Cloth simulation acting wonky in render. Correct in viewport I've baked a cloth simulation and parented it to another object. The animation looks right in the viewport but when I render it, it jumps to the right on the X axis and then gradually floats to the left.

Animation starts at frame 118. The initial jump changes based on what frame i start the bake on: closer to 0 means further to the right.

Here's the viewport render to show what the animation is supposed to look like.

https://gfycat.com/victoriousoldfashionedhydatidtapeworm

Any ideas how to solve it?

It would be nice to see what it is doing in the final render. However, normally when something like this happens, either you have a subdivision surface modifier on the object with cloth and you have settings set differently on the view port than the render. This would apply into the same concept as other modifiers that you could have on the object with cloth simulation. It does not sound like subsurface. But, works the same depending on the mod. Obviously, something that is checked on for render in your scene and is set different to view port is affecting your final results.


Perform multiple face transform using individual axis in edit mode, i select 4 faces (image1) and i want to scale them using their own individual normal axis so i can get the result as in image2. How can i do this without manually do it one by one ? is it possible ?

Change the Pivot center to individual origins, and change the transformation orientation to normal. If you press S for scale and X twice then you are able to do the transformation


how do i export face normals? Is it possible to retrieve the vertices's of every face in a mesh?

Also is it possible to get the normals of those faces?

I want to store them in a csv file

A mesh objects data contains lists for vertices, edges and polygons. Each edge and polygon has a list of vertex indices that it uses.

Python's csv.writer is included with blender's python install.

import bpy
import csv

obj_data = bpy.context.active_object.data

with open('out.csv', 'w') as csvfile:
    data = csv.writer(csvfile, delimiter=',')
    for f in obj_data.polygons:
        face_data = []
        for i in f.vertices:
            face_data += [obj_data.vertices[i].co]
        face_data += [f.normal]
        data.writerow(face_data)


How can I create a soft, fluid filled pod that can rupture? I was watching a trailer for an animated short film and there was a moment when a green pod split open and a person fell out, along with a bunch of fluid. I've set up the link so it begins on the exact part I'm talking about. (Edit) I've also made gifs of the scenes featuring it, as best I can. Also, I use Blender 2.8 and while I'm sure I could find the equivalent settings to the 2.79 ones after a ton searching, I'd prefer it if an answer were written for 2.8.

I really like this effect and I want to recreate this animation; my best guess is use a fluid sim with a soft body sim but I have no clue how; I'm pretty inexperienced with sims.

I would say make a hollow softbody (I guess with the boolean), make it breakable (how do I make an object bend or break if hit with sufficient force? - see the bottom of the first answer), then add fluid inside (https://www.youtube.com/watch?v=1gM8yEMFMjg). I'm not that experienced with those, but I'll do some experimenting and get back to you if i get anything useful.


How can I average two meshes together? Is there already a way in Blender to combine two very similar but necessarily different meshes (with different topologies) such that the result is an average of the two? The process I imagine would be something like aligning the meshes on top of each other, measuring the distance between the surfaces, and creating a vertex at the center of that distance.

If there's not already a way, anybody got any ideas?

The ultimate goal would be to average several similar meshes (like 3D scans) to suppress noise and amplify correct data.

Do you have 1-1 vertex correspondence? If so, with both meshes selected, you could try adding one mesh as a shape key on the other.:

Then, move the slider to apply the shape key at 50%:

If your meshes don't have the same number of vertices, you can use a use a shrinkwrap modifier to warp one mesh onto the other before the shape key. This will make it match the other as closely as possible (consider this 100%). Then, you can apply that shrinkwrap as a shape key and turn the shape key back to 0.5 (consider this %50). Rinse and repeat for additional versions of the mesh.


Changing the pivot point and using it to snap to grid I initially learned how to model using Maya, and so I relate everything back to that way of working in 3d space. I want to start modeling in Blender but I am having trouble with some basics...

So in Maya, if I wanted to create a box and snap one its corners to the grid, I would create a box, hit the insert key, snap the pivot point to the corner vertex I want, and then use new pivot point to transform the box to the origin of my grid space.

...but in Blender I can snap the 3d cursor to a corner, and then when I try to move by increments to the origin it won't snap to the origin but instead, it will snap 1 grid unit from the current location.

What is the standard way to do something simple like this? When I search the manual, it seems like it doesn't understand my terminology. Pivot points work in rotation but not in transforming my object, so if I successfully set the 3d cursor to the corner I want and then type in 0,0,0 into the location coordinates, it centers the object on the origin instead of snapping the corner to the origin.

First go to the Edit mode of your Cube and select the vertex you want to snap the pivot to.

