Latest version of Blender doesn't boot in Windows or Linux So i updated my blender to the latest version in both windows and linux.

Both immediately shutdown after the initial pop up.

Ran from console in Fedora 28

**found bundled python: /home/xxxx/Downloads/blender-2.79b-linux-glibc219-x86_64/2.79/python
X server found. dri2 connection failed!
DRM_IOCTL_I915_GEM_APERTURE failed: Invalid argument
Assuming 131072kB available aperture size.
May lead to reduced performance or incorrect rendering.
get chip id failed: -1 [22]
param: 4, val: 0
: CommandLine Error: Option 'enable-value-profiling' registered more than once!
LLVM ERROR: inconsistency in registered CommandLine options**

Any idea's?

PC -

AMD FX-8350
Nvidia 970gtx
32gb DDR3

Windows 10 & Fedora 28 on gnome

Any help would be greatly appreciated!

tl;dr : If you have an AMD GPU, try uninstalling beignet.

I was getting the same Command Line error on Fedora 28 \w XFCE. Found a thread at https://askbot.fedoraproject.org/en/question/121807/how-fix-blender-and-run-on-fedora-28/ (archived from ask.fedoraproject.org) suggesting removal of the application 'beignet'. Checking my repo, I found that beignet is for running OpenCL programs on Intel GPUs and that it was installed. However, mine is an AMD GPU. Uninstalling the unnecessary beignet application resolved the problem.


Active camera not changing according to markers in viewport I am working in Blender 2.82.

I have added some markers on my timeline and made the cameras bound to them. Now, when I am playing the animation, the camera in Scenes tab is changing, but the active camera (solidified triangle camera) is not changing in viewport. In rendering the cameras are changing fine.

What should I do?

Untick the "Use Local Camera" Button in View Tab.


How to paint a gradient with TexDraw brush? In texture painting mode, the TexDraw brush has a functional "Use Gradient" checkbox (functionnal meaning it will actually let you chose a gradient, compared with the Smear brush for instance which does not). However, I can't seem to make it work in pressure mode: it only paints with the rightmost color. Repeat mode works by making selecting colors randomly within the gradient and clamp mode uses one color on clicking and the other on dragging (I have no idea why anyone would want to use it this way...)

Basically I would like to make it work with the stroke set to "Line", that is being able to draw a straight line whose color is that of the gradient. Can this be done? The only brush that seems to work with gradients is the Fill brush, but I just need to draw lines, not to fill an area.

Strokes set to Line do not give you the ability to see a gradient travel along it, or curve for that matter. TexBrush with gradient and pressure in the Strength ticked on (be sure to adjust the strength to allow for some fluctuation) can be useful for changing the color along the gradient ramp, but then it is really about using your manual stroke here to control the pressure - wit hthat, I sometimes play with the Shift-S Smooth Stroke or Lazy Stroke to control my line/curve while painting.


No ruler/protractor/interactive ruler hotkey? Am I right in my conclusion that there's no ruler/protractor/interactive ruler hotkey?

Maybe not, but you could create one easily enough.  In the Toolbar, in the Grease Pencil tab, right-click on the "Ruler/Protractor" button.  From the menu that pops up, choose "Add Shortcut".  Then make it whatever you want, e.g. Ctrl-Alt-R (I don't think that's mapped to anything?).


Python Script - Addon; Bmesh Clean I've purchased an Addon called 'Bmesh Clean' which basically systematically cleans up any selected mesh.

I'm trying to write my own script that will automate a process, which will include using the Bmesh Clean function, however I have no idea how to actually call it from my script, and I keep getting 'Python script fail'.

My script is very simple currently, it just imports an FBX, selects all, and then tries to call the Bmesh Clean;

#import bpy

bpy.ops.import_scene.fbx(filepath="C:\\Users\\Work\\Desktop\\my_file.fbx")
bpy.ops.object.select_all(action='SELECT')

In the Bmesh Clean, there is a 'def bmesh_clean():'

However, I cannot figure out how to call this. Using
import bmesh_clean fails, I even tried the script name as import which fails too.
I assume that once I've imported it correctly, I only need to call 'bmesh_clean()' on my script.

Any advice? Thanks

I figured it out. Firstly, I needed tick the toggle 'Register' top right of the BMesh Clean script, I guess this basically means it compiles it for other scripts to use?

Anyway, once done, I was able to import the script correctly, and call the function.


Make child object go along the same curve as parent How can you make a child object automatically go along the same curve as the parent object?

A possibility is to parent the cylinder to vertices of the curved object:

Before adding the curve modifier:

in edit mode select 3 vertices of the object
come back to object mode,
select the cylinder
Shift select the object
then CtrlP and choose "Vertex triangle"


How can I get rid of all this noise I want to render a scene where light shines through a ball with holes so I get a dot-pattern similar to a disco ball. (see pictures) The problem I have at the moment is that my render is very noise and I just can't find a way to get rid of it. I tried quite a lot of different "solutions" that are supposed to fix it but with no success. Using more samples also doesn't really help. (I'm using 500 samples) I hope someone can help me with it.

I uploaded the pictures here: http://imgur.com/a/CwUgR
and the .blend file here: http://koncake.bplaced.net/blender/wasserglaubich.zip

(I couldn't use blend-exchange because the file was to big)

500 samples is really a small number for most scenes. Turn that up to 1500 or 2000 and see how it looks then. There are ways to make more samples render faster, but the only way to really get rid of noise is more samples.

The issue of noise in Cycles has already been covered well in other answers, so I won't duplicate that here. Search the site, and you will find all the information we have to offer.

This answer is the best place to start: How to avoid noisy renders in Cycles?


Random Hair Rotation I'm trying to scattered crumbs using the hair system.  The problem is that all of the dupli objects are facing the same direction.  Is there a way to randomly rotate each particle (similar to the random size setting)?

Currently I'm achieving the effect by brushing the hair but this prevents me from editing the initial settings afterward.

You have to enable 'Advanced' particle settings. Then a tab for the particle rotation will show up. Enable it and set 'Phase' and 'Random to 1:

Now the particles will be rotated randomly:

By default the objects will be pointing up with their y-axis and also rotate around that axis. You can play around with the 'Initail Orientation' setting and its random value to get different rotation behavior.


Unable to update/replace existing keyframe I'm a beginner Blender user, when I first started I had created a rigged and animated character that I had imported into Unity. I've since come back to tweak his run and idle animations to have him holding a rifle during those animations.

I've added a bone that I'll be attaching the weapon to in Unity, but I can't seem to update the previously saved actions that I created.

So essentially I want to keep his walk cycle and just move his arms as though he's holding a weapon. I've gone to my first keyframe, moved his arms and the rifle bone to where I want them, and pressed I to insert keyframe. When I move to another keyframe and come back, the work I did is gone (see below).

He's back to his old walk pose without holding anything. In the action editor I can now see the rifle bone has a keyframe but it doesn't appear to save the position. I've also tried "replace keyframe" in the transform menu on the right of my 3d view, but no luck either. How can I update a keyframe in this way? If I delete the keyframe he immediately goes back to his default pose.

Thanks!

So of course I find the answer a few minutes after I write up the question. I was selecting the entire armature, pressing I to insert keyframe and selecting "position". When I tried using "whole character" instead it worked as I'd hoped.


Molecular script addon permanently stuck in simulating state I stopped the molecular simulation and... it's not stopped.
It just says that there is time left and when I play the simulation it's in its "slow mode" state.
I have no clue how to fix it and the other post on the forum doesn't help.

NOTE:
I have tried restarting blender, and that didn't help.

This is my first post on this forum so if you need any more info, ask.

-Grimtin10

Add  "free bakes" to Quick Favorites  and "process simulation left..."
At view port just press Q and menage simulation from there.
Good luck


How to add text in blender using python I am trying to add a series to text in blender using python
Presently I am using these lines of code

bpy.ops.object.text_add()
ob=bpy.context.object
ob.data.body = "my text"

Is there a way that I can add my text while adding the text object itself?

The preferred way to perform the above operation would be to create the data blocks and link them to the scene using the "low-level" API - RNA methods and attributes - instead of operators to achieve better runtimes and avoid incorrect context issues.
The following code replaces the operator call above to achieve the same behavior:
font_curve = bpy.data.curves.new(type="FONT", name="Font Curve")
font_curve.body = "my text"
font_obj = bpy.data.objects.new(name="Font Object", object_data=font_curve)
bpy.context.scene.collection.objects.link(font_obj)

If you're simply looking to reduce the lines of code by combining the creation of the text and specifying the body, the following code works similarly:
bpy.data.curves.new(type="FONT", name="Font Curve").body = "my text"
font_obj = bpy.data.objects.new(name="Font Object", object_data=bpy.data.curves["Font Curve"])
bpy.context.scene.collection.objects.link(font_obj)


How to get the addons path using python? How to get the value of this variable ?

An add-on is just a regular python module so there are  multiple ways to get the actual path.
You can use addon_utils, a module for addon management that comes with blender to filter the add-on and get the path:
import addon_utils
for mod in addon_utils.modules():
    print(mod.bl_info.get("name"))
    print(mod.__file__)

Or you can iterate through all enabled addons and use sys.modules dict:
import bpy
import sys

context = bpy.context

for mod_name in context.preferences.addons.keys():
    mod = sys.modules[mod_name]
    print(mod.__file__)

Related: How can I get a list of the installed addons using the API?


MHX2 import in 2.79 and 2.80? Has anyone had any luck installing the mhx2 importer under Blender 2.79 or 2.80 under Ubuntu 18.04?

I have followed the installation instructions correctly, and in Blender  2.79, User Preferences installs the files and shows that the mhx2 importer is installed in the "Makehuman" category.  However. when I activate the plugin, this message appears:

This script was written Blender version 2.80.0 and might not function (correctly), though it is enabled

No mhx2 option appears in the file Import menu.

So I tried downloading and installing the Blender 2.80 beta, then installing the mhx2 plugin, but the results were even less satisfactory.  The installation proceeds without errors, but the Preferences pane does not show that the mhx2 importer is installed at all.

What am I doing wrong?

