texts: Using a large amount of lights inside a volume causes blender to crash

texts:
I've been attempting to make a concert stage animation in blender with the inclusion of lights, 48 for the stage referred to in this question. To achieve the look of a solid beam matching that of one in the real world I'm trying to use volume. Since the scene is fairly big and the animation is pretty long I decided against using a single volume field to cover the whole scene, this also allows me to change the colors for each of the lights independently. Instead, I've parented a cylindrical volume field to each of the 48 lights, that way there's strictly only volume where it is needed.

(A view of all 48 lights)

Now, upon rendering this however the process either hangs, or crashes all together. My computer isn't a monster but it's fairly powerful, and it's definitely capable of rendering volume. Matter of fact I've rendered scenes previously with more lights than this one and been fine, though those were using only a single large volume field. Considering this, I also tried using a single field opposed to the various 48 parented fields, but this provided even worse results when rendering and crashed almost immediately.

(Volume is noisy but this is an export with all 48 lights enabled, but only 7 volume fields enabled.)

Though I'm uncertain, nor do I have that vast of knowledge with blender, I'm led to believe that, since it's not the amount of volume fields, the problem lies with the amount of lights used within the volume. I can't do much for investigating this given that blender can't even output a file when attempting to render, even at low settings. At this point it doesn't need to be fast. Just being able to export a frame with all the lights and volume without crashing would be a success in my book.

Any help would be very much appreciated!

Here's the blend file.


texts: Ways to optimize run-time of _view_layer_update calls?

texts:
I've been working on an Add On project for a while to generate buildings/terrain procedurally out of "primitive" Blender objects as elements. As you might expect, one of the most common operations the Add On performs is to duplicate an object (and its children, as 'primitive' is interpreted somewhat loosely here, to allow for multiple objects related through parenting to serve as a single modular building block).
Recently, I've been trying to optimize the Add On's run-time a bit, and noticed that it seems to spend almost all of its time -- if I am understanding this cProfiler (https://docs.python.org/3/library/profile.html) output correctly -- updating the view layer:
   Ordered by: cumulative time

   ncalls  tottime  percall  cumtime  percall filename:lineno(function)
        1    4.202    4.202  116.476  116.476 make_building.py:32(makeBuilding)
      260    0.078    0.000  107.959    0.415 util.py:68(blDuplicate)
      260    0.005    0.000  106.569    0.410 ops.py:184(__call__)
      520  105.985    0.204  105.985    0.204 ops.py:155(_view_layer_update)
       1    0.002    0.002   56.751   56.751 make_building.py:132(generateFloorsWallsHallways)
       1    0.006    0.006   43.853   43.853 make_building.py:287(addCeilingTiles)

(pstats output truncated, but sorted on cumtime so I think this is sufficient to get the idea)
To be a bit more confident about this, I also setup this minimal example, run from inside a Blender Console inside a running Blender session:
>>> def dup():
...     bpy.ops.object.duplicate()
>>> import cProfile
>>> p = cProfile.Profile()
>>> p.runcall(dup, *[], **{})
>>> p.dump_stats(bpy.path.abspath("//") + "turkey_baster.dump")

This, similarly, seems to indicate that view layer updating is taking most of the time:
>>> ps.strip_dirs().sort_stats('cumulative').print_stats()
Sun Feb  7 12:00:42 2021    <filepath removed + "turkey_baster.dump">

         13 function calls in 0.233 seconds

   Ordered by: cumulative time

   ncalls  tottime  percall  cumtime  percall filename:lineno(function)
        1    0.000    0.000    0.233    0.233 <blender_console>:1(dup)
        1    0.000    0.000    0.233    0.233 ops.py:184(__call__)
        2    0.232    0.116    0.232    0.116 ops.py:155(_view_layer_update)
        1    0.002    0.002    0.002    0.002 {built-in method _bpy.ops.call}
        1    0.000    0.000    0.000    0.000 ops.py:40(__getattr__)
        1    0.000    0.000    0.000    0.000 ops.py:82(__getattr__)
        1    0.000    0.000    0.000    0.000 ops.py:180(idname_py)
        2    0.000    0.000    0.000    0.000 {method 'startswith' of 'str' objects}
        1    0.000    0.000    0.000    0.000 ops.py:79(__init__)
        1    0.000    0.000    0.000    0.000 ops.py:168(__init__)
        1    0.000    0.000    0.000    0.000 {method 'disable' of '_lsprof.Profiler' objects}

I haven't yet tried to look up ops.py in the Blender source to try to read what _view_layer_update is doing, but in short am wondering if there's much room from the Blender Python API to optimize this operation, or if I just have to accept this cost. I don't really have any idea what view_layer_update does right now, so I'm not sure whether there's much opportunity to reduce its cost.
(EDIT: in case it is pertinent, note that I'm working in Blender v2.83.2; I've been upgrading versions only slowly to avoid having to accommodate any assumptions I've made that the version upgrade would break)
EDIT2: I notice the layer update percall time is very small (0.001) on a brand-new scene, and I seem to be able to cut it down from 0.116 to 0.07 or so by disabling every single collection (except the Master Collection) from the scene. Maybe I could cut that down further by disabling or deleting still other data structures in the file (e.g., Materials)? I am not sure how practical that is as solutions go, but it seems like relevant evidence, at least.


texts: How to get the length of an mp4 video inside a node?

texts:
Work with python in blender 2.8 , i try to find a command for get the lenght of an video inside at image node.

ob = bpy.context.active_object
nodes = ob.active_material.node_tree.nodes

    for n in nodes:
        if n.name == "Image Texture":
            if n.image:
                video = n.image
                ##print(video.lenght)##


texts: How to Make Copy of Scene but change some things

texts:
So I am working on a scene with objects, cameras, lights, paths, etc. My goal is to make almost a complete linked scene, however I want to change key frames, minor positional changes, swapping out assets. In prior attempts I made a full copy and that duplicated the entire material list, a linked copy doesn't work because both scenes change, and only settings would just be settings.
Maybe there is a workaround, perhaps saving a version of a scene, and then maybe you could go back to previous versions and change new ones? Perhaps make a scene linked, then unlink specific obj or animations.


texts: How do I take a flat model and wrap around an axis like a wheel?

texts: I am making tread for a car and I made a simple pattern for one section and then duplicated it a bunch of times using an array. What I want to do now is take the model that is flat and wrap it around an axis to turn it into a wheel. How do I do this?


texts: Changes made in sculpt mode dont carry over to any other mode

texts:
I'm quite new to blender and have been stuck on this for a while, unable to find a fix myself or online and i have to assume im just being stupid or something.

Basically i made a 3d model using solely the sculpt mode, and coloured it using the texture paint mode, i later made changes to the model in sculpt mode again but the changes dont carry over to any other workspace besides sculpt mode, meaning every other mode goes back to the old model that i originally added colour to, so im unable to make any changes at all beyond sculpting.

The Red model below is the one that only appears in sculpt mode. Certain parts have been changed such as the lower portion of the beak being longer and the back of the head being smaller.

The Black model below is the old one that appears everywhere else, it is missing all the changes i have made since.


texts:
I have a mesh that I merged with CTRL+j, but when I enter edit mode there is still a seam and when I bevel it this happens:

How can I get it to do something like this at the vertex?

Here is the seam I was talking about:


texts:
Let's say I have LEGO model in Blender containing 1000 bricks (objects) and every single one has its own modifiers - is there a way how to apply all of them (well, I mean those objects that are selected) at once, so that I would not need to go manually all of those 1000 objects one by one?
Possibly rather in a form of simple addon instead of script so one could just click a single button everytime he needs?


texts: object list is not iterable and save directly in stl files

texts:
I'm a new blender user and I am probably missing something simple but trying this script
Save objects into separate blender files
to save multiple objects as separate Blender's files I get an error because it doesn't seem possible to iterate on a list of objects. Any suggestions? thanks
found bundled python: /Applications/Blender.app/Contents/Resources/2.91/python Traceback (most recent call last): File "/Text", line 10, in TypeError: 'Object' object is not iterable
ps is there an option to save directly in stl files?


texts: How can I dynamically show objects properties in the UI with python?

texts:
I'd like to work on an Addon project to build facades from imported Curves.

How can I dynamically display in the UI e.g. the spline's number of a curve and how many points it contains?
I've tried with an update selected_object method inside and outside the drawing function of my class but I'm not sure at all about that...

To me, it's a far fetch, I'm not looking for solutions, more for directions. Ultimately, I'd like to be able to select and sort for example "window" type splines and "wall" type splines before generating a meshed solid with window frames out of it.


texts: After I created a model then export it.In other programs such as Iclone 6 or Substance painter.The Object loads up inverted or with Backing Culling set.But the thing is i did not check the box in blender under the shader tab to set Back Cull on the model.While working on the object in blender its ok but after a export to another program its inverted.How to i fix this exporting problem.Also if i export it to Maya 2013 it also looks ok.


texts:
This is the effect I want to achieve using the node editor:

This is what I've come up with so far:

Node editor setup:

I'm using Cycles render. Any help would be greatly appreciated! :)


texts: Bezier handles (tangents) on spiral addon

texts:
I've added a spiral, using the spiral addon. It doesn't have bezier handles, nor does it behave like a Nurbs Curve, what can I do about that?

I want to curve the edge of the selected vertex, but I don't know how.


texts: Particle Rendering problem (looks like a texture rather than particle)

texts:
I'm trying to create a mountain in the distance that has a bunch of lights on it randomly to simulate populations of people. I'm using Blender's cycles render.

To do this, I'm using 3 different types of icospheres with a shadeless material to act as the light points.

Here is the nodes for the shadeless material, I have one in a yellow, white, and red variant.

I have these icospheres being used as children on a particle system on the mountain. So that they can be placed at random spots on the mountain.

I had assumed they would just be small points of lights on the mountains.
Unfortunately, upon rendering, they come out looking like a bad texture applied to the mountain, rather than just the small points. They render fine on the first few passes, then on the last, it squashes them into the weird looking texture thing.

Here's an example. (The circled area is just where I had placed the parent icospheres next to the mountain to display how it SHOULD look).

I don't think it's due to the samples, although I have been rendering at a pretty low sample size (around 50) just for previews.

It might be a problem with the actual particle settings, I just can figure out which ones.

Here's an image of my settings.

If anyone could help figure this out, I would be really grateful.

