Blender stopped opening for me on windows 10 When I open blender, the command box pops up, goes away, a grey window opens and then closes immediately with no error message or anything. Even when running as administrator. From following some other posts on the issue I did manage to get an "exception_access_violation" error when running in cmd.

I've completely reinstalled blender multiple times now (always going in and manually deleting anything left behind after each install in AppData and program files) I've tried both of my hard drives, both 64 and 32 bit, both zipped and installer. I've tried reinstalling my graphics driver and running the intel processor updater (though it said there was nothing to update)

I've tried downloading a new opengl32.dll but putting it in the blender install directory did nothing, and when I try to replace the system32 one it says I need permission even after granting administrator permission.

I very recently completely wiped my entire computer and installed a fresh version of windows 10. and Blender was running fine for a while. The only thing I can think of that I for sure did between it working and not working is that I updated my graphics card driver (Nvidia GeForce GTX 1070. Now ver 416.94)

Anyone else having this problem? Any suggestions on fixes? I'm banging my head against a wall here.

Ok, so the best way to solve mysterious bugs like this is to divide and conquer. Basically try to isolate things that might cause it and run experiments that rule those things out. What you end up with at the end will be the issue.

We can't really be of much help since this process requires access to the machine with the issue. But perhaps trying this method may help you.

So, you've mentioned you have an access violation? That, sadly for you, is the equivalent of announcing you've lost your needle in a particular haystack.

Something you could perhaps try is to run blender from the command line with some of its debugging options. For instance try

blender.exe --debug

There's no guarantee that you won't get a crash, but at this stage, its probably beneficial to try and gather more information that will narrow down where the problem is.


How to add an editor for one element of location or rotation_euler I what to add a Panel to edit some property of some objects. Here is my code:

import bpy

class LayoutPanel(bpy.types.Panel):
    bl_label = "Panel with funny layout"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOL_PROPS"

    def draw(self, context):
        layout = self.layout
        cube = bpy.context.scene.objects["Cube"]
        layout.prop(cube, "location")
        layout.prop(cube, "rotation_euler")

bpy.utils.register_class(LayoutPanel)

Here is the panel GUI:

However I want to only add a slider editor for only the x-axis location and rotation.

Use the index property of the prop layout.

import bpy

class LayoutPanel(bpy.types.Panel):
    bl_label = "Panel with funny layout"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOL_PROPS"

    def draw(self, context):
        layout = self.layout
        cube = bpy.context.scene.objects.get("Cube")
        if cube:
            layout.prop(cube, "location", index=0)
            layout.prop(cube, "rotation_euler", index=0)

bpy.utils.register_class(LayoutPanel)


Is it posible to mix materials in fluid simulation I'm trying to create a logo where balls of slime are thrown and splash to the logo, but I would like to have different materials for each ball of slime.

Is thispossible? because I can't create more than one domain thus not able to assign different materials

An alternative to the fluid simulation, could be using a particle system:

First add a colliding box:

Then add fluid sources (depends on the amount of balls of slime you want to use and what shape they are, in my example I use 2 cubes):

In the physics tab, enable Collision and set the Particle Damping Factor to 1 (highlighted with blue). Also make sure to set the end time (highlight green):

Then select a cube and add a particle system and tune the Emission settings highlighted in blue as you desire, but make sure to set Emit from: Volume:

Then tune Emitter geometry and Emitter object settings, but make sure to choose Physics: Fluid:

Next, select the other cube and add a new particle system by clicking the right most plus sign, then select the previous settings called ParticleSettings and click the plus sign next to it to make a copy:

Then tune the Emission, Emitter geometry and Emitter object settings, but make sure Emit from: Volume and choose Physics: Fluid  as in steps 4 and 5.
Then add two UV spheres and assign material to each of them:

Also enable Colission and make sure to set ParticleDamping Factor to 1:

Then select a cube, in the particlesystems settings: Render section, choose Object and select the name of the sphere and tune the size:

Then select the other cube and do the same:

After some modifications, for example choosing the Viscocity value to 8, you may obtain the following result:


Removing artifacts from transparent textures Im trying to map a texture with transparent but it appears that it has some artifacts around the texture...

i dont have anything black in my uv:

Could some one explain to me what is happening ?

In the textures tab you should check the box that sais Alpha and drag it al the way to the right to make the Alpha of the texture 100%. Then go to the material that uses that texture and set the transparancy to 0 so that the material isn't shown but the texture is.


Limited set of output codecs in Fedora Linux. How can I enable others? I'm trying to render a video using blender, it have some images and sound, if I render it using just the default options I get no sound.

Searching on internet I found that I need to use other format than AVI JPEG to set some codecs options, I just have "AVI JPEG", "AVI RAW" and "FRAME SERVER". I'm keep looking but I can't found any information to solve my problem.

Im using fedora and actually I have
xvidcore-1.3.2-5.fc20.x86_64
ffmpeg-2.1.7-1.fc20.x86_64
packages installed.

EDIT:
When I had the problem I had the last version of blender installed from blender download site, I also tried installing blender from dnf, also tried with buildbot, so this answer didn't solved my problem.

Fedora ships blender with ffmpeg disabled for stupid legal reasons.

You can rebuild blender from the fedora source rpm with -DWITH_CODEC_FFMPEG:BOOL=ON as root as follows:

# cd /var/tmp
# dnf download blender --source
# rpmbuild --rebuild blender-*.src.rpm

The latter will most likely fail which is fine because that would be the one you already have. Install the BuildRequires:

# awk '/BuildRequires:/{print$2}' ~/rpmbuild/SPECS/blender.spec \
    | xargs -r dnf -y install

Enable ffmpeg, rebuild and install:

# perl -pi~ -e 's/WITH_CODEC_FFMPEG:BOOL=OFF/WITH_CODEC_FFMPEG:BOOL=ON/' \
    ~/rpmbuild/SPECS/blender.spec
# rpmbuild -bb ~/rpmbuild/SPECS/blender.spec
# dnf reinstall ~/rpmbuild/RPMS/x86_64/blender-[0-9]*.x86_64.rpm

Now you have blender with matroska, h264 etc :)

Optionally versionlock your version:

# dnf install python-dnf-plugins-extras-versionlock
# dnf versionlock blender

Pål


Why is sun lamp not projecting in parallel... and how to make faded shadows? I'm using Blender's Internal Renderer....I have some flag shapes, with a sun lamp casting shadows. (see pic) But the sun lamp is not throwing parallel shadows on to the white plane behind it. Why? Is this a Blender bug? Also... I want to export the flags and the shadows ONLY... not the white plane... just its shadows.

And third... I want for the shadows to be somewhat faded (a lighter ghosted, transparent shadows). Any ideas. Thank you.

It's not a bug.  It's just the effect of the camera perspective.  Suppose the sun was directly overhead and you stood on one of the flags.  You wouldn't see any of the shadow of the flag you were standing on, but for the other flags, the further away they were, the more of their shadow you'd see, even though all of the shadows would be directly under their respective flags thanks to the parallel sun rays.

For the effect you're trying to achieve, it would normally be enough to switch the camera to orthographic mode.  Select the camera, go into the "Camera" panel, and change the setting under Lens from "Perspective" to "Orthographic". Unfortunately, it looks like shadows created by Blender Render don't work correctly for orthographic cameras, so they're not all the same size the way they should be.

I'd suggest doing it with another mesh instead.  Delete your plane, make a a copy of all your flags to serve as a shadow and move them down below the real flags.  You can Ctrl-J to join them into a single mesh and then change the material on the copy to be a semi-transparent black.  With an orthographic camera, this should give you the effect you want.  In the Render tab, you should be able to select "Alpha: Transparent" under "Shading" to get proper transparency in the output.

Here's a blend file by way of example:

and the resulting render:


Won't render animation after having already rendered a version I'm very new to blender and not a very techy person. I rendered out a simple animation of a logo as a sequence of png files, then edited it in the video sequence editor. I was able to do this with no problems.

Next, I made edits to the original blender file of the logo, adding text and lights, and creating different camera moves. This time, when I tried to render out the png sequence, nothing happens. I tried to trouble shoot using questions people have asked in the past, but I still have no luck.
Can anyone help? Thanks.

You have added an image file to the VSE (Video Sequence Editor) and as you have not added your scene to the VSE, all Blender tries to do is output that one file for each frame.

You can either delete the Image strip from the VSE or disable the Sequencer under Post Processing in the Render settings.


Track a pixel between frames using speed (vector) outputs? With a sequence of frames, I am looking to compute how each pixel moves between two frames (i.e., optical flows). For example, I wish to generate a "pixel movement map" that tells me, for example, pixel '(100, 100)' in frame 1 moves to '(102, 105)' in frame 2.

As this post suggests, I can

  enable the desired render layer (ie "vector") and then save the render
  output as OpenEXR file. That format will save all the desired render
  layers (in this case, motion information in 4 channels) in a single
  file...

I now have the OpenEXR images of size '1080x720x3'. The values range from around '-200' to '100'. Given the relatively small motion between two frames in my case, I am sure these numbers are not in pixel unit (also, they are not even integers!).

What exactly are these numbers? How should I process these values to get movement (in both 'x' and 'y' directions; pixel unit) for each pixel?

P.S. -- As I write this question, I realize there will be pixels present in frame 1 but not in frame 2. Not sure how this speed output reflects that?

I've found a solution to my own problem after some research. We need to save all four channels, because

  R: pixel displacement in X from current frame to previous frame

  G: pixel displacement in Y from current frame to previous frame

  B: pixel displacement in X from current frame to next frame

  A: pixel displacement in Y from current frame to next frame

as discussed here.

Updates after hours of debugging (sigh...) -- The above statements are NOT 100% accurate. The first two are accurate, whereas the bottom two should instead be

  B: pixel displacement in X from next frame to current frame

  A: pixel displacement in Y from next frame to current frame

Caveat -- the y-axis seems to be pointing upwards. I need to flip its sign to display correctly on my image.

I used this MATLAB package to read all four channels of the OpenEXR images.


