texts: What is the physical difference between the Subsurface Scattering and Translucent shaders?

texts: Generally speaking, I know to use translucent for leaves and SSS for skin, but why is this? Physically speaking, how do these shaders refract/scatter rays differently? Why does translucent have no sliders or options? If anyone could sketch up some rough optical diagrams, that would be absolutely awesome! Any responses are appreciated :)


texts: I attached a picture illustrating my problem. For some reason, there is a random indent when I use the bevel modifier, and I have no idea why it is there.


texts: That black cube is just in the middle of my scene, I am pretty sure it is messing with the water flow, if anyone know how to fix it let me know. I have to get it ready soon for a video of mine.


texts: I'm attempting to import .DXF files into Blender that were created via CadMapper. I have the import/export add-ons, however when I import the file I get a host of error messages and can not see the file/render. I'm assuming there are specific import settings I need to configure prior to import, but any help would be much appreciated!!


texts: simulate interaction of fluids with different viscosity

texts:
Like everybody else in this site I've been new to blender for quite some time...

I'm trying to do an animation to simulate a mix of paint blobs with different colors, like Ebru Painting or Suminagashi marbling, based on mixing colored liquids with different levels of viscosity.

The idea is to have a drop of colored paint displace the surface, so that the colors don't really mix but create variable abstract fluid and organic shapes.

As an example please take 30 seconds to see this video by garip ay from minute 3:00 up to 3:30:

https://youtu.be/4dKy7HNU4vk?t=187

(image from the mentioned video)

I understand how to make more than one fluid domain to create different colors but I can't think of a way to simulate the interaction between them.

Maybe there's a way to do this with dynamic paint... I just haven't used that tool very much.

Since this is a flat image it could also be done with some clever texturing... maybe?

How could I do something like this in blender?


texts: Hej, what happened with GIS panel in Blender 2.82 ? It was so useful and in good place up to 2.81 - why is it gone? Even in Manual for 2.81 there is no word on GIS features. Can someone help me find it?


texts:
I've been working with this rig I made for a long time using it for a variety of characters and it has never given me this problem until now? It keeps its shape until you parent it to the mesh and then it squishes the hand and deforms it improperly.

This is what it looks like when its not parented, and as you can see, something on the rig is not right in the fingers?

And this is the result of parenting the mesh to the rig which obviously doesn't look right compared to the first.

Any advice is great because rigging is not one of my favorite things to do although it is necessary for character animation.

.Blend


texts: Refractive Layer At The Neck Of A Bottle Of Beer

texts:
I have been modeling some beer and I noticed this:

Where there is a layer of dark at the intersection between the bottle neck and the body of the beer.
I modeled the shape of the beer and used the glass and beer IORs for the materials, but this layer of dark is gone:

Why is this layer of dark there and why doesn't blender simulate it? (And how do I fix it?)


texts: Exporting information of multiple objects?

texts:
Is it possible to export a text file containing the information of models placed in a scene such as Location, Size, and Rotation?

So if I had two cubes, it'd make a text file with something along the lines of

Location: X:11 Y:30 Z:20 Scale: X:40 Y:20 Z: 15 Rotation: X:15 Y:123 Z: 180,
Location: X:18 Y:20 Z:10 Scale: X:20 Y:40 Z: 30 Rotation: X:20 Y:140 Z: 90

for both of the cubes in the scene.


texts: glTF: How to optimize exported glb file from blender having more number of loop-cuts?

texts:
I have plane with 200x100 loopcuts, when I export glb the size of the file is around 2MB than I again sub divided the mesh couple of times and now binary file is around 8MB.

How can I use more number of loop-cuts and still maintain the file size smaller?

I am using latest version of glTF exporter and blender.


texts: How do you allow inertia in bones for animating in pose mode?

texts:
Suppose you want bones to move more realistically where energy is not instantaneously dispersed throughout a character, like a person standing on a surfboard on the ocean. When the board moves upwards due to the wave, the entire person doesn't completely move up right away, their legs move up first, then their hips/chest, then their shoulders and neck. Or, suppose someone gets hit in the chest by something like a punch. Their chest moves backwards first while their arms, legs and head remain still due to inertia in the first moments, then as their chest moves back move it pulls on those arms and legs more and more until they speed up to the same speed as the rest of the person.

How can this cascading motion be efficiently animated for when animating keyframes in pose mode in variable circumstances? Or in other words, how can bones themselves in pose mode be made to simulate collisions as opposed to making an entire mesh a rigid or soft body?

The closest thing I've come up with is keyframing a delay in the influence of a child-of or inverse-kinematic relationship, but it seems like there should be a more automated way of accomplishing this and its very hard to manually animate this proportional to velocity.


texts: Is there a way to "push" other clips in the VSE?

texts:
I have a number of clips in the video editor, and I want to rearrange them.

Is there a way to grab and move a clip, so it'll push the other clips behind to make space for it?

E.g.: I want to rearrange clips ABC to ACB without the need to move B out of the way first, and to put it back in the end.

Change this:

To this:

EDIT: The "ABC to ACB" change is just an example. I have over 60 clips I need to completely rearrange.


texts:
Which denoiser should I use? Does it matter?  1. View Layer Properties Denoiser OR 2. the Intel Open Image Denoise --> which I know is quite powerful. So why use the denoiser under View Layer Properties at all?  Is there a link someone could give so I can better understand the technical side of these denoisers?
Does it matter if I turn both on? (shown in image).

Then there is the third option 3. Render Properties> Denoise> Render ie. OptiX

For now also thankful there is options.
UPDATED POST:
I made a short 20 sec video and there seems to be some blotchiness/ jitter. I did lower the Sampling to 25 so I assume that's it. Wondering if someone can take a look?? I share through obviously email for quality sake.


texts: Text not showing while animating only by clicking on text it displays

texts:
Hello Everyone..
When I click on text it displays but dull and not in required color material what i am doing wrong
If I click on other object in scene then the text is not displayed all objects are parented to GP so that Combine image is animated
Please advice


texts: I am new to this website, I need some help with UV mapping. I have created a material with 4 image texture nodes with one of them being a normal map texture node. But the normal map has a different texture in it and I am trying to edit the UV mapping of the normal map texture without editing the UV mapping of the other textures in the same material. How can I do this? Any help would be much appreciated, thanks.


texts: Is it possible to bake a lightmap using the light of an hdr world?

texts:
I am trying to bake the lightmap for an object that receives light from an HDR world and from objects with an emission shader.
After the bake, only the light from the emission is baked into the lightmap but not the light from the HDR.
Do I have to make changes to the node setup or is it simply impossible to bake the light from an HDR world ?


texts:
i would be so thankful if anyone answer this question :D.
my mouth rig texture works fine in all viewport shading except at the rendered mode, it controls both my uv mesh which is the body part and the mouth part. i already seperate the uv map though. also the blue thingy on its cheek is a material not texture

the second image is the screenshot that in rendered mode all texture move

this is the video: https://drive.google.com/file/d/1zQYTiwJJUyOXO7Jzk1i7wuOw5QjZFr-X/view?usp=sharing

thank you for the response:D


texts:
I have already rigged a character in blender.

I am trying to create viseme's using Shape Keys. The shape of the mouth is dependent on the jaw position. Most of the viseme's happen with my characters jaw is open.

So I rotate the jaw, select the mesh again, and add a new shape key. When I do the jaw will snap back to its closed position. I can't do the shape key while its mouth is closed.

I tried this several ways, the other way is you create a shape key, go into edit mode and then try to shift the jaw, which just closes the shape key.

Is there a way to combine the shape keys (mouth shape) and armature (jaw)?


texts:
I am very new to Blender so any help would be appreciated,

I am trying to create a 3D maze to import into an OpenGL project. I have created the object the way I want it for the maze now I just need to apply the textures to the walls, floor and top of the walls. I have not been able to figure out how to apply the separate textures efficiently. This is what my maze looks like as of now:

If someone could point me in the right direction to apply textures to the correct place that would be great. Ive tried to unwrap each individual face and apply the texture but it seems like there would be a faster way to do this.


texts: How can I create a single image texture from several different, overlapping image textures?

texts:
I have a bit of a specialized problem to solve.

I have a mesh model, created from laser scanning data. Also from that data are 10 different equirectangular images of the scene being scanned. Here's an example of one:

I've erased some tripods and added a transparent buffer at the bottom to make the image properly equirectangular. I also already know the UV maps to align my scanner mesh with all of the different images.

The trouble is that when I try to add all of these images to the material for my mesh, Blender slows down and eventually crashes well before I add all 10. I think it has to do with the fact that each one is a very large image texture (8168x4085 pixels). Also, probably due to the many different UV maps, the render of the mesh looks pretty awful. Here's an example using 4 image textures:

Clearly, there's something wrong, but I haven't any idea what it would be.

I think a good solution to these problems may be to bake a new texture that contains all the colour information of my ten textures, but I don't know how I would do that without loading all 10 textures at once. I'd need to do it sequentially, one after the other. I'd also like to consider the alpha values in each texture, to accommodate for the fact that some portions of the textures are transparent.

Any advice on this would be helpful, I'm really stuck here.


texts: Animation Nodes - calculate factorial of frame numbers

texts:
First of all, this is of course not my project. I am working on a  project that has a similar idea and i want that for the sake of clarification.
to briefly explain what i want, i need implementing the following simple pseudo program with animation node syntax

frame_number=0,frame_factorial=1
while(1)
{
 frame_number++;
 frame_factorial*= frame_number;
}

So perhaps the simplest way to do it, is to create a math node with multiply mode, connection time info(frame number) to one input, then connecting the result back to the other input(feedback), which certainly doesn't work with animation node's syntax. so the question is how to retain a certain value calculated in a certain frame, in order to be used in the next frame? or when you have a cumulative calculation, like the one above?

for instance i thought the only way for that is to put 2 python script nodes at the beginning and at the end of a frame iteration, then use the script node at the end to save data to, for instance, csv file, then in the next frame read data from that csv file. however this is an impractical and unreasonable solution, i think their are of course other more practical methods, built in with animation nodes, isn't it?


texts: Blender particle system , emitting a mesh with a particle system

texts: I made a simple flower and i used the particle system for the petels , now im trying to use the particle system on my plane to emmit the flower but its rendering as a mesh without the petels , is there a way to fix that?


texts:
Here is the shape I want to achieve, sharp square hole in the cylinder:

I did inset, extrude and beveled edges to keep square form.