Then press ShiftS to open the Snap menu and select Cursor to Selected.  Now you will see the 3D Cursor appear at the vertex.

After that you have to quit the Edit Mode and go to the Object mode of the Cube, then press ShiftCtrlAltC to open Set Origin menu and choose Origin to 3D Cursor.

When thats been done, (still in object mode) press ShiftC  to make the 3D Cursor go back on the grid and while your Cube is selected press ShiftS and choose the second option Selection to Cursor.

Now this will snap your Cube on to the grid.


Weird bone rotation in copyRotation Constraint I'm having a problem with this bone setup I've made. The Thing is, the bones in Y axis rotate as it is supposed to, but when in the X axis, it inverts and I really don't know why. Some images to explain:

I want the X axis bones to make the same movement as the ones in the y axis

Consider two separate bones .. one for x-axis rotation, one for y-axis rotation.
Consider pose space to pose space.
Consider keyframe of pose


Scene not visible in render I'm using blender 2.90.1 version Eevee Render Engine. My previous Scenes are no problem. it's rendered. but this file is not rendering. What is this problem?
I use particle system, soft body in this scene.

I found it. it is my Wrong. I use reference videos for creating animation in video sequencer editor. Because of those videos rendered in render time. I delete this videos and it's fine.


List of Menu bl_idnames? INFO_MT_file_export, etc I am loosing my mind here.

Every example addon in blender uses bpy.types.INFO_MT_file_export yet not a single doc explains where the hell the name INFO_MT_file_export comes from.

The doc for bpy.types doesn’t have anything about it. Which leads me to believe we are accessing some object.

I can draw the conclusion that it’s a bl_idname for the info menu and the export submenu, but I don’t understand why we can access it using the dot operator inside of bpy.types, or why we can call the append and remove function if it’s a type of Menu.

Moreover, is there a list or something of all of these predefined possible menu ids?

Mousing over the base of a menu gives you the bl_idname.

If you right click and select edit source it will open up the code for that space in the text editor

In this file you will find

class INFO_MT_file_export(Menu):
    bl_idname = "INFO_MT_file_export"
    bl_label = "Export"

    def draw(self, context):
        if bpy.app.build_options.collada:
            self.layout.operator("wm.collada_export", text="Collada (Default) (.dae)")
        if bpy.app.build_options.alembic:
            self.layout.operator("wm.alembic_export", text="Alembic (.abc)")

which affirms that it is a Menu class.  The naming convention used by blender for operators and menus is <SPACE>_<TYPE>_<name> where in this case it's the INFO space, is menu type MT and named file_export.

When a blender menu (or operator) is registered it becomes known to bpy.types.  If the naming convention is followed, we can find all menus in the info space, simply by using auto-complete  in the python console.

>>> bpy.types.INFO_MT_
                      add(
                      armature_add(
                      ...
                      file(
                      file_export(
                      file_external_data(
                      file_import(
                      file_previews(
                      ...
                      window(

To get a complete list of all menus, you can use python's built-in dir() function:

base_type = bpy.types.Menu
for typename in dir(bpy.types):
    bl_type = getattr(bpy.types, typename)
    if issubclass(bl_type, base_type):
        print (bl_type)


How to get Property Panel attached My Panel? I want to get "Use Count" Panel to attach to My Panel, what should I do? I know its Class is "PARTICLE_PT_render_collection_use_count", as shown below. Hope to get help, Many Thanks!

Reuse the code.

Can turn on developer extras and view the source of most of blenders UI.
An option would be to copy the code needed and add to a new Panel class.
A rub is the properties area often has context members unique to the region. For this  case  context.particle_system is defined in the properties area in particles tab.
Would instead need to be edited to context.object.particle_systems.active
Monkey patching and passing context object with extra members.
As an example have given new panel a method which refers to blenders UI class draw method.  A namespace object is used to create a context with the extra members and passed to the draw method as a proxy context object.
Similarly with  the poll method of the PARTICLE_PT_render_collection class.
Could do same for  draw_header
Have, however,  simply added the use count property to the draw method, it could however be used in a draw header method to replace "Hello World" title.
import bpy
from argparse import Namespace

from bl_ui.properties_particle import (
         PARTICLE_PT_render_collection_use_count,
         PARTICLE_PT_render_collection)

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    @classmethod
    def poll(cls, context):
        ps = context.object.particle_systems.active
        c = Namespace(**context.copy())
        c.particle_system = ps
        return PARTICLE_PT_render_collection.poll(c)
    # monkey
    draw_part = PARTICLE_PT_render_collection_use_count.draw

    def draw(self, context):
        layout = self.layout
        ps = context.object.particle_systems.active
        if ps:
            layout.prop(ps.settings, "use_collection_count")
            c = Namespace(**context.copy())
            c.particle_system = ps
            self.draw_part(c)

def register():
    # fake a pin_id for 3d view.
    bpy.types.SpaceView3D.pin_id = None
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    del bpy.types.SpaceView3D.pin_id
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

Note, this is only a proof of concept.  Other things to consider when moving from properties area elsewhere is context.space.pin_id for when the panel is pinned.  Have added another monkey patch to set pin in 3d view to none.


Move edge along normal of other face? I have the following situation:

I want to move the edge highlighted in the second image along the direction of the face of the first image. I'm fairly new to blender, so I'm asking if there's a simple way to do this (e.g. no scripts).

edge slide CTRL E does not work in this usage case, because of the topology. besides the solution provided by Gandalf3, here is a somewhat more complicated alternative which i just keep here as a sidenote:

Select the Face along which you want to move the edge:

Set the 3D Manipulator widget's Transform orientatin to "View"

View -> Align View -> Align View to Active -> Top

Select Edge Select Mode

Select the edges that you want to slide

now you can slide the edges upwards and be sure they slide along the face that you selected in 1. above


Why "dimensions" attribute is not working on blender 2.8? This code should resize objects. It works great in 2.79, but not in 2.8.

I get this error:

  AttributeError: 'bpy_prop_collection' object has no attribute 'dimensions'

This is my code, I can't find the error:

   #SCALE AUTOMATICALLY

    dimX = bpy.context.scene.objects.dimensions.x
    dimY = bpy.context.scene.objects.dimensions.y
    dimZ = bpy.context.scene.objects.dimensions.z

    multiple = 5 / dimZ

    bpy.context.scene.objects.dimensions = (dimX * multiple, dimY * multiple, 5)

You're referring to multiple objects, which altogether have no attribute "dimensions". Each individual object has, though:

for obj in bpy.context.scene.objects:
    dimX, dimY, dimZ = obj.dimensions
    multiple = 5/dimZ
    obj.dimensions = (dimX * multiple, dimY * multiple, 5)

Be aware that division by zero could be an issue. Also I'm not sure if all objects have dimensions (cameras?). You could add if obj.type != "MESH" or dimZ == 0: continue as the second line of your forloop.


How to smooth an arrayed object so the breaks between objects are less obvious? I have this shape, made by arraying a single tentacle segment, using an empty scaled to 0.9 for the offset.

I want to smooth it out, so that instead of looking like a bunch of blocks laid on top of each other, it's a smooth shape, like this:

I tried using the Smooth modifier, but it only smoothed the individual segments, even after applying all modifiers.

Using an empty with a scale factor, you will also need to proportionally scale one end of your mesh so it matches the scale factor given to the empty.

You can instead try an array modifier with the fit curve option, and use a bezier curve to drive it. Then use a curve modifier afterwards and control the downscaling with the curve radius by entering Edit Mode in the curve and pressing Alt + S on the tip vertex.

Don't forget to delete the top faces of your tentacle segment mesh so there are no internal faces.

The downside of this technique is that it will always give some stretching effect caused by the radius not affecting curve length.


How to mirror this section of hair horizontally, so that it does not flip upside down and can be applied to the other side of the head? How to mirror this section of hair horizontally, so that it does not flip upside down and can be applied to the other side of the head?

The easiest way would be to select girl mesh. SHIFT+S>Cursor to selected.Switch Pivot point to 3D Cursor and then S, X, -1 to mirror hair on the X axis.


Bone snaps back to its original position when setting new keys This is the only blend file that functions weirdly. I am animating a rig and when I grab a bone to move or rotate it, it immediately snaps back to the previous key.

This is what I did:

In pose mode, insert a new keyframe on any bone (let's use root for this example), then move forward a couple of frames
With the bone still selected (again, it's the root bone)
Press G or R to grab or rotate
Press LMB to confirm the translation/rotation
Bam! It snaps back to its latest key (like when you hit RMB to cancel the action)

It would work 'normally' if I hit LMB and then quickly dragged the mouse the side. However, it's driving me crazy and it only seems to be breaking in this Blend file; other files work normally. I also tried to create a blank file to append the rig to that new file, but, the rig still functions weirdly.

If you guys can help me it would be fantastic :) thank you in advance!

This is the file:
http://www.blendswap.com/blends/view/86352

Another clue, can be an other constraint is on the chain and conflicts.
In this case, you have 2 bones colored in yellow in the chain.
So delete or fit conflicting constraint.


How to model this helix in Blender Given this simple openscad helix:
linear_extrude(height=300, twist=-360, $fn=160)
union() {
    translate([0, 50, 0])
        circle(r=10);
}

How can I model in Blender an identical helix?
I tried (in Blender 2.80 with Curves add-on):

Add Curve - Curve Profiles - Helix (3d)
Select curve in Object mode + "Object Properies" - Geometry - Set Bevel: Depth= 0.2

But the result is different (see images of top and front views.)
Even if I convert the curve to a mesh, add a cube and substract it from the helix at some height, to make the bottom and top caps parallel to the xy plane,
the resulting profile is not a round circle as required.

If you assign a Screw modifier in Z to a circle in the XY plane, you should get an object in the form of your openscad reference.

The circle is at helix-radius from the world origin.. by moving it there in Edit mode, you ensure its Object Origin (and therefore the center of rotation of the helix,) is left at World 0.
Any XY slice through the helix will show a circular profile.


How to rigify with 2.8 So I am creating a low poly monkey and am trying to rig it for a game. I am new to rigging and trying to figure out how it works. After creating my character's bones, I press rigify and nothing happens. I can't seen to get my meta rig (I think that's what it's called) to show up. The only thing that shows up are the arrows pointing in all directions beneath my character.
Can anyone help me create the meta rig so that I can move my character around???

Here is a link to my project and down below is a screen shot of my project.

I am trying to get something like this, with all of the blue icons and controls.

For a good tutorial start with the video at https://www.youtube.com/watch?v=-JSFcSxsaTs


Camera couldn't rotate along a spiral path today I have a new problem with the camera movement. (It seems I bump into problems every day)
I tried to make the camera push towards the main object(in the file you will see it's a medal in our game) while rotating as it moves along. I created an empty cube, parented the camera with it, added a "follow path" modifier with the spiral path along which the camera would move, and added a "track to" modifier and set the target to the main object. After the configuration, the camera could move but I couldn't make it rotate no matter where I clicked. Then I created a new file, repeated the process and guess what, now the camera can rotate but I can't stop the rotation. I am confused. I've attached both files, please point out where I did wrong and what I should do, thanks in advance!

medal animation.blend
the other .blend file that made me confused

For the file with the spiral, disable the Follow Path constraint's "Fixed Position"* option and click on the Animate Path button:

If you want to go from top to bottom, select your spiral, switch to Edit mode, as you can see if you display the normals they go from bottom to top, so select all and right click > Switch Direction.


How do I convert materials from Blender Internal to Cycles? I know this may be a tough or confusing question, but I have numerous existing materials I created and reuse for a project, which were all prepared for Blender Internal.

Now, I want to start the transition to Cycles, but I've hit a roadblock. How can I transition my materials without completely starting over? Or should I just forget it and start with fresh materials?

The Python script at https://blenderartists.org/forum/showthread.php?394600-Materials-Specials-amp-conversion will automatically convert all of your materials and textures over so that they are compatible with Cycles.

The script tries to make the Cycles materials look as much like the Blender-Internal materials as possible, but I imagine you'll still need some tweaking, because of the inherent differences between the two render engines.


select_next_item() work only with history selection? I'm trying to use select_next_item() function to select the next vertex , and I select the vertices from a List .

Unfortunately it does not work

Here is simple code:

import bpy,bmesh

obj = bpy.context.object.data

bm = bmesh.from_edit_mesh(obj)

vert = []

for v in bm.verts:
    if v.select:
        vert.append(v)

bpy.ops.mesh.select_all(action='TOGGLE')

vert[0].select=True
vert[1].select=True

bpy.ops.mesh.select_next_item()

bmesh.update_edit_mesh(obj)

Thanks in advance.

Using vert[0].select=True doesn't add the vertex to the bmesh select history, you need to add it yourself.

vert[0].select=True
bm.select_history.add(vert[0])
vert[1].select=True
bm.select_history.add(vert[1])

You may notice that the select history doesn't include all selected items, if you Alt-Click to select an edge loop only one vertex (the active vertex which was closest to the click) is added to the history. Shift-Alt-Click will then add a second vertex which is the new active vertex. If you use select all then nothing is in the history.


Add own tab in User Preferences How to add own tab in User Preferences? I want to customize some paths in my Blender plugin and gie this ability in User Preferences. How can I get control of User Preferences tabs or if this is not possible, how can I give ability to edit variables in my plugin (I want to have "global" setting, not for each individual project)?

I've just found manual page https://docs.blender.org/api/blender_python_api_2_65_3/bpy.types.AddonPreferences.html
Problem solved.


