a movable editable entity. I have been searching the internet for an answer, but I have failed to find one. I have this broken wall, that I used rigid body to make fall and I would like to save all of the rocks as a single object but nothing I do is working.  I've tried to bake, duplicate, and everything I do just resets them to before the animation.


texts: i see parallel vertical black lines at the bottom when zoomed in the workspace

texts: When in openGL and cycles as the rendering engine, i see black lines at the bottom when zoomed. I use RX 570 4gb as my gpu.


texts: am on blender 2.81 having issues with render mode. In solid mode I can pan and zoom just fine, but when I got to render mode zooming, panning, and anything gets really buggy, very jumpy and almost not working.


texts: Python: Enter or leave "User Perspective (local)"

texts:
I'm talking about the so-called User Local View, which you can enter by selecting an object and pressing "Numpad /".

I can detect an active "User Perspective":

for area in bpy.context.screen.areas:
   if area.type == 'VIEW_3D':
      if area.spaces.active.local_view is not None:
          print("I'm in a user perspective")

That local view causes some quirks with several Python operations. Is there a way to store the current local view, leave it and re-enter it upon finish?


texts:
2.77 crashes when attempting to render a cycles scene when using an image texture. Only adding an image to a cube in the standard scene then rendering from preview or full render blender crashes, doing the same in blender render works. Other versions have been tried but getting the same result.
Both CPU and GPU have been attempted used.
OS: Windows 10 x64
Graphics: GTX 750 ti 2gb
Ram: 16gb
CPU: AMD FX-8120
Render engine: Cycles


texts: Dope Sheet Key Automation/Effects/Preset

texts:
I have all this elements that are going down on the animation I would like to automate the all the keys one after another so that they follow a standard of creating the elements one after the another:

There´s any kind wihout using some addon?


texts:
How do I animate drool from nothing to a long string of drool with a rounded drop shape. To look exactly like what is on the tongue of this cat. I did this once with Shape keys but it was difficult to animate and adjust.
Is there a procedural approach?


texts: How can I return to the 3D view after rendering?

texts: In blender, after I press F12 to render, the view changes. Is there a button or key that I can press to go back to the 3d view?


texts: I was trying to render a rocket takeoff, but where I have my domain set is just a gray box on the final render?


texts: Not able to get realistic lighting - tried bloom, ambient, and refraction with no success

texts:
I have been using blender for quite a while, but I am still a newbie. I'm following a tutorial about making an infinite procedural loop. Since the start of the tutorial, I followed every step correctly, but my lighting is not even close to his. I tried decreasing and increasing the volume of bloom surface, refraction, and ambient occlusion, but it's still the same.
Here is the link to the tutorial I am following - (https://www.youtube.com/watch?v=8onoVpDKfDY&t=601s)
Here is the link for my .Blend file as well, so you can have a closer look - (https://drive.google.com/file/d/1dPSb6Uz25T64HHDNpI3ADQ0uBllOI0Ew/view?usp=sharing)


texts:
I want to select all bones of the left Hand without having to click or box select each individual bone.

Quote from: http://blender-manual-i18n.readthedocs.io/ja/latest/rigging/armatures/selecting.html

  You can select at once all the bones in the chain which the active
  (last selected) bone belongs to by using the linked selection tool,
  L.

Doesn't seem to work for me. Ctr+L does nothing, L only selects bones directly under the mouse pointer, no matter what bone chain it belongs to.


texts:
I want to move vertices in an accurate way but the 3D Manipulator is missing? How can I reveal that?

It's already enabled:


texts:
Is it possible to read and write to a texture using OSL?
I'd like to recreate this implementation of Conway's game of life using Blender OSL shader scripts. This was done using WebGL [HERE]. The key piece is the ability to read and write textures. Can this be done with OSL and Blender shaders?


texts: Scale Interior While Retaining Objects Scale

texts:
I was wondering if there was a way to take the object in the first picture and increase its interior radius, without scaling the actual rectangles scales.

1x1x2 Blocks

1x1x6 Blocks


texts: Uv unwrapping a bent cylinder shape not working correctly

texts:
Recently I started working on a guitar model and for some extra detail I now want to apply a bump map to the thicker strings to make it look like wounded strings.

Basically they are cylinders ( without the top and bottom faces ) but the unwrapping doesn't work on the whole part of the mesh even though I added seams.

I tried every UV unwrapping option in the menu when pressing U, checked the scale and normals but can't find a proper way to just unwrap everything like the top and bottom parts. If anyone knows how to fix this?


texts:
The tree on the left is always purple, whenever I try anything, like changing the material, texture etc. it always turns out purple.

It's fine in cycles:

I've been following a tutorial by CG Geek on youtube and have had no problems up to about 1:01:39. But now when I try to follow along my left tree always appears purple as shown in the picture. The tutorial is here.


texts: Is it possible for individual faces to have separate materials from the rest of a mesh?

texts:
I've only got maybe a week's worth of total experience with Blender and I figured it would be fun to attempt something that isn't overly complex, i.e. something cube-like, so I decided to recreate the Companion Cube from Portal 1.    In modeling and figuring out the center circle pieces I noticed something I missed earlier though. See how to the top of the center circle the pink actually continues into the base of the circle?

I thought I could use loop cuts aligned with the cut out parts of the cube core

which I would then separate from the rest of the mesh in order to have separate materials but I learned that with a subdivision surface modifier involved the results are not that great.

Is there a way for only the two faces resulting from loop cutting to have the pink material and also not go wacky or am I going about this in a way that won't work?
Thanks in advance for any and all help, assistance, and advice given and shared.


texts: Why does my mesh with a cutout have strange, jagged artifacts in other tools?

texts:
Some high school friends and I have been playing an old FPS we used to play, and I've started getting into making maps. I recently dipped my toes into Blender to create some custom models for the game, and a recent project is to reconstruct a simplified version of one side of an Acela train car.
As a starting point, I added and rotated a plane, made a loop cut to make the "bend," then used the Solidify modifier to give it some thickness.

Then I wanted to add a hole for a window, so I created a cylinder, extruded it sideways to create an oblong shape, positioned it in the right spot, and used a Boolean modifier to take the difference. Then, I exported the mesh as a .obj, which is natively supported by the game. So far, in Blender and in Xcode (my most-handy OBJ-file viewer), everything looks right!

But in the game, I've got some strange, jagged artifacts.

It reminds me of the kind of things I see when a path is drawing in the wrong order (CW vs. CCW) in 2D drawing. If I apply the modifier and look at the mesh in edit mode, I can kind of visualize why things are going wrong, but I'm not sure how to fix it. I tried bisecting the mesh across the window hole to create a more "sane" arrangement of faces/edges…

… but it doesn't look much different in the game. Any thoughts on what I can do to fix this?


texts:
How should I adjust my shoe shader, so that its edges match better the reference image?

Can it be done without touching the lightning setup?

Blend file: http://pasteall.org/blend/index.php?id=46960


texts:
I have exported a model from DAZ, and I am fighting with the export options.
I would like to bring in the bones.

When I import my fbx file, it looks like this in Blender:

When I click the "Pose" icon, the model looks as I expected.

However, when I then export the model from within Blender (with "Pose" activated), the model is still as weird as shown in the first image.

I would like to understand what is happening here.
I guess it is about baking the pose, right?

If yes, do I have to bake the pose in DAZ or in Blender?


texts:
I'm trying to make a repetitive shape, with an array modifier and an empty object as a driver, but I can't scale it linearly.

When I scale my modifier driver, I got a curve as you can seen bellow.

And I want a linear scale like the image bellow (made manually without the modifier).

I would like to keep the modifier way to make it because I can also make animated rotation via the modifier, like this :

Is there a way to do this kind of scale with the array modifier ? is there any other options ?

Thank you in advance for your help :)

[Edit]
I just forgot one thing to mention about what I want to do, I want also to offset the different layers like the image bellow. But Again, if I offset via the Array modifier driver, i get a strange curve.

Here is what I want to get (if possible) :


texts: How to change emission color behind glass? (Cycles)

texts:
How can one maintain the color of the emission even after placing glass in front of it?

Node set up for the sphere


texts:
I'm not sure what is the problem, I downloaded few objects and some of them behave strange.
I mean that the object can be seen but in kind of transperent way. For example here the table surface should be clean.

but instead we can see the beams that under the table. I have tried to change the transparency but it's not the issue (if I understood it right). Any explanation what is it?
Edit:
I have tried to recalculate the normals, but it's not really works.
But I found that the object looks strange in the edit mode. maybe it's useful to  understand the issue.


texts: How does one create an animated skeleton which can be applied to any model?

texts: I'm new to blender and 3d art in general and I'm trying to make animations which can be recycled for multiple models. Which process does one go through to make such a thing? Say, I have a generic humanoid skeleton, and I have animations which make this skeleton move, and I want any new model I have to able able to be swapped in the place of the skeleton so every model can be animated from the same animations without having to animate every single model every time. Or if you could point me to the right documentation to achieve that, I don't know where to start.


texts:
for anyone who can help.
My question is about tiled textures.
Painting over or editing un-tiled textures goes smoothly, but when the texture is mapped then whatever strokes you add on top of the texture also get tiled.
Is there a way to paint without the strokes also being tiled?


texts: I know how to make a cube out of cubes or a pyramid out of pyramids, but how do I make a sphere out of spheres?


texts: GPU renders colours differently than CPU

texts:
When rendering a scene, the colours look very different when rendering using the GPU (NVIDIA GeForce GTX 680) vs. rendering using the CPU. There is a lot more red and the other colours look a lot more saturated on the GPU.