The problem is when I am applying subsurf modifier, it distorts hole edges with weird overhangs:

Here is my blender file:

And here is modifier settings:


texts:
I want to make a slowly waving(?) flag, but it must be a loop, and i don't know how to do it :( Help me please

P.S. Also interested in making more realistic material with cycles, but that's not necessary


texts: Issues with 2.82a Mantaflow Fluid - Am I the only one?

texts:
I've been working with the new Mantaflow Fluid Simulator and have had some successes and a lot of FAILURE.  Thanks to the awesome tutorials by Blender Mania, CG Geek, Jonathan Kron, Blender Made Easy, I have been able to create some very nice Fluid animations.  (I also READ the on-line manual at Blender.org).  Here are the issues I am having and would like to know if others are having them also (operator error or bugs?)

After successfully creating a very simple simulation (1 cube as the flow, 1 cube as the Domain) I decide I want to change the size of the domain.  I scale it up, Free the Data - re-Bake - No particles.  No matter what I do now, I cannot make the particles reappear.
If I DELETE the Domain Cube, recreate it, RE-Bake, the particles reappear but remain INSIDE the Flow Cube (geometry)
Delete the Flow Cube, re-create it, rebake, all works again.
Scale up the Domain - Works (second domain cube)

Next Issue...

I create a beautiful Fluid Animation with water materials, Spray, Foam, Bubbles, particles, Environment, effectors, etc. Save the Blend file.  When I reopen, nothing works.  Animation wont play, Rebake does not work, and the Domain is filled with a haze.


texts: How to create this square bevel/curved effect

texts:
Just wondering if anyone can advise the best way to achieve this curved effect at the end of a cube.

I tried this tutorial
https://www.youtube.com/watch?v=Y8u66AuY9cA however, what I found was that the faces of the cube then get curved this is not what I am looking for. I tried the bevel effect and again this does not happen to get the desired results.

Will this be a case of adding loop and editing until it looks somewhat like it should, or is there an easier what to get the result I am looking for ?


texts: If i change the background to transparent nothing renders, if i change it to white it renders a white screen etc. I made sure all my objects are turned on and have turned the mist setting off. I am not sure what to do. This is in cycles render also, i went through all the settings in the camera and made sure it was the same as the default.


texts: Blender is exporting the wrong UV coordinates

texts:
I was making an axe model in blender but when i loaded it into my game engine the texture wasnt right. I tried making a textured cube to find the problem. When editing the texture in blender the cube renders properly, but when I export it the uv coordinates become seemingly randomly jumbled. I have checked the uv coordinates manually by going into the file and checking them and something is definitely not right.
I'm including the texture and the obj file contents below:

Link to the obj file


texts:
I have two objects, call them Object 1 and Object 2. The snap vertices threshold (min distance between vertices) is 0.001.

I want to delete all the vertices of Object 2 that:

have the same location with any vertices of Object 1,
or have the distance from any vertices of object 1 < threshold (=0.001)

This would be like removing doubles, but it would only compare vertices of Object 2 with vertices of Object 1 then only delete vertices from Object 2

What is a method for easily doing this?


texts: Can I render faster in cycles with a Radeon R5 graphics card?

texts: I have a Windows 10 PC with AMD Radeon R5 Graphics 2.00 GHz, Is there support for it to improve Blender Cycles'rendering using GPU? Thanks


texts: What is the fastest way to texture bake a full scene?

texts:
I am familiar with the concept of baking in cycles to use it in the bge.
Can I somehow bake the whole scene without having to select one object each time?

If yes which is the fastest way so I won't have to waste a lot of time?

I don't care if the CPU will work overtime.


texts:
I wish to create an inverted sphere with inverted lighting (so it appears as a normal sphere). The vertex normals need to point outwards, while the face normals point inwards (for creation of an atmosphere in Unity3D).

I have found a few solutions within Unity3d, however, each require per-frame calculations I very much wish to avoid.


texts:
im working with imported files (from differents architects) , and they like to do “updates” of the building model almost twice a day ,when im working on it in blender, doing texturing work , material work, lighting , camera, placing prop , rendering, ect ect … … …

so everytime the model need an update, i have to delete the building model , and re import the new version and start a quick render…

but eveytime i do that, i lose all my material replacement work, so i have to re-replace every original materials (multi users) of the imported mesh, with my own cycles ones , like i did first time , over and over again , twice or + a day ; with the 40+ materials ... its a waste of time

… there must be a solution somewhere to skip this part? right ?

like :automatically replacing imported ugly materials from the imported house mesh to my custom cycles ones ? [didnt find anything]

like :changing only the data of my outdated model with the data of my new model while keeping the material info ? [not working]

like :puting the imported mesh into a "master import.blend" , linking it to another .blend , then changing material to local? [someone even told me its impossible?]

ive been searching for one week now , didnt find anything but deads end.

could someone help me ?


texts: Can't seem to be able to dissolve edges?

texts:
Hey so I'm relatively new to Blender. I've been following a tutorial to create a catapult but I can't seem to dissolve the edges on a certain part of a wheel. I've done this a number of times before and had no problem with it but now it just doesn't happen.

Any help would be appreciated, thanks :D


texts:
So I have this one torus which I copied to get another torus. I did this by clicking shift+D. But now, Blender treats the tori as if they were one entity. If I select one, the other is automatically selected. I'm assuming this happened because I didn't separate them immediately by clicking P.
How can I disconnect them now?


texts:
I have a character I am modelling and I'm having a little trouble around the mouth. Somehow I've managed to get a 6 point vertex at both corners of the mouth. I know I should resolve this somehow, but I'm not sure what I should do.

I've tried merging the vertices on the other end (the 2 red circles) but that didn't fix it.

What step should I take from here to resolve this?


texts: I am using a glass shader on some tile material, and a background shader for the world lighting in a scene.  I am able to see the sphere that I believe is the world lighting source reflected in the glass when the view is almost at dead center.  Is it possible to get rid of this orb reflection and keep the world lighting, or is it a fixed facet of the shaders I'm using?  Thanks for any help.


texts: Blender Emission Shaders do not work over Alpha Channel

texts:
The above picture is a composite of two layers for a scene I am working on. You can see clearly that emission shaders for the sparks work only if there is RGB behind but not if they are in front of an alpha channel. The back wall sparks do not show across the floor because the rest of the room is front most layer, so that is understandable, but the blue sparks from the side walls lose their emissivity when they cross into the space that was held out. The reason I am layering this way is because there is footage to sandwich in between them.
I checked this with cycles and the problem is there too, but I do not know how to resolve it. Ideally I would render only the sparks and have the room as separate composite layer, but I need the reflections caused by the sparks as part of the effect.
There must surely be a solution? I am sure I have used emission shaders with alpha channels successfully before, but I think it may have something to do with the hold out function.


texts: I'm using non destructive Boolean methods to cut into the mesh. When I duplicate the Boolean it only becomes into a wireframe. I tried deleting the modifier and also tried to convert into mesh from curve trying different options but cant get the solid mesh again.


texts:
What impact would this have on say a game asset or something like a tank that's animated ?

Asking as I'm piecing together a project that will be involving my own models.

On occasions I've noticed when Bevelling edges the create Triangles on another face, so I wanted to be certain be accepting it.

Thank you


texts: Add glow to animation in compositor when using sheepit renderfarm

texts:
I'd like to use the compositor to add a fog glow to my animation but once I have it all setup and try to submit my file to Sheepit-renderfarm. I lose the fog glow effect I added using the compositor. Please help.

This is my render on my OWN PC

The Link to the Blend File (Sorry if its messed up)

blend file


texts: How can I get a Depth of field render pass?

texts:
How can one make a render pass with black and white data to display depth of field based on the Settings > Camera dof settings?
I want to blur or defocus in the compositor, similar to the way it is done with the Z pass but with a more accurate dof information that is based on a target, as opposed to distance away from the camera.

I tried to fiddle with the settings in a new Render layer, overwriting the material, but I have been unable to achieve a render pass effect that outputs something useful.


texts: Remove reflection of one object from another object?

texts:
I have a reflective object and I want it to reflect only light and not the surrounding objects.

I have moved it to Layer 2, but it still reflects the objects from layer 1. What should I do to prevent objects on Layer 1 from casting reflections on objects in Layer 2?


texts: Why does it displays a kernel error message whenever I try GPU rendering in Cycles?

texts:
Whenever I select GPU rendering it displays an error message. I have a Radeon RX Vega 8 GPU but still it doesn't get to work. I tried selecting only GPU rendering in Preferences tab but still it doesn't work in Blender.
The Error shows like this:  Split kernel error: failed to load kernel_path_init.
This happens every time I select GPU rendering.


texts: How to improve "square" artifacts on smoke simulation?

texts: I have the following smoke. I am noticing some "square" artifacts. For example in Houdini this situation can be solved by selecting the Gaussian filter, however this is not the case. Any ideas? Thank you guys.


texts: In this tutorial at about 06:00 min a mirror modifier is added and it works. When I do the same it does not work, only when I add an empty at the 3D cursor location and make the empty the mirror object. Why can the creator of this tutorial add a working mirror modifier without empty ?


texts: Selecting loops crashes Blender 2.71 on mac

texts: Has anyone else noticed that selecting an edge loop by Alt+RMB on it crashes in version 2.71 on a mac?  Reverted back to 2.7 and it works just fine.


texts: How to fill/prepare an object for 3D printing

texts:
Sorry if this is the n'th repost of the same topic, but couldn't find any working answers after searching numerous topics and playing around the model for days...Yes, I'm a very newbie with Blender but putting lots of effort to learn more every day.
Here is my simple model.

