How To Replace Data From New Data Coming From Another .blend? Here's a simple example,

I have a .Blend with 50 objects, all appended inside my .Blend, they each have their own materials. Now I created my scene with those assets and did some work etc...
My client gave me an updated version of their assets with new materials, now I need to replace every material data in my scene with this newly updated material data, both data have the same name.

Is there a smart way to replace data in blender?
I know that I should have linked the assets at the first place, but sadly this is not possible (the client asked to avoid linked data in this case)
While I could doodle around in python, I'm sure there's something already existing to do that? Isn't it?

It can be a python script with a name comparison.
https://docs.blender.org/api/current/bpy.types.ID.html#bpy.types.ID.user_remap


Camera to follow path of curve starting from exactly where it is currently I need my camera to follow the path of a circle curve. However whenever I do this it creates an offset because of the cameras location as I understand it. When I go to reset the cameras location it is now not in the exact position that it started in. So I want my camera to circle around an object, but the camera needs to start in the exact position that it is in now.

Tl;DR Need camera to follow a path starting from the exact position it is in now.

sorry if that didn't make sense, please ask any questions for clarification :) I would greatly appreciate any help anyone has to offer!

(Community Wiki answer from Edgel3D’s comment from 2019)
Use an Empty to follow the path and parent the camera to the Empty with "Keep Transormation" (CTL-P) Note - you won't have to worry about the Empty's path-following axis. You can also animate the camera independently to reposition it's angle and location.as it travels.


Realistic Colored Fur? I have been trying to create a realistic colored fur shader, but have not been having any real luck with it.  The colors come out either too dark, too saturated, or both.

The render below is the closest I've managed to get to what I want.  However, it is still too dark to my eyes, and trying to lighten it has the effect of making it more saturated.  As well, In the upper right of the sphere, where it is catching sunlight head-on, it just gets brightened without any highlights, while the "rim" along the left and bottom edges gets highlighted.

Any feedback on what I'm doing wrong or what I should be doing would be appreciated.

And I realize the patterns on the fur are unrealistic, though I'm trying to get realistic light first.  As well, increasing density or strand thickness has the effect of making things even darker.

Below is a download link for the blend file:

http://www.pasteall.org/blend/36073

I managed to figure it out on my own.  Basically I needed to do less desaturation than I was doing on the fur, and apply more (as opposed to none) desaturation to the underlying skin.  That, and also doubling (and then clamping) the brightness of the transmission color.

This .blend contains the tweaks I did to fix it up: http://www.pasteall.org/blend/36094

And below is a render of the fixed shader.  Probably not 100% realistic, but it's better.


Make a keyframe last longer than one frame I am creating an animated title screen and want to have the animation repeat a certain frame, so text can be shown for a longer period as if the animation had been paused before continuing the rest of the animation.

As Puck suggested, you can duplicate keyframes to achieve this effect.

To do this, open one of the keyframe editors. I'd use the Dope Sheet view for this task since you need adjust the keyframes in the timeline, but don't necessarily need to change their location/rotation data.

Make sure to deselect all keyframes by hitting A. The keyframes will be white when deselected. Now select the keyframes you want to duplicate by hitting B and using your mouse to drag a box around them. The selected keyframes will turn orange.

Hit ShiftD to duplicate them and move the mouse. The keyrames will follow, so you can position them in the timeline. There will be an orange line signaling duplicated keyframes and the length of the pause the animation.

If you want to move the keyframes again, hit G to grab and re position them again.


How to delete isolated shader nodes from script? I'v added some nodes by nodes.new
#node_output = nodes.new(type='name')

and linked some with  links.new, after re-run the codes, some nodes were created repeatedly.
How to delete those isolated nodes.

Remove unlinked nodes.
Re "totally isolated" nodes ie no links in no links out
Go thru all links and add the to and from nodes to the linked node set. The unlinked nodes is the difference between all nodes and linked nodes.
import bpy

context = bpy.context
ob = context.object
mat = ob.active_material
#mat = bpy.data.materials.get("Foo") # material Foo
assert (mat is not None and mat.use_nodes), "No material or not node based"
linked_nodes = set()

for link in mat.node_tree.links:
    linked_nodes.add(link.from_node)
    linked_nodes.add(link.to_node)

unlinked_nodes = set(mat.node_tree.nodes) - linked_nodes
while unlinked_nodes:
    mat.node_tree.nodes.remove(unlinked_nodes.pop())


Blender wont start - New PC on windows 10 I just finished building my new PC, here are the specs if you need them:

i7-8700K
EVA GeForce GTX 1070 SC (got used off eBay so if its defective and thats the issue i want to know asap, but i don't think so because it has no trouble running extremely graphic intensive games)
16GB RAM
128GB SSD + 1TB HDD + 500GB HDD (which drive it is installed on doesnt seem to change anything)

Upon running it, it flashes a console then closes instantly. Upon running it in CMD, I get this output:

AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: D:\programs\blender\2.79\python
Error: EXCEPTION_ACCESS_VIOLATION

I have a fresh install of the NVIDIA drivers. I tried putting the opengl32.dll file some other threads suggested in blenders working directory, but that doesn't seem to make a difference, at least that's good evidence the video card isn't the problem

Where should I go from here?

There is a bug thread regarding this. I would try out things listed in the first comment, especially trying out the latest build of 2.79 (I assume you have "clean" 2.79 from site downloads and thread seems to state that was resolved in builds after may 2018).
You could also try general solutions for this kind of error, like checking whether your blender folder is not read only and it could also happen when you have incorrect entry in PATH variable(thought it was an answer to java error).


Animation render: Save plain rendered image AND composite image I'm looking for a way to save both the plain render layer frame and composite frame in an animation render (PNG sequence output); is this possible?

I simply added a File Output node connected to the Render Layer output in the compositor, as well as a File Output node connected to the last compositing node:


How to resize material editor Node? I can't stretch(resize) the node, instead it starts moving.

I found the reason. The node starts to move if it is selected (highlighted), if not then the size changes. In other words, to change the size, the node must not be selected (highlighted). )))


Use ID properties in cycles/nodes I am having a mesh. Every face has a ID. There is also a python dictionary where the IDs are mapped to a RGB value (or something else, which can map ID -> RGB. I am just thinking theoretically).

Now I want to have a node setup which colors the surface of the mesh dependent of the RGB value (I am also using these node groups (https://jtheninja.wordpress.com/2015/02/08/simple-pbr-v2/) because I want to see it with pbr values. Later I also want to have values for roughess and metallic for each face).

I am unsure which of the following node-types I should use for that:

Attribute Node (has output for color)
value Node (has output for floats, so I would need three value nodes and make a color-vector out of it?)
Script Node (Only for Open-Shading-Language scripts, am I right? Shouldn't help)

I need a node type which could access the ID Properties of the current object. I also need a node which also "knows" the face it is currently working and gets the face-id.

Any advice? Thanks!

You can store the face ID as a vertex color o each face then read the vertex color using the Attribute node.
This script will create a vertex color layer and store the face index as color :

import bpy

obj = bpy.context.object
obj_data = obj.data
group_name = 'face_ID'

#check for existing group with the same name
if None == obj_data.vertex_colors.get(group_name):
    obj_data.vertex_colors.new(name=group_name)
color_map =  obj_data.vertex_colors[group_name]

#get faces' number
count = len(obj_data.polygons)

for poly in obj_data.polygons:

    ID = poly.index / count  #for normalized results
    color = (ID, ID, ID)
    for loop_ind in poly.loop_indices:
        color_map.data[loop_ind].color = color


How to weight paint character whose mesh is in several [joined] pieces? Hello all you beautiful Blender-people! I am trying to finalize a character but am having trouble pinning down the bone weights. My character mesh is technically "one mesh" but that mesh has multiple disconnected components. That is, the eyes, eyebrows, nose, mustache, collar, hands and feet are not vertex-merged with the rest of the body. That can be changed for at least some pieces if it must be, but let me describe the problem:

I am getting severe deformations in the collar when the neck rotates (it shrinks to a singularity);
I can get the eyes and the nose to stick to the head when the head bone is manipulated, but not the neck;
Similar story for the mustache.

No matter how paint these components, I run into similar issues.

Version of weight painting that works for all facial features except mustache when NECK is moved, but not the head:

Another version of weight painting that works for all facial features except mustache when HEAD is moved, but not the neck:

What precisely do I need to consider here to make the facial features move as expected? What will keep these components (these are all part of same object) from scaling?

I also have a Youtube video using this rig where I teach people how to mess up their characters (BE NICE PLS b.c. I'm gonna redo it anyway after I figure this out, I'm sure being disconnected pieces is a big part of the problem):

Link to video

EDIT: So I just noticed that the mustache is painted to a knee's pole target, so let's see what happens if I paint that out...

OK!  So, cautionary tale for other animators: If you redo your IK bones 50 times, make sure that each time you uncheck "deform", otherwise good luck figuring out what portions of your mesh you are going to get unwanted vertex weights for. In this example, the IK bones at the heels painted the heels (unwanted), but the pole targets offset from the knees painted only the mustache (for some reason, also unwanted). Beware!


Radial Symmetry in Editing a Single Object I am a intermediate beginner in Blender: I have a moderate knowledge and understanding of the interface and am capable of modeling and rendering simple forms, but if skill is a percentage I'm at probably 2%.

I'm looking for a way to enforce radial symmetry in mesh editing. I want to tell blender that an object has a particular kind of symmetry, for example 8 sided radial symmetry, and have blender apply the edits and changes I make to one part of the mesh symmetrically not absolutely. Here's an example:

Let's say I have this funky shape here and want to move all the raised triangles to the center of the surface.

I can move a single triangle inwards:

But if I select multiple triangles and move them all, they all obviously move in the same absolute manner:

What I would like to happen is that when I move one triangle inwards (towards the center point), the others move inwards as well. I have tried aligning the 3d cursor to the vertex in the center and setting the movement orientation to 3d cursor, but it has not helped.

This is only an example as it is the best way for me to demonstrate my question. I will be modeling a diamond, and I am seeking a way to establish a symmetry so that any edit I make to a part of the diamond is reflected symmetrically in the other parts; for example if I make a single face larger I want that facet to become equally larger on all radii of symmetry on the diamond. I am aware of things such as the mirror modifier (though I am not an expert on their use) but am wondering if there is a way to define or establish symmetry within a single object. Thanks in advance for any help or advice!