2.80 - use Eevee and Cycles together for motion blur issue I have one question about one problem in my experiment with motion blur in Eevee. I know that in this time is not supported and maybe will be supported in future official release as another primary function, but I want to try some experiment with Vector pass from Cycles.

I would like to try to make render of car with animation of fast rotating back wheels. I make two scenes (duplicate, not linked).

I join this two scenes with separate Layers setups and render engines together in compositor. The same node tree is in the both scenes.

It works pretty well (picture), but It has a problem. It works only if I start rendering manualy by render button on scenes nodes, but it don´t work if I push F12 or Ctrl+F12. It rendered all scenes only in one renderer in actual scene. It do not switch them.

Please help me find out a issue, where is a problem. Thanks a lot :).

Note: For this test I use model from Blender Corvette modelling tutorial from CG Masters

I was able to get this set up by creating a separate scene that composites the Eevee and Cycles scenes together - I have both of those set up with the default composting node setup, but I'm not sure it's required. This allows it to work with all frames, or individual ones if you render from the composited scene.

If it's a sequence, that composited scene clip can then be placed on the timeline in the VSE (in a master VSE scene), but it doesn't have any preview functionality unfortunately, so I set up two tracks - one that contains the original unblurred Eevee clip, so I can edit/render things quickly with the solid shading, and the other has the composited one. I just enable/disable the tracks before exporting. I wish there was a workflow in the compositor for branching off when wireframe/solid is requested, but I haven't seen anything do that yet.

Thanks for detailing your node setup here - it was really useful!


Strange colouring on faces I have a model with strange colouring on some of the faces after I've sculpted. If I remove the faces and re-create them manually then they are fine and the colour appears as it should...the wierd faces are lighter in colour...

This is an image texture being applied to a UV map.

See also when next to the UV Editor these faces are missing...

Another EDIT:

Just found the faces, they were in the very bottom of the UV Editor...

If I do a Smart UV Project it fixes it, however then my texture image doesn't match the UV unwrap.

Just learning Blender so this might be a simple fix.

thanks

Dave

I'm assuming you have checked them but you should see that the faces are properly attached, don't have any kind of vertex color / special properties in the vert data tab, and all have the same material.


Artifacts on cube after modulo on coordinates This happens with the following node configuration:

It is caused by the modulo (or Fract) operation. I stumbled upon this problem while trying to repeat coordinates on a cube. It works fine on a plane.

Any idea why is this happening? The effect is similiar to z-fighting and only happens in perspective view. In orthographic that side is black. Is the modulo operation for some reason unable to determine a value at that side of the cube ?

The Modulo node, when used with vector input repeats the output values at regular intervals, in this case $1$ unit.

You are using Generated texture coordinates as input which uses the objects size for coordinates, meaning it that maximum X,Y or Z are always considered at coordinate $1$ regardless off absolute dimensions.

Since in this case geometry is a cube, there is a planar face at precisely the coordinate X=$1$ which is the boundary point exactly where the Modulo pattern repeats itself and goes from black to white.

And that is what you are seeing, it is not Z-Fighting per-se but it is exactly the same kind of mathematical imprecision computers can't really solve well.


bone local_matrix all at location 0,0,0? I'm trying to update a script from blender 2.55 to 2.7 which was supposed to work, but here I have an issue, to get the bone matrices I take the armature world_matrix and multiply by the bone local_matrix but all my bone seems to be at 0,0,0. I need to obtain the world matrix of each bone in object mode.

my test code:

import bpy
from bpy.props import *

ob=bpy.context.selected_objects[0]

for bone in ob.modifiers[0].object.pose.bones:
    print("matrix channel",bone.matrix_channel)
for bone in ob.modifiers[0].object.data.bones:
    print("matrix_local",bone.matrix_local)

For both I have 0,0,0 for location (last line 0 0 0 1)

Thanks

this is not official but after inspection :

the last line is not for location in 4*4 matrix

matrix_local is the rest matrix in the armature space
matrix_channel is the pose matrix according to the rest state
i think the last line is there to make a square matrix


Is there any way to fill the whole back of this mesh? I'm modeling a shield and got stuck with a problem. I want to fill the whole back of the shield mesh, but can't figure out a solution on doing so. I can't just press F to fill since all of them are individually modeled, but all of the vertices are aligned. I've attached a screenshot bellow

Hoo boy.
Ok so before I suggest something to solve this at this stage, id like to really reconsider your workflow in modeling: Fill first, extrude later. Also: do not intersect geometry (non-manifold meshes)

For this case i would say that maybe if you used the "Grid Fill" feature you could fill the faces to make sense on automatic (space -> search: "grid fill").
Otherwise theres always the soul-crushing way of doing it by hand: quad by quad (have fun)

At this stage id just trash what you did here, and restart the whole model with the elements already filled and then extrude them. It doesnt look like too much work.


Portions of Video Pixelated in iMovie First post. I’ve been using blender for a month and am now addicted. Made an animation of Suzanne being abducted by a UFO. When I save the video to my computer and iPad, it looks great. But when I import it to iMovie on my iPad, portions of it become pixelated. I can fool around with the iMovie editor and other settings to reduce the pixels sometimes, but they always show up in the same two areas (pictures attached). There's also a lot of lag in iMovie. I’ve tried rendering the scenes from blender in both MPEG 4 and QuickTime containers but the pixels are present in both attempts when imported to iMovie. The file format I'm using is "FFmpeg video" and video codec is "H.264". Thanks for your help.

If the pixels only occur after you import your video into iMovie and not in the rendered file on your computer, then it is probably an issue within iMovie rather than with Blender. You can try exporting the scene as PNGs which you can then string together at 24 per second if you are looking for a different format to use. If the rendered scene looks okay when you play it back on your computer, but pixelated upon import to your iPad, no changes in Blender are likely to fix that. Try asking this question in the "Video Production" or "Apple" stack exchanges and they may be able to help better than we can.


Rig only generating root but I can't use Human(metarig) So I'm trying to rig a character but I don't want to use the Human meta rig because my character is similar to a early n64 character because it doesn't have fingers. I've heard people say on similar threads to just rename all the bones to match the ones on the human metarig but my character dosn't have all the bones the metarig does(I have tried renaming what I have). I tried getting the human meta rig and then deleting all the bonesenter image description here I don't need but that just ends in a error,any ideas?

You can use the Simple Human metarig, which has no fingers and no facial bones, edit it accordingly to your character, then generate the Rigify rig, which has complex and sophisticated mechanisms that lets you animate easier.

For further infos relate to Blender manual:
https://docs.blender.org/manual/en/2.81/addons/rigging/rigify.html


The mug handle is not in the place I expected I am making a mug in blender based on a picture. I make the make in Front Ortho and it's just fine but when I look at it from different angles it looks completely wrong. Why is this happening?

?

This often happens when you extrude with CTRL + LMB🖱. It's better to model objects like that bevelling a curve and combining them with CTRL+J later. Bevelling a curve lets you shape the object any way you want changing the curve as long as it is in 2D mode. And the handle is not choppy then.


How can I blend different textures on a landscape? I'm trying for quite some time now to find a good tutorial on how to texture landscape. I found one very helpful which generates a normal map of the mesh and uses this to texture but that's not what I need right now. I sculpted a landscape and now that its done I want to put on several texture. One for a path with dirt, one for grass etc. but I just cant find a way to blend the textures. Most tutorials on this are super old and don't work anymore (the ones I found).

So please point me into the right direction for this. Wouldn't mind using other programs like gimp or photoshop for this if that's required.

From what I read, i think your asking about how you can have 2 image textures and just smack them onto the same plane/object for landscaping scenes. Now this is some what my specialty and passion as it is what i do nearly everyday. So for example i will use Grass and dirt(soil) to explain. In the real world, grass needs dirt to survive. So in order to have an effective scene which captures the audience you need to have a base plain with 1 texture, (Dirt) and use a particle system to apply the grass patches where you want. To add more effect instead of using a normal map, use a displacement map to show small details like rocks and particles. And apply your grass. It will give you a great effect with lots of control and will also open up opportunities for animation of the grass when wind interferes with it. I hope this helps you with an understanding that some things shouldnt be just textures and that they need their own objects.

https://www.youtube.com/watch?v=eshOzshjt90
Here is a tutorial of what I mean.


Messed up Mesh on Object I was trying to bevel the edges of a cylinder, and then I got all this mess showing up within the faces of my object. I tried to recalculate normals but its not clearing up.

Thank you.

you got double faces.

in edit mode select all verts.
alt + M > By distance > if the double faces are not gone hit f9 in 3d view and make the distance more.


Animation Nodes: Trigger Action, Save Value if Frame Matches? I've created a simple stopwatch (Blender 2.79, Animation Nodes 2). I have certain frame ranges I want to time. I have a list which has two elements...a start frame, and a stop frame.

Upon reaching start frame I need to zero my stopwatch by setting a math "subtract" node equal to the current frame. I can easily detect a boolean compare of start frame and current frame, but then I need to push the value into my "subtract" node. I do not see a node for "if true alter some variable in another node, else leave the variable alone".

I'm good with detecting a true/false boolean condition...I'm lost on using that condition to trigger an event to save data for future use...to push data onto a queue or stack or array which I can refer to at the end of the video. Is there an animation node I can use to trigger a write to a math node or append to a list? Will I need to figure out how to link my boolean detection of start and stop frame to a python script, followed by the python updating the math node or list?

While I think it's possible to dynamically change the values of a node with a script, I assume the better option is to use a Script node to store an ID property, e.g. in the scene. For more complex data types than single float or int values you may have to define a custom bpy.propsproperty.

A script with a boolean for the reset as input and a single float for the time as output should work.

import bpy
scene = bpy.context.scene
frame = float(scene.frame_current)

if reset:
    scene['last_reset'] = frame

time = frame - scene.get('last_reset', 0.0)

N.B.: Interestingly, the ID property is only retained if the frame is manually converted to a float. If the float conversion is removed (frame = scene.current_frame), the property vanishes every time the reset flag is cleared.


What is meant by numeric sequence? The variable matrix contains 16 float values and I want to create an instance of Matrix

 m = Matrix( matrix[0:4],matrix[4:8],matrix[8:12],matrix[12:16] )
 qr = m.to_quaternion()

This leads to:

TypeError: Matrix(): expects no args or 2-4 numeric sequences

I tried to put parthesises around each expression like (matrix[0:4])
What is meant by numeric sequence when neither way works?

mathutils.Matrix behavior changed so that it expects a single argument, but the error message wasn't updated (now done)

This works as expected:

m = Matrix((matrix[0:4], matrix[4:8], matrix[8:12], matrix[12:16]))
qr = m.to_quaternion()

Mailing list thread as to why the changes was made


Collection for New Object? (Version 2.8) This is driving me batty!  When I create a new object, it appears in some collection, sometimes one that is hidden, so I have to go hunting for it, expanding each in turn until I find something that does not belong.

How do I control which Collection will be used for new objects?

New objects are always added to the active collection. To make a Collection active just click on its icon in the outliner to set it as the one new objects are added to.

The active collection is indicated in the Outliner while in View Layer mode by a transparent circle overlay over its icon


Sharp vertices in model I'm having a problem with my model, the edge highlighted with red goes around smoothly as the vertices are rounded off, but the vertices highlighted inside the green circle and all the vertices along its edge are cuspy and the edge seems to stick to them and not go around smoothly.

I want to make the edges smooth around these vertices.

Ok. I played some with your model. It seems during modeling some edges became corrupt. What you need to do is select all the offending edges, that should be smoothed by SDS but are not, one by one, hit X choose Dissolve Edge, then select the 2 remaining Vertices and hit J. What you will be doing is in fact replacing all erronous existing edges with new ones. Then they become smooth under SDS. Then you can apply Crease to all the needed edges. It's a laborious task, but it works. You need to rebuild all the corrupt edges one by one.

Here I rebuilt 2 edges, as an example.


Passing variables in IntProperty constructors ignores changes in the variable when creating more instances using CollectionProperty.add()? Sorry if the title is unclear.

I'm working on an addon which involves a UI with a list of IntProperties. I need to be able to add and remove elements from that list on the fly, and I want the min/max values of these elements to vary. See comments in the code snippet below for further explanation, and feel free to copy/paste this straight into blender to test it for yourself. Just have an armature as your active object, in Blender 2.8, run the script and check the new category created on the N panel.

import bpy

my_armature = bpy.context.object
my_min = 2
my_max = 7
# So first in order to be able to add and remove properties on the fly at all,
# I need to put them in a CollectionProperty,
# which I can only do by extending bpy.types.PropertyGroup.
# (Correct me if I'm wrong about anything this far)
class IntPropContainer(bpy.types.PropertyGroup):
    # While declaring the property, I pass in the my_min and my_max from outside the class scope.
    # As of 2.8 I have to use ':' instead of '=' for creating properties, for reasons that are unclear to me.
    value: bpy.props.IntProperty(name="Int Property", min=my_min, max=my_max)

bpy.utils.register_class(IntPropContainer)
bpy.types.Armature.my_ints = bpy.props.CollectionProperty(type=IntPropContainer)

# Adding a property to the collection
my_min = 5
my_max = 10
my_new_int = my_armature.data.my_ints.add()
# I would expect my_new_int.value to have its min and max set to 5 and 10.

class MyUI(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_idname = "OBJECT_PT_my_ui"
    bl_label = "My Label"
    bl_category = "My Category"

    def draw(self, context):
        layout = self.layout
        layout.row().prop(my_armature.data.my_ints[0], 'value')
        # The min/max of the property are the original 2/7 instead of the new 5/10.

bpy.utils.register_class(MyUI)

The problem: I expected the value I added to the UI to have its min/max set to 5/10, but instead it's 2/7 - the original values of my_min and my_max. This means any properties I create within this colelction property will have the same min and max values, which is not what I want.

Bad solution

I can of course add my_min and my_max variables to within my IntPropContainer class, and then set an update callback function to clamp the value to within those bounds BUT this is not ideal because it allows the user to move the slider out of the min/max bounds, and only after they let go of left mouse will it snap back, which makes this solution very clunky from the user's POV.

Reason I want to use IntProperty over ID Properties

This is simply because I want to use the update callback of IntProperty, ie. I want to run a function whenever a value is changed. Finding a way to do this for ID Properties could very well be an alternate solution to my specific problem.

While more of a workaround than a solution, for now I fell back to using ID Properties.

I append a function to bpy.app.handlers.depsgraph_update_post, in which I grab all the properties I'm interested in and compare them to a previously saved copy of them that's stored in a list ID property. If they match, I do nothing, if they differ, I save the current properties to the list and run my update().

This is probably not very optimized, so I won't be accepting this as an answer, in case someone posts a better way.


Fac acronym in the Mix tab What does Fac in the Mix tab stand for (in the golden tab Mix below ) ? I cannot find it in the Manual.

Fac. is short for Factor
Nodes that have such input can use scalar information, or a grayscale image, as values to control the mix between two different elements.


Get a vertex that is on a specific edge I want to select a vertex from a specific edge. The closest I have been able to get is by writing:

p1 = o.data.edges[edgeIdx].vertices[0]

However, according to the documentation on MeshEdge, I can only get the vertex indices by using this method. Is there any way to select a vertex that lies on a specific edge?

Thanks!

If you don't want to use BMesh, the following will work:

import bpy

data = bpy.context.scene.objects.active.data
edges = data.edges     # collection of all edges
verts = data.vertices  # collection of all vertices

# must be in object mode of course
bpy.ops.object.mode_set(mode = 'OBJECT')

# the indices given by MeshEdge.vertices correspond to the collection of vertices
verts[edges[0].vertices[0]].select = True

# go back into edit mode to see the new selection
bpy.ops.object.mode_set(mode = 'EDIT')

BMesh can be a bit simpler though...

import bpy
import bmesh

data = bpy.context.scene.objects.active.data

bm = bmesh.from_edit_mesh(data)
bm.edges[0].verts[0].select = True


How to make an object not be affected by light? I was to create a textured plane, and I want that plane to not be affected at all by light. Meaning no shading, and the render is exactly as bright as the texture I provided. Kind of like using the emission material but I don't want it to output any light either.

It's easy in Blender Internal. Just enable Shadeless in material settings and voila.
For the same effect in Cycles, use this material node setup:


Cloth simulation on human distance I am trying to simulate a tshirt on a person. Problem that I have encountered is a distance between tshirt and a body of the person. Both objects are meshed, tshirt has a cloth option chosen (distance 0.001m) and human has a collisions chosen. How can I reduce that distance? On a picture below it is clearly visible, black and orange one at the shoulders. Another issue is with the hand movement simulation, I am not sure what I am missing because when I put hands in a different position the tshirt is not reacting to it even though collissions between those two things are there.
Any help appreciated.

Edit 1: I attach screenshot as requested. Please see menu on the right hand side.

Edit 2: Did you mean Thickness Outer property?
I think it helped but I still do have a problem when avatar changes the hands position. I guess maybe I am trying to do the animation wrong? Because when in Pose Mode cloth do not collide with the arms as on a picture below. I was looking for some tutorial on yt but unfortunately did not find anything helpful.

Edit 3: I attach my file. I guess that issue could be related to the wrong animation and changing position of hands to dynamically, or I am missing some setting.
Thank you all for help.

Cloth Distance

possible issue of big distance can be object Scale - try Apply scale Ctrl+A for both objects.

adjust distance for "body" object
Physics Properties > Collision > Soft Body & Cloth > Thickness Outer

Collision ignorance

you have to extend cache End frame of Cloth sim
also motion of hands is too drastical (from frame to frame) cloth has no time to react
if issue persists even for slower motion try to increase Quality Step and Collision Quality


Dual Xeon vs High-End GPU for Cycles rendering? I read everywhere that render farms have dual Xeon processors with some 30-odd cores to render complex scenes, but I also read about powerful workstations that contained a rendering GPU like something a Quadro.

My question is, which one actually performs better in Cycles? And what will surpass my overclocked 980Ti? (I will do rendering benchmarks if you wish)

I use Blender at work. This might help you out.

My work computer used to be a Mac Pro with a hyper-threaded Xeon processor. It was a little older, like from 2010, but it could run 16 simultaneous threads. That translated to 16 little squares rendering at the same time in Cycles.

A year and a half ago I asked my boss if I could build a PC instead of getting a new Mac Pro. They approved and gave me a budget of \$3500, roughly the amount a new Mac Pro would have cost. Because I was choosing my components I bought two GTX 980s (they were about \$550 a piece, so \$1100 total).

When I compared the Cycles rendering speed on the two computers, the PC I built rendered the same scene SIXTY TIMES FASTER than the Mac Pro with the Xeon processor. That meant projects that used to take multiple week to render would now be done over night.

I used Render.st once. It was a very smooth experience, and didn't cost me anything because they had given me a \$25 credit to get started. It wasn't blazing fast, but it did render for much less money than the cost of building and maintaining my computer. And like Pyroglyph mentioned, all the frames began and ended around the same time.

If you are rendering things every now and then, for fun, I suggest trying a render service like Render.st. It's very easy to set up.


Texture paint not showing in render mode i made a texture paint for my model in Blender and saved it for later, i reopened my project added back my texture nothing special, i then started to work on adding pores with a alpha for the mask brush but it turned wrong and i couldn't erase what the "F Mask" brush did, so i closed and opened my work back but now for some reason when i am painting on my texture in the "Texture paint" mode, it wont show the changes in the render mode :

I can't figure this out my project is clean i have only one material named "Material.003" and one texture named "skintest" it started messing up when i tried to add the alpha pic of some pores to the mask brush by guessing...

If someone knows whats up please let me know,

If i move the UV texture it does shows the changes in the render but the Paint brush is ignored by the render...

Ok so found out that i need to save the texture before rendering in UV/ImageEditor for the brush work to show up but i dont understand because i was able to paint in real time earlier, i even remade a texture so i am kind of lost, anyway i guess i am gonna have to work with saving between each stroke...


I accidentally deleted a vertex So I'm relatively new to blender, and I've been following a tutorial to get started. I'm at a part of the tutorial creating a mug, but I accidentally deleted one vertex on the lip on the mug: (which, oddly enough, can be seen in edit mode but there is no hole in object mode:) and didn't realise 'til later, so I can't simply undo back to before I deleted it. I have no clue how to put it back. help?

.. Loads of ways to do it.. but one option..

Assuming your mug is circular, Z-up..

Set Pivot to '3D Cursor' and Snap to 'Active', 'Vertex', affecting rotation

Select a good circle in your mug, which will yield its XY center
ShiftS > 'Cursor To Selected'

Select a region of faces you can copy to patch the hole
In Vertex Mode, select a suitable vertex to snap to, and make it active

ShiftDRZ duplicate and rotate the patch, and snap it into place.

After AltM merge > 'By Proximity'.. repair done.


How do I make bone drivers work? I want to bend this character's arm bend, so I use some bones. But of course, there are always deformations. Well, apparently bone drivers are the answer.
But when I go and look at tutorials on it burns my brain cells very quickly.
If there is an alternative that works as good or better and is easier please tell me

There are alternatives, such as this, but you have to accept that rigging is a technical skill, so my advice is to let those brain cells burn, and ask here what exactly you don't understand.

Note that in 2.78 drivers were improved, but this means that older tutorials became a bit confusing.

Another alternative is to create only thin, skinny characters because they usually deform acceptably with correct weight painting, and the drivers are not needed.


Blender (2.91) crashes immediately when I press render because of animation nodes addon I am animating a simple scene in blender 2.91 using the animation nodes addon, and everything was going great up until I hit render and then blender suddenly decided to stop working, so now I can't render my final scene and I need some help.   I've tried simplifying my scene as much as possible and still nothing changes.  Also, I know it is the animation nodes addon because when I uninstalled it from my scene everything rendered fine.
Any information about this is very much appreciated.  Thanks!
here is the link to my file:
https://drive.google.com/file/d/1Cz_DH9MCKDe_ABp8Q1vzkr0jZ0_CbXEW/view?usp=sharing

This is probably because the add-on is not compatible with blender 2.91. You will have to use a version that is compatible with the version, like 2.83. That is most probably the reason why it isn't rendering. It could also be that the animation nodes are so heavy that they ate up all the Ram at that instance. Try to look for an alternative. Do try the first solution, if it still doesn't work, then try for an alternative add-on.


No previews showing in the compositor In a brand new project, I'm getting a white "X" instead of the backdrop preview. I can only find one reference to this online, with no solution given. I'm very new to the compositor, so apologies if I'm missing something obvious, tutorials give the impression that it "just works".

As a side note, I'd love to get these per-node previews shown in the video on the left, which I also can't find in the docs.

Cycles engine and "Blender render" have the same problem. Rendering normally or with the "Rendered" viewport shading works fine.

Thanks in advance!

Try rendering the scene (F12).

The white X means that there is no data to display. The per-node previews and backdrop preview should automatically fill in after the render is complete.


Why does the texture appear like this after adding a planet map texture to a UV Sphere? How do I get the proper earth texture wrapping around the solid? I am listing how I executed it. Please show me where I am going wrong.
Here is a link to how I did it: https://vid.me/WpjH

Created a UV Sphere

Adding Material

Adding Texture

After Render

How do I fix this. How do I get the earth texture like it should be?

When creating the UV Sphere, tick Generate UVs in the left toolbar so the sphere is correctly unwrapped for applying that Earth texture.


Mist + dof + alpha in cycles I'm working on an animation where I want both mist and dof combined with a rather dark world background. The main problem is my mist pass washes out my background, and the only solution I found was rendering the background in a separate pass. What happens then is I get a white border around all objects against the alpha background (I presume the border was always there, but becomes visible in alpha because it doesn't have the washed out background there). It even occurs to objects in the foreground where the mist pass shouldn't be effective. I've looked at tons of tutorials and forums, but can't seem to find a solution for this. It only affects objects out of focus, so it seems like the mist and the dof-defocus somehow have a conflict, where the blurry border around objects out of focus become white in the mistpass.

Does anyone have any experience with this? I'm pretty noob-y at blender and 3d in general, and though I've tried fooling around with nodes and stuff I'm not experienced enough to actually know what I'm doing. Any advice would be much appreciated!!

This is a tricky one, because you're going to deal with two separate issues that clash with each other.

As @cegaton suggested, volumetrics could make things easier for you, but if you need to solve it with compositing alone anyway, there's a couple of things you need to know:

The mist pass can help you but ONLY if you intend to composite the pass over the composited plate (no alpha channel). Since it's antialiased, compositing a mist pass over an image with alpha channel will result in color contamination in AA pixels and pixels convoluted by the DoF effect, as you experienced in your tests.
The Z buffer in Blender plays really bad with cycles DoF. I dare to say that it's completely useless when DoF is used. Just normalize it and examine it with the viewer, the sampling in the defocused areas makes it really inadequate for compositing, unless you're going to use an insanely high number of samples, which beats the purpose of not using volumetrics.
Alpha channel is also tricky when used with depth effects because alpha compositing is intended for blending a foreground plate over a background plate, not multiple planes in different depths.

With that in mind it becomes obvious that there isn't a silver-bullet solution to composite this kind of imagery in one single pass (unless you work on the composited beauty pass directly, without alpha channel).

If you need to produce layers to be composited using DoF and mist, you'll have to deal with the aliased Z pass and cut slices out of your scene's depth to apply the DoF effect in post without producing bleeds and artifacts.
It's a somewhat complex and tedious process and you'll have to evaluate whether it is worth to invest so much time and effort in compositing to spare yourself some extra minutes of rendering.


Add Min and Max Values to Driver Expression? I have a driver using a scripted expression: var*2. It's working great but the values it's outputting range from .005 up to about 1.5. I'd like to limit the range of the output to something like a minimum of .5 to a maximum of 1.25. Is it possible to do this within the expression itself?

Edit: A little more information, I'm trying to use a sound file to drive a particle value. "Bake Sound to F-Curves" provides me with a non editable F-curve so I'm trying to use a driver to increase the amplitude of the baked F-Curve.

Min max

Use the expression min(max(v, 0.5), 1.25) or its dual max(0.5, min(v, 1.25)) where v is the driver variable (sound curve value)

>>> v = 0.05
>>> min(max(v, 0.5), 1.25)
0.5

>>> v = 3
>>> min(max(v, 0.5), 1.25)
1.25

>>> v = 1.1
>>> min(max(v, 0.5), 1.25)
1.1

If you wish to double the variable v simply replace v with 2 * v in expression.

I would recommend you normalize the values in some way What's the range of values on a sound-baked f-curve?

Related

How to set driver distance max and min influence?


How to animate a kite tail? I would like to animate a kite kind of character for a little animation.
Unfortunately i'm running into a couple of issues when it comes to (easily) animating the tail.
Now, i want the tail to "Straighten out" progressively in the direction of the bone that's connected to the kite itself.
While also still trailing the movements of the main body, regardless of scene wind or gravity direction.
I've gotten nowhere so far so i stripped my scene down to a skeleton so there is as little mess as possible.
I would prefer bones, as i can mess with those in the target project easily.

List item

Cloth Simulation
Simple Cloth simulation seems to work quite well with Wind effector.
.
Just play anim and move (G) the Empty arround.
It can be used as a proxy mesh for more detailed model with Surface Deform Modifier.

Spring Bone add-on
just a quick test ... it has gravity parametr, but they can't be influence by effectors like wind.
Download add-on from Github

Add-on in included in blend file too.


what modeling tool is being used to shape the meshes in the linked video demonstration In this animation (from this video) the artist appears to be using a tool that lets him select a vertex, then move the vertex around in such a way that the other adjacent vertices also move, but not as much. The tool appears to create a circle that the user adjusts the size of in some manner.

What tool is he using in this video to shape the spheres?

Press O
 to turn on Proportional Edit in Edit Mode.  Use the mmb
to scroll the influence range. (or via keyboard with Page Up and Page Down)


Different axes using completely different measurement scales? So I have the display measurements addon enabled (I think- I was tremendously ill around the time it happened so I don't quite remember but afaik blender doesn't have native support for edge length displays so I presume that's what happened)(Edit: Apparently it does, thank you Gandalf3) and while trying to texture a mesh I came across this problem:

This happens regardless of what I set the measurement standard to be: the x and y edges of this mesh are always 1/20th of the equivalent z length. Why is this happening? The UV unwrapper interprets the problem in real space but I have imported the exported mesh into Unity with no sudden drastic alterations in size.

It's difficult for me to draw up a texture for the UV when this is happening so I'd rather like to know what's going on.

Measurement scales are always the same, the units used for display are chosen based on the the length being displayed, eg. you will see 10mm not 0.01m.

The problem you show is from an object that was scaled in object mode. This question can give some more insight into other issues with object scales.

When you have a mesh object and an edge in that mesh is 1 metre long directly along the x axis, the object scale is then applied to the mesh which means it might be visually measured at 0.2 metre in length.

Below you can see a default cube that has been scaled on the y axis in object mode and then scaled again in edit mode. Each edge is the same length as you would expect from a cube, the object scale is then applied to give a very rectangular appearance to the drawn cube.

The solution is to apply the scale to the object while in object mode - CtrlA and select Scale.


How was that render created with Tissue add-on? So the makers of the Tissue addon for Blender (for Tesselation) have uploaded this picture on their website co-de-it.com under the topic of the "Dual Mesh"-Functionality in Tissue:

Since I am fairly new to Tissue, is anyone able to explain to me how this could have been produced?

As the developer of the add-on (zompa84) briefely explains in this post on Blender Artist, he generated the mesh...

  ... with displace and decimate (with vertex group for get density variation)...

So, starting from a heavily subdivided Icosphere basemesh, you could enter weight paint mode and start tracing some cliffs upon the surface. Notice how the decimate and the displace modifier are both using the weight/vertex group we are paintinting on.

Then he continue by using...

  .... Dual Mesh for create polygonal texture based on tris/quad faces

At this point we should apply the modifiers in order to run the Dual mesh coommand you can find in the lower section of the add-on panel. An explanation of what a dual mesh exactly is, from the same author, can be found here.

Last step is to use...

  ...other modifiers, like wireframe

To achieve a variance between the thickness of the hole, I suggest to feed the Wireframe modifier with the vrtex group as we already did in the previous part. I also disjoined all the faces by selecting all the edges and runnning the "edges split" command you can find in the edge menu (Ctrl+e) to achieve a multiple-ring look.


Rendered image does not show transparency or lighting I have exactly 1 day experience of Blender so this is sure to be something really basic. I have created a scene with a light and a single cube with translucent material, when I look at the scene through the camera in the Blender UI I see this, which is what I would expect:

but when I look in the rendered PNG file I see this:

i.e. no shading or transparency. I just want the rendered image to match what I see in Blender.

One thing to note - I need to be able to render the image using code only, so telling me which menu/button to use within the UI won't help me.

My script is as follows:

import bpy
import mathutils, math

scene = bpy.context.scene

# Lights
light_data = bpy.data.lights.new('light', type='POINT')
light = bpy.data.objects.new('light', light_data)
light.location = mathutils.Vector((5,5,5))
bpy.context.collection.objects.link(light)

# Camera
cam_data = bpy.data.cameras.new('camera')
cam = bpy.data.objects.new('camera', cam_data)
bpy.context.collection.objects.link(cam)
scene.camera = cam
cam.location = mathutils.Vector((5, -5, 5))
cam.rotation_euler = (1, -0.5, 1)

# Action
mat = bpy.data.materials.new(name='mat')
mat.diffuse_color = [1, 1, 0, 0.5]
bpy.ops.mesh.primitive_cube_add()
cube = bpy.context.object

cube.data.materials.append(mat)

scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = "cube.png"
bpy.ops.render.render(write_still = 1)

For transparency make sure you have "Transparent" checked on:

And for the shadows - it seems you don't have a light source next to the cube, if there's no light there can be no shadows, add a light by pressing SHIFT + A and clicking on light, I'd recommend getting a sun so everything is lit and you can check if there are shadows.


Brushes have no effect When I change to sculpt mode no brush seems to work and I have no conclusion why this is the case. Maybe It is because of my ATI 6670 Graphic Card?

Any help is appreciated.

Thank you.

Try subdividing your mesh. The sculpt tool only can interact with vertices you already have. Alternatively, you can try enabling Dyntopo in the viewport tool shelf.


Can't Find Color Mapping for Fluid Simulation in 2.9 I can't find the color mapping option for fluid sim in 2.9 where is it? I go to viewport display in my setting but can't seem to find it. Thanks in advance

they removed it from blender. You have to use 2.8


Changing force throughout an animation Is it possible to change the strength of a magnetic force throughout an animation? I would like to increase the strength from -2 to 0 and then to 2. If you can help that would be great!

Strength of Force Fields can be keyframed, like the value of most properties in Blender.

To set a keyframe, go to the frame where you want to assign a Force value and set the value. Then, with your mouse over that field, press I. Now you can move to another frame, change the value and repeat.


How can I rig an asymmetrical mesh? I´d like to know if it is possible to rig an asymmetrical mesh avoiding the tedious weight paint process.  I want to automatically weight my mesh.
I used the automatic weight option to a fairly symmetric mesh and it worked perfectly,the thing is that when I added some asymmetries the program didn't include those asymmetries so they remained in its place without being affected by the deformation.

Using automatic weights when assigning an armature to a mesh will assign weights to the existing mesh at that time, it will not automatically add weights to any modifications made after being applied.

By making changes to your mesh after rigging, you will need to manually weight paint the changes or redo the parenting with automatic weights to the new mesh. By reassigning the armature to the mesh you won't get duplicate armature modifiers or vertex groups, but you will most likely loose any manual adjustments you may have made to weight painting after doing automatic weights.


Bake AO map from multires in Blender.2.82 Back in 2.79 there was the ability (in blender render mode) to bake ao maps directly from multires. There was no need for a hp and lp mesh to do this.
How can i achieve this in 2.82? The only available maps for baking from multires are the normal and displacement maps.
In general what is the proper (and maybe the easiest) way to bake an ao map of a sculpted mesh with the multires modifier in blender 2.82?

BR,
Bill

I'd suggest another approach.

In the Shader editor, using Cycles, add Emission shader, add Input -> Ambient Occlusion node and connect its AO output to Emission color input.
With viewport shading set to render tweak AO node's settings as you like.
In the Bake tab in Render Properties uncheck "Bake from Multires" checkbox and choose Emit as the Bake Type.

After that you can bake the result in a common way: create an image in Image Editor, choose it in Image texture in Shader editor, make sure the object is UV-unwrapped, active, and the Image Texture in the Shader editor is selected and press bake. As an emission shader is the only shader used, it bakes extremely fast.


Struggling with normal map So I am working on a character to be taken into unity and frankly my normal map and Ambient occlusion are horrific...I'm wondering if it comes down to a bad original structure or something...I've attached some images to reference what issues I am running into..Thank you for any and all advice.

Make sure your models are not intersecting.  Your low poly model should be slightly larger than your high poly model and no part of the high poly model can protrude through any part of your low poly model.  Your model is kind of complex to do all at once.  You may trying breaking it down into smaller pieces (selecting parts in Edit mode and hitting P: By Selection) and baking them all to the same map individually(Uncheck CLEAR in the Bake Panel), then when all parts are baked, rejoin them by selecting all and hitting Ctrl J.


Blender viewport frozen(can't perform operations) I was working and probably hit some shortcut and it froze my viewport, i can not select anything other than what is selected nor i can delete stuff. What could that be ? here is a quick gif

Concerning my question : shortcut hid collection , but it was visible in local view


How to correct cloth physics? Alright, so I work in a print lab and have recently been asked to make some product models for our website. One of our products is a table cloth. I have made the plane the proper size and shape, and have a simple cube which represents an 6' table. At this point, there are no issues, the simulation is just slightly glitchy. However, when I resize the table to 8' (our cloths fit both sizes) the cloth seems raised on the sides. I'm not sure how to correct this. A screenshot is included below.

Does anyone know how I can get it to lie flat rather than look like there is something on the table underneath?

Update: Here is the mesh I used for the cloth

So I managed to resolve the issue. It turned out the impression was due to my vertex group. I made a large selection of what would be on top of the table, and the sides of the mesh which were not part of that group were being raised as a result (for some reason). I deleted the vertex group and it now looks the way it is supposed to.


Exporting .mtl (with .obj) and multiple textures I tried search previously on this issue, but only came across issues where people were not having their .mtl file generated when exporting a .obj file.

I have been able to successfully exporting a .obj file with its accompanying .mtl file. The files seem to contain all of the relevant information, except for in the .mtl file:

newmtl test-material
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 1.000000 1.000000 1.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 0.000000
illum 2
map_Kd textures/test-01.png
map_d textures/test-01.png

In blender, for material test-material, I actually have two textures: test-01.png and test-02.png. Both textures have their boxes checked for active, I see both textures laid on top of one another, yet the exported .mtl only shows the first texture.

Is there an option I'm missing? Does .mtl not support the case where a material has multiple textures?

Thanks!

Wavefront doesn't support multiple textures. You can only add one diffuse/specular/normal/... texture per material. To export both, you'll need to bake them together to one texture.

See the specification here: http://paulbourke.net/dataformats/mtl/


How to make the child object to match the location and rotation of parent object I have 2 objects : A and B. A will become the parent object, it has position/rotation animation. B is static object (no animation) . I want the B to be the child of A so i want B to move/rotate exactly as A ... but also i want to be able to move B in its local coordinate. This is like regular parenting, but i want B to jump to A and match A orientation.

use child of constraint and press alt G (alt R resets the rotation) to Reset the location of object B.


Soft body simulation wasn't rendered I made two object ; one was for soft-body simulation, and another one was for mesh-deform. Set the simulation to both and made animation.
But, I rendered animation and checked it, the simulation had not worked. I can see simulation at view port correctly, but at rendering, I can't see it.
Could you tell me some idea for this problem?
Thank you for any help.

If you haven't already, I would recommend that you bake the cloth simulation before you render it. If you already have, try baking it again.
If it still doesn't show up in the render, check to make sure "Render visibility" (the camera icon) is enabled in the modifiers panel for all of the objects associated with the simulation.


Uniform "density" of bezier segments I have a bezier line which has been given a width (fill:full). I would like to give it a rope texture. For that I activated "Use UV for mapping" in the Curve-Tab and used the node setup which can be seen in the screenshots. This basically works but the UV coordinates seem to be different in all segments. You can see this at the changing density of normals which are diplayed in edit mode. This results in the material looking different for each segment. Is there a way to get a uniform distribution over the whole bezier curve?

I know I could just use meshes instead of bezier curves, but I am doing the rigging of a three-masted history sailing vessel wich will feature (many) hundreds of ropes in the rigging, some with sagging etc., so for now I would like to stay with the curves.

Thanks in advace and best regards,
Thomas

When one handle is longer than the other, you will get a speed discontinuity at that control vertex (the curve's derivative will be discontinuous in that point). That's how Bezier splines work. There's no way around it other than using different spline type.

The way to solve this is to use a tile-able rope mesh piece, like this:

Put an Array modifier on it to tile it to the curve length and a Curve modifier to fit it to the curve:

And you are done, even when the curve has discontinuity, the mesh does not. Don't forget to provide enough subdivisions on the curve (64) and on the mesh:


No render output... why? My rendering has no output, and I'm not sure why.

Here is the blend file:

https://drive.google.com/file/d/1nHG4czlHThpvDe4Zoi6kiDGLi3wHkhDw/view

And pictures of the output:

https://imgur.com/gallery/ncpiVhK

It seems the output is there. It is black. It comes from your sequencer where there is a PNG file.. You need to disable sequencer or delete the strip with the PNG file.

It does not seem you have any lights in the scene as well.


Any Video formats that render with Alpha Channel? Does anyone know if there are any video formats (besides the HUGE uncompressed avis) that you can render in that maintain the alpha channel? (i.e. for after FX etc.)

I used to use quicktime, but that's no longer an option.  I know you can render in png. or other image formats, but video is significantly smaller, and I often work on machines with less space & resources.

If you're using OSX you can use its Quicktime support:

Selecting any of the video formats in the Output panel.
In the Encoding panel change the format to Quicktime and select a codec that supports alpha (such as HuffYUV).


Blender Render: PNG image on semi-transparent colored object I need to put a png image on a semi-transparent cylinder. Like a logo on a colored cup. I need to achieve it only blender render (no cycles, because export in a 3rd party program).

SUM UP :
colored semi-transparent cylinder (like alpha 0.8, color red)
PNG logo with transparent background.
Logo is all around the cylinder, so we have to see the backface.
Logo is opaque
Logo could have several color

I'm not sure to understand what you mean, but I feel you maybe just need to enable this flag in the "shadow" section of the blender internal material settings: "receive transparent".

Here I created a (guess somewhat) similar setup, and without that flag the result is like this

while after enabling it, you can see the "hidden" image behind the semitransparent "glass"

note I here used "raytrace" transparency, but it should work with "Z transparency" too...


Animation add mesh part For my project I've make an human animation with a first Mesh and Rigify Addon. THe animation works fine, and now i would like to add to the first Mesh an head to become more realistic. How can i do that without restart my animation ?

Thanks for answers,

Theo

Assuming there is head-mesh there already, you can subdivide the head-mesh further and start adding in details.  The weights get interpolated into the subdivisions, so you won't have to re-animate, re-weight-paint after sub-dividing.

How to sculpt a realistic head is out of the scope of this question, but suffice to say there are plenty of resources on learning that.


Iris with Animation Nodes I would like to know how to create an iris with animation nodes.
Specifically to be able to create one leaf so that it can be duplicated placed around a circle and aligned to the edge of circle and then be able to rotate inward, as an iris would do as in this example, https://www.youtube.com/watch?v=QINfesdpxVs.
I would like to be able to do this with animation nodes so that I could can just make and modify one leaf and also control the amount of leafs as needed without having to create and move things as I'm doing now outside of AN in Blender.

Yes, this is pretty straightforward with AN.

I created an object called "Vane01" which is the individual curved slice of the iris.  This is the individual object in the upper right of the gif.

Then I created a set of nodes which duplicates Vane01 around a circle, and rotates those duplicates in parallel to make the iris.

I started with a bezier circle, then used the AN "evaluate spline" node to select 16 points evenly spaced along that curve.

Using the Object Instancer, I made 16 copies of Vane01, then located them at each of the points provided by Evaluate Spline.

Evaluate Spline also provides the tangent angle at the selected point, which allows you to angle the Vane copies around the curve.

Then, by adding the rotation angle of the original object, I rotate each of the Vane copies.  This allows all of the iris elements to rotate smoothly in parallel, providing the Iris effect.  It is important that Vane1 (and thus every copy) has its origin at the pivot location of the base, so it can rotate there instead of the center of mass.

By editing Vane01, different shapes can be tried out.  Also, the node layout has an integer input variable which allows you to vary the number of vanes in the iris.

Here's the blend file for the simple iris model.  I made this in Blender 2.79, using Animation Nodes 2.0.4.

Complex version

As practice for myself, I also made a more complex version, which dynamically adds guides for the vanes.  I wanted to see what shape of frame would be required to make the Iris work correctly.

I've also attached that .blend as well if you're interested.

Here's the blend file for the complex iris model.  HTH.


What is this 3D Model? I have come across this model many times.

I am sure that this is a very common model, however, I can not find out anything about it.  What is it, and Where can I get it?

The "eye-like" logo seems to be the one from Blenderguru. Doing a reverse image search on Google, it seems that it has first been published by Greg Zaal for the Cycles Shader Encyclopedia.

I don't think you should use it, since the logo might be copyright protected. For blender users, the Blender ape "Suzanne" is often used for demonstration purposes. You can create it by "Add/Mesh/Monkey".


Batch-Process Video Watermarks in Blender Is it possible to use Blender to batch-process video files?

If I have twenty 1080p, 30fps vid[01-20].mp4 video files of varying 20-200 seconds duration and one 1920x1080 wm.png watermark image file.

How would I go about using Blender in the command line (in Linux) to render a version of each video that has the watermark baked into it while at the same time not using the user interface or at most using it to create one template project?

I was not able to find an answer but imagine there might be some options:

Is there a way to use Python with Blender to batch-process videos and then call the script from the command line, providing parameters like file names and durations?
Are Blender projects accessible as XML or some other format and could be extracted and modified with text processing tools (grep, sed etc.)?

I am aware of non-Blender solutions, however this needs to be solved in Blender.

I use Blender, Imagemagick and FFMPEG for this kind of work. Command line FFMPEG is much faster and straight forward tool for your job, although a linux blender command line would likely compare in speed, but might be more complex to implement.

However, you will have a lot more support with FFMPEG for this kind of common work, and the command line is simple (inputs, overlay location, output):

ffmpeg -i input-video.mp4 -i watermark.png -filter_complex "overlay=0:0" watermarked-video-output.mp4

Which would be easily looped in linux to operate on a batch of videos.


Texture not exporting I made and object in blender with checker texture but when i try to import it in unreal Engine it only imports with object. The texture is not imported

When you export your FBX in Blender, at the top of the Export FBX dialog, there is an option for how external data is saved ("Path Mode"). click the drop-down for that and choose "Copy". Also click the button next to it that looks like a box ("Embed Textures").
Now your texture will be exported.
NOTE: "Complicated" materials will not be preserved when you export in .fbx format. As a general rule, anything more complicated than plugging an image texture node into a material property will fail in another application. Use only Principled BSDF shaders and only a single Image Texture node for any one of its properties--those properties should be limited to PBR-workflow standby's: "Diffuse"/"Albedo", "Roughness", "Normal". You will have to rebuild the rest yourself in the game engine you import the .fbx to.


Upon some testing it seems that it is not the rotation itself that is causing the distortion.

Eliminating the rotation transform from the first curve and importing again does make them overlap perfectly, but opening in Inkscape they both overlap perfectly regardless of rotation.

Scaling is the same for both objects, so that leaves only one culprit left: viewboxing

Your viewbox is causing distortions to your file as a whole, it becomes noticeable only in the transformed object.

If you manually edit your SVG file and remove the viewBox="0.000 0.000 1100 600" parameter, they both import fine and seem to overlap perfectly.


How do you make edges parallel? When I add edge loop to this, angle is already broken. How do you make 1 and 2 edge loops parallel each other?

Whether or not you have just created it, if you want to make an edge-loop parallel to an adjacent one, slide the loop with GG. Now hitting E will make the loop parallel to one side or the other. Hitting F will flip which side. Hitting E again will revert to the default behaviour: interpolating between its original orientation, and whichever edge you are sliding towards.


Cycles render light pixels remove This is a crop of my render test with cycles.

My Workstation: Win10, GPU Compute with NVIDIA 1050Ti
How can remove all the light pixels in the scene?

Render settings

You need to set you Samples (of the render option) up very high (minimum of 300) to get of "Fireflies" (the name given to these pixels). Note: This will increase render times quite a bit.


Blender 2.8 event_timer_add error Trying to port an AddMIDI addone to B2.8 and started getting this error followed with blender crash

TypeError: WindowManager.event_timer_add(): required parameter "window" to be a keyword argument!
location: C:\Portable\blender\2.80\scripts\modules\bpy\ops.py:200
location: <unknown location>:-1
location: <unknown location>:-1
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF79168062A
Module  : C:\Portable\blender\blender.exe`

Here is a minimal version replicating error. This script works well in B2.79. Not sure if I am doing something wrong or it is the B2.8 bug. API documentation doesn't seem to have this method changed for B2.8. Is there any way to get it working on the latest beta version?

import bpy
from bpy.utils import register_class, unregister_class
import time

class ModalTimer(bpy.types.Operator):
    bl_idname = "addmidi.modal_timer_operator"
    bl_label = "timer"

    _timer = None

    def modal(self, context, event):
        if event.type == 'TIMER':
            print('looping')
        return {'PASS_THROUGH'}

    def execute(self, context):
        context.window_manager.modal_handler_add(self)
        self._timer = context.window_manager.event_timer_add(1/100, context.window)
        return {'RUNNING_MODAL'}

class Paneladd(bpy.types.Panel):
    bl_label = "panel"
    bl_category = "category"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        row = col.row(align=True)
        row.operator("addmidi.start", text='start loop')

class Button(bpy.types.Operator):
    bl_idname = "addmidi.start"
    bl_label = "start"

    def execute(self, context):
        bpy.ops.addmidi.modal_timer_operator()
        return{'FINISHED'}

def register():
    bpy.utils.register_class(ModalTimer)
    bpy.utils.register_class(Paneladd)
    bpy.utils.register_class(Button)

def unregister():
    bpy.utils.unregister_class(ModalTimer)
    bpy.utils.unregister_class(Paneladd)
    bpy.utils.unregister_class(Button)

if __name__ == "__main__":
    register()

All optional arguments now require keywords in 2.80.

event_timer_add(1/100, context.window)

becomes

event_timer_add(1/100, window=context.window)


Why are my objects flattened or distorted when using the Shrinkwrap modifier? Perhaps I'm using the wrong modifier, but I'm trying to conform a series of nuts to a curved plane. I first thought the shrinkwrap modifier would be the best way to go , but I'm confused by the results I get.

My results show the nuts either being flattened (project) or being distorted violently (other settings)

What am I not realizing here?

Many thanks

Sam

The shrinkwrap modifier moves vertices against the target object. The effect you are seeing is the intended effect, as it has no notion of maintaining the volume of an object.

To move the whole object, while maintaining the shape of the object, you can use a shrinkwrap constraint, which will move the object as a whole to place it's origin onto the target surface.


Creating a glowing effect with nodes I want to achieve that light glowing effect. What material and what nodes do I have to use?