I can now answer my own question.  The mhx2 importer DOES install and enable under Blender 2.79.  What threw me off is that A: the error message I've quoted in my original question still appears when it's enabled, and B: the mhx2  file import no longer appears in the Import/Export dialogue where I expected to find it.  Instead, it is in an (apparently) new "mhx2 runtime" tool tab.  "Import MHX2" is now found in this tool tab.


Muzzle flash on a gun Is there a way to make muzzle flash come out of a gun using the smoke simulator with fire and smoke?  I've seen a lot of tutorials that use an object coming out of the gun that lights up, but it doesn't seem to look as realistic as real fire.

Thanks

Usually you wouldn't want to create a muzzle flash using a smoke simualtion. The flash is only visible for one frame.

I'd recommend you to parent a plane to your gun and create a Material for the flash with animated transparency.
Plug an image texture of the flash into an emission shader, so the flash illuminates the scene accordingly.


Blender 2.90.1|Where's the UV Layout Export function? I'm using Blender 2.90.1 and I can't see the UV Layout Export
In older versions, it has located on UV Editor > UV > Export UV Layout
It's gone?
Regards,

Make sure "Import-Export: UV Layout" is enabled in the addons section of user preferences:


bpy.data.textures.new(...) error to create new textures In one discussion, they provide a way to creat textures in blender
Creating a new particle texture using python scripting

I listed the key part here

mat = bpy.data.materials['Material']
tex = bpy.data.textures.new("SomeName", 'IMAGE')
slot = mat.texture_slots.add()
slot.texture = tex

However, when I ran the command

 tex = bpy.data.textures.new("SomeName", 'IMAGE')

What I get is error

  TypeError: Calling operator "bpy.ops.texture.new" error, expected a
  string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN',
  'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA',
  'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN',
  'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA',
  'EXEC_SCREEN')

It seems that there are multiple overloaded versions of function
 bpy.data.textures.new() and bpy.data.textures.new(...)

How can we use them correctly?

You have to select manually or by script object on which this texture will be applied. If the model is selected it should be highlighted or press 'R' the model should be able to rotate.


Kinematic bones move all the mesh as if was mirrored I move an elbow from my IK bone and the other arm moves too. Why is that? how can i solve it?
Help =(

Your bone is called Bone.011 so it's not getting mirrored properly. You need to make sure the bones have names like hand.l, hand.r (for the other side) and so on.

For the automatic weighting, you can just redo it by reparenting the mesh to the armature with automatic weights.

Another thing that can break the automatic weights are incorrect normals, so you can go into edit mode, select all vertices and Recalculate Normals to make sure they are good.


I would like to know how to render a 3D cylinder into this 2d line art style A quick doodle in photoshop, I need the easiest way to turn a normal 3d cylinder mesh and render it in line art form.

Edited: I have no idea why the image is this big so sorry...

Here is one way:
Render your scene

Using a completely transparent material, so that only the background color shows

with an orthographic camera, to remove perspective and make it like a diagram

Using Freestyle to draw the lines.
First, the material. This will be in blender internal, not cycles. Just make a normal material, turn on transparency, and turn the alpha to zero. This will make the object completely invisible. You can set the background color by changing the "Horizon Color" in the World tab in the Settings window.

To render with an orthographic projection, as used in diagrams and blueprints, change the projection type on your camera object:

And finally, to draw the lines, first turn on freestyle: there's a checkbox at the bottom of the Render tab of the Settings window. The default settings will create lines at the creases of your object and around the silhouette. To also draw the occluded lines, like the back bottom half of the cylinder, turn off the "visibility" selection criteria for your freestyle line (render layers tab of the properties window):


Physics: Liquid Splashes too much I have a problem with physics. I am trying to make a spoon removing a fluid in a cauldron. The problem is when I introduce the spoon into the liquid the liquid splashes a lot.

I tried changing a lot of parameters, even viscosity from Water to Honey but it changed not enough. Resolution is 150 for Domain.

Maybe is because of keyframes? The spoon moves too fast?

I attach the blend file if it helps you.

Thank you.

I found the solution:

When the spoon is selected as Fluid/Control there are two parameters which must be changed:

Attraction strength: with positive value attracts the fluid and with negative repels it.

Velocity strenght: the influence of the  spoon's velocity with the fluid.

Just try configurations until get what you like.


(procedural) Edgewear for (procedural) real Microdisplacement? for Cycles I would like to make a procedural shader for glazed, worn ceramics.
Right now I am using real micro displacement to create the prodruted parts and I am using the geometry node, bevel and a math node set to dot product to detect edges. Got it from here.
I also found this edge detect node setup from Wayward Art Company, but It doesnt work for me and is far to complex for me to understand what is happening inside.
This is what I got so far.
I am wondering if this is the right approach.
Thanks,
Paul

So there are several ways to do what you are trying to do, some only work with Cycles.

The first one is the one you cite which mixes the (Input) Geometry > Normal output and Bevel nodes into a (Converter) Vector Math in Dot Product mode:

You can use the Geometry > Pointiness output:

Or the (Input) Ambient Occlusion node (it works with Eevee, you'll need to enable the Ambient Occlusion option in the Properties panel > Render:

To make the effect more natural you can mix it with a Noise or another texture, here through a MixRGB in Lighten mode:

All these black & white textures can be used as factor in a Mix Shader or MixRGB node in order to mix two sets of nodes.
At last you have some group nodes like the one you cite and that you can upload. There is the Mask node, as explained here, and the Edge Detect node, as explained here, both created by Wayward Art Company.


Object used for particle render getting direction flipped when particle system applied to target with curve modifier Im trying to setup a modular conveyor for animation using the method shared here: Setup Constraints for modular conveyor. However the object used to render the particles is getting its direction flipped halfway round the curve. This results in the ends not matching up.

Is there a way to fix this? The blend file can be downloaded here.

Look at https://blender.stackexchange.com/a/172271/35559 for some updates or possible fix.

Meanwhile, not really sure what's happening but even on a simple non cyclic curve, you can see the beltlink flipping orientation as it moves along the Y axis as soon as it reaches a curve control point (which is aligned and "flat"). May be a bug, something linked with the way curve control points are impacting the Array Modifier...

For some reason, it does not behave that way on all control points.


Why does adding a bevel mess up a hole? I've been trying different ways to have a beveled edge on this little box and have a hole cut out of it.

I've cut the hole by deleting an existing face created with edge loops, Projecting the Knife, and using a Boolean modifier. No matter what I do it always ends up looking like something ridiculous. If I have too many edge loops the bevel is basically non-existent and if I have too few it doesn't delete the whole face when you press "delete face" (see image below).

I don't know why this is happening. I've tried positioning different numbers of edge loops in different ways to create a "supporting geometry" but I don't even have a guess about why it's not doing what I expect it to (the hole should be exactly the same with or without the bevel).

How can I get it to have a bevel and be able to cut any kind of hole out of it that I need? Come to think of it when I get this basic rectangle done I'd like to cut some text into it too and that will be even harder.

Here's another screenshot. These diagonal lines appear to either be the problem or to be related to the problem.

By default, the Bevel modifier adds bevels to every edge of your mesh, including all the edge loops and the ones around the hole. That's why it messes up your mesh.

To fix this, simply toggle the limit method of the Bevel modifier to "angle", and adjust the angle threshold, so that only the outer edges are affected.

Alternatively, you can change the bevel limit method to "weight"; and in edit mode, select certain edges which you want to add bevel to, and adjust their bevel weight in the item tab (press N to bring up the tab if it's hidden).

The advantage of this method is that you can precisely control where and how much the bevel modifier takes effect. A bevel weight of 1.0 means full depth, and 0.5 bevel weight means half depth, etc.

BTW, your cube mesh currently has unapplied scale transform (its Z scale value isn't 1). This will cause the bevel to appear wider along Z axis. You may want to apply its transform (select the object, Ctrl+A, and apply scale) before applying the bevel modifier.


How to render mesh's wire WITHOUT modifier? I hell don't understand why we can't render 2D wires as viewport do anytime...
The procedural wire modifier is always the favorite issue !... This one is probably useful for many cases but it build solid structure which becomes resource-intensive when applied to a very large model and stupidly useless if we entend to make a basic visual.
Then, some render setting issues are often proposed but nothing incredible too...
Maybe an addon exists to do that work ?

If you mean render like this, Wireframe node is the key.


Auto Merge Editing in Workspace option shelf is gone? I just downloaded a new copy of Blender 2.8 and I can't find the Mesh Option Menu that had Auto Merge Editing. Mesh Option Menu seemed to be contained in a shelf that changed with each Workspace.  This shelf was between the Workspace tabs and the Header of the 3D Viewport Editor. It's probably simple......

you can find this options in Active Tool and Workspace settings...

and another option is..
you can right click on any icon on header and in header menu you can find Show Tool Settings


Hair particles is less when rendered I am having trouble with making the hair particles, when rendered it does not seem to render all the hair that is visible in viewport:

When rendered image:

Would converting it to mesh help?

It is because on the end, by default, hair is tinnier.

Look at hair settings:

It is 1.0 thickness at root, and 0.1 at end of the hair. Tune this settings.

Also, look at shape setting, it setups how thickness distribute along hair length:


Python script building a node tree works in command line and within django, but fails behind Apache I have a python script that contains the following lines that build denoising compositor at the end of rendering. This has been working both in command line and within blender GUI. I then wrote a django web backend api that uses subprocess to invoke the command line and generate image output. The django app/api rendering works well at http://localhost:8000. Now I'm exposing the api to the outside so it's sitting behind apache2 as a wsgi application. The rest of the api that does not deal with blender all works as well as before. But I'm getting an error that seems to indicate the blender background subprocess run by www-data (the apache user) may be missing some key data. If so, what is it and how do I fix that?
        ...
        node_tree = self.scene.node_tree
        node_render_layers = node_tree.nodes['Render Layers']
        node_composite = node_tree.nodes['Composite']
        node_denoise = node_tree.nodes.new(type="CompositorNodeDenoise")

        # link up the nodes
        node_tree.links.new(node_render_layers.outputs['Noisy Image'], node_denoise.inputs['Image'])
        node_tree.links.new(node_render_layers.outputs['Denoising Normal'], node_denoise.inputs['Normal'])
        ...