Thanks.


texts: Dope Sheet mode in 2.8 : is it possible to display Grease Pencil & regular Dope Sheet keys at the same time?

texts:
Is it possible to display at the same time "regular" keyframes from the Dope Sheet (eg. camera) and grease pencil keyframes, in Blender 2.8 ?

When retiming an animation, it is not very intuitive (and takes more steps) to toggle between those modes.

Any chance you can do both at the same time ?  Thanks !


texts: how can I render Smoke&fire in Cycles 2.79?

texts:
I`m attaching 2 screenshots to illustrate my problem, I made a generic explosion simulation which looks fine in Material\Object mode, and the next screenshot demonstrates what I actually get when trying to render it.
Tried to bake it, changed to CPU, nothing works. Would be glad to know how to solve it]1


texts: Where to start with UVW files and adding them to a object

texts: so I have ordered a model and textures from someone and they have sent me over the .fbx file containing the model. He has also sent 3 uvw files. I know it has something to do with wrapping or unwrapping but I dont know what to search to learn how to do this? Any help would be helpfull. Thak you.


texts:
If the orbital period of earth is 1, the period of Mercury is 0.241.

In the Timeline, I scaled Mercury to said period by pressing S, .241.

How can I get Mercury to continue it's motion rather than waiting for the animation to restart?


texts: Is it possible to speed up/slow down the preview playback of an animation in the Timeline?

texts: Using the Action Editor and in Pose Mode, I am editing the animation of my armature at 30 FPS. Maintaining that framerate, I would like a slower preview of my animation (like play at 50% normal speed)  in the Timeline when I press Alt+A. Is this possible? How can I achieve this?


texts: "Object has no attribute" in Blender Game Engine

texts:
i have a problem with this code,i want to create a custom mouse cursor in bge
i use blender 2.77
but i have something wrong like this

can't anyone can solve this code?


texts:
Does Blender cater for this kind of visual effect: https://m.youtube.com/watch?v=YD50NYOkyIg

in video files?

I can't find anything aside from Iron Man sculpture tutorials.


texts: I have a blender project that I need to complete and here's what I want to achieve. I need to copy a group of bricks so that they are opposite each other and I want to texture them blue. I would like to know the simplest method to copy all the bricks and paste them to the other side and texture them.


texts: Why is the material looking better in the layout workspace than in the shading workspace?

texts: What the title says. My material look lighter and worse in the shading worksapce and in the actual render. Why is that and how to change it so that the material could look like in the default layout.


texts: Unwanted Additional Application Instance

texts:
Somehow I ended up with a 'duplicate' instance. I must have accidentally pressed some key combination to get this. They appear to have different layouts (Check the bottom of the screen capture). Though I guess it doesn't prevent me from working on my file, I'd prefer to get back to working on a single instance.

Anyone have any experience with this issue?

Thanks,

Andy


texts: Why is GPU rendering is so slow compared to the CPU?

texts:
I recently bought a new configuration to increase rendering performance with Cycles. It's  an Intel Xeon E5-2620V3 6 core 2.40 GHz with 32GB of DDR4 ram. Video card is Nvidia Quadro M4000 8GB GDDR5. I assumed that GPU rendering should be faster than CPU rendering on this machine, but the opposite is true. For a rather simple scene (1000 samples), CPU rendering took about 18 minutes whereas rendering it with GPU took one hour and 23 minutes ... (which is even way slower than when rendering it with GPU on a lower performance computer). Blender does recognise the card (it shows up in the system settings) but does not really seems to use it, I guess. Anyone any idea what I might be doing wrong here or why the GPU rendering is so slow?
thanks,
Dominique Adriaens


texts: Is it possible to bake texture exactly as they appear in 3D view port?

texts:
I am new to Blender, and I just figure out a way to let textures display correctly as how I imagine on my model. I add two source texture images directly in the UV editor, and the textured model looks fine in 3D View Port.

However, when I try to bake my textures, by selecting "Texture" in Bake Mode and clicking "Bake", the textures disappear and turn to white:

I don't know which step I did wrong. Is there anyway to bake textures exactly as how they appear in 3D View port? I've been doing research about this online for two full days and I cannot get it to work. The purpose of my model is to be exported as a game asset to Unity. Any help would be greatly appreciated. Thank you!
(BTW: The original .blend file is included in the comment to this post in case anyone needs to look at it. Thanks.)


texts:
I have been getting a launch error when i try to render a scene using my GPU.
I use a GTX 1070 on blender 2.78 and the scene is very simplistic so there should be plenty of memory available. Any Idea what is going on?


texts:
I am trying to scale the following selected area along the x axis, so that it goes wider and will allow me to develop the shoulder area

However when I do so, some of the vertices seem to go inwards rather than outwards (see red in second image), which is causing problems

Any ideas what I can do?

Many thanks
Adam


texts:
I don't know, if this question was already answered but I have following problem.
I am trying to rotate a wheel at my bike and while changing the bone rotation the wheel changes the scaling, too. But I don't know why. I already applied and cleared all transform, on armature as well on mesh. And I also don't see any changement by scaling or other values, only the rotating value changes. Maybe someone could help me, I would really appreciate that.


texts: Procedural Text in Video Sequence Editor

texts:
I was wondering if there is a way to create procedural text in the text Effect Strip. Something so I can clearly see the name of images shown, the frame of the video, and the time in an video sequence. Something similar to some tricks in AE or Shotcut filters that have copy and paste features for their filters.

Shotcut:

I tried doing this manually, and I'm trying to add it to hundres of images which is too much.


texts: Is it possible to place objects in hierarchies so that object names can be retained during copy?

texts:
Is it possible to create Blender objects into a group, so that the object names that are part of the group are contained within the hierarchy?

Perhaps another way to ask the question, is there some way to put object names into a hierarchy and not have all object names at the global scope?

Here is a small example of the question:

In the picture, the objects have the following parent-child relationships:

    Plane
      |-- Text.plane
      |-- Cube.A
      |     |-- Text.cubeA
      |
      |-- Cube.B
            |-- Text.cubeB

the desired outcome is be able to copy parent "Plane" as a top-level object, but its children are copy unchanged (inside the hierarchy) and we end up with object names like this:

Plane                     Plane.001
  |-- Text.plane             |-- Text.plane
  |                          |
  |-- Cube.A                 |-- Cube.A
  |     |-- Text.cubeA       |     |-- Text.cubeA
  |                          |
  |-- Cube.B                 |-- Cube.B
        |-- Text.cubeB       |     |-- Text.cubeB

Why would you want to do this "hierarchal copy"?

Well imagine that the original "Plane" object and its children were all fitted out with logic bricks that controlled color, animation, etc.  And, all of the control of these changes was activated by message sensors.  The messages are organized so that an outside controller makes changes by sending all change messages to the top-level object "Plane".  If the message is meant for a child, then "Plane" simply passes it on down.

If one is able to do the "hiearchy copy", then every child object and child object name, including logic bricks and their contents, can be copied unchanged, and the new "Plane.001" object can be controlled exactly like the original "Plane" object.

If one simply copies a parent object now, each object within the parent-child group is given a new object name at the global scope (by adding ".001"), like this:

    Plane                     Plane.001
      |-- Text.plane             |-- Text.plane.001
      |                          |
      |-- Cube.A                 |-- Cube.A.001
      |     |-- Text.cubeA       |     |-- Text.cubeA.001
      |                          |
      |-- Cube.B                 |-- Cube.B.001
            |-- Text.cubeB             |-- Text.cubeB.001

This requires that all logic bricks be updated manually with the new names, since the copied bricks will continue to point to the original object names.

The other type of group duplication I have found called "group instance" is also insufficent, since the copied group does not create new objects that can be independently controlled.

(Given the "Class" nature of Python, seems like "hierarchal copy" ought to be feasible.  Am I really asking how to create a "Plane" Class and then how to instantiate copies of "Plane"?)


texts:
So, I have rendered anaglyphic images before but now when I try to do it the final image will not be cyan and red combined, it will just be two images from different angles, no cyan or red at all. I have it set to Stereo 3D, Anaglyph, red-cyan under Output and views format. I also have it set to Stereo 3D in "Views". I render the image and in the render view I see an image with red and cyan, but once I go F3 and save it as an image, then the final version, in the selected folder is two images with the R and L suffix (completely without red or cyan).

Anybody what this is all about?


texts:
I'm trying to create a 3D version of a skin for a phone, tablet, computer, etc., so I can render realistic looking images of them in Keyshot.  So I'm looking for a way to bring in a model of something like an iPhone (that either I create or purchase from someone), create a new part that would wrap around the area I need a skin to apply around, and keep a UV map of that skin so textures will wrap the way they would in real life.

Ideally I'd like to be able to create the skin part directly from the model of the device.

Is Blender a good tool to use for something like this, or should I be looking elsewhere?


texts:
I rigged an object and animated it, and have set it as a hair particle (dupli object). It displays correctly, but animation is not being passed on... How do I make hair particle objects perform animation?

Note: I am aware that animation will be synchronized across all particles and am okay with that.


texts:
I have a very low poly half peeled banana object, and the peels all have bones as they are to be animated. I'd like to have bones that ONLY affect the peels and don't deform the rest of the banana even slightly. The peels are just planes btw. The problem is I haven't found a way to do this in weight paint mode because no matter what if I paint a peel completely red, there will be a gradient touching and affecting the actual banana and neighboring peels a little bit. Shown here:

How can I completely remove that weight gradient so that it's hard transition from red to blue? Is it even possible? Is there a better way to rig this object?


texts: Using Vertex Paint to variate Linked Duplicates

texts:
Is there any way how to variate vertex colors on linked duplicates (sharing the same mesh data)? I am pretty sure it is not possible as vertex color is a part of the mesh so only some vertex paint modifier could do that (which does not exist)... but maybe anyone have an idea of a workaround?

My goal is to duplicate one model of a tree over a terrain and colorize it to make it look little different. But I still want to keep it linked so I can modify the source mesh easily.


texts: How to render objects with the same color for all sides of the object?

texts:
I am trying to create a label mask for these objects:

I am rendering models of the objects in Blender, but the problem is the lighting. I tried using a point lamp or a hemi lamp, but both give shadows, so that the cubes actually look 3D, which makes sense. I tried deleting the light source but then my cubes are just all black, which also makes sense, but is not what I need.