I would do this using the Array modifier, which can replicate a radial mirror.

First, lets say I have some portion of my object that i want to revolve around the origin:

I then add an Array Modifier, and set the count to how many copies I want (in this case 6, in your case 8):

Then, add an empty to your scene. Remove the relative offset on your array modifier, and check the object offset button, and choose your empty at the origin:

Then, as you rotate your empty around the z axis, you will notice the array copies will rotate with it (make sure both the empty and the object are centered on the origin for this).

With 6 copies in total, I want each copy to be 360/6 = 60 degrees apart, so I will press R Z 60 to rotate my empty 60 degrees, giving me the following result:

Now, I can just edit one part of the hexagon, and the rest will be mirrored automatically:

I hope this helps!


Background hdr image is covering up model when rendered Making Gold object but background hdr image is covering up model when I render. I am using cycles render and am trying to make my object have a gold appearance so I uploaded an hdr image in the world tab but now this image is the only thing I can see when I render. What should I do?

Without a .blend it is hard to say for certain what the issue is.
Here are some possible causes:

You're rendering on the wrong render layer.
You turned off your objects render visibility:
You disabled your objects visibility to the camera in the ray visibility tab.


Why curve bevel not in shape I have a curve profile and circle curve. I want to bevel or spin around the circle to make that profile shape but im getting different result

This is my profile and curve

This the result im getting with that profile which is different

May i know how can i fix and where im going wrong.

Bevel placement uses the object origin as center, check your bevel object local origin and place it accordingly where desired, like at one of the ends, for example.

Both your curves need severe cleanup, and require several steps to achieve good bevel.

First you need to set the center of the bevel object correctly using the 3D cursor. Enter edit mode on the bevel object, select the desired vertex for center, then use the snap menu Shift+S > Cursor to Selected*

Exit edit mode and press Shift+Ctrl+Alt+C > Center to Cursor

Your bevel will come out inverted, so you will need to scale the bevel object by a factor of -1 in the X axis

It will also seem out of scale because the circle is not uniformly scaled. Apply the scale to the circle with Ctrl+A > Apply > Scale*, then enter edit mode, select all vertex and in the properties shelf use the Radius property to set the radius of all vertex to 1.0

You may also need to invert the bevel object curve direction in edit mode using the Switch Direction button under the tool shelf.


Can I set max render time instead of samples? Is there a way to set max render time instead of max render samples?

Can i tell blender to render for example for ten minutes, so that it reaches the best quality it can achieve in 10 minutes?
I know a lot of render engines has this option, but i couldn't find it in cycles.

Thanks

There is no such an option for it now (Good feature for sure). The similar way is to enable progressive refine in your Scene Performance panel.

It will treat all render area as a chunk, which give you the ability to manually stop at the point you think your image is well enough.
Here is the official description:

Progressive Refine
Instead of rendering each tile until it has
finished every sample, refine the whole image progressively. Note that
progressive rendering is slightly slower than tiled rendering, but
time can be saved by manually stopping the render when the noise level
is low enough.
For rendering animations it is best to disable this feature, as
stopping a frame early is not possible.

Note: If you found out that Progressive Refine check box is grey out. Then check if you are using Denoising option in Scene Render Layer. You cannot use them simultaneously.


how to model sheet metal nailed to wood? I was hoping someone can point me in the right direction on how to go about modeling sheet metal nailed to wood. what I am looking for is to make an impression around the head of the nail where it forces the metal to press into the wood like in the reference photo below. any help would be appreciated. I would prefer not to sculpt anything.

You just need to give enough topology to your mesh so that you can bend it and create hollows:


Rigging an anatomical muscle Is there a way to make a rig that keeps my muscle attachments firmly anchored onto two separate (anatomical) bones while the arm bone moves?
I want to show a few muscles moving with the shoulder joint but I can't find any similar examples on the internet other than muslce approximations that make flesh bulge. Here I don't need skin.

The goal is to show muscle transfer surgery - how relocating a nearby muscle can bring back movement lost with paralysis after injury. For example, sometimes a portion of the pec major is transferred on top of a paralyzed deltoid muscle. If anyone has any ideas for potential rigging workflows that might allow me to rig an anatomical muscle in this way, please share ideas I might research. I am working with retopologized versions for actual rig tests.

I have been trying to use hook modifiers, but they seem to stop working sometimes.

Thanks!
Jim

I think I have solved the problem of the hook modifier behavior by making custom vertex group hooks. I copied the vert group and assigned it but also made an exact copy as a separate mini-mesh.
The shiny torus was manipulated with the hook technique I came up with today. If anyone else has trouble with hook behavior, perhaps I should upload the screen shots.
FYI the custom vert/hook objects are invisible on the torus but I parented them to the cylinders. I will try on real bones later.


Render only changing part in the animation Is it possible to speed up rendering animations by telling Blender, where the changes occur?
Example: I have a chess board, and first, let's say, 40 frames is for one pawn moving, and the camera still. Therefore it's not needed, that the whole scene renders for every frame. All the frames are similar, they differ only in the proximity of the moving pawn. Is it possible to tell Blender: "render only this area of the image for every frame, and leave all the other things still, so render them only once". I'm sure it would greatly speed up the whole process.
Thanks in advance for the answer

Lets say it depends on the level of detail and realism you want. Mostly it has to do with the lighting and shadows. If you don't mind if the shadows aren't animated, then you can easily render just the static objects on to a transparent background, as a simple image. Then you can render out the dynamic parts onto a transparent background, then use the compositor and put it all together as the animation. If you want the dynamic shadows then it can be done as render layers, but the shadows will effect the chessboard and require it to be rendered. UV mapping and baking the materials will help with the render time. you will just want the diffuse color, none of the lighting or other effects. That will only help if the materials and textures are complex.


Call custom menu action using python I'm using Blender 2.80 with an add-on (not developed by me). This add-on add some new functionalities and allow the user to export the scene with a custom extension (to do this it add a new option in File --> Export).

Now I'm developing a new python script able to open a new blender scene, make some actions and then save it using that custom extension but I don't know how to call a custom export option.

Briefly this is what I've done till now:

import os
import bpy

bpy.ops.wm.open_mainfile(filepath="path//to//file.blend")

# some actions...

# not what I want since this export the scene as obj file...
bpy.ops.export_scene.obj(filepath="path//to//target.obj")

You just need to swap your last call with the one you want to use.

For example if you want to export to gltf use

bpy.ops.export_scene.gltf(filepath='path/to/file.gltf')

For stl its

bpy.ops.export_mesh.stl(filepath='path/to/file.stl')

If you get an error when running the script, that may mean that the addon is not enabled. You can use the addon_utils module to enable an addon.

import addon_utils
addon_utils.enable('addon_name')

where "addon_name" is the addons file/folder name within the addons folder.

You can also enable addons on the CLI when starting blender.

blender -b -addons io_scene_3ds,io_import_dxf file.blend -P script.py


Is there any way to select everything that is not currently selected? I want to be able to select certain vertices, apply a texture, and then select the rest to apply another texture. How can I do this?


Do all the parts have to be linked? The title may confuse some, but I ask, Do all the little parts of the mesh have to be linked? as in, my model consists of many shapes that would be a bit tedious/hard to connect. like multiple un-linked cubes that simply clip into each other. They're all the same object, but they're not Linked.

I ask this because A lot of the tutorials I find just give enough information on the modeling process to interest potential customers.

I also see a lot of other people make (presumably) rigged characters while doing this.

I plan on putting this character into the Unreal engine, so... anything?

down below is a better example.

It really depends on how you want things to look in the end. It doesn't mean you will notice a difference if you were to connect them.
If you try to connect complex parts you also end up with a higher vertex count.

Inherently there is nothing wrong with having loose parts. Lots of weapons are made like that.

If you intend to control some parts trough code or animation, having them in separate objects works too.

I say play around with it and see what you're comfortable with. This is going to be a trial and error journey on your part anyways. Ultimately it comes down to technical choices and the workflow that works for your project.


Why is my module scaling when I parent bones to it? I just spent time rigging up this character but as so as I parent the bones the module scales up super big but the bones stay the same size.

I have no idea whats going on.

Most likely you scaled the object and/or the armature in object mode without applying the scale.

Select the object, press Ctrl+A, a dropdown menu should appear. Click on "Scale" (should be the 3rd option in the dropdown).

Do the same with the armature.


Why do I get an indent between two objects after adding a Subsurf modifier? This is my first post. I hope you can help.

I have an object with an extruded face, that is slightly smaller than the width/height of the main object. When adding the subsurface modifier, at the join I am getting a indent between the two objects.

I have tried extra loop cuts, cut it either distorts the extruded parts shape, or creates a strange hard line.

It's just bad topology, you have ngons that are stretched by the Subdivision Surface modifier, use the knife tool and create edges on the top to only keep quads:


My exported .mtl seems uncompleted So I created this basic material. I used a random image to do some displacement effect :

When I export my cube and open the .mtl generated, I don't see any image inside my .mtl :

# Blender MTL File: 'None'
# Material Count: 1

newmtl Material
Ns 323.999994
Ka 5.000000 5.000000 5.000000
Kd 0.019458 0.800000 0.006406
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 3

How can I fix this ?
Thank you

While the .mtl format has options for defining displacement, the obj exporter add-on currently doesn't support them.


Odd Black Patches and Modifiers Not Appearing in Blender Cycles Render but Appear Fine in Viewport Can anybody tell me why I'm getting a great render in the preview, but terrible black patches and modifiers such as subsurf not appearing on final render? Below are pictures and .blend file. I've tried applying the subsurf but am still getting terrible black spots.

I appreciate the help!

Here is the .blend file:

So I solved it myself, there must have been some type messed up topology that was allowing it to preview fine, but then when I went to actually render, everything went haywire. I ended up re-modeling all the bevels around the initial shape and now it renders out fine!

So I guess make sure to do periodic test renders!!


How to adjust edit view settings? I am absolutely new to Blender, moving from SketchUp. I find it hard to see where are my edges and faces are with the default settings. Where can I set how edges and faces are rendered while editing? Here is an example:

I would like to have contours and less opaque faces. Where can I set those?

