texts: Transparency/Masking : See through an Outer Sphere and see Inner Sphere in true colours

texts:
Summary

I want to be able to look through an outer sphere - BlueSphere, and see another sphere inside - RedSphere

This is the target goal I'm trying to get to:

Issues

Here is what I have tried, and the problems I'm having:

1)

If I set the spheres transparency alpha values to 0.75
  - then the inner RedSphere does not take on its "true" colour and shows as blue instead of red.

2)

If I set the spheres transparency alpha to lower values of 0.5

the spheres lose their crispness which I don't want
and the inner RedSphere still does not take on its "true" colour

{ can't paste a 3rd sample - need more reputation points }

Background

I am animating two spheres, one inside the other, superimposed about a common origin.

At the start:

the outer BlueSphere is at full radius
the inner RedSphere is at zero radius

As time progresses:

the outer BlueSphere shrinks
the inner RedSphere expands

So what happens is the expanding inner RedSphere "bursts through" the contracting outer BlueSphere.

So the effect I am looking for is to see the RedSphere appearing as Red as it expands inside the BlueSphere.

Thinking/Logic

So I figure that transparency is not the way to go.

The transparency settings are behaving correctly - as one would expect, in a "real world" situation - the inner sphere (Red) takes on the colour of the outer sphere (Blue) seeing as we are looking through a (transparent) Blue material.

Any ideas on what approach to take ?

It's almost as if I should be "removing" the part of the BlueSphere that the RedSphere "occupies" so that we see the RedSphere directly without any BlueSphere between us and the RedSphere.

Some sort of masking ??

Advice, comments, suggestions welcome. Thanks.

[requested edit]

Using internal render.

[ My End Solution - Thanks for the guidance ]

Right, so here is the way I got to my final result:

1) I created python drivers for each sphere

I used the frame_current scene property for input
Passed that to a scripted expression which used sin() as the scaling factor
Used some if / elif conditionals against frame_current to make the spheres visible only when I needed them

2) I created 3 layers

On Layer-1 - background

I put RedSphere AND BlueSphere
with drivers driver_Outer_RedSphere() & driver_Outer_BlueSphere()
limiting the display of each sphere to show only where each radius > halfway

On Layer-2 - foreground-1

I put RedSphere ONLY
with driver driver_Inner_RedSphere()
limiting the display of RedSphere to show only where its radius <= halfway

On Layer-3 - foreground-2

I put BlueSphere ONLY
with driver driver_Inner_BlueSphere()
limiting the display of BlueSphere to show only where its radius <= halfway

3) I rendered each layer to .PNG sequence [RGBA] (alpha channel for transparency)

Render Layer-1 - background

background : [sky]

Render Layer-2 - foreground-1

background : [transparent]

Render Layer-3 - foreground-2

background : [transparent]

4) I brought all 3 sequences into the Video Sequence Editor

Strip-1 - background

blend [cross]
opacity [1.00]

Strip-2 - foreground-1

blend [alpha-over]
opacity [0.50]

Strip-3 - foreground-2

blend [alpha-over]
opacity [0.50]

5) Rendered the 3 layer final sequence to H.264

So the "aha moment" struck me right at the end when I was in the Video Sequence Editor:

"Don't try to make the Outer Spheres transparent, and see through to the Inner Spheres"
"Instead overlay the Inner Spheres over the Outer Spheres, and limit the opacity of the Inner Sphere overlay"

So now I see my Inner Spheres in their true colours, but the colours are muted due to the .75 opacity - and hence it gives the visual impression that the Inner Spheres are in fact inside the Outer Spheres.

Thanks all for the input - it got me going in the right direction.


texts: Disable objects/collections in 2.8 doesn’t work

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I am trying to disable some objects in 2.8 with alt + click in the outliner, but it doesn’t work, ctrl + click to isolate works fine although.

How can I fix it? Or is it a bug?
I tried different 2.8 versions and I got the same problem.


texts: Second layer disappears after joining two layers

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FYI I am working with Version 2.7
I have two layers/planes (not sure what to call them... I'm new to this):

Pavement
Striping

Where Pavement is the outline/border of a parking lot - this has not been filled in yet,
and Striping is a separate layer of the individual parking spot stripes, like your classic white stripes (rectangular faces).
When I tab into Object mode, then select Pavement and then shift+click Striping and join them (ctrl+j), the Striping layer disappears in the viewport... in the layers pane, its not there (as it should if youre joining layers). This occurs in reverse, if I select Striping first, and Pavement second. I cannot seem to find an answer, and none of my labmates have been able to resolve this.
If you need context... I am wanting to join these so I can 'cut out' where the stripes are so the layers don't overlap faces but share edges.
ALSO: my knife tool is not working at all in this program, so this is why I am having to do this work around.


texts: About clothes for a High to Low Poly pipeline

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I need clarification since I've done a high to low poly process before but now there's a new problem that complicates things for me slightly.

How I would do a character is make the high poly with all the details (clothes included) and then retopologize it, clothes included, as one full mesh. Then with the retopologized mesh, I'd bake a normal of the high poly.

But the problem is that this works only for one costume of this character.

Now I'm thinking of a different pipeline for interchangeable clothes. So it'd be the same character. I'd do the high poly of the naked character. But then I'd also need to do clothes over this high poly naked base mesh. That leads me to--

How do I sculpt the high polys and do retopos of clothes over a naked character?
What is the UV mapping process considering it's no longer just one mesh but several different ones like the head, hat, shirt, pants, boots, etc. ?
I'd like it to be possible to iterate or add new clothes whenever a new idea comes up or if problems arise.

Sorry for the noobish question. I've found several low to high poly workflows but not for high to low. Let me know if there's any other solutions or if my reasoning is incorrect. Thank anyone for their times for helping.


texts: Baked textures looking like this, any ideas? New to Blender

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I'll try keep it brief:
I've had no issues baking textures when I've got just one renderdoc import, however Im having issues now that I'm getting to more complex geometry.
In the linked image ( https://i.redd.it/rm4bvyi0z5k51.png ) I've got a combination of renderdoc (rdc) files which I have stitched together using a Blender addon.
The process I followed to obtain a single .png texture was as follows - (THIS PROCESS WORKS):

Import the .rdc

Ctrl J to join the original mesh together

Duplicate the mesh

Run the following code on the duplicate to remove the textures:
import bpy
C = bpy.context
for i in range(0,len(C.object.material_slots)):
    C.object.active_material_index = 1
    bpy.ops.object.material_slot_remove()
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_all(action = 'SELECT')
    bpy.ops.object.material_slot_assign()
    bpy.ops.object.mode_set(mode = 'OBJECT')

4 Go into the shader editor and shift + a to add an 'image texture'. Leave it disconnected from the 'principled BSDF'

Select the original which still has textures and use 'cycles' render engine and bake type 'diffuse' to bake.

Again, the above process WORKS.
More complex process I'm having issues with:
I wanted to step it up a notch so I used a blender addon to stitch together a bunch of rdc files.

Each renderdoc file is imported to its own 'collection'

Select all of the collections and run the following code to merge everything to one object:

    import bpy
    bpy.ops.object.select_all(action='DESELECT')
    mesh = [m for m in bpy.context.scene.objects if m.type == 'MESH']
    for obj in mesh: obj.select_set(state=True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.join()

Duplicate the mesh

Run the following code on the duplicate to remove the textures:
import bpy
C = bpy.context
for i in range(0,len(C.object.material_slots)):
    C.object.active_material_index = 1
    bpy.ops.object.material_slot_remove()
    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_all(action = 'SELECT')
    bpy.ops.object.material_slot_assign()
    bpy.ops.object.mode_set(mode = 'OBJECT')

With the duplicate selected, go into the shader editor and create a new principled BSFD. shift + a to add an 'image texture'. Leave it disconnected from the 'principled BSDF'

Select the original which still has textures and use 'cycles' render engine and bake type 'diffuse' to bake.

Unfortunately, after baking I'm getting these obviously incorrect textures. The only thing I'm doing differently is running the code to merge all of the objects into one, I'm guessing when this happens over multiple collections it is somehow screwing with the materials (even though the merged object looks perfectly fine in blender once its all one object).
Can anyone advise on what is potentially going wrong here. I'm very new to blender so only ask that any responses please keep them detailed enough for a noob to understand. Thanks!


texts: Some faces are uniform, other faces are strangely 'shaded' and I can't figure out why

texts:
I rarely post asking for help; I can usually find answers by searching but this has me stumped.  Maybe I'm just not putting in the right keywords.
If you take a look at this screen shot...

You can see that some face appear perfectly uniform (with Green Dots) and some have this strange shading (The faces with Red dots).
I have checked many things:
normals all facing outwards
faces are perfectly flat
shading set to flat on all faces/verts and edges
uv's are good (though shouldn't matter in solid render view in any case)
As you can see these 'shadows' appear in the solid view but also when I'm in texture view mode.  When export the model to FBX and import into Unity the effect is still visible even then!
Any help would be gratefully received as I've spent way to long trying to figure this out.
Thanks in Advance
Ian
UPDATE:
Many thanks to all who responded to my plea.  Susu, you got me on the right track.  I just had to go into the data panel for the object and under 'Normals' just uncheck 'Auto Smooth'.  I have included an image below for any one else who may have this issue.

Thank you all again  Ian


texts: Even if the weight paint is dark blue, there are still particles

texts: I put the weight to 0 so there shouldn't be any particles right ? Well it doesn't work. There are still particles on the dark blue area


texts: Script/API - Snap selection to grid, but only one axis

texts:
by script I can do a snap-to-grid of the selected vertices:

bpy.context.space_data.grid_scale = 0.125
bpy.ops.view3d.snap_selected_to_grid()

But I need to restrain it to one axis ... but how?

Many thanks for any hints.


texts:
I've started using the branched path tracing and like the results, however I'm unable to figure out what the proper settings should be that result in a compromise between a faster render and good results.

Is there any way to track, on a given render, how long each type of sample is taking? (diffuse, glossy, transmission, AO, etc...) If I knew this information I could dial settings down until I find what seems to be a good compromise.