How can I render my cubes to have only one color for every side?

EDIT:
@martins answer solves my problem with the different colors, but now the edges are blurry. How could I fix that?


texts:
I'm trying Blender for the first time after using a new utility to upload characters from Daz Studio into Blender. It worked really fantastically, but when I try to use rigify, I'm getting an error, and I'm not sure if I'm doing something wrong, or if something is installed or setup incorrectly. Any advice would be very helpful!
Traceback (most recent call last):
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\rigify\metarig_menu.py", line 86, in execute
bpy.ops.object.armature_add()
File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.armature_add.poll() failed, context is incorrect
location: :-1
bpy.ops.object.armature_human_metarig_add()
Any help would be super appreciated! Thanks!


texts: Wind Force Field not working in my scene

texts: I have tried everything in my scenes but the wind force field is not working can anyone help for my this file flag animation


texts: I need to use Blender to flip a model in the Y direction but I need to be able to export the obj model from blender back into my meshing software un meshed. Is that possible? So in a nutshell I only need Blender to flip the model not to edit the mesh.


texts: We had option to make arrays of objects along curves without distortion with follow path option in 2.79. How I can do the same stuff in 2.8?


texts: How to create faces/edges from vertices/points?

texts:
I can easily delete the faces and edges using delete only edges & faces option. It would be nice to have the possibility to reverse this operation.

Is there a way to create an universal script that may automatically create the faces/edges from vertices/points? This is easy when the vertices are conected with edges- you can use a Fill Holes option, but for vertices/points only it doesn't work. Similar question was asked before  (Create model from XYZ data points) but it is focused on a defined case. Is there a way to create the script that will join vertices/points for any object (like in photogrammetry)?


texts: Making masks with shading nodes that accounts camera ray

texts:
I have a problem that I want to solve if possible.
I have 2 objects (Boxes), Obj2 is above Obj1 (almost touching each other on Obj1's Z+ face). I want to draw Obj2 only in where Obj1 is visible to camera ray. So if I can see Obj1 through X-Ray the Obj2 is drawn.
I know that OpenGL has stencils, this is what I want, but I didn't find it in Blender.

Example:

Viewport is what I have in Blender.
Mask Passed is what I will have in the render (after shading).
Mask Failed is what will not be drawn (This is what failed the comparison inside the stencil, like a inverse mask)

I think Booleans won't work here because it has nothing to intersect with.
So my question is: Is this possible without hardcoding them both in Eevee and Cycles? If I change the Loc/Rot/Scale of the camera the stencil must be calculated automatically.
Thanks


texts: Blender crashes when baking and rendering

texts:
I have Blender 2.8 and it crashes everytime I try to bake or render.
I tried importing my texture into Marvelous Designer to edit it, but it crashes.
I think there's a trouble with UV Map, because when I export it as an .obj into Marvelous Designer, it crashes and says it can't recognize UV borders.
And I don't see what it can be.

Can anyone please help?

Here's the blend file if someone can find the problem :

Thank you!


texts: "Limit selection to visible" not working

texts: I just downloaded Blender 2.79 after about 8 months of not using the software. I noticed that the "selection visible" function isn't working. I expect it to make the mesh partially transparent, but as of now, it does nothing. I am not sure what is going on. Thanks in advance for the help:)


texts: Distorting one corner of a sculpted wall

texts: I am completely new to Blender and only know a few basic things. I have a problem that I cannot figure out. I basically need to take a long rectangular 3D wall and distort only one corner of it so the top line becomes a diagonal line. In photoshop, the tool is called "distort", not WARP. You can basically grab one corner and distort it while the other 3 corners stay in tact. Is this even possible in Blender? Please help if you can. Note: I did this sample photo in Photoshop so it's a little different. Thank you in advance, Brian


texts: Does cycles use the light portal power value?

texts:
When marking an area light as a portal, some controls get disabled. However blender still lets me change the power and color of the light portal. Changing them doesn't seem to affect my scene, but I'm not sure if it's truly ignored, or does the power of the light portal is used for probability calculations within the renderer.
Should the light portal power be set to the estimated light coming through the portal or is it ignored?


texts: Rotating in the 3D-View using a linear mouse pointer displacement?

texts:
To apply some rotation to an object or an element, the usual method is to turn around the rotation center:

This means one have to look at the current position of the mouse cursor in order to know if the mouse must be moved up, down, left or right. My personal feeling is this is not easy to use:

The distance of the pointer from the center controls the increment/decrement, it is difficult to maintain the same rate.
When using "Continuous grab" (default) and the pointer has wrapped around the screen, the direction to use becomes unclear.

Is there an option to use a linear displacement to control the amount of rotation, e.g. move up to increase rotation, move down to decrease rotation?

I'm not asking how to use numeric input (mentioned in How can I rotate something without having to roll the mouse around the screen?) or the transformation manipulator ("gizmo").


texts:
I'm  new to blender and would like to reproduce the following image:

I'm currently trying to use "cycles" in blender 2.83 and was wondering which combination of "surface", "Roughness" and "IOR" would you recommend? The issue that I'm currently struggling with is the reflection, there is too much!- But I would like to make the atoms look very shiny as in the picture.
Currently I'm using:
Surface: Glossy BSDR
Roughness: 0.000

Thank you!


texts: VSE: How to add images on the video so that both the video and the image will be visible?

texts: So I have the video strip but now I want to add an image on it, like I would add a text.


texts: glTF animation export problems with rotation

texts:
When exporting glTF/glb files, rotation seems to break. At first I thought this was a gimbal lock issue, which was an issue, but I resolved it by just tilting the character slightly. Despite this, there is still a strange rotation issue towards the end of the animation. It's as if there's some sort of gimbal lock issue at an arbitrary orientation.

Source Animation: https://gyazo.com/3fcc4eff685699dfc12cd88de5660bce
Imported Animation in Blender: https://gyazo.com/0249c2c207a7c9c079c6e00ae6ae6b30
Imported Animation (Slow) in Blender: https://gyazo.com/dbe32ed00758796dfbf54678cdb23634

I can tell this isn't an import problem (or at least very likely) since I'm trying to use the animation in Godot, so the Blender exporter is likely where the problem is occurring. I am currently using Blender 2.91. My animations are also using quaternions. Is this a problem with my model? Or is this Blender's fault?
Model: https://drive.google.com/file/d/1dGGNXmQvSp8YCvPmN-qr0232b4w50w5z/view?usp=sharing
Edit: I tested this in Blender 2.83.9 (LTS), same issue. I think this means this is a problem with my model, but I have no idea what's wrong.


texts: Weird shading on a bonnet of a car model

texts: I need help. I model a car bonnet and overall everything is good, but there is a small weird shading that I don't know how to fix. Auto-Smooth is on, a bonnet line is marked as sharp, and I tried Recalculate Normals, but nothing worked. Maybe I don't understand something. Thanks in advance. Here is a link to a file: and here are a few images:


texts: How to read all ‘recent reports’ from info window

texts:
I think I know how to make a report that contains information from the info window.
I think the report is saved in a textblock called ‘recent reports’.

My question. How do I read the textblock, or how do I ‘print’ the textblock, or how do I save a file of ‘recent reports’?

I have read:
How do I get the Info window's log text with Python?

How to use the textblock operator in Python

https://blenderartists.org/t/copy-from-info-panel/700032/2


texts: I added a noise f-curve modifier to a graph, but it's too jittery. How can I lower the amplitude and frequency of the noise?


texts: How can I make an animation interpolate linearly between two keyframes?

texts:
I need to make a simple animation of a cylinder that rotates along the X axis. It should have 8 frames, and rotate a total of 216 degrees, i.e. 30.857 degrees per frame; the problem is that, although it does rotate the desired amount, it doesn't do so at a constant rate.

How can I make it always rotate the same amount every frame?


texts:
I want to delete all drivers on object in Blender 2.8. I am quite new to the scripting and the only code I have found is this:
import bpy

ob = bpy.context.active_object
drivers_data = ob.animation_data.drivers

for dr in drivers_data:
    ob.driver_remove(dr.data_path, -1)

But it doesn't work. I think there are some little changes needed for Blender 2.8 and later.
Thank you for any help.
EDIT:
After some tries I found out, this code actually works, but only on transform drivers, etc. I need this script to work on shape keys drivers. Basically, I need to delete all drivers (channels) like I would in the drivers editor.
In the end I figured this out! Here is the functioning code:
import bpy

fcurves = bpy.data.shape_keys["Key"].animation_data.drivers

for fc in fcurves:
    fcurves.remove(fcurves[0])


texts: Is it possible to effect the spawning direction of a particle with a normal map?

texts:
I've been unsuccessful so far in finding information on, or working out how to control the angle that a particle is emitted from using a normal map.

What I'm trying to do is create a texture or UV map and bake a normal map and use that texture to effect the normal that is used by the particle system to create the vectors of the particles.

Ideally I would like to be able to:

Emit a wave or hemisphere pattern from a plane.

Paint on a direction for particular patches of grass or hair.

Paint a set normal in order to simulate fabrics or faux fur that is manufactured with a direction. (eg, default blue is upright. various changes in colour tilt the hair direction)

Have I missed something simple or is this currently not possible?


texts:
Following the documentation at: https://docs.blender.org/api/blender_python_api_2_76_2/bge.types.KX_GameObject.html I can extend a game object with:

class Mine( types.KX_GameObject ):

    def __init__( self, old_owner): #Note: where has my argument gone?

         #stuff

def activate( controller ): # Called from Controller

    Mine( controller.owner ) # Note: Object is stored nowhere

But I'm missing what's doing the magic here. Somehow the controller not gets passed as second argument to __init__ but as first and the game object is internally (?) exchanged (?) with mine.

So how is this working exactly? Is there some blender-foo or is this something Python can do for me which I'm not aware of?

EDIT:
To make it more clearly: If I do "normal" inheritance in Python this is how it works:

class Parent:

    def __init__( self ):
        self.a = "FOO"

    def talk():
        return a

class Child( Parent ):

    def __init__( self, b ):
        Parent.__init__( self )
        self.b = b

    def talk( self ):
        return self.a + self.b

child = Child( "BAR" )
print( child.talk() )

someglobal[ 'child' ] = child

so the parameter "BAR" gets passed as second argument b to the constructor of class A. The constructor calls the other one from class A and I end up with an instance which I have to store somewhere globally in order to access it from somewhere else.

