Rigid body Cell Fracture Explosion When i use cell fracture or subdivision in blender with ridgid body physics. It explodes. How can this be solved?

I would first make sure all your RB objects and passive objects have their scale applied ....  ctrl A ....scale.

I would also make sure each objects origin is set to geometry
ctrl..alt...shift C .... origin to geometry.

Posting a blend file would help to troubleshoot other issues that may be occuring.


How to make a rigged object bend when pressed against a surface? I have rigged a shoe, which i have animated. When the tip of the shoe hits the ground, i would like it to bend, just as a shoe. How do i go about this?

I assume that i would have yo use some physics.

The best way would be to use Blender's Lattice tool.

https://docs.blender.org/manual/en/dev/modeling/modifiers/deform/lattice.html

it allows you to use a lower resolution 'mesh cage' to deform your model. there are two tutorials on the blender wiki, and this youtube link below is a good tutorial.

https://www.youtube.com/watch?v=10asQDMhFQw


Where are the modifier scripts in the Blender package contents folder? I need to find where Blender has applied their modifiers and physics scripts within their program so that I can install and place my own that I have. Either it has been a very long day already or I am simply blind because I have looked through every file and every option available for several hours now and am about to go crazy. If someone has a file path or can send a screenshot of where it is it would be much appreciated.

Blender's modifiers and physics related routines are written in C/C++, you won't find them in the scripts directory. Download Blender's source here as an archive or use GIT


How to fill a grease pencil ring? I have two nested circles which build a ring.

What I want to do is fill the ring and leave the inner circle transparent(I don't want to fill it with another color, I want background to become visible). But when I try to fill the ring, inner circle fills as well.

How can I make the inner circle transparent?

UPDATE: As of version 2.91 we now have a Holdout option in the material settings which makes life much easier:

Create a new material, check Fill and Holdout
Use the paint bucket to fill in any area you want to be see-through, or just draw the inside of the ring using this material.

Old answer:

Create a new layer and name it "hole"

Draw a filled circle matching the ring's inner circle

Turn down the opacity of the "hole" layer to 0.000

Switch to the fill layer (that filled the entire ring) and enable mask

Add "hole" to the mask list and invert it by clicking on the square/circle icon


Adding the ball of foot to a rig I'm following a tutorial: link, using Blender 2.79, but in my rig I don't have the ball of foot.

Since my purpose is to move the body delicately, I wonder if adding a bone for the ball of foot is necessary.

How can I add a ball of foot to my rig?

You need to go to Edit Mode, right click on the big ball under the ankle, press E and make another bone.


Strange new Blender Video editor Hard Cut change? Whenever I Shift + K or Hard cut a clip, the second half of the clip appears greyed out/slightly transparent on the timeline and doesn't play at all in the viewport.

It didn't use to do this, it's forcing me to soft cut anything if I want to use the footage on the second half of the split.

Is there a setting that's causing it to auto-mute or pause the second half of the cut?

This issue has been resolved in Blender 2.79b. If you're experiencing this issue, odds are you're on 2.79a and should update.


Only Render Vertexes with Normals Parrallel to the Screen? Given a particular set of 3D polygon data, etc, is it possible for Blender to render only those vertices(and by extension, those polygons) whose surface normal vectors are parallel(within a specified error/tolerance) to the surface of the screen?

I would talk of poligons (faces), as vertex can't be strictly said "renderable": they are 0-dimensional (you'll need for example to use a halo materal to create something around the vertex).
What we see rendered/drawn in the 3D Viewport is a also a rapresentation, a placeholder, built to make them visible.

You can filter out the faces in a "static" way by select one of the faces whose normal is pointing toward the camera and then:

 Select -> Select Similar -> Normal

The thereshold value would act as the "tollerance" factor you mention. Repeat also for the backfaces. Once selected  both you can delete them, or separate them and tweak visibility, assing a different material, or even assing them to a vertex group and use the Mask modifier.

Or you can work with materials to obtain a dynamic masking.

In cycles there is the Layer Weight node whose Facing options is able to assing a factor to the faces based on how much their normals are pointing toward the camera

The factor can be used to mix a shader with a Transparent shader:

By tweaking the Color Ramp's handles you'll have full control on the masking range, not just a tollerance.

Notice that this way you are rendering all the faces (some are trasparent and some not, but the path tracing takes all in account). The static way previusly exposed will probably render faster, as it excludes faces from the caluculation, while the dynamic doesn't.


Blender 3d hardware error I had blender 2.78 installed on my pc working greatly on windows 8.
But as soon as I updated my window to windows 10, blender shows me this error "Blender - Can't detect 3D hardware accelerated driver!". I know I can install openGL 2.1 and its not a big issue, but I want to know why this error occurred only when I updated my windows?
Thank you.

There does not seem to be one satisfying explanation about why this happens when you update Windows. This is just something that happens sometimes when updating Windows - stuff breaks sometimes. Microsoft is a company, people work in it, people make mistakes. Something just went wrong during the update.

Also one does not install OpenGL. OpenGL comes as a part of your graphics drivers instead, so you can update the graphics drivers. Updating the graphics drivers should be the first thing to do when you get an error message like that from Blender.


How to mask normal maps or How to select and apply portions of normal map? I have normal map that is fed to "Diffuse and Glossy" shaders. but I don't want to use or mask portion of the normal map.

How to mask portion of the normal map or in other words how to apply portion of the normal map ?

I have tried combining texture painted image and normal map with MixRGB: Multiply to select  desired portions of normal map by painting white. but, it's no use. As shown below

In comparison to bump maps were black and white are 0% and 100% influence, normal maps work from a blueish base tone.

rgb (128,128,256): is 0% normal map influence

you can use your bw-mask as a factorial in the color-mix-node while using your normal map as one input and the rgb color(128,128,256) as a second input.


How to make brush size lock in texture paint I need to lock brush size in texture paint mode (not relative to zoom), but it's aviavle only in scupt mode

How to make it happen in texture paint mode?

With Blender 2.79.

By default, with a 'tiled' brush mapping, not only the brush texture size is changed with zooming, but the brush texture is also offset when changing the angle of view.

However, the brush mapping can be changed to '3D' to prevent resulting in texture painting interference by view resize/change.

From Blender 2.79 documentation:

  The 3D option allows the brush to take full advantage of procedural
  textures. This mode uses vertex coordinates rather than the brush
  location to determine what area of the texture to use.

Note that it works perfectly with image texture as well.


Is it possible to create a script or shortcut for the UV-editor "save as image" in 3d view? Is it possible to create a script or shortcut for the UV-editor "save as image" in 3d view instead of while you are in the 3d editor?

On the UV/Image editor you can Save as Image pressing F3.

In the 3D viewport (or any other part of the interface) press CtrlF3 will allow you to save an image (or screen grab).

You can then choose to save the whole interface (Full Screen) or just the active window.


Call a modal operator from Python and keep its interactivity I am trying to run one of Blenders modal operators from within an addon / self written operator. Is it possible to do this in a way so the user will be able to benefit from the modal style of that operator? Example: Within my own operator I would like the user to add an on the fly python defined node group in the node editor. When you do this the standard way (Shift A + click on a node) Blender attaches the node to the mouse cursor and allows to drop it in a specific location which the user can decide by moving the mouse and then clicking. Can I call the operator bpy.ops.node.add_node() from Python in a way that it will add a custom node group I created, but remain in the modal function until the user clicks? Is this possible at all?

Adding a node and moving a node are two different actions. You will find that the two operators invoked when adding a node are bpy.ops.node.add_node() and bpy.ops.node.translate_attach_remove_on_cancel()

Using an example from a small addon I wrote a while ago -

def execute(self, context):
    if context.active_object.type == 'ARMATURE' \
            and context.active_object.mode == 'EDIT':
        bpy.ops.armature.duplicate()
        for b in context.selected_bones:
            b.parent = None
    else:
        bpy.ops.object.duplicate()
        bpy.ops.object.parent_clear(type='CLEAR')
    return bpy.ops.transform.translate('INVOKE_DEFAULT')

you can see that the object gets duplicated, with a different operator used for armatures that are being edited, then the parent info gets cleared and the translate operator is called at the end.


Using GPU outside of rendering in background mode Is there any way to use your GPU outside of rendering? I'm using blender to generate and change objects with python in background mode. The resulting scene is never actually rendered, just exported to a new .obj file.

def create_plane(radius, location, rotation, name):
    bpy.ops.mesh.primitive_plane_add(radius = radius, location = location, rotation = rotation)
    new_mesh = bpy.context.active_object
    new_mesh.name = name
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

for i in range(0, 1000):
    create_plane(1, (i, i, i), (i, i, i), "test_plane")

Executing this script either in background or in the blender GUI will result in no GPU usage whatsoever.

Is there a way to utilize both my GPU and CPU for this use-case or have I been wasting my time the last couple of days trying to figure it out?

I'm pretty sure that CPU is actually better for the loop above, but I need to enhance performance so I'm just trying to investigate every possible solution. I'm obviously also doing way more than just generating a bunch of planes. I also know I can make use of copying one plane to improve performance in the code above. This code is purely there as an example.

The Python you are writing is - even within Blender's interpreter - just Python: an interpreted language running on the CPU. There are ways to leverage the GPU in Python (eg. PyCUDA), but I would be very surprised that using the GPU would help here. As long as you are not part of Blender's own codebase (which entails recompiling the beast and diving into C++ or something that can be linked to it), you have to go through the Python API and whatever advantage there is to generating the planes on the GPU will be eclipsed by handing them over to Blender one by one though the interpreter.


How to fill a hollow object generated from solidify modifier? I have a vertebrae with solidify modifier applied, I need to generate another vertebrae which perfectly fits the inside of the solidified one. I have been trying the Boolean modifier by simply experimenting on a solidified cube, trying to cut a cube of the same dimension using the difference option but no luck.

Unless this misunderstands the question:

Duplicate the solidified vertebra
Apply the Solidify modifier
Select one of the outside faces, Ctrl L select the rest, and delete
Alt N > flip the normals of the inside faces.


Blender Executable file Tutorials for simple objects like Railway wagons etc
Further to above thread. I have downloaded Blender 2.92.   Instruction readme says to right click the executable file.
What is this file called and what extension ?  on Linux Mint 17.       Should I be using 2.80 instead? Where is 2.80 to download (comes up with 2.92 when searching.
Thanks

Executables on *nix-like Operating Systems in General
*nix-like operating systems usually don't use file extensions to determine if a file is executable or not. Instead they rely on file system flags and file headers (for example ELF headers for binaries and !# - aka Shebang - for shell scripts).
Without going too deep into technical details:
If you download Blender for Linux from blender.org and extract it on any GNU/Linux based operating system, all the necessary flags should be already set. You execute Blender by clicking (single/double depending on your UI settings) on the file called "blender".


Button Cooldown Timer I am making a game and I want to have the player travel forward and high speeds (turbo) when the player presses E but I want there to be a cooldown timer so you can't rapidly press E and go way too fast. I don't know python and I don't plan on learning it anytime soon. A solution with python would work, but I would really prefer one with logic bricks.

This is very easy to do. This is the same method you would use if you were creating a reload property for a gun. Create an integer property name Time that is always increasing as long as that property is less than 100. In this case, it is named time, Of course you could name it whatever you wanted.

Then have another property sensor limiting the keyboard's input so that it will only send a positive pulse when the integer Time is equal to 100 And E is pressed.

When using a system like this, you can hammer on the keyboard as fast as you want, but it will only turbo when the property Time reaches 100. and as soon as you turbo, The time property starts increasing until it reaches 100, where you will be ready to turbo again.


How do I avoid rendering glitches from overlapping faces? For instance, here I have two cubes that are offset only on the x-axis. When I render them (using Blender's internal renderer), the overlapping faces interfere with each other and the result looks awful. A quick and easy solution would be to offset them by just a smidget, but is there another solution that allows faces to overlap and not exhibit this graphical glitch?

As a general rule of thumb you should never have overlapping faces as you'll almost always get the artifacts you're seeing.. You're better off removing the overlap.


How to remove bevel artifacts on an unusual edge? Hey guys I am in a bit of a stump. I am using blender 2.92 and I have an issue trying to bevel an edge near a curve. So see here before beveling  and image after beveling  I could only bevel using the Ctrl + B command. When I use a modifier it does nothing to the edge no matter what options I change. In the second image you can see that there is a bevel but also there are planes sticking out. So if anyone has an idea how to remove those planes. They are probably from overlapping geometry but I don't know how to remove them. The scale of the model is set to 1 also. Thanks.

Your topology is a bit messy but you can do that:

First apply the scale of your object, otherwise it won't bevel correctly
Select the big face, extrude:

Bevel, choose the amount of segments in the Operator box (bottom left of your 3D view once you've beveled):

Shade Smooth if needed.


randomize falling pattern of an array I'm having some issues with the simulated animation from learning blender. specifically my arrays of 30mm vulcan bullets, they all fall too uniformly perfect. The tips come off all at same time and start to tilt in exact same direction before unrealistically landing in a pile.
separate by geometry, individual origin points.
I have asked, on blender.chat, Chamferzones youtube page, chamferzones discord, and have watch the tutorial like 5 times. His results are different. I have searched for arrays and gravity rigid body physics and cannot find anything useful.
This is an image at frame 5 or so as they begin to fall.

Blend file link. https://mega.nz/file/240WzRaB#QDcSKBo72B2QIzWfLsixIT8cQOKLWAL76VUJar8dGUg
I have never shared a blend file hopefully that works if not let me know how.
I packed external data and made relative just in case, not sure if i needed to though.

in the rigid body section, change the collision shape from convex hull to Mesh.


Multiple scenes with the VSE? I've been experimenting with multiple scenes in Blender. I put together 3 separate scenes. All the scenes use text and the orthographic camera. What I am attempting to do is create a simple text pre-roll for videos.

Anyway each scene is a copy of the previous scene with different text. Each scene had 60 frames. So when I put all this together I went into the sequence video editor and simply added the different scenes. I selected all the scenes and tried rendering the entire animation.

I had all the scenes selected and staggered out so they weren't on top of each other in the sequence. When I set my animation to 180 frames and tried to render it all out as a single H264 it didn't work. Then I placed all the strips from front to back and made a mega-strip and tried again. This didn't work either. It looks like my only option is to render each scene individually and then put them together as movies in the video editor.

Does anyone know if this can be done just using the scenes in the video editor?

It looks good to me. It may due to the render settings among the scenes, especially the one where your VSE sequence locates, since separate scenes have separate settings.

Here is demo file. FYI, hope it helps.


Custom brush for sculpting? Can I make a custom brush for sculpting with this materials and imitate some of the brushes from this paid pack?(paid pack: https://blendermarket.com/products/the-rock-essentials )

Yes, you can use the displacement map of those textures as a brush.
I make and use textures for brushes in this video: https://www.youtube.com/watch?v=OxEmHaVlc4o


Blender 3D: Show and Work simultaneously on two or more scenes, same file I use Blender 2.75 on Win 7.

I some times create one blend file and a first scene.

Than I duplicate the scene (once or more times as I need) and I make some variations to consider more possibilities for the situation I have to study.

I frequently have the need to visually compare in real time the two (or more) scenes for various reasons. For achieve this I need to have two (or more) scenes of the same file showed on the computer screen simultaneously.

The menu view > Duplicate area into new window, allows me to look the same scene from different perspectives and observe the same scene from as many points of view as I need. But I can't do the same with two or more different scenes of the same file.
The only thing I can do is to switch from one scene to another with the scene selector that switch the scene for all windows. This doesn't allow me to show two scenes simultaneously but just one at once from different points of view, in each window.

What I want, if it is possible, is to have two or more windows of the same file opened on different scenes. The problem is that acting on the scene drop down menu switches the scenes in ALL windows, even the separated ones.

I tried the solution proposed by iKlsR♦ in this page Is it possible to work on two or more files at the same time (or open multiple Blender instances?)
but it doesn't work: the scene is switched on both opened windows.

Is there any solution or any option to solve this situation and allow me to show on screen simultaneously two different scenes of the same file?

Thanks in advance.

Just for the sake of completeness here I'll leave a more proper answer.

Go to File > User Preferences > Interface > Display and uncheck the option Global Scene.

The "Global Scene" option enforces displayed data from all editors to belong to the same active scene. If you disable it you can show data from different scenes in different editors if they belong to different OS Window. You will need to create an Info editor for each separate window to control which scene is displayed there.


How to combine many faces into single face I created a dice using a tutorial. When I export it I see that it has about 10000 faces. My problem is how to join all the faces of the dice, so it only has 6 faces in total, like a cube has. I want to add a function where the dice rolls and gives an outcome, so I am facing a problem to give numbers to the faces. Please suggest a way to combine the faces.

My dice link is http://www.sggame.bugs3.com/dice1.html

If you want to use only 6 faces, then any detail on the faces will have to be represented using textures.  Fortunately, textures can be used to create several kinds of detail and I can think of the following off the top of my head being easy to do in webgl:

color
specular parameters (although you might have to use glsl)
normal (affects specular and other kinds of lighting)

Blender also supports

displacement
mirror parameters

You probably want to research how to BAKE a texture from your high-res model into something usable in a 6-quad model.  A quick google search comes up with
https://www.youtube.com/watch?v=Tj-S5QAac3U about textures (which probably isn't useful in your case) and http://www.katsbits.com/tutorials/blender/baking-normal-maps-from-models.php which is for an ancient version of blender, but actually talks about baking from high-poly to low-poly.


stl-Voxelisation and coordinates I am new to Blender and have searched a lot for my problem, but unfortunately have not found anything useful...
Is there a possibility to voxelise an stl-file with Blender and to define the voxel size (edge length) in millimeters?
My attempt so far was via "Add Modifier" --> "Remesh" and then "Blocks" (Voxels does something else)...But there I can only set the threshold, Octree Depth (whatever that is) and the scale. But I want to set exact millimetres...Is that possible?
Furthermore, I would like to write the coordinates of the centers of the voxels into a text file. Is this possible in Blender and if so how?
I tried to export the voxelised model (obj, stl, py) and process it with Python to get the coordinates...Unfortunately this failed so far...
Summary: Is there a way to voxelise an stl file with adjustable voxel size (unit of measurement) with Blender and to get the coordinates of the centre points after voxelisation?

Try to play with the Scale facter and Octree Depth in the remesh modifier and use the measure tool on the left toolbar to get your measurements right

as far as i know the remesh modifier is the only way to get what you are looking for.
Voxels are a bit different in blender than what most people think of them as. They aren't cubes like Minecraft - they are a method which uses something like 3d pixels for smoothing shapes or for recreating shapes.
If as u asked in the comments you want to automate this, and you found the Remesh Values that work for you, write them down somewhere and we can write a script to automate this for you
first let's go into the scripting workspace -

Now That you clicked on it you will see on the bottom right the info workspace -

Now before we start scripting, add a simple shape like a sphere
You will see something like this pop up in the info editor

remember what that looks like
now add the remesh modifier to the sphere and set the values to what you wrote down
at this point when you are done you will see something like this

remember what i showed you before? that add sphere? so after it you see i went to the modifier workspace because it says bpy.context.space_data.context = 'MODIFIER'
so Now were looking for where i added the remesh modifier because that is what we are going to automate. right after the bpy.context.space_data.context = 'MODIFIER'
we see bpy.ops.object.modifier_add(type='REMESH')
which adds the remesh modifier (if you read the command u will see it's just english)
So Select it by clicking it and then hold shift and select whatever other commands we want to automate - in this case just the values.