I got it initially as a blender file but it was deeply broken and unsuitable for 3D printing. Practically rebuilt it, have deleted doubles, merged vertices etc. But still, when using 3D toolbox it seems that there are lots of non manifold edges and I just cannot figure out how it can be possible. Everything seems to be connected and closed. I'm probably missing some crucial concept of the whole Blender way of thinking. Have tried solidify, more cleaning, 3D toolbox stuff etc, but always it ends of missing some parts of the object in the STL export...sigh...please help someone to point where is my mistake. Here is the model file: Blender file

Edit:
@Leander already provided a corrected version of my model, but I'm still wondering why the changes has been made and how. I have some experience working with SW, SCAD etc, and in their world my model above would be just fine. I understand the hollow/solid/parametric difference between these two, but still don't get what was wrong in my try... Here is the model how it looks after @Leander fixed it:

There are now more splitted faces, the side faces (which were somehow problematic with non manifold edges) have now been splitted to several faces too. Is there some filter, script or modifier doing this or is my initial model somehow fundamentally flawed?


texts: Blender 2.74 - problem opening rigged model created in 2.73

texts:
I have encountered a wierd problem. Have created a model in Blender 2.73, rigged with Rigify and animated. Everything works just perfect. Now when I have downloaded the new Blender 2.74 and opened the very same .blend file the model is distorted. Looks like all bones are concentrated around the middle of the model.

This happens only in the Pose mode. In Blender 2.74 Object or Edit modes are working fine i.e. the mesh is displayed in T pose again.

I did try FBX export/import but the result is the same.
I did reset to the Pose to T pose, zeroed IKs for arms & legs then saved the model in 2.73 and opened in 2.74 - did not help.

Any clues what needs to be done ?


texts:
I would like to take an irregular shape and extrude it up. I would then like to apply a different finish to the top/bottom faces to the side faces. For example glossy on top and matt on the sides. When I apply the subdivision surface on my object (after Edge Split) I get some artifacts. Either the top surface edge becomes jagged, or I get a surface artifact. Does anyone know a smarter approach to moddeling something like this? Or how to solve my issue? I'm mainly a Nurb/Solid modeller, I'm using Blender to try and build out my skills in organic shapes so I'm still nooby.
Thanks!

After moonboots comment I feel I wasn't clear on my design intent. Moonboots suggestion could work for some people but not in my instance.
Attempt 2 - To illustrate, I made a sketch in Fusion360 hit the Extrude command and exported that as an STL. The reason I'm trying to learn Blender is that this workflow is quick and works for me in some instances but it produces bad topography. So in Blender, I basically wanted to freehand draw a loop and extrude the fella. Fill the top and bottom surfaces. So I googled some more on Bezier curves and found how to use the Draw tool to freehand a curve, convert it to a mesh, extrude the Edges (not the vertices like the first time I tried). Select the top Edge Loop (Alt left click) which then gives me an option to fill the loop with a face (as opposed to a Grid Fill which produces problems). Now I can Shade Smooth the sides, and Edge Split the top edge, now my problem is that the top Edge Loop Face is now jagged. Is this fixable? When I - Add Modifier - Subdivision Surface, I can't work out why I get these tiger lines. My ultimate goal is to apply one shade to the top face and another shade to the side walls. Any tips, or help much appreciated.


texts: How can I hide all the animation controls?

texts: I am only interested in modeling and not animation. Is there a way I can hide all the animation related panels from the blender interface? They take up screen real estate that I could use for other tools.


texts: Faces move slow / not fully connected to bone

texts:
Blend File:https://drive.google.com/open?id=1B_GELU2WhmT1O25J6V82O1IMIik_EF1F

Good Morning,
I been having this problem for 2 days and I don't know how to fix it, I created a vertex group to control the eyelid of the spider with one bone, but it is not working properly, the edge is not following the bone as it should, it is moving slower, I just need to know if there's a way to make the edge be attached to the bone no matter what.

Also I don't like using shape keys because I need to do other stuff with the bone that the shape key won't work with

https://gyazo.com/b246445672450727703520960e55e3b2.gif


texts:
I would like to get some outside opinions on if this candle holder model would be acceptable to be described as "game ready", and if not, what you think is missing.
Verts: 4987
Faces: 8673,
no non-manifolds,
hand made uv + textures included (feel free to also give feedback to the uv unwrapping).
Blender File:

Screenshot of the textured model:

Thank you!


texts: What is the box that appears around this mesh in edit mode?

texts:
I am watching a YouTube tutorial on sculpting and I can't seem to figure out how he suddenly created a box around his mesh...

I don't believe it is bounding box because when I searched up how to create bounding boxes, it sounds like multiple steps to do so. All the guy did in the video was change to edit mode, unless he pressed a shortcut key. Can anybody tell me what this guy did to get the box around the mesh for editing?

PS: I'm fairly new to Blender but I know the basics.

Here is the video I was watching:
https://youtu.be/tZnUgt659oI?t=3m5s


texts: Image-based plane light eliminates mesh light

texts:
Edit: blender scene:

I have a simple scene with a lantern in it, the latern's bulb is a mesh with an emission shader.
I of course light it from other angles as well, like from the side where I use a plane with an emission shader whose color is dictated by an image texture (so an image based light).

My problem is, no matter how weak the image based light is, even if it's so weak it's unnoticable in the scene, the effects of the mesh light basically eliminate. But as soon as I turn off the image based light, the mesh light wakes up again. This does not happen with light lights (e.g. area, spot etc) but those don't look the way I want them to look.
Some proof:

though noisy, you see here that the lightPlane1.001 is active, but strength is 0.1. It's a blue-ish image, unnoticable in the scene. But even still, the mesh light is like secondary reflection only. On the contrary, when I turn off the image based light:

You see that the mesh light immediately kicked in.
They do not share the same material (though it wouldn't explain this either).

I'm using Cycles and I'm wtf-ed. Could someone help me?
I'm not using any fancy group settings, everything is on the same layer.

EDIT:
the node setups:

Edit again:

thick glass or no glass, the problem persists.


texts: How to track the state of a window toggle with python?

texts:
With bpy I can call the following function:
bpy.ops.wm.window_fullscreen_toggle()

But how can I track the state of the toggle so that I avoid unnecessary calls to the bpy.ops.wm.window_fullscreen_toggle() function?


texts: How to create a translucent image-as-plane

texts: I have imported an image as plane PNG in cycles render, with premultiplied alpha, emission and transparent. I would like to adjust its transparency.  How do I do this? Thank you!


texts:
Started using blender, FPS was great, but the UI was flickering. Googled, I didn't have an opengl32.dll in the directory, then added it. UI Flickering gone, but FPS dropped drastically.

Would like some help on optimizing the FPS. I would rather work with the flicker and higher FPS but that's going to destroy my eyes in the long run.

CPU: i7-6700k 4.0 up to 4.4 ghz

GPU: MSI VENTUS OC RTX 2060 Super

RAM: DDR4-3600 32gb 2x16


texts: How to insert a PNG as a plane in the scene, but make it so it's ALWAYS in front (and never clips into the other objects)?

texts:
I'm trying to experiment with mixing 2d and 3d. I have my scene all set up:

I want the camera to move, and I want the characters in the scene to be 2D images. I want to add the characters in as a PNG with an alpha channel in the scene itself and not composited on top, so I don't have to worry about making the image move perfectly with the camera, if that makes sense.

When I add in my character as an image-as-a-plane, parts of her are clipping into the other objects in the scene. Like this (you can see her arm clipping into the couch):

I don't want to draw the characters in with Grease Pencil because of the lack of brush variety. And I don't want to composite the characters in after rendering because I want the camera to be moving, and compositing afterward would be harder to keep everything in perspective.

I want to be able to put the PNG in the scene, but have it always on top and never clipping into the other objects of the scene. I can do it with reference images, but they don't show up in the render. I'd really appreciate the help.

Thanks.


texts: C++ Source Code, Is it possible to change the GUI?

texts:
I'm more of a graphical designer in Pphotoshop but i'd like to tackle redesigning Blender
I've got the files, built the files, everything works perfectly.
my only problem is I don't know where the GUI is drawn and coloured.
I've looked in the following files:
interface.c
interface_draw.c
interface_panel.c
but too be 100% honest, I've got no idea what exactly I'm looking for. My only experience with Visual Studio is C# WinForms, which code would appear to be MASSIVELY different.
All help is welcomed and greatly appreciated!


texts: Mirrored (flipped horizontally) after rendering image or movie

texts:
Everything looks great when orbiting 3D, the text on my texture boxes looks great using cycles.  But when I bake, or render a image or movie,... the image/text gets flipped horizontally.  I cannot find any help on this anywhere.  Here's hoping you'll help.
Here is a movie on vimeo showing my mirrored results...
https://vimeo.com/62238175


texts: Images rendered on CPU and GPU are not the same

texts: Why is is my image different when rendered on CPU and GPU?


texts: I already know how to expand the distance with a normal camera view. But how do I expand it, with the work camera? Or whatever it's called.


texts: Missing detail on the object when baking normals

texts:
I have been having some trouble with normal baking . I am trying to make a die. After the bake is finished, I get the edge detail of the high poly mesh on the maps, but the numbers don't show up at all. I used the text object then converted it to a mesh and aligned everything to where it should be.

When I used a boolean modifier to attach the numbers to my high poly die, the numbers showed up in the bake, but there were lots of artifacts. In my most recent attempt, I filled everything in (cut out the bottom faces of the numbers and attached them to the cube) to make it all one object. What can I do to get this map baked out right? Is this sort of thing even possible? Thanks in advance.


texts: blender 2.8 switch between cycles and eevee

texts:
I know 2.8 is not yet released.
However I am at the limits of what blender 2.79 can do.
So I wonder how to set the recent 2.8 builds into cycles mode?


texts: Cannot find the 'Manipulate Object Centers Only' button. Is this an addon?

texts: Cannot find the 'Manipulate Object Centers Only' button refered to in the book 'Blender Foundations'. Is this an add-on?


texts: How do I connect the output of a math node to the offset of an image texture node?

texts:
I have been recently making animated Minecraft textures for myself. To make an animated texture, you have to order the different frames in top-down order, like this.
I usually do it in GIMP, but I felt that I could do it in Blender too.
I tried to control the offset of an Image Texture node (with a movie clip), but it seemed that it had no input.