Compare this to blender's version: The already instantiated object is passed as an argument to the constructor. But it doesn't end up as second argument to __init__ but gets somehow mangled in while the second argument is something else (in fact it seems to be nothing. trying to access it yields in an error). The finally constructed instance is then somehow stored in the global dictionary for objects and replaces the old one.

These somehows and somethings are which I'm interested in. What's happening here?

EDIT2: Taken from the linked documentation:

def __init__(self, old_owner):

# "old_owner" can just be ignored. At this point, "self" is
# already the object in the scene, and "old_owner" has been
# destroyed.

If I only read the python code in this module (my first example) this is not what is supposed to happen python-wise. So what makes self the object and what destroys the old owner? Is this some c-code magic patched into the python interpreter? Or is this some python magic somewhere in KX_GameObject? Or something else?


texts: how to use random.choice with transform.resize?

texts:
I would like to resize the columns in z-direction randomly between 0.0, 0.33 or 0.66.

This way it doesn't work (tried the same with rotation, that does worked).

Anybody knows how it will work?
Thanks a lot!

import bpy

def Column(pos_X, pos_Y, pos_Z, dim_X, dim_Y, dim_Z):
    bpy.ops.mesh.primitive_cube_add(location=(pos_X , pos_Y, pos_Z + dim_Z/2))   #remettre le cube sur la base
    bpy.ops.transform.resize(value=(0.5, 0.5, 0.5))
    bpy.ops.transform.resize(value=(dim_X, dim_Y, dim_Z))

def Columns():
    for i in range(0,4):
        for j in range(0,4):
            Column((i*0.33)-((4/2)*2)+3.5,(j*0.33)-((4/2)*2)+3.5,0,0.01,0.01,1)
            bpy.context.object.name = "COLUMNS"
            bpy.data.objects["COLUMNS"].select = True
            bpy.context.object.name = "COLUMNS.001"
            bpy.data.objects["COLUMNS.001"].select = True
            bpy.ops.object.join()
            bpy.context.object.name = "COLUMNS"
            bpy.data.objects["COLUMNS"].select = True
            bpy.context.object.name = "COLUMNS.001"
            bpy.data.objects["COLUMNS.001"].select = True
            bpy.ops.object.join()

Columns()

bpy.ops.object.origin_set(type='ORIGIN_CURSOR', center='MEDIAN')
scale = random.choice[(0,0.33,0.66)]
bpy.ops.transform.resize(value=(1, 1, 1*scale))


texts: Strange artefacts after applying a subsurface modifier?

texts:
After adding a subdivision surface modifier to my model, I get these strange artefacts:

It looks a little bit like Z fighting, but there is definitely not any intersecting geometry so I am really not sure what is causing it. Does anyone have any ideas?


texts: How to modify the uneven space between separate loop cuts, while they are already cut?

texts:
While I noticed how to entirely remove edge loops (by dissolving) and simply creating them anew.
I'd like to know if there's a way to modify the amount of space between each and between specific of the CTRL+R cuts without cutting anew?


texts: Poor performance on mac with AMD Radeon Pro 560

texts:
My mac is a macbook pro 2017, with AMD Radeon Pro 560.

Seeing this question How to do GPU rendering on MacBook Pro 2016 (AMD Radeon Pro 460) I also get the Cycles render to work, but it renders at slower speeds than the CPU, an intel core i7 2.8ghz.

I have set the render settings in Preferences to OpenCL, and the Scene device settings to GPU Compute. It still takes nearly 3 secs to render all 32 steps with the startup cube just set to Rendered View.

CPU settings: 1.07 sec
GPU settings: 2.82 sec

Is this just AMD not being implemented for macOS or is the Radeon Pro 560 not so Pro after all?


texts: What workflow should we use to create a text object that requires characters from multiple .ttf fonts?

texts:
If you are trying to create a text object in blender and find it is missing some code points, what workflow would you use to mix in another TTF that supplies the missing code points?

To complicate this, assume you want to have reasonable automatic kerning and word wrap in a text box.

For an example of a text object that illustrates the problem the following python gives me a text object missing several of the characters that are part of the body:

import bpy

obj = bpy.context.active_object
obj.data.body = "bacon\u2026 \u2058 \u03a8 eggs"

If I manage to find some .TTFs that cover the missing characters, how do I join them to the text object?  It seems that blender only supports 4 fonts per object, and how you actually indicate which of the four fonts is used by any particular character?

I experimented with the object font technique outlined by Duarte Farrajota Ramos and it has shortcomings in this situation.    As you can see from the previous screenshot the kerning is a disaster and the glyphs seem to appear out of order.  The python source that generated this scene can be found at http://web.purplefrog.com/~thoth/blender/python-cookbook/object-font-from-regular-font.html .

Despite the scripting tag that was added by a well-meaning editor, this question is NOT about scripting.  Scripting is merely a convenient way to clearly illustrate the issue.


texts: Rigging character; Keep Offset not working?

texts:
I am trying to follow this tutorial:

https://www.youtube.com/watch?v=cGvalWG8HBU

At 7:09 he makes the Leg IK bone keep it's offset against the Foot Bone. I am trying to do this, and I follow his steps but I do not get his result. Instead, I get this.

Additionally, the foot bone also clears it's parent and becomes separated. What am I doing wrong?


texts: Installing a Python module in Blender's Python API

texts:
(This is related to this post)

I would like to add a module to Blender's Python (Blender v2.76). I want to follow the solution outlined in the link above, but my Blender directory does not have a 2.7x subdirectory. Could this be because I am using 2.76, and the answer uses version 2.72?

The output of running ls in my blender directory is the following:

GPL-license.txt                 blender.app
GPL3-license.txt                blenderplayer.app
LICENSE-bfont.ttf.txt           copyright.txt
LICENSE-bmonofont-i18n.ttf.txt  game
LICENSE-droidsans.ttf.txt       jemalloc-license.txt
LICENSE-libiomp5.txt            readme.html
Python-license.txt              startScript.txt
blen files

Where blen files and game are my own subdirectories.  From my understanding of the related answer, I would simply need to the Python module I need in the /blender/2.72/python/lib/python3.4/ directory?

What should I do if this directory is missing? This is strange, because I can script in Python, from within Blender, even though this directory is missing...


texts:
I'm using version 2.68a

I've created a face mesh and now I'm trying to setup some bones to create expressions. So far I have added one bone and parented it to the mesh as "envelope weight".

However the envelope falloff is not working, as all the vertices within the bone envelope move/rotate at the same rate.

I remember working with an older version of Blender a couple years back and bone envelope falloff would work fine. I don't remember the version # though.

Is anyone aware of this, is there a solution or a version where this is confirmed to work?
Thanks!!!


texts: Do something when check/uncheck checkbox Python

texts:
I have a checkbox in my addon and I wonder how I can I execute or run some code when checking and unchecking it. I found this link but I tried following the given answer there (as shown below) but it is not working, nothing happens when I check/uncheck the checkbox.

This is my script:

bl_info = {
    "name": "tester",
    "description": "",
}

import bpy
import os
from bpy.props import (StringProperty,
                       BoolProperty,
                       IntProperty,
                       FloatProperty,
                       FloatVectorProperty,
                       EnumProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

class MySettings(PropertyGroup):

    my_bool = BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False
        )

class UV_OT_my_panel(Panel):
    bl_idname = "UV_OT_my_panel"
    bl_label = "My Tool"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        scene = context.scene
        mytool = scene.my_tool

        # display the properties
        layout.prop(mytool, "my_bool", text="Bool Property")
        layout.prop(mytool, "my_int", text="Integer Property")
        layout.prop(mytool, "my_float", text="Float Property")

        # check if bool property is enabled
        if (mytool.my_bool == True):
            print ("Property Enabled")
#           bpy.data.objects['Cube'].hide = True

        else:
            print ("Property Disabled")
#           bpy.data.objects['Cube'].hide = False

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_tool

if __name__ == "__main__":
    register()
os.system('cls')
def my_prop_callback(self, context):
    if context.scene.my_prop:
        #pass # do something here if user checks checkbox (but not uncheck, just as an example)
        print('Enteredddddddddddddddddddddddddd')
        if context.scene.mytool.my_bool == True:
            bpy.data.objects['Cube'].hide = True
        else:
            bpy.data.objects['Cube'].hide = False

bpy.types.Scene.my_prop = bpy.props.BoolProperty(update=my_prop_callback)


texts: How to use the template_icon_view in 2.80

texts:
Here I have a simple imaginary addon that is able to append 2 cubes from a blendfile. Instead of having buttons, I want to use a preview of the cubes. Such a preview you see in asset managers. (Tried to analyse their code, but got stuck).
Here is the simple addon:

import bpy

# Here comes bl_info

# Add cube 1 to scene
class ADD_OT_cube1(bpy.types.Operator):
    bl_idname = 'add.cube1'
    bl_description = 'Adds a cube. Blue, small.'
    bl_category = 'SuperCube'
    bl_label = 'Add Blue Cube'

    def execute(self, context):
        path = os.path.dirname(__file__) + "/ojbects/cubes.blend\\Collection\\"
        object_name = "cube_01"
        bpy.ops.wm.append(filename=object_name, directory=path)
        return {"FINISHED"}

# Add cube 2 to scene
class ADD_OT_cube2(bpy.types.Operator):
    bl_idname = 'add.cube2'
    bl_description = 'Adds a cube. Red, Eating a banana.'
    bl_category = 'SuperCube'
    bl_label = 'Add Grazy Cube'

    def execute(self, context):
        path = os.path.dirname(__file__) + "/ojbects/cubes.blend\\Collection\\"
        object_name = "cube_02"
        bpy.ops.wm.append(filename=object_name, directory=path)
        return {"FINISHED"}

# The menu in the N-Panel
class ADD_MT_menu(bpy.types.Menu):
    bl_label = "Add Cubes"
    bl_idname = "ADD_MT_menu"

    def draw(self, context):
        layout = self.layout
        layout.operator("add.cube1")
        layout.operator("add.cube2")

# Register Classes
classes = (
    ADD_OT_cube1,
    ADD_OT_cube2,
    ADD_MT_menu)

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

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

if __name__ == "__main__":
    register()

I suppose we can use the template_icon_view as documented on https://docs.blender.org/api/blender2.8/bpy.types.UILayout.html?highlight=template_icon_view#bpy.types.UILayout.template_icon_view but so far I didn’t get a clue.


texts: 2.80 grease pencil - highlighted points in edit mode

texts:
I am testing the new grease pencil and i’ve a little question. In “edit mode” when I select points they’re no more highlighted in orange like before.
Is there something to activate in the interface to see the points highlighted again?