I feel like I'm using higher samples than necessary but every scene is different and will have different "optimal" settings and thus some way (other than trial and error) seems warranted.

Thanks!


texts: How Do You Make A Suggestion To Blender Developers?

texts:
I get it.  The Bender Foundation probably gets thousands of suggestions to "improve" Blender's work flow or capabilities.  But I haven't yet found where suggestions can be forwarded.  Any ideas?

I have several suggestions, but there doesn't seem to be a way to submit them or give the developers my opinion as to how important they are.

For example, I love the fact that Blend is constantly adding new capabilities, but I wish they would skip a cycle and just focus on improving the workflow.  Too many times I'm faced with multiple steps in different panels to create something.

In too many cases, Blender is like, "Oh, if you want to do that then you need to do the following 6 steps each and every time.

OK, I get it.  Not everyone needs to streamline workflow according to me.

So, Blender, give me a macro capability where I can "record" the six steps I normally need to take in standard Blender so I can execute a macro to automate my custom workflow.  If there is at time I only need 3 of the 6 steps then I can do it manually or record another macro.

Come on guys, there are many things I do routinely that requires a number of specific steps that are the same each and every time.  Give me a macro capability to automate my custom routines within Blender.

I have perhaps 3 or 4 more suggestions that I think would streamline workflows that I don't think would take much programming effort.

I hate having to memorize: first go to this panel and do this, then scroll down and do this and this and this, then go to another panel and do these two things, etc.

Give me a macro capability to record all of the steps once and use it a hundred times.


texts: Digits of precision of vertices coordinates

texts:
Vertices coordinates are float or double values ?
Is it possible to see them with full precision and not only with the limited precision of the text fields ?
Or better is it possible to see the bit representation ?

I ask this because I want to match 2 vertices without using the snap (for study purpose).


texts: Python: Change the texture resolution limit individually ? Per Material?

texts: in simplify (propreties) we have the option to reduce every textures size that are higher that 2k, for example, to this same resolution. Is it possible to simplify individually an image texture? or every image texture from a material? via python of course.


texts:
I've seen that somewhere here in BSE, but I am not able to find it again:

Is there a Python script (or addon or operator) which generates a script into a text block able to recreate a given mesh (I mean here with the wanted static data inside, not simply copying the mesh)?

I could do it myself, but if a script already exists, it could be much more complete than I am able to do (for instance having options, such as about UV map, object's rotation and scale, modifiers, materials, etc.).


texts: Object and Parent move separate from each other

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before I begin I would like to say that I am new to blender so please be patient with my lack of knowledge.

I want to make a donut to learn the basics of Blender,so far is good,but when it comes to parenting I don't know if either my model is so badly made or maybe there are some values that are not the right.

One object moves faster then the other and.I would apreciate any advice.
Thank you for your time


texts:
My IK's are out of control. I've set up enough simple IK's to know how to do it correctly and I have not idea what's going on here. I've tried redoing the IK's, recreating the bones completely, but nothing has worked. After making this post, I'm going to try to remake the whole armature.

Blend file


texts: The rendered image has nothing to do with my animation

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so today I tried to make an animation got it finished, then started rendering it and it would load a image that had nothing to do with my animation, so there I waiting for like 3 hours to find a 10 second video of that image. Ok so it might be corrupted file but then I rendered it as an image and the images were that odd image... here is the video of what keeps happening:
https://www.youtube.com/watch?v=kmg9wnbbu6ghelp!


texts: How do I randomize the start of animation when in use with particle system

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I have animated an object which I'm emitting as a particle from a plane, however the animation start is shared among every particle and I would like to randomize the start frame to create an intresting effect.

How do I do that?

Edit:
This is my current solution by creating multiple objects and offsetting the animation start then group them together and using them in the particle system.

It works, but it's not very good as not every particle will show the animation as it depends in what object it picks and if the current frame corresponds to any animation that object has. If you increase the particle count it works good enought.


texts:
I cannot find a way to assign-view the material I chose for a predefined stair.

This is what I have


texts: Some imported footage has poor contrast and saturation

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In short

I have some footage directly from my camera (.mov videos) which looks just fine after importing it into Blender. But other videos and images have noticeably reduced contrast and saturation in blender compared to viewing them with other programs.

Long version

I was editing a video in blender when I had to add face blur to a video clip. So I did that in a different file, exported the result and reimported it into my editing file. Since there the original clip merges into the edited version, a drastic difference in contrast and saturation is undeniable. This is apparent in the viewport and in renders.
I tried different exports of the edited clip including JPG, PNG and avi wihtout any visible change. However, since the export looks just like the original video with VLC or Windows' image viewer, I don't think it's the problem.
It rather seems that things go wrong when I import anything but the original mov files into the first file.

Is it possible that the different file formats are the problem and is there anything I can do about it?

Screenshots

From left to right:

A render of the original footage imported into blender.
The export from a different blend file in which the original footage was edited.
A render of the edited footage imported into the first blend file.


texts: Editing and Exporting a nurbs path object

texts:
I'm new to Blender.  I created a nurbsPath and then added a cube which I made an array of and then modified it to follow the nurbsPath.  It looks good on the screen but if I choose Edit Mode the cube disappears.  When I go back to object mode it reappears.
What I'm really trying to do is export the created object.  When I do that to either stl or obj it looks nothing like what I want.


texts: The Cycle's math node has an "Inverse tangent" option. This function however cannot discriminate between two opposite points on the circle, as they have the same tangent. Usually, this is solved with a function called atan2, which receives two inputs, the x and y of the vector, and returns the angle. Can I construct something similar in Cycle's nodes?


texts:
With the help of the compositor I added glare to my object and managed to render it with alpha. But is there a way to separate the glare that was added on top?

In the end I want to have two images. One with the object and one with the glare.


texts: How can I constrain a camera to focus on a face of an object?

texts:
I have an object that I want the camera focus all time on the same face.

So if I move or rotate the object and so the face too, the camera should move/rotate to continue focusing the same face.
Can someone help me? Thanks


texts:
For the past few days I've been learning Blender and today I'm trying out sculpting by just using all the tools and trying to make a simple face.

However I want to extrude out the neck as I did make a low poly face. At first it worked perfectly when I masked the neck area and used the snake hook tool to extrude it out, however my mask was not how I wanted it to be so I removed it and tried masking again.

I might've pressed some wrong keys trying to remove the mask and when I select the mask tool again it shows a grey circle (not sure if its supposed to be grey or not) but doesn't actually draw the black region over my model. When I restart Blender it is still the same. Does anyone have a clue on what I might have done wrong here and how I can return it to default? The strength is not set to 0.

Happy new year and a thank you in advance!


texts: How can I make the default size of new objects 1 x 1?

texts:
When adding a new object, I would like it to come in at a smaller size (scale).
I have changed my scene units to Inches and a new mesh object is 2 ft x 2 ft, or 24 inches x 24 inches. It would be convenient to control the size of all new objects to something more manageable like 2 inch x 2 inch.


texts:
I've rigged a mesh. I now want to generate the rigify buttons.

Before I try to generate the rigify buttons, everything is in place, however, when generated, everything looks out of order.

No idea what to do.


texts:
I'm having the hardest time trying to import a few things. I have an addon that has multiple files all under one folder with an __init__.py in the base. I'm performing all of these imports from this __init__.py. The addon folder resides in my addon folder as scripts/addons/RLD_Toolkit

My directory hierarchy looks like this

The part of the script where it errors

def register():
    #These imports do not work
    from . import rld_panel
    import rld_panel

    #This import does work
    import RLD_Toolkit.rld_panel

The error I'm getting is

Import Error: cannot import name `rld_panel`

Why won't it perform the relative imports (or even the straight up import) from my __init__.py?

Edit:
Here's a printout of my globals() variables and sys.path


texts: Is it possible to apply ocean modifier for only one face of geometry?

texts:
I was trying to recreate this illustration with my limited knowledge.

And while doing that I tried to follow some tutorials. In one of the tutorials, the animation done with ocean modifier and rendered in cycles. Unfortunately my computer heats too much while using cycles renderer. So I followed another tutorial that was for eevee
I used displace geometry on a plane with ocean modifier and extruded it. Then to get this cake slice shape, I applied a boolean modifier. The result was okay but still there are some stretching going on at the side faces. Also the waves look weird at the edges.

Water shader I use:

I want the waves' movement to stay like this on top surface, but want no ocean modifier on the side faces. Right now the foam movement is also happening at the side surfaces, so it does not give an image of a slice. I want side faces and side edges to be still.
There seems to be no light reflection at the base, and I'm not sure how to solve this.
How can I create foam at the end of waves, and bubbles inside of the water?

Want to create a look similar to this.


texts: How do i get rid of these white areas around the hair particles?

texts: i have tried everything, from playing with alpha blend, messing with the light source, and even changing the light of the world. But the white wont go away. It only shows up when its in front of another object which is a grease pencil that was colored in and blurred with an effect.Any ideas?


texts: What is this flicker I get while tracking a camera?

texts: After having my camera tracked, I decided to put in a cube for testing. But then I've noticed this strange artifact where every object kinda flickers and changes it's rotation.


texts:
Just as the title says, I am looking for beginner's book for blender. Specifically I want to learn special effects and 3D models.
Anyone got any suggestions?


texts: 2 images as planes, one of them shows incorrect control for alpha

texts:
I imported image as planes after enabling the add-on.
In First image , I have imported Image A as the BG and the alpha is numeric value and can be used to reduce opacity.
In second image, I have imported Image B as the BG but here I am not getting an alpha value to manipulate.
Based on @susu comments here is the nodes>Base Color

I further went ahead and added a proper plane and using material I added the image as material. Doing the same you can see I get controlable aplha value. What I don't understand is why is the image coming out looking grey??


texts: When I insert Mesh > Landscape, the landscape appears along with its specific toolbar on the left.  If I save the landscape, then reopen it, the landscape toolbar does not appear.  How do I make it appear?


texts:
Blender: 2.74

Window size: Default.