In my answer I assume that you are already aware of different visualization modes in the viewport by pressing z (wireframe mode) and pressing alt+z to switch back and cycle between Textured and solid mode as for shift+z for render mode.

An alternative way to get semi transparent objects in your viewport is to change the Material's Settings > Viewport Color.

So create a new material for your object and its Material Tab > Settings > Viewport Color set the color (with the alpha transparency) of your choice.

Then go to Mesh Tab > Display and enable Wire to have the closest you can get to an outline.

Important note, is to set your render to Cycles in order to have access to these material's settings.

see the image below:


BGE: Getting keyboard entries on screen, entered characters are black In an application I would like to get a gamer's name to use it later in my Python code. So far I am using "Dynamic Text Display" as shown in http://www.youtube.com/watch?v=GKO4jfAHtjk. I find the procedure pretty complicated. In an older version of the appliction it worked, but now I get only black boxes instead.

I made a lot of changes and don't know where I lost it. In the object I check I think everything according to the clip above. Still all black.

Then I tried to get the name from the keyboard events, but since I am using a german keyboard I run into trouble with our special characters. It seems that the program assumes an US keyboard. I even thought about changing the bge.events. EventToString() method to cover my keyboard type, or create a new one based on it. But I did not find the source code.

Any ideas? I prefer a Python solution based on the keyboard events, getting the keyboard events right.

Text objects are supported in the latest versions of blender (have been for a while now).

Example .blend (start game and type): http://www.pasteall.org/blend/32301

By default, "BFont" is used, but you can set other TTF fonts, as you would normally for blender, and those should also work.


Led light through material How can I get this glow like effect?
This is my model with two reference images. I wanted to recreate some bright touch keys like the ones with a soft glowing led that seems to pass through the material with a sort of transparency, but I can't get a realistic effect. I'm using just an emission node but it is not enough to achive that sort of subscattered appearance. Can someone help?

Thanks

You need to do that in post. The compositor to be precise.

In the passes you need to enable the emission pass

In the compositor you can now see

Image
Alpha
Depth
Emission

You add a glare node and set it to fog glow and plug the emission in the color inout, play with the settings till it matches the reference

Now you need a mix Color, plug the glare node in the top and the image node in the bottom.

Set the mix node to add

Now you can play with the values, the higher the add factor the more it will shine and look like it's scattering in the material and coming out glowing.

But rigth now it's not what you want, you want a scattering look. You need to add an object index value to the object and use this as a mask in the mix color node to only add the glow effect where the object is, this will make it seem like it goes throu the object and not throu the air too.

Note that this is the efficient variation. You can use subsurface scattering but it will pump your render times into infinity and beyond


Rendered file black, even though Play Rendered Animation is correct I downloaded a Blender intro template. I rendered it and it saved. I went to open the file, but the video is all black and only the music is playing. I looked at the Blender Play Rendered Animation (Ctrl + F11) and it was fine; with video. Please help.

When you render the file you must choose the output format and the video codecs. Probably your video player is not supporting the video codec that has been rendered.


When I copy and paste objects they are joined After pasting an object I make sure only one is selected, but both the original and the copy move together. I can enter edit mode and move one but they remain joined and ctrl+p to separate does not work. I'm not sure what has changed but I used to be able to copy an object and paste it as an entirely separate object.

When you duplicate objects be sure you are in object mode. If you are in edit mode they may conjoin and be made a single object. I have trouble with this too.


How can I do an animation of an object approaching the camera? I am new to blender. I am trying to produce a small 2 second animation of an object approaching a camera and been able to modified to do it from different angles and with different objects (texture, size, shape). Thank you for the answers.

From your description, path animation comes to mind. Here is a simple example. Please clarify if this is not what you have in mind.

To set this up, add a curve object to your scene. Shift + ACurve> Bezier (or any other curve object).

Next, edit the curve to fit the path you want your object to follow as it moves toward the camera. Here is what my example above looks like from side view.

Finally, parent your object to the curve with Ctrl + P>Follow Path . By default, this will give you 100 frames. If you need to make adjustments, you can do so in the curve properties in the properties panel.

From here, Alt+A to play the animation, and  then if needed, make any necessary adjustments.


Modeling Error Please help me So I dont know what I did wrong But I am following a course to model a humain body and the teacher isn's responding to anyone for months so here is my problem. This is what is was soppose to do like you see in the second picture and the third on is what I did so how can I fix it.

It's a bit hard to visualize without having the actual mesh, but I think you just have an extra loop in there.  If you just merge the points on the yellow edge here to the points to their right, you'll be pretty close to correct.

OK, then add this edge in green, delete the edge in red, and move the top endpoint of the green edge over to the right:

That should give you this edge in your reference model:

Then I think the last problem edge is the one that curves over the top of the bicep.


My rendered video is missing? I rendered some footage, saved blender then closed it. I came back later and opened the file then realised I didn't watch the footage, so I clicked play render only for it to tell me that the file is not found.

I went to the location that the error was showing me (as it usually has the file there) but it's nowhere to be found. I checked my computer's recycle bin to make sure and it's not there either, so I'm at a loss.

What happened to the file?

By default, blender saves renders to a temporary folder, and deletes them after you close blender. It sounds like that's what happened. In the future, you should select a permanent folder to save the render to. This can be done here:

Unfortunately, there is no way that I know of that you can recover the lost render. However, if you select a render path, it should never happen again.


problem with cycle render This is what happens. I don't understand why. Could anyone help me please?

Go to render settings, find metadata panel and uncheck Stamp output


Rendered image is blank, or white, or shows as a text file in the filebrowser First image is render setting. And second image is output file. That file should be png file but, it is not.

Windows (and other operating systems) doesn't know what to do with files that have no file extension.
Just rename the file and the extension that corresponds with the file format (in this case .png,), so that the OS understands it is dealing with an image (or video) file and uses the appropriate program to open such file.
In the future enable the File Extensions box on the output so that you get the name with a .png (or .exr or .jpg or mp4 or whatever) extension.


How to add points to a grease pencil stroke (or make new one) with python script? I want to draw script-calculated curves with the grease pencil. Using this line of python I'm able to redefine the points of an existing stroke, shown below.

So far I can't add a point like this:

newpt = points[200].copy()  # error
points.append(newpt)        # error

or this:

points.items().append('put various things here')   # NO error, but no new points either

where:

points = bpy.data.grease_pencil[0].layers[0].active_frame.strokes[0].points

So instead, I draw a big scribble, find out the length using the interactive python window (in this case it's 427) and then make a new set of coordinates of the same length.

How can I create or at least increase the number of points of a grease pencil stroke?  I'm looking for something similar to the way I can make new mesh objects:

# example: make a new mesh object - I wish I could make grease pencil objects like this!!!
newmesh = bpy.data.meshes.new('Newmesh')
newobj  = bpy.data.objects.new('Newobj', newmesh)

bpy.context.scene.objects.link(newmesh)
newmesh.from_pydata(verts, [], faces)

import numpy as np
import bpy

pi, twopi = np.pi, 2*np.pi

theta = np.linspace(0, 20*twopi, 427)
theta -= theta.mean()

r = 4 - 2*np.cos(0.1*theta)

y = theta / twopi
x = r*np.cos(theta)
z = r*np.sin(theta)

krazy_koil_points = np.vstack((x, y, z)).T

points = bpy.data.grease_pencil[0].layers[0].active_frame.strokes[0].points
for i, point in enumerate(points):
    point.co = krazy_koil_points[i]

Same thing, but without numpy:

import bpy, math

pi, twopi = math.pi, 2*math.pi

theta = [20*twopi * i / 427. for i in range(427)]

mean  = sum(theta)/float(len(theta))

theta = [th - mean for th in theta]

r = [4 - 2*math.cos(0.1*th) for th in theta]

y = [th/twopi for th in theta]
x = [a*math.cos(b) for a, b in zip(r, theta)]
z = [a*math.sin(b) for a, b in zip(r, theta)]

krazy_koil_points = list(zip(x, y, z))

points = bpy.data.grease_pencil[0].layers[0].active_frame.strokes[0].points
for i, point in enumerate(points):
    point.co = krazy_koil_points[i]

What you're looking for is the add method within the points collection.

EDITED: Fixed script to work with fresh clean files that have no grease pencil data.

import bpy, math

S  = bpy.context.scene

# Create grease pencil data if none exists
if not S.grease_pencil:
    a = [ a for a in bpy.context.screen.areas if a.type == 'VIEW_3D' ][0]
    override = {
        'scene'         : S,
        'screen'        : bpy.context.screen,
        'object'        : bpy.context.object,
        'area'          : a,
        'region'        : a.regions[0],
        'window'        : bpy.context.window,
        'active_object' : bpy.context.object
    }

    bpy.ops.gpencil.data_add( override )

gp = S.grease_pencil

# Reference grease pencil layer or create one of none exists
if gp.layers:
    gpl = gp.layers[0]
else:
    gpl = gp.layers.new('gpl', set_active = True )

# Reference active GP frame or create one of none exists
if gpl.frames:
    fr = gpl.active_frame
else:
    fr = gpl.frames.new(1)

# Create a new stroke
str = fr.strokes.new()
str.draw_mode = '3DSPACE'

# Number of stroke points
strokeLength = 500

# Add points
str.points.add(count = strokeLength )

pi, twopi = math.pi, 2*math.pi

theta = [20 * twopi * i / strokeLength for i in range(strokeLength)]

mean  = sum(theta)/float(len(theta))

theta = [th - mean for th in theta]

r = [4 - 2*math.cos(0.1*th) for th in theta]

y = [th/twopi for th in theta]
x = [a*math.cos(b) for a, b in zip(r, theta)]
z = [a*math.sin(b) for a, b in zip(r, theta)]

krazy_koil_points = list(zip(x, y, z))

points = str.points
for i, point in enumerate(points):
    points[i].co = krazy_koil_points[i]


Blender 2.82 animation nodes toolbar is missing Animation nodes toolbar is missing.

Latest AN for blender 2.8x installed and works.

Only the toolbar not shown.

Since the new version (2.17) of Animation Nodes the Node Tree Options are present in the Sidebar (Right panel). Use N to reveal the panel.


i'm made a rig with empties for controls but they are not appearing in one file Every time I turn off the hair I can't see the mesh in Blender 2.8 but in rendered view it is visible and the rendered result is not showing it

enter link description here

please try and render

In the particle systems properties, on the right side of the list of particle systems, there is a monitor and camera, these control the particle visibility in the viewport and render.