Apache2's error log - note that node name keys are there, but node's output/input keys are not found.
Traceback (most recent call last):
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 67, in <module>
    image_path = build_and_render_scene(asset, output_dir=output_dir)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 50, in build_and_render_scene
    auto_blender.render_prep(samples=16, displacement_force_off=asset['displacement']==0)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/auto.py", line 245, in render_prep
    node_tree.links.new(node_render_layers.outputs['Noisy Image'], node_denoise.inputs['Image'])
KeyError: 'bpy_prop_collection[key]: key "Noisy Image" not found'

In essence, this script works when it's run by me, a regular user:
$ /home/wr200m/software/blender-2.91.2-linux64/blender --background --python /home/wr200m/workspace/art/src/py/main/blender/blender/scene.py -- arg1 arg2

... SUCCESS ...

But it would fail when run as www-data, or as root:
$ sudo -u www-data /home/wr200m/software/blender-2.91.2-linux64/blender --background --python /home/wr200m/workspace/art/src/py/main/blender/blender/scene.py -- arg1 arg2

Blender 2.91.2 (hash 5be9ef417703 built 2021-01-19 16:16:34)
found bundled python: /home/wr200m/software/blender-2.91.2-linux64/2.91/python
Info: Deleted 3 object(s)
Info: Deleted 3 object(s)
Info: Deleted 0 object(s)
Info: Deleted 0 object(s)
Bricks001 1.3 0.01
Traceback (most recent call last):
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 67, in <module>
    image_path = build_and_render_scene(asset, output_dir=output_dir)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/scene.py", line 50, in build_and_render_scene
    auto_blender.render_ep(samples=16, displacement_force_off=asset['displacement']==0)
  File "/home/wr200m/workspace/art/src/py/main/blender/blender/auto.py", line 245, in render_ep
    node_tree.links.new(node_render_layers.outputs['Noisy Image'], node_denoise.inputs['Image'])
KeyError: 'bpy_op_collection[key]: key "Noisy Image" not found'

I realized that the blender background process did not read my blender preferences as normally it does when I launch as myself for background or for GUI:
# normally the following will spit out
Read prefs: /home/wr200m/.config/blender/2.91/config/userpref.blend

So I suppose when I sudo as any id outside of myself, blender does not know where to get my special setups. So I passed the $HOME env variable to sudo like this and voila.
$ sudo --preserve-env=HOME -u www-data /home/wr200m/software/blender-2.91.2-linux64/blender --background --python /home/wr200m/workspace/art/src/py/main/blender/blender/scene.py -- arg1 arg2
Blender 2.91.2 (hash 5be9ef417703 built 2021-01-19 16:16:34)
Read prefs: /home/wr200m/.config/blender/2.91/config/userpref.blend
found bundled python: /home/wr200m/software/blender-2.91.2-linux64/2.91/python