Output: AVI Raw (tried other alternatives, and it gives the same result)

I'm having these issues with the rendering output of some animations i'm doing.
A few days ago, this wasn't an issue at all. There were not borders or letter boxing look to the output of the video. But now all of a sudden there are. I looked at this persons question called "Full Video not Rendering" and they seemed to be having a similar problem but it's not answered and I tried the comment but it unfortunately didn't work either.

For example

In a single rendered image it looks fine. No borders or anything. But when i render the animation, the output after all the frames have rendered, it looks like this:

And then if I put that file into another editing program (if needed), it ends up like this:

I feel like I may have pressed something but accident while working in Blender maybe causing this. I've seen something about the DispView and DispWin option, that sounded like it would work, but I can't seem to find them in the program.

Any one know how to fix this so its full screen without the black borders?
Thanks!


texts: objects rendered as grey without shading etc. how to fix

texts:
objects on rendered not shows up and in viewport render mode it looks completely gray.
used default project for testing if it works but not works.
you know default start thingy.

it looks like that.
how i susposed to fix that?
i resetted to factory settings few times but it didn't help.
i can only render in cycles on old versions of blender.(this actually old one
2.80 beta is version.
render looks like this:

Fixed problem by upgrading newer version of blender


texts: Default skinning for vertices with no assigned vertex group

texts:
I am trying to fix a problem with the FBX exporter. Two vertices in my test model don't seem to have bones/weights assigned to them. This is confirmed by printing vertex.groups to the console during export for those vertices, and by checking the vertex in the Blender UI, so it is not just an exporter or API problem.

Blender still seems to skin these vertices correctly in the UI when I move the skeleton.

Now a simple fix for the model would be to assign the vertices to appropriate vertex groups. But I am curious how Blender calculates the weights/influences for those vertices. Is it a hack based on neighbouring vertices, or does it go through bone envelopes?

A test model is at opengameart.org/content/dwarf-fixed . If you lift either boot in Blender it looks fine, if you import this into Unity the vertices that are reported as having 0 weights by the exporter are stuck to the floor. These vertices are in no group, but they still skin fine in Blender.


texts:
I am doing a theatre scene, which is mainly lit with fresnel lanterns (https://en.wikipedia.org/wiki/Fresnel_lantern). The lamps themselves are not visible, but their light cone is.

Unfortunately, I can not get this to look right with blender. First of all, spots seem to be incapable of other forms than round, but due to the use of barn doors (https://en.wikipedia.org/wiki/Stage_lighting_accessories#Barn_doors), theatrical lighting equipment gives more of a rectangular shape.
I fixed this with placing my spot inside a cube which is open on one side, however, this gives me rectangular cones with sharp borders, rather than soft borders as real fresnel lamps do.

Any hints on how to get a rectangular cone with soft borders? Ideally, it would not be too hard to change angle and size of the cone, as I may need several attempts to point them correctly.

I would prefer a solution that works with Eevee, but I can switch back to Cycles if this makes things easier.


texts:
I imported a lego build from LeoCAD into Blender and it has LOTS of unnecessary vertexes.

How can I delete all the vertexes inside the mesh, but keep all the vert's on the outside, so it looks normal from the outside but without all the vert's inside


texts: using Mixamo/adobe fuse, Makehuman, and blender together

texts:
This question is fairly simple, i recently found Fuse and decided to try it to see if i could animate and create characters easier than i can with blender (because i'm not great at blender) or Makehuman.

The question is, how can i get models with the textures, correct orientation, correct scale, and animations to import/export properly (mainly from fuse or Make human to blender for adjustments then back again.)?
  All information i can find is simply mixamo to blender but those result in models being giant, facing incorrectly (on back) and not having rigging in properly. i need to be able to use animations and textures primarily.


texts: Convert animation node result into editable object

texts:
Is there a way to convert an animation nodes result into an object?

For example, animations nodes are used to generate the face of a clock. I want to convert that result into an object that can edited. Is there a setting or procedure that will do this conversion?


texts: How to get rid of this artifact when sculpting by using multires

texts: I tried to sculpt this foot with multires, there was no problem until I save the project, then these artifacts appear. I smoothed with smooth brush and they have gone. But when I save or return to object mode, they always reappear. How to fix this?


texts: Glossy object is almost invisible when rendered

texts:
I am designing a logo for a friend, but when I render the object doesn't show up.
At first I assumed that it was a problem with the background World color, since the object is glossy, I thought that all the faces were reflecting the same color evenly - but there aren't even any shadows...

So I tried adding a HDRi image, but the whole scene became beige instead of white.

I tried adding color objects to see if they were reflected by the glossy object, and they were, but everything seems to be absorbed by the World color.

Ideally, right now, I just want to see the object turn, I don't care about the background for the moment.


texts:
I recently created a tiny space ship, it looks like this in Blender:

but when I import it into Unity it looks weird and the animation is broken(no bones only scene graph):


texts: 3D model to CNC (wood material) .dxf, .igs

texts:
I'm reading about preparing 3D model to CNC and I feel lost, because some info is old (maybe outdated?) or there are too many ways to produce finish file. I saw words like: FreeMill, CamBam, G-code, addon to export dxf...

I would like to create something like a bowl with hole. It should be created carefully using measurement. The CNC machine opens only 2 file extensions: .dxf, .igs.

My questions:

Is it possible to do it with Blender or other free software?,
Which option is the best to make one project(test),

I know my English isn't perfect :)
Regards


texts: why my normals are inverted in the other side?

texts:
Hello i have my model that is done, so i have overlaped the faces that are simetricall such as the skirt, torso and face. And the ones i have made the normal map details have been distorted in this way.

The mirror modifier was already apllied in this model, but my question is why if the same mesh shares same uv of the normal looks like this?


texts:
So far I've been using the following setup to render the pure object-shadow in a studio environment. Rendered with BlenderRender and than composed in Photoshop.

But since the fact BlenderRender will be removed in 2.8 I'm searching for the same result in Cycles. There is this new Shadow Catcher option but I'm missing settings for factor and distance. Rendering an AO Pass only gives me a gray object color with shadows.


texts: Brush Texture, Texture Panel preview blank?

texts:
I am following Blender Guru's Anvil tutorial on youtube however when I try to create a texture for a brush, the preview for the texture in the properties editor does not display the selected texture (clouds), see the image. Instead, the preview remains grey. The brush does paint with the selected texture.

Why isn't the preview showing correctly?

Thanks

Blender 2.79, Cycles Renderer.


texts: How can I Copy and Paste the form to another object?

texts: Hello, I´m new to blender and want to find out if I can copy the form of the good eye and paste it on to the bad eye.


texts: How can I scale my fluid simulation so that the droplets aren't so large?

texts:
I am trying to become competent with Fluid Domains, trying out various tutorial stuff.  Thought I would try to build a simple fountain to learn more about Inflow and Obstacles.  Here is the render:

https://www.flickr.com/photos/rootlessagrarian/32201697302

I figured out the timeline issue (I think) i.e. it seems that the fluid sim runs for X seconds (its own internal time) and I need to set X equal to the duration of my clip if I don't want a slo-mo effect.

However, I think there's a scale issue that I don't yet understand:  the water droplets seem awfully large and blobby.  I kept my fluid domain smallish as recommended by just about everyone, because I didn't want huge render times; and I thought that the .5 meter size shown in the fluid domain parameters indicated how the fluid was scaled within the domain.  But my finished render looks more like macro photography, like a very tiny model of a fountain.

Can someone unconfuse me on this point?  How can I scale the fluid physics so that droplets, ripples, and other behaviours look right for a given scale of object (like an ornamental fountain maybe 2 or 3 feet tall)?


texts: Grease pencil darker and thicker before lifting stylus

texts:
I'm kind of a newbie to the grease pencil tool, and while trying the different brushes I've noticed after a while that any line I draw is a bit darker, thicker and more opaque but then go back to their normal material look when I lift the stylus from the line. It's really annoying and I can't seem to find what could be the parameter for this, but I've noticed it won't do this on a new file. I've already tried to copy and paste my drawing in a new file, but the grease pencils material are linked to the strokes and it won't change anything.

If anyone knows how to fix this, I'll be grateful.


texts: How to get consistent lamp strengths in cycles?

texts:
This has bugged me for a while now.

Each lamp type seems to have it's own scale for brightness.
Here's a test scene of four lamp types. Each lamp is one BU with a strength of 100:

You'll notice that the mesh lamp is much brighter and the spot lamp is much dimmer.

Why is there such a disparity between the spot lamp and the other lamps? Is there a way to convert "point lamp energy units" into "spot lamp energy units" (besides just eyeballing it)?


texts: Bone locations that control shape keys with drivers

texts:
I have a rather complex rig with 292 bones total. I am at a point now where I would like to work on shape keys to add detail to mesh deformations such as muscle contractions etc… The question I have is whether or not the method I am attempting is the best way to go about doing this.