I'm using the Cycles rendering engine in Blender 2.81a on Linux.

The shader uses a complicated formula and plugs the results into the color and density values of a volume scatter material.

What you see is called Mandelbulb.

CPU:

GPU:

Any ideas what could be causing this? Can anybody confirm that this issue also exists on their GPU and is not just related to my specific GPU model/driver version?

Here is my .blend file: http://pasteall.org/blend/index.php?id=52870


texts:
I am currently trying to generate synthetic depth images using blender. I understand that current the z buffer can be output using the composition nodes into OpenEXR and I have successfully done that. How ever when I open the image in opencv and read the values of each pixel, it does not seems to correctly reflect the distance of the pixel from the camera.

I read  that when Z buffer is exported into OpenEXR, each pixels contains the Z-buffer,alpha value and color render infomaitons. Is this information correct? If so how am I able to extract just the Z-buffer data?.

Thanks


texts:
I wanted to use the "Randomize Transform" tool as described here

Or in the first half of that video.

Following the video, after seperation of each individual cube into single objects, when I want to use the tool, everything is greyed out, like in the attached screenshot.

What am I doing wrong here?


texts:
I am creating an addon, but I needed a small help. This is the code

    row2.label("Text",icon = 'BLENDER')

Now, if I execute it, the Icon is placed before the Text.

Is there anyway to place the Icon after the text?


texts: How do you create parallel spirals like a rollar coaster track?

texts:
I've added a curve spiral with Curve -> Curve Spirals -> Spheric (This might require an add on to be enabled like "more curves"). I'd like to have a second spiral that is parallel to the first to create a spiral track that a vehicle like a roller coaster might ride on.
This is proving to be quite difficult however, since you can't just duplicate and move or scale it since the ends don't line up top and bottom. I'm thinking there's a formula that I need to use to generate the two spirals, perhaps using an XYZ math object or similar.
Here's the top (nicely aligned):

And the bottom (which is not at all aligned):

And the overall shape I'm going for:

As a side issue, the spiral shape also seems to be beveling in a strange way. The bevel object is just a circle (curve) but it deforms into an oval shape that changes axis the whole way down.


texts: I know is possible to make things react to an audio intensity, but is there any way I can make it react to the different frequencies?


texts: Select box selects just one of multiple overlaping vertexes

texts:
If there is multiple vertexes with the same coordintates (i.e. on top of each other) in a mesh, the select box tool selects just one of them and ignores the rest.

Is this a feature or a bug?
Can it be switched/modified in order to really select all vertexes within the box even when they overlap

background:

I have some mesh exported from external editor where triangles (faces) are disconnected
=> each triangle has its own corner vertex => if you have e.g. 5 triangles meeting at one corner, you have 5 independent vertexes at that corner

In order to edit such a mesh I need to select all these vertexes and move them simultanously.


texts: try to create multi-files Add-on, install fail with Error: module 'bpy' has no attribute 'props'

texts:
I have created an addon written in multiple files.

if "bpy" in locals():
    import importlib
    importlib.reload(operator_add)
else:
    from . import operator_add
    from . import operator_create

import bpy
import bmesh
import os
from operator_add import OBJECT_add

I got error message when trying to activate the add-on

AttributeError: module 'bpy' has no attribute 'props'

in the operator_add.py I have the class as follow:

class OBJECT_add(bpy.types.Operator):
    bl_idname = "myops.addthings"
    bl_label = "Add Base Mesh"
    bl_options = {'REGISTER', 'UNDO'}
    bl_description ="Add Base Mesh"
    #the error comes from this line:
    objectsToAdd = bpy.props.StringProperty()
    #this is trying to get the property from the UI draw() in the __init__.py

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


texts: Way to apply height data into Displace modifier (or equivalent transformation) on a plane

texts:
I am quite knowledgeable on Python, but not so much on Blender. And I have no experience on Python scripting (although eager to learn). My problem is that I have some raw data of height from which I want to build a 3D model.

I have thought of two main alternatives

Make a Blender script that reads the raw data and changes the Z value of vertices
Convert the raw data into a Z-height Blender-friendly format

1. Blender Script

Well, it intimidates me a little bit. I have not found a way of accessing the vertices with a sane ordering, and I feel like I will be doing a very ad-hoc thing. However, maybe I haven't look enough at it. I would be delighted to find some similar example, but I have been unable to find it.

2. Blender-friendly format

I thought that maybe using an intermediate representation is a good thing. The data can be reused by other people and adapted. It seems to be resolution agnostic, which is a good thing.

My first approach was using a "Float" TIFF (supported by Pillow). But Blender seems to dislike it (it doesn't seem to read non-colour formats). My raw data is float, so I would prefer to use it. I know that I can use instead a 8-bit grayscale, but this is not enough information for my purposes. 16-bit would be meh-okay --I am ready to settle with that. Which formats would be nice for Blender? OpenEXR seems to be powerful but there is a lack of export tools --I am doing the raw-data conversion from Python scripts.

Sorry if this seems a two-in-one question. But my genuine problem is the one at the top, and I wanted to share some of my thoughts in my two different approaches. Though I hadn't got much far in any of them... :(


texts: I have snap turned on and it works just fine when I'm moving an object. But is there a way to have my object snap to grid increments when I am scaling?


texts: Applying rotation, location and scale to model bones

texts:
I'm not an expert in 3D but I'm using Blender to change model's poses. I have a JSON object which describes how each bone will rotate, translate and scale:

{
  "name": "Soldier",
  "id": "TestId",
  "animMatrices": [
    {
      "name": "mixamorig:Spine",
      "position": [
        0.0,
        0.288420439,
        -0.027956875
      ],
      "rotation": [
        -0.0205147546,
        0.0105156591,
        0.0171466451,
        0.9995872
      ],
      "scale": [
        1.0,
        1.00000012,
        1.00000024
      ]
    },
    {
      "name": "mixamorig:Spine1",
      "position": [
        0.0,
        0.338067949,
        5.486072E-9
      ],
      "rotation": [
        0.0558569357,
        0.0207238179,
        0.0163610559,
        0.9980896
      ],
      "scale": [
        1.0,
        1.00000012,
        1.00000024
      ]
    }
  ]
}

I tried to generate the 4x4 matrix and assign it to bone.matrix_basis as following:

pos = mathutils.Matrix.Translation((m['position'][0],m['position'][1], m['position'][2]))

rot1 = mathutils.Matrix.Rotation(math.radians(m['rotation'][0]), 4, 'X')
rot2 = mathutils.Matrix.Rotation(math.radians(m['rotation'][1]), 4, 'Y')
rot3 = mathutils.Matrix.Rotation(math.radians(m['rotation'][2]), 4, 'Z')
rot = rot1 * rot2 * rot3

scale1 = mathutils.Matrix.Scale(m['scale'][0], 4)
scale2 = mathutils.Matrix.Scale(m['scale'][1], 4)
scale3 = mathutils.Matrix.Scale(m['scale'][2], 4)
scale = scale1 * scale2 * scale3

bon_mat = pos * rot * scale
bone.matrix_basis = bon_mat

The model started to be having a very incorrect values, or I don't really know what happened.

I tried to to use bone.rotation_axis_angle but this did not effect anything, and by the way I always set:

bpy.ops.object.mode_set(mode="POSE")

and I got the JSON object from Unity.


texts:
I really need you guys help.
Well, I have this ugly mocap:

And like all mocap, need my rig to follow it.
But the hand rotation is screwing up, no matter what I do.

Seems like the hand rotation is jumping the keyframes.

And sometimes the palm of the hand is facing the wrong direction.
I don't know if you guys can explain to me how to get it right, sometimes explain is harder than do it.

I included the project file to better visualization of what I'm trying to say, but if you fix it and don't want to explain, it's ok for me too LOL.
Thanks!!
Blender File


texts: After I've joined 3 meshes into a single mesh with ctrl+j, part of it becomes transparent after I import it to Unity (see left side of the image). What could cause this and how can I fix it?


texts: In animation nodes rotation around an object

texts:
I'm trying to find how to make rotating an objet around an other object using animation nodes.
It seem something basic to me but there is not so much solution in google for this problem.
Thank you.


texts:
I have a class with a few StringProperties,
I'm wondering if there's a way reset the StringProperties to defaults each time I call the class.
I tried adding defaults like this but if I call with 'YES' it remembers the 'YES' the next time I call it.

cutline = bpy.props.StringProperty(name='Cutline',default='NO')
live = bpy.props.StringProperty(name='Live',default='NO')
insetted = bpy.props.StringProperty(name='Insetted',default='NO')
drawtype = bpy.props.StringProperty(name="Draw Type",default='BOUNDS')


texts: Is there a shortcut that goes to the previous/next image in the Image Editor?


texts: Why doesn't Connect Vertices create an edge as opposed to Make Edge/Face?

texts:
Supose we have this scenario:

Why the Connect vertices action has no effect but the Make Edge/Face action does?


texts: Creating 2D animations using 3D characters

texts:
I am new to Blender and am just learning the basics. I want to create 2D animations using a single character. The 2D animations would portray different angles of the character. Hence, I thought creating a single 3D character and somehow using that in 2D would save me the work of redrawing the character again and again.

Is something like this possible using Blender? Or is it better to simply create the character in 2D multiple times with different angles?


texts:
Can blender use 100% CPU when baking to speed up baking? When I was baking particles, CPU usage is around 50-60% usage and take many hours, is it possible to use 100% CPU to reduce baking time. Does the reason behind this is because using multiples cores haven't implement to particle baking yet or that is not the problem?