... SUCCESS ...

```


My Add-on Panel / Window / Tab is missing My add-on UI (window/tab) is missing after I moved my Blender folder to other folder. I am using a Mac and Blender 2.79.

I've tried to move the folder back and to reinstall Blender. The results are still the same:

It is likely that you have an add-on that is not working as it should. Try looking at your /Users/[username]/Library/Application Support/Blender/ folder. If you find the add-on that you suspect might be the issue in the scripts folder of your version folder try removing it. You could delete the entire folder with your current version number(maybe backup it first) to restore the default user preferences. It should be recreated the next time you save user preferences.


How to create a texture for icicles I have some very simple icicles that I made using the icicle generator addon.

I was wondering how to create a distortion/texture on the icicles to make it look realistic. Here is an example of what I am looking for.

Final:

Node setup:

This is pretty simple setting, mixed Wave Texture with Noise and used as Bump for Glass.

Before this you have randomization for Z position per object to make icicles looks different from each other. They should be separated objects.

Mesh notes:

It's not part of the question, but I'll try to briefly describe how to use it with this add-on.

To get this working you need to have UV Map for icicles.
I've used Cylindrical Projection on all of them.

After this I've separated icicles - P > By loose parts.

Another issue could be Smooth Shading. Check here for solution: Smooth cone with glossy or anisotropic texture gets dark spot or use Flat Shading.


Lasso select not working, but box select is? For some reason - randomly - I am no longer able to lasso select objects in my scene.
See below gif:

I am able to box select, but not lasso. I've checked that my objects are selectable in the outline panel. I have no clue what I'm doing wrong - or how this even happened to begin with.
Any thoughts are appreciated
EDIT
I currently have "Select Box" chosen as my selection method, and do CTRL+RMB for lasso. Though, I get the same issue with lasso not working regardless of which selection method I choose (including lasso)

Use the Tweak tool
Disclaimer: I'm a right click selecter. I don't know if there is any difference if you joined the left clikers army.
Since 2.80 version, lasso and box select shortcuts by default only works when the Tweak tool is active (see the keymap first column below).

Box and lasso select tool I think are made for early adopters to make sure to have simple select tools like the would find to expect in other software packages (photoshop...)
Back in the days (<2.79) we didn't had "selection tools" and we just used shortcuts. Tweak tool mimic that situation. I made that my default tool.


Blender 2.8 - why can't I see my objects in 3D viewport? I've been working on a project for a while - saved it, reloaded later and suddenly-- large components are invisible in the 3D viewport (but visible in the Outliner).

The objects are marked as visible, linked etc. in the Outliner.
I've tested to see if it's local view (/) - it's not.
All the collections in my project are visible and linked.
I can neither focus on the objects in question, nor can I switch them to edit mode.

You can grab the project here, if you want to look around.

If anybody can give me a hand here, it would be really appreciated. I'd prefer not to redo this work...!

Thanks in advance --Rev

May be it is because of clipping. Set your clip start to something small like 0.0001m
Press 'N' in your keyboard while hovering your mouse in 3D viewport. Then under 'View' adjust clip start.


Tiny geometrical irregulatities in model imported from Rhino Im migrating an assembly with over 300 parts as .obj to blender to animate it.
Some of the gaps of the rhino geometry get filled with extremly tiny polygons. The resulting surfaces are well connected and dont overlap. The marked gap-filling surface has a width of 0,0001mm:

Yet those surfaces have extreme effects on the shading of the object:

In the left is a high-poly, in the right a low-poly version. The surface from the first image is still selected, but too small to be seen. Even though the whole surface is really smooth you can see strong shadows.

My question is: What do you think is the most effective way of dealing with such exporting artifacts?
I know there are many different approaches, like other export options, rebuilding the rhino surface, changing the smoothing of the surface, simplifying the surface etc, but Im new to this program and dont know which is the most elegant way.
Its a bit annoying that such small features have such a big impact. Since I have a lot to export, Im expecting to see this problem over and over again.

If geometry is beyond recovery, but the shape of the object remains intact (like in your case), it can sometimes work to regenerate the object using a combination of the Remesh modifier (with as many levels your machine can handle), and then using the Decimate modifier to simplify the resulting mesh.

In more detail:

The Remesh modifier will approximate your geometry by fitting it to a grid of voxels and connecting them to reform the mesh - a technique which will only approximate your geometry, but can get quite close at high resolutions. The key part here is that once "remeshed", your object will have uniform detail everywhere.
The high level of detail on the resulting mesh will then need simplification (as big flat surfaces will have been created out of many polygons instead of just one or two), which can be achieved well using techniques posted in other answers to this question: using Limited dissolve on the mesh in Edit mode, or applying a Decimate modifier (which has a few more options, but can accomplish the same result).

Note that this strategy will require you to reapply materials, remake UV maps, seams, sharp edges, etc. and is thus to be used as a last resort, or as the first step in your workflow if you are going to perform these steps afterwards.


(Image inside) UV offcenter but textures working. Causing issues Blender newbie here.

I'm working with a premade model that's textured, material'd, rigged, the works. I'm attempting to import it into Unity, hence the textures. Unity is not the problem.

As in the example above, all of the UVs are above the textures themselves. (Specifically, they are simply 'slid' up just off the texture-image. Mirroring them would cause them to be backwards)

However, in the 3D viewport when viewed with Textures/Materials/Rendered, the model is perfectly fine.

This is causing Unity to think that the textures aren't working at all. While I could go through and shift all the UVs down, I'm looking to learn and would like to know what the issue is, and if there's a way to quickly fix something like this.

Is it user error on my part? Fault of the person who built the model? Why would the textures still render fine if the UVs are offcenter?

Please and thanks for your help!

The textures render fine because they are "repeated" by default: you can display this behaviour by clicking the relative option in the Properties panel (N) of a UV editor window.

In my example, as the image is 2048x2048, if I select all UV vertices and grab (G) them by 2048 in the Y axis I would get your situation: the render would be exactly the same.

In your case you can read the Y dimension of your texture (let's say 1024 x 1024), select all the UV and press G,Y,-,1,0,2,4,Enter.

The UV will be centered, the render will be the same and Unity will be happier.

I don't know why the modeler did this little mistake.


unusual rotation of particle I was following Andrew Price's tutorial on making dynamic rain. I followed the tutorial till a point where I found that there's something wrong with my particle settings....
This is what Andrew did

This is what I got

My particles aren't dying like his. So please help me friends. I can't get his starter file also as there's something wrong with it :(
Here are some pics about my particles setup :

you don't have the full screenshot, so can't see if you've set the particles to end at the same time or not. right hand corner of the screen, in particle settings, make sure you have the particle system start/end values set correctly, as well as the 'life' of the particles.


Is it possible to make light pass through only a part of the texture I have a light inside an object, and that object has a material with transparent parts.

I want to render light beams radiating from those parts with volume scatter, however, the light doesn't pass beyond the mesh.

Is there a way to let light pass through those transparent parts of the texture?

You can use a mix shader connected to a transparency and diffuse nodes, the texture is the one that controls the mix:

Then just use volume scattering in the world volume.

Usually the default density for volume scatter is way to high, so play with the values until you find the right one for your needs.

keep in mind also that the emitter object inside might need to be quite bright.


Retrieving Blender wiki pages that have been taken down My team has been actively maintaining the user's guides to our plugins using the Blender wiki, but the pages have very recently all been taken down.  Who can I contact about at minimum retrieving the content of our pages?  (Or ideally getting the links reinstated, as we have publications with references to those links.)

I asked this community about this issue a year ago, but nobody had any better suggestions than to continue using the outdated:

https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/my_addon

So that's what we had been doing.

Thanks for your help!

Join the bf-committers mailing list, as there things like the current big wiki upgrade are discussed. You can find more information in the list archive.

The contents of the old wiki can be downloaded from https://download.blender.org/oldwiki/ so that people can access old data.


How can I create spherical topology from a 2D image? I need to create a spherical object with an irregular 3D texture.  Think of a globe of the Earth with actual raised topography for mountains, etc.  The purpose is to 3D print the object, so the texture must be physically raised, not just an image texture.

I have a 2D image of what the texture looks like, and am looking for a way to map it onto a sphere. Here is an image I found that is close to what I'm talking about (although the textures I'm using are irregular, not a repeating pattern):

There are similar questions here and here, though both refer to mapping onto a flat plane rather than a sphere.  Unfortunately, the darkness/lightness in the images alone doesn't determine the height of the topology, since the lighting in the image affects this (see above example image).

As far as mapping the entire sphere, it is acceptable to mirror the image and map it to the opposite side, meaning one circular picture can be mapped to one half of the sphere, and the mirror image of the same picture can be mapped to the opposite side, therefore covering the entire sphere (and causing the topology to line up correctly).

I'm in no way an artist, and the textures in some cases are pretty complex, so trying to recreate them by hand is out of the question.

How can I map the image to a sphere in blender to achieve the 3D texture from the image?

This can be done with a base shape, two array modifiers and two simple deform modifiers controlled by two empties:

Modelling from top view, create with a basic shape that is symmetric on both x & Y axes, so that it can be tiled.

(click on the image to enlarge)

Add an array modifier to repeat the base shape on the X axis.

(click on the image to enlarge)

Add a second array to repeat the shape twice as many times on the Y axis.

(click on the image to enlarge)

Now you need to find the center of the object. To do that apply both array modifiers.

Enter Edit Mode (Tab), select All (A) and press ShiftS and select Cursor to Selected. The 3d cursor will then snap top the center of the array.

(click on the image to enlarge)

Exit Edit Mode (tab) and press CtrlZ twice, so that you undo the cation of applying the modifiers (that will allow you to further refine your base mesh)

(click on the image to enlarge)

Add a new empty and rotate it 90 degrees on the X axis RX90.

Select your base object, add a Simple Deform Modifier, set it on Bend Mode, select the Empty as Origin and set the deform angle to 180

(click on the image to enlarge)

Add a second empty object and rotate it 90 degrees on X and 90 degrees on the Z axes: RX90, RZ90.

Select your base object again and add another *Simple Deform modifier, also set Bend, use as the 2nd empy as origin and make the deformation 360 degrees.

(click on the image to enlarge)

At this point you can further refine the basic shape to suit your needs and also decide if you want to apply the modifiers.

BUT THAT WAS NOT THE QUESTION

The question was how to do this with a 2D texture

Same thing but with a displacement modifier:

Create the tiled texture first:

Import it using **import images as as plane* so that a UV unwrapped plane is created with the dimensions of your texture:

Add some subdivisions in edit mode (W:

Add a displacement modifier.

Set the image to be used as displacement texture ( use the same image used for the plane):

In the displacement modifier set the direction to normal, texture coordinates to UV, select the UV and set the strength of the deformation.

Create your arrays:

And set the simple deform modifiers using the steps outlined earlier:

If your texture seems reversed, then just change the strength to a negative value.

FOR NON REPEATING TEXTURES

The procedure is the same, except that you don't need the array modifiers.

Import the relief image as plane.

Enter edit mode and subdivide it.

If the mesh with the image is wider on the X axis, rotate it 90 degrees in the Z axis, so that the mesh is taller on the Y axis when seen in top view.

Add a displacement modifier.

Add the empties and rotate them,and add simple deform modifiers using the empties as Origin.