You have both visibility options turned off for your particle systems, you need to enable the monitor for viewport visibility and the camera for render visibility.


Self-excluding Transparency Material in Cycles I'm trying to create a Cycles material that allows a material to be transparent, but not show its backside or any intersecting meshes that use the same material, despite which direction their normals face. (See the attached image created in the Internal engine for some sort of idea of what I mean.)

Preferably this could be mixed with the opaque, "default" version of the material (such as a Principles BSDF) to allow the final material to have a more interesting material with various colors, roughness, and normals.

Is there any way to achieve this effect in Cycles?

I found using Transparent Depth from the Light Path gets the job done. It works in reflections as well, but of course any other kind of transparency also occludes objects using this node setup as the ray depth will be more than 0.

Another possible solution depending on your exact case is to use multiple passes and to add transparency to the objects pass in compositing.


I get an error with a object when I try to make it transparent I made a hat that would later end up in a later scene.

so I made it transparent until the scene

But somehow its messed up when I made it transparent. I get a big black blob from the hat

I removed thee doubles, but there is still the same problem. just it's a smaller black.

Its not supposed to show up at all. what am I doing. I saved and restarted it, thinking it was a bug, but i got the same thing

I'm not quite sure whats happening here, but i might know a work around. Instead of making it transparent you could just stop it from rendering. You do this by hovering over the render button and pressing I.

This will place a key frame (it should light up when one is placed). Now just click it while on the keyframe you placed and place another key frame where you want it to render.

Hope this helps


Problem with bpy.ops.sculpt.brush_stroke Bear with me, this is complicated to describe.

I am writing an add-on for Belnder which involves using bpy.ops.sculpt.brush_stroke in Sculpt Mode to essentially stroke the brush around a model in a circle.

I am experiencing a problem with this which I am almost certain is a bug in Blender. Before I write it off as a bug, however, I wanted to check if anyone can explain this.

The issue is that, when bpy.ops.sculpt.brush_stroke is operating at coordinates that are directly behind the object based on the 3D view from which the stroke was initiated, the effect of the brush is distorted.

It is almost as though Blender is screwing up the calculation of area plane for the back facing part of the model, or possibly for the coordinates right where the faces transition from front facing to back facing.

What makes me suspect this is a bug is that the results change whenever I rotate the viewport. It is always the back of the model (from the viewport POV) that is screwed up.

As far as I know, none of my sculpt settings should depend on the position from which the model is viewed in the 3D viewport (I am using a brush set to Area Plane), so I believe this is a bug in Blender, and it is somehow factoring in the view to the calculation when it shouldn't be.

Can anyone suggest any other possibilities for this?

In the screenshots - the Red arrow on the left indicates the viewplane from the 3D viewport on the right. This rotation of the view in the right 3D viewport is the only thing that has changed. The protrusion should be uniform all the way around, it isn't.

I am unfamiliar with this function in Blender. But suggest possibilities I can! :)

You say, "As far as I know, none of my sculpt settings should depend on the position from which the model is viewed in the 3D viewport (I am using a brush set to Area Plane)"

That may be, except for one point: the last place that was clicked. Why else have a parameter named "ignore_background_click"??? When you changed viewports, maybe you changed the last place that was clicked? If not, maybe it changes the relative position of that click (if not the absolute position)??

Have you tried setting that parameter to True? In other words you do want to ignore that click position… That's the way I take that parameter name and limited documentation here:
https://docs.blender.org/api/2.79/bpy.ops.sculpt.html?highlight=bpy%20ops%20sculpt%20brush_stroke#bpy.ops.sculpt.brush_stroke

I expect that you have tried that, so the other possibility is that you could programmatically set that click position (and pass False, as you are).

Why, the possibilities are rampant! :D


How to correct invisible geometry I've some invisible edges on my model which generates bad textures as you can see below.
How can I correct this ?
It is from boolean operations.

Thanks ;)

The wall's geometry is really bad for the engine. Try to cut across the whole object everytime like on the picture. If the edges aren't align to any of the axes it's not a problem, but don't cut a hole to the middle of a simple face, because it will cause similar artifacts.


Unmerge Vertex with Mirror Modifier On (Make Two Vertices from One at the Center?) I'm trying to model a collar on a shirt, and I'm using the Mirror modifier. I have one vertex at the center; is there any way to "unmerge" it and create two vertices (for the points on the collar)?

I know there are other ways to get the effect I want (Knife tool and then deleting the vertex at the center) but I'm just curious to know if this is a feature.

If I understand correctly what it is you are trying to do then all you need to do is temporarily uncheck the Clipping option in the Mirror Modifier menu Then you will be able to select that vertice and drag it away from the center line.


Cut both top & bottom of the mesh with knife tool Is there a way to draw the top of the mesh and bottom of the mesh at the same time using knife tool? I would like to draw and cut the same shape at the top and bottom of the mesh.

Thank you,
W

as you see in manual , you only press z in order to Cut through


How can I get particles to emit with a rotation based off of the rotation of the face it was emitted from I'm relatively new to blender and I would like to get this hexagon model to emit rotated toward the face it was emitted from. Here's what I have,

If you are confused about something I said, I can clarify some more.

In ParticleSettings for the emitter, turn on Rotation and set Initial Rotation to Normal. In my example I also set gravity to 0, as shown, as it seems you did also.

Orient your particle object in edit mode in a way that its local y-axis points to the forward direction you like it to have. You can see its local axis by turning on Axis in Display tab of the object properties for the particle object.

You might also want to have a look over the manual section on particle rotation.


Trying to bevel a circle along a path, and getting a flat papercli[p I am using Blender 2.90 on OS X.
Sometimes just writing it out to everyone helps me resolve the issue.
I created a path in Affinity Design and imported it as SVG.  I do that a lot.
I want to make a paper clip, and bevel along the paper clip path.
The problem is that the paperclip is perfectly flat.  See image.  I found an explanation, BUT it does not make sense to me (maybe I am tired):

The trick is that the shape you want to extrude along the curve must be in the local XY plane of the bevel object. In fact, before extrusion takes place, the contents of the bevel object are projected to the XY plane of the bevel object. It is the same as if you had switched the Shape of the bevel object to 2D.
If your extruded shape is on the local XZ or YZ plane of the bevel object, then it will be reduced to a line when projected to the XY plane, and this line will be extruded along the curve, resulting in a flat extrusion.

This does not make sense to me, nor is it addressed in tutorials I have seen.  I have done this before, but maybe it is because  my path was imported as SVG?
Link to file removed.
Thank you in advance.

Found the answer.  On my SVG curve, I made sure I converted the points to smooth points (the ones with handles) but I neglected to change the first point.  It was just a point (no "vectors", if that is correct).  Transforming that point to a vector/smooth curve point worked!


Why does a plane with an image texture show as black in Cycles? I created a plane and added a Diffuse Material with an image as the texture, and a single lamp above it, using all default settings otherwise. Strangely, the plane appears as black in Cycles. I can't figure out what I could have possibly done wrong.

Do I need to tweak something? (Or is it normal for Cycles to treat a Plane with an image as not being illuminated (if there are no other objects in the scene)?)

Add some Texture Coordinates! Generated works out of the box, and UV is even better. All pretty standard stuff. :)


Texture works in one scene, doesnt work in another The same exactly image of the owl is rendered in Reward scene and is not rendering in HUD Screen for overlaying Scene

The same GLSL mode! The same plane and the same material. why it doesnt work?

I used that GIF that solved the problem:

https://gifyu.com/image/TPTA


Cycles left some squares in final render does anybody know why I get this final render in CUDA Cycles. I get this results when I try to render with CPU and GPU together, like they have set different number of samples or CPU try to catch up the GPU and don't render all samples:

GPU or CPU only render doesn't leave those squares, but what is interesting is that number of sampling doesn't change anything...I get the same noisy render when I set 400 samples and 20000 samples and the render time doesn't change, in both samples cases time is the same and I couldn't achieve better results.
I use latest Blender version 2.92, CPU Intel i5, 16 GB of RAM, Nvidia GTX 1050 Ti...win 10.
Is it possible that some features of Octane render engine, which I try day before and uninstall afterwards, has left behind and messed up my cycles render?
I have just noticed that the number of render samples are somehow limited to 32???
Any Idea?

I have found out what cause the problem!!!
One of my area light which I have use to imitate lights of the wall lamp, has been partly inside of the object:

That cause the artefacts and lot of noise. Now, the image is crystal clear!

I hope this will help others with same problem ;)


Is possible to draw over render image and save it? I would like to draw on top of render image and save it. For example, I would like to draw a text or a line and then save the final image as PNG.

I was thinking to use something like this: Is it possible to create image data and save to a file from a script

But, to make a line here or text would be a nightmare calculating each pixel position. I would like to use OpenGL primitives for drawing on top.