PS: please, excuse my poor english. :p


texts: How to smooth the appearance of a specified subset of faces without topology changes with a script?

texts:
This is a magnetic pole piece for an electric motor (there will be 12 in a circle). The bottom face is a hyperbola, the the top is a circle, and the sides are straight.

I would like the top and bottom curved surfaces to appear smooth when rendering in Cycles, but not create any visible rounding of the corners, or affect the large flat faces, so that even when illuminated sideways the top and bottom surfaces would appear smoothly curving.

I'll be doing a lot more to them algorithmically, so I need something that doesn't modify the topology of the mesh by adding/deleting edges, faces, vertices, etc.

edit: Since I'm generating the mesh algorithmically, I will know the indices of the faces that need to be smoothed. If I can target them for smoothing specifically, this would be the best way for me.

Below is a simplified script that shows how I generate them (I've skipped the math, happy to include it if it helps).

xpts_sharp = [ 7.196,  5.606,  4.009,  2.407, 0.803, -0.803, -2.407,
              -4.009, -5.606, -7.196, -5.08, -4.298, -3.517, -2.735,
              -1.954, -1.172, -0.391,  0.391, 1.172,  1.954,  2.735,
               3.517,  4.298,  5.08 ]

ypts_sharp = [ 45.434, 45.657, 45.825, 45.937, 45.993, 45.993, 45.937,
               45.825, 45.657, 45.434, 32.072, 31.832, 31.605, 31.398,
               31.219, 31.084, 31.01,  31.01,  31.084, 31.219, 31.398,
               31.605, 31.832, 32.072 ]

import bpy
import numpy as np

xpts = np.array(xpts_sharp)
ypts = np.array(ypts_sharp)
zpts = np.array([-50.0, 50.0])
scale = 0.1

xptss, yptss, zptss = scale*xpts, scale*ypts, scale*zpts
nxy, nz = len(xptss), len(zptss)

verts = []
for zpt in zptss:
    zapt  = zpt + np.zeros_like(xptss)
    vertz = list(zip(xptss, zapt, yptss))
    verts += vertz
nverts = len(verts)

faces = []
for iz in range(nz-1):
    for ixy in range(nxy):
        v1 = (iz+0)*nxy + (ixy+0)%nxy
        v2 = (iz+0)*nxy + (ixy+1)%nxy
        v3 = (iz+1)*nxy + (ixy+1)%nxy
        v4 = (iz+1)*nxy + (ixy+0)%nxy
        faces.append((v1, v2, v3, v4)[::-1])
face = list(range(nxy))
faces.append(face)
face = list(range(nverts-nxy, nverts))[::-1]
faces.append(face)

if 1 == 1:
    name = "pole_piece"

    me = bpy.data.meshes.new(name)
    ob = bpy.data.objects.new(name, me)

    bpy.context.scene.objects.link(ob)

    me.from_pydata(verts, [], faces)

    bpy.data.objects[name].select = False
    bpy.data.objects[name].select = True


texts: Why is the shader editor stuck on 1 material?

texts: I have been working on a car model but just now I found that the body material is still stuck in the shader editor when I was working on something else. The selection drop-down menu is completely greyed out and I can't do anything to fix it. I tried exporting the FBX file and saving it as .blend but nothing worked. Can anyone please help? Here is a photo for reference:


texts: How to add trailing light effect to finger tips?

texts:
(as advised I deleted my previous question)

I would like to add a light streak effect to the finger tips of this animated dancer.

I am using a particle emitter that is assigned to a vertex group (finger tips) but I am unable to get them to give me a streak effect.

So far I can only get this:

and I would like something closer to this: (I'd be delighted with something far more simple)

I've seen tutorials on line but they were in Blender Render and not Cycles. Is there a way to get the streak effect with a particle emitter in cycles?


texts: How to I get rid of these flippin' edges?

texts:
I'm trying to fill a complex face created with via an SVG, my workflow is as follows :

Import SVG
convert to mesh
simplify mesh
fill
----------this is where I'm stuck

By filling the face it's creating additional edges by splitting the faces, not the end of the world but i want to inset the (one) face so that I can bevel the edge slightly. Having these extra faces in there causes them to overlap, and creates a mess.

I've tried dissolving the problem edges, but this doesn't do anything
I've tried deleting the vertices attached to the edges, but this removes the face too, and filling the hole created just puts me back to square one.

Stumped! Please help and thanks in advance]1


texts: Error attempting to import image as plane in blender internal

texts:
I selected File > Import > Images as Planes, and chose a 700 kB png from the file system screen that pops up (in Blender 2.76). The first time nothing happens, on later tries it gives me the errors shown in the screenshot:

I've tried now with different images, same thing. Definitely nothing is added to the scene - nothing shows up in the Outliner. It is a new file nothing in it but a lamp and a camera.

Edit: This was a temporary problem with the Ubuntu launchpad ppa version of Blender. It has now been fixed.

The file is here

The png file can be downloaded from here, and here is a version:

What should I do here?


texts:
I'm running into a glitch where some of my mesh goes missing in edit mode. It appears that the points are clipped to a certain rhombus-like "region."

How can I remove this restriction so that I can go back to editing all points?

context: I am using Blender 2.8


texts: Cloth simulation bouncing and blowing around

texts:
I'm looking for some help to find out why this cloth simulation is bouncing around. I'm hanging the pants by hooks and no matter what settings I try, the pants bounce and fly around. I'm looking for the pants to just drop and settle.
Edit: I'm wondering if there may be something odd with the mesh that is causing self-collisions to over-react.
Blend file
Thank you for any suggestions.


texts: Blender script Python check the rotation is change, or active

texts:
Hi im not a python master... im a really  noob.
Is possible determinate if a object rotation on pivot point and if false or true
assign a value for example 0-1 or 1-2?
i dont work  in game engine.


texts: Rigify to Unity converter stretches 3d model in blender

texts: My 3d model animations works perfectly in blender. But whenever I use "Rigify to Unity Converter" addon it stretches the mesh as if it was pinned at a certain point(T-pose hand and foot position). How can I fix such a problem?


texts:
I'm using Blender 2.83.2 and I tried to create a carbon fiber texture, following steps shown in this video. It definitely worked when I applied it on a simple meshs (plane, cube, sphere etc created in object or edit mode):

But when I try to change something in a mesh, texture goes distorted and sometimes even loses different colors. For example:
I created a plane in edit mode and it has normal texture. Then I just extruded one of its edges and moved it away so it can be illuminated. But its texture is the colors of the edge (it was extruded from) that are stretched along it. Then, in the same mesh, I created another plane and deleted one of its vertices and created a new face using "New Edge/Face from Vertices" (triangle on a picture below). And it has only the color:

I tried deleting the material (in the object properties and even in the .blend file) and applying it again; restarting Blender and computer; switching shading from textured to solid and back; rendering a picture using camera (textures didn`t change). All normals are directed properly.
I am not professional in Blender yet (i don't even know how shader editor works, I just repeated all from that video). So I wonder why this happens and how can i fix it and not to get this problem again.


texts: Export model with texture files included to external site

texts:
Ok so there's a website I have to use for school to view 3D models that I have made. When I put my model in without the textures it says that it isn't missing any files, but when I use a model I downloaded without the textures, it says it's missing files. How do I fix that? Also this isn't just limited to the website, my model just won't let me add textures to it in any other program.

As you can see in the top left here, it says missing files and then the name of the texture

And here, it doesn't say that there's any missing files.

Sorry I'm really new to blender and I would really appreciate a bit of help because I just spent 3 hours trying to figure out how to export the texture and I would literally cry myself to sleep knowing all that had gone to waste.

Also the website is 3dviewer.net


texts: Why does the behavior of snap seem "weird"?

texts:
So, to test volume in luxrender, I am setting up a series of diffraction: I want some water in a glass beaker, or something like that.  Problem: the fluid simulator is incredibly slow (granted, my meshes are kinda high resolution) so I decided to simply go Ah!  I'll just snap some items together - for example, I'll just take a cylinder and snap it to the edges of the beaker on a transform!

Well, whenever I try to use snap, it looks like this:

Not, that is not a short beaker; that is my beaker snapped to the plane everything is sitting on right in the middle of the beaker.  I can guess why you might want this behavior, but I can't get the snap tool to do anything useful!

So my question is: how can I get the bottom of the beaker to snap to the plane, the bottom of the cylinder to snap to the bottom of the beaker, and the sides of the cylinder to snap to the sides of the beaker!

Thanks, this has been incredibly aggravating.
(I normally include a link to a blend file, but this is a two minute setup.)


texts:
so, I've been working on a Blender file for a while, and I forgot what I did to make the wires turn dark blue, like so:

Anyone knows what this means?


texts: Snapping two objects by edge in Object Mode

texts:
This might be a pretty newbish question, but I've just started learning Blender and I'm having a really hard time doing some precision work. I have two objects and I'm trying to snap them to each other (using the snap settings) by their edges (illustrated in the picture), so I can later combine them into one. I tried many things, but none of them seem to work. Could you please help me, or give me a link to some good tutorial concerning that topic?

Thanks.


texts: Adaptive Subsurface does not render. Error: std::length_error

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I'm trying to render something with with an Adaptive Subsurface modifier.

In my scene I'm not that close up so I was wondering why it took so long to start rendering on my own machine. So I put it on my rendering server and it gave the following error message.

I tried in on 2 servers and have no clue why it does not work.

Other angles of the render do work ( side view for example ).

Error message:

Scene ( 2 objects with array and mirror modifiers )

Modifiers:


texts: I 100% know that someone has probably asked this question but why is my orientations (Global and Local) all funked up. Why are my extrusions going off in different directions? Photo on what I mean below...


texts: Simple undivided plane UV map not behaving as expected

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I’m running into a UV map error (or at least it’s not behaving as I expected it would). I have a simple plane with 4 points and I’ve set up the uv to a sqaure texture (images below). I would expect the texture to be applied evenly, following the trapezoid shape of the plane, and instead it’s sort of bending along the middle. I’ve tried applying visual and object transforms, but that hasn’t changed anything. I've also tried subdividing and triangulating the faces, only for it to continue to bend the texture in a way I wouldn't expect.
Does anyone know if this is how it’s supposed to be behaving or maybe I have a setting wrong? Thanks!

