texts: Can I combine translucent, SSS and diffuse shaders using the light path node?

texts:
I have a hair system on a head - I want to use a translucent shader in the head's skin material because a translucent shader allows the colour of the hairs to be seen when they pass beneath the skin -

however, I also want to use a subsurface scattering shader in the skin material because it's more realistic that a translucent shader for skin - unfortunately, though, the SSS shader does not allow the hair colour to be seen beneath the skin -

I'd also like to use a diffuse shader on top of the translucent/SSS shaders to get nice sharp shadows on the skin (both translucent and SSS shaders soften shadows that fall on/into them) - but, of course, the more the diffuse shader is applied the less the translucency/SSS shows up

using mix shaders to combine all these shaders is not optimal: it's always a balance game, more of one means less of another - and the add shader breaks PBR -

I suspect I can combine these shaders in a more controllable and discreet way using the light path node (perhaps using Is Transmission Ray?) - but I've been unable to get it to work - any suggestions?


texts:
I need to save an animation as an animated GIF.

Can this be done from Blender? cheers.


texts: How to hide the main menu and the toolbar of the 3D View?

texts:
I'd like to hide the main menu and the toolbar of the 3d View:

How can I do this?


texts: How to nest a glowing cube inside a larger cube in and render using Cycles?

texts: Hello I’m trying to make an effect like the red cubes in this scene but I can’t get the same effect. So far I’ve tried using a bigger glass cube and a small cube with an emission shader inside of the bigger cube.


texts: Object 'rig' can't be selected because it is not in view layer 'view layer'

texts: I AM getting this error while trying to generate Rig. Please provide me some Solutions.


texts: Image as Planes Green Screen footage looks washed out

texts: I am testing my first green screen footage in a virtual environment.  I realize that my keying needs some work, but what I can’t seem to figure out is why my "image as planes" looks so washed out. I’m guessing my node setup may be wrong. Any help would be greatly appreciated. See example below:


texts: When I hit the render viewport shading, it keep displaying the normal viewport. At the beginning of my project it worked perfectly but I stopped using the dual viewport, when I came to use it the second time, somehow it didn't work. Maybe I touched something I shouldn't?


texts: The attached screenshot shows a whirlwind effect appearing behind the moon. I want it appearing in front of the moon.  How do I adjust a certain image to overlap another image in Shader ?   I want it appearing in front of the moon. Is it a case of a hierarchy adjustment in the Scene Collection window ?


texts: How can I see a rescaled image in UV Editor?

texts:
I've been having some troubles when I change the mapping scale of a texture that I'm using as Base Color map in Blender.
In Maya when you change the scale of an image you can see this changes reflected in UV Editor like this:

That way you can tile an image (without rescaling the Uvs) and know exactly where you're placing your Uvs
in the texture if you need to make some especific Uvs concur with something in your image.
However, in Blender, when I replicate this process it happens differently:

As it's shown I'm only able to see the image with the original mapping scale.
I figured out that this happens because in the UV editor you're seeing the "loaded image", not the "applied image" (which includes the scale changes) so here's my question:
Is there any way to see the image tiled in the UV Editor, like in Maya example I've uploaded?


texts: Boolean operations has unexpected behaviors

texts:
Whenever two faces on two intersecting models are co-planer, booleans completely break.

Steps to reproduce:

Create a new file with the default cube.
Select and duplicate the default cube and offset slightly in the x, y, or z axis only.
Change the draw mode of cube.001 to wire only.
Add a boolean modifier to cube and have it point to cube.001
Error:

If the mode is set to intersection, the result should be the narrow rectangular region between the cubes. It's not.
If modifier is set to union it should yield the exterior of both cubes stuck together. It doesn't.
If the modifier is set to difference it should yield only the overlapping region. It doesn't.

As soon as you move one of the cubes so the faces are not co-planer
anymore, the modifier behaves as expected. Carve seems to work better than bmesh but neither works properly. How can this be overcome and why is this happening?


texts:
ok i know im dumb but i do need help! i dont know how to get rid of those black things on there ( i just downloaded blender so Q-Q)
HELP!


texts: How to use textures from texture tab with material shading

texts:
I found a book of an older version of blender to learn from. We are suppose to make texture in the texture tab and apply it later on the object. But many features are not available in the latest versions of blender.
Can anyone explain how to approach this thing.
Secondly, how do we use a texture, for example cloud texture from texture tab, as input to any node group for shading.


texts:
I'm still new to Blender.
When I try to make a human's spine helper on my skeleton, I use multiple helpers, they take helper1 plus helper 2 to take the rotation of the bone.
On Maya I know that I could solve it easily by just making the bone boing parented to the helper, but I think Blender doesn't let me change de hierarchy of the skeleton this way.
I've tried to changing parenting, using many types of constrain, but the result is always the same.
Any idea about how to create helpers on the spine?


texts:
I am very new to Blender, sorry if the question is dumb. My camera viewer seems to be separated from its body, and from tutorials I've seen, it shouldn't be separated. When selected, only the viewer moves, and the rest is just stuck in the origin point. I thought maybe I really messed things up and actually deleted Blender and reinstalled it, but the problem remains.
What should I do?
Thank you in advance!


texts:
I tried to follow this question.

How do I render a background image as a sky in blender 2.7x

I've also tried to follow a number of older tutorials and posts, but my shading panel doesn't contain an Alpha option as mentioned in that answer.

Also, under World I don't see a commonly referred to "Paper Sky", "Blend Sky", and "Real Sky" option, which causes me to lose context in most tutorials.

You can see below that I got the picture in, but it doesn't get rendered, and I can't find a tutorial or Q&A answer that seems to match the settings I see in Blender 2.78. So either things have changed or I've broken things beyond recognition (the later seems quite plausible). :)

Also, I'm rendering this in the game engine if that matters.


texts: is there a way to lock everything so settings won't get changed between rendering sessions?

texts:
Say you are rendering in images so you can pick up where you left off, if need be, is there a way to lock down everything that needs to be locked, like camera position so when you start again the frames settings will not be off when putting it all together into a move when finished, it will be as if one never stopped rendering until the finished product.

I've looked for locking but have not found anything this specif on it.


texts: How to create this painted metal material?

texts: I'm beginner at modelling and also in blender. Hope you can help me with this texture.I badly need help. Thanks


texts: A powerful graphics card, or cloud render farm, which is more effective?

texts:
According to the tests that I have seen, the render speed difference CPU vs GPU can be almost 60 times in favor of the GPU.

GPU renders using the graphics card, CPU using the CPU, am I right?

So, Is it more effective and profitable (in terms of rendering speed and in terms of money, of course), to buy a powerful graphics card than to build a cloud renderfarm?


texts: Exporting entire world from blender to unreal without exporting same asset multiple times

texts:
Imagine i have a "world" with a proceduraly generated terrain and a proceduraly generated forest (blender script), using only one tree model but placing it a 100 times with random placement, scale, and rotation.
Now want to export this to unreal, preferably as a single file with both terrain and trees. However i don't want unreal to load each tree as a single/individual mesh, but rather one tree mesh, and that the file contains placement coordinates, scale, and rotation. Is this possible? Is there any 3d format that both both Blender and Unreal supports that could do this?
A single fbx bulk export creates one file and is easy to import but it creates one mesh for each tree (all 100) in unreal? or am i missing some setting?
I understand this question overlaps with Unreal knowledge.
I'm preferably looking for a solution that is as universal as possible, that works with other game engines / simulators as well. Otherwise just exporting coord, rotation, and scale for each tree and then importing using a handcrafted unreal script is the solution we are looking at.


texts: Trying to get solid physics working coherently

texts:
I'm trying to make an animation of photos falling onto a surface for an intro. To do this I created a large plane (the ground) which I set to passive mode, then created 28 smaller planes, arranged them via randomizing (and a little hand moving).
Here is the file with my test so far
Finally I try to apply active rigid body physics to one of the planes and copy it to all of them. My problem is that I can't get any coherent output from this.
At first, the single first plane (plane.001 on the file linked) fell through the floor plane. I did a lot of tests including solidifying the floor plane, etc. Until finally I changed the shape of the falling plane to mesh, and it started working.
So I notice this test plane bounces around for a very long time, and I wanted a short bounce, so I tried setting bounciness but it did nothing. Eventually I settled on setting Damping translation and Rotation in Dynamics to a pretty high set of values (0.816 and 0.809). This seemed to achieve a shorter more "realistic" bounce around. So I copied the rigid body settings to all other planes ("copy rigid body settings") and... a couple planes (I think plane.005 and plane.012) fell through the "floor"...
Doing a lot of tests I eventually found that if I changed the Dampening Translation for those two planes a tad (one mouse pull) they stopped falling through.
Now the problem is that the end result was pretty "unrealistic", a few planes ended up resting in "air", a few planes ended up in various hard rotations (I expect them all to end flat on the floor plane), and one danced around with no end, bouncing back and forth.
More tests later I find that if I change the Shape to Convex Hull, all the planes but TWO (Plane.025 and Plane.026) fall through the floor. But those two planes, behave exactly as I want them to.. I tried changing the Dampening Translation a little for some other of the planes as a test, but they still fall through the floor... How can I stop all the planes from falling through? And have them all act "rationally" like Plane.025 and Plane.026?
How many things am I doing wrong? And which ones? :)


texts: Way to use large textures in Blender without crashing?

texts:
I've downloaded the largest size of the Blue Marble Next Generation textures from NASA. I was hoping to be able to do nice closeups of an earth scene, as well as good real displacement, but Blender crashes immediately upon opening large textures. Are there any way to use larger texures (32K and up?)

Thanks!


texts: How can I convert a scene made in cycles to something I can use in the game engine?

texts:
I have a scene that I created in cycles that I would like to be a place for a camera to be moved around by a keyboard. How would I go along doing this without losing textures and materials?