Note:
This answer is blatantly based on Leon Cheung's answer here: https://blender.stackexchange.com/a/24053/1853


How can I restore the original theme I was changing the theme's coloring, and made my own custom theme. When I load blender the colorig is normal and I can load my colorful theme from the menu in user preferences. However, I then also changed some of the layout- example: I changed it from cycles to game engine, the timeline to the logic editor, and a bunch of other customizations. then I saved the user preferences, but I had my slightly more colorful theme selected when I saved it. Now when I open blender it looks like this!

In the user preferences window under the theme tab, the default theme isn't there. How can I get it back without loading factory settings and losing all the other customizations?

Click Reset to default theme in User Preferences > Themes:

Then press Save user settings to save it.


How do I fill an area with faces lined up in a grid over a not flat surface? Hello to everyone again,

I'm looking for an addon or a short cut to fill fast and simmetrically a NOT FLAT surface that needs to be closed with vertices. Doing it manually it takes a lot of time. I tried to do CTRL F and then Grid fill,but it didn't work. Neither F key works. Check the attached screenshot. thanks.

Have you tried using only the "grid fill" tool?

Like this, select the hole edge ring:

then  use grid fill:

and you get

It should work when a grid can be inserted, if it does not, can you post your model (better on https://blend-exchange.giantcowfilms.com/ as it's permanent)?

Edit: following your comment: I opened your file, and tried.

When I used "grid fill" on that selection, an error is shown, but is not "select two edge loops", it is "connecting edge loops overlap"

Anyway I deleted that "edge" that joins both sides of the "hole", and selecte the whole "hole" edge ring, and then using "grid fill" it shows the error you said: "select two edge loops".

I think (edit2: I was wrong, see below) the problem here is that "grid fill" expect correct topology (eg: only quads), while here you have a nice mesh, but technically the topology is very bad (I know, because I'm very good at bad topology :D).

In particular (at least) in the beak zone you mesh edge loops are "broken", there are n-gons, tris, and because of this probably the grid fill tool can't decide how your mesh is flowing around that hole, and how it should fill. Ngons are terrible for good mesh tobology. Even tris are, but they are easier to solve, afaik.

An example:

Having and keeping a good topology is fundamental to have good "edge loops" to allow any loop tool to work predictably, and it is also fundamental for mesh animation deformation, btw, for the same reason: a good edge loop flow allows the animation system to know exactly how the mesh should deform. But that's another story.

See this a similar issue answered in the past by @cegaton,
Curved mesh topology

Sometimes, bad topology can be fixed, but often is a pain, but instead of rebuilding from scratch, another path is to learn retopology, ie, recontruct another "good topology" mesh based on a "bad topology" mesh.

Edit2 : no, I was wrong, the problem is that the hole should have the same number of vertices on left and right, of course (thanks to @Jerryno for correcting me).

These are the different sides (bottom edge is not subdivided as the top one).

I tried to subdivide it with CTRLR, like

getting

Now, selecting the full edge border again grid tool "completes". It could be necessary to edit span/offset settings, just after applying the grid fill tool, to get better results.

this is bad

this is better

this seems quite perfect


Render normals in camera space After many hours of searching, trying and scratching my head I turn to you guys. Seems like many other have this same problem but haven't seen any solution to this yet.

I am rendering cars in blender and I do most of my post work in Photoshop. To do this I need a "correct" render of the normals and I just can't achieve this in Blender.

This is a ref image of what I am looking for and this Normal render is from 3Ds or Cinema 4D (I think).

I use this Normal to color range select parts of the car facing a certain way.

This can be done with the workbench engine, if you don't need motion blur as shown in your example image and the colors don't have to be 100% accurate. For accurate results you will have to create a material for Cycles and Eevee.

Approach 1: Workbench Engine

Switch to the Workbench engine

Enable MatCap as material and select the normal map matcap.

Enable Transparent for the Film

Set the View Transform to Standard

Approach 2: Material for Cycles and Eevee

If you need accurate results, then you have to create a material for Cycles and Eevee that transforms the object's normals into camera space and uses them as a color for the object. This can be accomplished by transforming the Normal output of the Geometry node, which gives the normal in world space, into camera space with the Vector Transform node. In order to get the proper colors you will have to adjust the output though, since the camera normals have the following ranges:

$$ x: [-1.0, 1.0]\\ y: [-1.0, 1.0]\\z:[-1.0,0.0]$$

Colors have to be in a  $[0.0,1.0]$ range, therefore the vector has to be multiplied with $[0.5, 0.5, -0.5]$ componentwise and then shifted by $[0.5, 0.5, 0.5]$. The node setup is depicted in the following image. Note that the emission shader is only visible from the camera and therefore doesn't impact other objects in the scene.

Make sure to either save the result as OpenEXR or set the View Transform to Raw to get the exact pixel values.

The result produced with the second approach is more accurate, since it calculates the normals properly instead of performing a look up in the matcap bitmap. The material doesn't have to be assigned to every object individually if you use material override as @RobinBetts mentioned.


3D Multiview Rendering I have the following scene (please see the image below) the right ball is hitting the middle cube which starts to roll and eventually hits the left cube. The depth information is important to me so I use two cameras with side angles to gain the depth of the objects as well.

1) How is it possible to render both of the cameras to one output file? (if you have any other suggestions of how to get the depth of the object I would love to hear about it)
2) If (1) is not possible how is it possible to render both of the cameras to two different files?
3) How can I get the data of an object which wasn't animated? for example in the current scene, I want to know the location of the middle cube in each frame. How can I get JSON file (or any other format) with this data?

Setup:
Ubuntu 18.04
Blender 2.8

Thank you in advance,
Aviv

You don't need to do that manually, blender already comes with a stereoscopic feature, I don't know much about it, so here's the page on the blender manual.

https://docs.blender.org/manual/en/dev/render/output/multiview/usage.html#introduction


Select vertices of mesh in python What is the python way to select vertices of a mesh?

I've tried:

for vert in obj.data.vertices:
    vert.select = True

I ran the above code in edit mode, but the vertices didn't turn yellow.

import bpy,bmesh

ob   = bpy.data.objects['Cube']
mesh = bmesh.from_edit_mesh(ob.data)
for v in mesh.verts:
    v.select = True

# trigger viewport update
bpy.context.scene.objects.active = bpy.context.scene.objects.active

Docs


Transforming around cursor doesn't work I'm having problem with vertex rotating. Rotating/scalling around cursor works fine in object mode, but in edit mode Blender rotates verticies around origin point instead. Rotating aroung bounding box also works fine.
What's the problem? Have I clicked something? I'm using 2.79b.

Ok, I got this. The reason was the object scale different from 1. I've applied the scale, and rotation works properly again.
Isn't this some kind of bug?


Why does this piece of cloth collapse if I enable 'cloth collision'? I want the one piece to simulate as cloth, but it doesn't work.

If I don't check the "cloth collision", it works correctly. But if I check it, the one piece collapses.

I already tried to change some values on simulation tab but it didn't work well.

So please tell me what should I do?
I'm using blender 2.79b on Mac OS Catalina.

A trick that solves this issue most of the time is increasing the scale. Blender dont like small sized items in simulations for some reason.
Dont forget to apply the scale!


Depth map with distance along the camera Z axis With RenderLayers Node you can get the Z distance from the camera to the object behind (x,y) which is sqrt((x - xcam)² + (y - ycam)² + (z - zcam)²). But is it also possible to get only the distance along the camera Z axis for each pixel in the rendered image?

Assumed my camera is at (0,0,0) and looks parallel to the X-axis and I have a point at (3,0,4). Then i would get the distance of 5, but it i need it to be 3. The camera could also be somewhere else or rotated in all directions.

Is this possible to read out?

You can achieve this using cycles' camera data node.
One of the outputs on this node is the view vector, which can be separated to x, y and z.

Using a simple node setup you can display only the Z distance from the camera in grayscale values.

In the example below I used the light falloff node to enhance the contrast (the Suzanne model is rather small and all the distances were small as a result, something that produced a low contrast whitish image, before contrast was added).

EDITED: replaced the seprate RGB with separate XYZ (does the same thing, but this demonstrates what's happening more clearly) and added an invert node so that farther values are darker (which is more intiuitive).


Difference between edit and object mode I'm learning to use blender, for plan drawing by design projects. I'm very new in this program and not familiar with 3D design.
I was working in the edit mode for quite a long time and then switched to the object mode. My object was totally different, but the render from edit mode was still OK. I made quite a lot of "intersect-knife" by working on my object and I think this destructurated my drawing. But can somebody explain this (look printscreens)?
Now, a few minutes after this printscreen, the entire drawing in edit mode is like this one in object mode.Strange or not?
Thanks

It's the displacement modifier that is causing the issue. The output of the displacement modifier is not visible in edit mode, but when you switch back to object mode the mesh looks weird. Just delete the displacement modifier if you are not using it.
Some Screenshots:


How can I add an image as a texture that looks exactly like a background image (full brightness and unaffected by lighting) I recognize that background images can't be rendered because they are made for reference only, but every time I try to add an image as a texture, it comes out completely washed out, I assume due to the scene lighting.  Even when I import it as shadeless, the colors are still completely inaccurate.  How can I add an image that renders as completely accurate to the original image and is unaffected by light?  For reference, in the image I attached, the image on the left is the image as a texture and the image on the right is the reference.

The image is a company logo, so the colors have to be perfect.  The idea is that the laptop will open up and cover the logo, so it also can't have any sort of "Show in front" type of thing that you can do with background images.
I'm sure I can't be the first person to do something like this, but I can't find the right answer anywhere.
Thanks for the help!

This is the original browser window with the Blender render window on-top showing the default cube rendered over original page, which was clipped as an image.

And this is the node setup that created it.


Crop image with Python script How do I crop an image loaded from a file in Blender (using a Python script). The standard Python's Image.crop() function doesn't seem to be available in the Image class.

UPDATE:

I wrote some code by myself, which copies specified pixels of the original image but the output image is somehow screwed up.

This is the original image (some gfx from deviantart): http://postimg.org/image/xegpwy0ur

This is the image after processing - i took a 100x100 fragment (first 10000 pixels of the original image): http://postimg.org/image/c57j2vvjp

And this is the code: http://pastecode.org/index.php/view/5045500

Function to crop an image:

def crop_image(orig_img, cropped_min_x, cropped_max_x, cropped_min_y, cropped_max_y):
    '''Crops an image object of type <class 'bpy.types.Image'>.  For example, for a 10x10 image,
    if you put cropped_min_x = 2 and cropped_max_x = 6,
    you would get back a cropped image with width 4, and
    pixels ranging from the 2 to 5 in the x-coordinate

    Note: here y increasing as you down the image.  So,
    if cropped_min_x and cropped_min_y are both zero,
    you'll get the top-left of the image (as in GIMP).

    Returns: An image of type  <class 'bpy.types.Image'>
    '''

    num_channels=orig_img.channels
    #calculate cropped image size
    cropped_size_x = cropped_max_x - cropped_min_x
    cropped_size_y = cropped_max_y - cropped_min_y
    #original image size
    orig_size_x = orig_img.size[0]
    orig_size_y = orig_img.size[1]

    cropped_img = bpy.data.images.new(name="cropped_img", width=cropped_size_x, height=cropped_size_y)

    print("Exctracting image fragment, this could take a while...")

    #loop through each row of the cropped image grabbing the appropriate pixels from original
    #the reason for the strange limits is because of the
    #order that Blender puts pixels into a 1-D array.
    current_cropped_row = 0
    for yy in range(orig_size_y - cropped_max_y, orig_size_y - cropped_min_y):
        #the index we start at for copying this row of pixels from the original image
        orig_start_index = (cropped_min_x + yy*orig_size_x) * num_channels