^ UV map for the plane, snapped to pixels

^ how the plane is appearing


texts: How to convert back hair mesh to hair strands?

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I have a problem
I converted hair particles to mesh, and then to curves so i can make some arrangements, but now they don't look quite right, is their any way i can make them(curves) look like hair strands again?


texts: How to achieve the round corners of a black piano key?

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I'm trying to model a black piano key using Blender but I'm facing some difficulties when trying to recreate the rounded upper front edges of the black key.

The closest I have come to achieving this is by first beveling the two front upper vertices in the corners using the Ctrl Shift B command. Then beveling all edges except the edges of the rounded corners. However, as you can see, the subdivided result is far from perfect!

Maybe I should try a completely different approach? What do you Blender experts make of this?

Thanks in advance for any kind of input!


texts: Weird Unwanted Symmetry during Sculpting

texts: I was doing some sculpting and came across something weird.Even though I am turning off symmetry my sculpts still gets symmetric in such a way that every sculpt has an adjacent deep on their corresponding side(if that makes any sense).The point is if I sculpt using any brush simlar hole is created on the other side corresponding to the mountain I created.I tried changing the brush types but still it doesn't work.Please help.Here's the blend file.


texts: I would like to make a collision with two objects whilst freely moving once object over the other in real time. Is there a way to do this in Blender?


texts: How to apply physics to a part of my mesh

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Let me start by saying I am not at all fluent with Blender.

I just modeled a character with long ears. I am now taking my first steps in rigging and animating it. The rig worked quite well and a basic animation works as well.

Now the problem. These long ears of my character move along with the head very statically. It looks very unnatural. I guess I could add a bunch of bones in it and move them into position one by one but that sounds counter productive. So I tried adding softbody physics to just the ears. I basically enabled softbody and assigned a vertex group with the ears to the mass property, but now the ears just bounce up and down.

Can anyone please advice on how I can make the ears naturally follow the animation of the rest of the body, and the head in particular?

Thanks!


texts:
I have an object on which I want to apply a bevel modifier. After applying, no matter how high I increase the Width, the bevel stays the same.

About the object:

I've imported a .svg and then converted it to 'Mesh from Curve'
In Edit Mode: Select all Faces → Mesh → Faces → Beautify Fill
Select all Faces → Mesh → Delete → Limited Dissolve
Then I extruded the Object and now I want to create a bevel

You can get the .blend file here.

What I want to achieve is this:

Anyone an Idea?


texts: How to bridge two faces (loop edges) which have diffrent number of vertex

texts: I want to make a cone with round bottom and rectangle top, how can i bridge them to get symmertic?


texts: How to make backpack parented to bone to be detachable with good weight paint for straps?

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I have one backpack object paranted to armature like this (it needs to be detachable to be able to fall down, etc) with Child Of constraint to follow the chest bone of the character:

But that creates some problems because my straps have 100% weight of this bone also. Straps now don't follow the topology of character:

If I weight paint straps (directly to the chest bone for example) to fix that, backpack will not be detachable anymore:

Is there a way to fix that without separating the mesh of backpack or creating additional bones for it? Thanks!


texts: Compositing a back plate so the mist pass does not affect it

texts: I am rendering a city scene and I am using the mist pass to give a sense of depth and distance. I am using an image for the back plate background image. How can I alter my node setup below to stop the mist pass affecting the back plate. Thank you.


texts: I want to make the origin in edit mode at a vertex, but it keeps setting it to the last clicked-on face :( So now in edit mode the pivot is on the last clicked-on face ;(


texts: How to link animation of object A to object B while keeping A's original location?

texts: When I link animation data of a cube to a sphere and animate, cube snaps to the sphere's location and take the same path while moving! How to link while keeping cube's original location?


texts: How to Check How Many Frames You Have Left to Render

texts:
I've been rendering an intro for a tediously long time, and I'm wondering how many frames I have left to render. How do I check how many frames I have left to render in my intro?
Does anything from the image below indicate the number of frames I have left to render in my intro?


texts: Change Blender Render Save Default to RGB from RGBA

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Is there a way to change the default for saving a render to RGB instead of RGBA? This saves me disk space when working with renders that don't have an alpha-channel anyways.
I can't find anything on it under Edit > Preferences


texts: How can I get shader node values based on object angle?

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I'm trying to automatically change a blackbody's value based on a sunlamp's directional angle.

When the sunlamp shines horizontal, I would like to have a minimum value represented in the shader editor (minimum value = user defined).
When at it's utmost vertical position, I would like to get a maximum value (maximum value = user defined).

I've tried out a couple of things:

Manually adding keyframes (this breakes the correct values when the sun's path deviates from eg. different seasons.)
Adding drivers (also breakes the correct values over time, and I don't have a lot of experience with drivers and their possibilities)
Using the sun's greatest height in additon of a constrained parented object to determine a min. and max. value (this also deviates when using different times of the year. I felt like I was really overthinking this one)*

Note:

If possible I'd like to get an additional proposal for adding some sort of fallof to the values so their values don't change in a linear way as much:

Is it possible to get these values in both object and world shader nodes?


texts: How to add a texture to the emitter surface of a hair particle object (over riding object material)

texts:
I'm trying to make carpet with a pattern. I applied an image texture to a particle emitter and it looks okay.
However I want the carpet strands to be more realistic so I made an object to emit instead..

But now I'm at a loss as to how to apply the pattern texture to the whole carpet again because the strands now take their material from the single object.


texts: How can I create polgyon primitives aligned to the world

texts:
I saw some tutorials on Youtube and those meshes are always created along z-axis like

but I always get this:

How can I add meshes like that except for changing my orientation of view to xy-plane?


texts: How can I add more god rays coming out of the holes?

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I am trying to render my first volumetric lightning logo and there are two light planes inside the logo where the inscriptions "PC", "&i", processor are. So what I want is for these planes to create stronger god rays than they currently do. How can this be achieved?

ADD:

I tried the solution that @icYou sugested. So I imported my .svg file of my logo, converted it to mesh, opened edit, marked all vertices and removed doubles. I then deleted all vertices except the ones who form fonts "PC" and extruded the text. What I get are some weird black lines where only vloumetrics should be... These black lines were visible also in the Blender before rendering. It is kind of weird and I need an advice on this.


texts: no material are showing instead it takes a still color of the background in viewport

texts: I didn't use blender for quite some time then I loaded a saved file and saw that there were no material. I checked the material properties and they were all there but the viewport couldn't display them. I created new things and no matter what there were no material in the viewport in rendered view or material preview mode instead I see weird behavior when I zoom in and out it's as if there's a black thing of the same shape as the object that isn't affected by the zoom. and in the material properties menu the small balls that display the color of the material left of the material name disappear.


texts: Graphics glitch affecting entire Blender window

texts:
I may have encountered a bug in Blender: it shows green dots and other random colors all over the interface, and if I move the mouse pointer the colors change!

Here's a picture of how the screen looks:


texts:
I am painting grease pencil based on a fixed camera angle. The camera itself is locked and won't move. I am looking through it, but the camera is not locked to view, so I can still pan and zoom without moving the camera. It is projecting a background image that I am painting the grease pencil over. There are also 3D objects being painted over.

To make painting certain angles easier, i want to be able to rotate the canvas like you'd normally do in photoshop or SAI or Krita. But I can't find a way to do this while looking through a camera. In the Viewport camera, you can use shift+numpad 4 or 6 to roll it. This does not work when looking through a camera. If I unlock the camera and roll it, then my background image rotates with it, so that doesn't work.

I need some way to roll my view of the active camera without rotating the active camera itself. Is this possible?


texts: how to get a mask that only contains the inside of a bowl

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I am trying to texture a bowl (procedurally) and I want a part of a texture to only work on the inside walls of the bowl and vise versa I tried using the back facing option in the geometry node but that seems to work in opposite directions of the normals (I think) whereas in this bowl I want the texture to be on the same side of the surface just not on the outside walls of the mesh.
basically, I want the circular white color only on the inside walls and not on the outside.


texts: How to script blender to quit after rendering is complete Mac OS10.13

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I've got a script that automatically renders and saves the render, but I'd also like to have Blender quit when the render and save is completed.  Since I will be running renders overnight, I'd prefer to have it shut off when finished.

I've checked out the alarm_and_shutdown script by Metelskiy and Nikitin, but it's for windows.

Any ideas?

Turns out that the command is bpy.ops.wm.quit_blender()


texts: My BGE Message actuator does not work although others are working

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I'm having a really big problem with my message actuator. I need you to help me find the root of the problem.
This is the image of the object's logic that sends the message below:

And this is the image of the object's logic that receives the message:

Although others are working (which shown green), message shown in red doesn't work and i don't know why?
I tried most of things but it didn't help.
*I'm sending messages between scenes.
*I tried to change the name of the object and didn't work.
*In my previous save files, it was working and this file goes the same way.
*I checked other discussions but nothing would help


texts: Line Conversions and Bsurfaces with Blender 2.69

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My problem is converting a path into a bezier, and a bezier back to a
Grease Pencil again (or path to Grease Pencil),
since I need the handle assistance in Edit mode for those to get my shapes just right, and free handing with Grease
Pencil isn't accurate enough for curves to start.
From there, my second problem is turning at least 2 Grease Pencil Lines
into the opposite edges of a corelative surface, using BSurfaces.
I can't get Bsurfaces to run.

What state do 2 opposite beziers need to be in?
Do you have to start from grease pencil only?

How do I get Bsurfaces to show me the Add Surface
button, to draw it's extrapolation for me?