I want to find child bone locations so I can control the shape key levels with drivers. The problem I have run into: The bone locations stay zero in local and transform spaces in the driver transform channels so I have to use world space. Their local locations (relative to the rig) only change if I move the bone separately by grabbing it. The world location is the only one that seems to show usable change when the child bone is moved by the hierarchy. A problem occurs with using the world location in the shape key driver. If I move the root bone, the child bones aren’t based on it and instead are based on the world origin and where the bones are at default position. So if I move the root bone, all the shape keys start changing even though the rig isn’t deforming, only shifting over to a different spot. Do I want to add another variable to my shape key drivers that subtracts the root xyz locations from the variable based on the child bones’ world location? Is there a cleaner way to do this that won’t require so much clutter and extra calculations to move the armature? Thanks for any advice.


texts: Why is Blender 2.8.1 constantly crashing when I select CUDA and Blender is not even in rendered view?

texts:
I am a beginner to Blender. It has been working perfectly fine until yesterday when it suddenly started crashing when I select CUDA for rendering. I have even tried being in solid view so that is not even rendering shading/textures and it still crashes! I have repaired the software and reinstalled it all together. Could the blend-file possibly be corrupt?
I have a Razer Blade Stealth with an Intel Core i7-7500U CPU @ 2.70GHz with an external GPU NVIDIA GeForce GTX 1080 with 8.0 GB. The memory on my computer itself is 16gb.
I am mostly confused on how it was working well the other day and now it will not even let me select any CUDA selections.
P.S. This is for using Cycles (which was previously working). It does this even with the default factory settings.


texts: I am looking for a tutorial that shows the basic steps of the curve modifier. VERY BASIC, PLEASE

texts: The Blender Manual which uses the monkey on a Bezier curve does not seem relevant. For my modeling, the objects would be a stick that bends as if it were a segment of an arch over a door or window. perhaps only 45deg, but as much as 180 deg. arch. and other tutorials that make things move like a snake in 3 directions are confusing for my level of experience. I just want to bend a stick on a very well defines regular arch of a specific radius.


texts:
I am trying to create a Sine wave that goes around the environment texture (something like what is shown in the attached image)

I have tried to mess up around with the math nodes.
So far I am trying to mess up a bit with the math nodes and I have made this:

Which gives this as a result:

This makes sense, but I cannot figure out a way on how could I do what I want.
How could I create and deal with this kind of issue?
btw: I am quite familiar with trigonometry and mathematical functions as my background is engineering.


texts: Scripting metaballs with negative influence

texts:
I'm generating metaballs with a python script, and I need to be able to toggle the negative option for some of the metaballs. (Edit: negative changes the object's "influence" to subtract from the other metaballs, instead of adding like normal metaballs; the negative checkbox can be found in a metaball object's Object Data section while in Edit Mode.)

def metbaseobj(N=3,scale=1.0):
    '''adds N metaball objects to provide the base shape'''
    shapes = ['CAPSULE','ELLIPSOID','BALL','CUBE']
    metbaseinfo = []

    for each in range(N):
        shape = shapes[random.randint(0,1)]
        loc=(scale*random.random(),scale*random.random(),scale*random.random())
        rot=(random.random(),random.random(),random.random())
        bpy.ops.object.metaball_add(type=shape,location=loc,rotation=rot)
        #[toggle metaball influence to be negative here]
        metbaseinfo.append((shape,loc,rot))

    return(metbaseinfo)

I found a documentation page that makes me think use_negative=True is what I need, I just can't figure out how to use it exactly. Thanks for any help, I'll keep looking in the meantime.


texts: What is the best file format for a short animation? I would like to make a folder with a bunch of animations which are different camera angles of the same Blender File. Is this even possible?


texts:
When i try to extrude a part of my mesh

the "rendered" mesh (when you press shft +z) is like that

I can't understand why. I'm pretty sure this isn't the right result . . . the mesh should be homogeneous, not like that, spotted.


texts: How do I rotate a mesh object's vertices along an axis with a degree of rotation that increases along a linear gradient?

texts:
I want to rotate one end of the mesh object (the vertex a with the object's smallest x-coordinate value) 0 degrees around the x-axis, and the other end of the object (the vertex b with the largest x-coordinate) r degrees.

Any other vertex v of this object inbetween the aforementioned two should automatically be rotated around the x-axis by an angle of:

r * (x_v - x_a) / (x_b - x_a)

In other words, the extent of the rotation should be proportional to the position of the vertex on the axis of rotation. What's the most straightforward way to accomplish this?


texts: why is part of my mesh clear in solid view port even though in the render view it is white diffuse?

texts: how do i make the clear part opaque again?


texts: Objects stays solid when render in camera view

texts: When I activate render mode without view from camera it renders fine, but when I enter camera view and then try to render objects stays solid.


texts: Alternative to python list methods for bpy_prop_collection instances? Most interested in sorting

texts:
I'm writing a script to animate tex characters morphing from one character to another. To make it look smooth, I want to sort the splines in the spline collection within curve data (sorting by key).

This is what I'd like to do, but it doesn't work on the bpy_prop_collection.

spline_collection = obj.data.splines #An instance of bpy_prop_collection
spline_collection.sort(key = lambda x: get_spline_length(x), reverse = True)

If I put the spline objects in a normal python list, this works well, but then I run into issues when I try to put the splines back into a bpy_props_collection instance. (Due to the fact that I can't seem to deepcopy instances of bpy_struct subclasses, which is its own question.)

EDIT:
I did what I needed to do by copying the primitive values I cared about to python lists, then sorting and assigning as needed. A bit of a pain, but it worked.


texts: How can a I read and update the keyframe value of a material node in Blender 2.8 via Python?

texts:
This question/answer (Control Cycles material nodes and material properties in Python) has been very useful, so I know now how to enter a keyframe for a given material node using keyframe_insert(). But I would also like to update these keyframe points at a later time: I have created a node group, which I would like to duplicate (multiple times), to reuse it as is, but for the keyframe points --the number of keyframe points will remain the same, only their values are to change.

If accessing and updating the keyframe points is not possible (like position, scale...), I could at least delete them via keyframe_delete() and then insert new ones. If this is the only way, what's the data_path to one of these node properties?


texts:
Since the Python API does not support events when objects are removed I had to go a pretty "uncomfortable" way to visualize contents of a game level to which I write an addon.

The game places different stuff in a level, and in Blender, I represent that stuff with Empty's. Each Empty has children mesh objects attached to it holding the model(s) to visualize that stuff (e.g. an item box, coin, banana with sunglasses or whatever crazy ideas the lead designers get).

Now, whenever someone deletes the Empty, I also want to delete all the children. Since Blender does not delete children automatically when the parent is killed, I check for "lose" children in scene_update_post. (I also do it the other way round: If an Empty has no children, I add the models to it).

This worked fine on a i7 6700K fullblown atomic power plant until I tested it on a 5 year old PC with an AMD Athlon 6000+ CPU. Blender uses one whole core all the time, so I cut down the code I do in scene_update_post to see what's causing this performance rape. Already these few lines make Blender use 24% of the core, when there are like 100 objects in the scene:

@bpy.app.handlers.persistent
def scene_update_post(scene):
    for ob in scene.objects:
        hl3 = ob.halflife3_props  # Yes, this name is made up

That's quite horrible. But I don't know any other way to check for objects which just lost their parent. It would be even more horrible to tell the level designers (which are not the biggest Blender boys) to select all children first and then delete them with the parent.

Are there better solutions to solve this problem? I thought about overriding the deletion behavior for objects of a specific type string I stored in my custom properties, but I have no clue if that's even possible.


texts: how to align object according to specific axes

texts:
i've created two obejcts in blender (in different files).
Here is the first one

The y axis (green) is perpendicular to object surface. Object has no rotation.

and i have the second object

It has z axis (blue) perpendicular to object surface. Second object also has no rotation.

The question is why axes that are perpendicular to those object are different (y axis in first case and z axis in second), if objects has no rotation?
Is it possible to make directions of axes identical in first and second cases?
Thanks.


texts: "Bundled python" in command console after reinstall blender 2.8, and unusual console command shows up every time

texts:
Reinstall blender.  and "found bundled python" shows up every time.

Is something wrong?  If so, how can I fix it?

Thank you

edit1 added the unusual console command, something to do with rigging


texts: Stacking cycles renders in the compositor?

texts:
There's a blog post going around about a plugin that uses ImageMagick to stack Cycles renders together.

Why can't we do this in the compositor, and with a still frame?

Is there a way to "get ahold of" the image that's in the buffer before it gets refreshed?
Is there a way to average that image with the next refresh IN the compositor?

I've tried separating RGB, adding the components and dividing by two, and re-combining the RGB, but I think there's some clipping going on because that makes a very dark image.

It's relatively easy to animate the seed value, render a bunch of the same image, and average them together in GIMP, and that looks nice, but can we do this in the compositor and/or as we're rendering? I.e. average one sample with the previous one.


texts: Screw Modifier with different materials on faces

texts:
I need to set a different material on the blue marked faces.
this material linked to the angle.
Thank you for your help.


texts: Changing Roughness value in python script has no effect

texts:
I'm able to modify the roughness property while inside blender to achieve different effects (renders shown below)

However, no matter what I set the value in the code the output is always the same:

What do I need to do in order to apply the roughness in a python script and have it stick? The code sample is below where I'm setting the roughness to 1.
for m in bpy.data.materials:
print("Going to clear out spec and metallic and roughness [%s] [%s] [%s] for %s" % (m.specular_intensity, m.metallic, m.roughness, m.name))
m.specular_intensity = 0.0
m.metallic = 1.0
m.roughness = 1.0


texts: "Animated vector" multiple object moves from CSV with animation nodes

texts:
Newby question for the Anination Nodes experts if I may...
Trying to visualise time-sequence data for a series of objects that move in X & Y. I have used some of the great answers here to get close but I have 2 problems;

I can extract the new destination from a line and move the object but it just jumps rather than smoothly animated from where it was last to where it is moving to. Tried to hack it with a Annimate vector node but cant loop the Result vector back to the Start vector.

I can not convice the extacted object_ID to connect to the object connector of the "object Transforms Output" node.