Well, I think I have an idea of how to do it:

import bpy
import bgl
import blf
import bpy_extras.image_utils as img_utils

# Get the render image
path = "c:\\tmp\\tmp_render.png"
try:
    result = bpy.data.images['Render Result']
    if result.has_data is False:
        bpy.ops.render.render()
        result = bpy.data.images['Render Result']
except:
    bpy.ops.render.render()
    result = bpy.data.images['Render Result']

# Save and reload
result.save_render(path)
img = img_utils.load_image(path)

viewport_info = bgl.Buffer(bgl.GL_INT, 4)
bgl.glGetIntegerv(bgl.GL_VIEWPORT, viewport_info)

scene = bpy.context.scene
render_scale = scene.render.resolution_percentage / 100

WIDTH  = int(scene.render.resolution_x * render_scale)
HEIGHT = int(scene.render.resolution_y * render_scale)

# Load image on memory
img.gl_load(0, bgl.GL_NEAREST, bgl.GL_NEAREST)
tex = img.bindcode

# Create output image (to apply texture)
out = bpy.data.images.new("output", WIDTH, HEIGHT)
buffer = bgl.Buffer(bgl.GL_FLOAT, WIDTH * HEIGHT * 4)

bgl.glDisable(bgl.GL_SCISSOR_TEST) # if remove this line, get blender screenshot not image
bgl.glViewport(0, 0, WIDTH, HEIGHT)

bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadIdentity()
bgl.gluOrtho2D(0, WIDTH, 0, HEIGHT)

# Clear
bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)

bgl.glEnable(bgl.GL_TEXTURE_2D)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, tex)

bgl.glBegin(bgl.GL_QUADS)
bgl.glColor3f(1.0, 1.0, 1.0)
bgl.glTexCoord2f(0.0, 0.0)
bgl.glVertex2f(0.0, 0.0)
bgl.glTexCoord2f(1.0, 0.0)
bgl.glVertex2f(WIDTH, 0.0)
bgl.glTexCoord2f(1.0, 1.0)
bgl.glVertex2f(WIDTH, HEIGHT)
bgl.glTexCoord2f(0.0, 1.0)
bgl.glVertex2f(0.0, HEIGHT)
bgl.glEnd()

bgl.glLineWidth(10)
bgl.glBegin(bgl.GL_LINES)
bgl.glColor4f(1.0, 0.0, 0.0, 1.0)
#bgl.glTexCoord2f(0.0, 0.0)
bgl.glVertex2f(0.0, 0.0)
#bgl.glTexCoord2f(1.0, 1.0)
bgl.glVertex2f(WIDTH, HEIGHT)
bgl.glEnd()

# Draw a Text
font_id = 0
bgl.glColor4f(1.0, 1.0, 0.0, 1.0)
blf.size(font_id, 18, 72)
blf.position(font_id, 0.5, 0.5, 0)
blf.draw(font_id, "Hello World")

#
bgl.glFinish()
bgl.glReadPixels(0, 0, WIDTH, HEIGHT , bgl.GL_RGBA, bgl.GL_FLOAT, buffer) # read image data
out.pixels = buffer[:] # Assign image data
img.gl_free() # free opengl image memory

#reset
bgl.glEnable(bgl.GL_SCISSOR_TEST)
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

Result:


How to re-parent a bone? I have rigged a gun, but the bones/armature is attached to the wrong bone.

I need to move all the bones which are meant for the gun to a different bone.

Images which explain the problem:

I guess you mean the way to change parent of a bone:


How to get/write an index for a modifier in a list box? I'm trying to write and addon that will display modifiers in a listbox, with the selected modifiers settings displayed below. But can't accomplish it because the template_list function requires an active index to reference the selection, which doesn't exist in the case of modifiers. here's an example comparing the list for vertex groups and the list for modifiers.

The modifier list throws an error because as far as I know, there is no "active_index" for modifiers - their just in a static state. How can I assign an index to reference the individual modifiers and select them from the listbox to operate on them, such as changing properties? Could I use a custom property or is there a better way to do this?

The thing is, there must be an index because the list box ordering updates according to the modifier stack - I just need to know how to access it if possible, and pass it to the list box.

please be explicit because I'm no expert here, thanks.

    ob = bpy.context.object

    row = layout.row()
    row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups,"active_index", rows=rows)

    row = layout.row()
    row.template_list("UI_UL_list", "list", ob, "modifiers",ob.modifiers, "active_index",rows=rows)

You can create a simple IntProperty() to be used as active index storage.

bpy.types.Object.modifier_active_index = bpy.props.IntProperty()

# ...

row.template_list("UI_UL_list", "list", ob, "modifiers", ob, "modifier_active_index", rows=rows)


How to create a Spraying Effect I am making  drone animation which includes the drone spraying pesticide on plants so how do i make the spray effect as in spraying a fluid on the plants. Thank You

My instinct is that you either want a particle simulation (for droplets) or a smoke simulation (for a fog).

Neither of these is trivial to pull off.  I can imagine that getting the "smoke" to flow down will require some tweaks.


Adjust the reference angle of the 2D rotation stabilizer When using the rotation stabilizer of a movie clip, we select 2 markers on the horizon e.g. and the angle will get adjusted to keep this line horizontal. Fine.

But now, let's say that my 2 reference points are not horizontal but draw a diagonal in the footage (one on the top right, one of the bottom left). How can I apply a sort of angle-offset to the rotation stabilizer so that I end up with my footage straight and not 45 degree!

Of course we could apply a rotation afterward but we would loose some serious quality needlessly.

An approach I thought about was to move the entire track of one of the markers so that it is at the Y level of the other, but in the graph we cannot select only one axis (unless we select the thousands of points one by one...) "a" will select both X and Y. A way to do that would have been to use the offset since the beginning of the tracking, but it took me an entire day to build my markers tracks mostly manually so I can't start all over now.

Thank you!

Ok I answer my own question :)

The reference angle of the rotation stabilizer is based on the angle of the points at frame 0 of the footage, regardless of the Start/End of the project. This angle will be the reference to maintain for the rest of the footage.

Therefore, to adjust the offset angle of the stabilizer, simply put the marker used for rotation at a different location at frame 0 only, then keep the rest of the track and go observe the results in the middle of your footage.


Connecting vertices in different objects I'm trying to connect 2 adjacent vertices pairs to create 1 face, and using F does nothing. I think that's because the 2 vertices pairs are in 2 separate objects.

See the image -- the blue square is where I need the face to be.

How can that be done?

Thanks!!

As you correctly suspected, you can only create faces with vertices of the same object. Join the objects first, by selecting them in Object Mode and pressing CtrlJ. Then create the face by selecting the vertices and pressing F.


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

Left: what should happen, Right: what does happen

Ok.  I seem to have found the problem.  The pivot point for rotations/scaling was set to 'individual origins'.  If I change it to 'active element' or 'median point' it works as I desire.  I don't quite understand why this change makes a difference, but it does.
Thanks for the input!  And if you know why this change matters, let me know!


Help with non-manifold geometry and stl file Pretty new to Blender and modeling in general and I've spent a couple days trying to figure out this problem. Can someone more knowledgeable take a look and give me some direction?
Background
Been working on modifying a 3d model in preparation to print, but have been running into what's become an insurmountable problem for me.
I've divided the model up into sections and added keys to help printing and assembly later. Have then exported each section as individual stl files to test importing and slicing in the print utility. All of the parts are fine except for one.
Issue
The problem section seems to have some geometry issues that I haven't been able to fix. There appear to be some non-manifold sections but I haven't been able to find a way to fix them. Have spent hours tinkering with the model manually to no avail. I've ran the section through Mesh -> Cleanup, as well as trying to apply a combo of remesh and decimate modifiers. (The last 2 kept crashing Blender so couldn't make progress that way.)
The key hole on the bottom may be causing problems. The stl file that gets generated sometimes has errors in the slicer or completely disappears when I change the rotation of the section model.
Here's an image of the non-manifold sections selected.

Here's a link to the blend file of the model https://drive.google.com/file/d/1ESKfCxDuTgUELPmL98NK5f8HZFfpfKw9/view?usp=sharing.
In the blend file, each model section is labeled like "sword-0", "sword-1", etc. The problem section is "sword-0" and should be the only one visible on opening the file.

There were three main issues with you non-manifold mesh:

Faces going through other faces - You need to reconnect them vertex to vertex.
Disconnected edges (with gaps) - hard to notice, check for non-manifold vertices
Holes in mesh - just fill them through Vertex > New Face (F)

To check for non-manifold geometry try this:

Select > All by trait > Non-Manifold. This will highlight all non-manifold vertices. There should be none.
Check face orientation - this will also reveal small holes and missing faces

Faces going through other faces

Disconnected edges (with gaps)


What noise.types are implemented within blender? I am trying to get the hang of noise / perlin noise / simplex noise for procedural generation of models and textures.

I am using mathutils.noise.noise() for getting a noise value. The api is mentioning different noise.types within this module. http://www.blender.org/api/blender_python_api_2_74_release/mathutils.noise.html
For example: mathutils.noise.noise(position, noise_basis=noise.types.STDPERLIN)

Unfortunately there aren't any stated.
Where can I find this information?

In Blender python console type noise.types. and hit Ctrl+Space and it will list all types :

>>> noise.types.
                BLENDER
                CELLNOISE
                NEWPERLIN
                STDPERLIN
                VORONOI_CRACKLE
                VORONOI_F1
                VORONOI_F2
                VORONOI_F2F1
                VORONOI_F3
                VORONOI_F4


how to fix the creases after solidify and why it occurs? Currently doing blender sport car creation course in blender 2.8. Followed step by step but also those pixelling after solidify doesn't go.

This is z-fighting. It happens because of binary rounding errors when you have very thin/ overlapping geometry compared to your viewport or camera clipping range. Do not solidify your geometry before using a Shrinkwrap modifier, if you need an edge, use it after Shrinkwrap. Also you do not need all the geometry that is not visible, so you can have rim only:

You have sides of the surface in vertex groups so I just selected the inner group and deleted it to fix the issue in the screenshot. You could have the Shrinkwrap modifier before solidify there if you needed it.


FBX seems to be empty when imported into Blender I'm making a roblox game with a tutorial (https://www.youtube.com/watch?v=_PlYzgQyco8).

When I export a file as fbx the project exists, but when you open the fbx in blender it just appears as the default...

You cannot open a .fbx file using Blender.

You must create a new file and import that .fbx file.

In your case, the Blender is opening the default scene instead.


How to make the circumference of a Path/Bezier Curve Low Poly? I am working on a game asset and I wanted to create some wires, I'm relatively new to blender but I want to know how to make a low poly wire. The circumference is too round as it has too many vertices. I could not find a solution anywhere else.

It would be really helpful if one of y'all could give me a solution.

You should select  your bevel object (curve circle). And in settings of this curve you should change the resolution value:

If you set it to 1 or 2, I think, it will be close to that you want


How to use russian letters in object names and filenames in Blender? I don't want this

21st century is now. Every app should be multilingual out of the box. How to teach Blender to accept russian letters?
No patches accepted.

Blender does not currently support unicode in the file browser. Sorry to disappoint.
~Dan


How to render blender hair and skin on the same mesh? I'm somewhat new on Blender, basically all youtube or Stack Exchange taught, so I'm not the best at all at rendering things...I got the hair rendered, but it's on the same mesh as the body, which I want to texture paint and render...how do I do that? Thanks!

You can assign several materials to a mesh.