I've found
the buttons, keys and mouse click too confusing here.


texts: If I had a map of the world or drew my own map texture how would I use it as a texture for a sphere mesh, and also how would I do this without an ugly seem on the part of the sphere? I want texture a sphere.


texts:
I'm creating an NES controller, and I'm stuck at making a realistic material for the controller body.
How do you achieve it?


texts: How to add glare effect to a object in volumetrics?

texts: Hey guys I need your help!! I want to add the glare effect (fog glow) while volumetrics is turned on in world tab but unfortunately I am not able to do so.


texts: Tracking markers are clustered together and too close to camera

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I tracked a shot (most of the markers in the screenshot are red because no marker stays in frame throughout the shot, so lots of markers pop in and lots of markers stop tracking but it still gives enough to solve) and the way I tracked it, the markers should be spaced out in 3D space. However, they are clustered together and too close to the camera. This might be caused by the strange width and height of the camera, but I'm not sure (the video I'm tracking is vertical)
Here's what it looks like when it's being tracked:

And here's what it looks like in the 3D view:

How do I fix this/why is it happening?


texts:
I know similar questions have been asked elsewhere here but, the most recent answer is over 3 years old and we've have b2.8 drop in the interim.

I have captured some depth footage using an Intel Realsense camera. I wound up dumping it to .PLY files (1 per frame with about 4800 frames) and would like to load it (I think) into an alembic file so that I can have a single asset that I can also theoretically apply modifiers to for post processing.

What is the current favored workflow for processing a large stack of sequential .PLY files into an alembic cache in b2.8?

Thanks!


texts:
The shape I made consists of several hundred cubes (generated via Python), with some stacked on top of others, and all joined into one shape using Ctrl+J.However, if I attempt to slice it using Skeinforge/ReplicatorG, it says that there are "dangling edges".

Is there any probable cause of these "dangling edges"? I have tried all of the Mesh > Clean up tools, but to no avail.

Thank you!

Here's a part of what the mesh looks like so far:

Edit: here's the .blend file:


texts: How to stash all actions to current armature?

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I just imported a bunch of actions from different files into one blend, but the GLTF exporter can't locate them without them being in the NLA stash. (There used to be a plugin that would export all actions to the GLTF, but 2.8 won't add it to the addon list.)

I tried this:

import bpy

ob = bpy.context.object

if ob.animation_data is None:
    ob.animation_data_create()

ad = ob.animation_data

for action in bpy.data.actions:
    ad.action = action
    bpy.ops.action.stash()

And that just caused:

RuntimeError: Operator bpy.ops.action.stash.poll() failed, context is incorrect

And I haven't been able to find anything on how to fix it for this specific function.

How can I do this?


texts: Freestyle lines & grease pencil objects 2.8 - how can I stop freestyle from rendering in front of grease pencil objects?

texts: When I have a 3D mesh object in the background, freestyle enabled, and then a grease pencil object in the foreground, then press F12 to render, the freestyle lines are drawn in front of the grease pencil object, even though the object is in front of the 3D mesh object. How can I get freestyle to not render in front of the grease pencil object?


texts:
Blender ver 4.76.
Rigify is enabled. Does python scripting auto have to be on?
Imported a model but When selecting Armature, Human Meta Rig, no rig shows up. Nothing appears.


texts: How can I get a straight UV map when I unwrap?

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I modelled this little wall in Blender and I dont know how to get the curve straight.
Can somebody help?

http://prntscr.com/g2ljc6

I changed a few things with my model and Im not sure how to get the x-scale of the selceted faces of the UV exactly like the x-scale of the faces underneath...

Does somebody know how to fix this?

Screenshot


texts: Is it possible to change the opacity of wires in version 2.8?

texts:
I just downloaded Blender 2.8 and I really like the new interface and many of the new features, but I have run into an issue where I can't really see a reference image behind my mesh, even with wireframe on. It appears that the wires are extremely compact and it has a darker filter over it.
Is it possible to adjust this so I am able to have better visibility of my image behind the mesh?


texts: Blender 2.91.2 zooming out from an object until it disappears but will not come back when zooming in

texts:
Just loaded Blender 2.91.2 and the object in question is a small table (size x 240mm, y 150mm, z 230mm) and clip start settings are 0.001mm and clip end settings 100000mm.
Furthermore, if I zoom out until the object is just before the vanishing point (but I can still see its presence) zooming in doesn't work.
I don't know if this is a bug with this version or perhaps I have some settings wrong. Any help would be appreciated.


texts: Automatic UV Unwrapping with Scaling on Specific Faces

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I've successfully unwrapped a UV map of my mesh. From here, I intend to hand-paint a texture which will use the UV Map. My problem now is that I want the surfaces to share a proportional amount of pixels on the texture surface, unlike here where the UV of the face is too tightly-packed that the texture is being stretched on the model.

Is there an automatic way of doing this so that I don't need to perform the scaling manually? Thank you!


texts: Is there a way to create micro fiber from nodes?

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I want to create a suede micro fiber material with tiny hairs like shown in the images below, is this possible with a simple bump map?

So far, this is what I could achieve (it looks more like a hard plastic):


texts:
Rotation with indicated degree

Basically I have two questions.
 Is it possible to manually specify the rotation step (For example: step = 5 °)
The option in which this value I need to set from the keyboard: Rotation + Y + 5 (45) is not considered.
May be for this purpose is there a special tab?
After reassigning hotkey combination "Ctrl + Rotate / Scale, etc." stopped working.

Now the "Ctrl" key works with the operation of "Edge Loop Select", and "Shift" with the "Pick Shortest Path"

Is there possible at such a hotkey combination to resume operation "Ctrl + Rotate"?


texts: How can I make my water not look like ink?

texts:
I'm working on a small creek including animated water (using a fluid domain). While I'm satisfied with the baked flowing animation of the water, I don't really like how it looks. Here's a render:

It's way too opaque (nontransparent), I would like to have a more cristal-clear type of water. I've cranked up the brightness of the sun, but as you see, that only increases the brightness of the reflection. I've tried using fill lights from different angles to brighten up the scene, which works to some extent, but the texture still looks like ink. So I'm looking for help on how to make it look more like clear water.

Here's my current texture:


texts: Curve & Array modifiers causing object to move unexpectedly

texts:
I have been having an issue adding array and curve modifiers to my objects. The object looks correct without modifiers. With modifiers it looks correct in edit mode but not in object mode. I modeled a simple pipe to demonstrate my issue and added a bracket to hold it to a wall. (The bracket will help show the rotation issue I'm having.) Once the array and curve modifiers are added the object rotates and moves in an unanticipated manner.

Basically, when I created and modeled my pipe I did so with the origin at the same exact origin spot of the NurbsPath I created for it to follow. In edit mode I moved my pipe mesh to where I wanted it and modeled out the pipe, joint, and bracket so I could have an array moving down the wall following the curvature of the NurbsPath.

After modeling I added the array, curve, and edge split modifiers. The array shows the pipe going in the proper direction along the wall. Once the curve is added, I can get the pipe to follow the path by setting the deformation axis to Y, but it looks to have rotated my mesh -90d along the Y-axis and moved the object left of the path and up the Z-axis.

When I set my path (before adding the bend to the right) I cleared the rotation in object mode. I also cleared the rotation of my initial cylinder for the pipe in object mode before modeling out the pipe.

The pipe in edit mode where it should be:

The pipe with modifiers in object mode where it should not be:

I cannot for the life of me figure out why it is doing this. I also can't seem to find another question on here that has the same issue, but I'm sorry if this is answered somewhere. Does anyone know where I went wrong?

Thank you for any help you can provide!


texts: what is happening to my shading mode? how can I solve it?

texts: Here is how it looks like, the more I rotate my view, the more it gets like this. I think it has to do with my video card but I'm not sure... I have a radeum rx580


texts: How to use collisions in smoke simulation to burn this house

texts: my question isn't as basic as how to use collisions but more specific to my situation. I am making a house set on fire and I have made a model of it burnt, the problem is that I cannot just apply a quick smoke as the entire house will then burst into flames. What I want is the fire to collide with the house and find its way out of the holes in the roof and windows etc. I have thought of a few ways to do this but I was wondering if there were any better ideas and if they would even work. I don't think adding a vertex group would work but I could add lots of little fires around the holes I want the smoke to leave from. So really I am just asking for ideas on how I could achieve the burning of this mushroom home. Thanks.


texts: is there a software to download python scripts?

texts:
I want to download and install some add ons and wonder about how to download the python script.
This question is probably stupid but I really don't know the Answer.


texts: I am trying to make a texture for this cup, but when I unwrap it, the parts are scattered. Is there a way to easily align them? This is my first time using blender so all help is appreciated!


texts: I can't make my armature affect any mesh deformation

texts:
I am having an impossible time setting my armature to auto-deform the mesh like I've seen a dozen times in YT tutorials. Every time I attempt to do so, I fail. Here is the workflow:

Select the mesh
Shift+Select the armature
Select Object - Parent - Armature Deform with Automatic Weights (Note: Ctrl + P does not show me any armature parenting options; I don't know why; seems to work for everyone else).

[Here is a link to my .blend file][1]. Just in case you are interested. I'm basically at my wit's end. I've recreated armatures for this stupid thing three times. Every single time, I watch someone in the tut very easily move their mesh around with Pose mode after they parent. But I can't. Ever.
If I need to use weight painting to do this manual, I will. But I would really like to know what I'm doing wrong since the manual way is going to add a lot of time. At this stage in my education, I'm still trying to understand all the basic functionality and this is one of those.


texts: I've been trying to run the Quick Smoke simulation

texts:
And below is the result:

The smoke is confined to the cube.

I'm guessing there are parameters that I need to adjust but I have not made any changes to the default settings since installing Blender.

Any ideas how to fix this issue?

Thanks in advance.

Additional information:

When on loop it appears to extend above the cube occasionally and when I was tinkering with Physics/Behaviour/Density it actually flowed like it should for one cycle. This may have been coincidence as I've not been able to replicate it. Is this an indication that my computer is unable to simulate properly?


texts: Material shading options in 3d viewport limited for Curve objects?

texts:
Render Engine set to Cycles.

For Meshes their diffuse colour is shown in 3d viewport when the Viewport Shading mode is set to Material. Curves do not do this, is there any way to turn this on for Curve objects too? For example below, the silver-grey tubes are Curves and I'd expect them to show the diffuse of the materials assigned to them (black, orange, and blue).