Do I have to bake it into the file? I'm relatively new to Blender so all help is greatly appreciated :)


texts: I have some texts, objects, and other items that give a bad effect when you look at them from a long-ranged distance. They look sharp all over the edges. I notice other games and projects have something in the options menu where you can "smooth out sharp edges." This makes the sharp edges more smooth and appealing to the eye rather than sharp and 'ugly.' How can I smooth out sharp edges in the GE; also, if you can, would it work with a property (boolean) where, when set to true, the edges are smooth, but edges are sharp when false (like usual)? Thanks!


texts: Armature: Align and rotate bones at the same time around center point

texts:
I try to make an armature where the bones are aligned in a circle around a MasterBone. In Pose Mode I would like to be able to e.g.:

Bring all tails of the LowerBones towards the center (so they all rotate at the same time (while leaving the heads of the UpperBones in place)
Bring all heads of the UpperBones the center (so they all rotate at the same time (while leaving the tails of the LowerBones in place)

Maybe imagine it as an industrial "claw arm"? I hope it is clear what I mean. I manually faked two possible desired results by adjusting every single bone:

  I already had a nearly perfect solution of how the bones should behave:

I parented one UpperBone/LowerBone combination to a circle and made duplicates with DupliFrames (which I cannot use due to other reasons). When I rotated or moved the 2 bones in whatever way all the duplicates around the circle mirrored the poses perfectly around the center of the circle.

Which Constraints or relations do I need to setup?

Here is a file with a very basic setup:

Thanks for any help!


texts: Help/advice on simulating paint drip over background movie clip

texts:
I'm working with a movie clip, and am trying to have a blue paint fluid slowly drip down from the sky (out of camera view), obstacle over some steps, then finally make it pool itself toward the viewer, within some specified XYZ Coordinates.

I've been setting up a Domain Box of different XYZ lengths, and an Inflow Object as a Fluid Simulation which seems to be working okay, but I'm not entirely clear if I should instead be working with a combination of Particles & Dynamic Paint, or some other combination for this job.

Indeed, first time really working with any of these physics simulations, so any insights or workflow tips for this specific situation would be deeply appreciated. Including a quick, very rough render of where I'm at in my test set-up, which hopefully will illuminate what I'm trying to do. Thanks much ahead.


texts:
I have a couple of objects in scene that were deleted and they still show up in blender file and data blocks view and their materials aswell and I cannot select them and I cannot unlink them and make local does nothing...

How I remove these unused objects and their materials?


texts: Is it possible to have smooth shading on only for rendering?

texts:
I'm tired of switching back and forth smooth shading for all my objects in the viewport before rendering. Is there a way to have it only turned on for rendering similar to the buttons in modifier for example?

Alternatively is there a way (possibly a script) with which I can set all meshes to smooth/flat with one button only?

Thank you!


texts: Animate rigged character using 3d joint location coordinates

texts:
I have the (x,y,z) coordinates of ~20 joints of a person frame-by-frame.

Anyone know how I can use these coordinates to animate a 3d rigged model? Can I directly animate from the coordinates? Or will I have to use the x,y,z coordinates to calculate bone angles and use that? Some detailed guidance would be helpful, as I am pretty lost right now


texts:
I created a spline list following this guide. Now I want to assign a different color to each spline using Cycle's random node, but it doesn't work because the splines are grouped into one object.

My solution to this is to instance the spline object and loop through each instance, creating one object for each spline. This worked when I checked Deep Copy, but did not animate. I animated the start/end for each spline and need that to be carried over as well. If I do not check Deep Copy, it duplicates the same spline, stacked on top of itself.

What other way can I do this? Or can I assign random colors to splines using animation node?

Below is a screenshot of my entire node setup.

Also, in the screen shot you can see when viewed from the instance, each object has a list of 50 splines, but when viewed through the loop, there's only 1 spline. What's the reason to this?

I am using AN 2.1, python 3.7.


texts:
Forgive me, but I am 100% new to Blender.  I have just begun experimenting.  I am hoping to build a music video in the application.  My hope is to have individual tracks from the song (example snare drum, basslines) some in and be a modulation source of some kind in the program to trigger video, move animation, etc.  Is this possible and where can I do some preliminary reading on an approach like this?

Thanks much,
Tim


texts: I want to know is there a UI mode change in blender that simulates 3Dsmax UI... i am new in blender and I kind of get lost.


texts: How do I rig Walschaerts valve gear in Blender?

texts:
I'm trying to rig a Walschaerts valve gear, which looks like this:

I've got some of it working, but I can't figure out how to get the combination lever (the mostly vertical bar between the wheels and pistons) to be influenced from both sides while attached to the valve stem (the upper piston) which it rotates about. The point where the valve stem attaches to the combination lever must not move vertically on the z-axis, but does need to move horizontally along the y-axis, which is what controls the valve stem.

I've got one IK constraint on the large yellow bone + the two bones guiding the lower piston. I have another IK constraint on the small yellow bone all the way through the two bones controlling the upper piston. I just don't know how to influence that from the top as well.

I've tried adding another IK constraint to the bone beneath the highlighted radius rod, but I can't get it to work. I basically have one rod, and each end needs to be acted on by a different IK constraint.

In case it is of use, here is my blend:


texts: How do I auto normalize in grease pencil weight painting

texts: I'm trying to rig a character and I need to know how to auto normalize it while weight painting, does anyone know how I do this?


texts: Cylinder Subdivision Surface Modifier Problem - Smooth Shading

texts: When I add a cylinder in blender and then add a subdivision surface the vertices of the cylinder get all rigid and pointy. How do I make the cylinder have smooth faces when using the subdivision surface modifier without it making the vertices rigid. I want the cylinder to be smooth so I can model something like a cup. Even after I add the subdivision surface and then put smooth shading the vertices are still rigid and pointy and even when I subdivide it as well.


texts:
So I recently encountered an error where I cannot add an armature to my mesh, so I reinstalled Blender and the issue still persists, I've tried looking up other answers, there's no vertex weight groups, I've tried to add/remove armature modifier but nothing seems to work.

Anytime I try to parent an armature to a mesh it's met with 'Clear parent'. I've tried clicking clear parent which does nothing, and now when I open other blender files the same thing happens.

I'm out of ideas on what to do, please does anyone know what's happening?


texts: How can I create text with a neat quad topology for deformation?

texts:
I was trying to do a simple text warp effect in Photoshop and the built-in effects didn't give me the exact shape I wanted, so I decided to give it a shot in Blender. Blender's versatility allowed me to easily warp and scale the text, but the problem is that the text mesh I created had extremely poor topology which doesn't deform well. Ideally, I would like to have a very even quad topology.

I can create the desired topology manually using the steps shown in the image below:

This allows me to use proportional editing lattice or bend modifier and get a clean deformation. However, this is quite time-consuming, so I was wondering if there is a simple function that will allow me to get a result similar to that shown in step 3. but a bit more automated to save time and allow iteration if I need to change the text? Basically, I need something like the dynamesh remesh feature of zbrush that takes an input mesh and slices it into an even grid. Does this exist in Blender?


texts: Why Mask brush in Sculpt mode won't paint mask?

texts:
I'm trying to create a layer on the head of my character from which I'm going to create  its hair.

My problem is that whenever I use the Mask sculpt brush, neither nothing is colored nor any change is applied. I think this problem is caused by the fact that something is blocking me from using Sculpt mode. In fact if you look at my screenshot closely there is a dotted line along the Toolshelf menu and in the bottom of 3D View editor.

Can anybody help me please?

I use this video as reference.

It s a timelapse video therefore i'm not able to see all the settings the author uses.

P.S. I'm not sure if a material or a UV map is needed, anyway I don't have them yet created for this model.


texts: How can I map a texture node, using a factor similar to pointiness, when the mesh edges are too rounded?

texts:
I'll try to clarify. I have a guitar body mesh.

I want the front & back to have a lighter wood texture.
I want the sides to have the same texture, but stained darker.

Here's the tricky part: the darkened wood texture should extend a short distance 'beyond' the sides, and into the front and back of the guitar. Here's a pic of what I mean:

Is there a node setup that lets me do this without texture painting?
I tried pointiness but it doesn't work, maybe because my mesh is a mess, or the edges are too rounded.

Here's where I'm at so far - I can target the sides by using a geometry node. Sort of like saying "apply the texture to faces parallel to the local Z axis". But you can see the issue - the green color doesn't bleed into the front and back, it strictly covers the side. The color ramp doesn't help. Is there some way to extend the green area a few inches onto the front+back faces?


texts: Trouble file StringProperty subtype FILE_PATH

texts:
I have a StringProperty(subtype="FILE_PATH) and I am trying to make it so the user selects a folder and then a file is saved out to the location, but the filepath comes out looking really funky.

The folder selected is D:\Pictures, what the StringProperty shows is //..\..\. What is going on here?


texts: Translucent polyurethane gradient material node setup

texts:
Trying to recreate this gradient of cast polyurethane pieces in blender. Each of the x10 pieces is its own colour along the gradient. My limited knowledge has kept me in the principled shader unfortunately.
Rough colour codes...
#1 - E9C64C
#2 - DFB243
#3 - D49E3B
#4 - C78B35
#5 - BA792F
#6 - AB672A
#7 - 9C5625
#8 - 8C4621
#9 - 7B361C
#10 - 6A2717


texts: When upwrapping to make a uv map I did NOT select the edge, back or side faces of these objects and yet the image I'm mapping gets miniaturized and repeated to these faces as denoted in red.  Suggestions?


texts: Constraints or rigid body for shoe on pedals?

texts:
I'm still learning Blender, so I need a little guidance regarding which methods I need to study next.

I've got a shoe that will operate the pedals of a truck:

I need to animate the shoe pressing either pedal, and moving from one pedal to the other. (Yes, eventually I'll want to add a leg, but I'll worry about that later!)