There is a simple way to create a glow effect in Cycles.

Add a cube.
In the material section, Choose "Transparent BSDF" or "Glass BSDF" as the surface
and the colour of your choice.
Select "Emission" in the volume and choose the colour as white.The
strength can be of your choice

Add a place below the cube
Add another cube and scale it up slightly by pressing S and
dragging the pointer.
Make the colour of the cube black and choose the surface to be
"Emission"
Go to modifiers, chose wireframe, edit the thickness to your liking.

Place the wireframe over the cube and then Render.It should look
similar to the example below:


Get Edge / Vertex / Face from mouse position Can I get from bpy which (if any) vertex / edge / face is currently under the mouse cursor? This would be quite useful for making more modeling tools.

Right now what I have to do is, maybe utterly stupid and wasteful on my part, use a selection list and update it when new valid edges are added to the selection. The problem with that is I loop through all edges each time, which can be a bit slower on large meshes.

You could transform the mesh to screen space (single locations: vertex coords, edge centers, face dots) and find the closest using (cursor-loc).length_squared, e.g. use this utility function:

from bpy_extras.view3d_utils import location_3d_to_region_2d

But it's pretty inefficient. There is no elegant way to retrieve a close-by geometry element.

You could improve the search for a close location in 3d space using the new KDTree Utilities (mathutils.kdtree), but you need to re-generate the kdtree whenever the mesh changes.

Paleajed's Preselection builds might still contain python-exposed functions to retrieve a close element, at least older versions did (when the preselection highlighting was done in python, and the script used a patched-in function for a more efficient test).

It depends on your goals, but you could highjack the actual operator that is used for selection making in UI, which is definately the most efficient way to select a close element. Here's a demo that selects the closest geometry element, and silently deselects it again:

import bpy
import bmesh

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return (context.object is not None and
                context.object.type == 'MESH' and
                context.object.data.is_editmode)

    def invoke(self, context, event):
        me = context.object.data
        bm = bmesh.from_edit_mesh(me)
        verts_sel = [v.select for v in bm.verts]
        edges_sel = [e.select for e in bm.edges]
        faces_sel = [f.select for f in bm.faces]

        loc = event.mouse_region_x, event.mouse_region_y

        try:
            geom = bm.select_history[-1]
        except IndexError:
            geom = None

        ret = bpy.ops.view3d.select(extend=True, location=loc)
        if ret == {'PASS_THROUGH'}:
            self.report({'INFO'}, "no close-by geom")
            return {'CANCELLED'}

        try:
            geom2 = bm.select_history[-1]
            print("geom2 sel 1st", geom2.select)
        except IndexError:
            geom2 = None

        if geom is None:
            geom = geom2

        if isinstance(geom, bmesh.types.BMVert):
            geom_sel = verts_sel
            bm_geom = bm.verts
        elif isinstance(geom, bmesh.types.BMEdge):
            geom_sel = edges_sel
            bm_geom = bm.edges
        elif isinstance(geom, bmesh.types.BMFace):
            geom_sel = faces_sel
            bm_geom = bm.faces

        for sel, g in zip(geom_sel, bm_geom):
            if sel != g.select:
                g.select_set(False)
                bm.select_history.remove(g)
                bm.select_flush_mode()
                break

        self.report({'INFO'}, repr(geom))
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

Run the operator via spacebar menu over 3D View. It should print the bmesh element in the info header. It does not change selection, if the geom element was selected however, it will become the active element.


How to solve normals artifacts? I tried to model something like a cog. I created one tenth of the cog, mirror modified on 2 axes and added a circular array modifier to get the final result, using the merge option.

When I import the final model in Substance Painter, it looks as if the normals were off on the big flat surface. At least that's how I interpret it:

Any ideas what could be wrong here?

I checked, and all of the selected vertices below are on the exact same Z. Not their median, but the individual values.

If I simply create a circle mesh and fill it, I get a perfectly flat mirror surface:

EDIT:

Shading entirely smooth or flat doesn't seem to influence this issue:

It seems to be an UV issue. I mapped identical parts of the cog to identical areas on the UV map. Substance Painter doesn't seem to like that. Unreal Engine doesn't seem to have this issue. I now applied all modifiers and smart UV unwrapped and I'm finally having no artifacts.


Beginner sculpting. I pressed Control + Shift + LMB When sculpting, I pressed Ctrl+Shift+LMB and part of the mesh is now blackened, I can't work on it, and there is also a dotted rectangle. How can I continue sculpting?

The black areas are masked.

  Masks are used to "protect" parts of the model from being edited by the sculpting tools. They appear as darkened areas of the mesh. The darker a masked area is, the less effect sculpting on it will have. Masks can be edited with the mask brush, as well as cleared or inverted accross the entire model. The masking feature is active as soon as sculpt mode is entered; there is no separate toggle.

Also see this: Button or menu entry to clear the sculpting mask?

The dotted red line is something different, you probably defined a render rectangle, and Ctrl-Alt-B should remove it. Also see this: Render just part of a final image from Cycles?


How can I make a material that merges from one object onto another? In Vue, I can easily make a material that merges between different objects. (That Vue material setting is called "World Standard" if it matters.) But Vue costs lots of money, and Blender is a free software for free people who run for the horizon in the summer evening's sunset to nice background music. That's why I want to know how to do this in Blender.

Please look at the below illustration from Vue:

As @Serge has commented, you can get the position of the shading-point in measured in World Space by using the Position output of the 'Geometry' input node.

You can also get the point measured in any other object's space (carrying that object's transform,) by using the Object output of 'Texture Coordinate' node, and referring to the other object in the slot provided at the bottom of the node.


To copy only a part of a strip I want to copy a 3.5 minute sequece from a movie of about 2 hours, because I want to subtitle it and use it for a lecture of my own. I used the knife tool to cut away everything before and after this sequece. However , I am not able to copy it (Ctrl C) and paste it on anther track. There are no handles on the little sequence and the timeline stays the same: I do not manage to have my little strip starting at position zero. It is a free video, no copyright problems.
It is only the second time thet I work with the video editor, I am relatively new to Blender and use version 2.79.
Thanks to anybody who can help,
Jos

Use Duplicate Strips. You'll find it in the Strip menu:

If you can't select a strip, then it may be too small and you can use the horizontal scrollbar handles to zoom in. After that, you just select it and drag it to where you want it.

To make sure you only render the part with a strip, use this function to limit the render range:


UVs button is missing I want to export the UV layout of a mesh but I can't seem to find the UVs menu in the image window to save the UV face layout (according to the blender wiki). I could of course use the plain command but that seems like a bit of a workaround, and there is also a lot more in that UVs menu that I'm not able to acces.

edit: the switch to edit mode did it

If you have unwrapped an object and you are in edit mode (so that you can see the unwrapped object in the UV editor) there should be an UV menu. Here a three screenshots to show how it should look.


Bottle is not showing up clear in render mode I know this has got to be the dumbest question ever --but why is my dang bottle not showing up right? Clear.. with the label I just learned how to apply.

Try something like this:

Where the label is opaque and the rest of the bottle is transparent.


Cannot find camera after deleting and appending a new one with python I run a background script that:

deletes everything:

override = {'selected_bases': list(bpy.context.scene.object_bases)}
    bpy.ops.object.delete(override)

appends a camera, a mesh and a light as object to the scene from a blend file:

with bpy.data.libraries.load(filepath) as (data_from, data_to):
    data_to.objects = data_from.objects
    print ("Objects added for map "+selectedmap+": " +str(data_to.objects))
sets the appended camera for the scene:

bpy.context.scene.camera = bpy.data.objects['Camera']

adds a bunch of cylinders
does a render of the objects in the blend file
saves the file:

bpy.ops.wm.save_mainfile(filepath=basepath + 'FPSPath.blend', check_existing=False)

then repeats again from, delete all
append another camera, mesh and light from a different blend file
render all again, but at this point the new camera does not seem to be selected as active, I do a bpy.context.scene.camera = bpy.data.objects['Camera'] after appending but, the render keeps coming back empty.

My print debug shows that the camera is changing name, (as camera.001 and so on) could that be the reason I am not getting anything on the render, is there a way to get any camera and then make it the active one?

Also the last blend file saved does not contain the camera, light or mesh objects I appended, should I add something else to the appending method? does it need anything else, the mesh object is never on the render, and only the first camera works.

Thanks.

If the new camera is getting named Camera.001 then it is likely that the old camera is not being deleted, as blender appends .XXX (where XXX is some number) when the requested name is already in use. I'm not to familiar with all the python delete functions, but this could be because that data isn't actually deleted until the scene is saved and re-opened, due to how blender manages garbage collection/scene data.

You probably need to update your script to get the name of the new camera from ti after creation or assign a unique name to it when you create it, and the use that to set the active camera


Model has strange shade points I did a bit of re-topo and suddenly when I smooth the model it creates this weird effect seen below:

I've 'Removed Doubles' and made it 'Double Sided'. (I've also selected 'Auto
Smooth' which has helped a little but I still get these weird cut off points.

You can see it near the top right section of the eye:

Would love to know the solution to this problem as it really messes with the render.

Here's the .blend file: http://www.pasteall.org/blend/34280

It's simply that some of your normals that are wrong...

Select all faces CtrlA, press CtrlN to recalculate the normals (or from the 3d view header use Mesh > Normals > Recalculate Outside).

This can happen when creating faces and selecting vertices in a different order than blender expects.