Sure what I have done so far will make you cringe but hey ho, just learning. Eventual data will have ~500  Object ID's and 5000 odd moves for each one so automating this would be awesome.
Hope someone can help. Thanks


texts: I'm creating a simulation of the 9/11 tragedy. However, the rigid body for both building and the plane don't seem to work at all. Plus, the plane itself is rotating every time I add rigid body to it. Does anyone know why? Although the plane hits the building, both don't seem to interact, the plane goes through the building and the building doesn't get destroyed.


texts: Python, what is the right context for bpy.ops.transform.delete_orientation() operator

texts:
I'm trying to delete a Custom Transform Orientation using script, for a Custom Transform Orientation that I created using script, creating it is a breeze, no problems at all, deleting it on the other hand is a mystery, trying to execute the operation:

bpy.ops.transform.delete_orientation()

I'm getting a context is incorrect error, I tried to get the right context using the following hack, but it's not working for this specific operator, it worked for create_orientation() but not for delete_orientation():

import bpy
types = {'VIEW_3D', 'TIMELINE', 'GRAPH_EDITOR', 'DOPESHEET_EDITOR','NLA_EDITOR', 'IMAGE_EDITOR', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'TEXT_EDITOR', 'NODE_EDITOR', 'LOGIC_EDITOR', 'PROPERTIES', 'OUTLINER', 'USER_PREFERENCES', 'INFO', 'FILE_BROWSER', 'CONSOLE'}

area = bpy.context.area.type

for type in types:

    bpy.context.area.type = type

    if bpy.ops.transform.delete_orientation.poll():
        print(type)

bpy.context.area.type = area

Looking at the System Console after running the script above, is printing nothing, as if this operator is not available in any context in Blender! Even when I delete the Custom Transform Orientation from the Properties Shelf > Transform Orientations in 3D view, by clicking the X, nothing appears as executed in the Info Window!! Is it even possible to delete a Custom Transform Orientation using Python? I wonder why it's so easy to create one, and so hard to delete, if any one knows how to escape this incorrect context error, or how to delete a Custom Transform Orientation using a different method, would be appreciated.
Check the screen shots:


texts: Do I have to re-download my add-ons after Steam automatically updated Blender?

texts: I can't seem to find an answer anywhere online so I thought id ask, I'm still fairly new to blender. But in 2.82 I had things like the hardops add-on, UVpackmaster etc., but when steam automatically updated Blender to v2.83 I lost all my add-ons I had. Is there a way to get them back? or do I have to go re-download all of them?


texts: animating objects with "child of" constraint messes up other actions

texts:
i am not sure why but animating the influence slider on the "Child of" constraint on one object in the middle of an animation seems to mess up this specific object in another action. it changed its position and performs random movements and after seemingly fixing it with animating this single object again, now this same object is messed up in another action. did someone also experience this at some point? how can i fix this?
in case you decide to use the blend file, the affected object(s) are the shotgun shells.


texts: Unexpected behaviour on soft body collisions

texts:
I'm trying to get two soft bodies to collide in a zero gravity environment. The way I'm trying to do this is by having soft body one and two close to eachother, and having a third rigid body collide with the first soft body, so that it moves into the second.
The first part works well. Rigid body one moves into soft body one, bouncing it off and giving it some speed. But when soft body one collides with soft body two, it seems like the forces aren't equally distributed. Soft body two doesn't move, or barely moves, while soft body one bounces off soft body two hard.
Both soft bodies have the exact same settings, so I expected the forces to be about equally distributed after collision. What I expected was that soft body two would also bounce away with a little speed.
Just as a check I tested the same objects bouncing off eachother with gravity on. The first soft body would fall until it hit a plane, and the second soft body would fall until it hit the first soft body. This seems to work as expected.
Anybody have some insight?


texts:
I'm (fairly) new to blender but want to create assets to be usable in Unity.

Here are my 3 questions:

Which parts should you do in Blender and which in Unity? An example is materials I assume? since they don't translate well/at all into the Unity environment from what I read so far.
Which parts of Blender can I "dismiss" if I only create assets for Unity? Like lighting or camera angles.
Are the known bugs or "big pitfalls" to consider when using Blender for Unity?

I ask these questions to know on what to focus when learning Blender (I will get the dismissable parts eventually but for now my time schedule is tight so I would like to know which functions I can dismiss for now).


texts: Blender is only using one tile and only on CPU

texts:
I have tried to make blender faster by using my Nvidia GeForce GPU in the user preferences window and under the render options in the properties window.
But I can see in the task manager that the CPU is used mostly and even though it is set on multiple tiles it is still using only one. How could I increase the GPU usage and the amount of tiles? Thank you for the answers:)


texts: Is it possible to add distance constraints to the vertices of a mesh?

texts:
I'm custom modelling a piece of paper blowing in the wind (i.e. not using the cloth modifier), but it's difficult to even fold a corner without distorting the overall shape of the paper.

I know that physics cloth simulators include this type of feature, but is it possible to get something similar to this in edit mode?


texts:
On the neck label of my Jack Daniels bottle I have the glossy node plugged in but as can be seen in the image -- it's not reflecting.

I tried adding another glossy to 'double' the glossiness but that didn't work either.

How can I make it glossy?


texts: How to create an edge between 2 selected edges?

texts:
I'm a 3dsmax user, I'd like to ask how in Blender, we can "Connect Edges".

Please don't confuse it with loop subdivide (https://docs.blender.org/manual/ko/dev/modeling/meshes/editing/subdividing/loop.html).

I don't mean an entire edge loop. I'd just like to connect select edges. I've attached a simple image explaining it.

Connect Edges with 3DSMAX. NOT edge looping(CTRL+R)


texts:
I made a small animation. Very simple, just a floating cube and a color changing light. After fighting a bit with key frames it was time to render, I realized I have no idea how to export this.
How do I export the video?


texts: What is the index in the select_linked_pick command?

texts:
What is the index argument in the command:

bpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, index=1729)

Is it possible to find it with python ?


texts: How to stop Action Constraint giving different results when code is run in text editor vs python console?

texts:
I am currently developing a script that I hope will streamline the approach of adding keyframes to existing actions used by action constraints.

I am doing this by allowing the user to move an object to a new position, run an operator which will find the action attached to the action constraint for the selected object, load said action onto the object, insert a new keyframe into the action, before removing the action again.

This allows the user to add a new keyframe to the action without having to go through the process of loading and unloading the action manually.

The problem is that the action constraint seems to be adding any movement the user has made to the object and adding the action on top, creating an offset effect.

The annoying thing is that this code does work when entered line by line via the python console, but when run as a whole from the text editor I get the offset problem shown below (after having moved the object and controller 1 unit on the x axis and then running the script):

The Wiki explains that this is expected:

  When the linked action affects some location properties, the owner’s existing location is added to the result of evaluating this constraint....

My existing (and simplified) code is below, hopefully the comments explain the steps, for test purposes it is presumed that the original x location is 0 and that the first keyframe is frame 1):

import bpy;
currentFrame = bpy.context.scene.frame_current;
object = bpy.data.objects['Cube'];
constraint = object.constraints[0];

currentLocation = object.location.copy();             #Store current position
object.location[0] = 0;                               #Undo movement
object.animation_data.action = constraint.action;     #Assign action
object.location = currentLocation;                    #Move object
object.keyframe_insert(data_path="location", frame=currentFrame, index=0) #Insert keyframe
bpy.context.scene.frame_current = 1                   #Return to first keyframe
object.animation_data.action = None;                  #Remove Action
bpy.context.scene.frame_current = currentFrame;       #Return to initial frame

So, how do I avoid the offsetting issue when running the script from the text editor (which will later be an operator)?

I have included a blend file here, it is already set up with one keyframe in the action on frame 1. Setting a second keyframe on frame 10 by running the code line by line in the python console will show the correct result, running the script from the text editor will not.


texts:
im doing an audio plugin. We want to do the GUI in perspective. Here is a sloppy example for getting the point across:

In this view, the knobs have perspective. This is how we would like it to appear in the plugin. My question is, is it possible to somehow render the knob filmstrips and have them keep the perspective in this view?
When i go to render the knob frames, the camera is centered on the knob, in perspective. Shown below:

This is obviously not the desired result. I zoomed out further, and increased focal length to get a little more detail:

Zoomed out, higher focal length again:

Is it possible to render a closeup of the knob like this and get the result in the first example or does it simply go against physics/science/whatever?
Or would i have to be in the 1st example perspective, and render each knob from that view and solo out every other knob to get the individual filmstrip?
Thanks!


texts: Howto callback a non-modal/modeless dialog in Blender?

texts:
I'm writing a very simple script, that get input string from popup dialog and print on console.
But the invoke_props_dialog operator cannot satisfy my requirement. It is a modal operator, I find no way to get its return into the main thread/main(). My code is below,
import bpy

input_str = None

def main():
    global input_str
    bpy.ops.message.input('INVOKE_SCREEN')

    return print(input_str)

class InputDialog(bpy.types.Operator):
    bl_idname = "message.input"
    bl_description = 'Dialog for input string.'
    bl_label = ""
    bl_options = {'REGISTER', 'UNDO'}

    prompt : bpy.props.StringProperty()

    def execute(self, context):
        global input_str
        input_str = self.prompt
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        return wm.invoke_props_dialog(self)

    def draw(self, context):
        self.layout.prop(self, 'prompt', text='')

classes = (
    InputDialog,
    )

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

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

if __name__ == "__main__":
    try:
        unregister()
    except:
        pass

    register()
    main()

What should I do to use invoke_props_dialog in non-modal way, or find another non-modal operator for my intent? Any advices are appreciated, thanks.


texts: In Blender they speak about the UV/Image Editor. I cannot find the meaning of the letters "UV". What is UV standing for ?


texts: I lost my textures when I exported my project to another computer

texts:
I'm not able to export textures of Blender on another computer.
I've seen several tutorial videos and I did what they asked for and I still can't do it. I've already packaged the files and unpacked (I still haven't figured out which one I really have to do).
On the export side in FBX I've already placed the copy option and clicked the button on the side. Do I just need to import the FBX file or is something else needed to come with the textures?
Sorry for the blue text, my UI is in Portuguese


texts: How to bake brick-wall geomerty into texture image?

texts:
I have crated a wall of bricks. How can I bake it into the plane texture (not Normal maps just texture)?
Simply i need to be able to bake all selected geometry with materials etc into one texture image.


texts: Is it possible to make a model look diamond encrusted?

texts:
I have something that I'd like to achieve but I'm not sure if it's even possible to do. I basically have a mesh of a logo that I imported from an svg file, then converted to 3D using "Mesh from curve" option. I'm wondering if it's possible to make the mesh look diamond encrusted within blender? So far I can only think of racking up alot of polys to do something like this. I'm quite new to blender and would like to export this to a portable format if possible. Maybe there's a texture I could use to achieve this? I've been at a loss for a while now.

Thanks.


texts: 3 problems with animation(creation and import in Unity)

texts:
Good day. I have 3 problems when I create and import animation:

My first action, which uses shape keys, after I create it I create another action, successfully place character into correct pose, but my character starts to reference to shape keys from previous animation, when I select body - select unneeded shape keys - reset then - press I or use remove/clear my shape keys also being reset for previous animation. How can I clear shape keys only for current action and keep them for previous and next one?