The pedals rotate independently around the horizontal axis at the top of the struts. I want to make it so that when I apply the shoe to a pedal, the pedal will rotate in response to the motion of the shoe.

To make this happen, do I need to use constraints? (Remember, I'll need to lift the shoe off one pedal and put it on the other.) Or, should I use rigid body simulation?

(Later, I can add a lattice deformation with shape keys to the shoe if I need to accommodate the contact area between the shoe and the pedal; but I'll only do this if it's visually needed.)


texts: Create an Arrow of adjustable length but constant head dimension

texts:
I use blender to create short mathematical animations.
For analytical geometry I need images of vectors of variable length.

Often I use a cylinder with a joined cone on top. Now, when I scale the local x-axis, both joined objects are scaled.
I'd like the "arrowhead" not to change the dimension while scaling.

What can I do?


texts: by default baking sound to f-curve is going to work with the wave amplitude. If instead of the amplitude I want to map to frequencies of the wave, what would you suggest?


texts:
I want to create a dark material in cycles that is strongly reflecting the HDR. That would be no problem with a bright color but a dark color seems to swallow the reflection. Why is that?

I tried to increase the brightness of the HDR with RGB-curves but than my bright materials are overexposed.

What node-setup do I need to bring back the reflections in the dark material?


texts: How to get the Transform panel to show up again in Video Sequencer?

texts: You know anytime you Move, Rotate or Scale something in the 3D Viewport, a box pops up in the lower-left corner that shows how much and by what axis you did the transformation? This is super handy because it lets us precisely overwrite our transformations on objects. This used to pop up in the video sequencer also, but I started a new project using the Video Editor loadout and when I transform something, it doesn't pop up. Hitting "T" doesn't make it show up either. Where did it go? How can I get it back? I need it. This is Blender 2.80 on Windows 10, btw


texts: Somehow my faces have turned into weird polygons and I was wondering if there was a way to change them back to quads and also flatten out the surface of the donut so they don't stick out as much.


texts: Extrude along normals, stuck going diagonally instead of inwards/outwards

texts:
Folllowing a tutorial series and for the love of me can't get Blender to replicate what Alt+E > Region (Vertex Normals) does in their example.

Select all linked geometry
Alt+E > Region (Vertex Normals)

I negated this by using the thickness modifier to achieve the same results but given this is a tutorial series, I wanted to learn things the way they're showing.

In my Blender it extrudes diagonally only, can't get it to scale inwards like in the picture.
I've tried pressing x,y,z and middle mouse to possibly change the axis/way it is scaling.

Does anyone know why this happens?

Thanks.


texts: Is this a stretched model? texture? im not sure what to call this or how to fix it

texts:
Im not sure what to call this or how to fix it. Basically, i am trying to prepare a model to import it to VRchat. However, I'm having some issues here. Does anyone know a way to fix this?
https://imgur.com/a/bhOmbSl


texts: How to get the end node of a tree in python?

texts:
From a given node tree, what is the most reliable way to get the end node being used for output, if any?

My current approach is to check for the correct output type for the tree (OUTPUT_MATERIAL, OUTPUT_WORLD...) and for is_active_output:

nodes = node_tree.nodes

for n in nodes:
    if n.type == 'OUTPUT_WORLD' and n.is_active_output:
        return n

return None

However, I see no guarantee that there is only one node with is_active_output (I can set this to True in multiple nodes).

The ShaderNodeTree has an active_input field, but the value is -1.


texts: Hair particles not appearing in cycles mode

texts:
I have some hair that I've created in one of my projects. At some point, somewhere, I must have pressed a hotkey by accident, because now none of the hair is rendering in Cycles. It fails to appear in both Cycles rendered viewport or in a full Cycles render. The hair does show up in Eevee and every other viewport mode.
Potentially useful info:

Just as a test, I started another project and was able to get hair particles to render in cycles. I also created another object in this file and tried to put some hair on it. The hair on the new object also didn't render. So it's particular to this blend file and seems to be some sort of global setting.
Note that there are actually three hair particle systems in this
file (eyebrows, upper lashes, lower lashes), and none of them are showing up. So I don't think it's a setting specific to the particle system.
Nonetheless... in the particle system render settings for all three systems, I have "Render as" set to "Path", so that's not the issue. Also, there is a material applied to the hair, but the problem is not solved by deleting it.
None of the "Hair" options in the Cycles render settings have any effect.

I've googled this extensively, and there's apparently a setting called "ray invisibility" that you can turn on or off, but all of information about it I could find are from earlier versions of blender and I can't find this setting anywhere in 2.83. I don't know if that's the problem, but somebody please tell me where to find this setting so I can test it.
Please help, this problem has ground my project to a halt and I feel like I'm losing my mind here.


texts: mesh shakes and detaches from my armature when in pose mode

texts:
when i try and move the arms in pose mode its a bit fidgety all though works no problem. if i try and rotate or move all the bones at once the mesh jumps out of the armature and sort of rattles when i move it. i used vertex select so all the parts of the mesh either have full or zero influence. im aware that its a difficult mesh to rig so maybe thats the issue?

blend file:


texts: Square room, walls to bend to create round celling angles

texts:
I created walls from 2D plans. In reality, the ceiling angles are rounded. The roundings are quite marked. The ceiling corresponds to a luminous square (in yellow).
1. can the red and blue vertices be glued together again to recreate the rounding?
2. Is there a simpler method? Connect to the ceiling square for example? on delete te top of the walls to recreate the round-angle celling ?


texts: Hair Particles / Gras poise over plane in camera

texts:
I have some troubles understanding camera in blender.

I take a mesh plane object and set up a simple particle system.

In Orthogonal Mode the scene looks like expected. I put three images in one because I am not allowed to upload more than 2 images.

In Camera View the stupid problem happen: Some hairs are above the plane. I upload you the rendered image to see it better.

Thank you!


texts: How to get Python multiprocessing module working on windows?

texts:
I am trying to run a script within Blender that utilizes multiprocessing module.
According to documentation it is possible to use it ( see note at the end of "Strange errors using ‘threading’ module" ).

  Pythons threads only allow co-currency and won’t speed up your scripts on multi-processor systems, the subprocess and multiprocess modules can be used with Blender and make use of multiple CPU’s too..

So I tried running below script within Blender:

from multiprocessing import Pool

def test( v ):
    print(v)
    return v

p = Pool(2)

print( p.map(test, range(5) ) )

This however spawns as many new Blender instances (with separate windows) as there are workers in p (in my case 2).
Also it spews in System Console :

Can't read file: "C:\Program Files\Blender Foundation\Blender\-c", Unable to open the file.
Can't read file: "C:\Program Files\Blender Foundation\Blender\from multiprocessing.forking import main; main()", Unable to open the file.
Can't read file: "C:\Program Files\Blender Foundation\Blender\--multiprocessing-fork", Unable to open the file.
Can't read file: "C:\Program Files\Blender Foundation\Blender\2888", Unable to open the file.

I also thought about using os.fork() to do the same thing, but sadly Windows does not support that.

I've been looking all over Internet, but so far I was not able to find even one example proving that documentation is correct.

The only thing I found was thread on blenderartists.org, but it is locked and with no responses.

Update: This is a windows spesific limitation in the multiprocessing module. ~ideasman42.


texts: How to rotate a procedural texture on a single object?

texts:
When several objects share the same procedural material, how do you place it on an individual object the way you want to?
For example, how do you rotate the texture on one object, but not on other objects with the same material?
For image-based textures, the answer is simple: you can edit each objects's UV-coordinates. But how do you do it for procedural textures?
I know you can rotate procedural textures by using a mapping node, but that causes the texture to rotate on all objects, not just a single one:

I'm sure that must be a simple solution for this. I can't imagine you'd need to make a seperate material for each individual object.


texts: Blender 2.8 Array modifier rotating individual parts

texts:
I am currently trying to model a snake with the array modifier. I want the snake to go around the pole (as displayed in the picture) but I want the red (belly) of the snake to be in contact with the pole (as in this video: https://www.youtube.com/watch?v=wInhCU79_IY&list=WL&index=23&t=465s timestamp: 7:59) . At the moment you can see that it is facing towards the outside of the curve.
Does anyone know how I can fix this?
I have tried to add an empty and use that as my object offset but this makes it so that the different sections of the snake are not connected properly.


texts: How to import data for fluid simulation?

texts:
I'm trying to import in Blender some fluid simulations, created externally with other programs (e.g. Fortran..), in order to give a 3D feedback to the estimated data. I know that it's possible to do and that it's very easy too.

Anyone can suggest me any solution??


texts: Animate a circular deformity moving across the edge of an object

texts:
Can we make a circular deformity move across a plane as a wave like those characters from Toy Story:

Can we make the same effect in blender between two planes?


texts: Apart from artistic purposes, what are some practical uses of negative, zero or positive anisotropy? I do understand how it affects the scattering direction but I am not sure when is it useful.


texts: How to bevel something on only some faces?

texts: I want to bevel on the side edge(red arrow) but not up at the top part(blue arrow)


texts:
I have this: a plane, as you can see.

Object mode:

And a Curve:

When I try to create a rolling mat effect, using the curve modifiers, the plan is deform like this:

What I want is to keep the mat dimensions. Thanks.


texts: New blender user here working on a sword tutorial and I'm stuck trying to scale this handle. I created an edge loop on the top of the handle, however when I try to scale the edge loop down, the scale does not happen uniformly: the other edges of the edge loop scale down, but the edge selected to create the edge loop does not scale in as well, and in effect the handle becomes warped. Any suggestions? Posting photos as well. Thanks!


texts: Fast way to move one vertex point to another in the UV/Image Editor?

texts:
Is there a fast way to move one selected vertex point to another point in the UV/Image Editor?

You can select the target point, ShiftS, Cursor to Selection, select the point to be moved, ShiftS, and Selection to Cursor, but this takes a long time. Is there a faster way?


texts: Can two windows be active at the same time?

texts:
I'm working with two monitors in Blender 2.70 on Mac OS 10.9.2. Now when I add a second window by Shift Leftclick on a split area, only one of this windows is active and expects direct input. This is a big problem, since anytime I want do do something in the not active window, I have to click once in the window to make it active before I can start editing something.

• Is this OS specific? I tried to deactivate all of apples new multi monitor enhancements, but the problem still exists.

• Is there a user setting I missed? None of the tutorials I found on the web so far mentioned this problem nor how to solve it.

Thanks!

Edit: The best solution I found so far for Mac OS is a tool called "Zooom/2" which allows, amongst other things, to automatically focus on the window under your mouse cursor after a given time. The default is 0.25 seconds. This seems to work, but I'm not sure how I like it on a daily basis. I'll evaluate for a while. I found this in an other thread called: "How to focus on different windows across multi-monitors to hit a hotkey?"

However, this should be something that could be handled by Blender itself. It works just fine with Cinema 4d. There's an option that allows you to define a second window as a "Main Window" as well. After doing that you can click and edit anything in that second window without first activating it.


texts:
I seem to be having problems repeating a walk cycle. The book I'm reading says to adjust the scale and set it to repeat 5-6 times. The walk cycle itself is about 40 frames. Though I've scaled it to make it longer and it repeats, the cycle only lasts 40 frames and then resets. It doesn't reach the end of the bar, which is scaled to 120 in the NLA Editor. Is this supposed to happen? Or is it supposed to reach the far end?

Thanks


texts: why are my cones upside down using the blender api?

texts:
I'm trying to create some supports dropping down from the face of a shape.
However when creating cones at the base they are all upside down.
If I copy the output text for one of the cones back into the console it creates a cone in exactly the same spot but up the correct way.
What am I doing wrong?

import bpy
import math

import bmesh

#The relevant faces should already have been selected in edit mode
#The context can be edit or object mode

# get current mesh
current_mesh = bpy.context.object.data

# create empty bmesh, add current mesh into empty bmesh
current_bm = bmesh.new()
current_bm.from_mesh(current_mesh)

#bpy.ops.object.mode_set(mode = 'EDIT')
wX =  bpy.context.object.matrix_world[0][3]
wY =  bpy.context.object.matrix_world[1][3]
wZ =  bpy.context.object.matrix_world[2][3]

print(wX,wY,wZ)

def support_below(x1, y1, z1, x2, y2, z2, r):

    dx = x2 - x1
    dy = y2 - y1
    dz = z2 - z1
    dist = math.sqrt(dx**2 + dy**2 + dz**2)

    bpy.ops.mesh.primitive_cylinder_add(
        vertices=3,
        radius = r,
        depth = dist,
        location = (dx/2 + x1, dy/2 + y1, dz/2 + z1)
        )

    ## really strange - these cones are all inverted, but if I paste the context output into the console they're correct
    bpy.ops.mesh.primitive_cone_add(
        depth=dist/10,
        location=(x2, y2, z2),
        scale=(1, 1, 1),
        )

    phi = math.atan2(dy, dx)
    theta = math.acos(dz/dist)

    bpy.context.object.rotation_euler[1] = theta
    bpy.context.object.rotation_euler[2] = phi

selected_face_locations = []
for face in current_bm.faces:
    if face.select:
        selected_face_locations.append(face.calc_center_median())

curMode = bpy.ops.object.mode
bpy.ops.object.mode_set(mode = 'OBJECT')
userSelection = bpy.context.selected_objects
for face_location in selected_face_locations:
    x = face_location[0] + wX
    y = face_location[1] + wY
    z = face_location[2] + wZ
    support_below(x,y,z,x,y,0,0.1)

# return back to original
#userSelection.select
# bpy.ops.object.mode_set(mode = curMode)  # sadly this doesn't work :-(
#print (curMode)
#if curMode == 'EDIT':
#    bpy.ops.object.mode_set(mode = 'EDIT')


texts:
CubeSurfer add-on by Pyroevil currently does not work with Blender 2.8, so I am searching for a good replacement, but my searches have come up dry.

OR

If any of ya'll have figured out a way to force CubeSurfer to work, I'd be really happy with that as well.

I'm currently just using the metaball method, but the results aren't nearly as clean as CubeSurfer when making fluids with particles.


texts: My UV map for importing images is a total mess

texts:
I am a Blender newb and I'm trying to import an image and apply it to the face of an object (a panel of a tradeshow booth), but when I try to apply the image to the right face, my UV map is a total mess.

Some sides are large, others are small, sides are overlapping others, it's just so weird and impossible to work with.

What is happening and how do I get it to stop? How do I get it to just show a simple, unfolded cube that I can easily align my image to one face of?

PS, the image I'm trying to apply looks weird, I just blurred it for confidentiality purposes.


texts: What causes this deformation when switching to FK mode?

texts:
I created a walk cycle where the person moves from point A to point B.

I added a circle in object mode, then I added the constraint in pose mode. But when I put in forward X up to Z I get this amazing deformation of the object!
What is the problem? It seems that the problem occurs during the switch between IK and FK modes. Until now, I could not understand these tools.

Why do I lose the motion? In fact, When I try to execute the walk cycle in FK mode using the snap buttons, I lose all motions in IK mode!


texts:
I'm quite a beginner, and I was following a tutorial to learn how to use dynamic sculpting when, all of the sudden, it stopped working (I tested with the snake hook tool thingy, and it isn't incrementing more mesh.). The last thing I remember doing that was different was using the simplify tool to remove artifacts of me being a noob at this. :P

Is there any kind of action that after being done doesn't allow going back to dynamic?

I did a quick search and found nothing; sorry if this is asked a lot. :/


texts: How to make sure the final bone in an IK chain doesn't rotate?

texts:
I've got a chain of inverse kinematic a bones, and I want the one that I grab to be unable to rotate while it is moving. How do I do this?

My setup is a rigged car assembly arm: http://sendvid.com/8z51fsgm

When I move it, the end of the arm points towards the cursor rather than simply translating up/down/left/right like a real arm. Example: https://www.youtube.com/watch?v=xglALqtKGAc

Notice how the arm's grabber tool never rotates absolute to its surroundings. The rest of the arm knows how to rotate in such a way that the tool never has to. How do I do this in Blender?


texts:
This might be a common question, but I can't find anything about this problem in particular since Im not sure what this effect is called in technical terms.

Most painted walls I see in real life have, when seen at a certain angle in sunlight, an unevenness to them. In the roughness/gloss.

I see that most skilled 3D artists recreate this in their renders when doing interiors with white walls etc.

I've tried to achieve this in Cycles using a noise node plugged into the roughness. I doesn't seem to be the right way to go though, since other people get a result much closer to reality.

I snapped the attached image earlier today just to clarify what I mean. It's an exterior wall but the effect is the same for interiors. This wall seems to have  a flat diffused color when viewed from the front. This effect only shows from this angle.


texts: How to weight all vertices for a selected bone?

texts:
I have a mesh that I tried auto painting the weights on. It didn't turn out as expected see this screen shot:

I'd like to set the weight on all vertices for that bone to 0


texts: Multires subdivide causes distortion, what can cause this?

texts:
Subdiv1

  Subdiv2

  Subdiv3

Already tried fixing normals and merging duplicate vertices. Any idea
why else this might happen?


texts: Bottles with balls inside - PHYSIC SIMULATION

texts:
I want to create in blender a realistic physic simulation with bottles that have balls inside, first example is created Blender and the second in another 3D software. How to create this simulation in blender? I have to checked the normals, applied all transforms for scale, position and rotation, set Origin > origin to geometry, increasing the Steps per second and Solver Iterations in the Rigid Body World settings (I tried with the maxima 1000 and 100), set collision shape to Mesh and tried 0.4 or 0 as margins and source to final, but doesn't work..., the simulation is a mess...

I have attached here the blend file, Who can help me how to configure the rigid body settings to achieve a realistic result similar with the second example ?

Here it is my blend file:
https://drive.google.com/open?id=1hFKMqcwAECv01WKFnYMo5G4z8hgmvUSz

Who can help me... ?


texts: AlphaMasked Images showing up with pink instead of texture (Cycles) V 2.78

texts: I'm trying to create a nature scene with some plants which require alpha-masked images for the leaves. But whenever I UV unwrap them, the objects get coloured pink.


texts: Blending Floor and Background to appear as one

texts: How can I make my horizon/edge of my reflective floor either transparent or blended with the background, so you only see the RVs with shadows and reflections? So far all I've been able to do is set up more lights over the floor's background edge to blend in more, but I need it gone. I'm attaching a picture. I'm still new to blender, so please be specific. Thank you in advance.


texts: Imported Armature Stretching Mesh When Posing

texts:
For the sake of practice and learning, I imported rigged arms to work with animations and rigs. However, whenever I try to pose the hands, the fingers get stretched and distorted.
I've checked my import settings, and triedCtrl+A applying scale. I am not experienced enough to tell if this is an issue with how the armature was imported, weights, or the armature itself.


texts: following this tutorial on youtube I cannot get my ocean visible as anything but blank white in rendered view. The London eye also has a very rough material and also only shows up as blank white. When I made the ocean in simulation I had to scale it up hugely to correspond to what I have made. Might this be the problem? should I be scaling everything down at this stage instead?


texts: Convert hair particles to mesh, while keeping them deformed by armature

texts:
I use a new workflow to map some fur on my characters using vertex weights, i wonder how i could convert the hair (or fur here) particles to mesh, while keeping them deformed by the armature i use with my character?

Or if you know any other way to export the mesh with the hairs as mesh, and deformed by the rig?

On top, the hairs are not yet converted, they fit the deformation of the armature, on bottom, hairs are converted, they don't follow armature anymore.

I want the hairs to keep being deformed by the armature, like on top picture, even after the "Convert" button is pressed.


texts:
I am retopologising a mesh using shrink wrap modifier, but some of the vertices jump about when being dragged for alignment:

For example if I press G and drag the vertex below to the right a bit it, it will jump to the right hand end of the mesh.

Any ideas what is going on here,

Regards

Thanks for your responses hawkenfox / cegaton,

I have looked further into your suggestions.
As requested more info in screen shot with 3DView status bar.

Note: "Snap during transformation" NOT enabled.
"Type of element to snap to" is Increment, also tried "Face" as you suggested but no luck.

I am new to the shrinkwrap modifier and its settings.
I'm not sure what or where "Snap onto Self" and
"Project Individual Elements on the surface of other objects" are.
Here are the Modifier settings:

I have used this method on another mesh without any problems and only certain vertices on this mesh seem to be a problem.

I hope this helps

Regards

Yes, the shrinkwrap tool is used with the "bsurface" and grease pencil tool to speed up the retopology process. ;o)


texts: How to bake one single mesh in 3 textures for Unity?

texts:
I need to bake different textures for this house (it's a unique mesh) but I don't know how to do that. I need to bake a texture for the floor, one for the walls and one for the ceiling in 3 different files.
Is it possible?

THIS IS NOT THE SAME QUESTION OF THIS POST (How do I bake a texture using Cycles bake) I need to know how to bake a single mesh in multiple file


texts:
I purchased an animated model of an opening book originally designed in 3ds Max and have been working on converting it to a COLLADA file for use with Apple SceneKit. I was able to get the vendor of the model to convert it to a Blender file, and theoretically Blender can output .dae.

I noticed that the animation was too long, with a delayed start, and continuing several seconds after the book was open. So I thought the right thing was to use the Dope Sheet to delete the unnecessary keyframes, and then shift the remaining keyframes back towards t=0. But As you can see in this screenshot, even after doing this, the timing of the animation is unchanged: the book is still only partially open when the Timeline scrubber is past the last keyframe.

This is my first time using Blender, so please don't hold back on spelling it out for me (e.g., key shortcuts to perform actions).


texts:
I know this question had already been asked.

The normal brush in sculpt mode on Blender doesn't work

But that didn't help.

It's my first blender model, but i already sculpted the body, boots, gloves and other stuff without problems.

Here's the mesh+topology I try to sculpt

After switching to sculpt mode it looks like this, with a multi-res of 2

However, if i try to sculpt it, no matter what brush, nothing happens. Even with strength at 1.0 using the flatten tool, or using the Mask tool.

Applying a solodify didn't help.
Neither did deleting the multi res, duplicating the mesh and reapplying the multi-res.
Nor using subdivision first and then a multi-res.

I tried using Alt+C "Mesh from Curve/..." and still no success with sculpting.

After enableing dynotopo and trying to sculpt, a switch back to edit-mode showed new vertices. But no changes to the actual 3D form in Sculpt/obejct/edit mode. Only new vertices.

I always tried both my wacom tablet and my mouse.

I can still sculpt the character, boots and other stuff (hidden, but listed in the outliner) in the same Scene. These are created from a cube and not planes though.

What am I doing wrong? It should be possible to sculpt from a plane, I looked it up in tutorials and such.


texts:
I have been struggling for more than a week on how to unwrap this shape:

The two ways that worked are the "Project from view" and "cube projection", but the texture stretches among the Y axis when they are applied so it must be uv unwrapped.


texts: Blender 2.8 display a subdivided view of the mesh, but without applying subdivision to the object

texts: When I press 3 on Maya it shows me a subdivided version of the mesh without subdividing the mesh, how can I achieve the same result in Blender 2.8? also, I should mention I'm emulating Keyboard Numpad because I don't have a big traditional keyboard.


texts: The machine that I'm currently using is an extremely slow netbook. Whenever I go to change user preferences in Blender, it stalls out. What I need to do is activate the "emulate 3 button mouse" checkbox. Is there a way to do this via console/script?


texts:
If I set a hair particle system and then scale the object for some reason,
all the settings I have put in PS are lost.

It does not resemble to original look I've set.

How to scale the object so that PS hair scales along with it ?

EDIT: hair.blend


texts: how to change the texture of the material from polished to natural chipped

texts:
I have a picture of polished granite. I want to transform that material so that it looks like natural chipped as attached below. first of all is it possible if so how?
1) I tried creating a normal map of natural chipped but my reference image is very small so I cant use it on the larger surface without tiling
2) how do I transform the polished granite to look like a rough granite, I have no idea on how to approach this


texts: Textures appears in Blender Render but missing in Cycles Render

texts:
I have the following object loaded in Blender Render Mode

However, in Cycles Render my UV map disappears

Is there a way to get around this problem?

Thanks


texts: Transparency without transparent material in Cycles

texts: Is there a way to have an object (for example a small ring behind this cube) that is appears to be in-front without cube being transparent? I want the ring to still be green and I don't want to see the background or the cone bleed through the cube. Is it possible to move one object 'in-front' of another while it is actually behind? Hope this makes sense. Thank you


texts: Where's "link object data" When creating new scenes?

texts: There used to be an option when creating new scenes to link only object data and not the "object" itself, so every object in the new scene could have its own transformation values. Is there any workaround? And is there any particular reason why this feature was removed?


texts: I can't add or subtract weight paint from some parts of the mesh

texts:
I have this problem where weight paint is applied to the wrong vertices on my character mesh, for example, the left thigh bone has weight mainly on the right thigh area and the left arm but hardly has any on the left thigh area where it should. When I try to add or subtract from the right thigh nothing happens (but I can add to and subtract from the left arm)

As you can see the left thigh (which is selected) is completely blue ---I figure it should have been mostly red and everything else should have been blue

This is the blend file save, hope it works

https://www.mediafire.com/file/355jizou7ib54c9/male_character_1.blend/file


texts: Jagged and pixelated edges from bezier taper on bezier bevel (Realistic lightning?)

texts:
I was trying to create a realistic lightning but if I use a taper bezier to curve the outer edges of the lightning bezier with a bevel, the edges get really pixelated and jagged. Also the mesh gets disconnected by the end. (See screenshot)
I was trying to put the lightning into another collection and another view layer, and then blur it in the compositor. But the layer with the lightning collection in it (its the only active one on that layer) is empty in the render layer node. But now I am thinking, "Is this even the proper way of fixing the issue?" All I want is for the taper to be not as jagged as it is.
What would be your solution for this?
All help is appreciated.
I included the current animated state of the lightning in my .blend file.

Blend file: Blend file Lightning


texts: Ok. In Blender Cycles, I have an Image Texture node connected with a Mapping node and the scale and offset is set so that the image is centered to the object's face(s). However, when I change the scale later in an animation it scales the image from the corner, thus I have to change the offset with the scaling to keep it center on the face(s). Is there some way of scaling the image from the center, so that I don't have to change the offset as well?


texts: Animated text body drops Playback FPS by half

texts:
I'm developing my first Add-On, its main purpose is to visualize Scientific Data (BlenderNC), I'm using Blender v2.83 (Mac OS 10.15.5, 16GB RAM, Radeon Pro 555 2 GB). As a feature, I want to animate text in the Camera view to display the daytime or step of the data on each frame. If the update text function is unregistered the Playback FPS is ~60 fps (Fig.1), however, once I register the function the Playback FPS drops to half (~27 FPS; Fig.2). I'm using the attached script to reproduce this issue. This drop by half significantly affects the display in Real-Time of scientific data.
Is there anything I could do to improve the Playback FPS?
import bpy
from bpy.app.handlers import persistent
import time

@persistent
def update_frame(scene,context):
    tic = time.time()
    time_t = bpy.context.scene.frame_current
    print(time.time()-tic)
    if 'Camera' in bpy.data.objects.keys() and time:
        tic = time.time()
        Camera = bpy.data.objects.get('Camera')
        size = 0.03
        coords = (-0.35,0.17,-1)
        children_name  = [children.name for children in  Camera.children]
        print(time.time()-tic)
        if "BlenderNC_time" not in children_name:
            tic = time.time()
            bpy.ops.object.text_add(radius=size)
            text=bpy.context.object
            text.name="BlenderNC_time"
            text.parent = Camera
            text.location = coords
            print(time.time()-tic)
        else:
            tic = time.time()
            childrens = Camera.children
            text = [child for child in childrens if child.name=="BlenderNC_time"][-1]
            print(time.time()-tic)
        tic = time.time()
        text.data.body = str(time_t)
        text.select_set(False)
        print(time.time()-tic )

handlers = bpy.app.handlers

def registerBlenderNC():
    bpy.types.Scene.update_frame = update_frame
    handlers.frame_change_pre.append(bpy.types.Scene.update_frame)

def unregisterBlenderNC():
    del bpy.types.Scene.update_frame
    handlers.frame_change_pre.remove(update_frame)

registerBlenderNC()

Example in Blender default scene, unregistered text update:

Example in Blender default scene, registered text update:


texts: Blender Material Preview Transparent Objects Bug (2.91)

texts:
Hello!
I am getting this error in Material Preview mode. Does anyone know?


texts: How to customize the top bar of the 3D viewport

texts:
I'd like to change the order of instruments on this toolbar (see the image attached). I'd like to bring blenderKit to the right corner and move all the shader options from the right corner to the center. Is it possible to do so?
I really need the shader and gizmo options in the center. I work on a small screen and if I add any extra editor type (like UV or image editor) they become hidden behind the outliner.


texts: I have a triangular space I want to fill with Grid Fill. The two long sides have each 33 vertices. So connecting them should give the vertical edges of the grid. The short side (on the left) has seven vertices. There should be 7 horizontal grid edges radiating to these vertices from the triangle point. How can I make Grid Fill do this?


texts:
I'm trying to create a 3-dimensional voronoi mesh as packaging for a 3D-printed ceramic part. I want to print it with a rubber like material to absorb against shocks.
I imagine a Strukture with a relative open outer shell and a dense core around the ceramic part.

My best attempt so far was creating the packaging and subracting the space that has to be left free for the ceramic part using the boolean-modifier.
then I added a particle system to the ceramic part and removed gravity in order to let them spread in all directions uniformily (more particles closer to the centre).
Based on these particles I used the Cell-Fracture-Tool where I removed the margin. After that I used limmited dissole and remove doubles to get rid of unecessary geometry.

Unfortunaly the skin modifier takes ages on my pc and the level of complexity so I couldn't get it to work/adjust it properly.
My other guess was to convert the mesh to a curve and give it a thickness. This works pretty well but I would like to get the corners just a little bit rounder and organic, but the subdivison modifier leads to a "stringy" resoult.

test without sudivision:

test with sudivision:

Does anybody know other ways to make a mesh with the features described where I have more controll over the resoult?
Help for a more uniform look of the resoult (is there a way to make particles speed up or to controll the way they spread -> like a dodecaeder grid?), or just how i controll the edges would be greatly appreciated!

P.S.: The object in the picures is just a Ico-Sphere inside a Cube!


texts:
I have a rather large tablet. When I pan the 3D view in Blender, I need to drag my arm across the whole tablet and it's a little tiring. I checked my shortcut settings:

But there isn't any parameter to change the speed of panning. Since I'm using a tablet so changing mouse sensitivity isn't an option either. Is there a way to speed up view3d.move?


texts: How do you stretch and then release a soft body or cloth so it springs back like elastic?

texts:
I have a soft body mesh and an armature.

I have one bone holding one end of the Soft body and another bone used to stretch the soft body.
I then want one of the bones to let go of the soft body so it springs back like a piece of elastic that has snapped.

You can animate the bone so it returns to the first position but this stops the mesh moving correctly.

Any ideas how this can be done?
It doesn't have to be an armature it could be empties, etc.


texts: True displacement not working in Blender. Any advice?

texts:
I'm following Andrew Price's (Blender Guru's) tutorial on how to make photoreal rope in Blender. As part of the tutorial, we are applying material and displacement from a free texture from Poliigon (link to texture: https://www.poliigon.com/texture/fabric-rope-001). After applying the material and displacement, we switch the displacement from the "Bump" setting to the "True" setting and hit Tab twice to see the results (link to video at time where those instructions are given: https://youtu.be/1drRNphACMc?t=868). In the video, the geometry of the mesh changes to have this very bumpy, ridiculous look. Mine looks like this instead:

As you can probably see, it is very flat and not textured at all. Does anyone know what I am doing wrong here? Any help would be greatly appreciated.


texts:
How to get rid of those edges?

When i try to disolve them loop cut stops working properly.


texts: How to simulate tablet pressure is sculpt mode?

texts:
I don't have tablet, but I need to make Blender change brush radius dynamicly, depending on mouse speed. Is there any way to do this? Maybe some third-party software that able to do this?

I'm already tried this addon but that's not exactly what I need (and also it doesn't work)


texts: Is it possible to expand/collapes all panels in a region with a keystroke or shortcut?

texts:
In particular, I'm looking for a simple way to collapse all the N and T panels.  I'm using a number of addons and things are starting to get a little cumbersome wheeling up and down to find something so I'd like to collapse them all at once and then expand just the one I want.

If not, is there an API that could make use of?

thanks


texts: Rigid body - Fall in fron of camera / loopable

texts:
I'm doing a footage with camera flying through scene, and objects are falling from top, sticking (and moving backwards) at ground plane.

Since footage has to be about a 2-3 minutes, I'd like to render only a little portion and loop it.

I believe the easiest way would be to create some particles, convert them into objects, apply rigid body modifier to all of them, and finally bake them into keyframes.

However, I don't need them to fall all at once. I need them to fall in front of camera as far the camera move towards scene.
Even more - I'd like to loop the animation, so object distribution has to be semi-random.


texts: Does Blender create large cached files on Mac computers?

texts:
I am still new to Blender (less than 1 year), and have read this post indicating that Blender sometimes creates large cache files.

The user - and thread - are regarding the use of Blender on a non-Mac machine. I have a Mac computer, and I immediately wondered if Blender had been creating large cache files on my computer over the past year I've been using it. It's generally a thing that creative apps don't really tell you until you find out at your own expense (cf Photoshop, Premiere Pro, After Effects...)

So, does Blender create cache files, and if it does, where are they located in my system?

Is there a limit to the size of these files or total size of the folder that I can define?

Also, is there a way to purge these files from the GUI, and what kind of outcome / impact will purging these files have on my current workflow? (will I lose baked physics, etc)?


texts: Can normal maps be edited after creation?

texts: I have some normal maps and want to edit them. Is there an alternative to do so without going through the process of baking it again, such as painting?


texts: Do we need corrective shape for shoulder deformation when arm stretch?

texts:
I am having problem with shoulder deformation.  I understand that I can use corrective shape.  But, I wonder if we really need too. Any tip would be highly appreciated.

Thank you.


texts: Difference between push/pull and shrink/fatten?

texts:
What's the difference between the push/pull and shrink/fatten tools in the transform menu in edit mode?

I noticed that they both do the same thing, so what's the point of making separate options?


texts: Why does my particle hair look way worse rendered?

texts:
I am using blender 2.82 and I can't understand why the particle hair looks flat. The project is made in Eevee.
If you need any other information, please ask!
Thanks!
-Mihai


texts: Putting grooves into a mesh and when booleans intersect I get a weird effect

texts: The Pictures should be the other way round but you can see that once this edge passes over the other bool edge I get this effect. What can I do to make this intersection?


texts: Rig Deformation: Mesh Deforms Badly When In Pose Mode - When No Pose Changes Have Been Made

texts:
I'm still pretty new to modeling and rigging, so apologies if this question seems obvious. But I tried to apply a skeleton and rig to a mesh I was working on. Things seemed to be fine, until I switched the rig from Rest Position to Pose Position: before I had even made any changes to the rig, it deformed the mesh heavily. The face seems to have been hit the hardest, sagging and being pulled forward around the mouth and eyes.

If it helps clarify things, I set the rig as the mesh's parent using the following path: "Parent>Armature Deform>With Automatic Weights". This was the Armature Deform option which seemed to be causing issues with mesh deformation, but it also seemed to be the mode which lent itself to posing most easily (the two are likely related, but I don't know how to troubleshoot this).
Do you have any troubleshoot options I can try to fix this, or can you otherwise recognize what the issue is? I'll attach the Blender model here for reference, in case you can find the issue here.
to save space, the model has been compressed into a .zip file


texts:
I'm trying to texture paint a character in Blender, and I am loosely following a tutorial, just so I know what I'm doing. So this is what I've done:

Went to the Texture Paint tab.

Created a new material (on my character) and then in Base Color, clicked on the dot on the right side and then clicked Image Texture. I then created a new texture with the size of 2048px.

In Object Mode, I clicked on the Shading arrow on the right, near all the viewport shading buttons, and then clicked Flat.

(This was either step 3 or 4,) but I saved the texture and placed it near my .blend file.

That's where I stopped, because it gave me the warning. This is the current screenshot of what the editor looks right now:

I've searched on the net already, and saw this article, but the suggestions weren't really helpful.
Also in the same question, I was wondering how the person got this:

Menu to show, as the GIF was to fast for me to catch it.
Also I have seen these questions:

I am not able to use texture paint (2.8)
missing files blender 2.82 Missing UVs, Textures, detected!

But none of those worked. In the question number 2, I did try to change mode to Single Image, but nothing worked.

Maybe I'm changing it in the wrong place?


texts: I'd like to know how to set the compression ratio for jpg's for a python script, that is baking ambient occlusion for me. I use the image.save() method of the baked image in the script.


texts: How to export a 'posed' mesh as an STL file

texts: I'm new to Blender and am trying to export a mesh that I've manipulated with an armature, as an STL file. It will export as stl in the 'rest' position, but when I pose it, then export as STL, then try to open STL file in other software, there is nothing. Is it possible to do this, or will it only export in the rest position?


texts:
My friend and I are trying to create a landmass for a nautical table top game. We want to create an STL file to 3d print. The piece is seaside village on a hill at the edge of the board.
This being my first blender project I sculpted the land from a plane and then added the buildings as cubes. Now I want to cut the edges of the landmass to be flat and filled in, and I am have a lot of trouble.
The first image is the model. The second image represents where I would like flat faces for the STL. These are cubes added for the purpose of a Boolean difference.
I have tried a couple of things.

Cutting the plane and manually filling all the vertices. Was impossible to get all vertices filled.
Extruding the edges down and then filling to bottom before trying a Boolean difference with cubes on the bottom and back (see the second image). Blender had a meltdown with the landmass disappearing entirely but the buildings remained (not sure why since they were already joined as the same object).

Please let me know if you have any thoughts.
Thanks!


texts: I have the latest version of blender and i downloaded a script called mesh_face_info_select.py which lets me select all tris quads or ngons of the mesh but i get an error when i use the script where the operator bpy.ops.mesh.select_by_number_vertices is not found. I assume that it was removed from blender? I have searched in google but didn't find anything.


texts: I've been creating some Helmets for my game, I wanted to add a little bit of character to the helmets, I'm going to try and design some of my own symbols / designs but I don't have any clue what the best way about using an image to create detail on an object ( protruding into the helmet ). My plan is to put a symbol around the "trim" of the helmet. I started to just use the cut tool but I quickly realized it wouldn't come out exactly how my design was, so I figured there has got to be a way quicker way to go about it. I searched around but I guess my wording isn't correct, I don't truly know how to explain in depth what I want that well. My english isn't the best.


texts:
None of these Greater Than nodes are working with fire sim, because Alpha socket is empty both in RGBA node and RenderLayer pass. The only way to see "alpha channel" is to uncheck Use Alpha in Viewer or Composite nodes (as on the screenshot).