        #and to know where to stop we add the amount of pixels we must copy
        orig_end_index = orig_start_index + (cropped_size_x * num_channels)
        #the index we start at for the cropped image
        cropped_start_index = (current_cropped_row * cropped_size_x) * num_channels
        cropped_end_index = cropped_start_index + (cropped_size_x * num_channels)

        #copy over pixels
        cropped_img.pixels[cropped_start_index : cropped_end_index] =
                                orig_img.pixels[orig_start_index : orig_end_index]

        #move to the next row before restarting loop
        current_cropped_row += 1

    return cropped_img

How this script works

The image class stores the pixel information as a one-dimensional array, and save 4 channels for RGBA (even if you load a .jpg).  For example, on this 2x2 image, I've labelled the order that the pixels appear:

and so if you have an image object named my_image, then my_image.pixels will be a 1-D array: [R value for pixel 0, G value for 0, B value for 0, A value for 0, R value for pixel 1, etc.].

Example usage

#crop image to 100x100 square
cropped_min_x = 300
cropped_max_x = 400
cropped_min_y = 300
cropped_max_y = 400
input_image_filepath='/home/garrett/Desktop/kjEh.jpg'

orig_img = bpy.data.images.load(input_image_filepath)

cropped_img = crop_image(orig_img, cropped_min_x, cropped_max_x, cropped_min_y, cropped_max_y)

print("Saving new image...")
cropped_img.filepath_raw = "/home/garrett/Desktop/myImage6.png"
cropped_img.file_format = 'PNG'
cropped_img.save()
print("Finished saving")


Replace matrix @ vector list comprehensions with something more efficient I'm looking to replace list comprehensions like the following with something more efficient and I was wondering if numpy can be used.

[obj.matrix_world @ v.co for v in obj.data.vertices]

I can do this, which is significantly faster, but still lacks the matrix multiplication, that needs to happen for each coordinate.

coords = np.empty((len(obj.data.vertices), 3), 'f')
obj.data.vertices.foreach_get('co', np.reshape(coords, len(obj.data.vertices) * 3))

I was hoping it would just be

np.matrix(obj.matrix_world) @ coords

But that fails with (FWIW, It's just a cube, hence (8, 3))

ValueError: shapes (4,4) and (8,3) not aligned: 4 (dim 1) != 8 (dim 0)

Similarly, doing

for co in coords:
    np.matrix(obj.matrix_world) @ co

fails with

ValueError: shapes (4,4) and (3,) not aligned: 4 (dim 1) != 3 (dim 0)

So I've hit a wall now. Numpy can't multiply a 4x4 matrix with a 3d vector, but Blender can. How do I solve this in a numpy way?

edit:

Based on @JoseConseco's excellent reply below, this is what I'm doing now

mx = active.matrix_world
verts = active.data.vertices
vert_count = len(verts)

coords = np.empty((vert_count, 3), 'f')
verts.foreach_get('co', np.reshape(coords, vert_count * 3))

coords_4d = np.ones((vert_count, 4), 'f')
coords_4d[:, :-1] = coords

coords = np.einsum('ij,aj->ai', mx, coords_4d)[:, :-1]

Note, that there's no need to convert the (mathutils) Matrix into an np array. It works fine just like that.

Based on my tests, doing this via numpy is ~3 times faster than the list comprehension.

Quickest way AFAIK:

mat = np.array(self.curveObj.matrix_world)

verts_co = np.zeros((vertCount*3), dtype=np.float)
mesh.vertices.foreach_get("co", verts_co)
verts_co.shape = (vertCount, 3)
verts_co_4d = np.ones(shape=(vertCount, 4), dtype=np.float)
verts_co_4d[:, :-1] = verts_co  # cos v (x,y,z,1) - point,   v(x,y,z,0)- vector
splinePoints_world = np.einsum('ij,aj->ai', mat, splinePoints)


Texturing: Texture not covering complete face Can somebody please help me again? I am trying to put a texture on an apple model. I cut the apple in 2 halves and want to add a texture in the cut face.

Unfortunately the applied texture does not cover the whole face. Near the corner of the face the Textur does get stretched in a weird way.

I created the UV map with "Project from View". I saw this behaviour already in a different Project from me.

The problem could arise from the fact that the face you are trying to uvmap is an ngon, a polygon with greater than 4 sides. Try pressing CTRL+F and select triangulate faces and then project again. Also make sure that your apple has no non-uniform scale.


How can these textures get fixed? I have a student who is working on a project, but is using other source to complete it. I am not an expert when it comes to blender so I am not sure how to answer his questions. I was wondering if anyone would know some of these answers. I copied his email to me with the images he attached.

"Alright, so here's the screen shot

The things are tinted blue (fence and roof are odd exceptions) from the blue sunlight. I don't know how to un-tint it. The sun is blue because a blender video said it would make shadows more realistic. That random white line is a plane that somehow got in there and I deleted it after I took the screen shot. I don't know why the house is green-- I'm pretty sure I made it yellow so that's a problem. I think it's green because it's reflecting the grass.

I downloaded a bunch of textures for the wood, garage door, metal, and roof. I also followed a youtube video on how to make grass that was awesome so I think I learned a bunch from that.

My questions are:
How to make the textures apply properly, edit them, and not be diagonal?
How to prevent structures from reflecting so much of the light around them?

I have a third question as well: Anyway I can connect the gaps between these two planes? I want one of them to be the road."

By UV-unwrapping them correctly.

Without UVmap the textured object appears all made of one color (a sort of average color of the texture)

By unwrapping the geometry in proper way (in this simple case, just a basic unwrap is enough) you'll be able to se the texture cover the plane as expected.

Notice that the Uvmap in the uv/image editor has the two triangles located in a way that reflect the faces topology.

Resetting the UVmap brings all the faces to cover the whole texture..so the triangles are both in the same location, overlapped. So each faces show the same part of the mesh, leading to the behavior you step onto.

Notice how the vertex order of the faces determines an unexpected rotation of the textures on the geometry. This brings a discontinuty in the textures which now don't follow anymore the mesh. Every face has it's own UV.

You have to re-unwrap them.


Which effect to use so my texture doesn't look so flat? (Cigar) I am trying to make a realistic cigar texture, but my texture just doesn't seem right. What am I missing, what to do so the texture doesn't look this flat? Any bumps or something? Thank you, btw this my first project so I hope the solution isn't super complicated or something.

Here is the kind of node setting that you could use:
Mix a Diffuse with a Glossy, use the picture as factor of the Mix Shader, with a ColorRamp between to set the intensity.
Create a displacement picture of your texture with a software like CrazyBump or other, plug this image into the Height socket of a Bump node, and plug this node into the Normal sockets of the Diffuse and Glossy in order to give a bit of 3D relief.
It needs to be improved of course...


Strategy for creating this model in Blender from scratch I'm quite new to Blender and decided to start by trying to model a fairly simple part from scratch, but it is proving to be much more challenging than I anticipated.
I modeled the part in Fusion 360 to illustrate the sort of thing I'm trying to create in Blender, but it's not intended to be used as an actual reference.  Here is a picture of the Fusion 360 model along with the 2D sketch it was extruded from:

The idea is that the faces marked by each color should be the same width as the other faces of the same color.  I don't necessarily care about the exact dimensions of things, so I was hoping to eyeball some of the features and then somehow match the other features to the eyeballed parts when modeling in Blender.
My attempt in Blender started with a cube that I scaled up on the Z axis and down on the Y axis to create the main slab.  Then I created two loop cuts vertically and scaled them along the X axis to form the basis for the vertical pillars as shown here:

This is where the first problem occurs.  How could I go about moving the loop cuts so that the distance from the outer edges match the thickness of the slab (preferably without having to make any exact measurements if possible)?
Once that is solved I think I could create two horizontal loop cuts scaled along the Z axis to form the horizontal beams along the top and bottom.  This is where the second problem occurs.  I'm not sure how to go about creating the inner diagonal beams.  My first thought is that I would select the inner rectangular face on the front and back and then use the "Bridge Faces" command to cut a hole through the slab, but then I'm not sure how to form the diagonal beams from there.  Alternatively, instead of cutting the hole first, I was thinking I could use the knife tool to create a diagonal edge, but then I'm unsure how I'd go about making two edges that are parallel and spaced similarly to the Fusion 360 sketch and then mirroring them to form the opposite diagonal beam.
Any tips on how to get past the above problems or even an entirely different approach would be greatly appreciated.

Like Jaco said, for something like this I would create the flat image in Illustrator and export as .svg. Then import that into blender and make it a mesh. Super simple and no need to spend time modelling it.
If you want to practise, I would make all the bars as separate objects then connect them all and merge. Might take some clean up afterwards but much easier than trying to work with loop cuts and extruding methods.


How to create stylized cloud streaks like these using a particle system? I have attached a sample picture from Matkovski Dragos' project "Illustrat3d Nature". I looked up for the workflow to create clouds like these, but I didn't have any luck with that. The only thing Dragos mentions about the clouds is that they are created using a particle system to create infinite variation.

I am assuming we use emitter particle system to create these, but I am relatively new to this topic so I could be wrong.

Any help is greatly appreciated. Thanks!

[I am using Eevee rendering engine]

Edit:

Added my shader setups for world and volumetric fog.

Maybe you can use some sort of Musgrave or Voronoi texture to form the base clouds, then mix up texture coordinates with a Noise texture to distort them into something more irregular.

Squash the textures in Z, or stretch in XY to get the elongated look.


Different texture space in the same mesh? I'm using 2 different textures on the same mesh. The first looks right with a texture space of 10x10x10 on the mesh, while the second needs a texture space of 100x100x100 to look right. Can I assign different texture spaces to different parts of the same mesh?

I don't want to modify the material because it is used on other objects as well and I would prefer not to separate the mesh into two meshes unless there is no other way.

Unless I'm mistaken, the texture space is an attribute of the texture, not the material, so if you have two materials with different textures, each texture will have its own texture space; if you have two materials that use the same texture, both materials will have the same texture space. So, you can have two different texture spaces, but they need to be assigned to different materials, although the two materials themselves can be identical (except for the material name), one for each texture.


How to mix 2 textures using different UV maps on one object I have a model: tree with few branches. The main tree trunk is laid on one UV map, and all branches laid on the second uv map. I have a textures ready for both of them, but i'm having trouble mixing them.

Here is a little picture to illustrate:

I want to mix those 2 textures and see them both on the same object. I have tried using "Mix Shader", and it works, but it only lets me see one of my textures at a time. Or if i put mix slider on 0.5, i can see both of them half muted. I also tried using "Add Shader" to mix my textures, and for some reason it produces something that also looks like a half muted combination of my 2 textures. And i would like to see them both simultaneously at the full power.

I also have searched the solution, but was unable to find anything that handled my situation. All tutorials that i found handled the case where few UV sets was identical and textures was laid on each other just by using "Factor" attribute. In my case UV are radically different and textures do not lay on each other, so i was unable to use anything i learned from those tutorials i found.

I figured things out. I don't really understand why it works, but i was able to resolve my problem by inputting alpha of one of the textures into "Mix shader" factor.

This is a easy stuff, but i didn't expect it to work, because my UV sets are very different, and if merged together will interpenetrate each other and create a mess, so i didn't consider doing alpha of one of my textures as a mask.


Move cursor to center of some selected geometry/faces I am making a gun. What I'd like the to do is this

Select all the faces that make up the handle
Move the 3D cursor to the center of the selection (or center of mass)
Set the origin of the object at the location of the 3D cursor

I can do 1 and 3 but I'm stuck at 2.

Thanks!

In Edit Mode

Select the faces.

Press ShiftS and select cursor to selected, that will put the cursor at the center of the selected faces.

Switch to Object mode (Tab)

Select Object>Transform>Origin to 3D cursor (or CtrlShiftAltC).

For 2.8 there is no keyboard shortcut. Use the menu Object > Set Origin.


Creating realistic procedural material G'day, guys!
I really need your help here! I wanted to create the material similar to the Lotus image. But how to do it and where to start - I have now idea (I'm pretty weak in materials, just know the basics).
Thank you very much for your time and help!

Serge