To do that :

Go to edit mode (use face select mode Ctrl+Tab then 'face' as materials are applied to faces, but you are already in this mode here)
Select your hair surface using the group you have already created for the particles
Invert your selection Ctrl+I : the non hair part is now selected
Create a new material using the 'plus' sign in the material panel
Then click on 'assign'
You can then check that the assignation is ok : deselect all, then click 'select' in the material panel

Now you simply need to create your material (click on 'new' as this new material slot is selected), mark seams, assign a texture, etc. The same way you probably have already done it for the dress

Note : an alternative is surely to separate the scalp part. If you prefer that :

In edit mode select the scalp (using the group)
Duplicate it Shift+D
Then separate it P then 'selection'

In that way, you can have the hair and the scalp skin also. But here your hair is very dense and the scalp skin is not visible, it seems... so this is as you whish.

Another point. You have a lot of subdivisions with the subsurface modifier. You may lower it a bit and use the 'smooth shading' on your mesh. You will save a lot of calculation time, specially during the rendering. But this advice is totally optional !


Is there a way to use a particle system on a mesh with a re-mesh modifier? Recently I ran into an issue with the Re-mesh modifier. I tried to use a particle system with a mesh with a Re-mesh modifier, and the results do not render. I can get them to preview in the view-port, but they are not visible in the rendered image.

SOLVED: I have discovered a solution to the issue. Move the particle system up the modifier stack until it is above the Re-mesh modifier.

Now particles render normally. One thing you must realize, is that particle orientation will be based off of the original mesh, not the modified mesh.


I have a problem while selection I am trying to follow this tutorial: https://youtu.be/CRSm-dNOogE

Slight problem however... It only selects one ico sphere at a time and applies the material to that one mesh. When I try to deselect it only get rid of the highlight. It still remains in the properties. I am clearly doing something wrong. Here's a screenshot that partially explains it.

https://imgur.com/a/gRFvq3x

( I'm at 4:45 ish in the video)

So you want to apply one material to bunch of objects?
1) Apply material to one object.
2) Select all the spheres.
3) Right click on the sphere that has material applied to it to make it active object (it will have yellow contour instead of orange).
4) Do ctrl + L and chose "Material" to link materials.
5) Voila, all spheres have that material.


Camera can't see object, it only renders the background I've got a problem while trying to create a smoke simulation in blender 2.79 (internal render). I have already made a simulation which is appearing in the render mode, but when I'm trying to render it with the camera, the smoke is not visible. I'm very new to blender.

Rendered mode:
Camera Render Result:
.blend:
https://drive.google.com/open?id=17eeY1EcQnSQOAV3Uwez6f3_Yr7RTAEIf

Thanks in advance.

The clip distance for the camera is set at a very short range.

Your object is beyond the end clip distance and will not be seen by the camera unless you increase it.


OSL script node : detect if two object collides and output a bool I would like to have a script node that would output a boolean depending of if two objects are intersecting or not.

The goals is to use it in a mix shader and to hide / show my object depending of the intersection (kind of a mask).

The available inputs of my script node should be two objects ("active" object and "mask" object); and the output should be a boolean (0 or 1) for the FAC of a mix shader.

After having read this, I think it is possible, but don't know Blender scripting good enough yet to achieve it.

https://blenderartists.org/forum/showthread.php?390733-Generate-a-material-change-at-mesh-intersection
https://blender.stackexchange.com/a/9080/14306

Can anyone help ?

Thanks !

I've been working on something that goes somewhere towards answering your problem.. don't take it too seriously, I'm only getting used to some of the quirks of OSL in Blender/Cycles: some of these conditionals may look unnecessary, but for example, if I don't use the 'hit' local variable, it won't work, even though I don't need to.

#include "stdosl.h"

shader Dipper(
    string Container = "",
    output int IsInside = 0
)

{
    if  ( raytype("refraction") != 1 ) IsInside = 0;
    else{

        int ray_depth;
        getattribute("path:ray_depth", ray_depth);

        if  ( ray_depth % 2  != 0){

            string source_name;
            int hit;
            hit = trace (P,I);
            getmessage ("trace", "geom:name", source_name);

            if (hit==1){
                if (source_name == Container ){
                    IsInside =1;
                }
            }
        }
    }
}

You enter the name of your container object in the 'Container' input,(unquoted).

I'm also pretty sure you could make the logic of this shader fail, without too much effort.


Why isn't the Image Editor showing the denoising image like in the Compositor? I am fiddling with denoising a set of images but the image in the Image Editor is not denoised as in the Composition Tab. Is there something that I am missing to do?
I have already tried detaching and reattaching the nodes whilst also reloading the Image Editor.

You have to switch on top row of Image Editor from your 0001.png to Viewer Node :)


Changing Order of UV Maps For my mesh I have two UV Maps. I'm importing the Blender file into an external program which requires the UVMaps to be in a certain order. In the UV Maps list there are no up/down arrows like there is in the Vertex Groups list to change the order of elements in the list. Is there a way to assign the order of UV Maps in Blender? Or could there be a Python script to do this?

There is a little trick to it. When you have selected one UV Map and hit the plus button it duplicates the currently selected UV Map and puts it at the end.

So here are steps needed in order to reorder the order of UV Maps :

Select the first UV Map.
Click on the Plus button.
Delete the first UV map.
Rename the last UV Map to not contain the .001 suffix.


Shadow lines on faces on mesh I'm having difficulty of solving this problem. I'm making a high poly truck, though there are some shadow lines trying to fix up haven't figured it out just yet. This is my first vehicle model trying to make and in a sense, I think I kinda screw up the model a little bit as the UV unwrapping is kinda a mess, though I believe it isn't the way UV is set up because I have two different UV maps, it still shows the shadow outlines in solid mode, and I've moved the lighting around. If anyone knows the answer to this, or have a similar situation would be greatly appreciated.

Thanks

As LukeD commented, meshes should consist of quads of roughly the same size. A standard way of rendering faces is to take a color assigned to a given vertex of the face and linearly interpolate the color across the face to the next vertex. So if your faces are not roughly uniform in size, you can get these long shadows stretching across the surface of your model.

Basically, the lights in your blender editor illuminate the vertices. If one vertex of a face is very far from another vertex, the vert farther from the light will be assigned a darker color, and the "color gradient" across the long face is very noticeable (because it's just evenly blending the colors of the vertices across the face). If you add more polys, there will be more vertices to illuminate, which will give more accurate coloring.


my objects glitch through plane when i try to make them particals how do i fix this so the pear objects are actually on the plane instead of inside

its fixed i just had to go to edit mode on my pear and select all of it and move it away from the center which is the little orange dot


How to clear "Face sets"? I want to clear this at all. But unlike Mask, it is indelible.

In the Face Sets menu, go to Face Set from Visible. As long as everything is visible, this should clear the existing face sets.

This turns everything in one single Face Set which is not shown colored:


Controlling lighting in Edit Mode How do I control (increase) lighting in Edit Mode? Some parts of my object are really dark, making it hard to edit.

You can control the lighting of the mesh via the user preferences. However if some of the faces are dark and others not, it is a telltale sign of a certain flaw in your mesh: normals pointing inwards. You can fix it by selecting all (A), hitting space and looking for Recalculate Normals.

If you want to read up on normals, see Wikipedia: https://en.m.wikipedia.org/wiki/Normal_(geometry)


Why Is My Transparency Shader Not Working I just installed the Released Candidate version of Blender and noticed that a couple of things are missing. Im using CYCLES as render engine.

First, I can no longer make the TRANSPARENCY SHADER to work properly. My goal is to KEYFRAME the FAC so that I can make the object disappear at a certain point. (Please see video:
https://www.youtube.com/watch?v=VAEdu0Qeuts&feature=youtu.be) But as you can see, when Played around with the values of the FAC, it will create this weird shapes and not fully disappear.

Thanks

It looks to me that everything works normally, but you have a second material on those faces that doesn't turn transparent (and those faces just happen to form the observed weird shapes due to your mesh).

So to solve this you can either make all faces have the same material or have a transparency node and keyframes for each of those materials.

(If this answer does not work for you, please provide a .blend since other problems might show the same symptoms)

Happy Blending! :)


Alpha not rendered in movie in the Blender Game Engine I want to play a movie on a plane object in the Blender Game Engine.
The movie works fine, however even if the background of the movie is transparent,
when the movie is played it is shown as pitch black.

These are my settings:

GLSL (shading)

UV MAP

The UV map used as a screen is set to transparent (0 Alpha).

Material Tab

Set to SHADELESS and Transparency (0 Alpha)

Texture Tab

Use Alpha is checked!
Influence/Diffuse: Color and Alpha are both checked and set to 1 (Default)

I normally use these settings for images and they work perfectly fine. However they don't seem to work with movies. Can anyone help?

The movie has been created with the Video Editor in Blender Cycles (2.79):

FFMpeg Video
Container : Mpeg4
Codec: H264

The Film (Render) is set to Transparent.

The movie seems fine and it does show the alpha correctly.

Any idea of what I'm doing wrong?
Thanks in advance

S O L V E D

The movie must have an alpha channel.
This is how to obtain an alpha channel in a movie by using Blender Video Editor:

Properties(Output section):

File Format - FFmpeg video

Container - Quicktime

Codec - QT rle/QT ANIMATION

Once you are done, you will see that next to BW and RGB you now have RGBA.
Your movie will be rendered with an alpha channel and in the game it will work perfectly.


3D navigation using a Space Pilot Pro I have a question about 3D Space Navigators within Blender. The model I'm currently using is the Space Pilot Pro, a logitec product by 3dconnexion. I am not able to pan the view with my SpacePilot Pro 3D mouse.

How do I get this device to pan the view?  For some reason it is locked by default.

Using the default configuration you'll need to hold down shift while tweaking the knob for panning. Your Space Pilot Pro should have a shift built into it for easy access.

You can also adjust Blender's NDOF keymap to better suite your liking.


How to add holes to an extruded path object - I wish to modle a filmstrip I plan to animate a filmstrip (growing and curling around itself), using the path or bezier tool. BUT how could I get the sprocket holes as well; is there a system where you can extrude and add a regular set of boolean holes for example? Thanks in advance.

Start with a flat plane (film strip) and make an array of perforations (using a couple arrays) to punch holes in the plane. I have used academy 4 perf per frame here. I start with a box outside of the film plane, so that I know where it would appear o the previous film frame.

Then we array the plane, which has holes in it, and fit that to a curve. Make sure that all of the objects have their Origin Cleared at the centre (Alt-C).