I don't really know about programming sorry for my ignorance.


texts: I have this night scene and it's pretty clear that something is not right. The lights are strange, like muffled, making everything grainy. Does anyone have an idea that can fix this?


texts: Using particls to simulate automatic gunfire Cycles

texts:
The situation is i have a few gun models that i will use in a scene where there are a lot of them and they all need to be able to fire bullets easily without me animating each bullet as these are automatic weapons.
So i have a gun and i made a simple bullet that i want to use as a particle system for automatic gunfire.

So i have this bullet model right inside the bore of the gun and i parented the bullet mesh to the gun. I then added a particle system to the bullet that used the bullet model as the particle in the render tab. A couple problems arose such as the particles not appearing, they have far too much drop due to gravity especially in the case of a rocket launcher that needs to go slowly but not drop. and i also don't understand how to turn them on and off such as in a burst fire situation so it fires then stops then starts firing again.


texts: I made an animation in the Blender Internal renderer with a robotic arm and a bone rig. the animation looks like this:  However, when I try to play that animation in the BGE, the red cube (palm) is thrown off to the side, out of the arm. Does anyone happen to know why this happens or how to fix it?


texts: Is there a way to make emission shader not looking flat?

texts: Glow is justice, but-but emission shader looks flat! I believe we can do a greater justice by making it not looking flat. Is there a way to make emission not look flat? I wonder? ><


texts: Can I display the image from a camera on a plane in the same scene?

texts:
OK - I have a small spacecraft with limited vision inside. The spacecraft is racing against others. I want a holopanel to either side of the pilot, displaying what is to either side of the craft. It this possible in the scene? I want to try and avoid faking it in post if I can.

I will be rendering in Cycles as a short video.


texts: Can I export a jpeg or something similar?

texts:
I am very new to blender and am really excited to have found this amazing world of Blender and all of its beautiful people and possibilities. I am trying to capture an image of my projects to record and share progress. Can I export a simple jpeg or something similar? Or do I need to take a screenshot? And can that be done within Blender?
  Thanks for your time And Answers... and possibly a better solution to my query.


texts: how do i fill a blank keyframe with the keyframe that precedes it(note there are thousands of blank frames)?

texts: the dope sheet shows blank frames at frame 3 and 5


texts: Is it possible to generate an image based on edges and corners?

texts:
Prompted by my previous question,
is it possible to generate a black and white map based on the sharpness of edges and corners of a mesh?

E.g. to use as a map to make procedural texture displacements more intense on edges and corners.

How can I achieve this?


texts: Rendering a net shaped mesh in a cloth simulation

texts:
Im trying to drape a net - like mesh ( a plane with a wireframe modifier ) onto my skeleton model, kind of like a poncho, in the hope that i can use the character in an animation. However I can't even simulate it without blender and my PC freezing.

I have tried using simpler collision shapes, but it doesn't really help much.

Does anyone have any suggestions for trying such a thing? I think the problem obviously points to the amount of polygons in a wireframe net shape, are there any easier ways to go about adding this to my skeleton?

Thanks


texts:
I have the following information from an object: Rotation in degrees (absolute world coordinates) and position in absolute world coordinates.

My goal: to set the position and orientation of a pose bone via python.

My problem: How to rotate the bone by the X, Y, Z axis around it's head along the world X, Y, Z axis?

Here is my current approach:
I take my bone's rest matrix (armatureObject.pose.bones["Arm1"].matrix), convert this to euler angles in degrees.

Here is my first assumption that may actually be wrong:

This is not the rest matrix.
The X Y Z angles I get out of this: are these angles relative to the world, or relative to something else?

Now in this process I add my rotation (as I want this bone to be rotated by X = 20°, Y = 30° and Z = 40°) and finally I apply these again to the pose bone.

However, this does not yield a correct result.

What I have in values:

Pose Bone Rest Matrix 4x4 converted to Euler (XYZ): -56.332200° , 27.38295°, 48.9299°
My input Offset Rotation: : 20°, 30°, 40°

By manually using the cursor and rotating the bone via this pivot in 3D View, I was able to get the correct position for the bone and read the values I need to get through calculation:
- Should be (Euler XYZ): 3.082°, -29.799°, 38.67°

Simple enough I believe rotating my matrix by 20, 30 and 40 rotation matrices should have solved it, but it doesn't. :(

armatureBones = armatureObject.pose.bones
boneWP = armatureObject.matrix_world * armatureBones["Arm1"].matrix

rX = mathutils.Matrix.Rotation(radians(20), 4, 'X')
rY = mathutils.Matrix.Rotation(radians(30), 4, 'Y')
rZ = mathutils.Matrix.Rotation(radians(40), 4, 'Z')
newRotMat = rZ * rY * rX * boneWP
newRotMatDirs = newRotMat.to_euler()

# readout to compare
print ("is angle:", degrees(newRotMatDirs[0]),degrees(newRotMatDirs[1]),degrees(newRotMatDirs[2]))
print ("should be", 3.082, -29.799, 38.67)

For this I get: 8.900, 1.558, 144.03145

Where am I going wrong?


texts: How to bend/create nice angle without warping model

texts:
So I am doing some self learning by attempting to copy a phone stand that I have.
I am really close but I am not sure I understand how to create that triangle followed by a really nice bevel.
I have tried just doing a rotation but because it rotates by the center of what I select it just warps the model really badly.
Here is what I have so far:

Thingiverse model
Here is a picture of what I am attempting to copy. (I am not worrying about the bottom angle/bend)


texts: How to fill all holes with shrinkwrap function?

texts:
I'm working for an architecture firm trying to clean up our Revit model and 3D print it.  I looked through the 3D checklist and tried to clean up the model but every time I "Make Manifold" blender deletes walls.

My friend uses Materialise Magics software which has this function called Shrinkwrap.  Essentially it covers the entire model with this blanket (which you can adjust to become more refined to show more detail) and plugs all holes.  Then he thickens the model and prints it.

Do you think blender has a similar feature? I know blender has the shrinkwrap tool but after messing around with it, it hasn't fixed the holes or thickness issues I am having.

Thank you in advance.


texts: How can I switch from Single Image to Image Sequence in Compositor network, with a script?

texts:
I have this piece of Python code:

import bpy
import os

# switch on nodes
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree

# Clear default nodes
for node in tree.nodes:
    tree.nodes.remove(node)

# Create input image node
image_node = tree.nodes.new(type='CompositorNodeImage')
file_path = "C:\\DEV\\testSequence.1114.exr"
image_node.image = bpy.data.images.load(file_path)
image_node.frame_duration = 200
image_node.frame_start = 1114
image_node.frame_offset = 1114
image_node.location = 0,0

This script makes a node in the compositor tree and loads the file in C:/DEV/testSequence.1114.exr; however, instead of 'Single Image', I want to switch to 'Image Sequence'. how can do this in script?


texts: Object not showing correctly on camera or view but it renders

texts:
Suddenly, after trying some weird effects, shadings and deleting them, my object started displaying in the viewport as only mesh, disappearing in the camera but still renders completely fine.
I can't do further work without previewing.
Any guess on this?

Edit: For clarification, this is the normal Animation view,  I didn't change anything from the default windows organization.
Also I'll include another screenshot for you to see that it's not about the object position or anything.


texts: Blender 2.8 - Object index pass in Eevee

texts: I need to isolate filters on some objects in the compositor and Blender 2.8 does not have the options to setup object/material passes in the View Layers. Is there anyway to achieve this in Blender 2.8 and for EEVEE?


texts:
Here's my script, which I activate in the game engine with a python controller, applied to a cylinder.

I managed to achieve a pretty good result by following the tutorial on
http://en.wikibooks.org/wiki/GLSL_Programming/Blender/Silhouette_Enhancement
at least when the tube is vertical.
when I rotate it by ninety degrees, strange thing happen.
someone wanna give it a look?

To me, it looked like the best way to draw a lightsaber without billboards, though perhaps there are smartest ones.

import bge

cont = bge.logic.getCurrentController()

VertexShader = """

varying vec3 varyingNormalDirection;
varying vec3 varyingViewDirection;

void main()
{
    varyingNormalDirection = normalize(gl_NormalMatrix * gl_Normal);
    varyingViewDirection = normalize(gl_ModelViewMatrix * gl_Vertex);

    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
"""

FragmentShader = """

varying vec3 varyingNormalDirection;
varying vec3 varyingViewDirection;

void main()
{
    // I project the two vectors on the plane y = 0
    vec2 normalDirection = normalize(varyingNormalDirection.xz);
    vec2 viewDirection = normalize(varyingViewDirection.xz);

    const vec4 color = vec4(1.0,1.0,1.0,0.3);

    //      opacity equals infinity when view and normal have an angle of 0,
    //      equals 0.001 when they have an angle of 90
    //      I also multiply for the dot product between view and normal
    //      which is 1 at center, 0 at edge, to increase the falloff
    float dotProduct = abs(dot(viewDirection, normalDirection));
    float opacity = min(1.0, dotProduct * 0.01 / (1.0 - dotProduct) );

    //      with opacity I'm also varying the color, from green to white
    gl_FragColor = vec4(1.*opacity,1.0,1.*opacity,opacity*2.);
}
"""

mesh = cont.owner.meshes[0]

for mat in mesh.materials:

shader = mat.getShader()

if shader != None:

    if not shader.isValid():

        shader.setSource(VertexShader, FragmentShader, 1)

        mat.setBlending(bge.logic.BL_SRC_ALPHA, bge.logic.BL_ONE_MINUS_SRC_ALPHA);


texts: Can I run "Mesh ‣ Clean up ‣ ..." tools without tabbing into edit mode?

texts:
I have an ENORMOUS mesh (23 million faces) that I'm interested in cleaning up. I've already gotten everything I can out of the modifier stack, and now I see some "Mesh -> Clean up" tools that I'd like to try out... but I can only access them in edit mode.
Switching to edit mode with a model this big is prohibitively demanding on my system, so it would be great if I could exercise these tools on my mesh some other way.
Any suggestions?


texts: I don't understand the options under "which part to snap onto the target"

texts:
Could someone please explain what the options under this section mean? I am specifically referring to the "Active, Median, Center, and Closest" settings.

For example, in the image, you can see I have selected these three windows. I am trying to snap them into the frames that you can see beside them, to the right. So, I changed snapping to edge select, but when I drag the cursor to the right edge, the result in unexpected. I know I must be in the wrong setting, so I am trying to fully understand them.

"Middle" seems easy enough to understand. But then what I don't get is, how is "median" different? And then I'm also unsure about what "active" refers to, as well as "closest". I did some searching and wasn't able to find any answers, but if this is indeed answered in another question, please let me know! Thank you for your time and help!

PS-While explaining each of these settings, would you mind also including which one I would use in this situation?


texts: Super elastic collision in Bledner-a smiluation

texts:
Can someone write for me a .blend file (i.e. a MWE) which would be a super-elastic collision either in 1D or in 2D or finally 3D of 2 elastic balls with customizable $Q$ as in this equation $$K+Q=K'$$ where $K$ is a kinetic energy before and $K'$ a kinetic energy afterwords with $Q>(=,<) 0$?
Choose whatever you think is easiest and try to create a MWE. I think this is possible as I have seen falling object from top to bottom in Blender.


texts:
I have a ton of things building in my file, but I need to be able to retime them. So say I have on part starting to build at 200frames and it builds for 100frames. I need to be able to change the start time from 200 to say 320 in a fast and easy way. Preferable from the dopesheet or graph editor. Because I have over 100 animating objects

Is there a way to add the build modifier timing to the dopesheet so build animations can be retimed?


texts: I am in the process of modeling the refit USS Enterprise. I have reached an impasse at the bridge area. It's difficult to explain, but essentially I have an edge loop that needs to be filled in and it's not planar, if that makes sense. I'm not sure what the nomenclature for that is.  Anyways, I tried using grid fill to no avail so I decided to fill it in manually. I feel like my topology could be better though, and would be grateful for any feedback.


texts: Fixing deformation due to IK bone constraint

texts: I've been trying to use the IK bone constraint with my rigs as it makes animating much easier, however I find that when I apply the constraint, I get twisting in the mesh. I've tried remedying this by adjusting the pole angle, and although that does remove the twisting, my joint will no longer be bending at the right angle in comparison to the, say for example, Elbow.R.IK, etc... This problem has happened to all of my models that I've applied the constraint to. Thanks for the help]1


texts: How do I properly delay activation of an active rigid body physics property?

texts:
I have worked out the proper use of the Start Deactivated tab on the Rigid Body properties, and the ceiling pieces are acting as they should, being broken by the mesh coming down from above. Following the basic "destruction" steps for colliding objects.
However, I applied the same Start Deactivated property to a second mesh below the first - to all its separate pieces, for disassembly on impact - but for some reason it still begins to come apart before being struck by the falling mesh. I have tried "resetting" the Start Deactivated property, and made sure to copy that property to all pieces, but it still starts to come apart before being hit. Any ideas as to why would be helpful.


texts: Realistic plane glass outdoor scene with cycles and hdri

texts:
I'm modeling a house, and trying to get realistic glass in a plane glass. I've seen a lot of tutorials but they used spheres and Suzanne applied the material. The result I want is light in the image (we have no reflection) where the main light shadows hit the glass, and them it's more transparent, where in the other areas it's more reflective. I still want to see the artificial light inside the room.
I've tried different values of IOR, and I'm using AlphaBlend and AlphaHash in glass material. Glass thickness = 1cm


texts: How to move bones rest position from Python?

texts:
I have an armature object with a single bone.
Now I want to change the rest position for animation purposes.

The only way to manipulate bones I have found is via

arm_object.pose.bones

Anytime I change the position of a bone I get that way, for example with bone.rotation_euler = (0, 0, angle) it changes the pose but not the rest position.


texts:
In the older versions of blender, you could group objects and they would be treated like one object.
In blender 2.8, groups have been replaced with collections. The collections are not treated as one object. How do you select a collection like you would a group?


texts:
I tried to following several different tutorials, which show how to simulate water drop. So I made simple scene:

domain
water pool
drop

Nothing fancy, just basic tests. 250 frames length.
When I was playing it on the viewport I noticed that the drop goes to water, and causing the waves and everything goes quite expected way. But then, after 100's frame, the animate goes to "slow motion mode". When the bake was completed and I was able to run it, that looks like waves started to move very slowly after 100s frame.
I found some old discussion about that, but looks like Blender has got new design and those were not valid anymore.
What parameter on fluid could cause this?
Blender 2.92
The blender file could be found from here: WaterDropTest.blend


texts:
Trying to install the CATS plugin (https://github.com/GiveMeAllYourCats/cats-blender-plugin)
I extracted it and it was a bunch of confusing files, no .exe files in sight. I downloaded this as a zip. What do I do?


texts: Py: List materials with texture used by mesh

texts:
I have a script that list vertices and faces but now I need to get the texture associated with each face, known that only one texture is in each material , only one mesh is in the scene and it is selected .
I only found the way to list the texture associated using the uv image editor ...

Thanks


texts: Let reflections and shadows continue over edges

texts:
I've been trying to get this to work for a few days, but I can't seem to find out how. I want to have an object with two colours (materials) reflect light seamlessly. These objects are generated procedurally, so manually integrating these colour changes in the uv map is not a solution (there are about 4000 repetitions).
Blender does the following:

Expected normal behaviour: entire step reflects light

Unwanted behaviour: the light and shadow breaks at the edges

What it looks like without added edges

What it looks like with the added edges
How can I force the light to be reflected normally across the edges?
Edit:
PGmath suggested recalculating normals and auto smoothing. Recalculating normals had no effect, auto smoothing has the following effect:

The material looks completely matte now
I have tried using ALT+N > Merge with auto-smooth, which has a better result, but still not as desired:


texts:
When I extrude a border, it still stays indicated as a border in blue, even if two faces are on the same edge. Is it normal ? How to remove this blue?

color explained in:
Rendering » Freestyle » Parameter Editor » Line Set > edge type


texts: Do procedural textures save render time and memory?

texts:
After watching several videos on how to make procedural textures I'd like to know if it's worth the effort.

So far the benefits of procedural textures I always hear and read is their infinite resolution like a SVG image, it's not rasterized. The other big advantage is that it's not as memory consuming as image textures and thus Cycles can use the GPU for big scenes again if all textures were procedural generated.

But how about render times? I mean at the render the procedural textures have to be rasterized at some point for proper path tracing if I'm correct.

Does loading the procedural textures increases render times or consume more memory depending of its rasterized scale? (like on an object that is very close to the camera, where a rasterized texture would be like 8192x8192 pixels to show the details)


texts:
I pressed a button and I cant seem to get back to the normal perspective view, everything looks like it's being seen from a telescope. Orthographic view is still displayed normally but perspective view looks like this.

How can I revert this?


texts: UV Mapped a cube for a skybox, seams showing

texts:
The question is: how do I get rid of these particular seams? I've found a few tutorials on removing seams in UV mapped textures, but these all seem geared specifically towards matching textures that actually don't show gaps. In this image, you can see the seams near the bottom, appearing white. In the past, I have caused them to be black or grey, by having "render alpha" unchecked.

In my UV map, everything looks reasonably correct: the image is 1024x768px, with each "frame/cube-side" being 256x256px. Some of them match up fine, others seem to leave a few-pixels-wide gap. With the UV map, I have checked to make sure the map isn't picking up any unused areas of the texture. The UV map bounds the image perfectly.

Is it possible that this is a bug in the UV map stuff, causing it to pick up a pixel or two of the unused transparent areas of the image? Or is it something I'm doing wrong.

UPDATE: These lines appear exactly on the same edges as the seams I marked. This makes sense, taken with the fact that it's rendering transparency. Why this happens, I don't know.


texts: Boolean difference operation and bevel problems in blender 2.9

texts:
I am very new to blender, please help.
I am trying to make a hole in part 1, by subtracting part 2 from it using boolean difference. But when i do that nothing happens, but in wireframe mode it shows that the boolean happened (see pic).
When boolean difference did not work i made a union and selected all the faces and deleted them, and got the hole. But bevel is not applying on it uniformly after that. I have tried applying the scale, rotation, and transformations, also flipped the normals both on 1 and 2, but nothing worked. (the other holes were made by using part 3, it had similar bevel problem, which was solved by recalculating the normals.)
What are the edges protruding out of the mesh? (the bevel changes its curvature around those two axis, marked by arrows in the pic)


texts: How to rebuild mesh in optimized way? Example inside

texts: I've made an example house out of blocks. Is there any way to automatically rebuild my model into one solid mesh without unnececarry polygons?


texts: When I open the materials tab -- with Render set to Eevee -- Blender 2.8 immediately crashes

texts:
Happens every time with render set to Eevee, but not with Cycles or Workbench.

I’m using Windows 7 with a NVIDIA GeForce GT 550M graphics card.

Intel Core i5-2410M CPU @ 2.30 Ghz
64-bit Operating system

Yes, I know that's not such a great system & not a great graphics card.

But other than buying a new computer, is there anything I can do?


texts: Optimal settings for Cloth dynamic to create jiggle

texts:
I followed a tutorial in an old version of Blender to create a jiggle effect for an object. Unfortunately the older version didn't have the same settings so it was hard to figure it out. Here's the link: https://www.youtube.com/watch?v=boGA0Tn8-yY

Does anybody know the best settings for this type of thing? I've got pinning working using weights but any setting I use totally deforms the rest of the body. I could use some tips on this!

I'm a brand new Blender user, but with past experience in other packages. I've been learning this system (and loving it) over the pandemic.


texts:
I'm not a pro at 3d modeling, but i can do more and more everyday. There is one thing I do hate is when i need to make like a window or door frame out of a hole in a cube mesh and having to reface everything so no face overlapping.
Is there a way to inset a face of a mesh outside of the bounderies of that face and do not overlay new faces with faces next to the inseted face?
I would like something like that with the red line.


texts: Unable to see anything after importing .obj file

texts:
I try to import .obj files from this project: http://dbarchive.biosciencedbc.jp/en/bodyparts3d/download.html -
the files contain Polygon Mesh Data.

When I import the obj file into blender, the outliner shows a new mesh added, but nothing is visible in the 3D viewport:

Any help will be appreciated.


texts: Unwrapping all objects inside of the same UV space

texts:
This is kind of a beginner question, so I apologize upfront.

Imagine the interior of a room made with Blender. Let's say, a dining room.

Inside of it, we have obviously the walls, floor and ceiling. But we do also have more objects inside, like a television. A sofa. A chimney. Some paintings on the walls. An antique ceiling lamp. You get the point.

I'm just starting out my journey on UV Unwrapping, oriented to game development. My question is the following: should I UV Unwrap all things (i.e. walls, floor, ceiling, chimney, TV, sofas, paintings, lamp, tables, chairs, ...) into the same UV space? What are best practices here that I should follow?

Thank you, and again, I apologize for such a beginner question.


texts: Graph Editor - Can I make proportional editing affect all the curves?

texts:
When I use the Proportional Editing option in Graph Editor it only affects curves that have nodes, selected by me. Why doesn't it affect all the curves? Is there a way to make it affect all the curves?

Essentially I want to select just one node on one curve and drag it with Proportional Edit on, affecting other nodes on all the curves. Can I achieve that?


texts: How to have consistent soft body physics in a specific area of an object using vertex groups?

texts:
I'm trying to add soft body physics to a small vertex group within a larger object, thus applying the soft body behavior to that small area of the object.

My end result will hopefully be an exaggerated gooey collision response with a collision object piercing the mesh at specific areas, but have the rest of the object remain firm and unresponsive.

I have made two vertex groups, one group for the specific piercing area and one for the inverse, that both have gravity setting at 1. When I set the specific area vertex group as the Soft Body and Soft Body Edges group it causes the gravity 1 to make the specific area unresponsive to the soft body physics and the inverse group to giggle. This is the opposite result I want. I then change the inverse vertex group to be the Soft Body and Soft Body Edges group and, in tests, this has created the effect I wished for, but not consistently. In the test phase, with simpler meshes, this seemed to work. Now, with slightly more complex meshes, it is not working.

Any insights into how to secure the specific piercing area vertex group to be the only area responding to the soft body physics would be helpful!!


texts: Help the lighting doesnt work and some part of the object is black

texts: So i try to learn to create the chair just like blender guru tutorial, and when i try to render the model to finish the lighting lesson, it turn out like this (as shown in the picture), like the lighting doesnt work on some part of the object. Does anybody know how to fix this? thanks a lot


texts: Sun casting square shadow rather than monkey?

texts: I am doing a tutorial on game design and have lit my plane with the sun lamp. I am trying to get an object (suzanne) to cast a shadow by switching to GLSL. However, the light itself seems to casting a square shadow. Why is this happening and how can I get rid of it and make the monkey cast a shadow? Thanks.


texts: How to have a boundary box around a whole group instance?

texts:
Enabling bounds display on a group instance draws bounding boxes for each individual object:

How to have a boundary box around the entire group instance? Via python or not. It seems to possible, this guy did it: https://vimeo.com/139789313


texts: BMesh Grid Fill doesn't work on closed edge loop

texts:
I've been trying to automate the task of deleting the ngon cap on the end of a cylinder and replacing it with quads using the Grid Fill tool.

Something similar to this:

I'm using this script:

import bpy
import bmesh

# Get the active mesh
me = bpy.context.object.data

# Get a BMesh representation
bm = bmesh.new()   # create an empty BMesh
bm.from_mesh(me)   # fill it in from a Mesh

# Loop through all the faces deleting the ngons.
for f in bm.faces:
    if len(f.verts) > 4:
        bmesh.ops.delete(bm, geom=[f], context=5)

        # After each ngon is deleted, find the non-manifold edges and fill using grid fill.
        edges = []
        for e in bm.edges:
            if not e.is_manifold:
                edges.append(e)
        bmesh.ops.grid_fill(bm, edges=edges)

# Finish up, write the bmesh back to the mesh
bm.to_mesh(me)
bm.free()  # free and prevent further access

But whenever I run the script with a default cylinder I get the fallowing error:

Traceback (most recent call last):
  File "/bmesh.py", line 22, in <module>
RuntimeError: bmesh operator: Select two edge loops

The BMesh Grid Fill operator seems to be expecting two opposite edge loops, but the edit mode Grid Fill tool can accept one connected edge loop (as you can see in the image above). So there seems to be an inconsistency between the two.

Am I missing something? Or should I report this as a bug?


texts: Make selected edges equidistant, like you can in Inkscape?

texts: In Inkscape there is a tool where it will make selected objects equidistant. In blender I am trying to find a similar tool. In the example below the tool would make the selected edges equidistant on the y axis. Does it exist?


texts:
I installed this add-on and tried to import .ai files from illustrator. Unfortunately, the imported 2d vector graphics where all in grey plane object- even though the paths where there.

Any ideas how to fix that?


texts: Render screen normals for tiling textures in Cycles

texts:
I'm currently making a tiling texture using particles and cycles. The particles are instancing cards which have a material with albedo, roughness, normal and an opacity texture applied. I'm able to render all the passes I require, the only one I'm having problems with is the normal pass. It appears to be rendering the straight normal map applied to the mesh without any regard to its position or orientation in screen space.
I've seen a few threads similar to this, using the geometry node and a vector transform, but none talking about transforming baked normal maps to screen space.
Thanks!


texts: How to make, with a script, Blender play the current animation?


texts: Problem with rendering and using rendered view

texts:
When i render an object (the basic cube) it has transparent areas dotted over it. Also when i'm in rendered view there are strange coloured specs on the cube. I am using the latest version of blender as of now, if you have any questions about my settings let me know :)

thats the result when rendering the image.

here is what it looks like in rendered view.

and here too.


texts:
I'm not quite sure how I should do those 3 blue speckles on my character's head.

First I thought creating some kind of black and white stencil and paint over it, but  I'm afraid that would leave the edges of the blue circles jagged(?)

How would you guys texture the head?

I'm using Cycles.


texts: How to import python module from within the project in blender?

texts:
The problem:

I've created two scripts in blender (importTest and loggingConfig), as shown in the following picture:

But when I try to import loggingConfig I obtain the error

ModuleNotFoundError: No module named 'loggingConfig'

Options tried:

importTest (Try #1):

import loggingConfig

importTest (Try #2):

import bpy
import sys

dir = bpy.data.filepath
print(dir)
if not dir in sys.path:
    sys.path.append(dir)

import loggingConfig

In both cases obtaining the error above


texts: Is it possible to perform operations individually to faces?

texts:
I would like to know if it is possible to perform operations (extrude and scale mainly) to individual faces as opposed to groups of faces.

Currently when I select these faces...

And extrude, I get this:

I would like to know how to get this:

Setting the pivot point to Individual Origins doesn't work either for contiguous selections of faces.

I often need to do this kind of extrude+scale to lots of faces at a time, so it is simply not efficient (bordering on impossible) to do them one at a time as I did for the example.


texts: How can I bake a metallic map off my model in Cycles?

texts: I have a model with several materials that I used to render a scene in Cycles. I wish now to put that model on SketchFab, but I need to bake my textures into single files for it. I successfully baked Roughness, Diffuse and Normals, but there's no option to bake metallic. How can I get this done?


texts: Image in compositor is rendering white (or just a small portion of the original)

texts:
I am trying to add an image to a scene to be rendered. I am able to add the image in the compositor, but when I try and render the scene the image is mostly white with a few random pink and purple colors. I am using blender 2.79

This is a screen shot from cycles:

This is a screen shot from what gets rendered:

This is a screen shot from the 3D View camera view:

What is causing the render to be mostly white?


texts: Why my render is more noisy if MIS is on and sample rate is higher?

texts:
I set up a scene with a glass sitting on a plane with wood texture and I wanted to see how it looks. I rendered it and the glass and it's shadow was pretty noisy. I tried increasing the samples from 128 to 1280 but it became even more noisy and the shadow became weird. I tweaked around the settings and I found out that if I disable Multiple Importance for the light source, the noise goes away. But why is this? I heard that MIS is supposed to REDUCE noise, not increase..
Images: Since I can't post more than 2 images I zipped them (also, I included the .blend too).  [LINK]

filenames: glass [samples] MIS [ON/OFF]

I used cycles renderer.


texts: I've been looking for the Glare node for hours... and I can't find it. Where in the settings is it?


texts: What is the simplest way to generate a dodecahedron?

texts: I've been thinking of animating some dice and while most are easy to make, I'm having some trouble figuring out a way to generate a regular dodecahedron. I could hand build it but it would be potentially uneven. Would using the base of a 5 sided cylinder and then some variation on spin be the best option or is there a better way?


texts: Import DWG natively without 3rd party tool?

texts:
I'd really like to use Blender for architectural modeling.  But just because it's been a hassle to import dwg file for reference drawing I hesitate using it.

Or do I miss something??


texts: "Fade out" with Blender internal engine?

texts: I'm doing a small project for someone, it's just text and a plane object. A total of 17 objects including the lamps. I want to achieve the same effect as the transparency node in cycles to fade out, but rendering at 350 samples for over 24 hours only rendered 250 frames. I am stuck with CPU rendering, and using a laptop, but that's what I have for now. If I can do this with the internal engine then that would be ideal. The finished project will be around 1440 to 2160 frames at minimum. If it makes a difference for guidance in the most efficient way to do this, the vertices count is around 2,000,000 on the .blend file, and I will be adding a glossy to the materials, and the world setting will be a texture. Just have to remember how to set that up, I haven't done that for quite some time in BI. Thanks in advance everyone!


texts: What does the cuda option do in blender?

texts: As I understand, this thing just makes your gpu render scene with your cpu, but I can't see any good results using it with cycle render.Can you tell me how to activate it right, or why won't it do anythng?


texts: Is it possible to add noise or other type of texture between color ramp stops?

texts:
I'm trying to duplicate the following type of gradient like the horns in this picture:

I saw an example of that uses a texture as a transition, but it only shown just a duo-tone gradient using a gradient texture. I want to know if is possible to either influence the stops on a color ramp or modify the technique mentioned in the link to get the desired effect?


texts: Node editor - I do not have Diffuse BSDF node available. Why?

texts:
Being really new to rendering things, I have little knowledge no how things work in Blender (texturing/rendering wise).

Watching Firechild's tutorial on how to create a golden ring.... he does have Diffuse BSDF and Image Texture nodes available.... which I do not... (there is only 'Image' node)

Downloaded some model from Blendswap and these nodes are there....

My question is what exactly affects the selection of nodes available to a particular scene? Does it has anything to do with the materials/settings used?

Thanks for your reply!

Cheers


texts: Camera focal length settings to match a Kinect

texts:
I have a question about the camera setting in the movie clip editor.
I am trying to copy the characteristics of a Kinect camera in Blender, but do not have much knowledge in photography.
All I know is that Focal Length must be 525. I configured this value in Blender, but the result is not right.

I changed the Width of the Camera Sensor to see what happens and obtained a different outcome. But I have no idea what values I should set (and if it is really this setting that I should change) to the camera to correspond to the real one.


texts: How to make weight paint mode use x-ray selecting

texts: Basically I want to make all weight painting for a single bone gone on a certain part of the mesh, because moving the arm makes the head mode slightly. I wanted to remove ALL of the paint, so I was wondering if I can do something similar to in edit mode where you go into wire frame mode and box select?


texts: Render farm with different versions of Blender

texts: I have a lot of old laptops and would like to use them to render. However they don't have powerful enough GPUs to run Blender 2.8. Can I render something made in 2.8 on older Blender versions which do run on these machines? Would I need to bake everything first? Thanks in advance!


texts: why the texture that i import from other blender projects is flat without bumb and displacement?

texts:
i am trying to import textures i found online to my projects when i open them on their own they have bumb and displacement but when i import them to my project they lose the Bumbs
can anyone help me to find a solution ?


texts: How can I achieve this high-detail smoke turbulence in mantaflow (2.83)

texts:
I was wondering how I could achieve something similar to this effect using the mantaflow smoke simulator in blender 2.83:

The Original Video is here. I have been trying using turbulence force fields and different scaling, size, strength, and flow values but the smoke always comes out in two big blobs, instead of clumping the way a particle simulation would with the same force fields. I also am having trouble shading my smoke the same way using the principled volume node (volume scatter and absorption do not work for me) I would appreciate any help or insight you may have. Thank you!

EDIT: Here is a picture of what happens when I try and use a smoke sim and turbulence field:


texts: Render Image renders, closes, renders again

texts:
I have run into an issue where "Render Image," that should render a single image, is rendering, then closing the render, then rendering the same image again.

I only run into this odd behavior on one Blender project (Anvil Tutorial), and my other projects render correctly (single rendered image).

I have looked as carefully as I can at the settings, and they seem identical on each project. Only the Anvil wants to render over and over.

Is there some hidden button that I may have accidentally checked that could cause this behavior? See my render settings in the image --

I would appreciate any information on this. Thanks for helping a total noob who is trying to learn!


texts: I was trying out the shape key addon using this demo SVG. The morphing works fine, but when I apply the screw modifier the normals look reversed for both the shapes. How can this be fixed?


texts: How to create vertices/edges/faces at the intersection of an object and a plane?

texts:
I have a cubic object and a bigger plane that 'cuts' it. My objective is to create a face on the cube where the plane is cutting it without removing anything from the cube mesh, so I can't use the boolean operators. Until now, I used the Knife tool, but its accuracy leaves a lot to be desired.

I tried to use both 'Mesh > Faces > Intersect' options from the bottom dropdown menu, but neither is satisfying, Intersect Knife plainly not working and Intersect Boolean removing my entire cube.

Is there a simple solution on Blender 2.77a that involves no Python scripts and no extensions whatsoever?
Thanks in advance.


texts: Weird distortions when rigged object collides with itself

texts:
I've got this shape that I've rigged that I want to grow up and fold out like a branch.
But whenever it collides with itself I get what looks like faces forming between them.  Why does this happen and is there a way I can remedy this?


texts:
How can you adjust the intensity of the scopes graticule in the image viewer ?
I did not find an adjustment in the preferences.


texts: Multiple addons using the same name (OS X)

texts:
I got an error message in User Preferences > Addons tab

Multiple addons using the same name found!
likely a problem with the script search path.
(see console details)

But under OS X I don't see "Console" item on the list as Window users.
How can I found duplicated add ons on mac?


texts:
Real quick, here's a snapshot of my specs:

CPU: Intel i7-10700
GPU: Gigabyte 2070 Super 8GB
RAM: Samsung 16GB

Now I'm still new to blender and to simulations and what not, but I was following along to CG Geek's Fluid Sim tutorial, and coming across some issues. I used virtually the same settings as him (mostly lower, especially for particles) and had no issues until rendering.
I have my simulation set for 200 frames (liquid resolution at 128 samples), and it gets really busy at around frame 90-100 (as expected). So, while using the GPU to render, I noticed that the first 50 or so frames were very smooth... maybe about 30 seconds each. Then as it got closer to frame 90, the render times started getting longer and longer, and then at frame 98, I kept getting CUDA errors (I have Optix enabled).
I spent 2 hours reading and debugging and fiddling with tile size before just giving up and switching to CPU rendering.
My questions:

Is my setup not powerful enough for fluid simulations? Or are fluid simulations just THAT demanding?

Have any of you encountered any type of CUDA-related errors during your renders? I was getting a mix of timeout and synchronization issues. Tons of googling pointed me to lowering the tile size, but it didn't help too much. I even fiddled with the TDR in the registry, and that seemed promising, but then the render just became unresponsive altogether. (It didn't crash, it just ... stopped updating).

In the render window, the Mem: XXX and Peak: XXX numbers are referring to the VRAM usage, right? I noticed that whenever it would crash/stop working, my peak was ~5100M. Now my GPU has ~8GB of VRAM, and I understand that my computer uses it for various things, but should I be running into GPU memory issues?

Sorry for the wall of text. I'm just trying to learn as much as I can! :)


texts: Output to different folder by using different time range

texts:
I am animating a windmill and it has two different speed for different shot, and I wonder if it is possble to output result to different folder by time range (0~50  and 70~130).
Something look like this picture, but I don't know how to connect nodes.

I am using 2.91 and this is my file.
My blender file
Thank you.


texts: Mesh won't react to light and remains bright

texts:
I have an issue where some of my meshes won't react to light and just stay bright no matter what I do. I don't know how or when it happened, but I noticed it when opening the file.... This is in cycles render.

Edit: I only recently picked up blender so I'm a complete noob

Here are example screenshots of before and after:

Before

After

What could cause this?


texts:
Here is the obj that I'm trying to render (they represent charged particles)
https://www.dropbox.com/s/e3w87d38pqizjzr/event000000000-tracks.obj?dl=0

Edit: just to be clear, these aren't arbitrary curved lines - they represent the output of a physics simulation so I need to render EXACTLY these lines.

Using the internal renderer I can chose the 'wire' material and this looks great. However the detector itself looks very messy with 'internal' and so I would prefer to use cycles, and here I'm completely stuck. This is NOT the wireframe view of a solid object - it's really just a bunch of lines and I just cannot work out how to get them to appear. Any hints?

For reference, I want to produce something similar to :

https://cds.cern.ch/record/1406073/files/eeee-run167675-evt876658967-3d.jpg?subformat=icon-640


texts: Graphic card not detected when installing from flatpack or .deb

texts: hey guys im having a bit of problem, im on pop_os! 20.04 LTS, and the blender from pop shop (both .deb and flatpack) didn't detect my graphic card, strangely, tar xz downloaded from official blender page detect them, any solution?, thanks in advance ,left is from tar xz file the right one is from store


texts:
I am trying to model a snooker table for an Unity game and I have an issue with strange shadows on the cushion:

This is how I modeled the curved edge:

It's not an Unity issue because if I choose smooth shading on Blender, I get some strange behavior too:

I tried to recalculate the normals and I also checked if the top vertices are on the same plane and they are. Am I modeling it wrong?


texts: Rotate around one point, with constrain on z-axis for other point, impossible?

texts:
In an animation, I would like to rotate an object, while at the same time constricting its movement on the y-axis, but I can't figure out how.

After fiddling around with start and end frame of the rotation, in relation to the start and end frame of the translation along the y-axis, I tried parenting the 'door' to a cylinder (see screen shot below), but I can't stop top of the 'door' (marked by a purple 'x') moving along the z-axis, when the cylinder rotates.

So, my question is:
How can I get the setup the desired motion?

Update
Screen capture of (faulty) animation
In the screen capture you can see the animation going wrong: the lower stud on the door should stay inside the curved rail. The curved rail is a a (quarted of a) circle.


texts: Is there a way to simulate water balloon physics in Blender?

texts: Trying to animate something in Blender and I thought I might try and give it water balloon physics. I don't know how to simulate these kinds of physics so I was wondering if anyone has any suggestions.


texts:
So, I was researching some stuff about colour transforms, and found some companies who sell colour grading LUTs.
They did include with the free samples a set of transforms from a bunch of recording formats to rec709, so that the grading LUT will be applied to a rec709 input.

I wasn't considering buying, but I was wondering how useful these would be. Given the expected pixel output 'x' depends on the transform performed on a given pixel input 'y'. Can we genuinely expect 'x' out for any 'y' put in after the conversion to rec709?

If I have recorded for example, Alexa Log-C or RED Log, can I reasonably expect that my Alexa Log-C or RED Log pixel is the same as someone else's Alexa Log-C or RED Log pixel, to convert to rec709 and from there to an orange(or teal) 'film look' pixel?


texts:
I have a particle emitter. It emits spheres and an object set as brush... let's call it a "paint ball".

I have a canvas. The original "paint ball" I have created as a brush does exactly what I want, if I move it over the canvas it paints the surface during animation, but non of the generated particles do.

I went as far as making the emitter a brush, hoping the particles emitted, would inherit it's properties, but that did not help either.

I know I am doing something stupid wrong but can't for the love of God figure it out.

Any help is appreciated.


texts:
I have two meshes: one is low poly which also has uv map and another one is high poly mesh.

And also I created new image for baking normalmap from uv/image editor.

In the render tab, I choosed "Normals" and checked "Selected to Active".

Those both meshes are in the same location with same scale/rotation.

Finally select high poly first and select low poly later and click bake, but result is just same as low poly mesh.

Sometimes it just didn't baked with weird error message that something like "Circular blabla", so I created new texture image in the texture tab and then it works but still result is not coming from high poly mesh.

I don't know somehow, only once I've succeed, but after I tried to reprocess, it never succeed. I'm already tried this over 10 times more but still stuck here.

I sawed and read hundreds of videos and articles about baking normalmap in blender, but none of one is working to me.

Using Blender 2.78c also tried with 2.79 but didn't worked either. Why this is happening?

p.s. Additionally, I just baked Ambient Occlusion map and it looks fine. Seems only normal map doesn't baked properly.


texts: How do I get this movie texture to animate as projected on an object?

texts:
I'm just trying to get a movie texture to play on an object - can't seem to get it to play in Blender 2.8 (when pressing space).

The project can be found here.

Can anybody suggest a solution?


texts: Why aren't my clothes assigned weights? Why can't I assign loose geometry to a bone?

texts:
I'm currently rigging a clothed character model, but I've encountered some issues. The character and the clothing are all one object. However, with automatic weight pairing, the clothing seems to be ignored.

Also, when I select loose mesh to assign to a bone, blender simply won't do it.

I'll hit "Assign", but the selected faces won't actually get assigned to the bone I've selected.

What's causing this?


texts: Mirror object - Rendering is not equal on both sides.. why?

texts: I have a object wich I have added mirror twice.. but when I render and bake the texture, it isn't the same on both sides.. why is that?


texts:
So I'm trying to find a quick way to add random thickness, On the  image below I don't want the selected faces to move on the Z-Axis.

However I do want these faces below to Move along the X and Y Axis or normals.

I was hoping to use vertex groups combined with a modifier but I couldn't get what I wanted with simple deform and vertex groups. I just want a quick and effective way to move faces along their normal's to add random thickness in selected areas.


texts: smoke domain, original object material, how to make it show through smoke: AOQ

texts:
So, continuing to experiment with Dynamics features, I am playing with the Smoke Domain.  I drop a cube and make it burst into flames on the way down, then bounce and roll with a hot "gasoline fire" effect, then the flames go out and we look at a smouldering wreck with wisps of gray smoke thinning out.  Everything looks great, except that the cube has lost its material/texture.

I had an original texture/material (metallic) which changed to a blackened and bubbled appearance after the flame-out;  I was hoping that this change would be visible in the animation but instead, the cube is blank matte gray at both start and end.  I am guessing this is because the smoke emitter function overrides the cube's original material and the cube is "smoke coloured" throughout.

So, is there any way to make original material/texture "show through" the smoke effect, so the object appears damaged and burnt by the end of the sequence, but recognisably the same paint job as at the start?

PS blend file attached below in thread.  In this version I think I got desperate and added an outer cube (just slightly larger) with the texture, but even that was masked by the gray smoke texture.  I can see the surface deform at the end (pitting) but no colour -- neither diffuse nor specular.

film at 11...

https://www.flickr.com/photos/rootlessagrarian/31318078720/in/album-72157675807017632/

UPDATE:  Answered Own Question.  The solution, and it was probably too obvious for anyone even to suggest it 'cos you couldn't believe I was that dumb:   make the smoke emanate from Volume rather than from Surface.  Also, I had made an error in my lighting (accidentally turned up Ambient intensity) and the result was unlike anything I'd seen before :-)  a Blender N00by's life is full of surprises...


texts:
I'd like to draw over geometry and use it as a reference for sculpting, but I'm having a problem with the depth ordering of the Grease pencil.

When it's set to Front, I see all of the line drawing, regardless of depth from the camera or objects in the way.

Setting it to 3d space results in the farthest lines from the camera subtracting from the closest lines.

Is there an option to get it look like the gif below in Depth Sorted? Where grease pencil lines are properly occluded by geometry? Or is that just something that's still a work in progress?

Thank you!


texts: How to export an animation to my sprite engine

texts:
I have a blender animation for use in a multi platform app. The sprite engine is Urhosharp.
In urho, an animation has a defined animated object with the meshes of several bones, and a texture direct draw surface.
How should I convert my animation to try to make it useable in urho?


texts: How can I make an object render with a wireframe in the game engine?

texts:
I want it to look like the top image when I press P, so it has those lines around each face.

Like this:

Not like this:


texts: BGE: trying to connect many nodes with lines, but would prefer bezier splines instead of straight lines

texts:
This was touched on here:

Render a Bezier curve in the game engine

I am trying to make what amounts to a 3d mind mappijg program, but in reality is a multi-data type conceptual mapping took bringing together authors, citations, keywords, Geographic location (as well as time) etc. The idea is a big project, but it would be skimmed way way way down for a proof of concept.

Question: There are times where i would like to use render.drawline, and other times I would like that line to be a bezier curve. Is there anyway to do this without the curve being a mesh object (imagine having a thousand?) Should the same be done with straight lines?


texts: What is the “proper way” to make a walk cycle

texts:
I’ve seen many different walk cycle tutorials on YouTube, a lot of them using different techniques, eg. walking on the spot then using NLA editor to repeat and make the root bone follow a path, or using IK foot bones to keep foot in place and moving body forward overtop,

So I’m wondering what the proper way of doing it is.

The second method I mentioned makes sure there’s no slipping but you can’t loop the animation.

So is there a “proper method”?

Thanks


texts:
I am a noob to Blender but I decided to give it a try only recently so bear with me.

I am trying to render out a simple flying paper simulation. I have done that using soft body and collision to the pane and blew it with wind and turbulence.

Now the problem is I cant get all of its simulation with my camera. So I thought to have the camera follow it from the side as it flies by to capture the wind folds of the paper, but I just cant get it done.

I have tried parenting with empty, constraints. I have been researching on it for last 5 hours already but i just cant find the solution. Any help would be highly appreciated.


texts: Limited Dissolve changes vertex positions?

texts:
Carry over from a youtube video comment here
In the video, the presenter manually fills in an example with edges to make faces. A commenter suggested using Alt-F to fill and then Limited Dissolve to reduce the mesh. As this is a video on precision modeling, I was surprised to see vertex positions of the bevels and circles on a simple 10mm plane with 4 holes were changed.  Is there a way to dissolve edges without changing vertex positions?
Blend file for reference; 1 degree + 5 degree dissolves

Edit: Thanks to Robin and taking a second look, I realize now that Blender uses single precision floats instead of double... so that explains my scripts output differing. Don't use 5 degree (default?) with Limited Dissolve and you get great output.


texts: Can´t open Blender scene and I could last night

texts:
I'm trying to open a .blend file I was working on last night.
It was pretty big file but I was able to work on it.
Now, I'm back to continue working on it and it crashes not being able to open the file or the program.
I got some error window but not sure how I can share them.
Can anyone help?
Thank you in advance.


texts: Dark Emission when using MixRGB with Colour and Image

texts:
I am trying to overlay an image over an object so that the background colour does not change, but the image is overlayed on top. My Image was created on Inkscape and exported with no transparency so I don't think it is an alpha problem. I am getting a grey tint over the Pink background colour that I cannot seem to remove. Any suggestions?

[edit] Blender version 2.8


texts: I've made a walk cycle that I would like to repeat a certain number of times. When I tried to "Make Cyclical" the entire armature animation I realized that the Graph Editor's modifiers only appear to work on an individual bone basis. Is it necessary to make and manage separate cyclical modifiers for each bone, or is there a better way? Thanks.


texts:
Context().evaluated_depsgraph_get() returns a Depsgraph() object.
.debug_stats() and .debug_relations_graphviz() can then be used to export information about the dependency graph and its relationships to text and visual formats:
>>> d.debug_stats()
'Approx 97 Operations, 93 Relations, 63 Outer Nodes'

Is there a way to access and traverse this same information using the Python API?


texts: Is there a python binding for Undo/Redo?

texts:
I'm on a mac, and i can press CMD+Z to undo, SHIFT+CMD+Z to redo.

Is there a way to trigger these in the python console?


texts: Mirrored UV map is breaking up textures per-face

texts:
Uv map was mirrored, but then every single face in an island is ripped seperately.
The map is in the perfect place but the textures per face are acting wonky.

Screencast of the situtation
(I'm sorry i wasn't able to upload a gif)

For more details:
The mesh is downloaded from blendswap, comes Unwrapped and Textured.

I modified one side of the mesh using edit and sculpt modes. X-mirror was on, but sadly somewhere i deleted some faces and i think it stopped copying my edits over to the left side.

The error is on the left side.
I deleted the left side.

I selected the right side and did shift+d scale x=-1
but ofc that only uses same UV's as right side while the textures aren't exactly the same.

I couldn't re-unwrap using U>Unwrap because the mesh is changed, and the resulting unwrap is different.

so I selected right side, separated by selection, mirrored it using mirror modifier, deleted the original side (lol must be tiring to read this, sorry.) and selected this new object in object mode, shift+selected the original object, did ctrl+L Transfer UV maps.
That last step must have made the errors.

I manually edited the new left side UV's to fit the texture map perfectly. BUT, the textures seemed off for this one side. Every face shows gradients. almost like if the normals weren't set to smooth. But they are.
The maps are in the perfect place, but when i select islands in the UV editor, it doesn't select the whole island, just random chunks of faces.
And the same happens when i select vertices.

I tried W>Remove UV doubles, at a low threshold too. It doesn't work.

Any way to salvage this? Is this a bug?

In the end I am deleting half the whole mesh and just going with mirrored textures... It doesn't really matter that much, I'm just surprised at the mess haha.


texts: Is there a way to render out an animation from the 3D view?

texts: Is there a way to render a sequence of frames from the "3D view" (not the final render, but in solid mode, for example), except the screen capture?


texts: After updates windows 10, it broke many feature, apps and fps drop. And blender now have weird behaviour. After long idle while blender is still open, my laptop will freeze. While the mouse is still moveable and there's loading indicator on it, no button or mouse click is do-able, force me to shut it down. Usually there will be only icon glitch when it left idle. I haven't found the solution. Any clues to solve this?


texts: Why can I not edit the Mesh name in field created with row.prop(obj, "data")

texts:
With the following code I can read out the name of a mesh data block.

row.prop(obj, "data")

And with the following code I can read out the name of the object.

row.prop(obj, "name")

But I noticed that I cannot edit the mesh data name only the object name.

Here is the code from Blender that generated the mesh data block UI.

class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
    bl_label = ""
    bl_options = {'HIDE_HEADER'}
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}

    def draw(self, context):
        layout = self.layout

        ob = context.object
        mesh = context.mesh
        space = context.space_data

        if ob:
            layout.template_ID(ob, "data")
        elif mesh:
            layout.template_ID(space, "pin_id")


texts: why the extruded verts not lay down on ground

texts:
i have made the verts and extruded and added cloth simulation and below a plane ground. Why the verts not lay down on the ground. I have apply passive from physics tab.

New Result


texts: Displace does not work on images as planes

texts:
I was following this tutorial on how to make a cliff, but what works for him doesn't work for me. He makes an image as a plane and is able to loop cut and subdivide it, use a subdivision surface modifier and displace it to make the plane have bumps on it. However, when I do the exact same thing, when I get to the displace modifier, it instead moves it a distance along the y axis and not create bumps. Here is his result:

Here is my result (it doesn't matter how big the number is in the view section of the subsurf modifier, by the way):


texts: After applied as rest position mesh doesn't move

texts:
I'm really new to blender and english isn't my native language so i'll try to be as clear as possible. I'm making an animation for an university exam, i made a simple videogame character that i'm going to animate.
The character is an archer so he got a rigged bow and arrows as props; he wears a shirt, a vest, trousers, gloves and boots. All of them are different elements, i didn't joined the wearing stuff because i thought it could have been more simple to manage and edit the single elements.
After i used the Rigify Modifier i tried to put him in an idle position and when i had done it  i had accidentally applied the pose as rest pose. Since then, the only thing that moved was the rig but the mesh seems to stand still and even if i try to move the rig in pose mode it doesn't move.
There are many question that i would like to do, but essentially: Why the meshes doesn't move along with the rig anymore? And where i can find that bloody rest pose!? (I just selected "Apply as rest pose" because i was thinking maybe that was the only way to make that position the default pose in viewport and a good starting pose for my animation)


texts: Huge meshes (how to export, textures etc.)

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So i've got a huge mesh of an house at the moment, with around 900k faces. I could just export the mesh from blender to unreal engine 4, but its way too large, and most of the time it just crashes. What would be the best way to export this mesh? And if it has to be in parts, whats the best way to do that?

Also, is it a better idea to apply textures in blender or in unreal engine 4?

http://i.imgur.com/RRQAi2e.png

Thanks in advance!


texts: I am having lots of trouble trying to get light to shine through a window

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I cannot figure out why the light won't shine through the window in my .blend file (linked here).

I've made the glass transparent using the BDSF Transparent Shader. On top of this, all materials are allowing transparent shadows.

The only thing that works is if I uncheck "Cast Shadows" on the light material. Can anyone help me figure this out? Thank you in advance.


texts: Why are there dfferences between Textured and Rendered modes?

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I have assigned a material with an image texture to this cube (I think) and when viewed in Texture mode I see this

When viewed in Rendered Mode I see this

This suggests I did not properly assign the material but why is it visible in Texture mode ? I know why I get this purple color but the question is why I see this purple color in Rendered Mode and not in Texture mode (this is why this question is not a duplicate imo)


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I've started using Blender very recently (only had experience with Maya), so forgive any dumb questions:
I was wondering if it is possible to use an addon that was made for Blender 2.65, in Blender 2.9. I've already contacted the original creator of the addon to see if there was an update, but unfortunately, I had no response.
https://github.com/martinsh/drone_show_toolbox
If you take a quick look at the code, do you think it is difficult to update the addon? Are there major changes that need to be made to the code or just small changes? How would you advise me to get started?
Any help would be very appreceated, thank you for your time.


texts: Apply filmic color management to an EXR file - post processing in photoshop

texts: I am taking EXR files to photoshop for post processing, but I want the filmic color management applied. Is there a different file format I should be using, or is there a way to apply filmic color management to an EXR file?


texts: Using the face edit mode as a texture in bge

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In the blender game engine, is it possible to make it look like this when you actually play the game?

Obviously, this was screenshotted outside of the game player while in edit mode, so maybe it's possible to bake this texture to an actual texture which I can apply to a material?
This is very likely impossible though, so maybe theres a script someone made to generate the texture for each face? (so for each face just a simple light grey texture with dark grey outlines?)


texts: Selecting 1 side of an edge loop in a mesh

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Hi, I created an edge loop by knife tool on this model (with K , then Z shortcuts in edit mode).

Now, how can I select all the vertices only right or left side of it (selected vertices will be included as well) ? Thanks in advance.

I also added my blender file here :


texts: Can F-Curves be used to define interpolation between keyframes?

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What I'm trying to do specifically is animate a punch. With the default Bezier curves, the interpolation between the "wind-up" and "contact" poses gets eased in AND eased out. This effectively makes it appear that the punch is being pulled. The character accelerates into the punch just as he should, but then begins to slow again right before contact. I'd like to have the interpolation such that he eases in and then continues to accelerate through. In principle I know how to do this with the graph editor, but this action involves a shift in balance so almost every bone in the body changes position between poses, and I really don't want to tweak the graphs for each property on each bone individually. Is there a way to fine-tune keyframe-level interpolation in Blender? Perhaps by animating a single property that represents a 0-1 weighting between poses? I feel like I could probably hack something together with drivers, but I'm really not sure how to do that in the context of poses and figured there might be a better way anyway. What's the proper approach in a situation like this?

EDIT: One solution I've found is to use a Python script to automatically position the left handles of all selected keyframes to sit on top of their respective control_points. This basically achieves the effect @cegaton was suggesting.

import bpy

C = bpy.context.object

for fcurve in C.animation_data.action.fcurves:
    for kf in fcurve.keyframe_points:
        if kf.select_control_point:
            kf.handle_left = kf.co[:]

I'd consider this a quick hack though and not really resolution to the original question. I'm still wide open if anyone has any other ideas.


texts: Blender 2.8 carving a circle out of the face of a cube using the knife tool

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In Blender 2.8, I am trying to cut a circle out of one face of a cube, but for some reason I can't get it to work.  My procedure thus far:

(a) Add the cube (add -> mesh -> cube)
(b) Add the circle (add -> Curve -> Circle)
(c) Position the circle in front of the face to be carved
(d) Select the circle; while holding shift add the cube as a selection
(e) Switch to edit mode
(f) Select the knife project (mesh -> knife project)

And I get the result below.  My challenges are:

(1) The cut lines are wrong (the only cut lines should be the circle itself; the straight lines running from the circle to the cube's two vertices are unwanted)
(2) I have no idea how to make the cut actually happen at this point if I had the cut lines that I wanted.

Thanks in advance!