When I import animation to unity my modifier(noise) is not getting baked. I tried baking it into animations with the the help of "bake action", it bakes and correctly displayed in blender(my character shakes her head), but when I export it to Unity my character becomes static(baking modifier doesn't work neither with baking nor without her - pose is working, movements that were made without modifier - yes, but movements which are being added by modifier is not). How can I export animations with baked modifier?

My model breasts are becoming gigantic in Unity preview animation window. Hm, I have shape keys for breasts which are the one that's increasing breasts a little bit, when I was writing the action this shape key was enabled but it shouldn't affect  the animation because I wasn't writing it into animation. So, why is this happening and how to fix it?

thanks for help


texts: Steps to create new faces between 2 selected meshes?

texts:
I have a model of a sword. In the original model, the surfaces of the flat sides of the blade are flat. I'm working to inset the surfaces a little bit to provide some depth.
I've separated the the model into 3 meshes, 2 for the flat parts and the third being the rest of the sword.
Now I'm trying to figure out how to join the meshes so that they create new vertical faces along the edges, but I'm not really sure how to do that. This will let me move the flat surface meshes back into place but inset a few millimeters.
Hopefully the attached screenshot will be fairly clear. I've selected the two edges that I'm trying to join.

After applying "Bridge Edge Loops":


texts:
I use a combination Ctrl + R, to divide the surface into 2 parts. It appears pink line, but I somehow for some polygons can pave it only from the top down or from left to right only, and I need the opposite. What am i doing wrong?

In the screenshot the red outlined, I can not lay a pink line


texts: Would it be possible to call Python codes I wrote in Text Editor from the Python console so that I can interact with it?


texts:
Is there an effective way of running Blender Cycles rendering in the background without hogging all of my iMacs resources and making basic desktop usage (i.e. Web browsing) completely impractical?

I've tried setting the Threads down to 2 in Render>Performance. I'm working on a fairly new iMac 2015 version with an i7, 32GB RAM and a Radeon R9 GFX card. I'm rendering via the OpenCL GPU. I believe my professor has 4cores and 8 threads.

However as soon as I start rendering a still or animation the machine becomes sluggishly slow.


texts:
I'm new to blender and I'd like to bake my material into a texture in order to export it to GLTF.

Once baked, I do not know where the "baked" texture is, how to visualize it and how to export it out. I could not find any relevant documentation for Blender 2.8.


texts:
I need to get the object that was selected second/last and set its location to the object that was selected first.
Ideally I would access the array of selected objects, but I have no idea how to do it.
I've tried this: selection = bpy.context.selected_objects and selection[1].data to access data from objects selected in order, but it doesn't work and sometimes it appears that order in which I added objects to the scene matters.


texts: Why does my bathroom mirror distort so much?

texts:
I am trying to make the mirror in this bathroom scene extracted from a video game have proper full reflections, but I can't for the life of me figure what settings to use in the shader. I've tried the obvious stuff: Roughness 0, Transmission 1, Metallic 1, and different combinations of the three. But the problem is, even when I get clear, opaque reflections to appear, they're extremely distorted and look super unnatural. My mesh is is single flat plane, so I'm confused as to why the reflection is being distorted. I thought it might be Index of Refraction, but changing that seems to do nothing at all, even when set to extreme values like 0.0001 or 50.
In this screenshot, I am using a Principled BSDF shader with Metallic 1 and Roughness 0. This is as little distortion as am I able to achieve and as you can see there is still a lot of warping going on the mirror. Why is this happening?


texts: Does anyone have any advice on how I could create a 3D LSystem in Blender? Preferably using a generative or automatic method. A 2D example below:


texts: how can I stop freestyle from drawing in mist?

texts:
I have a plane for the ground, but leaving a sharp edge between it and the camera looks odd. so I tried to use mist to help blur the edges and make it look somewhat natural(since I can't just make it huge, blender insists on clipping at a certain size)
however, I also want freestyle on some objects. when rendering, it draws lines even on things that shouldn't be visible, like things in dense fog. is there a way to constrain the effect to specific meshes or exclude it from others?


texts: Animation Nodes Custom Properties not updating in Render

texts:
rel: Custom Properties value in Animation Nodes
Hi!
I was really amazed to be able to control my animation nodes by custom properties, but while they perfectly update in the blender preview, they wont update at all when it comes to rendering.
i tried to feed time info into the expressions to force them to update each frame but this did not help.
can anyone point me to a solution?
(im rendering using eevee)
thx!


texts: Find vertex position on an edge loop (python)

texts:
I have a list of vertices that make up an edge loop (the edge of a rectangle with multiple subdivisions, in this case.) I also know which vertices are at the start and end of the loop.
What method can be used to find the position of a given vertex in the edge loop? I want to make an ordered list of which is 2nd from the start, 3rd from the start, etc. Is there any tools/utilities to help with this? Or an optimal way?
I assume it could be found by "walking" down the loop in some way, such as finding which edges are connected to the start vertex, and then find the next in the loop by seeing which other vertices in the list share the same edge. This seems inefficient though. Is there a better option?


texts:
Hi guys, I don't know how it happened, it might be some shortcut that I don't know about. Everything is okay when I open up a new project but when I load my previous file it looks like that.

Also, I have a problem with modifiers.

It just disappeared after deselecting the object. My bad. But modifiers still won't work and there's a few of them.


texts:
I'm developing an web-based 3d RPG game using HTML5 technology stack.
I'm trying to use Blender as much as it possible in my project. I'm using it to create models, landscape meshes, to draw blend maps for landscape textures and so on. Now I'm thinking about how can I use blender to make maps. I can't just put objects and export whole scene. I will have some objects repeated many times over level so I just need information about objects coordinates, rotation, scaling and some custom properties  (like class name from my framework).

So my question is - what options do I have to make this with Blender?
Currently all I can think of is to write a custom plugin for blender to export map in wanted format.


texts: How to fix obvious connection line between meshes?

texts:
I'm experiencing very strange lines on my model. How can I fix this?

First, I take the head object from another model when I combine it appears strange lines do not blend with the face model.
Here's an example.
Model:

Head model:

I tried to merge with (Alt+M> at last) but I can't separate them again.
Here is the picture where I tried to merge:

I want a separate head model like this:


texts: How can I get my AMD GPU to work in Linux under OpenCL?

texts:
OS: Arch Linux kernel 4.7.6-1
GPU Driver: AMDGPU 1.1.2-1
Xorg version: 1.18.4-1
Blender version: 2.78.a-1 (latest in official Arch repo)

I'm 100% sure Xorg is loading the GPU driver based on the log file /var/Xorg/Xorg.1.log. I've enabled OpenCL with: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1 blender and then I selected my GPU under User Preferences > System > Compute Device > OpenCL > AMD FIJI GPU.

Under the scene settings, I switched Compute device from CPU to GPU. And I of course switched to Cycles Engine.

When trying to render things, however, blender throws an error about being unable to find the CPU known as FIJI and renders nothing.

How do I get my Fury X to render in blender on Linux?

I don't have an integrated GPU on my CPU, so unless only one process can deal with the GPU at a time (which shouldn't be the case), Xorg should be able to share my GPU with blender.


texts: how to create real Condensation on glass with cycles

texts: how to create the condensation like image below, its really good and particle looks so neatly arranged and theres no overlapping particles. Thanks


texts:
My Goal is a Box with closed doors hovering in the room with a golden Fluid flowing out of it.
My File was already looking good.
I decided to change the Body of the inflow, but when I bake it the Result isn't looking right.
The Fluid fidgets in a space but ignores my obstacle settings for the Sides.

Thanks for any help with getting my Fluid to flow properly in advance.

If you want to download the file here you go:
https://drive.google.com/open?id=0B2KvkZumDeuJQmRfXzZBdlFPRnM


texts: Water simulation does not flow into the bucket

texts: I wanted to make a simple scene where water is flowing into a bucket. I had set the domain nicely outside the obstacle i.e., the bucket and a small uv sphere as the inflow. After that when I bake it, the water doesn't even go into the bucket it just flows away from it.


texts: How can I check the chosen preset in Python?

texts:
How can I check which preset a user has chosen via Python?

For example, I would like to check whether a user is utilizing the default Interaction preset or the Maya preset.

Is this possible in Python? Or can I only check against specific values (such as select_mouse)?


texts: Some objects are not rendered in UV pass

texts:
I created the sea and floating object - the ship's hull. The ship floats in the sea, using the method from this tutorial - https://www.youtube.com/watch?v=11F1NRpqrzY (dinamic paint).

Then I modeled the mast with sails, flags and ropes in another scene, and also modeled there a new hull, slightly modified, but almost the same.

I had to attach the structure (the mast, etc.) to the floating object (old hull of the ship), so that the structure repeats it movement.

I used parenting.

I transferred this structure with the mast and etc. to the first scene and parent it to the old hull of the ship. Then I moved it so that the new ship hull was in the same place that the old hull. Then I made the old hull invisible.

Then I noticed that the sail is shifting towards during the animation, so I delete the old Parenting of the sail and Parent sail to the mast.

Everything was ok. https://www.youtube.com/watch?v=65cdCvsL7pU

But when I export MultiLayer EXR, in UV pass the ship's hull and sail are black, looks like they are not used in the creation of UV pass.

Why is this happening and how to fix it?
Thanks in advance!


texts: How do I set weight painting brushes to limit total vertex weight to 1?

texts:
I'm using Blender 2.8!
I was wondering if there any way to set the weight brush so that if a bone controls a point (or group of points) with a strength of 1, it will automatically remove the strength influence on the point from other bones to 0?

In my line of work, no point should ever have a weight value more than 1. So things like two bones affecting a point with a strength of 1 should never happen.

I keep seeing this nightmare on tutorials where they have to guess which bone is affecting their vertexes and manually remove the influence from all other bones aside from the one they want to controlling the vertexes.