BEWARE! Down't rotate the curve in the normal Z direction (up) as this will cause the film strip to pinch along the side which it would not do.

EDIT: Bonus material using a UV unwrap.


grease pencil strokes to mesh is not available in 2.8 release what just happened it was there in 2.79 beta and 2.8  alpha versions grease pencil strokes which can convert to mesh shortcut key is alt+C just disappeared in the official release or is there any way to convert grease pencil strokes to geometry in new release

You can convert it through the object menu in 3D view while in object mode (Object > Convert to > Polygon Curve). An option to directly convert to a regular mesh object doesn't exist, however you can convert either the polygon curve or the bezier curve to a mesh.


Why doesn't Blender Game Engine render worm gear mesh with all vertices and textures? Worm gear meshes in Blender Game Engine appear to render without many vertices, and without texture, when running the player. Rendering the same model in the viewport works fine. What is causing this? Is BGE supposed to render all vertices and textures?

Also, text with extruded depth, and texture, gets rendered as 2D text without extrusion or texture. Is this the same problem, or something else?

Update: Also a bug report here: https://developer.blender.org/T53181

The Game Engine by default hides back faces. By disabling backface culling (under the object's properties > material > game settings), I can make it render the faces.


Shape key animation applies to all animation actions, how do I only apply it to one? Like the title says, I've been learning how to use shape keys, and need to change the value differently based on my animation. But when I make one shape key animation it applies to all of my actions. Would appreciate any ideas on how to have separate shape key animations for each action

I think you will need a different shape key animation for every action. To simplify this you can copy the shape key you already have.
It's sometimes hard to notice but you have to click the little downward pointing ">" icon. Make sure you have only the correct shape key activated by having its checkbox checked, and having the other shape keys unchecked (since the new shape key will be a combination of all the activated shape keys). Then have the Value set to the correct value (in this case 1), and then choose New Shape From Mix.


What's the difference between DEF bones and ORG bones in functionality? I have downloaded a very nice, fully rigged, character model and have embarked on studying this file and doing some tests. However, from the theoretical POV, I can't seem to grasp the difference between DEF bones and ORG bones in that file. The file is "Mr Incredible" from Blendswap, all credits go to "Crias" the author of that file, not sure if I am allowed to re-upload his file here.

But in theory, how does each bone function and contribute to the rig? considering that a MCH bone is for mechanism, DEF for deformation, CTRL for Control..etc, I'm aware of the terms and functions for each type, except ORG, don't know if it's a sub-type of DEF or I got it completely wrong.

EDIT: Sure, here's a screenshot of the selected ORG bone:

It lies within another bone named "Shoulder.L" and this bone does deform the body upon rotation:

ORG - prefix for original bones from which the full rig is generated

DEF - prefix for bones contributing to deformation

Usually the ORG bones of the metarig are replaced by generated bones, but in this case the clavicle is used from the original rig and contributing to deformations.

This IMHO is a mistake and should be marked right, a copy of that ORG bone should be generated and marked DEF and the ORG bone moved to a hidden layer where rest of the org bones are lurking, ready to be tweaked and a new full rig generated from them again if needed. If both are the same bone, you do deform the mesh while tweaking the metarig and this is not wanted, the mesh should stay intact. If the org bones are in a separate armature (like with rigify), there is no need to have ORG prefixed bones inside the rig at all.


How to merge 4 adjacent, coplanar faces into a single face I have a plane consisting of 4 squares - take as an example a subdivided plane. How can I merge these faces into one?

There is an operator called Dissolve which does exactly what you want.

Select everything, with A, and then press X (or Delete) and select Limited dissolve. This will do the same thing as above, but will not require you to select the proper vertices manually.


I can't move objects with the mouse Somehow I've ended up not being able to move objects with my mouse the way I expect. In some cases they will move, but only by grid lines. I also can't rotate. I can still move them by typing a value into the move dialog, but rotating doesn't work at all.
Here is the blend file https://drive.google.com/file/d/17CQTB_8dIWrEcy0Uf-8vGA3XPBsJI6WE/view?usp=sharing
Ay ideas about how to get back to freeform movement?


How do you create a human model from one photo? im currently doing 3D movie still studies, where i try to recreate a movie still frame as perfectly as possible in 3D.

This is the one im working on right now.

I used the Blam addon to calibrate the camera so it perfectly matches focal length and rotation of the specific scene.

The biggest challenge for me is to create the human models for this.

Till now i use a human model mesh and transform it till the outlines match. Since the camera is calibrated thanks to "Blam" i can then use the Camera Input from the Texture Coordinate Node to apply the texture.

The problem is that i might want to animate the camera in the future.

As soon as the camera moves out of the calibrated position the Camera input for the texture wont work anymore.
I know that you can actually project a texture using a lamp.
But this will mess with my lighting in the scene.

Any ideas how to solve this particular Problem or thoughts and Ideas to improve my process in general are well appreciated.

A couple of quick thoughts.  First, regarding the camera movement, you could bake the image onto your mesh using a couple of different UV unwrappings, then tidy up the colors using texture paint.  I don't know if you have a high resolution version of your image but with the one you posted there's not a lot of detail to work with, you'd have to put in a bit of effort to get it to look halfway decent.  Here is an extraordinarily primitve demonstration of the concept (I didn't even use a human mesh, just a cube extruded into a vaguely human shape):

To do this, I would first unwrap your person mesh with a "project from view" unwrapping looking from the camera view.  Then position the uv faces so the mesh silhouette directly overlaps the human silhouette in the image you're working from.

Use that image as the diffuse color of your person mesh, and because of the unwrapping from the camera perspective it should look correct.  The sides will be distorted and the back will just be a mirror of the front, you'll fix that later (at least, the parts that will be seen).

Now duplicate your person mesh in place.  Give the new mesh a new material, and in this material add a new image texture (not connected to any shaders) that will receive the baked colors.  You also need to re-unwrap the duplicate person mesh to something where the faces do not overlap - you could use "smart UV project", the neatness of the unwrap isn't very important.

Then bake the colors of your first mesh to the texture in your second mesh using "bake selected to active."  I'm not going to go through all the steps here because that process is covered elsewhere.  Don't forget to save your baked texture externally.

How do I bake a texture using Cycles bake

Now you can clean up the texture using texture paint, taking advantage of the cloning brush, for example, to copy colors and textures from other parts of the mesh.

A different idea: the free MakeHuman program seems to be designed specifically to assist in making human figures (meshes and armatures) that match a reference image.  There are various tutorials on YouTube.  This might be faster than modeling from scratch, and the results will definitely be higher quality than the quick/hacky method described above.


Cycles is painfully slow even for the simplest of scenes Google shows that Blender's slow rendering has been questioned numerous number of times before too, but in my case it has gone to a degree that rendering even the simplest things requires ages. I'm using latest 2.78a version on Windows 10.

I understand that my machine is a humble one by any stretch (i5 + 8GB + Samsung 850 Pro SSD), but my expectation was that simple scenes involving a few cubes, one light source, one camera and a handful of materials would render in about a couple of minutes or less. Instead it takes the likes of 15 to 20 minutes every time I press F12 (blender says the scene has 1 lamp, 5 objects, 63 faces and 72 vertices, which I believe is pretty simple).

I have tried the following already. Doesn't make a considerable difference in rendering time:

Changing from CPU to OpenCL: throws error when loading libraries.
Changing Sampling: From 128/32 to 12/6.
Changing Light Bounces: From 12 to 4.
Changing Tile Size: From 64 to 256.

My gut feeling is that this has something to do with Windows 10, but I don't have Windows 7 or XP right now to test if that is the case. Has anyone else experienced this? Any other solutions to make it faster?

Make sure you dont have "Square Samples" checked.


How to change hair color along length of strand? At some point (not right away), I'll be wanting to make a character model which has multicolor hair.  Namely, it will be one color closer to the roots, and another color closer to the tips.

Is there any way to do this in blender?  I would be using Cycles for this.

You can accomplish this in multiple ways, the easiest way is to use a Hair Info node, and use the Intercept value to drive a Converter > Color Ramp node. Use this to drive the Factor on your mix or add shader node. Here is a quick example node setup:

And here is how it renders:

As you can see, the lower input into the Mix Shader is on the base of the hair, and the upper input is on the top of the hair. This will work on a Color > Mix RGB node as well.

EDIT: It is also possible to add another set of colors on top of the first two, giving even more controlability:

How it renders:

More realistic colorings:


How to paint through the mesh during weight painting More often than not when I do weight-painting, weights on a model are the same/similar through the whole mesh (for example leg, arm), but weight painting has culling which prevents paint to go through the model and affects only visible part. To rotate around mesh for painting is often less precise and is always time consuming.

How can I switch culling off and be able to paint through the whole mesh during weight paint (similar to texture paint with Tools -> ProjectPaint -> Occlude, Cull, Normal all set to Off)?

You can do this by deselecting Limit selection to visible from the header. You should now be able to paint through the entire mesh. It doesn't update the opposite side in realtime however as it does when painting, it updates when you release the mouse.


How to extract side-view outline (e.g. top view) of a 3D object to 2D surface? I want to make some 2D version of 3D particles. I used to shrinkWrap the 3D mesh to a plan, and draw NURBS curve manually along the boundary. However it is too time-consuming!

Is there any easy way to extract the 2D curve, i.e. the orange outline shown above, or clean the internal vertices of a shrink-wrapped mesh?

Update:
The knife project tool is not usable in my case, as the mesh consists of 20k+ vertices. The blender seems "dead" when using it.

Bmesh Approach

Projecting onto a plane such that proj is our vector normal to the
plane and the bounding box center is on the plane.
Split mesh into two sets of vertices those with normals pointing
towards and away from proj
Project them onto the two planes each side of projection plane Local Y projection of random icosphere "flatrock" showing intermediate result with scale_factor thickness 1, and silhouette edge mesh in orange
Bisect    the new flat ended mesh, keeping only the bisection result.

Test Script, projects using the local Y axis producing a front on silhouette mesh that can be converted to curve. Adjust proj (could use 3d view matrix)  and scale_factor which controls the thickness of flattened mesh.