Why can't I use the bevel equally on all my loopcuts? Double edge problems I found some answers in this question already posed, but without finding the solution.
(Bevel tool creating intersecting faces)
I knocked down the wall several times rebuilding it in different ways and then cutting it again with the loopcuts, but each time I was presented with a different error that I will try to point out through multiple screenshots and also uploading the file, which had already been subjected to a another question.
1). So, what I have to create NOW is a wall that includes cavities along all the cuts (loopcuts), the same ones that I managed to create in the central entrance doors. see fig. 1.
while in fig. 2 I show you how the wall texture should be.
 (fig.1)
 (fig.2)
I would like to create them manually instead of attaching a texture to you, what do you recommend?
2). Alternatively I thought I could create them by directly extruding a portion of the cut face, but this would involve further cuts to my only surface, which already seems not to work correctly. (besides, there are also some oblique cuts to be made).
This is what I would like to do: in figure x, you can see the exact blunt edge, where some loops work correctly, while others don't. fig.y
furthermore in figure y, you can see how in transparent mode some walls are visible and others not.
 (fig.x)
 (fig.y)
3). I noticed that there are several double edges and vertices which sometimes prevent me from loopcuts or change the direction of the bevel. How can I remove all duplicates? (fig. 3 and 4)
In the vertices I tried using the merge - by distance, it signals me a lot of vertices and applying it several times gets to 0, but I'm not sure if it has removed them. What about the edges instead? how do i locate them, know where the duplicates are and remove them? Do I have to do it manually or is there a shortcut?
 (fig.3)
 (fig.4)
ps. I wanted to upload the file but now it weighs 76mb how can I do? is already compressed.I put this google drive link to download the file.
https://drive.google.com/file/d/182UTa6t7IOB7K0iE7T3Nr6QqnF-4NoOk/view?usp=sharing

I'm not sure to understand what's the method you're using, what are the problems you're encounting, etc, but if I had to do this kind of walls, I would make only one segment that I would repeat with the Array modifier to make things easier, and for the bricks, if you want to keep the whole thing as one unique object, you could:

Cut some orthogonal lines, bevel them:

Extrude them and bevel the extrusion (for example with a Bevel modifier with Limit Method > Angle):

If you think that there's a problem with this kind of method, please tell me?


Cutting mesh by projecting texture I wanna create 2D image with Blender. I have an identical image as a template. Can I project my template somehow on a plane mesh to cut it and get specific and save some time instead of outlining it manually?

P.S. Need to carve this pie on this circle mesh. ________________________

This can be done using the Displace modifier.

Subdivide the circle a few times to ensure it has enough polygons to displace
UV unwrap the circle and apply the texture to it, ensuring it fits nicely to the circle
Add a Displace modifier, using the texture, and selecting the correct UV map in the modifier settings, this should give you something like this (I used your example image, but the original will probably look better)

Apply all modifiers and go into edit mode, then select all vertices that are not on the ground plane and delete them. (press B to select vertices and then press Numpad 1 to go into side view, also you'll want to turn Limit selection to visible off, which can be found on the header of the 3d view at the bottom)

Cleanup the result by selecting all vertices and pressing S Z 0 Enter to make all resulting vertices flat to the ground. Also you could add  a Decimate modifier, or cleanup a bit manually.


I'm not have shortcut about Selection to Cursor I have blender v2.79. But i don't have shortcut "Selection to Cursor (shift+ctrl+Y)". Have anyone know how to Assign a shortcut?
https://youtu.be/W5Qp2pUMeQE?t=4m56s

There is a custom shortcut defined in the blender version he is using.

You can do this by opening the menu, right clicking on the item, hovering over the box and putting in a shortcut.


File format to exporting to After Effects? What would be the best file format for exporting my animations to be edited in After Effects?

Thanks!

Bringing an animation into AE can be done in at least two primary ways: As an animation file -- avi, mov, etc -- or as a series of images -- 001.jpg, 002.jpg, 0003.jpg.

Blender allows you to render your animations in either way: You can select to render a complete and finished mov file, for example, or you can tell Blender to output each frame independently in many different file formats (JPG, PNG, TGA, etc.).

The "right" way depends upon what you want to do in AE, but outputting your animation as individual series of files gives you the ability to apply AE edits and effects to specific image sequences.... You can output image series for shadow, AO, gloss, difuse, depth, transparency, etc as individual files -- so each single frame of your animation will be output as 1, 2, 3 or many more distinct files. This gives you incredible control, and AE makes is as easy to import an image sequence as it does an mov.

When you then render in AE, it will assemble your shadow, AO, gloss, difuse, depth and so on into a single animation and apply your effects and edits as created in AE.

You can also use single still images in AE to add titles, lower thirds and other content... whether you are importing an mov file or a series of images, a single image an easy way to get a lower third.

https://helpx.adobe.com/after-effects/using/preparing-importing-still-images.html

Fastest way to export files multiple passes into folders?

https://www.youtube.com/watch?v=0z_o8cvkE38


How to render a blender file that has a python script governing the animation I have a blender file which takes in realtime data using a python script in which I have used MQTT, everything is working fine but I can't find any way to showcase this on web UI, basically, I want to see the 3-D viewport as well as the python editor on the UI, is there any way? I am using blender 2.8 and blend4view is not supported, I don't know if verge3d would work with it, if anyone has a clue please help.

I believe there won't be any problems running your application on top of Verge3D. Since Verge is a pure JavaScript framework, you can integrate it almost everywhere.


Where is nodes for altering the strength of the sun? Where is "use nodes" for altering the strength of the sun?  I saw it at one point and it seems to have disappeared.

Just go into the node editor with the lamp selected and turn on USE NODES in the settings. If it is already toggled check for a emission node where you can up the strength. Hope it helped mate!


Tracing Geometry with an Alpha Channel? I have not used a forum before to get an answer for a technical question, so bear with me.
also, my spelling is pretty bad :)
ok so,
I have an alpha channel for a logo that I want to animate. I want the logo to have depth. as in not just the flat image plane but extruded.

is there a way to cut out the logo from the image plane using the alpha image to manipulate the geometry?
ideally, there would be a way to have a blender automatically place edges around the edge of the logo so that I can just delete the parts that aren't needed.

any solutions???

For a logo trace it in a vector drawing program and export it as SVG.
No need to deal with alpha or pixels.

read the following links:

How do I turn my PNG Image into a mesh object?

Why can't I import a SVG file from Adobe Illustrator or Inkscape?


How to parent the end of a bone to the middle of another? I have been through many hours of youtube tutorials and still am stuck creating a mechanism rig. I'd like the end of one bone to be parented to the middle of another. See video for details... https://youtu.be/lBbqpHNukQ4
I understand parenting and bones with character rigging, but with mechanisms I parent bones to one another and I don't get the result I am looking for. There seems to be very little mechanism rigging tutorials as everything is geared towards character rigging. Would really appreciate some help with this!

I used two ik constraints as shown in the following video and now its working 100% correctly. youtu.be/XbEvTEXeXLc

You can add a "stretch to" constraint to the bone:

Bone.002 has a constraint on the armature that makes it stretch to Bone.001.
The head/tail ratio is 0.5, so it is at the middle.
Original length is the length of Bone.002 when in rest position (edit mode length).
If you want Bone.002 point to without stretching, use a track to constraint instead (same principle):


NLE - Workflow for editing one big video clip containing many sequences I'm not sure what would be a good way to edit a big video clip containing many distinct sequences.

Before starting to put the final video together, I'd like to cut the individual sequences, give them a name, and put them in a place from where they will be easily accessible later. It would be great if my timeline could avoid being used as a 'storage' location, since I think it would clutter the view of the actual edit.

What I've done up until now :

Imported the video file, and made a meta-clip containing the audio and video clip.
Made soft cuts at every sequence break, and given all meta-clips relevant names

One way I can think of to proceed would be to export all the meta-clips as individual videos, and then make a separate blender file to make the final video by importing the intermediate files.

Is there an automated way to do this, or is there a better solution?

Try adding another scene named after the clip then import the long clip. Soft cut it or metastrip the parts as you wish. Then copy paste these elements back to the master edit scene.
You can have as many additional clip scenes as you wish.


orbiting around a moving object(moon&earth) I have the following situation

While the earth is orbiting the sun, I would like to make the moon orbit around the center of the earth.

Is that possible?

Select your earth, and add an empty at the same position. Hold shift, and select the earth. Enter edit mode. While editing the earth's mesh, add a vertex at the center of the earth. Press Ctrl+P and select make vertex parent. Now, the empty will have the same location of the earth, but will be able to rotate independently of the earth's rotation. Parent the moon to that empty. Now, you can animate the empty rotating to make the moon's orbit. Do the same thing with the sun. Add an empty at the sun's position, add a vertex in the center of the sun, create a vertex parent of that empty. Then, parent the earth to that empty. you can animate the empty on the sun to create the earth's orbit around the sun, and the moon's orbit will remain consistent.


Why do I have a black background in cycles render? I am creating a city in Blender and while rendering one of the buildings an odd thing happened with the background of cycles. Attached is an image of what I'm talking about although this doesn't truly matter because this model is going to be put into a larger model and not rendered alone, but I was curious because this is a distracting problem.

Here's what cycles normally looks like. I know the model is very incomplete and has no lighting, but I needed something to show.

If anyone knows what is going on please tell me.

Thanks

Under properties, got to World settings>Surface and change to color to the one you want.


how to remove noise? Sample and Light paths do not change anything! Same result regardless of the type of lighting.

I found the problem, graphic driver update (AMD CRIMSON 16.6) on Amd 7870 Card

Now i get this when i make a render (gpu) .... (same sword)

Same render with CPU (Fx-8320)


How to print a graphic on a glass window I have a glass window (a plane object) on which I want to print a graphic.

However, the glass turns black. below is a screenshot of the shader set-up I used. What did I do wrong?

To make a proper glass pane:

Use a BW image instead of a transparent one
Use the Mix Shader node
Add some thickness to your glass pane, so it bends light like in reality

Additional notes

It's better to use Principled BSDF if you're going for realism
I used two materials so it looks better. Glass with white stripes for front face, and pure glass for the rest.


My Add object actuator doesn't work I have put the actuator on, I have moved the object to a separate layer and it still doesn't work.

The actuator does work actually. If you turn on physics visualization you can see the collision box. But since the empty adding the object is parented to the armature, which is scaled down to 0.01, the object will also be added at an scale of 0.01. Thus it's just super tiny but still there.

To solve this issue you have to apply the armature's scale (⎈ CtrlA). You will note that the armature's position will be off. To fix that you have to reset every bone's location (A to select all and ⎇ AltG to reset the location) and insert a keyframe for that (I and location). Do this for every keyframe of the armature.