Material setup for simulation is very basic: Flame/Density Attribute->Emission shader->Volume output


texts: How to make an "old glass" material in cycles?

texts:
I'm asking about the glass found in old windows. It is not just dirty, scratched, or with varied roughness, but it has irregular imperfections in the glass that make all sorts of distortions. Both when looking through the glass (like in the image below), but also and to a greater extent when looking at the reflections.

Image by TTaylor on wikimedia commons

Image by Stanzilla on wikimedia commons

Take a look at the pictures on this site or this page to get more of an idea what I'm talking about in the glass.

So how do I make this type of glass in a cycles material?


texts:
I am trying to weight paint my model however i keep getting weird splotches all over my model that look like this:

And cause posing errors like this:
When I paint out the splotches, other splotches appear when I select other bones. I have Auto Normalize and X-Mirror turned on like the tutorial i'm following told me to.

Why is this happening? Any help would be greatly appreciated.
The file is located here: https://drive.google.com/file/d/1wpkN-A2ze-snSMdZaGFut86E3KlOfTxa/view?usp=sharing


texts:
If you have some n-gon face, how to connect all the vertices so that you get all diagonals?

EDIT: n must be larger than 3.


texts: can't select armature bones in weight paint mode?

texts:
so for some reason, i can't select individual bones in weight paint mode (i'm on Blender 2.82 currently). I created my armature myself and pretty much left the default bone settings as is, aside from checking the "In Front" option in the viewport. I'm also using the default mouse button settings for 2.8, not the ones from 2.7

Any help would be greatly appreciated.

Thanks in advance. :)


texts:
I wanted to create a coffee and foam on top.

I used Blender Guru's donut tutorial. I saw how he made the coffee and foam, but I can't get things quite right.

The coffee looks dark on the top but the rest of it is light (transparent like water)

The foam in a distance (image) it kinda looks like one but things seem to be off (maybe the reflection or something causing it?), in another perspective it looks like there is no foam.

Here is two images I took (image of the coffee (screenshotted it since rendering it is slow) and the nodes/part of the material properties):

Here is the actual file:

If anyone can see and help what's wrong, I will appreciate it! Thank you!


texts: How to duplicate and move a selected edge in normal direction?

texts:
I want to duplicate a selected edge and translate it to another location, based on the normal direction.

(source: shshop.da.to)

This is my current code:

import bpy
import mathutils
import math

obj = bpy.context.object
me = obj.data
eg = me.edges[2]

nor1x = me.vertices[eg.key[0]].normal.x
nor1y = me.vertices[eg.key[0]].normal.y
nor1z = me.vertices[eg.key[0]].normal.z

nor2x = me.vertices[eg.key[1]].normal.x
nor2y = me.vertices[eg.key[1]].normal.y
nor2z = me.vertices[eg.key[1]].normal.z

x = nor1x + nor2x
y = nor1y + nor2y
z = nor1z + nor2z

norSum = mathutils.Vector((x,y,z))


texts: How to extrude while obtaining better topology?

texts:
I have an issue regarding the extrude operation.

If you avec a plane split in 4 face and you want to extrude each one of them in separate manner, blender will create 2 faces at the border each time. See shape 1 and 2.

Meanwhile I'm looking to get something similar to shape 3 where the topology is cleaner (now double face and less edges ).

Is there anyway to get this result in blender ?

Any help is welcome.

Here is the figure with face orientation in cas the other one isn't clear enough :


texts: Normalize all objects scale and rotation transforms

texts:
I have an imported .blend file, and some of the objects in the file look the same but have different scales and rotations. When I clear transform the objects wheels, frame, etc. (it's a bicycle) don't fit anymore. So my question is:

"Is there a way to make the objects vertices locations match the mesh's vertices locations i.e. make it look the same even when scale is cleared?"

before clear scale

After clear scale


texts:
I am stuck with a unique problem. I created some smoke per a detailed tutorial. It appears in the viewport but not during rendering with Cycles. I have attached both the snapshots and .blend file. I am using Blender 2.74.

The interesting thing is that even when I tried rendering an already-made smoke scene that I downloaded, it did not render anything on my system. Please help me out.

Blender file: https://drive.google.com/file/d/0B2piSDHkvL_6cDhoa1g2YV9ieUU/view?usp=sharing

Thanks and Regards Sabin


texts:
I'm trying to script a baking in network and it works but now I'd like to print informations for the user (clients whose are connected for example)

I tried to print those informations in the 3D_view but it doesn't work because of the "context"

Code:

import bpy
import time
import blf
import bgl
from threading import Thread

class OperatorMaster(bpy.types.Operator):
    bl_description = "Use this computer as master for baking"
    bl_idname = "baking.master"
    bl_label = "Operator Master"

    def execute(self, context):

        threadCatchClients = Thread(target = catchClients, args = [context]) #Create a thread for function catchClients
        threadCatchClients.start()

        [...] #Rest of code

def catchClients(context):

    h = context.region.height

    [...] #Some code

    # Draw
    if len(clients) != 0:
        pos_y = h - 50
        bgl.glColor4f(0.0, 1.0, 0.0, 0.7)
        for c in clients:
        # Draw text in this region.
        pos_x = 20
        pos_y -= 20
        _handle = bpy.types.SpaceView3D.draw_handler_add(drawInformations, (c, pos_x, pos_y), 'WINDOW', 'POST_PIXEL')
        context.area.tag_redraw()

    else:
        pos_x = 20
        pos_y = h - 50
        bgl.glColor4f(0.0, 1.0, 0.0, 0.7)
        _handle = bpy.types.SpaceView3D.draw_handler_add(drawInformations, ('No clients for the moment', pos_x, pos_y), 'WINDOW', 'POST_PIXEL')
        context.area.tag_redraw()

   time.sleep(1)
   while True:

        [...] #Some code

        if masterClosed:
            break

        else:
            # Draw
            if len(clients) != 0:
                pos_y = h - 50
                bgl.glColor4f(0.0, 1.0, 0.0, 0.7)
                for c in clients:
                    # Draw text in this region.
                    pos_x = 20
                   pos_y -= 20
                    _handle = bpy.types.SpaceView3D.draw_handler_add(drawInformations, (c, pos_x, pos_y), 'WINDOW', 'POST_PIXEL')
                    context.area.tag_redraw()

            else:
                pos_x = 20
                pos_y = h - 50
                bgl.glColor4f(0.0, 1.0, 0.0, 0.7)
                _handle = bpy.types.SpaceView3D.draw_handler_add(drawInformations, ('No clients for the moment', pos_x, pos_y), 'WINDOW', 'POST_PIXEL')
                context.area.tag_redraw()

        time.sleep(1)

And I have a ERROR:

    Exception in thread Thread-1:
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.79\python\lib\threading.py", line 914, in _bootstrap_inner
    self.run()
  File "C:\Program Files\Blender Foundation\Blender\2.79\python\lib\threading.py", line 862, in run
    self._target(*self._args, **self._kwargs)
  File "C:\Users\Admin\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\AxeonBakingTool\buttons.py", line 223, in catchClients
    h = context.region.height
AttributeError: 'NoneType' object has no attribute 'height'

Is there someone who can help me?

Thanks a lot.


texts: Icing is getting inside the donut in sculpting mode

texts: So I'm doing my first donut in Blender, but what I've noticed is that a big part of the icing is getting inside the donut in sculpting mode. It's completely normally laying on the donut in layout mode, but when I enter sculpting mode, the only thing laying on the donut is the edge of the icing. Please help. I'm also including some images of what it looks like.


texts: Color Shift when saving rendered image/video

texts:
Really frustrating issue going on. When I save a rendered image/video as any file format there's this super obvious color shift that occurs. It pulls down the saturation and boosts the brightness/highlights. The only solution I've found is to correct it via an image editor.
This seems to be the same issue as: color issue when save my render. But I am not very smart so idk what to make of the answer— if someone could give me a dummy walkthrough or explanation that would be soo helpful and appreciated.
I'm using Blender 2.92 on a MacBook Pro M1(I know, not ideal)
Rendered image is on the left and the saved image from render is on the right.


texts:
I'm somewhat of a beginner and I'm helping out a group of my friends by creating unity assets for them in blender. Recently I came across this avatar (made by Kevin Iglesias) and I've noticed its hand looks like it's made up of 4 bones, but is still considered by unity as a single bone (image below).

I can't find any mention of it anywhere; is it even possible to create something like this in Blender? Is it two different armatures that are parented with eachother?


texts:
The problematic edges are small, convex, sharp protrusions on a larger concave, smooth surface.  Edge split, smooth, and subdivision modifiers do not achieve the smooth surface I'm looking for.  Is there a way to force edges with larger than, say 290 degrees to become less obtuse?  Note that I describe the edge this way because that is the side of the surface I'll be viewing (not side of the surface with the equivalent acute angle).  Here's an example:

The mostly horizontal lines are where thin, jagged protrude out of the otherwise smooth surface.  Close-up:

Using the Smooth brush in sculpt mode with dynamic topology and Collapse short edge enabled gives (applied on various scales for demonstration):

This is close but is there a way to now make the 'crumpled'-looking surface become more like the other smooth surface?


texts:
in both Cycles and EEVEE, I can easily set an environment map using the nodes (Environment map node -> World) and use an equirectangular image as source. Equirectangular images are not very good at the poles, since they show a high distortion over there, why there is no way to use directly a cube map as environment map?
As far as I understand, an environment map in Blender is:
- the backdrop
- what it is used for illumination
- what it is used for reflections
- what it is used for shadows

Is it correct? Since AFAIK cubemaps are supported natevely from OpenGL, why aren't they directly usable in Blender? Of course I can put a large emitting cube in my scene, but I would do the same with an equirectangular image mapped on a large sphere, so why equirectangular are supported by using nodes and for cubemaps I have to build the cube myself?