Edit: Updated for 2.8. For prior version see revision 5

import bpy
import bmesh
from mathutils import Vector, Matrix

context = bpy.context
scene = context.scene
viewlayer = context.view_layer
ob = context.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)
scale_factor = 0.1
c  = sum((Vector(b) for b in ob.bound_box), Vector()) / 8

proj = Vector((0, 1, 0)).normalized()
T = Matrix.Translation(-c)
S = Matrix.Scale(0, 4, proj)
verts = [v for v in bm.verts if v.normal.dot(proj) > 0]
bmesh.ops.transform(bm, matrix=S, verts=verts,
        space=Matrix.Translation(-c - scale_factor * proj))
bmesh.ops.transform(bm, matrix=S, verts=list(set(bm.verts) - set(verts)),
        space=Matrix.Translation(-c + scale_factor * proj))

#bm.to_mesh(me)
bmesh.ops.bisect_plane(bm, geom=bm.verts[:] + bm.edges[:] + bm.faces[:],
        plane_co=c,
        plane_no=proj,
        clear_inner=True,
        clear_outer=True)

copy = ob.copy()
sil = bpy.data.meshes.new("silhouette")
copy.data = sil
scene.collection.objects.link(copy)
viewlayer.objects.active = copy
copy.select_set(True)
bm.to_mesh(sil)

This time showing result of looping on 3 principal local axes for proj in Matrix.Identity(3):

Y projection of Suzanne.  Showing how backfaces on opposite side of planes create some internal geometry which could be tested for and ignored

result of script on object with 60K+ verts ran in a couple of seconds on old computer


Why is this anti-aliasing artefact happening? Shown below is a render of a model of mine.

Larger version here

As you can see in the circled portions, the anti-aliasing is pretty bad. How do I improve it?

I've tried increasing the samples per pixel and the sample width, but neither seem to help it. Is there any other way to correct it?

Looks like you have transparency on the Island material, switching it off seems to do the trick,


3d cut pyramid letter my problem is: how to create a 3d cut pyramid letter.

So, let's consider a single letter "A",
what I want is the possibility to have a 3d "A"
in which one of the two face is smaller than the other.

I thought it was easy: select a face and shrink it,
but then the other face goes crazy.

Something like this?

Make your letter(s), then extrude them with the text controls.
When it's about where you want it to be, do Object > Convert to > Mesh.
Now you can use a boolean modifier to cut it to the final shape.
Here's some information on the Boolean Modifier, if you need it: https://www.blender.org/manual/modeling/modifiers/generate/booleans.html


List bpy.types in a scene including empties In the example shown below, all bpy.types are found, except that for the empty. Is it possible to add code to find the bpy.type for the empty as well? This is Blender 2.81a.

The code is listed below and the .blend file can be downloaded here.

import bpy,os

# Clean the terminal window, on linux/mac use 'clear', on windows use 'cls'
os.system('cls')

for obj in bpy.data.objects:

    print("\nObject name:",obj.name)

    if type(obj.data) == bpy.types.Mesh:
        print("bpy.type: MESH")

    if type(obj.data) == bpy.types.PointLight:
        print("bpy.type: LIGHT")

    if type(obj.data) == bpy.types.Camera:
        print("bpy.type: Camera")

#    How to find the Empty? This code does not work:
#    if type(obj.data) == bpy.types.Empty:
#        print("Type: Empty")

I guess, you just want to execute something based on the actual type of object while running through a list of objects in the scene. In this case, better use the type attribute of each object, which returns (as you probably guess) the type per object so no need to compare against RNA types:

>>> C.object
bpy.data.objects['Empty']

>>> C.object.type
'EMPTY'

Test all objects of the collection in context (active collection):

import bpy

C = bpy.context

for obj in C.collection.objects:
    # Check for geometry type
    if obj.type not in ('EMPTY', 'CAMERA', 'LIGHT'):
        print ("Geometry object:", obj.name)
    # Check for empty
    elif obj.type == 'EMPTY':
        print ("Empty object:", obj.name)
        # Print the type
        print ("Draw type:", obj.empty_display_type)

API: https://docs.blender.org/api/current/bpy.types.Object.html?highlight=type#bpy.types.Object.type

All types of objects for reference: 'MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'ARMATURE', 'LATTICE', 'EMPTY', 'GPENCIL', 'CAMERA', 'LIGHT', 'SPEAKER', 'LIGHT_PROBE'


How to make dirty looking object? I want to make an object look dusty and have some scruff on it (like the image directly below), but I am unsure of how to go about this.

Notice the dust and smudges on it, that's what I am trying to recreate.

I've modelled the object but would appreciate some advice or keywords to help do my own research, as you can see the render is a far cry from what I want to end up with. If you need any more information I can provide.

Decided I'll post a tutorial anyway in case anyone else is curious in the future, as the techniques used are extremely valuable to a variety of different scenes and renders! :)

This is along the lines of what we'll be creating, rendered at 150 samples:

1. To begin, I've used a relatively simple scene setup comprised of a UV Sphere, backdrop and 3 emission Mesh Lights.

2. Diving in head first, we'll jump straight on over into the node editor! The basic glass material will be comprised of 2 Shaders, a Glass BSDF mixed with a Glossy BSDF, with a Layer Weight node's Facing output plugged into the Fac input of the Mix Shader. Set the Blend of the Layer Weight node to 0.200. Change the Glass BSDF's light distribution type to GGX, and the IOR to a value of 1.800. Finally, add an RGB node and plug the Colour output of the RGB node to the Colour input of both the Glass BSDF and Glossy BSDF. Change the colour of the RGB node to the values shown in the following screenshot:

3. Now we've got the basic glass set up, let's add in some fingerprints! Glass is rarely ever 100% clean, and unless it's been recently polished or moved by machine it's going to have little bits of human grime on it in the form of fingerprints. We'll add this photorealistic detailing in through the use of a custom 'Finger Print Map', which I created using chain's brushes located here http://chain.deviantart.com/art/fingerprint-brushes-549217 . You can download my Seamless Texture from the imgur album link at the bottom of this post :)

Start by adding a Texture Coordinate, connected via the Object output to a Mapping node. Change the Mapping Node's XYZ Scale values to 0.500 and connect to an Image Texture Node. Open up the 'Fingerprint' texture into this node and set the projection type dropdown from Flat, to Box, with a Blend of 0.500. Finally add in a Mix RGB node and set the blend type to Add. Plug the Image Texture into the add and the Add into the Roughness Input of the Glossy BSDF shader as follows in the screenshot. Finally change the Colour 2 input of the Add node to a more greyish colour, i found changing the RGB values to 0.250 to work quite well. This just helps to mute the fingerprints slightly and make them appear more realistic.

4. Next comes the scratches! These tiny details will add both roughness and surface texture to the marble, all the while enhancing the realism! Again I created this Seamless Scratch Texture from, well scratch, using KeepWaiting's brush set located at http://keepwaiting.deviantart.com/art/11-Scratch-Brushes-for-PS7-177075258 , again you can download the Normal Map of the texture in the imgur link at the bottom!

Start by duplicating the Mapping and Image Texture Nodes and connecting them up to the Texture Coordinate Node as we did in the previous step. Change the scale of the Mapping Node's XYZ to 2.000 and open up the 'Scratch Normal Map' in the Image Texture node, changing the Colour Space from Colour to Non-Colour Data and the Blend to 0.000. Next, add in a Normal Map node and connect it to the Image Texture and Glass/Glossy nodes as shown in the screenshot. Finally, change the Strength value to 0.100. This will add subtlety to scratches that are really only visible around light sources reflected off the glass, but it'll help sell the weathered effect by a million percent! ;)

5. The final step! And arguably the most complex, so it'll be easier to explain it by showing, rather than explaining. Using the custom dirt map that I have edited from this original image: https://hmmatthews.files.wordpress.com/2012/07/table_colour.jpg , we will overlay it on top of the glass, adding an effect similar to that caused by limescale and grimey water and dust drying on a window surface... or a marble in this case! :P This image will also be available in the imgur link at the bottom.

Begin by repeating the process of adding in Mapping and Image Texture Nodes, change the XYZ Scale to 1.000, load up the 'Dirt Map' Texture and set the Blend to 1.000. Next add in a Diffuse BSDF (with a colour of that shown in the screenshot) with a Transparent BSDF, and mix them together. Plug the Dirt Map Texture into the Fac input of the Mix Shader. Add a second Mix Shader and insert it as the last node before the Material Output, blending together the rest of the nodes with the 'Dirt Map'. Again plug the 'Dirt Map's input into this second Mix Shader's Fac input, however this time add in a ColourRamp node onto the connecting node branch, and edit the stoppers as shown in the screenshot. This causes that subtle speckled effect that is definitely totally not noise...! (Don't worry it becomes more obvious with more samples!) ;)

6. (Optional Step:) Below are several setup screenshots of my render settings for the final image at the start of the tutorial, using my CPU.

And there you have it, the final result alongside a sweet node Setup! :P

And as I mentioned the techniques and textures can be used with a variety of different materials in a variety of different scenes!

Hope this helps! :D

Links:-

1) Imgur Link to Custom Maps: http://imgur.com/a/0Fpru

2) KeepWaiting's Scratch Brushes: http://keepwaiting.deviantart.com/art/11-Scratch-Brushes-for-PS7-177075258

3) chain's Fingerprint Brushes: http://chain.deviantart.com/art/fingerprint-brushes-549217

4) Original Dirt Map Image: https://hmmatthews.files.wordpress.com/2012/07/table_colour.jpg


How do I save a rotated HDRI from Blender? I just need to export a rotated HDRI background image. I rotated the image:
How do I rotate an environment texture?
How do I save it?

Also, if I could choose between HDRI or 6 cube images that would be great.

add camera, rotate it on 90deg. by 'X' axis., and select Panoramic Type with Equirectangular Panorama type.
use Cycles render engine with just 1 sample.
don't use Filmic View transform.
set Output dimensions as environment map.
render an image and save it in EXR or HDR format!


Glass acting as a lens? What could be causing my plane with glass shader to act like a lens?

I want normal glass, and already have tried 2 different node setups, but it still acts like a lens.

Render:

Glass node setup 1:

Glass node setup 2:

It looks like the glass object has no thickness.
Without any thickness, rays are bent only once, and behave as if everything behind the plane were inside the glass, rather than behind it.

After adding a solidify modifier (or thickness via any other method), rays passing through the glass will be bent upon entering it, then bent back upon exiting it. This should result in the expected appearance: