texts: Is it possible to hide particle emitters in the viewport without hiding particles?

texts:
Is it possible to hide a particle emitter object in the 3D view while keeping particles visible?
I know you can do this in the render with the Render Emitter setting, but this does not affect the viewport.

Sometimes the emitter can get in the way, though it's still useful to know where it is. The ideal solution then is to make it drawn as a wireframe, but setting the Maximum draw type to Wire or Bounds causes all the particles to be rendered as wireframes or bounding boxes too.

Setting the emitter object's draw type would work, except it also changes the way the particles for that emitter are drawn:

Is there anyway to make particle emitters hidden or less distracting while keeping the actual particles unaffected (still rendered as solid or textured)?


texts: Weight painting seems to be ignored on my rig

texts:
I'm trying to animate my character model using Rigify, but moving one foot will always bring the other foot with it.  I was following this tutorial.

My Blender project file can be found here.  As you can see in the project, the feet are weight painted, and I set the FK/IK to 1.0, as shown in the video.  What am I missing here?


texts: Can I use my two PC on my own network to Farm Render in Blender?

texts: Is it possible to use Cycles engine to render only GPU based from two computers in Blender in my own network at home? TY.


texts: How do I rotate a bone along the bone axis? Nether the local or global help.


texts: Beginner: How do i make force field affect only a certain area of hair

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I'm trying to make a force field in which only a segment of the plane of hair is affected. However, the force field i created is non location dependent - where ever i placed the force field, all the hair particles are still affected. Is there a way to make the effects of the force field local?

Example:

I only want hair particles that is in front of the forcefield to be affected instead of the whole plane.


texts: Can I get a new random number per ray in the node editor?

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In the node editor, I am looking for a way to get a random number (in [0,1)) per ray.  The object info node's random output just gives a random number per object, the number never changes.  I am looking for a way to get a new number every time the shader is sampled.

I am aware of this question, however that is not quite what I am looking for.


texts:
I am hoping some of you clever people can help! I am a complete novice at Blender but It's been fun and frustrating learning it!
Anyway I have made a few buildings for my local Airport for MSFS and one building is sort of half reflective like a mirror this is the only building I have had bother with (used same settings as the rest of the others and specular is turned down) and I just can't suss it out.
In blender and ModelconvertorX it looks fine.
Any help is appreciated.


texts:
I'm new to Blender and watching some tutorials. None seem to explain why they do certain things. One thing I don't understand is rendering. They all use this "cycle render" to make their model look nice and export a .jpeg file. Here's an example of what I'm talking about (4:42 on wards):

https://www.youtube.com/watch?v=ChPle-aiJuA

I want to create models with a texture for the purpose of getting a model and importing it into a game. I don't need any fancy picture to showcase my model. Am I missing something? Is rendering more than just dressing up the model for a nice picture?


texts: Can no longer select objects by clicking them

texts:
So, it seems like I have accidentally changed a selection-setting in a project of mine. I can no longer select objects by simply clicking on them, or drawing a box around them by way of box select. Radius or Lasso select do not appear to work, either.
This applies to geometric objects (as those shown in the image) as well as to lights, cameras, and armatures. This issue appears only in this particular project, across all its scenes (even those I have not edited since before the issue started occuring). If I create a new project, the issue does not occur and selecting works as I'm used to.
One notable factor that leads me to believe that I have accidentally activated a certain mode or layer is that all objects in my scene are now showing strange new dots/control points (see image). These dots I can select and even manipulate (e.g. translate), but that does not seem to change anything about the appearance or position of the object itself. Also notable is that this issue occurs only in Object Mode and Pose Mode. Edit mode works as normal.


texts: Editing a primitive's values AFTER initial placement

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first time posting in here so please forgive any protocol mishaps, I will try to adhere to the rules as much as possible!

So this is an often asked question and I'm not so sure how or why the absolute correct answer has never appeared.

Is there a way to change the parameters of a primitive object once one has exited the initial pop-up window that appears bottom left upon placement of a primitive?

Here are screenshots:

Apologies for the sacrilege, but in Cinema 4D, until you make the primitive editable, you can go back and change parameters way after initial placement:

!]3

As a switcher from Cinema, it's little things like this that can make the transition questionable initially. For all of the far superior mdelling tools in Blender 2.8 compared to Cinema, this is an essential oversight. Yes one can simply delete and start again, but that really shouldn't be part of the equation…

Thanks


texts: 2.8 on AMD GPU preview render, or render shading show only outlines

texts:
I've done the research, I've looked up as many other solutions as I can but as the fact this can be described as nothing but a "render issue" most results are of people with vastly different or common mistakes.
The issue looks like this:

This only happens when attempting to preview render, or render, normal solid or wireframe views are fine, this happens in both Cycles and Eevee with the same outcomes.
I have been actively using blender since 2015, and I have came across issues similar to many times but they were simple enough to fix, and worst comes to worst, you could've just reset or reinstalled, I've done that, no luck, additionally it is not my .blend, even a new start up file from a fresh install will also do this.

I've not been able to fix it, but this only started happening a couple days after I updated my graphics card drivers, so that's my assumption as to why, later I'm going to rollback drivers as a final option.
For now, I post this in case any one else comes across this issue, and hopefully to see if I can mark it down as a known issue.
In case you're having the same issue, my specs are as follows:
Windows 10,
16gb ram,
AMD R9 390,
AMD Ryzen 7 2700x


texts: Different color Between Video as plane and the Scene

texts:
What is the best way to put a video of dancers inside a 3D scene??
I put the video of the dancers as plane background but the color of the People in alpha channel are
Completely different that the color in the scene and also looks like Blurry.
How can i fit the color with the one in scene?
I also don't want my video to go slow in an active camera view.


texts: GPU render with multiple cards: Does card order matter?

texts:
I recently added a new card to my system. I am running a Titan X and 770. When testing my render speed, I found that, for the same scene and same samples, the 770 took 1:53 to render it, and the Titan took 1:20. However, with both working together, it took 1:16...only a 4 second improvement over the Titan alone.

I know that you don't get the full power of the second card, but this seems a little extreme. In Blender's options where I select the compute device, it lists 770+Titan, with the 770 first (The titan is in the primary motherboard slot and runs 1 of the 3 displays.) Does this mean it's primarying the 770 and then not making full use of the Titan? How do I fix this?

EDIT: When watching my GPU monitor, I can see the 770 being used, but the Titan rarely shows activity above a couple %. It seems like the 770 is getting all the tiles or something. What's with that?

EDIT 2: When testing viewport rendering, things actually slow down when using both cards vs using just the Titan.


texts: Water Not Being Emitted and the Domain Stays a Cube when Baked in Water Simulator

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I don't know why this is happening, but my water simulator is not working. Here is my setup:

The selected object as well as the other big object are both obstacles. There is a rectangle at the top as the inflow and another at the bottom as the outflow. The whole thing is surrounded with a cube that is the domain (it is hidden now). Basically, it is a slab then a drop then a slab. A side view looks like this:

000000000
x       0
ooooooo 0
      o 0
      o 00000000
      o        y
      oooooooooo

o - Object 1, obstacle
0 - Object 2, obstacle
x - Object 3, inflow
y - Object 4, outflow

And a cube as the domain surrounding all of that. I have the default settings on all except for no slip and some velocity on the inflow and water on the domain for viscosity. When I bake the domain just stays a cube. What would cause this?

The blender file:


texts: Blender 2.8: Restrict influence of Force Field to its Collection

texts:
How do I restrict the influence of a Force Field to the Collection it's in?

I'm trying to simulate falling leaves in Blender 2.8.
I have a Collection with the Leafs_Emitter particle system and a Vortex Force Field inside it.
I want the Force Field to only affect or influence the falling leaves inside the Collection.
But currently, it affects all the other particle systems inside my scene.


texts: Trying to parent a part of an object's mesh to an armature bone after I parented the mesh to armature

texts:
When I went to move the neck of a unicorn model I made in blender and parented to an armature, after adding and removing bones and adding bones  following some tutorials on bendy bones to make the unicorn's neck flexible. This happened:

Do I need to start the armature over completely?

Or is there a way to attach the neck's vertices to the neck part of the armature " the bone that is bendy for the neck. "  I can't find any option in blender that allows you to add a vertex group created after the armature is parented to a mesh, to the bone in question. Any help would be great thanks!


texts: Can anybody explain to me what collection instance is?

texts: I have tried understanding this operator, but I cannot seem to wrap my mind around it.


texts:
I have render the image with CPU.

And animation done with GPU
Why there is difference between 2 light. Same mesh. Same lights. Nothing added or change. So why there is much difference in lights. Any suggestion. Thanks


texts:
How can I apply Curve modifier to the text in order to get a simple mesh object?

I can't apply the Curve modifier to the Text object:

If I will convert the text to mesh (Alt+C - Mesh from the curve) and then apply the Curve modifier - I see some weird triangles on the letters:


texts: Objects are 2 different sizes but scale says they're the same

texts:
While trying to make my dude I had to scale him up so he would align with the reference image I'm using. But the little box that shows his size and position says hes 2.202 (on all axes) , while the armature that is also 2.202 is smaller.

If I scale the armature it comes out at the wrong size, and if I apply scale to the character he will just be the same size except the scale is reset to 1.

I really don't want to recreate the armature since getting his finger bones was an absolute pain ☹.

Here are images of the said things.


texts: why the armature its faded in the outliner? what does that mean, i cannot edit it,even bones dont appear, its like blocked or something?.i tried to parent (ctrl+p) back again and the popup doesnt come out


texts: Small texture cannot be clipped in Material Viewport Shading, always repeats

texts:
I want to set a texture on one side of a cube, but it shall only be very small. So I selected this one face in edit mode, “unwraped” it (i. e. created a UV map with just one face), and scaled it up in the UV/Image Editor.

When I now create a material and an associated texture, load my image, set Image Mapping → Extension to Clip and disable Mapping → From Dupli, there should only be one image, but it is always tiled over this face instead.

Of course, furthermore, the whole cube should be green, as there is only one material. However, it works in Viewport Shading “Rendered”:

But this is not good enough for me, I need it in Viewport Shading “Material”, too. Is there a trick that helps me? Or is this viewport shading not able to clip (so missing feature or bug)?

I use Blender 2.79, Blender Render and Windows 10 64 bit.


texts: How to bring out a detail through Displacement

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I am planning to model a large scale project for my design semester and due to the limited time frame I have, I want to get things done through quicker effective options. Since in this project I'll have to model each element, I need to provide a great deal of detail for one of them i.e. the Columns. This is a traditional Hindu architectural column

The problem is I don't have enough time to go through tutorials atm to model every bit of detail so I thought I could rely on the Displacement modifier to do the Job. I am using Knald to generate the required maps, and on its 3D Preview I see great and promising results.

However, when I try using these maps in Blender's node editor they are still quite flat. The displacement modifier gives me a weird result as all the faces have this linear length-wise bump, and the detail is seen only at the top and bottom faces.

Whats the best I could do to fix this? I'd definitely like a result as seen in Knalds 3D Preview.


texts: So what I want to know is how to UV map low resolution textures. When I was exporting my UV layout it said the size of the UV layout was going to be 1024x1024 but I need the textures on my model to be 64x64. I was wondering if I put my 64x64 textures inside this 1024x1024 UV map in an external image editor then re-imported that UV map with my textures, would that keep my textures 64x64? I doubted that so that's why I'm here asking how to UV map low res textures. I'm new to using blender so sorry if this is a really nooby question.


texts: Python - Writing a custom image / texture importer

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I've been working with Blender 2.79 for some time now, and I'm in the process of writing a plugin for it. I've mostly figured out writing a custom Operator class that adds itself to the "File > Import" list of model importers.

Now I need to add a custom image file importer to load a custom texture format. Is this something I can script for Blender? And if so, does anyone have any pointers as to where I should start?


texts: Animate objects following a grease pencil stroke?

texts: Hi there my question is can you animate something on top of your grease pencil stroke? Make it act like a train track and your default cube as the train. The cube element would just move on the grease pencil stroke from beginning to end? I know python I just needed to be pointed to the right direction to get started.


texts: Finger bones not moving in line with hand?

texts:
I've been rigging away at a model of mine and can't seem to get the hand and fingers to line up out of all the bones so far.
I've tinkered with the weights on the hand and fingers but can never get them to line up.
Here's the paint of the hand for reference, and the fingers not painted are of course painted in their own individual groups.

Main issue is I try to move the hand and and the finger's mesh is always lingering behind/ahead.

And when rotating...

Why is exactly might this be happening? I never had other bones fail me so far, and I've place nearly 300 of them!
What I hope is to have healthy-working bones like the ones here:

Any ideas on how to fix this? To clarify, I don't want to have to redo the entire mesh.
That simply won't do, but I'm willing to redo the entire hand and use automatic weights at least there if it means not deleting the whole rig entirely.
Thanks for hearing me out!


texts: How to create loop cut through an object?

texts:
To make things easier to understand, I have some photos below.

Now, if I create a 4x4 tile, then extrude the outer 12 squares, I get a cup-shaped object.

But if I create a Loop Cut on this object, you can see that it doesn't reach to the inside of the object.

How do I make it so that a loop cut reaches through the entire object?

Thanks for taking the time to read my post!


texts:
I have searched all over the Internet and here, but no success. I am relatively new to Blender, only used it a few months so far.

The project I'm working on is a Bar Chart. In the scene the bars are cubes with their top faces Hooked to an Empty that is animated via Python.

What I need is a way to fix the gradient position across all bars. As they grow taller, they reveal more of that gradient.

This image I made in illustrator to give you a better idea.


texts: Blender 2.8 knife project making cut in different position

texts: I'm trying to use the Knife Project function under Mesh to cut a hole in my plane's fuselage, but it is making a cut in the wrong place. I tried using the Knife Project function in other places and it worked completely fine, but it doesn't seem to work for this specific cut and I'm not sure why. Any ideas?


texts:
I have a short question. I want to animate a man, who walks through the room, then takes a chair and sits down.
I want to make a walk cycle and then a follow path animation for the walking part. When the man reaches the chair, can I continue to animate the man normally? Like "out" of the path I mean?

Thanks a lot


texts: modeling a stadium and import it to PES 2017

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one day my client told me to model a stadium for the game PES 2017.I used some references to do my best but the client cannot answer my questions like:1)how to put grass on soccer field(i dont know actually if I use particle system it works correctly in the game or not)another question is applying transform and scale of the model for the game.should I place the model in 0,0,0 and the scale in 1,1,1?last one is creating CPK format to be accepted in the game.I don't know how to create such these with models and textures?I hope there is someone to give me a hand or advice.
thanks(btw I work with blender).


texts: alpha over node is adding to the foreground artifact that is not in the background

texts:
i'm using blender 2.8 beta and i'm trying to conduct a test in which i make a lightsaber without volume for the haze so that the rendition isn't to long, so i used 2 view layers (used to be called render layers) one of the blade and one of everything else so that in the compositor i can change the blade color, and then blur it, and then use a alpha over node to use it for the background of the other view layer. yet it adds a green to the edge of the handle.]2

i'm trying to get rid of the green artifact around the handle of the lightsaber. it is more clear with colors other then white around it but alpha is replaced with white on this site. on the compositer screenshot i gave shows more clearly the problem


texts: it's possible to save materials in cycles node editor to reuse them in other project?

texts: instead of copy and paste them from other projects I'd like to store them somehow and load them directly


texts: How can I use my blender animation on my website?

texts:
I'm extremely new to blender and need to know, before I get going, if it is possible to use my animation on websites.
I develop websites and am looking for an animation software to make my websites even better, so before I start putting a lot of time into learning blender, I need to make sure it is possible to use it on my website.


texts: How can I interactively change the shape of a cloth?

texts:
Below is a tutorial from Marvelous Designer to fold the tie into desired shape.

Is it possible to do it in blender?


texts: How to draw a circle on a plane with OSL (Open Shading Language)?

texts:
This is my very first day of learning Open Shading Language. I have watched few videos in Youtube and learned a little.

Right now, for learning purpose only, I want to know what OSL codes can draw one black circle against the white ground of plane, but I can't find any tutorial to teach me that.

Next, I want to know how to do a circle grid like this below.

And this too.


texts: Adding Initial Velocity in the Game Engine

texts:
I am creating a gravity simulation where a an object is moving and is caught by another object and goes into orbit around it. The problem is that since I am an absolute noob in the game engine, I don't know how to give the object an initial velocity that allows it to go into orbit, rather than just colliding with the other object. Could someone help with that?

I have included a picture of the scene below. Sorry for being a noob. Thanks


texts: setting an objects origin to match its face normals

texts: [objects local pivot point has been reset to global, how can i change it back to local normals i.e coresponding with the objects faces?


texts: Cycles bakes a transparent areas to black

texts:
With Cycles, rendering transparent texture is OK, but baking turns alpha to black color. In contrast, Blender Internal bakes alpha OK. What should I do with nodes in Cycles? Help plz.

P.S. Maybe the problem is  https://developer.blender.org/rBf3505ab771184877413cfa11336da2ccc1da36ee


texts:
I'm modelling a backpack. And want to recreate a zipper. So i cannot iterate and object along a path (yellow dotted lines on secong image). I used array modeifier but it doesn't work. Please suggest me a tool to implement it. If somebody wants to open a file and to tinker, path along which object is iterated called "Path", and object called "Shape". Thanks!!!

Blender File


texts: Looping over an objects indices while performing an operation / calculation using Animation Nodes - attached blend file

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I'm having trouble looping over an objects (the cylinder) polygon indices while performing an operation / calculation on them.

I created an animation in Octave, (and the calculations are correct I've also verified that the calculations in Animation Nodes are the same). I'm just having problems looping over the indices to produce the same animation using animation nodes that I have in Octave 5.x. See attached animation created in Octave 5.x of how it should look. I've also included the blend file and an image of the node.

The new calculations are generated / how the object should be transformed is controlled by the timeline which represent the number of "degrees" it should rotate.

Please note: I know it looks like a simple rotation but it isn't, it's visualizing / showing different quaternion calculations.

The entire node setup:

The section that does the calculations:

Animated calculations which verify the math is correct

The section with the vertices I'm trying to loop over:

I tried using the Object transforms output node, but that does simple rotations I'm trying to have finer control and performing mathematical operations on the indices seems to be the way to go. I'm just having trouble combining the calculations and the looping over all the indices together. I'm trying to get the "mathematical morphing" seen in the animation above using calculations.

Ps: I'm using Blender 2.83 I've also included the texture file below if needed.


texts: I have an armature ArmatureA which has an animation, and I have another armature ArmatureB which has a mesh parented to it. I want to map ArmatureB to have the same location and bone rotations as ArmatureA. I've tried doing it using bone constraints but I can't figure out the correct parameters and constraints to use so that ArmatureB is doing the same action as ArmatureA and in the same location.


texts: Why does the X rotation on my shape key driver go negative when I'm rotating on the Z axis?

texts:
As the title says, when I rotate the bone on the Z axis, there is a certain point where the X rotation in my driver for said bone goes from a 100 degrees to -79 degrees.

This is a very strange issue that can be easily recreated in both blender 2.80 and 2.79.

Any help would be greatly appreciated!

Here is a link to the blend file - https://drive.google.com/file/d/1k0ILPeLmbjhEMrdR95M9O262BYOqDPxk/view?usp=sharing


texts: What is the reason for Particles to mesh option crashing randomly?

texts:
Good day, i have a problem for more than a year now with the blender particles settings.
When i finish my particles and want to change particles to mesh, it randomly decides that 1-2 or 3 randomly picked particles systems just crashes the program.
For example: i made 8 particle systems that i will change to mesh

As you can see i am using for the highest particle count 65, with interpolated child count 10. Interestingly this one doesn't crash, not once even though its the biggest particle system on it on the project.

So for the second particle system i start taking less and less particles as the hair gets thinner and less, as u see on this one i am using 40 particles with the same amount of children which is 10.
Interestingly the first time i changed this particle to mesh, it didn't crash.
The first particle system that crashed was the 5-th one that had 10 particles with 10 interpolated children...
Because i was used to this problem back in the year i realized one solution for it, which is deleting the crashing particle systems and doing it again hoping that it will not crash...well after the 50-100 times doing this option i got a bit pissed off that i have to grind myself over and over for hours on those particle systems because for no reason it just wants to crash. And the biggest question of all for me is. After the first crash its only one system, then for the second or third try it randomly chooses another particle system and crashes as well. The funny thing is there is one system that constantly crashes(in this project the 5-th one) but there are systems that just do it like once or twice. So if anyone can help me with this i would really appreciate it..
I have a strong computer with intel(R) core(TM) i7-8700 CPU 3.70GHz, 32.0 GB RAM and a NVIDIA GeForce RTX 2080 video card, i even updated the drivers to the newest.
Thank u for the answer ahead!


texts:
What could be the cause of a line of pixels highlighted in the image below? All positions should match perfectly. It seems to be at certain angles, but it's also in the animation render.

Here are block positions.


texts:
I am trying to figure out why I cannot see my bubbles, foam and spray showing up in my render where I'm using FLIP to simulate a liquid. I have them all enabled under "Particles", but I don't see them after my bake. I am using Blender 2.9.
I see other people have experienced this issue. Has there been any resolution?


texts: Particle system issue - hair moves at the start of animation even without force fields

texts:
I have a sphere with a hair particle system.
gravity ON, stiffness 2.500, cache start: -200

I tried to play my animation without force field enabled, the particle system is moving (for sure it could be the gravity influence).
How can I see if I set the cache start at -200 the problem is still there or not.

How can I stop this animation and then be able to move the particle system without problems?


texts:
I thought to do it sideways. Here you need to use drivers and math, I think. But where can I find similar examples in execution, tutorials with a solution to a similar problem? Or books, videos, articles on sections of mathematics that would help create such a mechanism.
Tell me the sources of information that would help create such a mechanism and in the future know where to get knowledge to resolve such issues. I will be grateful)


texts: Object Rotates slower and only to frame 250 than simple cube with rigid body physics motor

texts:
I am trying to make a simple gear rotate with a certain speed, therefore I added a hinge and motor rigid body constraint. But when I start animation the object only moves very slow and only to a certain point and then stops even before the stop frame.

When I apply the same constrains on a simple cube it does what I want.

I somewhere found that a low scale of the object can have an impact, but scaling up to 1 did not bring any change.

Help would be appreciated.


texts: How to export a volume as a separate render pass and composite it correctly in Photoshop?

texts:
I have one render layer with objects and one render layer with a fog volume. The objects are set to Holdout on the layer with the fog.
The combined composite output (left image) looks correct. It also looks correct if I combine the background and fog render layers using an Alpha Over node in the Blender compositor.
If I export the fog render layer and try to combine them in Photoshop, it looks like the right image instead. The fog volume becomes too transparent. This happens with any variation of png, exr, TIFF that I've tried.
What is the correct method to replicate the output of the Blender compositor in Photoshop?
Photoshop File
Blend File


texts:
I've created a simple landscape model and used the Multires-Modifier to sculpt it. The modifier is set to 3 subdivision for viewport and has a maximum subdivision count of 6 for sculpting and render.
The problem here is that my materials require vertex paint for their blending, which has an incredible low resolution due to the low-poly base mesh.
The solution would be simple: apply the first three subdivisions which gives more resolution for vertex painting while sill having a 0|3 Multires-modifier to keep the information of the sculpted high-poly.
However, the Modifier can only be applied as a whole, so i cant just "take the first three levels and leave the rest in the modifier".
Using the shrinkwrap modifier like suggested in this question from 4 years ago will lead to a loss of detail and distortions in the mesh. Is there (by now) a way to accomplish this without a loss of detail?

Mockup - the first three subdivisions have been applied


texts: Vertex paint texture not visible in cycle render view

texts:
when I use vertex paint to blend two textures I can only see the effect of the painting in the material preview mode but when I switch it to rendered view painted texture does not appear. This only happens in Cycles.
I followed this tutorial step by step:
https://www.youtube.com/watch?v=ccciTF5aZP8&t=1089s
My node seems to work ok because I can blend to textures in the material preview mode.
I do not want to bake two textures together. I would like to just use paint vertex tool.
I use mix shader node based on rgb.
How can I make it visible in rendered view?
Material preview:

Cycles rendered view:

Node:


texts:
I created a room (floor, table, walls and windows). For the windows' faces, I used a material with the following features (I list below only the features I changed, the remaining ones kept standard, ie, as they came):

Principled BSDF
Base color: white
Specular: 0.15
Roughness: 0
IOR: 1.5
Transmission: 1
Emission strenght: 0

I checked Screen Space Reflection both in materials and in Eevee render.
Finally, I added a reference image with sky and trees to be the outside environment. However, I cannot see the image through the windows (either in material or render mode, independently of rendering in eevee or cycles).
My question is: How to make the windows material transparent so that I can see an image through it?


texts: Why are metaballs created with twice the input radius?

texts:
I am relatively new to working with Metaballs and am confused by something quite basic.

In Blender 2.82 (latest release), when I add a new Metaball and specify a radius, the radius that is actually applied to the Metaball and is listed in the properties panel is exactly twice the specified radius.

What is going on here? Is there something I don't understand about Metaballs, or possibly a bug?

Edit: note the actual diameter of the metaball is 4m:


texts: Link object from another blend file that is not positioned at origin

texts:
I have a blend file with multiple objects positioned side by side. This file is intended to be used as a library and I don't want to separate them in different files because they are simple variations of the same kind of object. I also created groups for every object (some of them are composed of other objects). This is something like this:

When I link an object from the previous file that is positioned at origin, it's created at the cursor position on the new file and I can rotate it around their own axis like this

But if I link another object from the previous file that is not at the origin on that file, their axis is not aligned with the object

How can I link it in a way that the linked object has the axis aligned with the object?


texts: Cycles - Transparent Glass Alpha Clipping

texts:
I'm having an issue with Cycles in Blender 2.91.0.
I have Film>Transparent>Transparent Glass checked in the Render Properties Panel.
In the Render Result window I get this, which looks like it's supposed to. The glass is visible, but transparent where it needs to be.

When I save it as a PNG or view it in the Compositor, all the transparent zones are clipped out. Anything below a certain threshold of transparency just gets removed.

Thanks for looking!


texts: A Material that has Colourful, Swirly Turbulence

texts: How could I make a colour turbulence material like, so from a pic? I would need help with this thing.


texts: How to retrieve the thumbnail from a .blend file?

texts:
I would like to retrieve .blend file thumbnails without using Blender at all, just plain old python3.

Also if it would be possible to explain how the .blend file works and how the process of retrieving the thumbnail works?


texts: Rendering with overlay of the previous frame?

texts:
A million years ago (it is possible that this was in the 2000s...), Blender had a switch where you could optionally leave a previous frame visible when rendering the next output. In other words, when I hit F12, the first thing that I saw was the LAST image I rendered (perhaps the previous frame, when rendering an animation; or the same frame, but minus the edits I'd just made), and then Blender would gradually infill with the current render data. (This was almost certainly Blender Internal.)
Is that still a capability that exists? I've searched high and low in the docs, and "persisting" frame data isn't it. Am I searching for the wrong thing? Did this go away sometime in the past decade, sometime in the past 2 or 3 new rendering engines?


texts: Shape key edit mode, transform handles not located at selected vert

texts:
Armature character mesh posed into position. made shape key. enter edit mode. click a vert, the movement handles are located at the mesh's original position, pre-armature in the stack. floating in midair where the mesh used to be, not where the selected vert currently is (in its posed position). the transform handle can be selected and moved, but it moves based on its un-posed position, sometimes moving the edited vert upside down or backwards based on the previous position, which makes it impossible to edit with any predictability (move a vert, but it sometimes moves in the opposite direction).
I made a new test box, applied a modifier of displace, added a shape key, enter edit mode, select a vert corner, its doing the same thing. showing the move handle where it was before it currently is in the stack.
What can be done? I can't find anyone else with this problem.
Seems to be a normal function, but I can't imagine because then it's completely useless. Arent you supposed to see the current armature pose when editing a shape key?? How can you guess the desired position of verts pre-posed. Is this seemingly worthless functionality considered normal.
Here is example cube, much worse/further away on posed armature:


texts: how to hide particle emitter but not particles

texts: Whenever I render out my particle sim, the particle emitter renders out as well. I've tried to disable it during renders using the camera icon in the Outliner view, but that disables the particles as well. How do I hide the particle emitter but not the particles?


texts: How can I have Alpha 0 but only shows highlight

texts:
couldn't find tip on this. Maybe I was using wrong search terms.
I want to create "cartoon glasses". By that, I mean, a plane that is completely transparent, has no refraction effect, but we can see it's glare/highlights only.
When I apply "transparent" the highlights also lose their strength. If I use glass in Cycles, it distorts the pass-through light realistically (I just want it straight though, like transparent/alpha). If I use Evee --- well, Evee's a mess when it comes to glass. But I want the glare to move/live in the scene, not just be an image PNG pasted over it.
I'm still pretty basic in my Blender.


texts: Can't select and transform faces in UV Editor

texts:
I want to move a face in UV Editor I but I can't. I can't even select different faces in UV Editor. I have cursor with red circle around it in UV Editor. In 3D View I can move any faces properly.
P.S. It stretches faces if I click and drag along them.


texts: Why does my textured model appear black in solid view?

texts: I'm sure this is a really simple question and I'm just being oblivious, but I have a fully textured, UV mapped model and I would like to be able to edit the mesh without the texture getting in my way. The texture shows up fine if I select Texture and Material view under Viewport Shading, but if I switch to Solid view it looks completely black. Is there a way to get back to the solid grey view that I see on untextured models?


texts: How can I get a bullet-time effect (slow motion) in the BGE?

texts:
I'd like to transition from normal speed to slow-motion on certain events, such as a keypress.

Is it possible to animate time in the game engine?
If so, how?


texts: Some examples of shape key sculpting vs lattice?

texts:
I understand the lattice modifier is for deforming complex objects and it's actually pretty amazing.  But the more I think about it, all the fine details can be done through sculpting shape keys.  Lattice seems to have static squares which you can scale infinitely to refine your detail, but I can't think of any reason to use it over just sculpting what I want in using shape keys.
My brain is probably not seeing the big picture here...  I'm mainly just focused on characters organic stuff.  Even if I wanted a bicep to expand, I can do it better with shape keys.


texts: robot with scissor lift legs, problem with constraints and parenting

texts:
I'm trying to make a robot with legs like a scissor lift, so that it can stretch up. I'm using constraints to control the legs stretching. the rotation is controlled with a copy rotation constraint and the position is controlled using a transform constraint. (left unstretched leg, right stretched leg)

The problem lies with when the leg is bent as the scissor lift part does not rotate correctly. the bending was done by rotating a parent (left pic). another problem is when bones are applied to the mesh, the positioning and rotation gets messed up (right pic)

i think the issue could that i should have applied the constraints after the parenting and bones or there is something i'm missing.


texts: Multiple meshes with rigify: One does not transform at all

texts:
I have been experimenting with the latest rigify version where there is a horse rig added.
The hair meshes do what they should when I go to pose mode and behave somewhat okay.
The horse main mesh however does not. I have seen in weight paint mode that there have not been applied ANY weights though I selected so. Any solution to let it be re-calculated?
Thanks for your help!


texts: Is it possible to pause a specific part of my scene and have the other objects run

texts:
I basically have an object in motion, I want to pause it at a specific frame for 40 frames. Is that possible.
For example, lets say a butterfly is flying around from frame 0 to 50, then it pauses while everything around it is still in motion for 40 frames. So that at frame 90 it basically continues its path.


texts: How to manipulate particle-hair position/rotation/scale with python?

texts:
how do we manipulate a hair particle in bpy ?
there's many basic individual properties i'd like to manipulate with python.
mainly hair position, rotation, scale and a way to delete some ? or make some invisible ? i'm not sure what's possible to do ?

here i have my suzanne with some hairs
let say that i want to replace thoses hairs by a custom matrix of mine:
hair_matrix = #xyz location, xyz rotation, scale
[
  [[0,0,0],[1,1,1],[1]],
  [[1,0,0],[1,1,1],[1]],
  [[2,2,2],[1,1,1],[1]],
  [[3,3,3],[1,1,1],[1]],
  [[4,4,4],[1,1,1],[1]],
  [[5,5,5],[1,1,1],[1]],
  [[6,6,6],[1,1,1],[1]],
  [[7,7,7],[1,1,1],[1]],
  [[8,8,8],[1,1,1],[1]],
  [[9,9,9],[1,1,1],[1]],
]

is there a fast access to a hair matrix like so? or i will need to do my own function and assign individually position, rotation and scale ? i suppose there's a foreach_get/set i could use ? i'm not sure where i need to find the properties. i saw that there's some weird despgraph manipulation to do. the data seem a bit hidden but i may be wrong ?
also, let say that i'd like to delete/hide particles located above 50cm in Z height position, possible to do so ?


texts: I'd like to attach a light to a specific object. I used "ctrl j" but it's not permanent. For example a car or street light that I can move around the scene etc. I change my mind a lot.


texts: Is there a way to Force 24 fps on Animation Playback?

texts: I have some animations and baked simulations in my scene. When I view the playback, it plays at around 16 fps. Right now I can use my mouse to scrub through the timeline which works ok, but obviously I can't move at an exact speed. I know there are ways to improve the fps, but is there a way to simply force 24 fps? I don't care how bad it looks and I don't care if it skips every other frame. I just want to see how the animation looks in real time.


texts: Achieving wipe effect in video with (motion tracked) mask revealing 3D object

texts:
An object in a video clip should be tracked to move a mask across the screen, revealing a 3D object (extruded text). Imagine a shot of a sheet of paper on a desktop. The paper is pulled out of the view sideways, revealing the rendered object which appears to be on top of the desk.

So I imagine I need to composite the video in the background, and an animated mask on top of the text, so that the visibility of the text (= opacity of the mask) is zero where the paper is in the video, hiding it.

What I have: a video clip in the Timeline, an extruded text in the Scene, and two nodes "Render Layers -> Composite" in the Compositing Editor.
When Rendering, the result shows only the video, but not the object.

I'd be happy with a short outline of the easiest steps I need to take to achieve what I want. But a few pointers to the tools I need to use or a rephrasing of what I am trying to do in the proper terminology would help in searching the information on my own.
Motion tracking is not really necessary since it is a short clip and I'd gladly learn how to animate the mask manually.

I am using Blender 2.78a on Windows.


texts: I would like to apply high mesh details such as wrinkles and pores. Should I apply to the base sculpt or to a lower poly retopology?

texts: If I'm to apply to a low poly, do I need to use the multiresolution modifier?


texts: How do I zoom in on a planet from space to ground level?

texts: I have made a pretty decent planet earth but would like to know if there's a decent tutorial or way of getting from space and going through the atmosphere to ground level. I am not sure of the best approach. I was thinking either make a really detailed section of the planet that I plan to see up close, make a second mesh more detailed at the point of ground level or pause the animation point, delete the less detailed earth and then only recreate the section visible to the camera. All 3 of these could be wrong I don't know. Would one of these methods be the best way or are there other ways to achieve what I am trying to do?


texts: How to detect and repair errors in mesh?

texts: I downloaded a video game model. The problem is that although it appears to be a valid mesh, there are many many errors. For example, the mesh is not intact or manifold, or sometimes there's double faces, and double edges. There's many types of errors here, I think. Again it's not detectable by glancing at it. Just manually seeing what's wrong with a particular vertex, edge, or face would take forever, let alone repairing it individually. Is there a more efficient or systematic way to fix this mesh? I have attached pictures of 2 errors in the mesh. Thanks very much guys.


texts: how to apply a texture to multiple objects?

texts:
I wonder if it is possible to apply a texture to multiple objects and how can i do this?

i searche on google and youtube for an answer but until now without success.


texts: Blender 2.8 Bone pose local and global axis mismatch

texts: I need my bone local axis to be exactly the same as global axis. It's not true at least with the Y axis. I already tried applying current pose as rest pose, but it's not helping. In armature edit object mode, the local and global axis are identical. Please could you help me make this true for the pose mode as well?


texts: My sculpt tools are doing opposite of what they're supposed to

texts:
I clicked on 'Inflate' tool and made sure I was on + and not -. Yet, my tool seems to be removing the mesh (is that the right term?) instead of adding it.

I was experimenting with a few things (including 'dyntopo') but as far as I remember, I went back to my original settings.
edit: it took me a few times to get it right but the solution given by @Blunder seems to work.


texts: How to mask triangle out of the video strip in VSE?

texts:
Im struggling with masking portions out of my video in VSE. I need to mask two triangles at each side of the video, because when positioned next to each other in 90 degrees angle (via transform layers), the corners will overlay each other and ulimately obstruct the view of the other video.

So in another words I need to have 4 same videos but cut the corners of each. I think this can be solved by some masking but I did not find the answer yet.

Thanks, Mike

I need to mask red parts, but how?


texts: Ok so I know, I probably should have extruded to make these horns now, but I made the mistake of making them both separately, It's my first time making a character in blender, so I'm quite new to all of this, anyway my question is, What should I do to combine the horns to my character?


texts:
I'm trying to join the armatures and tracking points but everytime I try to do so, it says 'no mesh data to join'. I'm making a face animation as shown in this tutorial and the point I'm having a problem with is at 19:19. https://www.youtube.com/watch?v=uNK8S19OSmA

It has to do with an active object but since I'm just starting to learn it I don't know how to proceed with it..


texts:
Can anyone tell the way how to animate a rolling cube? Without bones. In Maya, for example, its quite easy to animate pivot point (origin) or use locators (empties), but in blender it seems to be a problem. There is a Pivot constraint, but besides that snaping doesn't work, it works in a weird way on its own.
here is example scene - https://yadi.sk/d/T5aIx1qnkk473


texts: Edit face triangulation without actually adding edge

texts:
If you make a plane and move two vertices on opposite corners, you will have a non-planar face. This will be rendered with an "invisible" edge along either of the opposite pair of vertices. Or in other words, the face will be triangulated by picking two opposite vertices.

In 3ds max, there's an option to actually edit this triangulation so that you can decide how it's rendered. This is done without creating any edges, it's just the face's triangulation that's edited. This way you can keep topology in quads while still controlling triangulation:

In blender, I see no other option than to manually add edges, disrupting the topology:

So, is it possible to edit the triangulation in Blender, without modifying topology?


texts: How to create realistic steam in blender?

texts:
Situation
I created a fluid simulation of boiling water in a pot. Now I am trying to create photo realistic steam in blender. I want to show the steam rising up from the pot. Here you can see what I had in mind (only a picture; I want an actual animation of course):

Problem
I was trying to realize this using a smoke simulation. But due to the reason that I am new to this I ran into some problems. I was not able to change the color of the smoke to a seethrough white. I also tried to make the smoke look less dense, but I couldn't find any ways to do so.
Question
Can someone tell me which settings I need to look into and what values to change them to? I attached my .blend file so you can check out what I got so far
.blend File


texts: Remove a linked Indirect Library datablock

texts:
I am trying to remove a texture data block from a file. It seems to have been put there by an addon that is no longer installed. The texture block is a Linked block, originally linked in from a file in the addon's folder. Normally you could click the link icon to make it local, then set users to zero. However, the link icon is greyed out, and when highlighted says "Indirect library data-block, cannot change."

The texture's data block also shows up under Orphan Data in the outliner, but all its options are greyed out.

How do I fully delete this?


texts: How do I reduce tesselation effect with textures?

texts: I need a few urban and environmental textures (concrete, stone, bark, dirt, ...) and I plan to create them myself. After I make the textures how can I place them on large objects in Blender to preserve high resolution but still reduce the repetitive effect in the resulting renders?


texts: Why do objects keep passing through the cylinder?

texts:
I've written a code to drop trilobe shaped objects one at a time into a hollow cylinder in Blender, but instead of settling at the bottom, the objects keep passing through to the outside of the cylinder and falling off. How do I prevent this?
Note: I had created the trilobe by adding vertices around the three circular arcs of the trilobe, connecting them with edges, adding a face and then extruding.
Attached is the .blend file as well as some images to better explain my problem.


texts:
I´d like to create a glitch texture shader using Cycles.
Most of my searches on google have resulted in failure since the word "glitch" is associated with real life malfunctioning of cycles.

In turn, I´d like to know what could be the appropiate steps to deform a texture using the new voronoi node plus bricks node to offset in X-Y-Z rgb values a texture or a color so we could create a glitch effect.

Thanks.


texts: Is there a way to snap a group of vertices using several points of reference

texts:
Hi I am fairly new to blender, I trying to find a more streamlined way to achieve my desired outcome, is it possible to use multiple vertices for example 3 points of reference from the set of vertices I wish to move and 3 points from the desired location without deforming the shape of the geometry of either
from the image I would like to snap the blue highlighted vertices to the red highlighted vertices
thanks for any help given


texts: Does anyone know what operation was done immediately after the inset operation to remove the bottom inset in the provided gif?


texts:
I am just trying to create a simple outlined heart for a 3d print job. So I modeled a curve for the heart and added a circle as bevel object. The result looks like I want it to have..

But switching to wireframe mode shows that the resulting object has intersected vertices / faces which will cause my 3d print to fail...

Is there a simple thing I am missing on my task to just get the outlined object without intersections?

Here is what it looks like and where my problem is:

I tried to convert the result into a mesh and apply a skin modifier which took ages to calculate and did not work as desired. Also the solidify modifier did not work...

Thanks a lot for your comments!


texts: Why don't I see the full range of a color ramp gradient after using modulo?

texts: I'm trying to make a repeating color ramp around the outside of a cylinder (i.e., ten separate instances of black-purple-green). Unfortunately, I lose the spectrum of color ramp colours when I use the modulo function to repeat (I only get black-purple). Is there another way of doing this to get the full color ramp to repeat using a radial gradient texture?


texts:
I'm moving a ball through a hollow cylinder (sub divided) and I want the cylinder to bulge as the ball travels and return to form afterwards.  I did this by making the cylinder a cloth object and the ball a collision object.  I'm getting some weird results, but I don't even think this is required.  Is there a way I can do this without creating the cloth?  A modifier perhaps?  I'm looking into forcefield physics, but it's probably an overkill.
Let me know if screen shots are required...  I didn't post any because it's really simple. Just 2 basic shapes.


texts: How do I match skeletal meshes and animations from Blender to Unreal?

texts:
I've been trying to fix this for days (maybe even weeks at this point). How do I export an object from Blender to be socketed in Unreal, while maintaining the same relative distance as a Child-Of constraint in Blender? Both are skeletal meshes.
With constraint on:
https://i.imgur.com/dd8xHQx.png
Constraint off (for exporting):
https://i.imgur.com/uG9sgNG.png
Child-Of settings:
https://i.imgur.com/VMm5Gwz.png
When socketed to the hand in unreal (180 degree rotation on Z, otherwise zeroed):
https://gyazo.com/dcfec0d59f6cd37914e88e043a0fa58d
Or is there a better method for achieving the same result (synchronizing two skeletal meshes)? I'm currently using the "Blender 2.8 For Unreal Engine" add-on when exporting. Trying to manually place and rotate the gun seems impossibly difficult... especially for precise animations, such as reloading.
If there is any vital information I forgot to include, just say and I'll gladly retrieve it.


texts:
I'm new to blender so please forgive the ignorance.
Can anyone tell me the optimum specifications for my PC I need to efficiently run blender 2.8.?
Or would I do better to use a MAC.
I am a visual artist and I have not ventured into animation...yet
Any advice would be appreciated
Thanks


texts: Existing Frame Trimming Capabilities of Actions

texts:
I am working on a direct connection of a Kinect2 sensor to Blender.  It is progressing, but I find that there are always going to be unwanted frames at the beginning and end of a capture session, especially if you are doing this by yourself.

Do I need to write operations to trim (either delete & shift left, or drop to the right)?  I do not want to re-invent the wheel, but at the same time some multi-step keyboard / rodent operation is not going to cut it for me.

There is an 'Animation: Motion Capture Tools' add-on.  Activating did not seem to do anything that I could find.  The doc link was an empty page.  Is this or maybe something new in 2.8 which supports this?


texts: How to connect these faces smoothly (if possible)

texts:
I want to make a cliff scene like this in Blender:

So in order to do that, I'm trying to connect these two faces together (each one is a plane and has a displace and a subdivision surface modifier)

However, when I connect the two faces in Edit Mode, it looks like this:

What should I do? Should I even connect the faces at all?


texts: Checker deselect doesn't seems to work properly

texts:
Here is a primitive cylinder 32 sides, when I try to make a checker deselect it seems to not be deselecting properly, as you can see in the example where I have to manually correct things to have a proper 8 edge deselection.
Does anyone have a solution to do it automatically ? Even the 3 edge deselection seems buggy and leave an undesired gap

.


texts: Display fading animation for image texture planes in 3D viewport?

texts:
This has been questioned before but was answered unsatisfactorily.
Is there a way to animate the opacity of image texture planes in the blender render view port?

I need the image to have a very simple, very common, non-CPU intensive,
Fade-in fade-out Effect.
The problem is that the Alpha Factor of the texture only updates on the panel slider and not in the actual animation key-framing doesn't seem to work on this. Is there a simple tick box somewhere that solves this simple problem?


texts: Can't Convert to Curve|Mesh using ALT+C in linux

texts:
In Blender 2.79 and 2.80 on os Linux the command ALT+C  (Convert to Curve|Mesh) does not work: pressing the keys does not cause any results.
Note that in the preferences the shortcut is correctly set.

In Windows everything is OK.

Any ideas?


texts: When printing an Object (with Cura) the Hole disappears

texts:
I created an object (gear with hole) to print with my 3D printer.
I don't know the reason but when I want to print it, the hole of gear disappears.

.blend file:


texts: Export to OBJ missing texture image name

texts:
This question is same as some other question Exporting OBJ missing map_Kd, but I have more detailed information to explain.

So, I have this .blend file which for each face I conducted smart uv unwrapping, and assigned some texture image.

When I try to save this scene into .obj file, the resulting mtl file does not contain the texture image names.

Can anyone try this and let me know what is wrong?

Thank you in advance.


texts: How do I make an object attract another object?

texts: I have a ball and a cube a bit above it. I want to make the cube attract the ball towards it. I am new to blender so how do I do it?


texts: What does the "flow" setting in turbulence field do?

texts: Force fields, including turbulence, have a 'flow' setting. What does it do exactly? I've read it "converts the force into air flow", but what does that mean in concrete terms?


texts: How to display vertex colors in Viewport Shading Mode

texts:
So I'm pretty new to blender and I'm trying to make some visualisations for a paper I'm hoping to publish. So far I've got my tractography and cortical matter loaded into Blender and I've managed to give some colour information on the tractography. However, I want to change the colours to the standardised tractography colours which appear by selecting paint vertex and being in the solid view. Does anyone know how I would achieve this? I've attached the vertex view that I want and the current nodes I've implemented and the colours they produce.
Thank you in advance for any help!


texts:
With the reference image im tracing an image. And when im in camera view i can see the image and my model perfect. When i just pan and it out from the camera view im much far from the model. Always i have to click the . key and come near and when i have to go in camera view it right direction but when out from the camera view same im away from the mesh. My camera is set to orthographic view.

Any suggestion why im always away from the model and not the same distance when press . key.


texts: How to make blender material preview lighting in unity

texts: Me and my brother are making a game and using blender and Unity. I create the models in blender and export them to his unity. We love the look and lighting of of the model in Blender's Preview lighting, Is there a way to achieve that same lighting and feel in in unity? We spent half an hour playing around with all lighting and materials, we couldn't get it right.


texts: Execute Python Script on existing Blender shortcut

texts:
I want to execute a custom python script before executing a Blender method that I call using a shortcut. What I could like is to add some scripting before changing the active camera while I use the Ctrl+Numpad 0 shortcut.

I am aware of bpy.app.handlers which do not contain what I  need (only render, file load, etc handlers).

Do you advise me to define my own, similar shortcut in the definition of the operator, that would first make the call to my function and then to blender's operator ? Or is there a way to enable my script before blender operator using a handler similar to above ?

km = bpy.context.window_manager.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')
kmi = km.keymap_items.new(idname = 'camera.test_function',
        type = 'NUMPAD_0, ctrl=True, alt=True, value='PRESS')

Thanks in advance, Jonathan


texts: Lost UI properties bar and can't get rid of other bars

texts:
This properties bar:

disappeared when I accidentally opened the Grease pencil bar. Now the area where the properties bar looks like this:

I cannot collapse it, and I cannot get the properties toolbar back!
How would I do it?


texts: Path constraint with physics (rollercoaster)

texts:
I'm fairly new to blender and I want to build something similar to a rollercoaster. I already got the path and follow path constraint with F-Curve editor and everything down, but I need something more realistic. Is there a possibility to control the follow path constraint like it's driven by gravity? Like accelerating downhill and slowing down uphill and stuff like that - Just like a real roller coaster.

I suppose I could do It by putting a real car with wheels and such on a track and animate it with the rigid body tools, but that would require a good wheel construction with multiple wheels to keep the car from derailing... I think the path thing should be way simpler in terms of optimization, modelling and the overall mechanics, I just don't know how to do it. Do you?

I would be glad if someone could give me a hand with this!

all the best
Simon


texts: Object disappearing whenever it's not selected

texts: My object disappears whenever it's not selected. It's not hidden, I'm not in local view... I can't seem to figure it out. Any help would be much appreciated.


texts:
Can I somehow make the poll method of my operator sensitive to whether the operator is being invoked or executed?

Take for example:

from bpy.types import Operator
class TestOp(Operator):
    bl_idname = "test.test"
    bl_label = "Test operator"

    @classmethod
    def poll(self, context):
        return False

    def execute(self, c):
        print("Executed, just executing")

    def invoke(self, c, e):
        print("Invoked, taking user input")

I want to rework the poll method so that, when the operator is executed, it always returns True (run from scripts, etc.., assume parameters are set).

When invoked, the context has to fit in a way that the user is able to input the needed parameters. For the sake of the example, let's say we need an object with context.object.type == 'MESH' in context.mode == 'EDIT_MESH'.

Is there a way to determine the way the operator will be invoked inside its poll method?


texts: Why is the shoulder moving when I move the left forearm bone?

texts:
I am trying to assign the weights of my armature to the mesh figure so I can create an animation. I'm not completely done yet but I noticed that when I'm in pose mode, once I move the left forearm, part of the right shoulder and the head move as well. Why is the the shoulder mesh moving when I move the forearm in pose mode?
blender file


texts: How do I get my Cycles materials into blend4web?

texts:
Just downloaded and installed blend4web.  Very nice tool.

Have a nicely textured model in Cycles, but when I export to .html it is all black.  No materials, no lighting.

Couldn't find beginner tutorial how to apply materials.  Could someone please describe what we need to do?

I hope it does not involve baking the textures.  Would like a simpler way.
Thanks


texts: Render results always black the first time

texts:
I have different cameras in the scene. I go through the cameras, change the active camera bpy.context.scene.camera to the camera of my choice and obtain a rendering using Blender Internal rendering engine. This is all done in Python. I set up the scene and the cameras as follow:

import bpy

bpy.ops.import_scene.obj(filepath=objPath)
addLights()
for i in range(numCameras):
    addCamera(cameraLocation[i])
    rotateCameraToObj() # this rotates the added camera to focus on the mesh

for i in range(numCameras):
    switchToCamera(i)
    bpy.ops.render.render(write_still=True)
    #bpy.ops.render.render(write_still=True) # If uncommented, things would be fine

However, strangely, for one of the cameras (the last one added) I need to do the rendering twice otherwise the first rendering is going to be always black. I made sure nothing is wrong with my camera and other settings that cause getting a black rendering by following the things mentioned here. All settings seem to be fine so I am confused. I also saved the .blend file and loaded it on my computer and were able to obtain renderings with the same camera without any issues. Does anyone know what could be potentially causing the issue? Could it be a bug in Blender?


texts: Boolean Modifier on manifold Grid not working

texts:
I created a script which produces a manifold grid inside a object (Picture 1).
If I set the diameter size of the columns under 0.03, the boolean modifier isn't working (Picture 2). Is anyone able to solve this?

import bpy

scene = bpy.context.scene

### Settings ###
thickness = 0.1
distance = 0.5
k_segmentname = "Torus"

# get dimensions & location
objRec = bpy.data.objects[k_segmentname]
(x,y,z) = objRec.dimensions
(xl,yl,zl) = objRec.location

### Helper ###

def joinObjects(obs):
    bpy.ops.object.select_all( action = 'DESELECT' )
    for o in obs:
        o.select = True
    scene.objects.active = obs[0]
    bpy.ops.object.join()

def booleanMod(operation, objA, objB):

    boMoUn = objA.modifiers.new('boUn', 'BOOLEAN')
    boMoUn.object = objB

    if operation == 0:
        boMoUn.operation = 'DIFFERENCE'
    if operation == 1:
        boMoUn.operation = 'UNION'
    if operation == 2:
        boMoUn.operation = 'INTERSECT'

    scene.objects.active = objA
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier='boUn')

def createCube(name, size, strength, location):
    cube = bpy.ops.mesh.primitive_cube_add(radius=size/2, location=location)
    cube = bpy.context.active_object
    cube.name = name

    bpy.ops.object.select_all( action = 'DESELECT' )

    cube_inner_x = bpy.ops.mesh.primitive_cube_add(radius=((size/2)-strength), location=location)
    cube_inner_x = bpy.context.active_object
    cube_inner_x.dimensions[0] = size +2
    booleanMod(0,cube,cube_inner_x)
    cube_inner_x.select = True
    bpy.ops.object.delete()

    cube_inner_y = bpy.ops.mesh.primitive_cube_add(radius=((size/2)-strength), location=location)
    cube_inner_y = bpy.context.active_object
    cube_inner_y.dimensions[1] = size +2
    booleanMod(0,cube,cube_inner_y)
    cube_inner_y.select = True
    bpy.ops.object.delete()

    cube_inner_z = bpy.ops.mesh.primitive_cube_add(radius=((size/2)-strength), location=location)
    cube_inner_z = bpy.context.active_object
    cube_inner_z.dimensions[2] = size +2
    booleanMod(0,cube,cube_inner_z)
    cube_inner_z.select = True
    bpy.ops.object.delete()

    return cube

sLoc_x = xl - (x/2)
sLoc_y = yl - (y/2)
sLoc_z = zl - (z/2)
cube = createCube('Grid', distance, (thickness/2), (sLoc_x,sLoc_y,sLoc_z))

arrayMod = cube.modifiers.new('arrayX', 'ARRAY')
arrayMod.use_merge_vertices = True
arrayMod.use_relative_offset = True
arrayMod.relative_offset_displace[0] = 1
arrayMod.relative_offset_displace[1] = 0
arrayMod.relative_offset_displace[2] = 0
arrayMod.count = x/distance + 1
scene.objects.active = cube
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='arrayX')

arrayMod = cube.modifiers.new('arrayY', 'ARRAY')
arrayMod.use_merge_vertices = True
arrayMod.use_relative_offset = True
arrayMod.relative_offset_displace[0] = 0
arrayMod.relative_offset_displace[1] = 1
arrayMod.relative_offset_displace[2] = 0
arrayMod.count = y/distance + 1
scene.objects.active = cube
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='arrayY')

arrayMod = cube.modifiers.new('arrayZ', 'ARRAY')
arrayMod.use_merge_vertices = True
arrayMod.use_relative_offset = True
arrayMod.relative_offset_displace[0] = 0
arrayMod.relative_offset_displace[1] = 0
arrayMod.relative_offset_displace[2] = 1
arrayMod.count = z/distance + 1
scene.objects.active = cube
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='arrayZ')

booleanMod(2, cube, objRec)


texts:
I am new to Blender (2.9) and have some Problems Editing Meshes. I am repairing a model which I built some time ago in ArchiCAT and I'm trying to join Walls and so on. Now im editing some meshes and somehow they appear wrong. It looks like the faces are broken. Also the edges are not highlighted as you see on the picture. I think thats a simple problem to solve but i cant find it.
What's the problem if the edges of the model/mesh look like in the screenshot?


texts: How can I join multiple animated objects into one object and keep the animation?

texts: I have a big problem with the development of my game. I've been working on a simple animation where a door would open and close. However, the door is more than just a door and a handle. It's more complex, with a working hinge and a box behind said door. The problem is that I want it as one single animation, instead of multiple objects having separate animations. I also need to keep this object joined so I can cook the texture into a UV map so I can transfer it to unreal. But I can't seem to figure out how to do the animations without having the hinge, door, handle, etc. attached together.


texts: Find implementation of specific class in source code

texts:
I am trying to find the following classes in the source code:

SCREEN_OT_screenshot
EXPORT_MESH_OT_stl

However, I have no idea where to find them and it would be painful to search in every .py of Blender. Is there a way to find a class (especially those two listed above) from console or from the documentation?


texts:
I'm working on a script that divides rendering into parts using borders and then renders random selection of parts.

An example script looks like that (it actually renders all parts):

import bpy

scene = bpy.context.scene

scene.render.tile_x = 16
scene.render.tile_y = 16
scene.render.resolution_x = 800
scene.render.resolution_y = 600
scene.render.resolution_percentage = 100
scene.render.use_border = True
scene.render.use_crop_to_border = True

n = 4
m = 4

cnt = 0
for i in [x * 1.0/n for x in range(n)]:
    for j in [x * 1.0/m for x in range(m)]:
        scene.render.border_max_x = i + 1.0/n
        scene.render.border_min_x = i
        scene.render.border_min_y = j
        scene.render.border_max_y = j + 1.0/m
        cnt += 1
        scene.render.filepath = "res_{}.png".format(cnt)
        bpy.ops.render.render(write_still=True)

The script works as expected but I have noticed time penalties by rendering this way. From logs I can see that the bpy.ops.render.render() command is "synchronizing" and "updating" the scene every time executed.

Is there a way to do a scene preparation for rendering once?


texts: Blender 2.8 different worlds settings for different view layers

texts: Is it possible to have 2 different worlds in Blender 2.8? If positive, how do you do that?


texts: i have a mesh and a bezier curve, and i want align individual vertices to curve, it is possible?


texts: So I'm trying to achieve an animation in BI where there is a string that is attached at both ends to 2 separate objects. But I can't find anything that lets me take my string and attach it to them. The string is an elongated cylinder that has had a lot of loop cuts in the middle. Help please?


texts: Difference Boolean modifier. How do I get it to work with my mesh?

texts:
I want to make a screw head, but I can't get the cross in the screw head; the Boolean modifier doesn't work.

Link:


texts:
So I am trying to use Eevee to render this animation, and I want to add motion blur. I like using the vector blurs in cycles but is there a way to use the nodes in Eevee?

I don't see a way to add a vector pass for eevee like in cycles


texts: How do i use the screw tool in blender 2.8

texts:
When I use the screw tool the same way that I do in 2.79 in blender 2.8, it always shows the wrong invalid/unset axis.

I don't know if something of screw has changed in 2.8.


texts: Curve- and Array Modifier won't align with the curve

texts:
I am a bit desparate with one problem. I am having a bezier curve, which I want to add some meshes to with the array modifier, in combination with the array modifier. Problem is, no matter which axis I use, or where I put the origin of either the curve, or the arrayed object, it is far from aligned with each other. In the picture I put in the origin of both is at the very beginning of the bezier curve, I also had both in the mass center of the curve, with similar result. Also, I tried  to copy the curve and tried it with the other curve, with no success.

Thanks for the attention and I look forward to hear some fresh thoughts to this matter.


texts: Have been struggling to model this knot. I've tried using paths but I always somehow mess it up. Is there a way to perhaps box model this? I've been really stuck on this, It is called a Sageo and is a knot found on katana scabbards. If anyone knows a tutorial for this or something else, that would be great!


texts: Trying to render a .mov file in Blender's video editor

texts:
I'm trying to render a small clip from a huge video I recorded via a screen recorder. However, I can only render it as an AVI file. Is there a way to output in other formats? What I'm doing is choosing the H.264 codec but no luck. Specifically, I am trying to render it as an MOV file.

Thanks for the help!


texts: Could you run some parts in the script of blender

texts: In MATLAB you could sometimes break the code into cells and run them individually, this usually saves a lot of time. So i was curious if you could do the same in blenders script.


texts: Texture blurry when viewed at shallow angle

texts:
I have this mesh with a full size texture added on one side. When I look at the texture at a shallow angle, texture further from view point gets extremely blurry, almost like I have some kind of depth of field filter on

How do I get my texture 100% sharp?


texts: Background Color Penetrates Solid Object in Eevee as if Transparent

texts:
I've been trying to do an interior scene in Eevee and can't figure out why blender is treating an object with thickness and subdivisions as if its entirely transparent

Screenshot of material settings

The scene inside of the object with Eevee.

The scene inside of the object with Cycles

The scene outside of the object


texts: So i've had some issues rendering my object. It seems to come out as a weird sheer type of color. No matter what i try to do nothing seems to work. I am guessing it has something to do with diffusion but not sure. Thanks in advance!


texts: Automate connections in 2 columns of nodes

texts:
Here is a video proposal :

Tell me what you think


texts: Is it possible to project a 2D rendered image back to its 3D model?

texts: I want to modify a 3D model in a particular way. Render images, modify these images (using a python program), and project these modifications back onto the texture. Is this possible or not?


texts:
I made a building with many different objects and for baking in Blender internal i joined all those objects (with Ctrl + J). Then the door animations were gone!

In the baked image the textures of the doors could not be found. All textures were messed up.

Was there any problem in my baking process? Should i not join different meshes together for baking? I want to use it in Unity.

The house before joining all the meshes and doors with different textures and the baked image.


texts: Unit of the color in of the Diffuse Direct/Indirect passes in Cycles render

texts:
When I read a pixel's red value 1.0 from these passes, is the value I read radiance, radiosity or irradiance? Is it 1.0 W/m^2 or 1.0 W/(m^2sr)?
My understanding is that a sensor is sensitive to radiance. So can a pixel be considered as a pinhole camera sensor here?


texts: What is the best way to scale UVs to fit an image?

texts:
I was just wondering as it's something I often find myself doing, but is there a automated way to scale selected UVs to fit to the edges of the image boundary in the UV editor?

Currently I have a process which isn't too time consuming, but nonetheless a little bit more so than hitting a button. These images show my process and what I am trying to achieve.

Note: that I scaled everything by the same value, but if I wanted to fit the image square, I would have to do this process once for width and again for height.

Is there a built-in function to do this?


texts:
I want to export a 2D DXF file including hidden lines.

I can set up 2 linetypes, "visible" and "hidden" and run the render.

I then open the svg file using Inkscape and saveas a DXF file.

However, both linetypes are allocated the same layer: "strokes".

I want the "hidden" linetype to be on a different layer. Is this possible?

Also, I would like to look at exporting the paths directly to DXF. Which Python scripts would I need to edit to do this? I'm not even sure it's within my capabilities, but would like to look at the code.


texts:
When I am sculpting in dynamic topology I can hide part of my mesh, and it not only works as a 100% mask, but it also hides this part of mesh in dynatopo as well. I find it extremely useful when I sculpt.

Is it possible to achieve something similar with multirez? I would like to be able to achieve masking either through vertex weights or selection. In many cases it would give more precise mask than drawing it in sculpting mode.


texts:
I have a model that is simple and uses low-resolution textures. I'd like to be able to disable the texture filtering so that the textures look sharp and pixels stand out.

An ideal answer would explain how to do this in not only the regular 3d view, but also in renders and preferably also in texture previews.


texts:
I went to my preference, added the ANT Landscape Mesh. When I'm back in the add section I see landscape, but it is dimmed out compared to the others. I see it, but I cannot click on it to activate it.
I'm running window 10 PC.
Help anyone?


texts: How to make duplicated object be colored independently?

texts:
I have a blender object. I applied a diffuse color to the object. Then I duplicated it. Now I want to apply a different color to the duplicated object, however, the original object also changed to the new color.

How can I make the two objects have different colors?


texts:
OK so I'm trying to make a feather by using scaled cube as a base, and i use 2 edges as a vertex group for particles, now when i try to comb it it either rises towards me or on the very top when I try to comb it - it extends ridiculously (see images)

after some combing here i already had to cut off top because it went too much

after I try to fix the top a little bit

keep lenghts and root are checked, any advice?


texts: How to select all textures used by all active materials in the scene?

texts:
I have a project in my hands that has one object mesh (a city block with buildings) with around 10K materials that each have a texture in them. The textures for these material slots themselves are in their own folder.

I wanted to take a small piece of that city block (still with around 500 materials) and put it all into a neat package with only active materials and needed textures.

Cutting the piece out of the city into its own file and With the help of Materials Utils Add-on I was able to delete the unused materials.

But how could I round up the used textures? From that folder of some 10K images I somehow need to pick out the ones that are in active use in the materials. Any ideas?


texts: How, specifically, does the game engines friction work?

texts:
I have a dynamic physics-typed object. Its material has an option for the amount of friction:

Here is what it tells us:

Well, refer to the first picture. We see, under Force Field an option for distance. Here is what it tells us:

I have a few questions on how this works:

How is the distance created?

Is it a box around the object? Convex hull? A distance from any point on the object? Using Game > Show Physics Visualization, where exactly is this area?

 Why does friction still occur when there is zero distance of the physics area

The Friction option tells us that the changes occur "when inside the physics distance area." Why is velocity still truncated with distance of the physics area?

What formula does the friction use?

What about environmental friction (i.e. friction from other sources)?
Does it use the common method introduced back in Quake? (Sorry about the example not being in python; although, it is very understandable.)

What is the exact formula/method of determining exactly how much velocity to truncate?

Thank you!


texts: Help implementing Script node for material

texts:
Intermediate Blender user here. I am trying to create a procedural emission shader that only effects areas of an object of a given range of thickness (i.e. if applied to a character could make the characters fingers glow - because they are thinner, but not the arms)

At the end of this stack exchange someone seems to have developed a script that can vary materals according to thickness (the Uniform Depth, script).

Get Object Width In Cycles as Value

But taking the script into textedit and copy and pasting it into the internal script function on the node doesn’t do anything, and trying to link to the file as external script returns an error! Wondering if there are any general tutorials for implementing external python scripts as nodes in materials. Will be very grateful for any help!


texts: How to add finger bones to MakeHuman Rig?

texts:
I use a MakeHuman model to animate motion capture data. Now I would like to animate the finger movement, but the MakeHuman rig has no finger bones. I added the bones to the rig now, but I can't get them working right because when I set automatic weight the MakeHuman rig is working wrong.

Is there a way to add automatic weight only to the 'new' finger bones?


texts: Exporting an FBX file imported into blender gives me a reduced number of vertices?

texts:
I have an FBX file made in Unreal Engine. In UE4 it shows that it has 12,866 vertices and when I export the .obj file it also has 12,866.
However if I load that same FBX into Blender and export it as OBJ, I will get 12,796 vertices.
Why is this happening and is there any way to prevent this? I need the number of vertices to match because Im writing some code to work on both OBJ files.
Thanks in advance!


texts: How to make bones follow a path while maintaining it's normal orientation for animating tank tracks?

texts:
Now, I know the most common method is to animate the texture on a "tread band", but I intend to use bones with one segment weight painted to each of them [as shown below]. Now obviously I will need a path(s) for the bones to follow [highlighted below in orange] so that I don't have to manually move and rotate each segment bone. I intend to bake the animation for the treads so it can be exported to a game engine like Unreal or Unity. So the big questions here are:

How do I get the bones to follow a path?
Can a follow path animation on a bone be baked as key frames on the bone?
Is there any gap in my logic? I don't mind any other method to rig tank treads that don't involve using a curve guide so a long as they use bones.


texts: Normal Map causes mesh to darken in certain areas

texts: My mesh is purely sculpted and I did not bake any normal map from it. However, I did import the mesh into Quixel Mixer to get some textures on it and exported those texture files to use back in blender. In Mixer it looked perfect. However, it turned some faces slightly darker when in blender and after playing around, I noticed it was the normal map that was causing this. I tried changing the normal map to be from tangent space to object space, which seemed to do the trick in the shader tab but back in the layout tab, it looked completely dark. I intend to use these for UE, but I'm not sure if this would affect how it appears in UE. I've attached some photos to hopefully identify the problem, thanks in advance! (the arrows in the photos are just showing the places where the colours no longer match up)


texts: My mouse is displaying even though I made it invisible?

texts:
So I am making a game and have been on this one for about a week now. And just now am dealing with this issue. I know how to make a mouse appear and disappear as I wish it to on the game engine. However, just recently, I press P to play the game to test it out and the mouse is on the screen.

Even if I look through cameras or not, it is showing. So here is what I already did to try to fix this issue. I made sure no scenes were overlaying with the mouse visible. I made all cameras that will be used have and invisible mouse. I even googled as much as I could possibly find and only found that on the right panel, under render it can have the mouse active... And it wasn't.

Also, when I am playing the game, not only is the mouse in the middle of the screen but as I rotate the camera around with the mouse. The Screen mouse gets huge. Which can cause a huge issue if you are playing a game.


texts: object cannot be written into a 3ds file

texts:
I am a rookie user of Blender, my blender project cannot be exported to 3ds file.

How to solve that?

Error message
Object %r can't be written into a 3DS file

This is the link of my project Blender Project 2018


texts: how do I create a sprite with hard (aliased) edges, but still be antialiased inside?

texts:
This question came up in the irc channel yesterday.  The fellow had a model he was turning into a sprite for a 2D game.  He wanted it to be aliased inside, but have a hard (aliased) edge.

Getting transparent images is easy.  Go to the Render Properties panel and set your Alpha to Transparent and make sure the file format is saving RGBA channels.

Getting a hard (aliased) edge is easy.  Turn off Anti-Aliasing in the Render Properties.  This gives your model hard edges, even in the internal pixels.

Now if turn on anti-aliasing you get soft edges, both inside, and outside.

How do you get hard edges on the outside, but soft edges inside?


texts: Jump cut editing in the Video Sequence Editor

texts:
I would like to edit a long video, deleting parts of it. I think this type of editing is called jump cut. What would be an efficient way to do it in Blender? Just soft/hard cutting the video and sound strips on two different frames, deleting the middle strip and moving together the remaining parts? Or is there a better way?

I found an add-on called "Jump to Cut", but I'm not sure if I understand how it works and if it could be useful for this purpose.

Thanks!


texts: I have a cave that covers 270°, how can the camera cover that area

texts: i have a CAVE setup that covers 270degree around me, how can i adjust the camera to let me see the full 270degree in fullscreen when i walk around in the game engine.


texts: Can you rig a set of instances of an object?

texts:
I have a cylinder that's instanced along a line with 5 vertices (vertex instances), so I have 5 copies of it. (Note that the cylinder becomes a child of the line because of how instancing works.)
I created an armature with some bones, and parented the line to the armature (with Armature Deform > automatic weights), as I think you're supposed to do.
But now when I enter pose mode and move the bones, the cylinder instances move around, but they don't rotate -- they stay in the original orientation. And they don't bend, as I'd expect them to. (They do have plenty of loop cuts.)
Is this because they're instances? Or is it because the rig is really just deforming the line, and the instances come along for the ride? Rigging multiple independent copies of a cylinder works OK.
So is there any way to do what I want: have a set of instances that are parented to an armature and deform the way they would if they were independent copies? (I need instances because my actual objects are very heavy.)
Running Blender 2.93 nightly from a few weeks ago.
In the image: Left: armature with instances. Right: regular armature.


texts: I cannot rotate of move camera anymore for some reason

texts:
I was working on making a mesh, i left the window open and someone got on the computer after me, im not sure what they clicked but i can no longer rotate camera, everytime i try it moves the object instead, if i try to deselect the object, it does nothing. Here's a picture

Im probably just an idiot who hasnt realized anything, if you need more information i'll try my best but im still new and can't figure out why i can't anymore. I have tried ctrl+c but all it did was zoom out. I know the mesh looks bad but, well i had just stared. I even tied installing and uninstalling blender


texts:
I have been working on a face mask in blender for quite a while now. I almost reached my goal and learned a lot but cannot make the last step.

1) I have a mesh (pretty clean now) of a human face.

2) I'm selecting the edge of the face on the right side and move the edges away from the mesh. This way I create a kind of extruded mold. I'm stretching the mesh

3) I'm using the bisect tool to cut the extruded mold.

This is almost what I want to achieve. The goal is to print this model in  a 3d printer so that it can be used as a mold for a cake.

My remaining problem is that the tube part of my model does not have a nice mesh structure. It only comprises of 1 loop of very lengthy quads.
All operators that I tried to apply to this part of the mesh fail and produce an unbelievable amount of noise and artefacts. Specifically, I cannot thicken this part using the solidify modifiers.

How can I create a nice mesh structure here?


texts:
Im not sure if i am asking the right question but here it goes. The project I am working on consist of several 3D scans of a model that I then composite together. When I do this i have several areas where the mesh over lay and and create bad textures, along with other things.

My question is, is there a simple way of removing this mesh and simplifying the model.
Currently i go in and select vertices and delete each one individual. Any help you can offer would be greatly appreciated.


texts: Considering buying a new computer, how much of blender is CPU related vs GPU related?

texts:
I'll admit, I know nothing about Blender. Hadn't even heard the name until last week.
A client of mine is looking to replace a 2010 Mac Pro with something more recent.

I told them that I'd do some research to determine where the 'sweet spot' in price/performance was on Apple's current Mac Pro offerings.

So, my question is.
How much of blender work is CPU-related, and how much is GPU related? Where do you think the best price/performance ratio lies?  Should I prioritize spending on the CPU, the GPU or look for a balance?  The six-core/D500 GPU is my current plan, but I'm willing to be persuaded.


texts: How to save Animation Nodes cache without baking to mesh?

texts:
It seems like all caching data from Subprogramm is purged after closing a file, but can we re-use this internal cache?

I was thinking about running few instances of Blender to write Subprogramm Loop cache on different frames simultaneously and then save it for further use. Mainly to speed up the process, as AN doesn't use all CPU power.

P.S. Right now I am saving OBJ sequences splitted between two instances of Blender and converting it to Alembic, which is quite annoying.

EDIT: Trying to implement Omar's solution...

Cube is simply rotating at (0,0,0). I am caching vertices and writing them to dynamic keys. After disconnecting Subprogram from upper Expression I can keep data for 1 full animation timeline. When I want to repeat animation - all data is lost.


texts: Blender Cloud texture settings: How to get from 0 alpha partial transparency in render?

texts:
My aim is to get the leaves-object of a tree to have some transparency generated by the preset cloud texture from blender.  I cannot use cycles render. Is there a way to get that possible though?Here's a testrender to show my current result
Things I already tried so far:
- set material settings up with a mask-transparency (alpha on 90%)
- texture settings like following:  type: clouds  colors-> ramp enabled,  left side on white with 0 alpha.  right side a color at position 0.771, full alpha. blending method 'ease'.
mapping is generated, flat (since it's a bunch of single planes)
influencing (diffuse) alpha, color and some geometry settings.
bump mapping is set as best quality and texture space.

[A thing that might happen is a not fitting size of the texture for the objects.]
If anyone out there has got some experiences with a working method, I'd be happy to get some help here.
Thanks^^


texts: How to limit velocity on an object (Sphere)

texts:
I am new to blender 3D animation and I'm trying to create a basic animation using multiple spheres. My spheres animation has to respect a few constraints:

Each spheres has to keep their distances between each others. I've developped a python script to add "LIMIT_DISTANCE" object constraint, so far it works very well.
Each sphere's movement should not be faster than 3 m/s. I'm struggling with this one because I have no idea where to set this option (and ideally using python to not set it manually over my spheres) or use any hacky way.

Have you an idea where to set such constraint ? So far I've assumed that animations are based on 24 frames per seconds, and have manually evaluated keyframes animations to not exceed 3 meters in 24 frames multiples, however I'd like to know if Blender can take care of this part for me ?


texts: How can I resize/move the "canvas" of an image in the compositor?

texts:
As you can see, if I try to translate an image in the compositor, it does not affect the actual bounds of the image, only the pixels themselves.

The same thing happens when trying to scale an image:

So the image cannot be moved or scaled further than the actual dimensions of the image without clipping it.

The render border size does not seem to affect it: (Seen here with a gradient texture to define where the render dimensions are.)

For some reason skipping the blur node makes it work, but with it it gets cropped.

Aside from creating a lot of transparent space around the image in an external image editor or scaling the Pixels down with a Scale node,
How can I accomplish this?


texts:
I've started working with Blender a month ago, so have very little if any understanding of it...
Currently I'm working on a grass for my forest project.
Down below will be link to the final render of kinda photorealistic grass, and texture node setup.
It doesn't look too bad, nor realistic enough to me, so, please, any advise/tip on how to improve it would be great.
Thank you.

Here is a reference image for what I am trying to achieve:


texts: How come when I subdivide an edge, it only continues to subdivide one side?

texts:
I'm trying to create more vertices in an edge so I subdivide it, but for some reason, after I subdivide it once, it decides to only select one half of the subdivide. This messes with my faces when I then try to move them to shape them into what I'm modeling.
Before subdivide:
After first subdivide:
After second subdivide:
What it's supposed to look like:
It creating a weird face under on my model:


texts: How to select a strip in the video sequence editor?

texts:
I can't seem to select a clip in the sequencer. When I try, all it does is move the scrub point. I don't want to move the scrub point, I want to select the clip. I want to move the clip around. I want to delete the clip. But I can't select the clip!

I have tried ⇧ Shift clicking, ⎈ Ctrl clicking, ⌘ Cmd clicking, ⌥ Opt clicking, and every combination I could think of...


texts: Disappearing textures, how do I solve it?

texts:
The color I gave to my Headset
wich I used on my rig, colored white after rendering the image, how do I solve this???
(I unwrapped the picture, so that is not the problem)


texts: Hey guys can someone tell me how to make a  pillar for example to fall apart into squares, like if someone hit it with a hammer?


texts: Blender constantly freezes my entire computer

texts:
I have this problem somewhat often. While I'm using Blender, my computer will suddenly freeze up without warning. I can't do a single thing, and my machine becomes completely unresponsive forcing me to restart it. Everything is fine when I restart, but it is very annoying whenever this happens. I am looking for others that have the same problem as me and would like to know how they fixed it or why it happens.
A few more details:

It really doesn't matter what I am doing when the problem occurs. It has happened on several different occasions, but it only seems to happen when I am interacting with the project actively.
My machine is an early 2015 Macbook Pro running OS X Catalina (Latest).
I am using the 2.90 stable release


texts: How do I create a two sided plane with subsurface scattering for modelling leaves and foliage?

texts:
Usually leaves and foliage are modelled as thin polygonal planes with no thickness. Because of the amount of geometry required to achieve dense realistic foliage, modelling them with any thickness would lead to very high poly counts. Because of this limitation it’s not possible to use subsurface scattering which requires volume in order to work properly. For realism leaves and foliage need SSS.
A work around is to add a solidify modifier which will give subsurface scattering some volume to work on a thin polygonal plane once rendered. But I want to model leaves with two sides, top and bottom, for realism and the solidify modifier doesn’t work with backfacing geometry.
How do you get a correct translucent material with subsurface scattering and two sides for a thin plane?
In the solidify modifier you have ‘Rim’ settings ‘Fill’ and ‘Only Rim’ with both ticked you don’t see overlapping edges, backfacing works correctly, but the SSS doesn’t return any result, with one or the other ticked, SSS works but the normals are flipped and the overlapping edges appear.
Here is my node setup.

Screenshots

Blend file
See also: https://devtalk.blender.org/t/diffuse-translucency-way-too-difficult-to-set-up-in-cycles/807