I was just wondering if there was another way.
Thank you so much for your time!


texts: Blender 2.8 Circular dependency error when baking textures

texts:
I have a corridor. The corridor is made up of 2 pieces, a side, and a body(for testing purposes). The side and the body each have one material I UV unwrapped and then made visible in the EEVEE render through the node editor. After that, I have created a new UV map, and I also created a new image with the default settings. Following that, I switched from eevee to cycles because eevee doesn't have the bake option. What followed is a messed up texture bake, and an error reading out "Circular dependency error for cube.001 . I've read that I must disconnect the nodes of materials from the tree, but I did not understand which ones. I looked through a dozen videos and forum posts but couldn't figure it out, perhaps because I am a total noob as of right now.

So I've disconnected the node that is on the right, since I thought that it is what was specified in some forums. But what is resulted(just as I suspected) is a white bake that does not contain my two textures that I tried to bake.

I am close to the right answer however I am stuck. What do I need to do so I can remove all materials and then use a single one with the baked texture on it? Thank you in advance.

Alright, I figured this out! Hell yeah! https://www.youtube.com/watch?v=9airvjDaVh4


texts: I'm trying to merge two blender addons as the meshes I'm trying to import are around 300 meshes, and the meshes need a special addon to import. I want to merge a bulk import addon with the mesh import addon. If anybody got any advice or if someone would help I would be happy.


texts: After tracking data to blender 2.8 script

texts: Where can I find a script to export camera tracking data from after effects to blender 2.8.


texts: How to animate a bone from it's current position - no matter which one - to a specific one?

texts:
I want to make an animation where a bone rotates from any position to a specific position.

I've already made set of animations and each one starts form the idle position,
but I want to make the current animation start from the end of previous one. How can I do this?


texts: How to draw a ribboned helix that is not perfect

texts:
I am new to blender and I am trying to draw an alpha helix for a nice model of a protein. I have attached an example  Eventually I wish to make the shapes in the blue and yellow. I am starting with the blue ribbon like structure. I saw blender has a screw tool but it is a perfect spiral. I need something a bit more loose and disordered. Also I want it to bend a bit in a arc.

Does anyone have any tips how to do this?


texts: Modelling in separate pieces VS one object

texts:
Starting situation: Creating (nearly) Photorealistic renders.

Question: How do I correctly model for photorealistic renders (for applying shaders)?

My Approach: Using a Primitive and model it by extruding/insetting etc.
Another idea of mine: separate all entities like they are in reality.

Does applying Materials to a single Object via Selection photorealistic?
Or is separating my mesh into several different meshes (eg. sword: blade:metal; hand guard:ceramic; Hilt:Wood) the more professional way to go about it?


texts: How to check if node property is not None while iterating through materials?

texts:
I'm running into a no attribute error while iterating through nodes and nodegroups in some blend files.
Error:
AttributeError: 'NoneType' object has no attribute 'name'
How would I check if objects has no 'name' property and skip it?
   for mat in bpy.data.materials:
        if mat.use_nodes == True:
            for node in mat.node_tree.nodes:
                #check if no has attribute name
                if node.type in ["GROUP"] and node.node_tree.name == 'NodeGroupName':


texts: Is there a way to set the direction of the sun light on an object (without rotations)?

texts: Basically, I'm wondering if I can set the sun lamp's light direction towards a position, such as an object, with a simple command, rather than doing rotations with R which is hard to control.


texts:
I have a mesh that has a internal geometry but not like vertices inside of a closed geometry but rather the faces that are not visible from the outside let me explain with an image:

as you can see the red area indicates the faces on the "inside" how would I go about removing these?

I want to remove the internals to reduce the vertex count! since I won't ever see them anyway.

If my question is unclear  or needs extra info let me know so I can clarify!


texts:
I'm having a trouble with 3D printing. I do not own a printer and I'm sending to someone for printing. So, the problem is, when they open the model to print, it appears like in the image, with lots of polygon artifacts. Does anyone know the cause of this?
I made the model with sculpting and it's highly polished. Even if I set shade flat it won't have those levels of faces. Can anyone help me? Thanks a lot!

Here goes the images of the sword inside blender.


texts: Hook to Empty Object on a Bezier Curve doesn't work

texts:
I'm trying to animate a Bezier Curve to achieve a rope-ish kinda animation. I found out that using the hook modifier is probably the closest to what I'm looking for, but even after selecting the vertices and adding the hook modifier to empty object, even if I moved the empty object in object mode, the curve doesn't want to stretch.

Can anyone possibly tell me what I'm doing wrong?

Here's the blend file if it might help:
https://www.dropbox.com/s/roun672kchkhef0/Boxing%20Ring.zip?dl=0


texts: Having trouble creating an Addon with multiple modules

texts:
I'm trying to put together an add-on that contains two operators.  I've gotten each operator file to run properly independently, but I'm having trouble figuring out how to write an init.py file that would allow me to distribute them as a single add-on.

I've posted everything on Github.  The three files aren't too long:
https://github.com/blackears/blenderStairs/tree/master/src

I've read a few other threads, but nothing seems to work for me.  How can I get my init.py to register my operators properly?


texts: bmesh How to remove data from the object after the function is performed, just like ctrl + z would do, but after many steps

texts:
I want to make a graph. There is a single horizontal line on x axis which is subdivided. I am able to select a particular vertex that I want with a function and bMesh to raise it by 1 unit let's say.
Then if I do Ctrl + Z it removes the changes applied to the vertex, but not the vertex itself of course. This is exactly what I want - to remove applied changes, leaving only straight line. Basically Ctrl + Z but after many steps .
Do I have to assign a variable to returned result, or to make a unique function names, or add some kind of IDs... I don't know. I am new to programming.
So it is not just raise the vertex by a certain value, but also give it a color and so on, which I can do with a function.
(Later on I will store that data of that particular vertex in a list and then if want to delete or modify it I could, by selecting it from there.)


texts: Override dupligroup's object's material (Python)

texts:
How can I link a dupligroup of a group from File A in to File B and override the material of an object within the dupligroup with a material from File B?

The end goal would be to have multiple dupligroups of linked objects all linked from one file, but with different materials. Having the code in one script with the dupligroups and the materials to be applied would be ideal; like this:

I got the idea from this video on Python overrides in Blender:
https://youtu.be/bOLMkw_wDGE

The video just shows how to override the attributes of materials and modifiers, but it seems like it should be possible to override a whole material of a dupligroup's child objects. For example:

source.blend has a group calling 'thing' with an object called 'box' in it with a material applied called 'red'.

dest.blend has a material called 'blue' and a dupligroup of 'thing' from source.blend.
In dest.blend I want to override the 'red' material and put 'blue' on the 'box' that is within the linked dupligroup of 'thing.'
The final goal is being able to import multiple dupligroups of 'thing' and have different materials (from dest.blend) on all of the different dupligroups' 'box' objects.

The closest I've come is this Python line within dest.blend in the python console:

bpy.data.objects['box'].material_slots['red'].material = bpy.data.materials['blue']

This does NOT give me an error message (and it does autocomplete to that point) but it just doesn't do anything.

This is the closest I've come because all my other attempts have given me error messages. It also looked like I was on the right track because just putting in:

bpy.data.objects['box'].material_slots['red'].material

returned:

bpy.data.materials['red']

which matches the syntax of:

bpy.data.materials['blue']

But as I said it didn't seem to do anything.

What am I doing wrong here? Is it even possible to do this with a dupligroup? Any ideas would be very much appreciated. Thank you.

A few notes: I do know about the Edit Linked Libraries add-on, but that doesn't work for what I want to use this method for. As far as I can tell the add-on just lets you more easily edit the linked object's source file thereby editing the linked object, whereas with this method I'd like to be able to have multiple instances of the linked object all linked from one file, but with different materials.

I also know about this thread: Multiple Linked Objects with unique Materials / Group Materials override but not only can I not get any of those examples to work, but also they're just dealing with linked objects and not dupligroups. Dupligroups are a lot more useful in my opinion.

I am new to Blender Python scripting so specific code examples with explanations would be very much appreciated. Thank you.

(This question was asked about Blender versions 2.7*)

This is a (vastly improved) repeat of a question I asked on BlenderArtists.org: http://blenderartists.org/forum/showthread.php?385851-Override-dupligroup-s-object-s-material&highlight= I hope that's okay. The thread died months ago without any solutions.


texts: Can I find Geometry Nodes in Blender 2.91?

texts:
I am new to geometry nodes and don't know whether they're in Blender 2.91 or not.
If not, can I add them into 2.91 somehow?


texts: How to make changes to mesh after animating

texts:
I have animated a bird. However I forgot to add eyes so I want to add them now, but when I change from Edit mode to  Object mode in order to add new eyes the bones, the bird itself gets deformed to pose animation, leaving eyes behind.
Edit Mode:
Object Mode:


texts: Can anyone tell me how to append a character rigged with rigify properly from one blend file to another, cause I tried to append it and it's not working properly.


texts: How do I install Pillow and/or Pip in Blender Python in Windows OS

texts:
Folks, I've spent the last couple of days reviewing all the info on this and am getting nowhere fast.  The most recent information I've found is about two years old, so I'm HOPING that things have gotten better in 2.79.

I understand Pillow is a module that doesn't come with Blender's Python (referring thereafter as BP).  I also know you can install modules like Pillow with Pip, but that also doesn't come with BP.  So I downloaded a script that is supposed to install Pip if you run it on the command line (https://pip.pypa.io/en/stable/installing/#do-i-need-to-install-pip) , which I tried in the BP directory that contains BP executable.  It did not throw an error, but it didn't appear to do anything and BP still reports the Pip module not found (so I obviously can't do something like:

import pip
pip.main(['install', 'pillow'])
from PIL import Image

which says it has no module named Pip.

At this point I'm assuming my only real option is to uninstall BP and install another, recent Python that (I guess) Blender then will default to using.  Is this the recommended procedure?  How do I safely uninstall BP?  And what version of Python for Blender 2.79 should I install?  (I don't want to screw up all my Python stuff, both that comes with Blender, as well as Sensei and the stuff I've written).