Or am I missing something?


texts: knife tool 2.8- used in past with no problems

texts: Vertices are not appearing when I drag with the knife tool across the object in edit mode. Am I missing a toggle somewhere? I would include a picture/screenshot but wouldn't really show you anything except knife hovering above the object.  I have used this tool with no problem before and I am thinking maybe there is something disabled that is critical to the tool.


texts: Which view/panel will let me see and set an object's position?

texts: I'm a noob. While following a tutorial on using Spin, starting by creating vertices in Edit Mode, somehow my object's verts got offset from the Z axis. I had a devil of a time moving them back because I couldn't simply find anywhere to type in numbers to tell Blender to move the object's origin to 0,0,0. Where can I see and set any object's exact, absolute position?


texts: Is there a library of components for modelling buildings?

texts: I am about to embark upon learning Blender to product 3D models of a building project. Before I start, is there a library of components for modelling buildings?


texts: How do I make the mesh more jagged in sculpt mode?

texts: I'm using pinch, crease, draw and flatten brush to achieve the objective but it still allows some bumpy look. I want to make the mesh have a sharp edge like a square.


texts: Changing material in a non active scene from python (BGE)

texts:
I have two scenes, sceneA and sceneB, which I run in game mode. While I am running sceneA, I would like to change a material in sceneB (but only at a later stage move to sceneB).

I can access the objects in sceneA while in A by

    scene = bge.logic.getCurrentScene()
    print(scene.objects)

Is their a way how I could access the objects in sceneB, while in A?

    scenelist = getSceneList()

only returns scene A as that is the one who is active and

    sceneB.objects

gives an error of name 'sceneB' is not defined.

All help is appreciated.


texts: Hair particles rendered as objects using the emitters material for color. Is it possible?

texts:
I'm trying to make a stylized soccer field with grass.
I have a simple plane with a material that contains a grass texture and soccer field lines.
I'm attempting to make my grass with hair particles rendered as objects using the plane as my emitter. I have another simple plane that I want to use as my grass strand object.
So far so good.
I need the grass strands (hair objects) to get their color from the emitters material, depending on their position, so that the grass particles on top of the field lines are white.
This works by default when using hair particles rendered as paths.
But not when hair particles are rendered as objects.
Is this doable with hair particles rendered as objects?
(I don't really care if I have to use Eevee or Cycles)


texts: a problem with applying automatic weights

texts:
i have been following a rigging tutorial on you tube and then i encountered a problem with parenting the armature to my character
i right clicked the character mesh then the armature and i pressed ctrl+p and then chose the automatic weights option
the error was : bone heat weighting failed to find a solution for on for two bones
i have read several answers on the forums and here is what i have tried
1.removing doubles
2.selecting all the bones without .l and .r extensions and then s->x->0

and here is the .blend file https://github.com/phantomcoder1996/blendermodels/blob/master/man.blend


texts: How do i control a driver using an RGB node?

texts:
Lets say i got a node and i want to change the color of that node with another node using drivers

something like this, so if i have my RGB node color set to white, it changes the Diffuse node to white too, if its red it changes to red etc.
the goal is to make this possible with drivers only, i tried driving the Diffuse node to be controlled by the RGB node's RNA path but it didnt really work, it seems it can only control the driver with a value node or similar but it wont work with RGB nodes or color information. how can i make this to work?


texts: Texture flips when sphere is UV-unwrapping

texts:
When I make a UV-unwrapping for sphere, the texture is inverted (as in the image on the right):

I need continuous stripes (as in the image on the left). How to achieve this?

Note: I selected two cutting edges in the central ring.

Thanks in advance!


texts: How to access Normal and Tangential force values of objects during physics simulation?

texts:
I have a couple of soft body objects that collide with each other as shown below. My goal is to get information on the Normal and Tangential forces for the selected shape. I wonder, is it possible to access such information in Blender for the vertices/faces of each object for each frame, ideally through the Python API?

Based on what I see during the physics simulation (maybe not very obvious in this video) it is clear to me that the Bullet physics engine is able to calculate Normal and Tangential forces to simulate friction. So even if the Python API does not provide such information directly, I assume there should be a hacky way to access to such forces using Blender's source code. Any advice on this would be greatly helpful as well.


texts: I'm having a problem with textures not being applied to the material as you can see in the picture. It is possible to get it to work by clicking on the white X and manually selecting the image but it's too time consuming. Thanks in Advance.


texts: How to emit hair particles according to the normal of the emitter face?

texts:
I have a particle system of Hair type and would like particles to be emitted from only those faces which I set as vertex group. The emitted particles should have the same orientation as the normal of the face of emitter, which to my knowledge is provided with Normal setting in the Rotation rollout and there should be 1 particle per face.

Regardless of settings particle system emits them:

close to but not exactly on the location of vertices set to vertex group;
oriented quite a bit randomly, without any preserving of the normal orientation;
not according to the amount of particles set to be emitted per face.

What I want to achieve:

In the screenshot above: sort of particle emitter selected. "Sort of" because it wasn't created with particle systems (rather duplifaces).

What I get with particle system:

In the screenshot above particle emitter is selected and Edit mode is activated for it. Emitted particles are above it, and particle instance is behind it.

Important particle system settings which were changed:

I realize that this question is heavily related to Emit Hair Particle from Center of Face which ironically was answered by me but to my surprise I couldn't get particle system work like that in 2.79 RC2.


texts: How to map a mesh to procedural hair texture?

texts:
Im in Blender 2.8 eevee and I have a procedural hair texture that maps lengthwise to bezier curves automatically:

I need to map this on a curved mesh (eyebrows), but when I do a basic unwrap like this, or select the object in texture coordinate node-

the lines dont follow the eyebrow -

How can I map this procedural material to these meshes?


texts:
I have a project where several materials use the same texture.
I would like to have only a single material.

I have uploaded my project here:
http://pasteall.org/blend/index.php?id=45922

Could anybody please tell me how to do that?

Thank you.


texts: Customizing array objects with shared material

texts: I have an array of objects that share the same material. In addition to several other nodes, the material setup has a texture node hooked up to a mapping node. I would like to set the mapping rotation of the texture node independently for each object  in the array and keep everything else in the material the same. Is there anyway to do this?


texts:
I'm trying to get a plane without one face culled. I have tried to tick the "double sided" box in the object data, but it didn't work.
So i've tried to duplicate the plane, flip the normal and join the two planes, but surprisingly when in edit mode it was like the two planes were still separated, as i could rotate one plane and not the other.
The last choice is to solidify the plane, but i would like to find another solution.
Thanks in advance


texts:
I have character with hair added. And an animation running 4xx frames. And a hair/particle-system hopping along. And when I bake it it runs fine for most frames but every now and then it freaks out completely!
This happens using Blender 2.77 and 2.79 (same .blnd-file, fresh bakes)
Images here are neighbouring frames. First one OK second one absurd.

I have tried various settings for hair - now I have a version where I only really fiddled with the length. Nothing fancy. Straight out of the box hair.
The hair is added to a mesh that doesn't change at all - except location-rotation.

A possible explanation - PERHAPS - is that I have added the hair AFTER adding motion/animation. Not sure this can be a problem but I am looking for any kind of explanation.

PS. If this is a know problem with a known solution I have googled very poorly on the matter. A lot of searching and reading precedes this question.


texts: Get frame to frame object location Blender 2.81 +

texts:
I have a script which generates a curve path and sets an object to follow the path, I can see the object moving correctly in the animation move, and it also moves to the correct location (at least visually in the view port, the coordinates when you press n do not change) when I use bpy.context.scene.frame_set(desirved_frame). However, when I try to get the location and rotation of that object at the frame that I set, it just returns the original location of the object at frame 0. Below is the code I have used to generate the animation data and what I'm using to try and get the location.
curve = bpy.data.objects["curve"]
follower = bpy.data.objects["Follower"]
con = follower.constraints[0]
con.target = curve
con.use_curve_follow = True

bpy.ops.object.select_all(action='DESELECT')
curve.data.use_path = True

path_length_m = curve.data.splines[0].calc_length()
time = path_length_m / car_v_mps
target_fps = 30
length = int(target_fps * time)
print("Frames is: ", length)

anim = curve.data.animation_data_create()
anim.action = bpy.data.actions.new("%s-Action" % curve.data.name)

fcu = anim.action.fcurves.new("eval_time")
mod = fcu.modifiers.new('GENERATOR')
mod.coefficients = (-frame_start / length * 100, frame_start / length / frame_start * 100)

def get_ext(scene, depsgraph):
    obj = scene.objects['Follower']
    obj = obj.evaluated_get(depsgraph)
    print("Frame: ", scene.frame_current)
    print("Location: ", obj.location)

scene = bpy.data.scenes[0] #This is the only scene, == bpy.context.scene

for frame in range(scene.frame_start, scene.frame_end):
    bpy.app.handlers.frame_change_post.append(get_ext)
    scene.frame_set(frame)
    bpy.app.handlers.frame_change_post.clear()

I have also tried replacing the final loop with:
for frame in range(scene.frame_start, scene.frame_end):
    scene.frame_set(frame)
    depsgraph = bpy.context.evaluated_depsgraph_get()
    ob = bpy.data.objects["Follower"]
    ob = ob.evaluated_get(depsgraph)
    print("Location: ", ob.location)

Both methods just print out the original location of the object.
Reading this documentation I'm not sure how I would use the examples they show to extract the evaluated location and rotation from the class they register, or how to even call the execute method.
Below are some solutions and answers I have read and attempted, with no success:
How do I get a mesh data-block with modifiers and shape keys applied in Blender 2.8?
Updating a 2.7 script that uses frame_current to work with 2.8+
Number of vertices and edges report no changes after adding boolean intersect modifier
Location of an object at a specific frame
Handler frame_change_pre doesn't work in render
Sun object not moving when Rendering Animation
I'm really not sure what I'm doing wrong as some of the questions I've looked at are quite similar to my issue.
Thank you for any help you can provide.


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