Is it even possible to drive the Offset using a Math node? If so, please tell me how.


texts: Smooth the join between 2 separate meshes

texts:
I have a body mesh where I separated the arms into another object to make UV mapping easier, but now the join between the torso and arms has this very noticeable line/bump.

Is there any way to smooth the gap? I would like to keep both the torso and arms as separate objects, but would also like to keep the cut between them smooth.

Thank you for your time.


texts: Extruding 3 circles from a uv sphere, general modeling advice

texts:
I am trying to make a smooth, well meshed corner from a sphere with 3 extensions at right angles.  As you can see from the image that the mesh is 'messy'.  Any suggestions on how to do this better?
I start with a uv sphere, proportional grab from a pole, then duplicate and rotate the 3 extrusions into position and union the result.  I've tried this multiple times but always end up with a mesh that is less than perfect.
I've realized that a uv sphere has 2 poles so clean grab of 3 'sides' is tricky.
I've followed a number of tutorials but am now venturing off into modelling my ideas and I'm finding all kinds of interesting challenges.
I've tried similar with an ico sphere and a subdivided (rounded) cube but I've not been happy with any of the results.  I've also tried uv spheres of different segments and rings.
The left hand side shows the mesh inside the sphere, the right hand side show the render view outside with red circles around the problem areas.
Any advice or ideas are welcome.


texts: How to get an unlit textured view in Object Mode?

texts:
So I painted my texture in Texture Paint mode and I can see it all just fine. Now I go back to Object Mode and I can't see the texture. If I go from Solid to Texture view, I just see flat white object.

If I change the viewport display method to GLSL it goes to black, and then I add a light I can see the texture but this isn't what I want. I don't want/need Blender's lighting (it's just getting exported to a game engine). I just want an unlit, shadeless view.

Going back to Multitexture display mode and checking Shadeless seems to do nothing. It's just still white.


texts:
how can you add a background image with a video in Blender?
 I would like to use a video from the screen of my phone (the size is in "portrait" mode), and add a background to fill the rest of the screen, so that it can fit the size in youtube.
Thanks

Edit: here is a good video that explains how to proceed (videos 11 and 12) : https://www.youtube.com/watch?v=x_dy4yMSJSw&list=PLjyuVPBuorqIhlqZtoIvnAVQ3x18sNev4&index=12


texts:
I'm having trouble with the proportional editing feature in a project I'm working on. Everything works fine when I do transforms with the grab tool (I can change the editing area using the MMB and everything), but it has no effect when I try to do any rotation or scaling.  For example, let's say I want to make a simple hourglass.  I add a cylinder, make several loop cuts, and then want to suck in the middle of the cylinder using PEF.  I select the middle loop (alt+RMB), turn on proportional editing, adjust the size of my cursor circle with MMB, and scale inward.  The scaling only affects that loop.  It's as if proportional editing is not turned on.
   I just found that if I open a new project, the feature works just fine.  Is there an option somewhere I need to change? I'm using Blender v2.72.

Left: what should happen, Right: what does happen


texts: How to keep the point density cache clean for an animation

texts:
I have a particle system, that is added as the source of the point density.
The problem I'm facing is that when trying to render it as an animation the point density cube around the particles sometimes renders as a solid volume scatter shader, that is not my purpose.
I tried to clear the cache by taking the animation to the starting point and pressing play, and then rendering. This solved the problem when trying to render one frame and it renders it as  a particle based point density, not a volume scatter cube.
Playing it from the beginning does not seem to help when trying to render several frames, and also did not help rendering it in sheep it.
What should I do to keep the point density cache clear so that it renders the particle point density and not the volume scatter cube ?


texts: Blender BGE, Logic or python problem. Always place two elements?

texts:
I´m messing around with BGE and have some troubles on the way, but it's fun.

The game I'm making is a bomberman like game, i made the logics and scripts so it works and it place the bomb quite fine, but for some reason it always places 2 bombs no matter what, can anyone see what i might have done wrong?

YES THATS IT /// SOLUTION IS

I had to change the logic Property (called placebomb) Evaluation Type to "Greater Than" from "Equal To" because the "Equal To" pulse always twice for some reason i can't explain.


texts:
I would like to create flooring on the top of the following mesh with the JARCH Vis add-on:

The creator of the add-on mentions in this video (from 4:04 to 4:56) how to cut the siding (or flooring in my case) to a specific shape.
https://www.youtube.com/watch?v=C0U44GKgTvs
I followed the steps in the video but could not cut the flooring to the mesh.
First I selected all the top faces in "Edit mode."

I then separated the faces from the mesh by hitting P on the keyboard and chose "Selection."

In "Object mode" I did "Origin to geometry".

I then made sure that the rotation is zero and that the scale is one by hitting N on the keyboard.

I then went into "Edit mode" and selected the 10 faces that should make up my flooring. I clicked on "Add Face Group."

Lastly, I went into "Object mode" and clicked on "Convert Object."

This is the result:

The issue is that the flooring is not there where I want it to be. Part of it is outside the mesh, part of it is inside the mesh.
Any help would be appreciated. Thanks.


texts: I block poses in constant interpolation, but when I set it to beizer interpolation, it shows weird rotation. Maybe it is bad rig.


texts: Animation Nodes - Have Text Appear Word By Word Instead Of Letter By Letter

texts:
Using setup with a text object

Typewriter text displays letter by letter

Can this be altered to display word by word?


texts: Image Texturing - Using cycle's nodes to scale image texture and randomly rotate them

texts:
Is there a way to randomly rotate an image texture randomly and keep its mapping scalable? Im sure this has already been asked but can't seem to find it. If someone can redirect me to the appropriate thread/question that would be awesome.

If not here is the texture im trying to achieve:

I created a tiled image in illustrator and imported it into blender as an image texture. I have ran my nodes to get the image texture scalable but can't figure out how to randomly rotate it.

Here is what I have achieved:

This is what my current node setup looks like. The top part is for an added procedural texture to create more roughness outside of the image texture.

Also here is the image texture I created in illustrator:

BLEND FILE:

Any help would be greatly appreciated. Still trying to figure these nodes out and the math behind them. Thanks in advance!


texts:
I am new to Blender, and had been playing around testing.
I have this problem now that I can't figure out what is wrong.  I get very clean, no black dusts in a single image output, but I get very very dusty images when I do an animation output render.
Why is this happening???


texts:
The boolean difference is adding on to the outside of my object.
I have tried the things I can try, if I didn't it was because I could find how to do it or I did not find anything on it.
I have a traced shape from an image and its part of a logo. I am trying to cut that part of the logo out of a block and it is not working.
I have gotten a different object to work with the boolean difference but I still cannot get the part of the logo to work.


texts: How can I render a toon character's head to always be visible in front of his body?

texts:
Currently, I am working on a cartoon that will be modeled in 3D and rendered into 2D. The art style we want to go with isn't technically accurate within 3D space. The character has no neck and his head always appears in front of his body whether in front view or side view.

Does anyone know of a way that I can make the head object always visible in front of the character's body object and only through one layer of the character's body? Sort of like how Freestyle has QI range for rendering lines behind a certain number of faces. I want to do that, but for meshes.

Blend File

Reference images:


texts:
Can anyone help me on how I could make a better render to my scene? No matter what I do it always shows these fireflies and never render with the quality i need...

I´m using filmic color management, 128 samples (and even when I increase this number I still get noise), and Filter Glossy: 2.
For lighting, I´m using a sky hdr.

Thanks!


texts:
Can your CPU and GPU render different scenes at the same time?
Ex. Can a CPU(3900x) render an image of a car, while your GPU(3070) renders a house in a separate blender scene?
Well it probably can if you have 2 windows open, but will it be much slower than if you waited and rendered each scene one after another?


texts:
So, I've been working on an animation for quite some time now, and pressing space/clicking play to play the animation has always been working. But now, out of nowhere, when I click space or play it doesn't do anything. The FPS counter starts to jump but the "current frame" counter remains at zero. It also kicks me back to the very start of the animation every time I try to play, despite being somewhere else on the timeline.. To be clear, there is no play issue with any other file.

Does anyone know what could be the issue?
Thanks in advance.

https://imgur.com/a/jlRB5nr


texts: How to turn a bezier into having squiggly lines

texts: Hi! So I’m still new to blender but the thing is, I don’t know how to turn my path/bezier into having those squiggly lines so that I can edit them correctly. I’ve been watching videos but they’ve never mentioned anything on how to do it. I want to turn my normal circle to having the squiggly lines like what I’ve shown in the pictures, I’d really appreciate it if someone can help me.


texts: Why aren't these faces extruded as the tutorial video?

texts: I was following a YouTube tutorial, and when the presenter "hit 's' and scale forward...", they looked like the first screenshot below. But when I did that, the direction that those faces were extruding to were different as the second and third screenshots below. Notice the bottom low faces; they are extruding upwards, instead of downwards as the tutorial. Why is it so? The blender project file is here.


texts: Creating a boundary between objects (python)

texts:
So I'm trying to create a visual line that is used between 2 objects. A basic example here:

Where the white lines represent a boundary between the 2 objects (the 2 blue lines)

These boundaries basically stick to the right and left point of each object and connect together.

A more complex example:

The idea is so when I create an object it creates these lines that connect from that previous object to the next one.

So what I've attempted:

Bones
This method seems to work pretty well. The major issue is creating these points when a new object is created. One bone point can stay at the current object and the other point at the newly created object.

So if I wanted to duplicate it like this:

I would want it to duplicate the bone points along with it creating this boundary I want.

So it would have to extrude the bones at the same time as the object gets duplicated.