Now with your mouse still over the info editor press ctrl+C
now on the upper right you will see new script button - press it

blender uses python for it's scripting, which makes it pretty simple for simple programs.
so first let's give the script access to all the blender commands by typing at the top of the script we just started
import bpy

it's very important to not capitalize anything that isn't supposed to be capitalized.
Now that our script has access to the commands we just need to paste our commands we copied earlier By Pressing Ctrl+V (in order to paste to the right place your mouse has to be hovering over the script editor)
now you can delete the sphere and save the blender file so that the script saves with it.
all we have to do now is import the stl files 1 by 1 and run the script  by pressing the little triangle  with our object selected and were done!
Notes:

If you want it to apply the modifier, just do that to the sphere and copy the new command that shows up in the info editor (read it to make sure it has to do with applying modifiers might look something like this - bpy.ops.object.modifier_apply(modifier="Remesh", report=True)
)
you can also make it do anything else like scale the model or something like that - once again just do it to the sphere and then copy the command
doesn't have to be a sphere, can be anything as long as it's mesh and not a curve or something like that. but a sphere is simple
unless you know how to program in python probably don't make it export the file or import it in the script because you might accedentally make it do the same thing every time if you don't use loops and correct naming, which would be worthless


Bone's constraint limit X axis rotation more than 180° doesn't work I have a bone that I want the rotation around its own X axis limited to 220°.

I have checked "limit X", and set "min" to 0°, and "max" to 220°. Also set "convert" to "Local space".

When I rotate the bone, it is well limited as intended around its X axis, but beyond 180° it returns (jump) to the 0° position, until I rotate beyond 360° where it starts to rotate again.

How to allow the limitation to go beyond 180° ? What am I missing ?

Note : I tried different "rotation orders" (XYZ, Quaternion...) but nothing changed. And also tried to check "For Transform" in the constraint panel with no more luck.

The values for the Rotation Limit Constraint are clamped 180 to -180. This is a known limitation. An example:

As soon as i try to rotate the bone beyond 180° the bone snaps back to 0°

You can find more about this in the Blender manual about Limit Rotation.

Note: There is a small chance that this limitation will be released some time in the future. You can find more about that in the bf-animsys mailing list.


Can I import Autodesk Inventor 2016 models? I am working on a new video game idea and am well versed in Inventor 2016, but, new to Blender. How might I import my Inventor models into Blender 2.77?

Between Inventor and Blender you can use the .STL file format. There are also paid addons for Inventor to export in .OBJ or other types (some have free Trial).

Note that a parametric mesh from any 3D cad app will not be best suited for game engines, because the mesh will be relatively high-poly and non-optimized. You will get better results building the mesh in Blender from scratch, because you have direct control over the polygons and vertices (as opposed in CAD you have parametric control over the surfaces).

To export assemblies or parts go to File > Export > CAD Format. Choose the .STL format and under options select the polygon resolution (dicing rate) and the units the object will be exported in. You can choose either binary or ASCII file (both work).

In Blender import with File > Import > .Stl. If the option is not there, head into preferences and enable the import Stl addon which comes standard with Blender. In import options select the Y up axis. After you import the model it is good to inspect it and remove duplicite vertices -> go into edit mode (Tab), select whole mesh (A), (W) > Remove doubles.

Here is an assembly imported into Blender:


Hair is inside the chin but not outside I try to make fur around the mouth of a fantasy creature, but the hair on chin is in the inside. I don't have make anything with the particle edit yet, I'm still in the weight painting.

I thought the normals are the problem. But according to edit they are on the right side.

In the inside there are no normals of the chin, only teeth, tongue, etc.

But I can't make any hair on the chin, because the hair is inside. Does somebody know what the problem is and how can I solve it?
I have try to delete the weight paint in the inside, but when I do this, the weight paint on the outside is gone, too.

it's hard to estimate the problem while not having the .blend file.
However I guess the normals could be the issue. Maybe try to check normals with colouring options, the drawn line often gets a bit messy.
Also, you could have bad geometry on you model which leads to the error - probaly try the '3D-Print Toolbox' Add-on, press 'f3' and run the command '3D-Print Clean Non-Manifold' - then check the normals again, maybe it helps


Why is my lattice drastically deforming its mesh? I've never used Lattices before, until I came across it in this cushion modeling tutorial. For some reason, when I use the lattice, it completely deforms my entire mesh, and I cannot get it to behave normally. Here is a link to the zipped up version of my blender file in case it may be helpful. Thanks

You must not scale your Lattice in Edit mode or it will completely screw the object it is linked to, as it's happening right now, because it takes all these scale deformations into account when you link your object to it. Make all the scales you need in Object mode. Then you can enter in Edit mode and move the vertices or scale to deform the object, but before that, keep the initial shape as a Shapekey so you can come back to it whenever you want. So I guess you have to delete and redo your Lattice.


"Time remap" or slow speed of cloth particles driven by a force I have a scene with a particle system, which emits a few planes, to which is assign a cloth simulation. A wind point force emitter drives the particles in a swirl. Cool.

The overall action is getting to be what I want with the settings shown or in the file attached.

What I would like, however, is for the speed of motion of the particles to move at something less than the speed they do now... say 15% of present. The amount of vertical offset from the force would be the same, the same swirliness.... just slower... Like if I remapped time for the scene. Since there are other things going on in the scene, I cannot really remap, however.... so I just need to control fairly precisely the speed with which the particles move.

All input welcome.

UPDATE: The solution I accepted below seems to nearly work, or I am understanding it poorly. Here's the jerky motion I am getting... usually, anyway.

Final:

Overview:

This is pretty easy solution surprisingly. Only thing you need to do is keyframing Cloth > Speed > Multiplier value.

  Slow down speed is exaggerated in this example just to be more
  visible. For slowing down by 15% use values 0.75 instead of 0.1.

Steps:

Set frame to 1 and press I hovering mouse cursor over Multiplier value 1 to set keyframe.
Select next frame which should be starting point for slow down, change Multiplier to something like 0.1 (smaller value, slower time) and set keyframe.
Select frame which should be start of the end of slow down and set another 0.1 Multiplier keyframe.
Lastly set a keyframe which will be definite end of the slow down with Multiplier value 1.

If you want so more help, please put it in the comments as I really don't know what else to explain, it's really simple setup.

Edit:

As @risingfall stated in his comment, you will need to add new cache to Particles and set Cache step to 1, than remove previous one and do the same with Cloth (without changing step, as it isn't present).

Edit 2:

It seems that doing this only with Cloth cache is enough. Even in my gif under final you can see that on the timeline sim is baked only at certain frames. Adding and deleting cache for Cloth is fixing this. To be sure, re-add both caches.

I don't know why this is happening, I'm gonna investigate it further, but at a first glance it seems to be bug/corrupted cache.


Using dynamic topology makes weird artifacts When sculpting with dynamic topology, there's this weird sort of artifacting issue that occurs when using the subtract option with the crease brush, where it doesn't make a crease in the way I expect it to, but instead sort of flattens out the area, while only slightly creating the the crease I want (I usually use crease, but it seems like any subtraction version of a brush causes weird artifacting).

This sort of thing doesn't seem to happen if I only subdivide it and sculpt without dynamic topology on. It may also be notable that the same thing happens in Blender 2.8, for what it's worth.

In your Properties panel > Tool > Dyntopo, Your Detail Size is too high, and as your Refine Method was either on Collapse Edges or on Subdivide Collapse it was creating large triangles and bad artifacts. So, decrease the Detail Size from 12 to 2 for example.


How do I save (bake) a particle simulation? I followed this tutorial ( https://www.youtube.com/watch?v=2KNO_laPA9s ) to create an audio visualizer, and it's worked great with the audio baking to the curves to affect the particles.

But during the render process Blender has crashed a couple of times. On resume I have to play the animation again to repopulate the particles and create a new animation.

The audio-to-fcurve bake remains intact in the .blend file, but the particle generation and turbulence isn't baked into the blend the way a physics simulation would be. I have BVH caching enabled, but I guess that's not persistent since the randomness of the turbulence results in variables between sessions that prevent me from continuing smoothly at the last frame rendered before the crash.

How can I ensure that the data is consistent between renders of the animation?

You can bake the particles by going to the cache section on the particle emitter. Enable Disk Cache and then Bake All Dynamics. After you do that save your file. The particle cache info will be saved to disk.


Emission based on volume I have a principled shader with the transmission set to 1.0 plugged into the surface input of my material output. I have an emission shader plugged into the volume input. I'd like the material to grow brighter the deeper into the mesh it is, somewhat akin to the image below.

How would I make my emission be stronger on the inside of a mesh based upon volume? This preferably would not need to include any custom scripts.

EDIT This has absolutely nothing to do with the "duplicate question" candidate. I'm speaking of mesh volume, not the loudness of an audio file.

I don't think this is possible with just nodes - there are no facilities to determine the depth below a surface. One solution is to use OSL to add a new node that can 'probe out' the surrounding geometry as in this answer as follows :

Enable Open Shader Language in the Render settings, open a Text Editor window, click New to create a new text block, set the name to something like 'mesh_proximity.osl' and paste the following code :

shader volume_meshproximity(
    vector Point = P,
    int Iterations = 1,
    output float Min_Distance = 0.0,
    output float Max_Distance = 0.0,
    output float Avg_Distance = 0.0
    ) {

    float x;
    float y;
    float z;
    vector rand;
    float scale = 5000.0;
    float sum_dist = 0.0;
    float max_dist = 0.0;
    float min_dist = 0.0;
    float Distance = 0.0;

    for (int loop = 0; loop < Iterations; loop++)
    {

        rand = noise(Point*scale,loop*scale);
        x = rand[0] - 0.5;
        y = rand[1] - 0.5;
        z = rand[2] - 0.5;

        if(trace(Point,normalize(vector(x,y,z))))
        {
            getmessage("trace", "hitdist", Distance);
            //getmessage("trace", "N", Normal);
            //getmessage("trace", "hit", Hit);
        }

        if (loop == 0)
        {
            sum_dist = Distance;
            max_dist = Distance;
            min_dist = Distance;
        }
        else
        {
            sum_dist = sum_dist + Distance;

            if (Distance > max_dist)
            {
                max_dist = Distance;
            }

            if (Distance < min_dist)
            {
                min_dist = Distance;
            }
        }
    }

    Max_Distance = max_dist;
    Min_Distance = min_dist;
    Avg_Distance = sum_dist / Iterations;
}

In the node editor add a Script node and set it to the text block you have just created. If all is well the OSL node will be compiled and you should have a new node that can be used in a Volume shader and provides Min, Max, and Average distance. This can be used as in the following material :

The new node projects rays from the sample point in the volume, determining how far they have travelled until they hit a surface. The number of rays is controlled by the Iterations - more rays results in less noise but takes longer to calculate. The Min_Distance returns the shortest distance for any of those rays, the Max_Distance the longest distance for any of those rays, and the Avg_Distance the average distance for all of those probe rays. Adjust the Divide node to scale the gradient and adjust the color ramp to adjust how the emission changes below the surface - similar can be done to control emission strength as well as color.

Here's my final render using the depth to control emission strength :

Blend file included

I have tried other solutions, without resorting to OSL (since OSL is not GPU compatible - you'll only be able to render on CPU) - such as using a smoke simulation to diffuse smoke out of the volume to achieve a gradient - but so far without success.

One promising alternative solution is to use a Point Density texture acting on a large number of particles distributed evenly over the surface using Grid distribution. However, you do need to increase the resolution quite high.

To achive this, add a Particle System to the mesh and set it to Emit From Faces with Grid enabled and Hexagonal Grid. Increase the particle grid Resolution until you have enough particles to give a dense enough covering (you might need to click in the field and type a values as the 'soft' limit is only 50. Then add the create the following nodes for the material :

Set the Object to your mesh and select the Particle System with Space set to 'World Space'. You can vary the Radius and Resolution to vary the effect. The Divide node can be used to vary the distance of the effect of the Color Ramp.


How to model the wavy wrapper of a cupcake? I'm sorry if the question in the title is incorrectly asked: I'm new to Blender and I'm practicing modeling.

I'm trying to make a cupcake, and I got stuck at the start - modeling the thing that cupcakes are in, in particular on how to model a wavy effect.

I don't know how to model that.

I hope I explained what I don't understand.

Well, here's how I would model "the thing that cupcakes are in":

Start with a cylinder with an even number of vertices (like 40) and NGon cap fill:

Give the cylinder the shape of a cupcake

Select the top face and make it larger by scaling it (S). Then, delete the face (X):

Select half of the side edges

Switch to edge selecting mode
Select one edge at the top and one at the bottom circles
Multi select loops (Press Space and search for this function)
Select inverse (ControlI)
Checker deselect (again, search for this)

Create the waves

Make this selection larger by scaling it:

If you don't like the spikes, scale down in the z-direction (S to scale, and Z to use the z axis.

Fix the bottom

Go back to face selection mode and select the bottom face. Scale down over the z-axis to make the face flat. Then, poke it (AltP). This will split the face into triangles, which is better for rendering.

Make it look nicer

Exit edit mode (Tab). Add the Solidify modifier. Adjust the thickness as desired. Add the Bevel modifier, with a very small width (like 0.02). Add the Subdivision surface modifier, to smooth it out. You can play with the settings a bit, and you should get something like this:


Animation nodes: bake Cycles Material Output to keyframes - possible? In an older Question I found an answer, what is possible to bake with AN.
One in the list was: Cycles Matrial Output (2 Years ago)
Link: Animation nodes bake to keyframes not working with polygon decomposed offsets
I’ve a Plane with Emission-Node as Material, which changes Color and Strength randomly over time.

When I try to Set Keyframes, there is a problem (I believe):
In Set Keyframes-Node you need an object for reference to the data-path (custom-channel), but the material-datapath is not linked to a specific object (bpy.data.materials["feuerlicht"].node_tree.nodes["Emission"].inputs[1].default_value).
Set Keyframes node tells me

Could not set keyframe

And when I look to python code, it seems, that I need an object for keyframe-setting:
obj.keyframe_insert('location', frame=1)
Or, as I found:
material.node_tree.keyframe_insert(datapath, frame=1)
But the material is not a separate object I can choose in then set keyframe-node, or?
I changed from Area-light to this plane-emission-thing to get it baked, I thought.
Is it possible to get Cycles-Material-changes baked to keyframes in AN?

After further search I think there is no node for this.
Now I did it with a quick an dirty script-node:
    # inputs:
# Enable = boolean
# SetKeyframes = boolean
# RemoveUnwanted = boolean
# MaterialName = text
# pframe = integer

import bpy

mat = None

if Enable:
    for tmat in bpy.data.materials:
        if tmat.name == MaterialName:
            mat = tmat
    if mat != None:
        print ('material found')
        emitStr = mat.node_tree.nodes['Emission'].inputs[1]
        if RemoveUnwanted:
            try:
                emitStr.keyframe_delete( 'default_value', frame=pframe)
            except:
                None
        if SetKeyframes:
            emitStr.keyframe_insert( 'default_value', frame=pframe)

    else:
        print ('material '+MaterialName+' not found')
        return


Units in UV Editor (Imperial to Metric) as per title, is it possible during image export and during editing to use the metric unit system instead of the default imperial system in the UV editor window

I'm using blender 2.80.44 Beta (this question also applies to previous version, i have the same issue there too)

thank you guys (and girls)

In the UV editor the units are either pixels (default is a 256 x 256 pixel square) or when Normalized is checked the square is 0.0 to 1.0.


How can I get my texture to appear correctly on my cylinder? I am trying to make a simple casino chip.  I have the textures for the face and the sides created with photoshop. The texture on the face appears correctly, however, the texture on the side looks awful.  I just want there to be the same number of white stripes on the sides of the chip as there are on the top and in the same spots.  In other words, I want the stripes on the top to extend down the sides.  How can I accomplish this?  The cylinder in blender is 39mm in diameter and 3.9mm thick.  The texture in PS is 3.9mm wide by 39mm tall. This is what I have so far...

This is happening because each side face on your cylindrical chip is having the texture applied to it. What you want to do is UV unwrap the whole edge as one strip rather than having a bunch of overlapping faces. To do this you need to mark some seams to tell blender where to separate the mesh. Mark seam the top and bottom circles and then one vertical edge (You can do with by pressing Space and then searching for "Mark Seam").

It will look like this:

From here you should select your whole mesh with A and then press U to unwrap.

You final UV map should look like this:

Your chips top and bottom textures should be aligned with the circles and the side texture should go across all of the side faces.


Where can I find what version of python is bundled with certain Blender versions? The question is where I can reliably find the information on which python version is bundled with a certain Blender release (like 2.72b at the moment)?

I need to find the major and minor version numbers as soon as a new release is out (well, as soon as I begin using it, that is), in order to be able to compile external modules which work only with certain python versions.

You can see the version also in the Python Console (here: v3.4.1 64bit)


Extracting prominent edges from model I have a model of a vehicle, I can't show the entire vehicle for confidentiality reasons, but this is an example of one of the panels that makes up the car: Car model and Car model in edit mode.

My end goal is to create a 3D mesh which only contains prominent edges of the model. E.g. This image shows the prominent edges of the model. These edges are extracted from the rendered image of the model using Sobel edge detection.

I've tried extracting a depth map from blender along with the rendered image and finding the corresponding depth for each white pixel in the edge image shown above. However, since the edge image does not detect the true edges with 100% accuracy, the corresponding depth is sometimes taken from an adjacent pixel.

So I think I need to extract the edges directly from the model. Is there some way to automate this process? If not, what would be the best way to manually get the edges? Can I trace over the model or should I just manually select all the edges myself?

Thanks for your help!

Blender includes an edge and line based NPR engine called Freestyle. The settings allow you to use edge and outline detection or specifically mark which edges to use for line work.


Python: Extend "Select Similar" menu? Is it possible to add a new option to the "Select Similar" (Shift+G in Edit Mode) menu of Blender?

I have a custom face data layer in my meshes to which I'd like to select all the faces with the same value in it. Out of the blue, not knowing how to approach this, I tried registering the following operator, but it did not appear:

class KclSelectSimilar(bpy.types.Operator):
    bl_idname = "mesh.select_similar_kcl_flags"
    bl_label = "Collision Flags"

    def execute(self, context):
        print("Hello World")
        return {'FINISHED'}

I thought giving it the same prefix mesh.select_similar_ like the other "Select Similar" operators would be enough.

The blender layout code can be viewed by right clicking on the select menu and selecting view source.  This will open space_view3d.py in the text editor.  The select similar menu can be found around line 707

class VIEW3D_MT_edit_mesh_select_similar(Menu):
    bl_label = "Select Similar"

    def draw(self, context):
        layout = self.layout

        layout.operator_enum("mesh.select_similar", "type")

You can append or prepend to a menu via (see https://www.blender.org/api/current/bpy.types.Menu.html#extending-menus)

import bpy

def add_menu_item(self, context):
    self.layout.label("Added this line")
    self.layout.operator("mesh.select_similar_kcl_flags")

bpy.types.VIEW3D_MT_edit_mesh_select_similar.append(add_menu_item)

For a custom submenu, create a menu class and call layout.menu in your draw function (see Templates > Python > UI Menu template for reference):

import bpy

bl_info = {
    "name": "My Add-on",
    "description": "",
    "category": "3D View"
}

class VIEW3D_MT_custom_select_similar(bpy.types.Menu):
    bl_label = "Custom Menu"
    bl_idname = "VIEW3D_MT_custom_select_similar"

    def draw(self, context):
        layout = self.layout

        layout.operator("wm.open_mainfile")
        layout.operator("wm.save_as_mainfile").copy = True

        layout.operator("object.shade_smooth")

        layout.label(text="Hello world!", icon='WORLD_DATA')

        # use an operator enum property to populate a sub-menu
        layout.operator_menu_enum("object.select_by_type",
                                  property="type",
                                  text="Select All by Type...",
                                  )

        # call another menu
        layout.operator("wm.call_menu", text="Unwrap").name = "VIEW3D_MT_uv_map"

def add_menu_item(self, context):
    layout = self.layout
    layout.separator()
    layout.menu(VIEW3D_MT_custom_select_similar.bl_idname)

def register():
    bpy.utils.register_class(VIEW3D_MT_custom_select_similar)

    # add the menu
    bpy.types.VIEW3D_MT_edit_mesh_select_similar.append(add_menu_item)

def unregister():
    bpy.utils.unregister_class(VIEW3D_MT_custom_select_similar)

    # remove menu
    bpy.types.VIEW3D_MT_edit_mesh_select_similar.remove(add_menu_item)

if __name__ == "__main__":
    register()


How to fit the eyes in character? I'm Currently working on a chacaracter. I want Eyes to fit into its head but I'm finding this task difficult.

I have found a another question on blender.stackexchange.com but it is not answered correctly.

(Only a simple tip will be helpful)

To make the eyes fit properly in your character's head there are a couple of things to keep in mind.

Eyeball size: If the eyes are incorrectly sized they will not fit right no matter what you do.
Eye position: Make sure the eyes are in the correct location on all axes. One thing to try is to move the eye just slightly above center on the z axis (so that the center of the eye socket opening is very slightly below the center of the eye sphere).
Eye socket geometry: If you look at references for eyes you can get an idea of how the eye socket is shaped and how the eyelid is around the eye. Many people often forget to include the tear duct at the inner corner of the eye, and that can cause a lot of issues.

The main thing to keep (which encompasses all of what I said above) is how eyes look in real life. Find some reference images of a character similar to what you are going for and keep them handy to refer to.


Can I make fully transparent glass with no refractions? I made a stove. I put a light inside, for the light that's on when you're cooking something. I just found out how to make the window in the door glass to see trough it, but now there's the problem that it's very distorted with refractions and I also can't see the baking tray I put inside. Is there a way to make the glass fully transparent?

Based on the image in your question, it doesn’t look like what’s causing the issue is refraction, but reflection. It’s hard to tell exactly why you’re getting so much reflection without more information about your specific materials and scene, but there are a few possibilities:

The normals on your glass pane could be pointing the wrong direction. Try recalculating them by selecting the faces in Edit Mode and pressing ShiftN.

The IOR on your material could be too high. The IOR of real glass should be about 1.5, but you could try lowering it closer to 1.0 to see if that looks better in your scene.

You might simply want less strong specular reflection than what the Principled BSDF provides. The Principled BSDF generally tries to be physically accurate, so deviating from it is likely to produce less technically realistic results, but you may want to do that, anyway, for artistic reasons.
In that case, you can manually combine a Refraction BSDF with a Glossy BSDF to get finer control over the amount of reflection:

By using a lower IOR for the Fresnel mix factor than you use for the Refraction BSDF, you can artificially lower the amount of reflection as low as you desire.


How to constrain emission particles? So, I'm attempting to create random lit windows for buildings in a scene, and someone suggested using a particle system and use the textures as emission planes. So far I can create the lights, but getting them where I want them, and making them the size of the faces is another story. Here's what is happening:

Above I tried setting up a mesh that consisted of faces for each window (green), and a vertex group to go with it (weight 1.0). I couldn't get the particles to stay in the faces as shown. I also moved the particle system to the building, and used a copy of the specular map texture to control it, while using the influence of size/length (1.0) for the particles. Still, the result was like the above.

It feels like I'm missing something small, but not obvious. I'm wanting the emission to come from the separate faces, or from the black portions of the texture, as well as each being the size of each. Can anyone shed some light on this issue?

Thanks in advance!

Animation below.

In the image below note the settings Particles/Face set to 1. Face Jittered Random. These setting respect the faces created in the geometry.  This the preferred setting for more varied geometry. The image has an extra windows on the right side to show how these settings respect faces.  Plane subdivision is a requirement.


input node random expression not used Following on from Is it possible to get a random number in the node editor?

I changed my node setup from

Object-Info -> Random -> Color-Ramp -> Diffuse-BSDF

to

Value(*) -> Color-Ramp -> Diffuse-BSDF

(*) When I entered the value as the Python expression "#noise.random()" the input field went pink but retained the value 0.500 and the colour generated reflected the middle colour in the colour ramp.

Hovering over the input field for the value node shows the python expression.

Rendering or saving first makes no difference, it always acts as if the factor to the colour ramp is a static value of 0.500

Also tried the expression as just "noise.random()" with the same result.

What I find really strange is I can use the arrows on the input field of the value node and change the visible value of 0.500 up and down and it affects value accordingly as if the python expression is being completely ignored.

In the second comment to my answer to the question you refer to, I mentioned having to update dependencies for the driver. This seems to be a manual step we need to perform when adding drivers to nodes.

You can find the driver details in the graph editor in driver display mode. With the driven value selected you need to click the Update Dependencies button and you should then find the node value will be updated properly.

Also ensure that you have enabled auto-run python scripts.

While work is being done on the new dependency graph it may be a good time to report this as a bug so that the developers can look into improving this.


Can Blender be programmed to visualize cash? Can Blender can be programmed to illustrate cash for financial investments. For example, one of my investments is worth this today

but that value changes from day to day. Would blender be able to make YouTube videos or not. Thanks for feedback.

The question is whether Python, the programming language used in Blender, can get the data. If Python can get it, either through a text file or from online sources or manual input, then it's perfectly possible to change graphs and swap texts and change more or less anything on the screen according to the data.

import bpy
# changing a text
textName = 'Text' # name of the text object
value = 500.0 # value to be displayed
txt = bpy.data.objects[textName].data.body = str(value) # replacing the text in the text object

# changing the length of an object in order to make a graph
objName = 'Cube' # bar that is supposed to change length
value = 80 # which value does the bar have to represent
bpy.data.objects[objName].scale.z = value / 10 # setting the scale of the bar.

When a bar graph is done like in the script above, it's helpful to put the object origin at the bottom of the bars. That way the scale won't destroy the bottom alignment.

If you want to visualize money with coins and bills, that's possible, too. You can change the position and the visibility of any object:

import bpy

bpy.data.objects['Cube'].location = (1.0, 2.0, 3.0)
bpy.data.objects['Cube'].location.x = 3.0

bpy.data.objects['Cube'].hide = 1
bpy.data.objects['Cube'].hide_render = 1

It's simply a matter of hiding, revealing and arranging.


How to create a totally black material? I am trying to create something that is TOTALLY black. I don't mean something like diffuse, or glossy, where things will reflect off it and lights will light it up.

I mean something that is totally black.

Is this possible to do?

Unless I am misunderstanding you. In cycles this is just a black diffuse shader.

This picture the sun is set to 1.

This picture the sun is set to 1000.

The material doesn't reflect or anything if you don't add fresnel or gloss to it.


Add a mesh from a list of locations, rotations and scales? Let's say I have a file with a list of locations, rotations and scales:

1.32 3.434 4.4 - location
24.1 32.1 0.0 -rotation
1.2 1.3 0.75 - scale

12 32.4 -32.2 -location of mesh 2
0.0 90.0 32.45 - rotation of mesh 2
0.8 1.0 1.2 - scale of mesh 2

etc.

Is there any addon that will allow me to create copies of a mesh with these transforms.

If there isn't, do you know how could I write it or find someone that will?

Thanks in advance.

Not sure of an addon like that but you can easily create your own script. The following creates new objects using the same mesh data and positions them with your data.

import bpy

scn = bpy.context.scene
orig_data = bpy.data.objects['Cube'].data

obj_specs = [
        [(1.32, 3.434, 4.4), Euler((24.1, 32.1, 0.0), 'XYZ'), (1.2, 1.3, 0.75)],
        [(12, 32.4, -32.2), Euler((0.0, 90.0, 32.45), 'XYZ'), (0.8, 1.0, 1.2)],
]

for loc,rot,scl in obj_specs:
    new_obj = bpy.data.objects.new("newObj", orig_data)
    new_obj.location = loc
    new_obj.rotation_euler = rot
    new_obj.scale = scl
    scn.objects.link(new_obj)

scn.update()


How to make the windows material transparent so that I can see an image through it? I created a room (floor, table, walls and windows). For the windows' faces, I used a material with the following features (I list below only the features I changed, the remaining ones kept standard, ie, as they came):

Principled BSDF
Base color: white
Specular: 0.15
Roughness: 0
IOR: 1.5
Transmission: 1
Emission strenght: 0

I checked Screen Space Reflection both in materials and in Eevee render.
Finally, I added a reference image with sky and trees to be the outside environment. However, I cannot see the image through the windows (either in material or render mode, independently of rendering in eevee or cycles).
My question is: How to make the windows material transparent so that I can see an image through it?

When using transparency in EEVEE, make sure to set the material's Blend Mode to something other than Opaque. Alpha-Blend or Alpha Hashed should work fine. For some objects, you may also find things look better if you also enable Backface Culling:


Is there any parts repository available for blender? In autodesk, sketchup there are some specific parts repository to import directly.
Is there this kind of repository for blender?

Blender uses addons (like plugins) to extend its resources and tools. These are found in File>User Preferences.

Blender comes packaged with Extra Curve objects and Extra Mesh objects addons. But you have to activate them first in the User Prefs panel as shown above.


Size of Image Textures How do your decide what size of image texture you need ? For instance on CGtextures.com you can download image textures in sizes S, M, L and Huge. In this tutorial of Blender Guru he uses image textures of size H(uge) for the front of the text but size S(mall) for the sides of the text. I don't understand that.
Most of the time I want to create a TIFF file of about 5400 x 3600 pixels.

The size of the image texture you need depends on a number of things, including:

How close to the camera is the object? The closer it is, the higher the required resolution.
The size of the output render. If you render in high res, you should probably use higher res textures at least for objects close to the camera. If you render in low res, high resolution textures will mostly go to waste as the details won't show on the rendered image.
Type of texture: For instance, if this is an environment map, and you want sharp, clear reflections on glossy materials, you should use a high res environment map for image based lighting. If you don't care about the reflections and just need to get nice lighting and environment colors, you can use a low res, blurry image.
If this texture is used for displacement, normal or color, again it depends on how much detail you need, and this determines the resolution you'll choose for the image.
As you can see I'm not specifying any actual pixel sizes, since as the saying goes, "everything's relative". Your starting point is your render output resolution, and the rest is experience and trial and error.


Why does it change shape when i apply the scale? I just noticed that the scale whas wrong on my canle. So i applyed the scale on it and it went fine. Then when i did the exact same thing on the wax it suddenly became a "muchroom". why does it do that and how do i fix it?

It's because your modifiers act on original mesh scale 1.
Say you have a 1m diameter pipe mesh with 0.1 m thickness with the Solidify Modifier.
If you make it 2m diameter (scale it to 2 without applying it), you now have a 2m diameter with a thickness of 0.2m despite the Solidify Modifier still showing a thickness of 0.1m. The new scale and thickness are shown in the Viewport, but the modifier shows the values valid for a scale of 1)
And if you now apply the scale, the new thickness would be 0.1m because that's what the modifier is set to.
NOTE:
Scale is for the object and the modifier values are for the mesh. Object is separate from mesh (you can change the mesh that is used in your object anytime)


Texture Paint painting on back of selected object I'm new to Blender, trying to use Texture Paint mode on a model I've made. I've got the texture and UV map set up right so far as I can tell, but when I try to paint on the object, the texture is painted on the back of the selected object.

So when I tried to paint on the front half of the purple object, the white circle was painted on the back instead. The texture is not currently set up with nodes. Thanks in advance for the help.

Turns out I just had to fuss with some of the default settings, though why they were set to such an odd default, I don't know. For anybody else with a similar problem, this can be fixed by entering Texture Paint mode, then selecting Options > Project Paint on the left panel and making sure only Occlude is checked


Make a gold reflective object Brand new to blender, and I'm trying to make a metallic object that is reflective.
There are lots of tutorials on youtube, however none of them are compatible with blender 2.71 with the cycles render.

Here are the tutorials I have tried:

https://www.youtube.com/watch?v=H_d7aT39mHQ
https://www.youtube.com/watch?v=d1QLNPPOsR0
https://www.youtube.com/watch?v=RKj_Rc8UA7E

All of these tutorials have a 'transparency' and a 'mirror' option in the outliner menu that I just don't seem to have.

How can I make this object reflective? Am I missing plugins or some other menu?

To do this in cycles, you'll want a glossy shader.

You can do this from the properties menu like this:

But this actually will create the corresponding material nodes in the material node editor:

At least in cycles, the node editor is a lot easier and faster to work with directly once you get used to it, allowing you to create more complex setups quickly:

See the manual for a complete list and description of all cycles nodes.

To help make it look more realistic, use a non-uniform/textured environment to avoid flat looking reflections:


What defines matching topology? In a previous question it was shown that a mesh that was duplicated and deformed separately can be used to define a shape key in the original mesh. If the vertex count doesn't match then you get an error message saying "Selected meshes must have equal number of vertices".

As a test I subdivided a cube and merged some vertices to get a vertex count of 507 to match the count in a default suzanne mesh. After joining as a shape key I see a small resemblance to the suzanne shape but really have nothing more than a collection of randomly joined vertices.

So what defines a matching topology in the context of using a mesh to generate a shape key?

Several things matter:

The vertex count must be the same. = (v0...v19)
The edge list must have the same vertex indices to build each edge. That is, the same vertices must be connected. = [[v0,v1],...[v10,v11],[v18,v19]]
The polygon list must have the same vertex indices to build each face. That is, each face must be formed by the same vertices, in the same order. = [[v14,v15,v7,v4],...[v7,v6,v18,v19]]

Basically, you can move the vertices all you like, but you can't change how they connect.

Here is an image to demonstrate a deformation:


Where can I find the dimensions of an object? In earlier Blender versions, the "Transform Properties" panel showed the object dimensions (i.e., bounding box: width, height, depth).  Now, it just shows location, rotation, and scale.

Press N to bring up the Properties Panel of the 3D View, the Dimensions are listed below Scale in the Transform panel (bottom right):


How to connect "disconnected" edge loops between vertices It's just simple question, look at these pictures:

As you can see, I'm trying to using loop and slice, but edge is not connected.

I tried to fix this, but it didn't worked(removing doubles, recalculate normals, remove faces that has not connected and re-fill it or etc).

What causes this, and how do I solve this problem?

Your mesh is non manifold at these spots. There are faces inside the volume which you have to delete.


How Can I Select All Inner Faces of a Current Selection of Faces? I found several other questions that asked similar things, but were not the exact same thing.

I want to go from this:

To This:

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

It's not one operation, but it is quick, and Blenderish, (no faffing with menus, no operations on things you can't see)..

H  hide the selected boundary faces...
Hover over the interior with L to pick them all up...
Alt H to bring the boundary back.


get the line of sight vector with nodes I would like to make a material that displays the line of sight vector using the RGB channels :
for example, here, let's say i am looking from the camera, the line of sight vector would be :
→E(X=0; Y=1; Z=0)
so the sphere should appear all green.

Also, i wanna precise that I don't want it to use the camera (the object) orientation but the viewport.
I think the vector transform node would help, i found this thread in which the material displayed the rotation of the object so i think it could help : Change color with object rotation

Use a camera data/view vector node.  Because this provides a camera space vector, you can use a vector transform node to transform it into a world space vector like you want.

The "camera" being referred to here is not the camera I have in the scene-- notice the axes and camera position, notice that the same sphere is different colors in different viewports.  The camera being referred to is whatever eye is looking at the scene.  In the case of a render, that's the camera, but in the case of a viewport, it's whatever your viewport is using as a "virtual" camera.
Another way to do this, in Eevee, is to use geometry/incoming, then reverse the vector.  In Eevee, the incoming is vector is always the view vector (but reversed, to point at the camera.)  In Cycles, this vector doesn't always refer to the view vector, but instead refers to the most recent direction any particular ray that hit the object took.


Break a loop animation (Make Cyclic) to start a new one I've used the 'Make Cyclic' to loop these keyframes (image below). So, I want to break the loop at a certain time to do a new animation (insert another kf to do a different thing than the loop does). Any help how to do this?

Thanks in advance!

I guess you will have to do it by the NLA Editor: push your first animation in the NLA Editor (down arrow), open the N menu of the NLA Editor > Animation Tab > Action Clip > Playback Settings > Repeat as much as you want, come back to the Dopesheet in Action Editor mode, create your second animation, then push it in the NLA Editor, by default it will appear on a second track above the first one, then move the clip of this second animation where you want it to interrupt your loop.


Bone Heat Weigthing failed to find solution for one or more bones I am trying to do automatic weighting on this object, but I am getting a "Automatic Heat Weighting: Failed to find a solution for one or more bones".

I have tried alot of different thing

Removing doubles
Removing all modifiers
Subsurface
Decimate
Removing Non Mainfold Vertices

Here is my .blend file:

To solve this:

I first removed doubles. This is caused because of non-manifold
geometry in your model as shown in here.
I then switched into Edit Mode
Then hit Ctrl+AltShift+M to find non manifold geometry in the model
I then unchecked all the list except the Boundaries as shown below:

I then hit Space Bar and type Dissolve Vertices as shown below:

After that I did automatic weighting and it worked perfect as shown below:

Updated .blend file can be found here:


Extruding, right-clicking, then scaling moves some vertices to the wrong place Here's the image:

It starts like this before I perform the procedures in the title:

Here's the file:

In the Tool panel (on the left of your 3D View window, activated with T) > Options tab, deactivate the Mirror option.


Unwanted reflections when rendering I'm pretty new to blender and especially new to working with materials and lighting as I have done rendering in other programs previously. My problem is the reflections from the objects under the glass as seen below.

But when I am in the shading viewport I don't get these relfections and it looks just fine.

Thanks for any help you might provide :)

Reflections are part of what makes glass look like glass. The issue is not so much with the material (making a shader with no reflections completely is quite easy, but will make the glass look like there is no surface at all).
Look at images of watches and do a search on how to photograph them. The important thing that you will notice is how the surrounding elements play a crucial role in the scene. You want reflections that show the glass, but you want also some black (or dark) elements reflected on the surface that make the transparency more evident. So you have to be strategic about how objects and lights are placed around the watch.
Read: How to turn off reflections on glass
Also, when dealing with elements behind glass, the thickness of the glass will play a crucial role. If the glass has no thickness (like a a plane) then the glass material will behave like a single glass solid, as if the insides were encapsulated completely in a glass block instead of being behind a thin piece of glass. The glass has to have a realistic thickness.
To create a shader for elements behind glass in cycles read:
How to illuminate the darkness inside glass objects in Cycles?
Objects behind glass appear too dark
As a final note: a plain HDR of trees as environment is not the optimal way to light a scene like yours.


Why is the Clay Brush (set to add) actually Subtracting during stroke? (Sculpting) I am trying to do some sculpting but running into a problem with the default clay brush. I can't tell if this is a bug or operating as intended.
Basically, if I use a low strength value, such as 0.200, the brush actually starts subtracting from my mesh, not adding. I want a low strength value but additive sculpting.
Here's a gif that demonstrates what is happening
(Excuse the bad compression):

Notice how ADD is selected, but it's actually carving into the mesh.

I would really appreciate any kind of help! Thanks.

The behavior is caused by Autosmooth (Sidebar (N) > Tool > Brush Settings). This setting controls the amount of smoothing that is applied to each brush stroke. In your project the positive displacement of the clay brush is cancelled out by the stronger Autosmooth. The strength of Autosmooth depends both on the factor in the tool settings and the resolution of the mesh. An object will be affected less in its shape the higher the mesh resolution is.
Hence, there are three options to reduce this unintended displacement:

Reduce the strength of Autosmooth.
Increase the strength of the clay brush.
Use a higher number of subdivisions.

The first and second option are the most straight forward solution to the problem. The third option is only listed for completeness, it is likely not desirable to increase the number of subdivisions just to reduce the impact of Autosmooth.


How to speed up rendering of transparent areas? This is a bit of a trick question. We know that HOLDOUT will subtract objects from renders. My question is slightly more elaborate. I had a render that I spent a fair amount of money on (render farm), only to find out that a material was set to the wrong settings. So I'm re-rendering the animation with every other object BUT the one I need using the HOLDOUT feature.
However, Blender is crawling all over the rendering even though 80% of the frame is 100% transparent. I'd love a way to have Blender only render the area where the object exists. I know about setting a render area method, but the problem arises where I need the object to be in the EXACT location that its predecessor was that had the material problem, so rendering the entire 4k frame is very helpful for a clean overlay.

Since 2.9 you can enable Adaptive Sampling.
Transparent areas (or pure HDRI) are then rendered with 1 sample only.


Any way to "thicken" my model without scaling it? I've created the model below for 3D printing, but when printed at my desired size, each piece is too thin and flimsy. I was expecting it to be larger when I modeled it. Is there any quick and easy way to "bulk up" all parts of the model at once without scaling it? This is hard to explain, but hopefully it's making sense. I'd like the overall width of the piece to remain the same, (or very close to it) while each of the long, thin sections gets thicker. It would be a major pain to do by manually moving or scaling individual sections, and it seemed to me like the kind of thing that there might be a modifier or sculpt tool for. (I'm not very experienced, in case that isn't clear, so I think there's a good chance I just don't know about a tool that would be perfect for this)
(If someone understands what I'm getting at and can offer a better way to explain it, I'll happily update my question)

Well, it turns out I should have kept trying for another half hour before posting.
For anyone else with this problem, select all in edit mode, hit Alt+S to scale along normals, and then, while scaling, hold Alt or S to use something called Even Thickness to keep it from "bubbling" out.
I'll wait a while to mark this as my answer, in case someone else has another option that works better


Is it safe to close the client during a network render while it is rendering? I have 3 PCs in my network: my main that I can't bog down with rendering so I made it the client; my laptop which I've made the master because it's not great at rendering; and my old PC which I've made the slave.

My question is that while the master is managing the render job can I close the client program on my main computer and then reconnect to the master later to get all the files it has rendered so far?

Currently I'm using it to render the frames using the cycles engine for an animation I made.

Edit: I'm using the 2.79 version of blender for windows.

I found that you can close the client once you send the render job to the master. The master is what needs to keep running.


How to re-link missing blender files I have multiple characters linked to a blender file, but i moved the original character files and now blender is sating they're missing.

Is it possible to get blender to find the missing blender files like it finds missing image files so that i can preserve the previously made animation?

On a side note is there a way to also view a list of all the missing files?

Is it possible to get blender to find the missing blender files like
  it finds missing image files so that i can preserve the previously
  made animation?

Yes, totally. Go to "File > External Data > Find missing files".
You can navigate to specific folders if you know where you put your files. as blender searches sub-directories you can even say: "Hey blender, my file is somewhere in here, just look for yourself" on your documents folder.

  On a side note is there a way to also view a list of all the missing
  files?

Yes. There is.
"File > External Data > Report missing files" prints all missing files to the console (in the default layout you can all down the menu on the top to see the console's content.)


Can we simulate with mathematical calculation using blender and python? I am learning to work with 3D objects using Python and Blender. I want to simulate gravitational two body problem for Sun and earth and I know it is possible in Python but I want to make it attractive using blender using materials and texture. Is it possible to run all the mathematical calculations in Python and inject in blender to make it in an attractive way?

I won't pretend to know all required physics and the good initial conditions, but that can be done using the Python script.
The idea is to setup a function (a handler) which is fired by Blender each time frame (current time) is changing. This is done by "bpy.app.handlers.frame_change_pre.append( theFunction )" which mean "theFunction" is called before the change of the frame.
The result is the following:

The code:
import bpy
from mathutils import Vector

#get first object and arbitrary location
o1 = bpy.data.objects['o1']
o1.location = Vector( (-5,0,0 ) )

#same for second one
o2 = bpy.data.objects['o2']
o2.location = Vector( (5,0,0 ) )

#define constants: G and masses
G = 6.6740831e-11
m1 = 1e+11
m2 = 1e+05

#initial speeds
v1 = Vector( ( 0, 0.01, 0 ) )
v2 = Vector( ( 0, -0.5, 0 ) )

#frame rate for calculation
frame_rate = 1 #24 (normally 24 but 1 is faster)
seconds_per_frame = 1 / frame_rate

def two_bodies(scene):
    #import globals in the function scope
    global o1, o2, G, m1, m2, v1, v2
    global seconds_per_frame

    #calc current direction between the objects
    direction = o1.location - o2.location

    #calc the squared distance
    d_squared = direction.length_squared
    #keep the direction of the strength
    direction.normalize()

    #calc new speed vectors
    v1 = v1 - (direction * (G * m2 / d_squared) * seconds_per_frame)
    v2 = v2 + (direction * (G * m1 / d_squared) * seconds_per_frame)

    #calc new locations
    o1.location += v1 * seconds_per_frame
    o2.location += v2 * seconds_per_frame

#get rid of previously set frame_change_pre handlers (if not the same handler may be fired n times)
bpy.app.handlers.frame_change_pre.clear()
#install "two_bodies" as current handler
bpy.app.handlers.frame_change_pre.append(two_bodies)

The blend file is below. To use it:

In the text part, use the "run script" button in order to setup initial conditions and the handler itself
In the 3D view part, use AltA to run the animation


Animate an emission object appearing and disappearing I am trying to make a stationary emission object (placed in between two other objects) appear and disappear to create the illusion of a flare that comes on and shuts off quickly. The emission object is 2D text and a copy of 3D text on top. The emission object has two nodes: emission and transparency connected to a mix shader. When I manipulate the 'factor' in the mix shader, the emission object appears and disappears like it is supposed to. However, when I hover the cursor over the factor entry box and press 'I' to create a keyframe it does not turn yellow to indicate it has taken and no keyframe is created. I get the same result when I hover and press 'I' in the materials tab in the properties area on the right. What am I missing?! (By way of disclosure, I'm a relative newbie to Blender and animation in general.)

You can key the visibility of the object by hovering in the outliner over the render restrict symbol (camera symbol) next to your object and pressing I to add a keyframe. Then create a invisible key on the first frame, a visible key on the second key and again a visible on the third. That should give you the flash effect you want when you render it, but it will only show in viewport if you also key the viewport visibility (but I am currently not sure if that's also possible...)


Baking of several particle systems I am doing this tutorial. have two particle systems in my scene (for the same object). One particle system is for generating shards of glass and the other one for smoke & fire. I should say that I should do two bakes, one for each particle system. Is that right ?

I think I am a bit confused about the "baking" options.

A) Particle System "Shards of Glass". As I said I have one particle system for generating shards of glass. The particle system uses "shards of glass" objects. In the "particle system" box there is an option to bake. This is to bake the emission of shards of glass ?

B) Smoke and Fire Simulation. A cube is used for the "domain" and a  particle system for the "flow" of smoke and fire. When dealing with smoke and fire in tutorials the baking is done in the domain (but why not in the particle system)? Why is that ? Why is the baking not done in the particle system (the particle system emits the smoke) ?

I guess I have a basic non-understanding about all these baking options.

First off, particle systems are responsible for emitting particles, they have nothing to do with any smoke or fire simulations; on the other hand, smoke simulation is used for emitting smoke, not for particles. Particle system can be used as emitter for smoke (instead of actual mesh), - but their data is different and you can't bake smoke simulation from particle system panel (unless baking everything, see below).

Hence there is Bake button for baking in their options. It will work per each physics simulation - each smoke / fire sim will be baked from its domain, particle systems - from their options per each particle system, same for dynamic paint etc. With this way you'll bake them one by one.

The only way which is independant on these options is to bake all physics at once - with Bake All Dynamics button which will bake everything you have to bake in scene:

  Bake All Dynamics
      Bake all physics systems in the scene, even those of different types. Useful for baking complex setups involving interactions between different physics types.

Note that it may last longer than you expected (because of amount of data to compute).


How to white out screen with a flare I am trying to do a short video intro. The camera will follow a straight path through a circle, then I want the screen to flash completely white.

I have the camera set up to follow the path. Now how do I make the screen flash white?

I just want the screen to go completely white. Doesn't have to be fancy right now. I guess from a circle in the middle that quickly grows to fill the screen.

This can be done very easily in the compositor. I am using the Cycles node set in this example.

First, press Shift+A and add an Ellipse Mask node.

Do the same for a Blur node.

Then hook up the nodes as shown. Animate the Width and Height values by keyframes to animate the effect.

Depending on your render size you may need to adjust the blur size, but this should get you on the right track.


Unlink wall and e.t.c. from Archimesh I created the wall with the Archimesh plugin, then I want to disconnect it and edit it like any other object manually.

How can I do it?

I will try to explain, although it is difficult in English.
It is necessary to “free” the wall from the plug-in so that it can no longer change it by accidentally clicking on the parameters of length, height, etc.
I created 2 walls, and extruded inserting one of them manually. If I accidentally click on panel right on walls height, length, count e.t.c. my manually editing will be destroyed.
How to avoid it

Unfortunately, I don't know how to unlink it from the Archimesh tools. But it is worth noting that if you make a change by accident, undoing the change will get you back your custom modifications.


How to Remove these Ngon's with good topology? I'm working with a relatively low poly model for a weight bench, and am currently connecting the "legs" that support the weights.  I'm having an issue trying to determine how to clean up the highlighted parts below.  Any help would be much appreciated!

It seems to me that the best way to do your shape is this one, and to do it you can just correct your topology with some merges and edge slides:


Unwanted rotation behavior The Cube should rolle like a cube should roll^^. In some cases the rotation goes wrong in case of a gimbal lock? How to avoid that?

This rotation behavior occurs because the first rotation causes a rotation in the axes as well. This would require you to recalculate the axis to use for the second rotation. Unfortunately this problem isn't the result of gimbal lock and won't go away if you're switching to quaternions.

A quick and dirty solution would be to change the order of your rotations depending on whether the cube is rolling in the x or y direction. I don't know if it's possible to change the rotation order for one node, but if you multiply the rotation matrices you end up with the same result. If you're sticking to nodes, use two Matrix Math and a Matrix Mix node. I just decided to switch to a script to reduce the amount of wiring.

This approach would require you to keep track of the cube's direction and manually add keyframes for the script input which changes the matrix multiplication order.

The fact that the orientation of the cube might change whenever you switch could lead to problems if you replace the cube with an object with less symmetry. But then it might be better to search for another approach as the x and y position of an empty alone isn't sufficient to determine the desired orientation of the final object.


Unwrapped map gets distored I'm trying to unwrap an open carton box I'm struggling to model in Blender.

Mark seam
Select all
Unwrap

Instead of getting rectangle shapes, my box gets unwrapped in an odd way that can not
be used for adding textures to it (such as a logo).

Why is this happening?

That's happening because using u UV Mapping->Unwrap works best if you treat the UV Islands as if they are made out of paper.  Paper doesn't stretch so if the UV Island you are trying to create would tear if you tried to make that shape with paper then it will also distort when you try to unwrap that shape in Blender.

PGmath is correct in that you should define seams for the model.(Or use 'Smart UV Project' which is usually very messy for complex shapes :(

Activate Edge Selection mode using the header button or by pressing Ctrl+Tab then select the second entry on the popup menu which is Edge.

Now select an edge and press Ctrl+e and look down the list for 'Mark Seam' the selected edge will now be highlighted in red.  Now when you use Unwrap, that marked edge will form one of the edges in the UV map coordinates.

After unwrapping, I selected all the UV Islands and Pressed Ctrl+p 'Pack Islands' to re-align them.  There is an option to Rotate the Islands which can be unchecked.

Here's the .blend so you can have a closer look at the seam placement.

http://www.pasteall.org/blend/34450


Mesh is not rendering, I can only see a background image (or nothing) FILE:
https://drive.google.com/file/d/1vdiEmix_mWpaWA5m_V9n8wBDobLRzSB2/view?usp=sharing
I'm doing motion tracking scene and the objects that I put in are not rendering. They are rendering in viewport and in other places but not in the final render. The shadow catcher seems to not work too. I didn't pack the background movie, it's too heavy.
I tried:

most of this

realated question from
blenderartists

FIRST Image is how it should looks like (taken from viewport)
SECOND is how it looks

Turn off sequencer:

Once you have a movie clip in your VSE it will override rendering. If you want to composit your render on top of the footage, you need to use the compositor. Don't ask me why it's not off by default.


How to move only one side of a cube in object mode - equivalent of stretching the cube in that direction without moving other faces Having come from another CAD package, I am accustomed to being able to identify a cuboid and grow it in one direction i.e. stretch the 'scale' in this dimension, but on one side of the cube only.  I am sure that this can be done easily (I can see ways using extrude, but then there is a join required etc... - several commands, and cumbersome).
What am I missing?   Ideally this should be available in block mode, not edit mode, similarly to the scale, move and rotate functions.
Help!

You can just move the face in Edit mode:

If you want to do it in Object mode, put the 3D cursor on the face that is supposed to be the pivot point:

go into the Transform Pivot Point panel and choose 3D Cursor (or keyboard shortcut . to get the pie menu:

then scale on the axis you want (SX here):


I am trying to render two renderlayers, but the second layer black background is on top of the first layer So, I followed some tutorials and modeled planet Earth and an asteroid. Because it's two different compositions I separated each one in a different render layer. But only the asteroid layer is rendering properly, and the planet is not showing. I don't know what I am doing wrong, so I think is easier if you guys check it out if you can.
Here's the .blend
Any help is appreciated, thanks :)
Blend with packed textures

The lens distortion node is making all the pixels in the asteroid layer opaque so that the alpha over covers up the earth layer.

The solution is to do the lens distortion after combining the layers:

The lens distortion should be done after combining layers anyway, as with a real lens everything in the image is distorted.


Ocean modifier color and foam I'd like to know how to do two things with materials related to the Ocean Modifier:

1) Change the color depending on the depth of the water, and

2) Create some believable foam.

Both of these features should change as the ocean modifier plays back.

The attached image shows what I mean pretty well, methinks—you can see how the water changes to a darker blue where the water is a bit deeper, a lighter blue where it's shallower, and blends to a white where the foam should be. I also believe that this image was made with Blender's ocean modifier [EDIT apparently it's not, but the point still remains]. I'd like this to be possible regardless of lighting conditions.

Does anybody know how to create these effects with materials that use the ocean modifier?

Final.

I've exaggerated a bit difference between deep and shallow water to present it better.

Node setup and overview.

Water.

Most important thing here is to separate generated texture coordinates on Z axis and assigned to it Color Ramp with our colors of choice representing deep and shallow water. You can add here more colors, not only two of them and/or change interpolation between color stops - I've used default (Linear).

Foam.

First of all you will need to choose Foam Data Layer Name. I used... 'foam' and use it in Attribute node. I've also added a Math node with Power to fine tune mix between water and foam shader.

Mix.

You can now mix shaders by 'foam' factor and use any other shader for materials. I've used simple Glossy for water and Diffuse for foam.

Nodes and Ocean setup.


Find the name of textures linked to an object in python? How can I find out the name of a texture linked to an object?

Is there an image operator to find this out?

I searched in forums but wasn't able to find a working script, I tried this script:

import Blender
from Blender import*
img = ''
sel = bpy.context.object.name
if sel:
me = sel[0].getData(mesh=True)
for f in me.faces:
    if f.image:
        img = f.image.name
        print (img)

But the code doesn't work in my python console with Blender 2.68.

How could we find what are all the images in an object and its name and path?

This is a more direct version of the original script.

import bpy

obj = bpy.context.object
if obj:
    me = obj.data
    if me.uv_textures.active is not None:
        for tf in me.uv_textures.active.data:
            if tf.image:
                img = tf.image.name
                print(img)

Note that you now need to access the face's image though the uv_textures data-layer, in this case we assume one exists and choose the active one. me.uv_textures["UVTex.001"].data would work too if its present.


How do I convert a mesh and curve into just a mesh? I have a cylinder that I made into a fish for a fountain ornament.

I made it out of a cylinder and a parent curve.

I want to make that into just a mesh now so I can import it into Unity.

Currently if I import the curve + cylinder mesh it doesn't work.

Just select the mesh then press alt+c. select "Mesh from Curve/Meta/Surf/Text"


I am not able to use texture paint (2.8) Every time I try to use the texture paint, I am met with an error card saying "Missing UVs, Textures, detected!". Any help please?

Make sure you have an image open in the Image Editor.

Pressing the small picture icon will allow you to select existing images in your project. New will create a new blank image, and Open will allow you to append an image from your computer into the Blend project.

If there are missing textures from your project (those show up as pink), you can tell Blender which folders to look for those textures in by going to File > External Data > Find Missing Files


Error with Python script when run using `--background` With the following minimal example:

test.py:

import bpy

bpy.ops.mesh.primitive_plane_add(size=1,
                                 location=(0, 0, 0))

Calling blender on the command gives:

$ blender --python test.py --background
Traceback (most recent call last):
  File "/home/here/test.py", line 4, in <module>
    location=(0, 0, 0))
  File "/usr/share/blender/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties: : keyword "size" unrecognized

Blender quit
$ blender -v
Blender 2.79 (sub 0)

Am I missing something ? Should I report this as a bug ?

The size argument doesn't exist for this operator in Blender 2.79, it's called radius.

Blender 2.79:

import bpy

bpy.ops.mesh.primitive_plane_add(radius=1, location=(0, 0, 0))

Blender 2.80:

import bpy

bpy.ops.mesh.primitive_plane_add(size=1, location=(0, 0, 0))

The following links take you to the documentation of the function in Blender 2.80 and Blender 2.79.


Gap between objects created using array modifier objects I was following an online course to learn blender on Udemy. I was using array modifier to create an array of objects using array modifier. The relative offset is set to (0,0,1), and I was expecting objects to be right next to each other without any gaps. Whereas I get something like this:

I could get rid of the gap by decreasing relative offset value along z. But I wanted to understand what's giving me this gap, while the online course used the same relative offset and had no gaps.

Details of a single object: it is made up of 4 cylinders with a non-default property "Nothing".

[Edited] Screenshot from the video that I am following:

You can see no gap between two objects. I see that we used same settings.

Tick the Merge checkbox in the array modifier. It is most likely that your instructor too had used Merge option ticked


How do I gently bend 4 bottle sides inward simultaneously to create a uniform dent? Trying to create a dent on 4 sides simultaneously on a roundish square bottle. But first in order to get it symetrical I should find away to select the same face area on each 4 sides.  Ideas? Suggestions?

May I suggest a Lattice?

Create a Lattice object, and link it to the bottle with a Lattice modifier on the bottle object. Set the Lattice object to an acceptable resolution, and in Edit mode, move some lattice vertices closer to the center with the Scale transform tool. The deformation depends on the subdivision of the lattice and the selection of vertices. Experiment until you find the correct values for your situation.


Bogus face in 2.8 mesh My mesh shows what looks like a bogus face normal. The mesh and screen cap show the problem. Some holes still show a face normal but no face can be selected!

I got to this point by creating a building mesh and merging vertices. I created a separate mesh (plane) for cutting holes in the building. I used knife project to put cut lines into the building. Then I selected and removed faces where holes should be. Some holes still show a face normal even though there is a hole (no face can be selected). Merging vertices does nothing.

This appears to be a problem, but I don't know if it causes anything bad.

[("https://imgur.com/a/fD528qR)

Barkest has the answer, I believe. The "bogus" faces have surrounding real faces whose medium centers just happen to be over a hole, giving the false impression that there is a face where a hole exists.