TIA for any help.


texts: How can I get my Particle system to show hair on all of the faces

texts: I want to create a grass lawn for my house, i have created a Particle system for the grass it looks like i have particals showing everywhere in 3d view but i cant figure out why it will only render  in a few squares the plane is one object with only one modifier


texts: Non-Uniform Scaling during UV unwrap. What is this?

texts:
I've got a problem while unwrapping UVs. When I'm unwrapping UVs it showing me this message.

Why is this happening?


texts:
I modelled an object in Siemens NX with dimensions 150x150x60mm and I want to apply a tile-able texture to it with dimensions 10x10mm.
The size of the texture needs be the right scale, since I need to export the obj-file for my machine input.

I need a method that I can apply to shapes and textures with unknown scaling factors.


texts:
I am trying to convert some basic meshes to grease pencil and I would like to add the texture to the grease pencil object. Is that possible? See below what happens. I am using the latest 2.90 version.
Before I convert to Grease Pencil

After I convert to Grease Pencil and add the texture back. I tried playing with the size etc but zero luck.

If anyone has any ideas that would be appreciated.
Thanks,
Ruan


texts: I need to be able to find the normal of a selected face (given that we are in edit mode), or be able to compare the position of the face to the origin of the object. I have no idea how to start either of these things because I'm new to blender python scripting. With any advice you already have my thanks.


texts: blender timeline in seconds instead of frames

texts: I would like to have the time line and key frames be in seconds instead of frames. When I animate something at 30 fps and then decided to change it to 60 fps the animation will play at twice the speed.


texts:
I've been playing around with Blender's UI recently to see if I can find ways to make my workflow a bit easier, and also just for fun. My goal is to create UI buttons to change the sculpt brush. I'm very new at scripting though and don't know how to do most of this or if it's even possible.

I've looked at the api and found "active_index_set" but I don't know if that's the operator to call and if it is I don't know how to get it the parameters it needs to set the brush. I've looked at IK3d's brushes addon to see how he got the buttons to change the brush, and it looks like he used a list somehow. For what I'm doing custom this doesn't need to work with custom brushes as from what I've read so far that would complicate it a lot.

Any help would be great, even if it't just a point in the right direction.


texts: I accidentally clicked something, and viewport is not showing color

texts:
I Think I accidentally clicked something an viewport is showing only gray. Materials are still colored but the color doesn't show up, please help
EDIT: My problem here was, that i Clicked Solid view in 3D Viewport. It is the four buttons next to X-ray mode.


texts: Is there an 'insert mesh' brush or addon for blender's sculpting workflow?

texts:
I've been spending more time sculpting in Blender. I would love to see a brush like Zbrush's insert mesh brush.
The insert mesh in Zbrush draws a primitive of your choosing right on the mesh in the direction of the normal. As you drag horizontally or vertically while holding down the stylus, the primitive's size/diameter change as needed.

Is there anything out there like this? It seems like a simple function, yet no addons exist that come near to it.

It is extremely useful for character modeling. I would love to know if there's an addon that does this.


texts: Exported armatures don't contain bone size information

texts:
I'm not 100% sure if this is a Blender issue or an assimp issue.  I've built a rigged model in Blender, and I'm exporting it into a custom engine using assimp.  I need to get all the bone data, including the location, rotation and bone length because it will be interacting with the physics system.

I've tried exporting to Collada and FBX, and the results are the same: the bone origin locations and rotations are preserved, but the bones all have a scale of 1.  Here's a subset of the armature transforms I get from assimp:

pelvis
|(1.0, 0.0, 0.0, 0.00252628303)|
|(0.0, 0.999999881, 0.0, -0.156933203)|
|(0.0, 7.45057971e-09, 1.0, -0.00477445079)|
|(0.0, 0.0, 0.0, 1.0)|
  spineLower
  |(1.0, 0.0, 0.0, 0.0)|
  |(0.0, 0.999999881, 7.45057971e-09, 0.123953901)|
  |(0.0, 7.45057971e-09, 1.0, 1.27631497)|
  |(0.0, 0.0, 0.0, 1.0)|
    spineUpper
    |(1.0, 7.27596022e-12, 0.0, 0.0)|
    |(-1.42374007e-14, 0.999999881, -7.45057971e-09, 0.1790445)|
    |(0.0, 3.72528985e-09, 0.999999881, 3.62223196)|
    |(0.0, 0.0, 0.0, 1.0)|

I know there must be information available about bone length: if I import an FBX into UE4 I can see the skeleton with bones of the correct size in the skeleton view.

How can I get this information out of blender and into my application?


texts: Can I convert a heavily triangulated STL file to quads?

texts:
I am looking to apply materials on a mesh model output by a 3D scanner, what are the things to keep in mind? The output can be a STL or CAD format.

If the STL file is heavily triangulated, can I convert them to quads? And also if it is high poly, is there a modifier that I can use to reduce the poly count?


texts: What's causing this object to show diamond artifacts in Cycles?

texts:
On render and in the preview shown, a lot of faces are bisected, with half shaded differently. It only happens in Cycles. It shows up
even if there is no material. I tried redoing the UV map. I recalculated the normals. I got rid of the environment and it's still there. There aren't any modifiers. I selected all the vertices and did a Merge-by-Distance, which didn't merge anything.
Wha....?
In case it's relevant, this is Blender 2.81a on Ubuntu 18.04 with an nVidia Geforce GTX 1060.


texts: Objects keep disappearing over long distances

texts: If I make an object like a cloud and put it far away, it disappears in the render. Is there any tricks to fix this?


texts: If I bake a smoke simulation, then then save-as the file as a new name, I lose the smoke cache. Is there any way to reload it?


texts: Proxy armature of linked .blend file does not work correctly

texts:
Another (noob-)question regarding linking of .blend files:
I now tried to link the caterpillar (https://cloud.blender.org/p/characters/5d404f0cc8cdeca7aadb352d) from blender cloud. After successfully following the noted steps for the linking the armature doesn't work as expected. The "yellow rings" of the armature of the caterpillar don't affect the body, they just move or rotate solely in Pose-Mode. When I open the "Franck (caterpillar).blend" file (by double-clicking on it) the yellow armature-"rings" are working correctly. It seems that there are scripts that need to be linked and run either, but how to do that?


texts:
I have created my textures in Substance Painter and applied them via nodes in cycles node editor.

However when I try to do a combined bake I get black spots on places where the normal map information are.

The normal map is created from high poly to low poly.


texts: Is there a way to "remesh" a mesh with even edge loops?

texts: I made a mesh manually, but I want the mesh to be remeshed in such a way that the edge loops that comprise it are all as evenly spaced as possible, similar to what bevels do on their own along a single curve. Is there any addon for that?


texts: How can I fix the blocky shadows? (I am using cycles)

texts:
I didn't use a Subdivision Surface modifier because it messes up the form.
Also when using Eevee I don't get this problem.


texts: Cycles left some squares in final render

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does anybody know why I get this final render in CUDA Cycles. I get this results when I try to render with CPU and GPU together, like they have set different number of samples or CPU try to catch up the GPU and don't render all samples:

GPU or CPU only render doesn't leave those squares, but what is interesting is that number of sampling doesn't change anything...I get the same noisy render when I set 400 samples and 20000 samples and the render time doesn't change, in both samples cases time is the same and I couldn't achieve better results.
I use latest Blender version 2.92, CPU Intel i5, 16 GB of RAM, Nvidia GTX 1050 Ti...win 10.
Is it possible that some features of Octane render engine, which I try day before and uninstall afterwards, has left behind and messed up my cycles render?
I have just noticed that the number of render samples are somehow limited to 32???
Any Idea?


texts: Object looks fine in rendered mode, but appears black in material mode

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So I'm trying to learn, but I have a really hard time understanding the relation between materials, textures, UV maps and so on. So right now I have the following problem: I'm trying to make a simple red texture be a bit grainy using a noise texture. The node setup can be seen in the screenshots below. It works fine if I view it in rendered mode (I'm using the cycles engine) or export a screenshot, but the object appears completely black in material mode:

So this is probably a very stupid question, but do you mind telling me how I can fix this?
Thanks!


texts: Whats the best way to make an operator tooltip depend on a Blender version?

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We distribute a Blender Addon that is prepared to work on multiple Blender Versions (we do not want to force our customers to update the Addon whenever they update Blender). But occasionally we add a feature that can only work on newer versions of Blender. So we inspect Blender and enable the related function (and its UI Button) only if it works in Blender.

However we know that our customers rarely find the time to read news about feature changes. So instead of silently disabling a feature when it can not run, we want to inform in the tooltips that updating Blender would enable the feature.

Here is how we do this for a Helper tool that provides Normals welding. This tool needs Blender 2.75 at least, and can not run on earlier versions of Blender:

class WeldNormals(bpy.types.Operator):
    has_normals = 'normals_split_custom_set' in bpy.types.Mesh.bl_rna.functions
    if has_normals:
        remark = "only operates on boundary edges"
    else:
        remark = "needs Blender 2.75 or newer"

    bl_description = "Weld Normals to adjacent objects (%s)" % (remark)
    bl_idname      = "sparkles.weld_normals"
    bl_label       = "Weld Normals"
    bl_options     = {'REGISTER', 'UNDO'}

    @classmethod
    def poll(self, context):
        ob = context.active_object
        return ob and ob.type == 'MESH' and self.has_normals

        ...

While this works, i am not sure if this is the most elegant way to do it. Is there any better solution available for this?


texts: How to make dropper tool work across (multiple) blender windows?

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Currently the dropper tool only works within the same window it was started with, trying to move the mouse to another blender window with the dropper active results in the tool reverting to it's inactive state. (normal mouse icon) Is this a bug or a not wanted feature?  Is there a way to achieve this via python magic?

Here's a screencast.


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At the end of my animation keyframes, in the graph editor, the red line isn't straight.
Why and how to make it straight?


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I've done the UV Mapping (Unwrapping for Image Textures) tutorial and I've managed to successfully fill my cube with a layout.

However, my solid is a prism and I'm struggling to do the same with it.

What I did was to fill the dimensions in the transform menu x=1, y=2,4, z=3,51 and then do same steps, but my layout still keeps as cube.

Can someone help please?