Before even jumping into the node editor, identify the different components you will need for your shader. The first thing to notice is that the surface is completely diffuse. There are no subsurface or glossy components visible. The color consists of a bright yellow and a darker reddish/orangy color. The parts that are facing upwards are paler, weathered by rain and sun. You can get this gradient by using the Dot output of a Normal node. Adjust the contrast of the output with a ColorRamp and use it to mix between the base color and the secondary color.

The dirt that settles in the crevices can be achieved using the Pointiness output with very high contrast. Use this to multiply the color with black to darken the crevices.

In order to randomize the color in hue, value and saturation, you will need a Noise Texture. In this case, I split it up into R, G, and B to work with different patterns without using multiple noise textures. The combined RGB of the noise is also fed into a Bump node to give the surface more roughness.

This would be the base for your shader, the work isn't done here! Now you can start to bring in realism by combining many different noise patterns, by varying the bump and by introducing more inaccuracies in color and roughness using the same simple steps as shown above.


How to determine lens undistortion values for motion tracking? In the camera setting in motion tracking, how do I tweak the K1, K2 and K3 value properly. I was told that these values are not necessary to tweak but I do want to adjust it, just for the sake of perfection.

All camera lenses in the real world create some kind of distortion. CG imagery  does not have the imperfections of glass.

Setting the distortion values for the lens is crucial if you are trying to do accurate scene reconstruction and integration with 3D generated elements.

To determine the values for a particular lens you can shoot a picture of something you know has straight lines (It doesn't have to be a grid, but it must have straight lines).

Use the annotation tool to draw straight lines to use as reference . Find the beginning and ending points of lines that should be straight and draw a line that connects them (To draw straight lines use CtrlD and Left Mouse Button).

Enable Calibration on the Display tab.

Play with the K1, K2 settings and distort the pencil lines until they match the curvature of the distorted lines in your image.
To correct Barrel distortion use Negative numbers on K1, for Pincushion use positive values.

Settings in Blender 2.8X

Keep in mind that most distortion is radial and distorts the image starting from the optical center of the lens (that might not coincide with the center of the image)
If you find that the drawn line distort correctly on the top of the frame and not on the bottom (or vice versa, or on one side of the frame and not in the other) you might need to manually find the optical center in the camera settings. The slider on the left will move the optical center horizontally, the one on the right will move it vertically.

To check the result in your image you can use the Render Undistorted option.

Use the same values for images made with the same lens. If you change lenses, you will have to determine the values for each one.
Currently there is no way in blender to use images made with a variable focal length during the shot. In other words don't use a zoom during the shot.
How To Make Use Of The Distortion Information
To use the distortion information in the compositor use a Movie distortion node (not to be confused with the Lens Distortion node)
available in Shift + A > Distort > Movie Distortion
The node needs to use the information from the clip you used to determine the distortion.

To create an undistorted version of the image use the node with the Undistort option enabled after the video clip, and before the nodes to combine with the 3D scene.

Depending of your needs, there is another way to use the distortion values of the lens, and that is to leave the video footage alone and apply de distortion to the 3D scene generated in blender. In that case you'd plug the Movie Distortion node to the rendered layers using the Distort option.

Note
There are currently two choices to undistort.

Divisions will only give you two parameters to play: K1 and K2.
Most lenses can be corrected with these.
For more complex lens distortion.
Polynomial will give you an additional K3.
To understand the difference between the two you can read this IPOL article about division models, but for the mathematically challenged it may suffice to quote:

The main advantage of the division model is the requirement of fewer terms than the polynomial model for the case of severe distortion. Therefore, the division model seems to be more adequate for wide-angle lenses.

for basic info on K1, K2, K3 and image center (or optical axis) read:
https://en.wikipedia.org/wiki/Distortion_(optics)
Blender uses algorithms based on OpenCV. You might want to read more in the following link:
https://docs.opencv.org/2.4/doc/tutorials/calib3d/camera_calibration/camera_calibration.html
Other Note When undistorting it is likely that you'll run into problems with the edges of the frame:
It is possible that the undistorted image shows repeated pixels at the edge of the frame:

Or that the edges of the image are missing.

Read these links:
Solve camera motion in Blender: exact camera data or refinement?
Motion tracking. The edges of undistorted footage are cropped, and so are the elements of the 3D scene
For an alternative way to export undistortion information to other software like Nuke, Natron, Fusion, etc. read this link:
https://openvisualfx.com/2020/05/05/nuke-lens-distortion-in-blender-2-90/
and
Why is my footage smearing out towards the border on rendering an image?
3


CUDA & OpenCL GPUs compatibility in Cycles I would like to add second GPU to my rig (currently I have GTX 1070). My budget allows two options: 1070 ti or Vega 64 (which seems to be much faster in Cycles) The question is: can a CUDA based GPU work with OpenCL card? This guy tested Radeon Pro Duo with GTX 1080, so it might be possible. I was actually kind of surprised about it. Can anyone confirm this? https://www.youtube.com/watch?v=To_N2xT6Xa8 (time 8:30)

Currenty, there is no support for AMD and nVidia GPUs to be used simultaneusly in Cycles (update is to arrive very soon from what I understand). One option is to use Radeon Pro Render engine developed by AMD. https://pro.radeon.com/en/software/prorender/


Trying to mirror object along Global X axis not working - What am I doing wrong? I've worked for many years using 3ds Max, now I'm learning blender, but I'm still new to it.
I'm trying to duplicate and mirror an object along the X Global axis. The object (a character's arm) is rotated. So I duplicated the object (with Shift + d) and I'm trying to mirror it with ctrl + M, and selecting global x axis. So it should be mirrored and rotated to the other side, and I would just have to move the position to the other shoulder's position and it should be right.
But when I use mirror, it doesn't actually mirror the object on global axis. Even though "global" is selected in the mirror panel, it mirrors on local, so the object is mirrored but is still rotaded to the same side as it was originally (so it mirrored on local axis, not actually global).
Is it a bug or am I missing something?

I know it's been couple of months but still some one might find this helpful. I've been struggling with the same problem - didn't know how to flip an object along world global axis so that object might keep it's local origin orientation, just "look" to the opposite side, say from global X axis. What I came up with is I keep a parent cube at world 0.0.0 and when I need to duplicate and flip something, I duplicate an object, parent it to the cube, then having them both selected mirror along desired axis, unparent my object (keep transform) and it's done. You have a perfectly mirrored object with it's local axis intact. You'll probably want to apply scale afterwards and flip normals too.
I'm not sure why it has to be so many steps for such a simple task.


Texture not visible behind glass in Eevee? Textures don't show up behind glass in Eevee, I can see the object but it's missing the textures. I guess it should work so I must do something wrong...
An example:

EDIT - Solved
You had the blend mode on the textured cube set to Alpha Blend, this stopped the refraction. You still need to use Alpha Blend on the Transparent cube however, as well as using more than a plain Glass BSDF node.
Alpha Blend:

Opaque:


Animation Nodes Replicate Object Dynamic Paint Is there a way to drive the transformations of an array of objects with a dynamic paint map or texture? This would permit more complex patterns to be achieved.
I've seen a dozen tutorials that all show the same techniques, but nothing yet that can be used to make a custom shape or pattern.  With this I hope to control the rotation, position, scale, and color of these arrays.

You can output the dynamic paint data to a vertex group and use its weight in your node tree. In the following example, we add a vertex group dp_weight and use its weight to control the amount of translation in each instance:


Lights/Lamps not illuminating anything Right, so I recorded a video, tracked it, set the ground planes etc. And made a cube. The cube renders, but its solid gray, and lighting effects just dont work. I am extremely novice to blender, so its probably just a stupid mistake. Essentially the cube appears a solid gray, green or whatever color I set it to on all sides when rendering, with no tone differences at all. Also, and this might be the problem, I have a cube on a ground layer set up like this:

This is what it looks like before and after render:

Also for additional Info, here are my settings:

My .blend: https://drive.google.com/file/d/0BzgDIjhDOu6EY2FOdzNSUVdrTjg/view?usp=sharing
Thanks.

You only have layer one enabled for rendering, and your lamp and plane are on layer 6. To fix this, go to the render layers tab, and select both layers while holding Shift that you want to render together, and you shouldn't have any problems.


How to parent two objects in python How to parent two object without selecting them manually in blender python scripting console? I want parent object which stored in variable like

Add a cube at the origin:

a=bpy.ops.mesh.primitive_cube_add()

Create an empty object:

b=bpy.ops.object.empty_add(type="SPHERE")

How to parent a to b?

bpy.ops.mesh.primitive_cube_add()
a = bpy.context.object
bpy.ops.object.empty_add(type="SPHERE")
b = bpy.context.object
const = b.constraints.new(type='CHILD_OF')
const.target = a


Weird thin lines after unwrap cube uv mapping It shows a very thin lines at edges after I uv-mapped a cube into a 3x2 grid env-mapping as shown below:

By right it should not show the thin lines and the texture should go smoothly between faces. I also make sure there's no extra spaces between the uv vertices in uv mapping editor by setting the uv vertex into exact x and y position. Why does it still have the thin lines after all these?

Add-on:

I'm using Blender internal GLSL rendering.
After rendering in image, the lines still visible. The lines appear at all edges.
After I export fbx and use it in unity3D, it has the same issue as well.

Source file: skybox.blend

You are running into Blender interpolating your texture a little, so that when it "smoothes" the pixels of the texture, it's grabbing the next texture over and averaging with the local color, creating an off color along your UV edges.

You can:

Turn off interpolation, but beware, this will make the texture a little more pixely.
Unpack your UV's a little and put an "average color" in the space in between so it interpolates better.  It looks like you baked this texture, you also might want to try just re-baking after doing this.

[Edit]

Downloading and messing with the file showed that interpolation was not the issue here (or at least turning it off doesn't help).  It seems that the UV's overlap so perfectly that the line is an artifact of that.  Fixing it is simple:

Go to the UV editor, press a until all UV's are selected.
Switch pivot type to "Individual Origins"
press s and scale all the uv's down a hair, doesn't take much

Should be fixed after that.


I imported obj file but it seems it imported as single mesh? A scene exported from 3ds Max as .obj is imported as single mesh in Blender. How can I get separate objects like in 3ds Max?

3ds Max

Blender

Your .obj file likely doesn't separate objects using the o attribute followed by the object name or g attribute followed by the group name. Either one of those are needed to separate the scene into separate meshes. There seem to be several post in the Autodesk forums regarding the topic of exporting obj as separate meshes, you may find a solution there. Since I don't own a license of 3ds Max, I can't test whether one of them works.

In case 3ds Max doesn't provide a good option to accomplish this, perhaps another file format is better suited, e.g. .fbx, .dae, .ply, .gltf to name a few.


Blender export fbx file holes in mesh deformed After learning that booleans were apparently "bad" in my past question of this same problem, I decided to learn to use the knife tool instead to cut windows and doors in my ship.

Old thread: Blender exported mesh extremely deformed

Unfortunately, despite using the knife tool and everything looking allright in Blender, when exporting to fbx and using in ClothingToolCHECKED of the Nvidia apex cloth simulation, the cut outs were extremely deformed. This is the second time this has happened, even though I'm not using booleans!

This is very frustrating, as it took me a long time to redo the parts of my ship that had booleans in them.

Here are images of what I mean:

Blender:

fbx export:

The problem are the faces with more than 4 edges (ngons), in your case, most of them have 6 edges.

What you can do is select all the faces around the windows, the press CTRL+T to convert them to triangles and then ALT+J to convert them to quads.

Notice how I set Max Face Angle and Max Sharp Angle to 180º.

You also should remove unnecessary vertices like these:

By pressing ALT+M to merge them before converting the ngons to tris then to quads.


using Blender to better understand OBJ features/usage i am relatively new to the 3D world.  i understand the theory of 3D modeling, but lack practical 'real world usage' experience...  i need to better understand the OBJ file format as I've used a program to create an OBJ file that requires what i call 'downstream rendering'.  the program ive used is called ViewDog 0.6 (part of gul.sourceforge.org).  this program has a very powerful feature.  you supply it with a grid of regularly spaced x,y sample points having z values.  this program has a routine called 'nubmbas' that uses 'multi level Bspline approximation' and it will 'best fit' a Bspline surface to your point cloud data set.  ive fed this program sample data, and it has both: a) rendered a 3D Bspline surface in its ViewDog gui renderer, and b) has saved the resulting Bspline surface as an OBJ 'cstype bspline' object definition.

the link to the surface as rendered in ViewDog 0.6 is here...

gregaiken.com/webgl/test1/viewdog_nubmbas_iterations7_deg4.JPG

the link to the matching OBJ file that ViewDog 0.6 creates is here...

gregaiken.com/webgl/test1/log150-8000_4N.obj

now being a 'newbie', i assumed that if i opened any valid OBJ file in Blender 2.72a, that i would see this 3D object in the Blender window.  in fact, when i open the above OBJ file, i see NOTHING in Blender.

my questions are:

my OBJ file only contains the definition of the geometry of the Bspline surface using 'v'(ertice) commands and the other Bspline related 'knot' definitons, etc...  there is NO material library reference in the OBJ file.  can anyone tell me definitively what is missing from my OBJ file that causes it to NOT display in Blender?
can anyone please give me the exact steps one would need to do in Blender to select this invisible object (once its been 'File - Imported - OBJ imported' into Blender), and then apply a trivial 'material' to the object to then cause it to be visible in Blender?

if anyone can help me, i would be most grateful.

sincerely,

Greg Aiken

The file is imported, however it ends up behind the camera.

After importing, press Numpad . to snap the selected objects to the center of the view.


How do I get denoising to work for all OpenEXR passes? With the new Denoiser function, we're finally able to drastically reduce the samples in our scene without having to worry about the noise to much.

I'm rendering my scene with less samples now (500 are okay), and because the renderings take so long, I doesn't composite the rendering directly. Instead, I have an OpenEXR output node set to .png allowing me to export all passes as single files for further compositing, so I'm able to tweak things without having to rerender everything again.

But with Denoiser enabled, my "Image" pass will denoise just fine, but all other passes are simply ignored. That means that most of the other passes (like AO, DiffDir, DiffInd...) are pretty noisy now and doesn't really work in composition well. How do I enable Denoising for all of those passes too? I'm aware of this will take about four to five minutes longer per frame, but that's fine as long as my passes aren't noisy anymore.

Any way to enable denoising for all passes without having to rerender eversthing again and again?

You might not be able to use Denoiser feature since it is done on the render itself as it goes, using 3d data. You could use the Bilateral Blur technique outlined by Bartek Skorupa and used here on a node group I used when helping with Theory Animation. You could then correct only those passes that have the problem with the noise.


How can I use one image as a texture for an entire model? I have this texture file:

I want to apply this texture to these cubes (which I have joined together to be one object):

How do I apply one of each of the four textures to each of the cubes?

Because these objects are merged into one, you have to UV unwrap the object (the standard projection modes won't work) select the image from the drop down and position the UV's where you want them:


Assign one material to multiple objects via Python I am using ePMV Blender addon to import molecular structures into Blender. It generates multiple objects (protein sub-structures called helices, coils and strands) and it assigns a separate material slot to each of them automatically. This generates hundreds of individual default materials.

The materials are named with the convention:
mat_molecule_A_Strand1, mat_molecule_A_Strand2, mat_molecule_A_Strand3 ...

mat_molecule_B_Helix1, mat_molecule_B_Helix2, mat_molecule_B_Helix3 ...

A and B are different parts of the molecule (called chains).

I would like these parts to have separate materials. On top of that, I would like to change materials WITHIN each chain, for example one shader from object 1 to 15, other shader from object 16 to 30, etc.

I could supposedly change one object material and manually link this material to the rest of them clicking one by one. But some molecules have hundreds of these objects, so I believe I would need to use Python to do it in which I'm not so advanced. Any help with how to bite this highly appreciated.

So the pseudocode would be something like below.

For changing materials for all objects in chain A:

IF object_name CONTAINS "_A_"
   { FOREACH object_name
     {APPLY material_01 to object_name}
   }

For changing materials for only 15 first objects in chain B:

  IF object_name CONTAINS "_B_"
       { $i = 1
         DO {
               APPLY material_02 to object_name$i
               $i++

            } UNTIL $i = 15
       }

for the python specific stuff

objects = bpy.data.objects

material_01 = bpy.data.materials['some_named_material']
for obj in objects:
    if '_A_' in obj.name:
        obj.data.materials[0] = material_01

Si = 1
for obj in objects:
    if '_B_' in obj.name:
        obj.data.materials[0] = material_02
        Si+=1
        if Si == 15:
            break

You might have to do additional sorting of all objects that contain those strings.


Black borders around video output? Blender: 2.74

Window size: Default.

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

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

For example

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

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

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

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

Figured it out don't worry!

I don't know how or why it worked, but I basically just tested a sample animation a couple of times using the same format above but in different blender files until eventually, (and miraculously) the borders disappeared on their own. It seems my Blender was a bit buggy.

However, I wouldn't recommend this if it doesn't work for an extended period of time, but mine luckily worked after 2 or 3 tries.


How do I use the AI PDF SVG addon? After reading howardt's answer here about cleaning meshes created from imported .svg curves, I installed the addon AI PDF SVG.

But when I import a .svg file, I do not see the options described in "Usage".

How do I use the addon?

I think you are simply not using the good import menu entry.

There is another SVG import tool installed as standard addon in Blender.

Only the second one (on bottom above and which is corresponding to your link) has import options.

Alternatively, it is also possible that the wrong addon has been activated:


Is it possible to only render a part of my scene? I made an animation where marbles fall down and roll away over a logo. Logo is passive there's a floor. Not very hard if you know a little about blender.
But...
Since i want to render 250 frames it takes a very long time. In the last 100 frames only the left quarter of my scene changes since there are still marbles rolling out of my scene.
I think its useless to render parts again that are exactly the same as the former frame.
So my question...
Is it possible to only render a part of my scene?
If not i think that defenitely should be made possible in upcoming versions ;-)

You could border-render a certain part of your timeline, so that you only render the interesting/changing bits. In a second step you can composite the last fully rendered frame with the partial renders.


Export Vertex weights as an image I have this model I'm trying to export to a posing software, which has its own IK system.

I'm porting this model with a custom outfit, in which I decided the best approach for it would be using "Transfer Weights" from the source model. It worked like expected.

Now, I want to fix the weights according to the IK deformings, and my question is Is it possible to export the weight paint colors from a mesh?

My idea is looking at how the mesh deforms with the IK, and if it deforms wrongly, then change the weights of that given segment instead of blindly painting weights on them.

Thank you in advance for any help!

There is a script that will convert weights to vertex colors.  These can then be baked out to a map.  See Turn weight paint(vertex groups) into vertex paint? for script and instructions.


Proportional individual inset I've been following this tutorial:

youtube /watch?v=3jJGBzAxXKo

At the 5:10 mark, the guy insets multiple faces along individual origins at the same time to create windows.

His turn out proportional:

Mine do not:

What am I doing wrong, and how do I get proportional windows like in the tutorial?

Looks like you object is not evenly scaled.

Exit Edit Mode and apply the scale to your object, by selecting it and pressing Ctrl + A > Apply Scale; then try doing the insets again.


Using Alpha Textures doesn't work properly I'm trying to mix to shaders with the use of an alpha texture. I UV unwrapped the cube and adjusted the mapping but it still doesn't work.
On the top of the cube there should be a P with the Glossy Shader.

In your screen shot you plugged the alpha channel from the image in the the mix Shader.

Just plug the color socket of the image texture in to the factor of the mix Shader.

Edit:

The alpha channel of an image stores where the image is clear. The image in your question does not have an alpha channel, so it will be all white. If you used a png with transparency in the image then you would use the alpha channel as the mix factor.

If you change your image, delete all the black part so that it is clear. Then the alpha and color channels would be the same. White only where the letter P is.


Removing Rig and Weights in Blender I have a shirt I made in Blender. I have spent a lot of time on it and therefore would like to re-use it. I would like to remove the current rig as well as the weights. How do I do that? (I want to do this because the garment seems to be retaining its old shape even though I have reworked the mesh. If I could clean everything out, then I'd know if the problem is in the mesh itself and not the rig or weights.)

Thank you!

Sabia

The use of shapekeys sounds like it might be a more likely possibility than the armature, if you made the changes to a shapekey instead of the base mesh, the basis shape will still be available to return the mesh to it's old shape. Note that in this case just deleting the shape key will remove the altered shape that you have done. This question may help in that case.

If you created shape keys and setup drivers (the purple values have drivers) to allow the armature to control them they can also deform the mesh. The drivers can be removed by right clicking on one of the purple values and selecting delete driver.

The armature modifier is the link that allows the armature to deform the mesh. By deleting the armature modifier you remove any effect it can have. You can also try disabling it first by disabling the eye icon.

The armature modifier uses the objects vertex groups to know what vertices each bone moves, by removing all the vertex groups you will remove any trace of the previous armature and will need to redo any weight painting.


Use location and rotation 0,0,0 for all exported meshes I would like to know how can I modify the location of the 3d model that I'm exporting without modifying the original one, I'm using this code:
if SceneObj.type == 'MESH':
    if hasattr(SceneObj, 'data'):
        #Clone Object
        depsgraph = bpy.context.evaluated_depsgraph_get()
        ob_for_convert = SceneObj.evaluated_get(depsgraph)

        try:
            MeshObject = ob_for_convert.to_mesh()
        except RuntimeError:
            MeshObject = None
        if MeshObject is None:
            continue

        #Apply Rotation Matrix
        MeshObject.transform(EXPORT_GLOBAL_MATRIX @ SceneObj.matrix_world)
        if EXPORT_FLIP_POLYGONS:
            MeshObject.flip_normals()

The idea would be that independently of the location and rotation of the original object, the exported one has the location (0,0,0) and the rotation (0,0,0), but I don't know how to do it.
This exporter I'm working on is for an external program, so all of those things must be done in the exporter.

Im not entirely sure on what youre trying to do but I'm assuming you want to import a 3d file and move it to a specific location and rotate it?
I think your problem may be:
MeshObject = ob_for_convert.to_mesh()

What I usually use is:
block = bpy.context.selected_objects[0]

Then we can move the location and rotation:
block.location = (1,1,1)
block.rotation_euler = (0,45,0)

Some code I wrote that does what I think you want it to do (or similar):
import bpy

file_loc = 'file/dir/object.obj'
imported_object = bpy.ops.import_scene.obj(filepath=file_loc)

bpy.ops.object.duplicate()

block = bpy.context.selected_objects[0]

block.location = (1,1,1)
block.rotation_euler = (0,45,0)


My lights move but don't rotate I make a new scene, create a light, any light press R and it doesn't rotate the beam of light at all. I am sure I have rotated lights before. Is there something I am missing?

see if you have 'Manipulate Center Points' checked on. If so, turn it off.

ps:Point Lights don't rotate.