So some code I messed with:

for ob in bpy.data.objects:

arm = ob.data

bpy.ops.object.mode_set(mode='EDIT')
for i in range(3):
    bpy.ops.armature.extrude()

This simply extrudes it just how I want it. However this duplicates them in edit mode preventing me from duplicated the other object along with it. (Object need to be a separate object too when duplicated)

Constraints

For this test I went ahead and attempted to use a stretch to constraint with a basic object on each path. This however didn't give good results for what I wanted. Spacing would be weird, and having to setup specific axis could

If anyone has any ideas or ways I could improve upon my ideas that would be great!


texts: How to copy keyframes from one armature to another

texts: I am having a lot of problems trying to do a certain thing. I'm trying to integrate a simple scene into Cycles from Blender Internal, and to do that, I have to append a version of the rig for my character that was designed for Cycles instead of BI. I really can't just go into Cycles and re-texture it. I can import the new rig, but I have to also be able to copy every single keyframe from the first version to the second. The copy and paste feature is simply not working. I can't just go into the dope sheet or graph editor, select everything and press Ctrl + C and paste the group of keyframes into the second rig's dope sheet or graph editor. It acts as if there's nothing in my clipboard at all. I have searched far and wide for something useful, but nothing works. Even the articles on this site which appear to have the same problem don't appear to be working for me. I am using version 2.73.


texts: How do I make the operator parameters panel appear in the sequence editor instead of the 3d view?

texts:
I have an operator I wrote which adds letterboxing to VSE strips: letterbox.py

It has some parameters that I would like to expose to the user, but the operator parameters panel only appears in the tool shelf of the 3D view, which is not usually in use when doing VSE work.

How do I get blender to show these operator parameters somewhere that would be accessible to someone using a traditional VSE window layout?


texts:
I have the following:

It contains two cube-like shapes, two sockets and a wire running between them (the curved one). The wire uses an array modifier and follows a nurbsPath. This is extremely difficult to adjust and I doubt it's the optimal way of doing it. I would like to accomplish:

Have the wire connected to both sockets, so that moving any of them will automatically move and curve the wire.

2 Be able to rig and animate the curve between the cubes (the cylinder between them), and have the wire curve organically adapt.

3 If possible, have gravity and collision physics on the wire.

Is this possible? I appreciate all the help I can get!


texts: Jarring triangle pattern when importing a unity FBX

texts:
This shape is just a flat rectangle with some "chipped off" pieces. I initially made it in unity and exported it as an .fbx & fed that into blender.

The "embossed" triangles are actually flat. I tried removing all materials, recalculating normals,
shade-smoothing a face, etc. to help.
I'm quite new to Blender, so I haven't figured out the right terms to search.


texts: i'm trying to export a particles in rgb Alpha, when i finish the render, the animation have 1 frame black 1 frame of animation, sorry for my bad english i'm spanish.


texts: I have a Blender 2.8 scene with animated true displacement. It is created using material nodes and works fine in Cycles. However, EEVEE doesn't displace my meshes truly, only normals are changed. Is it possible and how to solve the problem now or in the future?


texts: Why did references, vertex dots, vertex lines, and ground lines disappear in blender

texts: I probably mistapped a button to have this mode entered. How do I fix it back?


texts:
I try to mirror an object [ correction: Lamp ] along global axis, yet it stays same place no metter what axis I choose.

Anyone has any idea why this might happen?

Edit: Object is slightly offset from global Y axis, so what I expect is to see it on the other side of axis when I mirror it, but it stays in same place.

I wanted to go from this:

To this, in one step:

Thanks


texts:
Very new to blender and just trying to make sure I don't learn any bad habits, so I'm wanting to understand which of these 4 topologies are best for a bevelled corner like this. I can't remember exactly what I did to get each result but I'm just wondering which I should be aiming for in the future.
Are there any pros/cons to each of these?
Maybe any of them would be ok and no need to worry about it?
(ignore the actual bevel itself, I'm more talking about how it joins to the rest of the mesh)
Corner 1:

Corner 2

Corner 3:

Corner 4:

Thanks


texts: My textures are rendering transparent and strange

texts:
I am trying to make this cool minecraft effect on blender. I've done all the modeling and tracking. In rendered view it looks fine.

But it comes out very weird. I am using blender 2.8 for this project. It has nothing to do with the materials, because I changed them around and tested it out. I have a feeling it has something to do with either the movie clip editor, sequence editor, or the render settings.

I've been trying over and over to fix it. While it renders it looks fine, but as soon as it finishes, it comes out with nothing but rendered shadows, but I have not enabled shadow catcher. I have done research and I don't think it is a common problem. If you can help me, please do.

This was the default setup of the compositing nodes.


texts: How to make text object so the 'text' is updated automatically to show/display its current location. For example : the text showing the z position that will update automatically when i move the object up or down.


texts: Let's say I made a curl & I want to copy it to another place. But neither Shif+D nor Alt+D nor Ctrl+V don't work. Yes, I can click Duplicate particles system, but then these particles will be on new layer. But I need them to be on the same layer. How then join these 2 layers? Or maybe there is some keyboard shortcut to copy need selected particles in Particle Edit?


texts: Why do I get the same vertices coordinates after obj collidess although setting frame_set()?

texts:
I bake a physics simulation in a scene in which a couple of mesh objects are present. I want to obtain the vertices coordinates of one of the meshes in the scene from frame 10 up until the end of the simulation. However, after baking the physics, although I change the frame number, I still get the same vertices/location of that mesh (which moves and collides with other meshes in the scene) for each frame. I may note that the objects start colliding from frame 5 onwards. I wonder what am I doing wrong that I cannot get the right vertices coordinates/location of that mesh?

Here's the code snippet that is supposed to do change the frame number and get the location of the mesh:

bpy.ops.object.select_all(action='DESELECT')
for frameNo in range(10, 20):
    bpy.context.scene.frame_set(frameNo)
    obj = bpy.data.objects["collidingObj"]
    print (obj.matrix_world.translation)

Which prints the following:

<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>
<Vector (0.0000, 0.0000, 0.3818)>

Also, using the code snippet below:

bpy.ops.object.select_all(action='DESELECT')
for frameNo in range(10, 20):
    bpy.context.scene.frame_set(frameNo)
    obj = bpy.data.objects["collidingObj"]
    mat = obj.matrix_local
    coords = [mat * vert.co for vert in obj.data.vertices]
    xs = np.asarray([co.x for co in coords])
    ys = np.asarray([co.y for co in coords])
    zs = np.asarray([co.z for co in coords])
    print (xs.sum(), ys.sum(), zs.sum())

Results in:

-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335
-7.30156898499e-07 -1.34110450745e-06 112.716293335


texts: Aliased edge around light source in cycles

texts:
Often when a mesh light is visible in the camera, the edges are not anti-aliased.

No matter how many samples I do, the lamp border always looks jagged and pixelated.

Is this a rendering error? How can I get around this issue?

And zoomed in 4x:


texts: Where is Enable 3d manipulator option in user preferences?

texts:
I didn't find the Enable 3D Manipulator option in User Preferences > 3D View > 3D View Global in Blender.

Thoughts?


texts: Bend flat, circular object into half sphere

texts:
I have a flat circle(1). I want to bend it down into a half sphere non-destructively. I have tried using two Simple Deform (bend) modifiers as described here: How to animate morphing a rectangular plane into a sphere

That works, but it is distorted (2). I'm trying to get it even, like the top half of an icosphere (3). Is this possible?

EDIT: I am trying to find a method to use on a more complex shape. I want to model it flat, and then bend it to a sphere as it will be very difficult to model as a sphere itself.


texts:
When I hold down the right mouse button in Unity 3D, I can rotate around the current view. I THINK (this may be wrong however) that this is called "Flythrough".

I haven't found the name of this function in Blender so I couldn't change the "shortcut" for it.

I wanted Blender to navigate like Unity.

How could I make the right mouse button in Blender act like the right mouse button in Unity?

Thank you.


texts: How to pass an bpy.data.objects bpt.data.materials etc to an operator, from layout?

texts:
I would like to understand how to pass an object of type bpy.data to an operator, but I don't understand how to do it.
I can pass a string, which will then retrieve what I am looking for, in this example I show how I pass a string to the operator, this string will retrieve the object. But I don't like it that way. And I don't know how to pass a bpy.data to the operator directly.
I want to clarify that it is not a question related to how to have the context.object, but I am interested in any type of object, so this is just an example to better define my question.
import bpy
from bpy.props import StringProperty

class SimpleOperator(bpy.types.Operator):

    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    object_name: StringProperty()

    #How to:
    #object: <---------------------

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):

        #I can find the object like this:
        ob = bpy.data.objects[self.object_name]

        #But i want:
        # ob = self.object <---------------------

        return {'FINISHED'}

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        ob = context.object

        layout = self.layout

        op = layout.operator("object.simple_operator",text="Test")
        op.object_name = ob.name
        op.object = ob

def register():
    bpy.utils.register_class(SimpleOperator)
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(SimpleOperator)
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()


texts: How do I fix this Traceback error for Massive Material Nodes?

texts: I'm trying to convert my material from Blender Render so it can be used in Cycles Render, but I get this error when trying to use the addon for this. Can this be fixed or is there a different addon I could use?


texts: How Can I Select All Inner Faces of a Current Selection of Faces?

texts:
I found several other questions that asked similar things, but were not the exact same thing.

I want to go from this:

To This:

Ideally, in one single operation. There appears to be a straightforward way to do this if the selection happens to be Edges. From the Select Menu, I can choose Select > Select Loops > Select Loop Inner Region.  However, if the selection is originally Faces, the feature breaks, removing some of the original face selections, while adding no new ones. I realize that I could make my initial selection in Edges, then choose Select Loop Inner Region, and after it creates the selection, simply use the 3 key to switch back to Faces, and that would give me the result I am after. But this means extra steps that shouldn't be necessary. It seems to me that since there is something called an edge loop, as well as something called a face loop, and also, since this Select Menu doesn't specify edges nor faces in its wording, that the feature should work with either edges or faces. But it doesn't. So what does? What works to select all inner faces of a selection of faces?


texts: Cycles render speed: how to optimise GPU rendering?

texts:
I am making my way (sometimes painfully) through an online "intro to Blender" course and have got to the Lighting section, in which the end-of-class exercise is to light a scene using Cycles.  I am running Blender (Steam version) under El Cap, GTX970, latest WebDriver and CUDA driver from NVIDIA.  Based on Heaven and other benchmarks (3d sims), this a fairly capable graphics platform.

However, I'm finding Cycles incredibly slow to render just one frame of a (not too complex) scene.  So slow, in fact, that I don't think I can afford the time to do the exercise!  Blender Render will render the scene in about 25 seconds, whereas Cycles was getting only a small fraction rendered in 25 seconds, less than .10 of the total image area.  I did enable CUDA and I did select GPU for the Cycles render hardware, and nothing seemed to help.

I have read a lot of conflicting info online, much of it obsolete (old posts), and am confused.  Was wondering if anyone here has a pointer to a really definitive reference on speeding up Cycles on NVIDIA hardware.  I did find and install "blenchmark" but when I tried to run it w/o GPU, to compare my CPU vs GPU render times, it crashed :-(

In the meantime I "de-noded" the meshes in the scene and tried to light it with BI, but the results were not nearly as impressive as other people achieved with Cycles.  I would like to try again with Cycles if I can find out how to speed it up a bit!  If I reduce "samples" from 2000 to about 100 I can get Cycles to render the scene in 30 sec or so, only a little slower than BI, but the quality is awful (grainy);  I won't get an acceptable image to submit for grading that way!


texts: How can I Z-combine multiple render layers

texts:
I have a problem while compositing my render layers. There is a butterfly that goes through a jungle (images as plane). It appears on the foreground, and goes to the background followed by a camera.
So I created a render layer for the butterfly alone, and other render layers for the jungle in order to color grade elements separately.
The problem is that my butterfly moves in depth. I don't know what is the best way to composite my render layers ( I am new to compositing in blender).
I tried to do that with the Z-combine node but it gives me strange result, see the images below:

It may be the wrong method? What about masking the butterfly with the alpha channel of foreground render-layers? I don't know how to do that.


texts: How can I move bunch of vertices to the origin of the world properly with Sverchok?

texts:
Please see the image below. As you can see I am  finding the average value and moving all those verts by the same amount in the negative direction. It kind of works but what I want is to put that torus geometry (one drawn by Sverchok viewer) in to the center of the world based on a the calculated origin of the mesh.

Thanks


texts: What numerical CRF values do the assorted output qualities correspond to in the ffmpeg video encoding options

texts:
Blender 2.79 added the ability to encode video using ffmpeg's CRF (constant rate factor) technique.

I assume this is controlled by the Output quality setting in the Encoding subpanel.  Unfortunately, all my previous workflow has been using numbers for CRF (like 20 or 25 or 30) with ffmpeg in a makefile.  It is not obvious which of the qualities in blender's UI maps to these values.

For each of the Output qualities, what is the corresponding CRF value?  (Although I bet the lossless and CBR options don't correspond to CRF operation)


texts: Could someone post an active link to the latest version of window generator add on please? I have looked for the last hour and while many links go to a dropbox site the links are all removed.


texts:
So I've been modelling Kylo Ren's lightsaber on solidworks to later make a render in Blender.

The problem is that when I export the model into blender in .stl format it has been teselated, which means that I can´t really apply any modifiers
or smooth shading and makes it look kind of bad.

Using the remesh modifier doesn´t help because its a really complex model.

Do any of you have any advise?

Thanks.


texts: Scaling has no effect in Blender Game Engine

texts:
I scaled an object up in Object mode, but when I start the game engine it returns to a much smaller size. This occurs when the object is a Soft Body, when I set it back to Static or to Rigid Body for physics it scales properly in the engine.

I have tried clicking the "Apply Transformation" button in Rigid Body Tools under the Physic tab in the object toolbar but it doesn't have a noticeable effect. (There isn't a Soft Body tools that I can find).

Is there a way to have scaling work for a soft body or do I need to go back and create a new larger mesh?


texts: Blender 2.83 runs VERY SLOW: constantly accesses HDD even though it's installed on SSD

texts:
I have Blender 2.83 installed on my main C: drive, which is a SSD (Samsung 970 EVO Plus). I just installed 2.83 last week. I started with Blender last Sep with version 2.80. I installed 2.80 on my D: drive, which is an old-school 1 TB HDD.
I've iterated through 2.81 and 2.82, both of which were installed to my C: drive (SSD). I have 32 GB of RAM and a Nvidia RTX 2080 GPU.
My problem is that, even though 2.83 is installed to my (supposedly super-fast) SSD, Blender run RIDICULOUSLY SLOW. A single key press often causes the HDD D: drive to whir into action for five to ten minutes. During that time, Blender is unresponsive - completely locked up.
At first, I uninstalled the previous versions of Blender by just deleting the Blender folders out (like the online guides and forums say to do). Then, I used Revo Uninstaller to hopefully clean up any registry entries from the previous versions that refer the current version back to the D: drive. But that didn't help.
What am I missing? Why is Blender constantly accessing my D: drive even though 2.83 is installed to a very fast (and not close to full) SSD? It makes Blender very painful to use. I have to pull up a book on my Kindle and read during the very frequent and very long periods when Blender is accessing the D: drive. The proportion of time I actually spend getting anything done on Blender compared to the time it's locked up spinning the HDD is very, very low.
What gives?


texts:
New to blender here.
I see some really cool images and tutorials showing a cloud generator add-on that looks volumetric.
Apparently it used to come with Blender though I see it is no longer in add-ons.
I can try to install it, and it shows up in add-ons, but then the tutorials show it being used through the Tools shelf which no longer looks anything like it used to.
Does the changes to the tool shelf mean this addon is no longer functional?


texts: I am familiar with running Blender via SSH and that is not what I am searching for. Is it possible to run Blender off my uni's server like an online service? so that it completely runs and renders on it while clients can access it similar to Google Slides


texts: How to use emitter for generating thick forest so that trees would not intersect?

texts: I am trying to make thick forest in blender using emitter or hair emitter. The problem is that with huge ammount of trees they intersect with each other and I do not want that to happen. I did use various setting, groups and tricks without success. Does anyone have idea how to make it work? Here you can find blend file


texts: Is it possible to design a game in Blender?

texts:
I was wondering if it´s possible to design a game in blender?

For example, can you design a level in Blender then export it to Unity?

It would seem to be easier to do it that way since Blender is dedicated to modelling and the interface in Unity looks quite complex.


texts: Is it possible to add fake user to animation actions after saving model without having done so?

texts: I have just made a model of a humanoid character with an animation timeline. Its just come to my attention that I should have assigned a 'fake user' to the idle animation by pressing 'F' in the dopesheet. Unfortunately I've already assigned a animation timeline to the model, including the idle pose and run cycle. Is there any way i can assign the fake user now that i've already saved my progress without doing this?


texts: Script to copy all materials from one object to another, slot for slot.

texts:
Looking for a way to copy materials from one object to another. so I have an object that I imported. a daz character to be specific. I have made shader for all of the materials. This character is now setup and ready to go.
Now I have to import him multiple times into blender in different poses etc. so i am looking for a way to apply all the materials I have already made to the new import. Since the new import has the same material names as the old blender appends everything .001 so  I now have torso and torso.001 as available materials. So Im looking for a script which will go through all the material slots on the character and set the active material from the .001 to the original one. can anyone help me out here?


texts: Apply pose as rest position keeping previous frame

texts:
Using Blender 2.9.
I have an animated armature with only two frames. The armature at first frame matches the rest position, while the second has two bones rotated. Now, I'm trying to achieve a possibly unsupported operation.
I want to set second's frame pose as rest position, without causing the same effects on the first frame as well (ultimately, to prevent loosing that position). I understand this isn't a straightforward goal because poses are "forward"-relative to the first (you may correct me if I'm wrong). In fact, when I try to do it, Blender throws the exception "Actions on armature will be destroyed by new rest pose", and replicates the rested pose to the first frame as well.
Is there a way to achieve this, even if it involves reversing the animation so that the original second frame becomes the absolute source of the transforms for further animation frames? If there is a compatible addon with latest version which exactly allows to do this, that'd be fine.
Note when I apply that pose as rest position, I can't restore the old first frame's position anymore, even when I copy-paste pose from another Blender instance with the file without these temporary changes.

(The model is about hands for a viewmodel)
Thanks.


texts: How to make Image as Planes default to Diffuse shader instead of principled BSDF to in 2.8x

texts:
In 2.79 adding an image as a plane had a simple Diffuse and Transparent shader node setup that reproduced the original image exactly however 2.83 has a different setup with an alpha input into the Principled BSDF shader that results in a hazy version of the image that would require additional modifications to replicate the original. In 2.79 replacing the Diffuse shader with Principled causes the same problem so using a straight Diffuse/Transparent node setup produces the better results without the need for extra adjustments.

Personally I edit images externally prior to adding to the scene rather than editing it within the scene. Is there a way to modify the default node setup to the way it was is 2.79 or add my own default?


texts: Can I create a custom checkbox/button to show/hide a selection of faces?

texts: Let's say that I've got a character model that has a set of armor on it. I'd like to be able to hide or show pieces of that armor by toggling them on and off via a checkbox or button that's associated with specific pieces, instead of just relying on show/hide via H/Alt+H. Is this possible?


texts: Question about N-body simulations, python script not running?

texts:
So, I'm pretty new with Blender and and trying to set up an N-body simulation for which I wrote a Python file, but it doesn't seem to do anything:

import bpy
import bmesh
import csv

file = "test.txt"

data_file = open(file, "w+")
data = data_file.readlines()
data_file.close()

for row in data[:500]:
    bpy.ops.object.mode_set(mode = 'EDIT')

    bpy.context.scene.frame_set(framecounts)

    obj = bpy.data.objects['Material.001']
    mesh = obj.data
    bm = bmesh.from_edit_mesh(obj.data)

    try:
        bm.verts[0].co.x = row[0] * 10000
        bm.verts[0].co.y = row[1] * 10000
        bm.verts[0].co.z = row[2] * 10000
        bm.verts[1].co.x = row[3] * 10000
        bm.verts[1].co.y = row[4] * 10000
        bm.verts[1].co.z = row[5] * 10000
        bm.verts[2].co.x = row[6] * 10000
        bm.verts[2].co.y = row[7] * 10000
        bm.verts[2].co.z = row[8] * 10000

        bm.update_edit_mesh(obj.data)

    except:
        pass

    bpy.ops.anim.keyframe_insert(type="Location")

I know the the iteration can be better, but it's just an example for N=3.
The text files are like these:

x1 y1 z1 x2 y2 z2 x3 y3 z3...
...

So each line is a separate time step and contains the coordinates per particle.
Can someone revise this code? I have a feeling it has to do with the

bm.verts[i]

For the actual simulation I should just try and make a small sphere for each vertex I suppose? Remember that I'm new at this.

Thank you for your time!

EDIT: after some digging and searching around, I now have the following file:

import bpy
import bmesh
import numpy as np

N = 3
r = 0.2
scale = 10 ** 11

file = '/home/julian/Documents/test.txt'

data = np.loadtxt(file)

bpy.ops.object.select_all(action='DESELECT')
bpy.ops.mesh.primitive_uv_sphere_add(radius=r)
sphere = bpy.context.object

def makeSphere(x,y,z):
    ob = sphere.copy()
    ob.location.x = x
    ob.location.y = y
    ob.location.z = z

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

for row in data:
    for i in range(0, N):
        x = row[3*i]
        y = row[3*i+1]
        z = row[3*i+2]
        makeSphere(scale * x, scale * y, scale * z)

    bpy.context.view_layer.update()

fullpath = '/home/julian/Documents/finalObject.obj'

print("Exporting OBJ");

bpy.ops.export_scene.obj(filepath=fullpath)

It correctly creates spheres according to the position, but they all seem to coincide with the origin.
What I don't have is the following:
It should also delete in the for-loop which loops over the timesteps (row) the existing spheres and thus create new ones so that if 'played' it seems like the spheres are following a trajectory.


texts: How do I get my bake to match my material node output

texts:
I have been banging my head on this for a few hours now, and would love any help. I am using a ManuelBastioni Lab character that really only uses cycles. Since I am using blender render for my project I really need to simplify everything so that it works for my game. ManuelBastioni gives you a bunch of textures to work with and after studying his cycles material tree I made my own in blender render that seemed to do exactly what I wanted.

I assigned my new blender internal material to the whole character and deleted all the other nodes. I made a new material that houses the texture image to be baked on and set my bake to texture mode. However, the bake looks like it is not taking consideration the UV map and it looks like a smushed mess. What am I doing wrong??


texts: Only one wall are not displayed holes. I use Boolean Modifier (Difference)

texts:
Got a problem with one wall. At the walls I use Boolean Modifier for my sockets on one wall I see the holes for the sockets, on the other wall i see no holes. I don't think the problem is Blender, something must have gone wrong on the wall.
What have I done wrong.

Thanks for watching
Clone Borg

https://www.dropbox.com/s/onihi4vski0lu5h/Wand.blend?dl=0

I found the error, it was the object. I had created all cylinders with duplicate link. With the original I had subsequently changed or deleted can no longer remember. At least I have now created new flush-mounted boxes. Thanks for your help


texts: How to remove these black areas of Bake?

texts: Is there any way to hide these areas at the time of Bake?


texts: What's wrong with my node setup for PBR materials?

texts:
I made this node setup:

To create realistic PBR rocky ground but with displacement added it looks like this:

What's wrong with my node setup and how to do it right?
I am using diffuse, normal map, roughness map and height map for displacement modifier. Allso I would like to know how can I hook displacement directly in node setup and I don't know the use of 2 first nodes in my setup (just saw them online always being attached to image texture nodes.
So
1)What's wrong with my nodes?
2)How to hook displacement into nodes?
3)Whats the purpose of Texture coordinates and mapping?

Sorry If I am asking basic stuff because I tried searching online but everywhere I find diffrent things with wierd setups full of math nodes and I don't understand witch one to trust more.
I am confused so I asked here, If this is possible duplicate please point out
Thanx!


texts:
What is the best/easiest way to model something this:

Preferably procedural.

Also I need it to be rectangular in the finished result.

(I know it could be done afterwards with a boolean modifier but let's say I don't want to have to use this as a last resort)

Modeling this by hand would be extremely time consuming and I'm positive this could be done using mainly procedural methods like modifiers.


texts: I am making a project that would require me to use an empty which is an arrow however when I add one  I can't see any arrow on the screen on ta yellow dot.


texts:
Okay...so I know I don't really give enough information, so...
Question: When rigging for an FPS game, how should I go about this? Rig gun, parent to the main gun bone, rig arms, and make another parent? Or, like rig arms and gun and make one parent bone for them?
And when animating, should I animate the gun, then the arms seperately and try to sync their movements, or should I make the two in one animation.
If someone would share their typical FPS rigging method, I could try that instead of trying tons of maybe useless stuff.
Thanks!


texts: Blender acting weird and crashing when GPU-rendering

texts:
I've been using Blender actively for a few years, but after i got my new 1080 it's been acting pretty weird.

When i start rendering in cycles "panels" starts turning or flickering black, and other windows on my computer who uses the GPU starts acting weird aswell. After a short while of rendering blender usually stops working, no freezing or anything, it just crashes and opens this window

This is how blender looks before crashing;

The GPU is new, and is not overclocked or anything like that.

I've been googling around, and i can't seem to find anyone with the same problem, and therefore no solution or hints to what might be the problem.

Also, as a disclaimer, all drivers are up to date, and I've tried different harddrives and power supplies. I am rendering on the supported feature set, and the problem applies for earlier versions of blender aswell.

CPU rendering works fine. The GPU is a gigabyte 1080 WINDFORCE OC 8gb


texts: Blender settings and Windows drivers for OpenCL rendering

texts:
I recently got a Radeon RX Vega 64, first time AMD GPU user, so I'm not quite sure how to set Blender up for it and/or the drivers I'll have to have installed in order for it to work correctly.

So far the performance has been quite erratic while on GPU rendering (on CPU it works fine). A lot of crashing.

1 - Apart from selecting my Video Card as a Cycles Compute Device I wanted to know if there is anything else I should make sure to set up within Blender.

2 - Also, and maybe more important, what kind of Windows drivers do I have to install for it to perform properly? I'm not familiarized with AMD drivers.

All information I find specifically for Blender, addresses problems pre-2.79.

Thank you.


texts: wrapping extruded text and polygons around a sphere

texts:
I want to wrap some 3d text around a sphere, and also put a star that conforms to the sphere on the top.  Similar to the following image, except that both will be sticking out some.

I've found several videos that claim to do this but what they're really showing is how to wrap text around a cylinder and not a true spherical wrap.

Can anyone provide any pointers or clues?

Thanks


texts: Blender internal - pure white plane with shadows/gloss

texts:
I'm trying to do something like this in Blender internal renderer:

Here are some Cycles-solution using, which I'm trying to replicate in Internal:

How do I make a pure white plane that receives shadows?
Render shadow on transparent background with Blender Render

I will be making something very simple, with bouncing balls etc, so I don't need the realistic features of Cycles, and like the render speed of Internal.

So how would I do to make everything white, and only cast simple shadows? So it's kind of like a light box, with only my objects in focus.

I've tried make a bent plane, but it doesn't look white.

I also tried a white Horizon color but this affects the lighting in the scene.

I appreciate any help, and if you can point me to some good material/lighting tutorials for Blender Internal, it would really help. It's so hard to google it, due to the generic name, and most tutorials I can find is using Cycles.

Thanks!


texts: How do I list all the files used in a .blend file?

texts: I need to cleanup my rushes/footages directories, so I'd like to be able to list, in command line, all the files referenced in a .blend file. I need to be able to, for every file found in a given directory, check if it is used in a particular .blend file.


texts: Camera Path Constraint not working as wanted

texts: I'm trying to make my Camera follow a path with a constraint but every time I change the offset, nothing moves except a dashed blue line follows the path in the exact way I'd want the camera to. I'm pretty confused, any help would be very appreciated!


texts:
I was trying out the gltf + bin + texture export feature on blender 2.8.

and the model i was exporting had a png eye texture with a transparent background.

with a Principled BSDF shader like this, which worked fine.

but when I exported the model to gltf then reimported it,

the png texture file turned to this:

and the nodes like this:

the alpha line disconnected

so, I was wondering if the gltf format doesn't support transparent textures,
or is there something wrong with what I did?


texts: How can i get the weight for all vertices in a vertex group?

texts:
I have created this function to get the weights from a group:

def get_weights(ob, vgroup):
    weights = []
    for index, vert in enumerate(ob.data.vertices):
        for group in vert.groups:
            if group.group == vgroup.index:
                weights.append([index, group.weight])
    return weights

Is there any better more efficient way to do this?


texts: Node Editor, Unwrapping, and FBX export not working

texts:
I am new to Blender and Unity, so if you need me to add more information I can, any help is greatly appreciated. This all started when I tried to export my Blender object into Unity. So I had my object all created with materials and everything, it was unwrapped and UV projected, but when I exported it to unity as a FBX file the Materials didn't show up. I thought that was weird so I went back into blender and all my materials where gone I tried reapplying the materials and I couldn't. Now I can't seem to add materials, unwrap, add nodes, or UV project anything.

Blender File Link


texts: What are the advantages of using matrices over matrices for translations

texts:
In Animation Node, there are many ways to control an object's location.
The most commonly used ways are using vectors and matrices. Anyway, I do not understand clearly how one might be more advantageous than the other.
I want to understand in what situations one should use matrices over vectors and vise versa.


texts: Prevent shadow on object/material A, allow for object/material B

texts:
I would like to have the default cube cast its shadow on the orange plane, but not the purple:

Is this best done with render layer? Can it only be done with render layers?


texts: I'm trying to make trees for use in Unity, Assest for games. But I wonder what would be the right way to do this with the blender, should I turn the foliage into texture like I do with the grass? I am using a particle system to make the Ghibli style foliage.


texts: Edge split to make flat edge not working

texts:
I've been struggling with this one for a day now.

I will have to tackle why all of a sudden everything I put in game is extremely pixelated as well. However the issue I have here is the strange "x" shaped shadow that seams to lead into the handles at the centre. That is directly mirroring the triangulated mesh. In the past with weird artifacts like this usually marking the edge around it sharp and doing edge split modifier works but it is not working here. You can see the cyan lines where I tried to mark sharp edges usually this sort of thing would solve it. I have no idea what alternatives there are to flatten the plane of each drawer. Is it a normals thing? Do I need to fix those in some way too? I'd like to find something else besides Edge Split since it piles onto the mesh making it bigger in size.

Thanks in advance.

Blender file


texts: Is it possible to switch from 2D Animation context to General context in Blender 2.8?

texts: I have been looking around the new Blender 2.8 interface now that it is approaching a finished state, and I've noticed that in order to to use the 2D Animation context, you have to actually create a new file specifically in that context. Further, it doesn't seem to be possible to switch from the 2D Animation context to the Modeling, Sculpting, UV Editing, etc. Should I take that to mean that if I wanted to create an animation that blends 3D and 2D--say, a 3D scene populated by 2D characters--that the best way to do that is to create a "General" file and just deal with not having the 2D animation tools quite so easily at-hand?


texts: How can I make this smoke look the way it should

texts:
I'm new to modelling, and I got stuck with making an appropriate smoke for coffee. How can I make those wavy smokes like in this picture:

What I have right now:


texts: Nontransparent patches rendered transparent in Cycles?

texts:
Original .blend file: https://www.dropbox.com/s/dlipv36yu28rk46/SE.blend?dl=0 (~120MB)

I manually segment out human body parts from an image and make each body part a .png image where the alpha channel is 1 for that body part and 0 anywhere else. So for example, I have a RGBA "leg image" as follows.

Now I use them as textures of planes that are stacked up at different heights in Blender, like this.

Here are the material node settings.

I then render them with Cycles under "full global illumination." Here is what I get.

Sorry for the typo -- should be right arm/leg

As you can see some body parts (e.g., right arm) look transparent, and some even completely disappear. Why does this happen, and how can I fix it?


texts: Face reflect problem with perfume bottle

texts: I try to make a perfume bottle. I did check every vertex from top and side perspective, everything was lined up straight in its place. Why the light reflects still come out like this?


texts: Is there a way to export the built in textures as a UV map?

texts: Basically, I am making a weapon for Skyrim, I already finished the mesh itself and used the cycles render materials and surface nodes as the texture. Now, I have run into a wall, I can't seem to find a way to export the existing texture . Is there a way to do this or is this an exercise in futility?


texts:
I would like to have a number of active RB objects set to animation so that they do not fall until their respective animation check-boxes are key-framed off.  For a few objects, this can be done manually, one-by-one.  My objective is to have perhaps hundreds of such objects with their respective key-frames corresponding to certain actions in the scene.  For example, as an animated object gets close to one of the RBs, the RB's animation check-box gets keyed off and the object falls.

Can a driver be used but reacting based on distance from the RB instead of some rectangular coordinate.

Any ideas would be appreciated.


texts: Blender 2.83.5 crash with mecabricks addon

texts: I recently installed the free blender lite mecabricks addon to import .zmbx files. after importing, blender runs fine in the solid view mode but crashes in the lookdev or rendered view. is this a bug or my system has some problem?


texts:
Regardless of what viewport mode I'm in, everything is completely invisible. For the record I am using Blender 2.80 and this started after a graphics driver update. I've tried reinstalling blender 2.8 and it didn't help. However, 2.9 does not have this problem. But, there is an addon that has not been updated to 2.9 that I am in need of for my current project.
Edit: 2.9 no longer works either


texts: I was making a simple sofa. I checked 'remove doubles', 'adjusting scale' or 'recalculate'. As a beginner so far those were all I could check :S The problem is along the edge texture is stretched. I've been searching for how to fix it for days but couldn't get through. I also tried to add more loops in the model and start again and again. But I'm not sure what I'm missing. Thank you for your help!


texts: UV Wrapping not correct - it takes the upper side, but is not the same expected result

texts:
I'm using Blender 2.76b1 for learning Blender and I'm following this tutorial for make a hammer in Blender:
Blender 2.8 Beginner Textures and Materials Tutorial
In the linked tutorial, at the 2:22 mark, the handle of the hammer is unwrapped, but, I'm not able to get the same UV unwrapping results as is shown in the video.
This is a screenshot of my progress - to me, it seems like is only unwrapping the upper side of the habld of the hammer:

I followed these steps:

In "Edit Mode", I selected (with Ctrl+A) the handle of the hammer - which is a separated object (cylinder).
In a new view, select "UV/Image Editor" , open the "wood texture image".
Back in the 3D view (with the selected cylinder), press U and select: "Unwrap".

I got the result shown in the screenshot.
First I got: "object has non uniform scale unwrap will operate" message, but, after applied what is said in this answer, the message not longer appeared, but, the UV unwrapping has the same results (shown in the screenshot above).
I don't know what I'm doing wrong. Can someone see what I'm doing wrong?
This is the .blend file:

and this is the URL of wood texture image - all textures used in the video are shown in the video description.

1 I'm using this version since my computer hasn't the recommended system requirements.


texts: Shape Keys are not working when dyntopo is used to change the mesh

texts: I was sculpting a shape which also needed to be animated. So I used dyntopo to stretch out a part of the model but the shape key is not working. I unchecked dyntopo and stretched out the mesh but its working then. So dyntopo feature not works with shapekeys?


texts: Delete only outer vertices from faces in a faces-and-edges-selection selection

texts:
this is a one shell mesh that is not water-tight, in edit mode.

The selection was performed as it follows: Select All; Select Boundary Loop; Select More (3 times); Select Less (3 times).

The objetive is to delete the vertices inside the red loop so that the border of the mesh is smoother. Any idea how to do it?


texts: When I applied Armature Modifier, Mesh does not follow the animation

texts:
I have a FBX model that has a bone key frame animation.

When I imported it into Blender, it came with a Armature Modifier.

Then, I applied the modifier. Bones follow the result, but mesh are separated from bones.

How can I solve the it?
Any help or tips are greatly appreciated.

After a long fighting, finally I solved the problem. I'll post it later.


texts:
I am now trying to model my first sports car in blender.
I am pretty happy for the first attempt, but I have a few problems with keeping some edges sharp and subsurf others.
Currently I am using an solidify modifier, a bevel modifier and at the bottom a subsurface on level 2.
The bevel modifier helps with keeping sharp edges but makes some weird artifacts.
I have attached some images (first with bevel modifier, second without and 3rd of the artifacts), if needed I can also upload the file.
Thanks for your help :)


texts: Visualize some edges of a mesh with Blender (or MeshLab)

texts:
Here's my problem :

I have a triangle mesh in .PLY file.
In this .PLY file I have a description for edges :

element edge N
property int vertex1
property int vertex2
property uchar red
property uchar green
property uchar blue

I want to observe the color of the edges. Actually, there will be just one color to tag some of the edges of the mesh.

Is it possible with Blender or MeshLab ?

Thanks.


texts: How can you save Blender materials as image files?

texts: How can I change my object material to an image texture? I want to be able to export a blender material applied to an object as (for example) a .png file. Is this possible ?


texts: Best practice for UV mapping buildings from CAD software

texts:
I have problems with importing revit models in my work, the model is made in revit and I after I render with blender.

the most important problem is that when I attempt a brick texture to the walls, the mesh of the object is irregular. Normally, I use cube projection (uv mapping) and everything is ready, but when I scale the texture so that you have the correct size, it loses the right projection.

I wonder if there is any way to make this easy, or easier to make the mesh again?

Projection for view in ortho view does not work because the mesh is difficult to use.

this image is with cube projection unwrap and without rescale texture,

this image is trying to put the correct size with mapping, you can see that it loose the good projection


texts: BGE: How to create a countdown timer without using debug or python?

texts: Is it possible to create a timer in the Blender game engine without using DeBug or python? I can create point systems using dynamic text, but just can't figure out how to create a timer.


texts: I'm following a tutorial on how to make an avatar (I'm hoping to use it in vrchat). The mesh avatar is mirrored, and I named the bones with left/right so it should affect them correctly, but in pose mode when I move one arm, the mesh gets moved on the other side as well when I move the right, but when I move the left, nothing happens with the mesh. I am new to blender so detailed answers are appreciated.


texts:
Cheers everyone! I'm planning to UV-unwrap models and create textures elsewhere (mainly Photoshop). However, I'd want to add sprites and geometric shapes that must keep a specific size in the texture and in the final piece.

Is there a way to fix a 300 DPI resolution in the UV map, using the absolute size of the 3D object for scale?

Of course i would need to build a rather small object to prevent enormous UV maps.

Thank you in advance for all the answers!


texts: cut and rotate out parts of sphere evenly

texts:
I'm trying to replicate the following animation but as my knowledge is very limited I cannot figure out how to do it.

So, basically what I want to do is to cut a sphere into 8 different pieces, then rotate and spread out the parts evenly like in the image. Any help will be appreciated.


texts: Animation positions and animate along the path - Animation nodes

texts:
two questions here.

The first: I placed objects in certain positions and would like to introduce new vector positions that would become starting point for these objects and animate them so their last position will be this one. Here's the screenshot:

And the second one: I got objects placed on the spline using the loop, but i'm having trouble understanding how to animate them along the spline (like with Follow Path constraint).

Guys, thank you in advance.


texts: How to make simple Fresnel in blender Open Shading Language?

texts:
I'm beginner in osl I want to make simple fresnel by Open Shading Language:

my problem is I can't find view direction in osl documention

shader Fresnel
(
    output color Out = 0.0,
)
{
    vector Fresnel = 1.-dot(N,ViewDir);
    Out = Fresnel;
}

and this is my error

Line 11: error: 'ViewDir' was not declared in this scope

I want result like this:

I tried to transform but not work:

vector WorldPos = transform("camera","world",point(0,0,0));
vector CameraWorldPos = transform ("camera", "world",(1.,0.,0.));
vector viewDirection = CameraWorldPos - WorldPos;