Viewport Shading: Materials

Renders like this, this is OK, and so is live Viewport rendering:

The problem is Curves aren't showing their colour, instead a default grey. It doesn't matter which cycles shader-type is used.


texts: I have been trying to texture paint a set of horns from this reference that as you can see look as if they have been painted badly with a paintbrush. I have experimented with using a brush stroke image as a texture mask with little success as i've found it very had to get continuous strokes around the shape. Any suggestions of how I might approach this would be much appreciated


texts: How do I set my camera rotation with Python?

texts:
I'm working on an automatic renderer script, and I have some trouble setting the rotation of my camera. I suspect it has something to do with the need for me to convert the rotation values I want to quaternion values. The problem is that I am absolutely hopeless in maths and not very advanced in programming, I'm still learning. I have been looking on the internet but I have found very complex things such as this :

https://blenderartists.org/t/questions-about-python-controlled-camera-rotation-and-location-in-blender-2-59/520639

But I don't know where to start, I don't get what the code means and I don't know how to implement that to my case, so I figured it was best to ask from scratch.

SO basically I want my camera to have the same rotation I have created manually, that is to say :
x= 66.9
y= 0
z= 28.9

Here's the last thing I have tried:

import bpy
import os
import math
import shutil
import glob
import bmesh
import mathutils

    #Camera position
    Camera = bpy.data.objects["Camera"]

    pos= [24.408, -39.401, 33.853]
    rot= [66.9, -0.000115, 28.9]

    Camera.location.x = pos[0]
    Camera.location.y = pos[1]
    Camera.location.z = pos[2]

    Camera.rotation_mode = 'XYZ'
    Camera.rotation_euler[0] = rot[0]
    Camera.rotation_euler[1] = rot[1]
    Camera.rotation_euler[2] = rot[2]

    Camera.rotation_euler.to_quaternion()

And errr.... it doesn't work at all lol, it puts my camera at 3833° X, -0.00661° Y and 1656° Z...

Can someone help me ?

Thank you so much :)


texts:
Would like to fill the end of this Bezier Tube with the same radius as the sides, not a flat piece. How is this done?

The OP may make further edits

I would like the end cap to have a rounded over look and not be flat like the first example or hollow like the 2nd.


texts:
I am new to metaballs and I want to mesh a metaball, so that I can export it. For a simple test I just added a metaball to a cube. This is how I created my strange metaball:

Add a cube

Add a metaball

Select the metaball and then while holding shift select the cube

Ctrl P to parent to object

Go to the Cube settings > Instancing > Faces

After looking up how mesh it I went under Object > Convert To > Mesh from Curve/Meta. This creates a mesh but isn't what I really want.
I don't know if I did something wrong, I just followed a tutorial on how to use metaballs. Here is the produced mesh:

But I just want a mesh that looks like the unmeshed metaball:

Here is my blend file:


texts:
I have this column:

But the top and the bottom parts have different size between the curved figure and the final edge of the mesh.

Top

Bottom

How can I adjust this and have equal size at each side?


texts: How can I make the camera safe zone lines easier to see?

texts:
How can I change the safe zone dotted line colors or transparency to make it easier to read?
I added a picture showing my issue and an image from the blender manual showing what am I hoping to see.
maybe if somebody knows the correct name of those dotted lines can be easier for me to find in the interface.


texts:
I am working on a project to simulate a hydraulic cylinder extending and contracting. It is working against a lever on a pivot, which means that one end (the ram) needs to be constrained to the pin on that pivot, while the other end (the cylinder) needs to remain at a fixed location but pivot along with the ram.

I'm sure this can be accomplished with a variety of object modifiers, but I'm having a really hard time working it out.

My object hierarchy, as of right now, looks like this:

The cylinder extended looks somewhat like this:

And retracted...

Notice how the origins for the ram and the cylinder remain in the same general location (cylinder fixed to frame, ram fixed to arm).

I should also mention that this is an approximation of the project I'm actually working on.

Edit:
The title is just one idea I have. To create a 2-point path and use the follow path constraint to keep the ram and cylinder aligned to it. The one place where I can't figure out how to make this work though is how to anchor just one path vertex to one end, and the other to the other end, causing it to scale and rotate according to the anchor points, where one anchor point is fixed and the other moves with the arm.


texts: Which version od OpenVDB is used in Blender?

texts:
I download openVDB library and build it. Now, I want to join it with other libraries to Blender. The problem is, that I need same openVDB any Python version of libraries which are used with Blender.
e.x. Blender 2.91 uses Python 3.7 and OpenVDB xx(7.0.0)(5.0.0)??
Blender 2.93 uses Python 3.9 and OpenVDB xx?
Can you help me how can I find the openvdb version?
Thank you very much.


texts: Shadow Catcher not working if all object are "Shadow Catcher"

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Pretty simple issue here, but not able to find someone talking about it.
I have a really simple scene.
4 concentric rings rotating with 1 light..
I only want shadow. Nothing more. Everything is working perfectly if I only tick 3 objects with "Shadow Catcher". But as soon as all objects have "Shadow Catcher" ON, then the render stop rendering any shadow... I only get a full transparent render.
Any clue or workaround ?
Thank you in advance.


texts: Why the mirror modifier is not applied on my half-cube?

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I've applied a mirror modifier on my half-cube but even though the pivot point is centered correctly (in the center of the half cube) in both object mode and edit mode. It is still not mirroring my half cube. Why is it not working?

The pivot point in object mode:

The pivot point in edit mode:


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I have no idea why it happens, I open a old 2.79 file in the blender 2.82, and it looks like that

I found that if I change the volumetrics end to very low it seems solved, but I dont think that's the correct way to solve that, something must be wrong in other place

Finally I found that I use volume scattering in cycles and that caused the condition


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I have coded a Blender animation's bones to move while the BGE is running. I made an Always sensor run code in a module that changes the bones using rotation_euler.

It works fine in the embedded player (the bones change xyz positions as instructed), but not in the standalone player.


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I am having issues regarding the Bool Tool stuff, more specifically the Auto Boolean difference tool. Whenever I attempt to use the tool between two objects, it gives me a Traceback error. Here's a screenshot:

I am somewhat new to Blender, and I had to install Bool Tools manually (it did not appear in the user settings menu).


texts: Why are the ID-masks and Ambient Occlusion outputs not pure white?

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Whenever using ID-Masks (material and/or object) the result in the render output does not give me a solely black and white image.
The whites are slightly darker than they should be.
Even when overlaying an AO pass with a pure white color the result in the viewer/composite node is off-white.

Why is this?

Some additional info:

Base render:

ID-Mask:

Ambient Occlusion:

Blendfile:


texts: Ovelayed images show transparent in compositor

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I am adding some overlay images in the compositor.
But when I add the images it appears to be transparent.

Why is my image appearing like this?


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This is my mesh (the cube) and the goal is to extrude the upper part

The idea is to get THIS FINAL RESULTS BELOW:

In order to achieve this goal, I used ,as always ALT + S, but the result was this one:

My question is: Alt + s works perfectly with all the mesh i used before: why in this case, with a mirror, i get that distorsion? Is there a way to fix it?

Thank you!


texts: What's the difference between : Multiply, Add, etc

texts: In some of nodes input, the RGB Mix for example, there are several settings : "Multiply", "Add", "Mix", etc... what is the difference between them?


texts: What ways are there to cut object in multiple separate meshes?

texts: I'm a beginner with blender, but I managed to complete my model. Problem is, that I'm making the model so I can print it with a 3d-printer, and the item is so large that I have to cut it in 5 separate pieces, print and then glue them together. I know exactly where I want to cut it, but dont know how


texts: New graphics card not rendering anything

texts: I just bought a new GTX 970 and ive tried to render some scenes I had to test the performance but everything I render with my GPU comes out blank, just transparent. If I switch over and render a scene with my CPU it renders fine, so I could really use some help with finding a solution to my problem.


texts: Is there an add-on or way to limit the selection vertices in a vertex group by a given weight range? Example: with a vertex group A selected, select only verts weighted between 0 and .05 to that group? Thanks!


texts: Compositing Note for export cryptomatte to MultiLayered OpenEXR that work in Fusion with reactor + cyrptomate plugin

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Someone can share the node on compositing to properly export the Cryptomatte layers into a MultiLayered OpenEXR that works in Fusion with reactor + cyrptomate plugin.
I try something like this but doesn't work: in fusion cryptomatte plugin donìt recognized the layers
Thanks for any help


texts: I'm building a warehouse scene and the room has a few sets of windows.  I've applied an image texture to the windows so that it looks like they are dirty, but would still like light to pass through the panes.  I have my lamps set behind the windows and I've turned up transmission and lowered roughness on the windows, but it still doesn't do the trick.  I also tried playing with alpha and using a transparent shader as well as different lamps, but nothing seems to work quite right.  I would like something that looks similar to the attached image.  Would it be better to just use an emission shader on the window panes? I'm using 2.8 and rendering in cycles.  .


texts: Animation Nodes - How do I swing in the text?

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The first example I worked on is immediately below. It is a little clumsy by hand (never mind). How do I do that with Animation Nodes?
(Words below are from my little niece, when she always asks me to swing her.)

I did something a little different in the latter below. At the start of video, I gave the letters little more distance to the right. How do I swing in letters individually with Animation Nodes?
Assistance appreciated. Thanks in advance.


texts: What is the reason the view isn't rotated around the selected object?

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Using v2.79.

I wonder why the view isn't rotated around the selection, in some cases, in spite the related setting in User Preferences is set to Rotate Around Selection.

An example below, which was obtained this way:

I had the yellow cube showing the problem. I determined approximately the point of rotation of the view and set a yellow empty to show it.
Then I tried with a new object, the red cube. This cube hasn't got the problem, the view is appropriately rotated when this one is selected.
I duplicated the yellow cube and empty into blue ones, and changed the location and direction of the blue pair. The blue cube shows the same problem, and the point of rotation of the view is located at the same relative positive (indicated by the blue empty).

File: rotation.blend

In case that would help to explain, the initial cube was previously used for some tests with a Displace modifier.

What is the reason I cannot rotate the view around the yellow/blue cube when selected?


texts: How to create shape keys from posing armature?

texts: I have one character with his face rigged and I want create shape keys from posing bones of his face, I'm trying to do this with the armature modifier but when I make clic in Apply as shape key, this create the shape key but my armature unlink of my mesh, so I copied the modifier before apply as shape key, but the pose doesnt back to original pose. Is there another method to do this or what I'm doing wrong?


texts: How to bake a blender shader into a colored image mapped to the UV of a model

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Me and my friend have this metal texture created in blender with nodes for a robot model. How would we take this shader and turn it into basic uv image texture with colors for the model in unity?
Thanks in advance!