Blender Game renders the scene wrong I am making a house in Blender in wich i want to walk around using Blender game engine.
Everything displays well, but when i press "P" to start the game, it renders only a few poligons from the entire scene.
What can be wrong?
Thank you so much!

Some faces won't render so what it means is that you propably have Backface culling activated(means that only the faces in the direction of the normals are getting rendered).

Select the object whose faces won't appear.

Then go into edit mode by pressing tab.

In the "N" panel find the mesh display and under "Normals" select faces (the 3rd icon).

Blue lines (these segments are called Normals) are gonna come out of the faces of your object. The faces will be rendered from the side these blue lines go to. So if the faces that won't render have their blue lines going inside, it means this is your problem.

What you should do to fix this is:

press ctrl+N (with the faces still selected) and then in the "T" panel the "Make normals consistent" option is gonna appear with an unchecked box. Check it and it should be fine. This is the manual way in case of selecting all faces and pressing ctrl+N won't fix your problem.

p.s. if you want your plane to render both ways, deactivate backface culling in the "N" panel below shading mode.


v2.81.16 cycles; render shows nothing, finishes in .01 ms Thanks in advance - I have a physics scene using cycles that I've been working with and I can't render it anymore but I can watch it in the timeline.  I was able to render it and create a nice animation but since then I've made a few camera angle changes, (zoom in as the cube is destructing), but when I try to render any frame I just get a checkered background.
Below are two frames from the Timeline and the render output.

I've verified that my camera is the only camera and as you can see in my screenshots that camera is looking at my scene and it is the active camera object.  I have not modified the Clip Start/End.  I've tried both Cycles CPU and GPU (as well as Eevee - same result).  I've deleted my physics bake and rebaked.  I might delete and recreate the camera, but I would like to identify any mistake I might have before blaming Blender.

What am I missing?  Screenshots of frame 76 and 246 with Camera/Scene settings and shot of blank render

Bottom right of your second screenshot, uncheck the sequencer.

Edit

The sequencer tells is essentially part of Blender's integrated video editor.

Checking Use Sequencer tells Blender to render the contents of the Video Editor rather rendering the scene.


Why does my mesh deform when I apply an armature with automatic weights? Im quite new at rigging so I was following a video tutorial and everything seemed to be great until i applied the armature to my model. When I applied the armature with automatic weights the entire mesh deformed and I tried rotating bones but it made the bones bend incorrectly and weird and deform the mesh even more.
Just some help for a beginner would be fantastic and an answer in a way i can understand, i just want to be able to animate him for a project i have.Oh and if you want to download the file here is the link (and the save starts before adding the armature in):
https://mega.co.nz/#!4ZVgEIbR!9XwuFm5_mOtRP3ImUnwGxSsoQ3zIArLqiV0erQ0iI_k

I have to say i'm not really good at rigging, but as none answered...

there are a few things you need to know about armatures and bone constraints.
Your armature won't look the same in edit mode and in pose mode if you apply IK contraints. Edit mode allows to move/rotate/scale bones in rest pose so if your bones are moved in pose mode, this won't show in edit mode. Constraints are not applied in edit mode.
This applies to your IK controller bones.

So if you want to see things clearly, you have to clear the tranformations in pose mode : select all bones with A menu Pose/clear transforms/all or Alt+G, Alt+R, Alt+S.

Another thing to know about bones is the roll, the bone's rotation around it's main axis. To see this, go in properties panel, armature and click "Axes"

This wil show each bone's axes. This is something you need to check if you want your contraints to work as expected. You can change a bone roll with Ctrl+R in edit mode. In your case, you should use the recalculate option : in edit mode, select all bones with A, go to armature menu, Bone Roll/Recalculate Roll/Global+Y axis and see what it does.

It should fix some of your problems but you'll need to manually fix some of them. You can try some recalculate options to see what's best


Texture-Coordinates Normals -> Mapping-Node doesn't work as expected I wanted to make a Material, that changes automaticly on steep parts of the landscape. I worked with a german Tutorial (Link).

For me the result seems randomly. I tried changing the values of the rotation on the mapping-node. x:-45 and y:180 seems to work for one side of the valley. (should I also try the location and scale values?)

What do I do wrong?

.blend-File

It looks fine to me..

However I like to use a separate RGB node to separate out the Z part of the normal for this kind of effect.

If you connect the normal output of the texture coordinate node straight into the color input of a an emission shader, you'll see that there that the three "channels" (X,Y,Z) get mapped to RGB. So faces pointing towards positive Z are blue, positive Y green, and positive X red. (faces pointing in between will be additive combinations of those colors, such as pink, yellow, white, etc.)

If you separate out the blue component, you are left with a map of faces pointing upwards (along the Z):

By feeding that into a color ramp node to fine-tune the blending, then using that to mix between shaders/textures as in the tutorial, you get a result like this:

In the above screenshot I also applied the scale and add some loopcuts to the terrain object to make the mesh density more even, reducing the "stretched" look.


Trying to copy objects across scenes but it duplicates my scenes instead (BGE) I am ctrl+c some objects (planes and texts) from one scene to paste (ctrl+v) into another scene. But in the other scene (the one I want to copy them to) they do not show up and it duplicates all my scenes (see image below). I am in BGE and the texts have logic bricks too if that matters. What should I do?

I have no idea what the L means.

"L" means the data is linked. Typically it is linked from another file.

I never used ctrl+c and ctrl+v. Maybe because i usually do not copy objects between different scenes (but move them). I tried it and it worked as expected. So I cannot confirm the behavior you describe.

Another way to copy an object:

To get objects from one scene to another I suggest:

select the objects
link to the target scene ctrl+L Objects to Scene .../target scene
switch to the target scene
make single user U (Attention: the name will change)


Motion Blur and imported images I am trying to simulate accurately the merging of colors when a color wheel rotates quickly.

This color wheel rotates 1980º on the Z between frame 1 and frame 40.

However when I export the animation, the colors are not blending:

We can see that the motion of the plane is, however, blurred (blurry areas outside the color wheel).

I have tweaked different settings in the Motion Blur tab of the Render panel, without success.

I would love a solution that is as physically accurate as possible.

I've re-created a similar situation and this appears to be working fine.

Here's the image I have used to rotate :

It is essentially just a screen grab from the Gimp colour picker. I chose this in preference to your example due to it having more features (such as the triangular pointer in the middle) to make the effect more noticeable.

Keyframing rotation for 3600 degrees over 100 frames (a similar rate to your example) and setting Motion Blur shutter length to 2.00 frames produces the following result :

Turning the speed up even higher (36000 over 100 frames) results in almost complete merging of the colors as you would expect in the 'real' world :

Looking at your example file, I think your blur just isn't extreme enough to be noticeable. I increased the motion blur frames to 2.0 (from 0.5 in your example) and increased the rotation speed by a factor of 10 and got the following result :


Can you use curves to make a pretzel? I want to make a pretzel but I can't seem to get a good idea of how to make one.
I am wondering if you can use a curve and then put it on full bevel.

Basically, is there a good way to shape it?

Help is appreciated.

Curves are probably not the best way to model this, you will have trouble getting smooth ends and squishing the overlapping parts with proper topology. Yet it is a totally acceptable method, if you are just looking for a quick and dirty solution.

Start with a bezier circle object, change all vertex handles to Aligned type, then erase one of the bottom quarters.

Move all but the bottom vertex to the side and duplicate them symmetrically around the X axis.

Connect the loose bottom vertex to the new half with F key.

Now extrude the two ends at the center making sure they extend in the correct direction, away from the opposite segment.

Spread both coinciding vertex at the center to the sides so the wont intersect, and move the corresponding handles slightly up or down to make both strings twist around each other, as if entangled.

Adjust both ends Z position so they stay resting above the ring.

Optionally use a Taper Object to get a smooth thickness progression along the string. You can also adjust per vertex thickness with the Radius property.


How to merge two objects in edit mode without shading and UV errors? So I've been modelling a club chair and i need to connect these two together without causing shading errors:

I tried merging vertices, but it causes shading errors which cannot be fixed via edge split and subsurface and would most likely impact the texture quality:

None of the other suggested other questions really answer what i need, any way i can merge these two parts together without shading issues?

The best way to merge those two mesh is by using a Edge Loop to connect them together. That way you avoid all the shading and UV errors.


Follow Curve Force Field Doesn't Work? I had a Problem Using the Follow CUrve Force Filed in blender 2.77.

This is the Scene:

The Highilighted Object is a Plane, with a particle Setting and the curve has a Follow Curve Force Field Applied.

But when I play the animation:

Am I doing something wrong?
Is there a way to fix this?

Another Situation:

This is the Curve:

The Emitter:

But, When I play the Animation:

Any Way to fix this?

Blend File:

I found the fix.

You have to check the Path Animation in Curve's properties.


Overlay curves on top of mesh Let's say you're following this tutorial https://www.youtube.com/watch?v=Nn7mISvVzJk but the curves get lost inside the mesh.
Is there a way to always see the curves on top of the mesh, kinda how bones can be seen when posing?

Actually it's the same as for the armature, select your curve, go in the Properties panel > Object > Viewport Display, enable the In Front option:


Why is the latest version of Blender not working when I meet the minimum requirements? When I run blender from the command prompt, the window comes up, closes, and this is the output:
Error: EXCEPTION_ACCESS_VIOLATION
Address: 0x000000006CA42D7B
Module: atio6axx.dll
Thread: 000023bc
Blender immediately closes as soon as it is opened, even though my computer meets the minimum requirements. I currently have to run the 32 bit version (even though my OS is 64 bit), which means I am stuck on 2.8 and a lot of the tutorials I try to follow don't work. I don't have enough money to upgrade my PC.
The second picture is what happens when it just boots regularly. Again, it immediately closes.
GPU: AMD FirePro M2000 (I can provide further details if necessary, I just really want to be able to run Blender 2.9)

atio6axx.dll is AMD graphics card related. It's been addressed before. Are you certain that your graphics card is both up to date with its drivers, and actively still supported for 2.80?


Unwrap not joining the torso front, back and head UV When I unwrapped the model after applying the mirror it didn't connected the head, torso and back as you can see in the image, is there any config for this to happen?
I wanted it to look something like this so I texturize it properly ↓

Figured it out, the middle vertices (yellow) were duplicated after I applied the mirror, if anyone get the same problem, just delete them and fill the holes again ^^


How to make custom bump maps I'm working on a bathroom interior, and I figured that one of the main things I need is to have a good drywall bump map. I've looked around online to see if there are any good drywall type bumpmaps, but I haven't found anything good/free to use.  Is there anyway that I can create a convincing bump map that looks something like this image (in Cycles):

(Ignore the towel holder). It's okay if it's tile-able, but it needs to be big enough so that it doesn't look repeated.  If a similar effect can be achieved through procedural textures, I'm all for it.

I'm going to assume here that you have a high resolution image of the wall you want to replicate. I'm going to be using this texture from cgtextures.com.

The best way that I know of for this, is to import it into gimp, crop it to a 1:1 aspect ratio:

You then use the make seamless filter to get this result:

Then import it into Blender and use the bump node to generate a normal map.

Please note that this is how I like to setup a material, but the only important parts are the image texture and the bump nodes.


Create Collection with Animation Nodes I'm sure this is possible with a custom script node but is there any out of the box way to create a collection with animation nodes? Currently I'm creating a bunch of objects in my node graph and would like to group them into a collection. I.e every 3 objects gets put into a new collection.

No, you cannot create collections with Animation Nodes. If you need to group objects then you can create a list of objects then iterate in them with loops or use vectorized nodes. Or you can just create collections manually.


Problem for Procedural Texture of Donut I am trying to make a procedural texture for donut, I want the white dots ( sugar ) to be only on top instead of all over the donut, How can I do ?

To get a mask of the top of the model, you can use the Normal output of the Texture Coordinate node. This gives a map of colors -1 to 1 along the X Y and Z axis. You can use a separate XYZ node to use only the Z axis, which can be used as a mask of the top of the model.

This gives a nice result

I used the Subtract node to control how high the mask was on the donut. Because the output from separate XYZ is a black and white image, you can manipulate it easily.

Then I added the Sugar texture onto black using the Z Normal as a mask, giving a black and white texture with the white dots acting as sugar.


Sapling addon - Is it possible to have controls for split levels over 4? I'm making a tree with split level 5.

Unfortunately Sapling addon give control only on 4 levels of branches. I assume level 5 only inherit some of the setting of first 4 levels.

I would like to have options for level 5+ if it possible at all. At least number or branches on level 5. Maybe there is some alterations i can enable in the script itself to show setting for level 5+. Or some other method?

Thank you.

The levels property is defined around line 295 of 2.78/scripts/addons/add_curve_sapling/__init__.py

    levels = IntProperty(name='Levels',
        description='Number of recursive branches (Levels)',
        min=1,
        max=6,
        soft_max=4,
        default=3, update=update_tree)

As you can see only soft_max is defined as 4, meaning you can slide past, or because it's pretty heavy duty going beyond 4, just type in 5 or 6 and WAIT.


Blender to Godot scale I downloaded a 3D truck and a semi-trailer from a 3D Graphic web site and loaded it into Blender. After separating the wheels into a separate Blender file as well as the truck body, I then exported these files as glb to use in Godot.  They loaded into Godot perfectly. My aim is to do a physics animation.
The issue is that the new truck is many times bigger than a Godot vehicle.node tutorial I had used for a car that came with the tutorial. The Godot wheel node radius was 0.5, but my imported truck wheels are 1.952m.
One thing I am concerned about is that if I shrink the truck I might have problems. When I did a Blender tutorial of a steel ball swinging on a chain to knock down a pile of blocks the tutor pointed out that the chain links and the ball were a several meters in size according to Blender measurements. He said he had to make them that size because Blender couldn't handle the processes at real sizes. The graphics would get all tangled up if he tried.
So how would you handle this? I need room for some parts of the semi-trailer that is attached to the truck. The functioning of these parts is important. Could Godot handle this? Should I shrink the truck and trailer in Blender or Godot? Reset the measurements in Godot? etc...
Thanks
Thanks

In my experience, it is best to get the model as "right" as possible as early as possible. So I'd do all the scaling in Blender before exporting.
To do so, it is best to set Blender scale units to "metric"

(if not already so) and then scale everything to real-world size.
The most important step is now to

apply all transformations. Then, your exported geometry should come into Godot the right size so your physics will be all correct.
As for your concern that blender physics could not handle real world sizes: This may be somewhat true if the real world objects are very large. If you want the truck to behave realistically, it should have its real size.


Smoothing two objects together without boolean So i have some cords that plug into a socket. the socket plugs into the hammer head, and I want to smooth the connection between the socket and hammer head so it doesn't look like they are intersecting. I have tried using a boolean union but it does not give the desired result, and gives shading issues. Sculpting isn't working out, it just gives it a bumpy look and its not smooth no matter how much i lower the level of detail or add subsurf. The topology of the hammer head and the socket are completely different, so is their any other way to do this?

Here is my reference:

See the part where the socket is smoothed and combined into the hammer head?
I want to make it smooth with that connection.

EDIT: Still haven't fixed the problem, even after using below two methods. Maybe there is a sculpting method?

If you really want to avoid actually connecting the two meshes, you can use this custom shader by the community:

Shader: Rounded edge between the two intersecting faces?

Although best practice (and what you see in your reference) would be to just connect them with a boolean or similar operation and clean up the mesh afterwards.


How to save Denoising Data and the noisy image of Cycles Render I'm struggling on how to save all denoising data information like albedo or normal information when rendering an image using python api.

It should be something like:

bpy.ops.render.render(use_viewport = False, write_still=True, layer="Denoising Normal")

Can anyone help me?

A little late but maybe someone needs the solution:
To render images and export also their denoising information, create a group of compositor nodes, link them and just render the image as usual.

Example of what worked for me:

def use_compositor_extra_information(noisy=True, albedo=False, normal=False, dir="D:/Renderings/"):

    bpy.context.scene.view_layers['View Layer'].cycles.denoising_store_passes = True
    bpy.context.scene.use_nodes = True

    tree = bpy.context.scene.node_tree
    # clear all nodes which were there before
    for node in tree.nodes:
        tree.nodes.remove(node)

    # create input node with all rendering layers
    render_layer_node = tree.nodes.new(type='CompositorNodeRLayers')
    composite_node = tree.nodes.new(type='CompositorNodeComposite')
    links = tree.links

    if noisy is True:
        # output of the noisy image
        noisy_image_node = tree.nodes.new(type='CompositorNodeOutputFile')
        noisy_image_node.base_path = os.path.normpath(dir)

        link_noisy = links.new(render_layer_node.outputs['Image'], noisy_image_node.inputs[0])

    if normal is True:
        # output of the normal image
        normal_image_node = tree.nodes.new(type='CompositorNodeOutputFile')
        normal_image_node.base_path = os.path.join(dir ,"normal")
        link_normal = links.new(render_layer_node.outputs['Denoising Normal'], normal_image_node.inputs[0])

    if albedo is True:
        # output of the albedo image
        albedo_image_node = tree.nodes.new(type='CompositorNodeOutputFile')
        albedo_image_node.base_path = os.path.join(dir , "albedo")
        link_albedo = links.new(render_layer_node.outputs['Denoising Albedo'], albedo_image_node.inputs[0])

When now rendering an image with:

bpy.ops.render.render(animation=False, write_still=True)

The noisy and albedo images should be now in the given path.


How can I increase the length of the node editor's "name" input field? Here's an image of what I mean:

It gets annoying when working with names that are longer than the input box.
Anyone know how to do this?

I only know how to do it by modifying the source.
Right-click on the input field in the Shader Editor and select "Edit Source".

In the status bar, Blender should tell you something like See 'space_node.py' in the text editor. Open the Text Editor and switch to the file it told you to. The cursor should appear near the end of this section. Add the highlighted line.

(Increase 18 if you want to make it even longer.)
Run the script (with the arrow button to the right of the input field). You should see the change take effect in the Shader Editor immediately. When you've found a number you like, save the script (Text > Save) to persist your changes.


Find list of missing textures / files? When Blender can't find an image-based texture in a node-based material, it just replaces that image with purple. Sometimes I accidentally move files on my hard drive, and Blender replaces parts of my render (the missing image-based textures) with purple, which I sometimes don't realize until I've finished a 20 hour render... For example, in After Effects, I can just search for "missing" in the search box and all missing files in that project show up. Where in Blender (2.8) can I find a list of missing files, like image-based textures (JPG, PNG etc.)?

If you make File > External Data > Find Missing Files you'll find your files but I don't know how to easily show their location. You could pack them all with File > External Data > Pack All Into Blend then unpack to another folder if necessary: File > External Data > Unpack All Into Files.


Trouble with Local Space Limit Rotation I set the limit rotation, but the constraint not restrict the rotation, here is my setup,
I can still freely rotate the object in all axis,

So I tried to tick the affect transform option, but it gave me strange result, as long as I press the R key. it reset my rotation to like this,

It should've been restrict the rotation based on the current object rotation, but it reset my rotation to the world rotation.
So how to limit rotation in local space, thanks!

Object constraints don't handle local space correctly when they don't have a parent.
But, that's a problem with an easy fix, because objects that are unparented exist in world space.  So for your unparented object, you can change the space in which the Limit Rotation acts from local space to world space.
You specifically ask how to limit in local space, although it's not clear what your end goal or actual problem is-- this looks like an idealized situation.  And it would be easy to imagine some misunderstanding of what limited local space rotation would look like.  If you want an explicit answer to how to limit rotation in local space, then make an empty at the world origin and parent your object to it.  Now, you can limit rotation in local space if you want.  It's just, that's exactly the same as limiting rotation in world space.


Creating a set of spotlights on one dimmer switch I'm hoping this is a really easy one for someone to answer and I'll be totally fine with discovering something's been staring me in the face.

Question: How do I adjust, say, the energy or colour of six spotlight lamps at once.

What I'm trying to do: I've created a set of six spotlights washing a couple of walls. Each spotlight is rotated in a slightly different direction. I'm now at the stage where I'm trying to fine tune the lighting effects I've got.

How I got here: I created them by using Shift+D - was this my mistake?

The wild geese I've chased: If I select all six of the spotlights, only the last one takes on the changes. I've tried parenting them and grouping them with no success, so now I'm stumped. I see that 'modifiers' is not available in the properties bar when I have the spotlights selected, and I've scouted about in constraints (as well as searched the internet) - am I warm?

Thanks for taking the time.

You should copy them with Alt+D, which would mean they are linked duplicates. Then changing the emission value on one would change all them at the same time. This is the solution as long as it's okay for all of them to have exactly the same properties.

If you need them to differ on some properties, you would need to select them all, change the emit value and then right click on the emit value and select "Copy to Selected" if you just want to update one value on all the selected lamps.


Object with wireframe modifier not showing up on render in Cycles It shows up in Blender Render but not in Cycles, this one object with a Wireframe modifier. Applying the modifier doesn't help, nor does making it thicker. It is set to render in the Outliner. I can't think of what else could be the problem.

To make the object visible on the render you need to turn Duplication to None.Otherwise you will see only children of this object duplicated based on set value


Does Blender support linear colorspace for vertex colors? It looks like the vertex colors in Blender are stored using sRGB colorspace. The game engine I'm using (Apple SceneKit) uses linear colorspace. As I export the vertex painted model either using the FBX or Collada exporter, the colors seem to be exported in sRGB colorspace and due to this appear "washed out" in the engine. If I convert the color to linear colorspace using x^2.23 the color appears to be correct. Now my question is that is there any way I could get this conversion done in Blender? I wouldn't want to do the color conversion in the game engine.

Answering my own question here. Looks like if I use Collada exporter the colors are correct. So they must use linear color space. Maybe it is more of a responsibility of the export plugin to set the color space used than Blender.


Rendering multiple layers separately causes weird black artifacts (2.79b, Cycles) I have a ground mesh which I have cloned into multiple layers. It is the same mesh, except one has a grass material, and the other is sand. I wish to render these layers into separate render layers, and then combine the result with the compositor to produce a fancy effect.

When I select only the grass layer, and render that, then everything seems fine (environment & background omitted):

Same goes for the sand layer:

But when I try to select both layers for rendering, and render, then the grass layer seems to have strange artifacts (just the grass layer, no compositor):

Looking carefully, it could just be Z fighting, since you can kind of see that the black parts are where the sand was displaced (as the sand uses displacement in it's material). But the grass render layer and sand render layer have separate scene layers selected, I can't see why this would happen.

In each layer, I toggled the other in the "Exclude bitfield", which is in the "Render Layers" tab.

Still slightly confused as to why this fixed the problem, but it works.


Only one object (cube with background image) is rendering after 1st frame Preview render shows all objects properly. When I go to render as animation using PNGs, all objects besides one cube disappear for the rest of the scene. The cube has an image on one face and is used as a background for the scene. Why do all of my objects disappear after one frame?

My blend file http://www.pasteall.org/blend/33273

First frame of scene

Second frame of scene

After getting some mixed results it would appear that the issue is a bad rigid body cache.

Open the file and set the current frame to a negative value (-5 works) then play the animation all the way through to rebuild the rigid body cache, then render.


Is my computer the reason for a strange render screen? I think this is just my pc.. but I wanna make sure

It looks like you have 2 planes overlapping each other. Take a look at the outliner panel and check if there are duplicate plane objects in your scene.

If you can't see the duplicate plane in the 3D viewport, but it shows up in render - It's very likely that you have either hidden (the eye icon in the outliner) or disabled (the monitor icon) it in your viewport. Click on the filter button and enable the toggles if you can't find them.


Error extruding loop selection along individual face normals How do I extrude a face loop selection along face normals?

To grasp the problem, take a convex shape such as the back of a satellite dish.
If you would like to see in what direction that I would like this face loop to extrude then turn on Face Normals (Properties Panel>Mesh Display>Normals>Display Face Normals as Lines)

If I individually select each face and extrude it with the same value I can get the effect that I desire, but it then requires cleanup to delete all extraneous faces on the ends of each extrusion and then the vertices must all be selectively merged at center. This takes an unbelievable amount of time to do. I have not been able to find any combination of Transform Orientation or Extrusion settings (or using Alt+S) that will extrude a face loop in the direction of the individual face normals.

What options if any will perform this operation more quickly than what I am doing?

The normals on your object are not correct because the object is rotated 90 degrees in object mode.
To fix select your object, press CtrlA and Apply Rotation and Scale. Then your normals will work for the extrusion operation you want to do.

read: http://wiki.blender.org/index.php/User:Fade/Doc:2.6/Manual/3D_interaction/Transform_Control/Reset_Object_Transformations and http://blenderartists.org/forum/archive/index.php/t-106188.html


bl_idname requirements for 2.80 The python api change notes for 2.80 give new requirements for bl_idname. I'm getting an error telling me that "MAPLUS_OT_changetypebaseclass" is an invalid name:

RuntimeError: Error: Registering operator class: 'ChangeTypeBaseClass', invalid bl_idname 'MAPLUS_OT_changetypebaseclass', at position 0

Am I following the naming requirements properly? The addon file is here for reference.

Expected a class name including _OT_
This should work.

class MAPLUS_OT_changetypebaseclass(bpy.types.Operator):
    bl_idname = "maplus.changetypebaseclass"


Fixing intersecting mesh due to sculpting? I am sculpting a mesh using dynamic topology. I accidentally got an intersection between two parts of the mesh. This happened because I used the clay brush, and I "extruded" the bottom part into the top part. The problem is that it happened too long ago to be able to undo it, or revert to saved. How can I do this without losing my work?

I was able to fix it by applying the smooth brush with a high strength to the intersected area.


When I import to unity I my model gets divided in many mesh parts. Althought Its only one object/mesh [![enter image description here][1]][1][One image is of Blender project and the other when imported in Unity][1]

Here are the links to pictures of the problem you can see in the inspectors that theres 1 mesh in Blender and a dozen+ once imported into Unity.

https://imgur.com/E0KRght // Unity

When I import my blender model to unity I cannot assign my model to the player mesh because instead of having 1 mesh my model is divided into a dozen meshes like you can see in the pictures. Of course I have joined all my seperate parts into one final object but unity still decomposes my object. I saved the project as .fbx and I dont know what more specifications to give you here so If you need more Ill answer whatever is needed for you to help me.

Actually maybe I've approched this the wrong way I was trying to replace a prefab with my own model and thought I would just switch mesh reference with the new one.But I think I might have to create a brand new object with its own component.
Right now Im not sure if the problem is with my understanding of Blender or my understanding of Unity. Ill remove this post if Ill update if I find a solution. But if you have one for me or can explain what the problem is Im all hears !
Thank You :)!

https://i.stack.imgur.com/L0Gzu.png

AS requested I added a wireframe picture of the model. I had already closed all my modifiers tho

Unity needs to split up your meshes when a certain vertex count is reached (65535 vertices). By the huge number of splits you got, I'd guess that you have an extremely high vertex count in your scene. Check if you still have subsuf modifiers on your objects and remove them before you export to unity. Could you show a wireframe?

Edit
After seeing your wireframe: it is definetely the vertex count, parts of your mesh are waaay too dense. I dropped in some circles, where the problem is most obvious, but all other parts are too dense as well. Google images for "game topology" to get an ideo how "simple" a mesh should look like, for sufficient performance. All details are usually added via texture and normal-maps. I'd recommend that you use your current model for retology and recreate it with fewer faces. The vast majority of your geometry doesn't conribute to the shape of your model, so you don't need it. Next time, save a version before you aply any modifiers, and in general: be careful with the subsurf. Insteady, add geometry, by hand where it's needed.


Camera animation caused the camera disappeared I was working on a video in which camera moves along with the train object, all animation was going well. I am not sure what key I accidentally pressed and my camera is not showing in the view any more. Where as camera is still visible in the outliner.

How can I get my camera back?

Its easy to just delete the camera and create a new one but in this case I will lose my animation already applied on camera.

Check that you camera is not hidden and it is on visible layer.

And also you can try this:

  Its easy to just delete the camera and create a new one but in this
  case I will lose my animation already applied on camera.

You will not lose animation because block with animation data will not delete with object.

So you can do this:

Open dope sheet in action editor mode

Find name of camera animation data:

When delete camera and create new one. And select animation data of your deleted camera:


use of contoller in bge I have explore BGE for a long time.But I only know about how to use and,python and nand controller.Can anybody help me about how to use or,xor,nor,xnor and expression controller.

Many thanks for any answers

This question can be answered by reading the Blender manual, section Game Engine by clicking here.

But as I'm answering and not commenting, I'll give an answer.

AND

Activates all connected actuators when all connected sensors are active.

NAND

Activates all connected actuators when none connected sensors are active.

OR

Activates all connected actuators when one or more (or all) connected sensors are active.

NOR

Activates all connected actuators when one or more (or all) connected sensors are not active.

XOR

Activates all connected actuators when one, and only one connected sensor is active.

XNOR

Activates all connected actuators when one, and only one connected sensor is not active.

Expression

Activates all connected actuators when the evaluated expression is true. A remark about this one: this controller is (after Python) the most powerful one, as you can evaluate complex expressions, which could demand several sensors, on a single line.

On Expression controller you can:

Mix the previous controllers. Example: sensor1 AND sensor2 OR sensor1 AND sensor3.
Check values of properties without the need of an Property sensor. Example: property > 0 OR property < 10.

I seriously recommend you to learn Python, but if you don't, learning the Expression controller can help you in making complex logic while avoids 'spaghetti code' on logic bricks.

Python

As the name says, executes Python code. However, there's two modes: Script and Module.

Script mode runs a Blender text block. Using this mode is highly disencouraged, as it is pretty slow (as Python compiles it to bytecode each frame it runs) and harder to maintain (as it belongs to the blend file). This mode is only kept for backward compatibility.

Module runs a Python function. This function can be present inside a Blender text block or an external Python script (in both cases, the scripts must end with the extension .py). The field of the controller is a path to the function, which could follow the pattern script.function, folder.script.function, folder.subfolder.script.function, or any other pattern which fits your Python script.


Cannot see any object in viewport I can't remember what keys I pressed on the keyboard but I cannot see anything on the scene. I already checked the layers visibility, that wasn't the problem.
I am using Blender 2.74 on a Mac, therefore no numpad.

I already checked this out:
Can't see any objects anymore

This is what happened after I pressed Shift+C

Here's the file:

All your objects have invalid coordinates, and are positioned at infinity.
Don't know how that happened but the bottom line is Blender can't handle it so you can't see your objects.

You will probably have to manually place your objects again one by one, as no other methods seem to be working currently.

Go to the outliner
Set it to Current Scene
Select one of the objects from the list
Go to the 3D view
Open the properties tool shelf N key
Change the values for location from invalid values to 0,0,0or anything else that suits you

Changing for the parent of several objects seems to be enough though, for all others you will have to manually place them in the scene at correct positions again


how to create a mesh whose faces reduces to zero as approaching towards center? hello blender community ..
please assist me making this pattern. I tried all the ways but failed to achive the similar one shown in image. I have idea that particle system might be used at vertices but how to make such mesh whose vertices approaches to  zero while moving towards center .

One way is to use the Array modifier

Starty with a cylinder and a Bezier Circle
Add an Array Modifier > Fit Length and target the Bezier
Add a Curve modifier and target the Bezier

Changing the Bezier diameter changes the number of bristles. You can also include vertex instancing etc...


How can i print out the maximum,minimum and average valence for all the vertices in the selected mesh? i wanna calculate the valence for each vertex of this cube.

Here is a script to collect the valence of all vertices of an object:

import bpy

def CalcValences( verts, edges ):
    #Initialize the valences with all vertices indexes
    result = {v.index: 0 for v in verts}
    #Add the valences for the vertices of each edge
    for e in edges:
        result[e.vertices[0]] += 1
        result[e.vertices[1]] += 1
    return result

# Get the selected object
obj = bpy.context.object

if ( obj ): # If it exists
    valences = CalcValences( obj.data.vertices, obj.data.edges )
    print( valences )

obj.data.vertices corresponds to the vertices, which each as an index as identifier.

obj.data.edges get the... edges and each edge stores a vertex index pair in vertices[0] and [1].

Concerning min, max and average, this is Python aspect, not Blender...

If more information is needed, please ask in comments.


Joining seperate objects in armature? Hey everyone!
I'm new to Blender and finishing up my teddy bear model/rig - however, when I turn the head of the bear, the seperate nose layer turns and distorts differently to the mesh.

(The bear front on, vs bear when the head is rotated 90 degrees left)

I've tried joining the objects (CTRL-J) to no avail. Perhaps it's to do with my hierarchy? Please let me know if you're able to help!

BLENDER FILE AVAILABLE HERE

There's a bad rigging of the nose, i.e. bones influencing the nose while they are not supposed to.

So what you need to do is select the whole mesh in Edit mode and remove the nose vertices from all groups, then assign them to the good vertex group which is "spine.006" (name of the head bone).

Now when you rotate the head you can see that the nose goes far away, but this time it's because the head is flattened, this is because the head is also bad rigged. So do the same things, and it will work.


Can I use array modifiers to create staggered rows of blocks in a dome? I have built up a number of courses of blocks on a dome I'm building using array modifiers and NURBS circles. It works pretty well but each row of blocks starts at the same place, so the first several blocks are lined up on top of each other. That isn't how a real dome would be made and I'd like to fix it.

I haven't found a way to rotate the circles so the blocks rotate too without them spiraling outwards. How should I set this up?

Edit: I have set up the arrays as recommended in the linked answers from the comments here and here. However, this technique won't work for a dome. Successive rows of blocks need to be smaller along a curve, and this technique only allows linear scaling. I have been trying adding a deform modifier to the stack, but so far haven't found one that will create a dome without severely deforming the blocks. I am about to try the add-on recommended in sambler's answer, but it may not allow me to use the rounded blocks that would be correct.

The building technique being imitated is shown below. Usually the dome shape used is a beehive style, I couldn't find an illustration of a spherical dome.

There is an addon called Building Objects available in blenders addon contrib collection that may come close to what you want. With it enabled you get Add->Mesh->Building Objects->Wall factory to create a wall made of bricks.

While the radial and curve options will give you an igloo like brickwork it doesn't offer any adjustment for the curvature, so this may be a starting point.

If you don't want to install git to get the addons, you can get a snapshot of the contrib repo from here.


Multi camera for stereo My question is this, say you have a scene and all the cameras are set up and all have key frames. Upon completion of the project, you decide to change the cameras out for stereo cameras to render out for 3d video, how would you go about transferring the key frames for position and rotation without the new second camera defaulting to the original key frames of the original camera.

For example would be you duplicating the original camera then shift it to the left, rename it camera_l and the original camera_r now when you start of the animation camera_l is going to drift back to camera_r original position and rotation, how do I stop this from happening yet keep the animation data so both cameras are in sync?

You could parent a second camera to the first one. If you duplicate the first one, select the second one and in the dropdown menu of the Dopesheet (Action Editor mode) click on the X button to unlink the action from the selection. Now the second camera will follow the first one. The only problem is that the gravity center is the first camera, but maybe it doesn't bother you.

Maybe the best solution is this one: Create an empty. Keep the empty selected and in the dropdown menu of the Dopesheet (Action Editor mode) select the animation that you've already created for your camera, the animation is assigned to the empty. Now select your camera and on the right of this same dropdown menu click on the X button to unlink the action from the selection. Now only the empty will move. Parent your camera to the empty. Create a second camera and same thing, parent it to the empty. Both the 2 cameras will follow the empty.

Does it answer?


How to make the edges of an object blur (to alpha)? basically I'm trying to make a plane with a solid colored center and I want it fades out to the edges of the plane (as the image below) on cycles.

Thanks in advance. Regards,
Gonzalo

To Blur the Edges you could put a masking Texture (BW) into the fac of a mix node that mixes your prefered shader with an transparent shader.

I did it with a generated radial texture, but you could do it also with a premade texture, from your image editing software.
If you want a blur-node in blender look at Bashis work: https://www.blendswap.com/user/bashi

my Node-Tree:

Edit1:
for simple shapes like rect and circle it would be possible via ramp and mapping
for complex shapes you could do it possibly via python but its not simple!

So i think the best way for you is to do it with external software like photoshop. I prepared a workflow that creates the map from your shape so you dont have to approximate via drawing:

Render with orthogonal camera topdown, your shape with emission shader and black as color. Worldbackground transparent, so the edge filter from step 3 will work.
unwrap your Mesh-shape from within the orthogonal camera with the option "Project from View" (not with bounds).
Put the rendered image from step one into your image processing software like photoshop and apply an edge-filter like "inner glow" with white as glow color and play with the settings as you wish and add white Background
Import image from step 3 to Blender as fac in Mixshader from my original post and use "UV" in TextureCoordinate node. Because of step 2 your image aligns perfectly.


Why is my texture distorted after using Smart UV unwrap? When I use smart uv unwrap the texture from my model will be distorted. Do you have an idea what it could be?
Sorry if my English isn't realy good.

Either the above or make sure to hit ctrl+a and set all transforms. I have learned that is a lot of my issues with almost anything including UV mapping.


How can I create an object which masks and cuts into other objects? I'm looking to create a object that masks and cut into other objects. So far this is what I have.

 The second object in that image needs to be transparent and will take a chunk out the first cube.

To give you a idea on what I'm doing the second object will have location keyframes and will slowly eat away at the first cube.

I'm finding it hard to put this into words so I've made a image to try and show you. This is what it should look like, rendered.

This is what it would look like if you saw the wire frames of all the objects.

Add a Boolean modifier to the cube you want to remove parts from. Set the operation to Difference and select an object that is used as volume to calculate the difference.
Then enable the Restriction Toggle for Disable in Renders (camera icon) for the same object that is used in the Boolean modifier for the Difference operation. This will hide it in the render. You can also hide it in the viewport in case you want to see the effect of the modifier right away as shown in the video at the beginning.

Once this is configured you can animate the objects. The cube will have parts removed without the other object being visible in the render.


SVG Model falling through the ground? I'm trying to work with physics using an imported .SVG file (tried several files).
Steps followed:

Imported an .svg
Extruded the .svg
Converted curve (svg file) to mesh
Created a plane.
Applied 'rigid body tools' to plane -> Passive
Applied 'rigid body tools' to svg -> active
Created and applied 'rigid body tools' to cube (for reference/test purpose).

The result is this: https://www.youtube.com/watch?v=AAHoA264mW8

Why doesn't the imported .svg collide correctly?

There are several problems in your file:

All the objects have un-applied scale, which can cause rigid-body simulations to behave strangely. Apply the scale to the objects mesh data with CtrlA>Scale.
The SVG/star object's origin is not centered. The origin is used to determine the center of mass, so if it's in an odd place (as in this case), it will cause strange behavior. Center the origin with CtrlShiftAltC> Origin to Center of Mass.
The SVG mesh has some strange topology/overlapping faces:

The SVG mesh is a little messy, with non-manifold geometry and overlapping faces:

Try deleting all the faces and then adding loop cuts at the intersections to get a mesh like this (click for slower speed):

Optimizations:

There are few minor optimizations you can make too:

Make the floor solid. Rigid-body simulation likes manifold meshes more than non-manifold meshes (such as a plane).

Another advantage to using a floor with thickness is you can use the Box collision shape for it, which tends to be faster and more stable than the Mesh option.
Use the Box option for the cube. It's always better to use the primitive collision shapes where possible.
Use the mesh collision shape on the SVG. Because the SVG has concave parts, only mesh will allow it to collide accurately.

Result

Example .blend


Create Circle with Inner Radius Is there a simple way to create a circle which contains a hole / inner radius. Ideally where I can dynamically set the inner radius when adding (in the same way I can set outer radius when adding a circle mesh).

I can manually create it by adding a circle with no fill, cloning, scaling down, then creating the faces (see attached), but that is tedious and error prone. I could also do it by creating a circle with triangle fan, clone the out edge down, and the delete middle, but again, that is a bit tedious and makes it difficult to get an exact inner radius.

Is there a way to do this natively in Blender, or via an addon?

Add new object mesh addon template

Quick little addon slapped together using text editor > templates > python > Addon Add Object template.

Adds two circles, bridges the edge loops.
If ngon fill is chosen, splits one fill edge, dissolves the rest.

Test addon.

bl_info = {
    "name": "New 2D Ring",
    "author": "batFINGER",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "View3D > Add > Mesh > New 2D Ring",
    "description": "Adds a 2D ring (circle with hole)",
    "warning": "",
    "wiki_url": "",
    "category": "Add Mesh",
}
import bpy
import bmesh

from bpy_extras.object_utils import AddObjectHelper, object_data_add

from bpy.props import (
        IntProperty,
        BoolProperty,
        FloatProperty,
)

class MESH_OT_primitive_ring_add(AddObjectHelper, bpy.types.Operator):
    """Add a 2D filled ring mesh"""
    bl_idname = "mesh.primitive_ring_add"
    bl_label = "Add 2D Filled Ring"
    bl_options = {'REGISTER', 'UNDO'}

    inner_radius: FloatProperty(
        name="Inner Radius",
        description="Inner Radius",
        min=0,
        default=1.0,
    )
    outer_radius: FloatProperty(
        name="Outer Radius",
        description="Outer Radius",
        min=0,
        default=2.0,
    )
    segments: IntProperty(
        name="Segments",
        description="Number of Segments",
        min=3,
        default=8,
    )
    ngon_fill: BoolProperty(
        name="Ngon Fill",
        description="Fill with ngon",
    )

    def draw(self, context):
        '''Generic Draw'''
        layout = self.layout
        # annnotated on this class
        for prop in self.__class__.__annotations__.keys():
            layout.prop(self, prop)
        # annotated on AddObjectHelper
        for prop in AddObjectHelper.__annotations__.keys():
            layout.prop(self, prop)

    def execute(self, context):

        me = bpy.data.meshes.new("CircleHole")

        bm = bmesh.new()
        bmesh.ops.create_circle(bm, radius=self.inner_radius, segments=self.segments)
        bmesh.ops.create_circle(bm, radius=self.outer_radius, segments=self.segments)

        ret = bmesh.ops.bridge_loops(bm, edges=bm.edges)
        if self.ngon_fill:
            edges = ret['edges']
            e = edges.pop()
            bmesh.ops.split_edges(bm, edges=[e])
            bmesh.ops.dissolve_edges(bm,
                                     edges=edges)
        bm.to_mesh(me)

        object_data_add(context, me, operator=self)

        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(MESH_OT_primitive_ring_add.bl_idname, icon='MESH_CUBE')

def register():
    bpy.utils.register_class(MESH_OT_primitive_ring_add)

    bpy.types.VIEW3D_MT_mesh_add.append(menu_func)

def unregister():
    bpy.utils.unregister_class(MESH_OT_primitive_ring_add)
    bpy.types.VIEW3D_MT_mesh_add.remove(menu_func)

if __name__ == "__main__":
    register()

    # test call
    #bpy.ops.mesh.primitive_ring_add()

Add Cone Primitive

Though I would add that the functionality is very similar to add cone primitive, with no fill and no height (can scale totally to zero in z and apply)


How to use script to translate, independently, all control points in a Bezier curve? in advance.
I'm writing a script to change Z, for every control point in a bezier, so the final curve will have the same initial shape, but will follow a 'descending' path, from start to end.
Steps can be either constant or heights can be read from a list/array.
With the following code, I've been unable to get bpy.ops.curve.select_nth(), inside a loop, giving me the result I was expecting (as in each control point being selected, individually, in order to be translated)...
    import bpy

    segs = 5
    height = 10
    step = height / (segs + 1)

    bpy.ops.curve.select_all()
    bpy.ops.curve.subdivide(number_cuts=(segs - 1))
    bpy.ops.curve.select_all()

    for i in range(segs):
        bpy.ops.curve.select_nth(nth=2)
        bpy.ops.transform.translate(value=(0.0, 0.0, (step * i)))

Even outside the loop, it seems bpy.ops.curve.select_nth() does not work (or I'm missing something).
Any suggestion?

After some more research and tests, I got the results I wanted with
import bpy

segs = 7
alt = 1
step = alt / (segs + 1)

bpy.ops.curve.select_all()
bpy.ops.curve.subdivide(number_cuts=(segs - 1))
curve = bpy.context.object
bez_points = curve.data.splines[0].bezier_points

i = 0
for bez_point in bez_points:
    bez_points[i].co.z = (i * step)
    bez_points[i].handle_left.z = (i * step) - (step / 2)
    bez_points[i].handle_right.z = (i * step) + (step / 2)
    i += 1

for bez_point in bez_points:
    bez_point.handle_left_type = 'AUTO'
    bez_point.handle_right_type = 'AUTO'


Python: How to parent an object to a bone without transformation? I'm trying to parent an object to a specific bone. I need to assign 100% bone weights to all vertices, to be able to read this as a skeletal mesh in Unreal Engine. I'm using this code:

ob= bpy.data.objects['Cube']
arma = bpy.data.objects['Armature']

ob.parent = arma
ob.parent_bone = "Bone"
ob.parent_type = 'BONE'

... It works, but the object changes its transform. How can I parent it without changing transform of the object? Here is my simple test blend file:
http://pasteall.org/blend/index.php?id=46227

Please click the 'Run Script' button to see the issue.

I would be grateful for some hints. I've tried the matrix multiplication (matrix_world.inverted()), but it doesn't work for bones.

For example, Ctrl + P in editor does it properly - it parents an object to a bone without moving it.
Thanks!

Update: I've also thought about assigning all the object's vertices to a bone with 100% weight - but I can't find any info on this one, I'm afraid that it's not possible? :(

You can do this using bpy.ops.object.parent_set() and using the keep_transform parameter. I also allowed to choose which bone of your armature you want it to be the parent by setting parent_bone = 'BoneNameYouWantToBeParent'as shown below:

import bpy

ob= bpy.data.objects['Cube']
arma = bpy.data.objects['Armature']

bpy.ops.object.select_all(action='DESELECT')
arma.select = True
bpy.context.scene.objects.active = arma

bpy.ops.object.mode_set(mode='EDIT')

parent_bone = 'Bone' # choose the bone name which you want to be the parent

arma.data.edit_bones.active = arma.data.edit_bones[parent_bone]

bpy.ops.object.mode_set(mode='OBJECT')

bpy.ops.object.select_all(action='DESELECT') #deselect all objects
ob.select = True
arma.select = True
bpy.context.scene.objects.active = arma    #the active object will be the parent of all selected object

bpy.ops.object.parent_set(type='BONE', keep_transform=True)

As shown below I modified your armature to have multiple bones so you can select which bone you want it to be the parent to your Cube. In the below screenshot I used Bone to be the parent:

In the screenshot below I chose Bone.001 to be the parent:

Updated .blend file can be found here:


Shade Smooth my cylinder I can't smooth my cylinder. I used "shade smooth" and this is result (left one). If I add Subdivision I got the right one...(yes, object is scaled).

How can I fix my problem?

Sven

If there are triangles in your mesh the Subdivision Surface modifier will not play nice. It wants to have only quads. If you find that this is indeed the issue, you can try to fix it by remeshing your model. The easiest way to do that may be to use the new QuadriFlow Remesh option (rather than the standard Remesh modifier, which is harder to get good results with right out of the box). Make sure you are either in Object Mode or Sculpt Mode (NOT Edit Mode!), then bring up the search field (F3) and type in Quadriflow Remesh. Select it and a window appears where you can enter settings. Play around with it. It's actually pretty straightforward. When you get your model rebuilt as all quads, the Subdivision Surface modifier should work.


Why isn't the car straight when following a curve? I have made this small animation with drivers with the help of this great community.
Unfortunately my cars are following the curves in one direction in a wierd way like this:

on a straight line i would have expected that the green car is exactly on the line...but it isn't. Can anybody tell me, why this happens? or how to make it right?
my settings:

blend file:

If you zoom on your curve, we can see that these 2 vertices are not aligned, it must mess the normals:

Align them on the Y axis and it will work fine. Also maybe add some vertices on this part to make sure the car will stay straight all along:


Adjust Background Transparency after Motion Tracking I have done some motion tracking with some footage I imported and used the 'Set as Background' option so I can see this footage through the camera view. I now want to work on compositing a 3D model with the motion tracked footage, but my issue is that the footage is quite 'faded' and this makes it difficult to adjust the lighting on my model to match the footage. Is there a way to adjust the opacity of the background footage?

Here is a screenshot of the original clip in the Motion Tracking layout:

...and this is what I'm seeing in the Shading layout (notice the faded background):

I found out how to do this. Select the Camera object, then go to Object Data -> Background Images. Expand the background image being used (the video clip in my case) and adjust the Alpha slider as needed.


Im new and confused what these files mean... (new to blender) So I've been trying to extract models from the game "Rust". In the game, there is a crossbow and when I looked through the game files I've noticed these four images. I can use the albedo one for texture painting and it gets the corrects textures. But I was wondering what these other images are? Should I use them for anything? Thank you https://imgur.com/a/GGu8tcv

The first image is indeed the albedo, which is the base for a material. The rest are for things like bumps, roughness etc. The second one is for roughness, the third one is the normal map, and the last one is the displacement map.


Glitchy lighting for volumetric clouds I'm new to Blender and followed a tutorial I found online https://www.youtube.com/watch?v=lPAYX8z9i8M&t=495s to create a procedural cloud.

I got a single cloud right, however, when I scaled it up things started becoming glitchy.

Anyone have any ideas how to fix it?

Use a point light instead of a sun lamp. Sun lamps create shadows in one direction regardless of their placement, whereas a point light (or a spot or area light) emits only from a specific coordinate in the 3D environment.


How to join my object with its mirror modifier? I have an object that I would like to have it joined with its mirror modifier (I've already selected clipping inside the mirror modifier's settings). How do I do this?
Here's an image of the half-cube separated from its mirror modifier:

Select rim and move them to the center of mirror, until it stops by clipping plane:


Extrude object along curve not working I'm trying to create a series of arches based on a single molding profile. I've created each arch as a curve and the plan was to then take the profile (a single face at the moment) and extrude it along the curve to create the arch I want. However, something I can't even explain is happening and the extrusion is not conforming to the curve. I've also tried extruding first and then attaching a curve modifier and get the same result.

If it will help, you can download my blender file here.
http://www.mediafire.com/?27kos3cwfkf2c

Let me know what I've done wrong and thanks in advance!

Well I'm not sure what technique you are using to "extrude along a curve".  The array modifier is one way to do it as moonboots mentions.  Another one, which I used to create the image below, is to convert your profile mesh to a curve, then use it as the "Bevel Object" of your arch form curve.  You can then convert the resulting curve to a mesh (as I've done with a duplicate in the screenshot).  You will need to be sure to apply location, rotation, and scale to your objects, INCLUDING the arch curve object, to get this to work right, and even after that you may need to rotate the profile (and apply the rotation) so that the right bits are pointing in the right direction.


Set Origin shortcut not working? The shortcut for Set Origin (Shift + Ctrl + Alt + c) isn't working.

When I searched for the action in the search bar accessed by pressing f3 there were no buttons noted after the "Set origin" action, which is weird.

I don't know why and how this happened. How do i fix this?

Unfortunately, the shortcut Shift-Ctr-Alt-C has been deprecated in the latest version(s) of Blender: Blender 2.8. The only way to access the Set Origin command as of now is to either through Object > Set Origin,

or via the right-click/W key menu (depending on your keymap; refer below).

Of course, you could just switch to the old Blender 2.7x keymap via the Keymap section in the Blender Preferences, which would allow you to use the Shift-Ctr-Alt-C shortcut,

although I highly doubt that the devs would consider updating it with every new release of Blender, so it would be recommended to just use the first two methods.

EDIT:

I understand your query to its full extent now. The behaviour that Blender does not offer the menu for the keyframing action along with the suggestion in the search-bar menu is not a bug; it is supposed to happen (it will pop-up once you click on the "suggestion"). However, if you still feel that it is indeed a bug, feel free to report it to the Blender Open Report Bug Tracker.


What lighting and background will make a realistic gemstone? The gemstone material is GlassBSDF (RGB (1, 1, 1) and Alpha 0). The Background is a Gradient Texture and Radial.

As can be seen from the rendering the gemstone picks up Gradient colors but it does has distinct facets.

I tried a HDRI but the gemstone picked up colors from the sky and ground.

I tried all the lamps and emitting planes but could not get distinct facets.

Since  the gemstone is symmetrical about the X and Y axes the rendering should also be symmetrical.

If the camera is more than 100 units from the gemstone only the background is rendered.

When an animation is made by rotating the gemstone there should be flashes of total reflections from facets but there are none.

I need help with lighting and background to achieve a realistic gemstone with distinct facets on a White background and total reflections from facets.

Any suggestions would be greatly appreciated.

Thanks

Of all the Blender renderings of gemstones that I have seen I have yet to see a realistic gemstone.
Gemstones have three general areas. The Crown, Girdle and Pavilion.
The Crown usually has a flat on top called the table. Some crowns come to a point called an Apex Crown.
The girdle can be faceted or a smooth surface. Round Diamonds have a smooth cylinder for the girdle. Ovals have a smooth ellipse girdle. Some rectangular cuts have rounded corners which are portions of smooth cylinders.
The pavilion may come to a point called the culet. Cuts that are longer than the width sometimes have a line for the culet or called the keel.
Gemstones can be composed of planes, cylinders, cones and spheres. They are not restricted to only planes.
The intersections of facets are sharp regardless of material. Do not round edges!

I have seen Blender rendered gems that the crown and pavilion touch each other with a sharp edge (No Girdle). When these gems are mounted there is a good chance that they would be chipped when forming the prongs. This is why gems have a girdle.

I have seen Blender renderings of Diamonds with diamond shaped crown mains. The crown mains of  Round Diamonds are kite shaped.

Faking dispersion and other enhancements looks faked. If you want good dispersion then Spectral Rendering is the answer.

The gem should be transparent not translucent like Rose Quartz.

I know what a gemstone should look like because I have been cutting and designing gemstones for over 65 years. I know how light travels through gemstones, I’ve done the math.

I use the gemstone rendering as a tool by reading each pixel and computing a brilliance value. The gem is rendered with different angles, different camera positions and the brilliance value calculated. The angles are changed using the Ratio of Tangents formula thereby not changing the Crown and Pavilion view.  From this data cutting angles can be determined for the brilliance desired.

So far my question has not been addressed.

Focus on the Gradient Background.
The gemstone in the screen shot has excellent transparency, distinct facets and the animations are great.
The problem is the Black area in the lower left corner. The gemstone picks up this Black color and is no longer symmetrical.
I want a background with the properties of the Gradient Background without the Black gradient coloring.

Lighting gems is an art that requires lots of patience, and what works for some scenes might not work for others.

With glass objects you are dealing mostly with objects that do not require to be lit, but do require other objects to be reflected on their surfaces, or seen trough them. In other words glass and crystals main attributes are that their surfaces are reflective, transparent and refractive.

So you need to create an environment that is conducive to show all of this characteristics.

Choose a background that will make your object stand out.

Create nice reflections:

Make an environment that is not homogeneous (like a flat color), but that has variations, for example a voronoi texture like in this setup:

Or create a World that has some texture but that is not necessarily visible to the camera.

To show the transparency, place an object behind the glass (you can choose to make it invisible to the camera by turning off ray visibility)

To add more accents add other emissive plane objects with different sizes and shapes and intensities, and place them so that they can be reflected on the faces of the crystal at certain angles.

Rotating the object will make those objects reflect differently:

After that you can add post-production effects on the compositor, like glares, streaks etc.

All of this examples were done using the default glass shader and no lights.


Backup automatically to a hard drive Is there a way to automatically save my blender files to my external hard drive when I work from my desktop?
Like saving it to multiple file paths. Someone on the blender community did create an add on, however it looks like it's only for rendered files. I'm looking to back up the entire project every time that I save. Thank you.

This is more of a general software recommendation question, I believe, but one thinks it may be migrated in the future.
I'm familiar with one specific program known as Allway Sync which is for Windows (multiple versions) that can be configured to monitor/check specific locations. When a change is made to that/those locations, the files are then copied/synchronized with the configured destination.
I've used this specific function to prevent data loss for a client, which worked well. The program can also be configured to respond only to a specific device, which means you can exempt a different drive from storing the synchronized files, or alternatively, use multiple drives.
The free version will work until you've performed an undetermined number of backups/synchronizing actions at which point it will request payment. The cost is relative low for such a useful, powerful program.
There may be other similar types of programs available.


backside selected only by border select and lasso, but not mouse click I would want that backside selected only by border select  and lasso, but not mouse click.
I would like that mouse click does not select backside faces. Only lasso and border selection would do it. Is it possible to do?

This is the basic idea : we keep the occluding OFF but switch it ON only when selecting with mouse click, and for this you create your own operator for selection and replace the shortcuts to point to this new operator.( or simply override the old operator )

Here is the code that does that run it then set the shortcuts

import bpy
from bpy.props import BoolProperty, IntVectorProperty

class SelectionOperator(bpy.types.Operator):
    """ Costum selection
    """
    bl_idname = "view3d.select_costum" #to override the old selection replace this with "view3d.select"
    bl_label = "costum selection"

    extend = BoolProperty(default = False)
    deselect = BoolProperty(default = False)
    toggle = BoolProperty(default = False)
    center = BoolProperty(default = False)
    enumerate = BoolProperty(default = False)
    object = BoolProperty(default = False)
    location = IntVectorProperty(default = (0,0),subtype ='XYZ', size = 2)

    def execute(self, context):
        context.space_data.use_occlude_geometry = True
        bpy.ops.view3d.select(extend=self.extend, deselect=self.deselect, toggle=self.toggle, center=self.center, enumerate=self.enumerate, object=self.object, location=(self.location[0] , self.location[1] ))
        context.space_data.use_occlude_geometry = False
        return {'FINISHED'}

    def invoke(self, context, event):
        if context.space_data.type == 'VIEW_3D':
            self.location[0] = event.mouse_region_x
            self.location[1]  = event.mouse_region_y
            return self.execute(context)
        else:
                self.report({'WARNING'}, "Active space must be a View3d")
                return {'CANCELLED'}

bpy.utils.register_class(SelectionOperator)

if you didn't override the old selection you have to change the shortcuts :

hit Ctrl+Alt+U
in Input➝3D view➝3D view Global➝Activate/Select
change the operator to view3d.select_costum
repeat for all the Activate/Select entries below this one


How do you work with a background image in 3D view and then also include that image in the render? I've been trying to do this all day with absolutely no useful success.

Let's say that I have a model of something simple like a chair. Now I want to add an image of a room for my chair to sit in. What can I do to have that image available in the 3D view while I am editing and positioning the chair in the room image and then creating the final render including both chair and image after editing has concluded?

I've seen mixed explanations of this that either don't work in the latest version of Blender or are incredibly complicated. I'm just afraid that the answer is going to be that Blender is, by default, very complicated for seemingly simple functions.

The most correct * answer is to use the Viewport settings for one, and the Compositor for the other.

In the 3D Viewport press n to open the settings panel. Find the Background Image section, and add an image. You can specify which view you want the image to show up in, including "Camera." That image will be visible in the Viewport.

As for the render, adding a plane can get the job done, but it causes problems that you have to account for. Not the least of which is going out of your way to solve shading issues.

You only need 4 nodes in the Compositor to do this:

Render Layer (added by default)
Composite (added by default)
Alpha Over
Image

Nodes

When you open the compositor, there should already be a RenderLayer node connected to a Composite node. Press shift-a and add an Alpha Over node. Drop it on the noodle between the two existing nodes and it should automatically hook up. Do the same thing again, but add an Image node.

Settings

The RenderLayer noodle should go into the bottom slot on the Alpha Over. The Image node should noodle (yes, noodle is a verb) into the top slot. Use the Open button on the Image node to load in the image you want to put behind the render. You might have to turn on "Premultiply" in the Alpha Over node. I always forget which way that needs to go. Lastly, make sure that "Transparent" is ON in the Film section of your Render settings.

* most correct - The method that uses the tools that were designed to solve the given problem and creates the fewest new problems.


Splitting Blender animation into separate clips I am new to Blender and working on a uni project with a very close deadline and really really in need to help. I've created an animated character in blender that I am importing into Unity.

The character has a rigged hair mesh and a rigged dress mesh parented to the rigged body.   (See screenshot)

I was unaware of the action editor when i started so, I used the dopesheet to create a run cycle and a jump animation all in one animation clip. I then animated the hair and dress to they move with the running body. I need to import this into unity but am having huge issues and was wondering if someone could help:

Is there anyway I can merge all the animation for the hair, dress an body together into one animation clip. That way I would have, One animation clip for the run and one animation clip for the jump.

If not how do I split the animations that I have all in one animation clip, into separate animation clips. So that I can have - character_runcycle, character_jump, hair_runcycle, hair_run, hair_jump. But then I have no idea how I would set this up in Unity.

Can someone please please help?

I tried using the F button to create new animation clips but I couldn't separate out the hair from the dress animations even though in the animation timeline the keyframes were only for the hair. I'm so completely confused, this is all very new to me and i am working to a VERY tight deadline for my uni project deadline so any advice is needed and much appreciated.

Thank you so much in advance! xxx

How to create a new action

Press the F-Button so it is darkened to keep your existing action in the blend file even when you save and reload it. Otherwise you might loose your animation. So in case you're uncertain make a backup copy.
Press the  button to unlink the action.
Press the New button to create a new action.

Copy frames from one action to another

Switch between your actions by pressing the  button and choose your desired action from the dropdown menu
Select a frame range by pressing the B key to activate the border select and select a range of frames in the dopesheet editor.
Press Ctrl + C or press the  button in the header menu to copy frames to a clipboard
Press Ctrl + D or press the  button in the header menu to paste the frames at the current cursor location (green line)


Store and Recall Object Transformation Is there a way to store the transformation of an object and recall it later?  I have an object which is rotated at a specific angle, and I need to set the rotation to zero for some operations and then rotate it back at that particular angle.  The mesh is not rigged.

I too would like a Pose Library for objects that aren't bones, but that doesn't mean you can't use bones and the Pose Library to do this.

First put a single bone armature in your object.
Press Shift + A, Add > Armature > Single Bone. Move the bone inside your object. Select the object and then Shift select the bone. Press Ctrl + C, and choose Armature Deform > With Automatic Weights.
(you might want to check the box "In Front", so you can see the bone even when it is inside the object. Located here: Properties > Object Data Properties > Viewport Display)

You can't add a pose in object mode, so select the bone and go to Pose Mode in the 3D Viewport. In the Properties window go to Object Data Properties > Pose Library. Then add a pose by clicking the little plus icon. (If you already have a pose, choose: "Replace existing..." and select your pose.)

Now rotate the bone and the child object rotates with it. To reset the rotation to the state when you added the pose, simply click on the little magnifier icon, while your pose is selected in the Pose Library.


How to re-enable background transparency (Blender Render)? The 3d object below has a grey background. It should be transparent though (which is the default setting).
But somehow this is gone.

I'm using Blender Render.

Can you point me to the checkbox I need to click to get it transparent again?

Drop down under Properties/Render/Shading/Alpha. Although you seem to have a special compositing setup so it might be a different issue.


objects turned white I don't know what causes this but everything looks white in material preview and in render

I was completely black on my computer.But selecting one of the objects and going into local view and then out seems to fix the issue.I think it's a bug.


eyes not moving 100% with head / eyes lagging behind I've checked many other same questions.
but none of them helped. It is still not working at my object.
I hope that someone can take a look at it and help me out.

Problem is that the eyes are lagging behind when I move the head.
All other objects do.

I tried it as separate and connected objects.
My weight paint seems to be correct.
I also tried a constraint: child of
Eye bones are connected to the head.

but still its moving slower then the head.

LINK unlinked. Problem solved.

I took a look at your file. Rigging eyes is complicated. I think the problem had to do with either:

The eye bones not sitting directly on the origin of the eyeballs...

OR

..that the head bone (spine.004) Y axis didn't sit on the same location as the origin of the eye balls but I'm not sure which or if any of those were what were causing the eyes to yaw off target. It always gets really complicated when you're working with many different bone rotations and origin points etc.

OR

That the eyes were a single object and needed separating. As the front of the head moved from side to side, the eyes only moved in accordance with the rotation of the head bone tail and not at the same height and angle as the eye sockets.

Now, I think it works perfectly but you let me know if it doesn't work.

If you want to follow a good tutorial on it, I use a similar method to this guy. This video is great :)
https://www.youtube.com/watch?v=-9GDj8_bx6M

Here you can download your edited rig:
https://www.dropbox.com/s/5xbykg8brg5msn2/human_male_EDIT.blend?dl=0

Let me know if you can download that file and I'll upload it to another sharing website.

Hope that helps :)


Change shader saturation gradually I've stumbled upon a problem while working on a facade shader. I am pretty sure the solution is quite simple but I just cannot work it out myself. I would like to be able to control the saturation of a certain shader gradually - I am using a wood shader for facade and I want to achieve the worn wood effect - the top parts are still saturated while the lower parts are almost grey. Is there a way to somehow control this values using colour adjustments nodes? Thanks!

this is a starting point (not 100% correct, but you can play with these nodes):


Changing object position on one key frame changes the rest of the frames as well Basically, I have my human model all rigged up, and have created two different keyframes.
The first key frame, the foot is on the ground while the 2nd, it's rotated a bit up.
The problem is, when I rotate the foot on Frame number 1, it also changes it on frame
number 2... Now, on frame number 2, the foot is tilted vertically instead of flat on the
grid surface. If i try to change it on frame 2, it ruins it on frame 1 since it doesn't really copy it, but instead it somehow adds extra changes.

Is there a way to to somehow make it not copy rotates etc to other frames?

If you have placed a keyframe only on the "Feet" Bone try to add the frame one and two for the entire leg (Loc,Rot) it should work. If not, try to check the amount of rotation the bone deal with between these two frames, if it's too high it could cause bad moves between frames !


2.8 Duplicates along curve but with animation I now have an object that has the instancing enabled with a child object that i don't want to deform. It goes around my curve as intended and looks good. Now i would love to make the instanced objects animate along the curve, think conveyor belt with segments.

When I make the parent object follow the path it just keeps it shape and moves the whole belt along the curve which is not what I'm looking for.

Has anyone figured out how to do this?

A million times thanks for your help!

P.S. I can supply the blend file if you need it, but it is just a bunch of segments along a curve that don't deform due to the parent with its array.

One way, if you need a large number of identical items to follow each other along a curve:

Prepare supports for the final, visible objects that will make up your conveyor. These could be an Array of simple planes, given a Curve modifier. The supports will deform as they go round the curve, but it doesn't matter.....

In the Object tab, Duplication panel of the support array, set Duplication to 'Faces'
CtrlP parent your conveyor-plate object to your support array. It will be duplicated on every face, and follow the curve without distortion:

The plates can be animated by moving the support array along the dimension of the Curve modifier's deformation, and cycling.


Is it possible to have separate meshes for the same object i.e one for topology and one for materials and textures? I have created this mesh which has (what I hope is) nice, even topology to use for a cloth simulation:

I also have this mesh which separates my object into different faces for which I want to apply different materials and textures:

At the moment they are both separate objects.

I'm not sure quite how to articulate this but I'm imagining that there might be a way to apply the materials and textures to the faces on the second mesh in a way that it will then map onto the first mesh during rendering without it physically effecting it's topology. So in other words to have one object with different "layers" all working together: one for the topology and physics of the object and one for the materials and textures.

Is this possible? If not then the only thing I can think of doing with my existing knowledge of Blender is to use the knife project tool to merge the two meshes together but I think that could get messy.

Not really.

Closest Match to What you Describe

The closest you could get would be to UV unwrap both objects so that they shared the same UV space (perhaps using project from view if they are pretty flat), and then bake the second object out to an image file, which you would then apply to the first object as an image texture. You would probably just bake the basic diffuse (i.e. the basic colours), as you would want the glossy or any other shaders you were using to be dynamic.

In honesty though, this doesn't really resemble any workflow that I am familiar with.

Possible Alternative

If I have understood your basic problem, it is that you want to texture the first mesh in a way that you can't do by simply using the polygons that you have (because you would have to alter the geometry to match the lines that you want). To keep the geometry intact, you want to Unwrap the first object, assign a blank image texture to it, and then use Blender's Texture Paint tools.

If you only care about painting a colour or image, you could just paint this straight on and use it as the colour input to a diffuse shader. You could mix that with glossy or any other share you liked, but obviously the effect of the latter would apply to the entire mesh.

If you need something more complex (e.g. different shaders on different parts of the model) you would paint yourself one or more masks (black images, with white indicating where you want the desired surface) and use these masks as a factor input in Cycles to apply different shaders to different areas of the mesh. This would allow you to (for example) have a Blue shiny area in one part of the mesh, and a Red dull area in another part of the mesh.

If you don't like Blender's Texture Paint tools, you can (of course) do everything I describe above using an external editor like Photoshop or Gimp.


How to make a particle system fade out in transparency? How do I make make a particle system gradually fade out to a specified point? For instance, I made a starry sky that is a hair particle system on a sphere in the render down below. I want the stars to become more transparent the closer they become to the horizon. Is there any way to do this?

Not sure if this is best/cleanest way to do it but here is what I figured out.

I made a hair particle system on a sphere that uses smaller spheres (the stars) as objects to imitate the look of stars like in your render. Then I made this node setup (pictured below) for the material of the star that uses the mapping of the sphere that is holding the particle system to affect a color ramp. That then controls the factor of a mix shader that fades between a transparency and emission shader.

Hope that helps!


Extrusion along a curve for a certain face Is there any way to extrude a certain face along a curve?
I couldn't find anything on this.
I have used the curve modifier and i am familiar with it.
It works on the whole mesh rather than some particular faces which I select.

So any suggestion will be appreciated.
Thanks in advance.

Various Options .. You may only need one

Use the vertex group entry of the Curve Modifier to Limit the area  of shape influence.
Use proportional edit
Use an armature to control the shape of an
extrusion.
Consider Spline IK Constraint

See tutorials on any one of these suggestions. Blender Stack Exchange BSE, can be searched on these topics. You can also search the famous video website that has a name that rhymes with noonoob. This was to list various options and is not a tutorial on any of the ideas.


How can I view the object in 2D in the front view I'm a newbie to Blender, so sorry in advance if my question sounds stupid -and I'm sure it is-.

I'm working on a tutorial where I have to create one cube beside the default one. and then I have to manipulate them in the front view.

the problem is, after creating the new cube, and switching back to front view I see the cubes in 3D dimensions, not 2.

while in the tutorial this is what I should expect:

could you please assist me what's wrong?

You must have been in the front perspective mode instead of front orthographic mode. You just have to press numpad '5' key to get to orthographic mode.

Front perspective looks like this and you can see that on the top left of the screen.

Front ortho looks like this. Again, its mentioned in the top left of the screen.

If you don't have a numpad in your keyboard.Press Ctrl+Alt+U for preferences and enable 'emulate numpad' in the 'Input' tab. And then, instead of numpad 5, you can just press the normal '5' to get to orthographic mode.


How to join two objects with different color I'm all new to Blender. I've managed to import my logo and it has an X of two colors.

How can I join these two objects so that it becomes one object with the red part being "on top" when I extrude it to 3D?

Multiple possibilities:

OR: Import your (I guess svg) X object as 3 objects instead of 2. In Illustrator, you can use the "Pathfinder" panel to slice 2 objects in 3 objects.

OR: Dirty fix: bring the red part slightly closer to the camera.

After one of these fixes, you can join both objects (ctrl j) in Blender and extrude them as 1 object.


Unlink "Material" from current "Material slots" (but not remove) with bpy I made script which swap material "Link with Data to Link with OBJECT" for all material slots of active object, then assgin same material for each material-slots again. (or blender simply remove each material from changed material-slot)
import bpy
my_mat = []

ao = bpy.context.active_object
slots = ao.material_slots

for idx in range(len(slots)):
    my_mat.append(slots[idx].material)

for sl in slots:
    sl.link = "OBJECT"

for idx in range(len(slots)):
    slots[idx].material = my_mat[idx]

It work, but each material now have 2 user (One link with OBJECT, The other Link with DATA)
So I hope to "Unlink" Mateiral which link with "Data"
It can be done from Properties Editor>Material Property,
change link with to Data again, then Unlink Data-block, on current material-slots (DATA)
then change material-slots link (Object), and assgin the material again, to correctly show current material-slot material.
but I can not find good way to do same with bpy.
Swap material link with DATA or OBJECT , and can assgin material for material-slots, but is there good way to un-link material from un-necessary one?

The DATA materials are stored in ao.data.materials. Try
for i in range(len(ao.data.materials)):
    ao.data.materials[i] = None


Why is the result of this GLSL shader asymetric when rendering with stereo "Side-By-Side"? I am trying to achieve an inverse lens ditortion for the Oculus Rift during Side-By-Side stereo in the game engine. I am using a custom Filter2D with this GLSL shader.

The distortion can be achieved as described here. Another fragment shader for that cause can be found in the OpenHMD examples.

The distortion looks good without stereo, but is asymmetric when I render it with Side-By-Side. For other stereo options, the output is not correct, but symmetric. Where is the problem here?

uniform sampler2D bgl_RenderedTexture;

const vec4 kappa = vec4(1.0,1.7,0.7,15.0);

uniform float screen_width;
uniform float screen_height;

const float scaleFactor = 0.9;

const vec2 leftCenter = vec2(0.25, 0.5);
const vec2 rightCenter = vec2(0.75, 0.5);

// Scales input texture coordinates for distortion.
vec2 hmdWarp(vec2 LensCenter, vec2 texCoord, vec2 Scale, vec2 ScaleIn) {
    vec2 theta = (texCoord - LensCenter) * ScaleIn;
    float rSq = theta.x * theta.x + theta.y * theta.y;
    vec2 rvector = theta * (kappa.x + kappa.y * rSq + kappa.z * rSq * rSq + kappa.w * rSq * rSq * rSq);
    vec2 tc = LensCenter + Scale * rvector;
    return tc;
}

bool validate(vec2 tc, int left_eye) {
    //keep within bounds of texture
    if ((left_eye == 1 && (tc.x < 0.0 || tc.x > 0.5)) ||
        (left_eye == 0 && (tc.x < 0.5 || tc.x > 1.0)) ||
        tc.y < 0.0 || tc.y > 1.0) {
        return false;
    }
    return true;
}

void main() {
    vec2 screen = vec2(screen_width, screen_height);

    float as = float(screen.x / 2.0) / float(screen.y);
    vec2 Scale = vec2(0.5, as);
    vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor);

    vec2 texCoord = gl_TexCoord[0].st;

    vec2 tc = vec2(0);
    vec4 color = vec4(0);

    if (texCoord.x < 0.5) {
        tc = hmdWarp(leftCenter, texCoord, Scale, ScaleIn );
        color = texture2D(bgl_RenderedTexture, tc);
        if (!validate(tc, 1))
            color = vec4(0);
    } else {
        tc = hmdWarp(rightCenter, texCoord, Scale, ScaleIn);
        color = texture2D(bgl_RenderedTexture, tc);
        if (!validate(tc, 0))
            color = vec4(0);
    }
    gl_FragColor = color;
}

These are my render results.

First Image: Rendered with Above-Below, the result is at least symmetric.

Second Image: Rendered with no stereo, looking good, but unusable for the glasses.

Third Image: Asymmetric Side-By-Side rendering cropped.

Fourth Image: Aysmmetric Side-By-Side rendering without crop (validate function commented out)

The relevant stereo code is in RAS_OpenGLRasterizer.cpp, but I couldn't find the cause of the asymmetry.

Edit: A blend file with this issue can be downloaded here

Moguri answered my question on the forums by posting this patch that fixes the Filter 2D issue in Blender.

The patch:

diff --git blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp index 79ce853..1781852 100644
--- blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp
+++ blender/source/gameengine/Rasterizer/RAS_2DFilterManager.cpp @@ -429,6 +429,9 @@ void RAS_2DFilterManager::RenderFilters(RAS_ICanvas* canvas)
        glActiveTextureARB(GL_TEXTURE0);
        canvas->SetViewPort(0, 0, rect_width-1, rect_height-1);
+       RAS_Rect scissor_rect = canvas->GetDisplayArea();
+       glScissor(scissor_rect.GetLeft()+viewport[0], scissor_rect.GetBottom()+viewport[1], scissor_rect.GetWidth()+1, scissor_rect.GetHeight()+1);
+
        glDisable(GL_DEPTH_TEST);
        // in case the previous material was wire
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

Note: This patch is already included in the trunk, verified at 08/25/2013


Unable to import image as plane I'm new to Blender. I've watched some tutorials on adding an image as a plane, but it is not working for me. Not sure what I'm doing wrong.

I have activated the add-on. I select "add image as plane" from the file menu. I select the file I want to import. These are the settings I'm using:

When I hit the button to import the image it goes back to the project, but there is no plane, no image. I doesn't change anything. I've tried looking in all views, top, front, etc. I've tried in both ortho and perspective views. There's nothing there.

What am I doing wrong?

I'm using version 2.79b on windows 10. The file I'm trying to import is a .jpg, 207kb, I've tried it as a .bmp also.

Can you insert other objects, or is it only the plane that doesn't appear in your project? Also, as stated above you can always look for your plane in the Outliner (file browser in the upper right corner of the Default Blender view) for your imported plane. If it is in your outliner, select it and press "." to teleport to it. If it isn't, it may be a corrupted project file or plugin; in that case, simply start up a new project and see if you can import an image as a plane there instead.