Automatic Weight fails totally I have this model here and it is symmetrical.
I removed doubles, I recalculated the normals, I fixed non-manifolds, I removed existing vertex groups. But still, when I try to parent my mesh to the rig it fails. What could be the issue here?
My .blend file

It looks like parenting high-poly meshes fails, I don't know why, but if you merge by distance with a value of 0.0005 it won't be noticeable and it will parent correctly (and anyway you should work with a much less polygon version)


Cut many radially symmetric holes I'm trying to make an animation of a cross section being "pushed" into a scientific instrument. (I.e., first you will see the outside of the instrument, and then some of the material will start disappearing until it is a cross section.) However, since I imported many of the parts from STP files (by converting them to STL files and them importing them to Blender) the meshes all have way too many vertices and the difference boolean modifier that I use to take the cross section in painfully slow.

I cannot figure out how to simplify the meshes enough so that the boolean operation will be fast (it only takes a second with one, but I have many in the final animation and it becomes incredibly slow for Blender to recalculate the boolean modifier). So, I would like to try to build the parts in blender. I have been able to build most of them by hand, but I am stuck on this one:
https://www.dropbox.com/sh/otbgk0dm3rld28k/AACOpmzAKQ9C6N63C4Di1fyFa/f0800x600nt.stl

It is a flange on the vacuum chamber. I don't need to include all of the small ridges, but I would like to make a ring with many (20) small holes symmetrically distributed about the ring. How can I do this?

Alternatively, is there another way that I can take cross sections that is faster than the boolean operator? Or, is there a way to simplify the mesh from the STL files? I tried the suggestions listed here and they reduced the vertices only by ~50% before the mesh started to look terrible.

You could try the Decimate Modifier

This shows the reduced mesh from 27K to 2.7K faces:

You could also switch to smooth shading with an edge split modifier to flatten the triangles on the outer ring.


Can't Get New Intel Denoiser to Work on Projects I've been following along on all the tutorials I can find to make this happen, but my denoiser node doesn't seem to have any effect whatsoever when I apply it. Where am I going wrong? Thanks in advance for the help!

Here is the .blend file:

You have to plug the "image" output of the denoiser into the "image" input of the compositor.

Remove the link from "image" output of "Render layers" entirely.

Loaded it up, and it works flawlessly.
FYI: The intel denoiser doesn't kick in until after the image is fully rendered, and takes 3-5 seconds to clear it up.


How can I assign a different image texture per particle? I am currently working on making a realistic grass shader in blender, but there's one thing I'm stuck on. I made a few different variations of textures in substance designer to make some of the grass blades look dead or discolored. I split the grass up into multiple particle effects each with a different texture, and while it looks okay, it's too inefficient for me since I already use multiple particle effects each with different object counts and size/rotation settings, so it becomes noticeable that each texture variant is applied to a different particle layer. You can see what I mean here:

I have never found any resource online that can show me how assign a different texture based on particle index, so I spent some time messing around and got this as my node setup. I divided by 15000 (number of particles in my test layer) to get a value from 0-1, then rounded it to a whole number.

...And to my surprise it works! But not really. You can see in my test render (I used a solid red and blue texture so I can visualize it better) that the texture variation is split down the middle of my render. I did not know this how particle index works.

So basically what I'm getting at is I need to know either: how can I randomize particle index distribution, or is there a better way altogether to do this? I should also mention that in my particle settings under "Emission" I have the "Random" box ticked.

You can make a color ramp, it's color and not texture, but you can take an object info node, put the random into a color ramp, and the color of the ramp into the color of diffuse node. So it will take a color in the ramp randomly. I hope it will help you.


UV map not rendering properly I rendered my car with an unwrapped UV map, and it worked fine (see result image top right hand side).

But afterwards the UV Map seems to be misaligned. What am I doing wrong?

Thanks
Agatha

When we UV unwrap a model, blender knows the image and uvmap that we are working with and helps us by using it in the viewport shading to make unwrapping easier.

The uvmap that blender uses in the viewport also needs to be setup in the material before the render engine will know to use it. It may be that you had it setup before but inadvertently removed it by mistake.

Under your image details you have a Vector input that you need to connect your uvmap to. Click on default and select UV under Texture Coordinate.

If you were using the node editor, it would look like this -

If you have multiple UVMap's setup on your model you can use a UVMap node instead of the Texture Coordinate node to select which UVMap to use.


How can I split a large face into nice even triangles? I have a simple 2D shape outline imported from a .svg file and converted to a mesh.

This shape has been populated with loads of very elongated triangles, which are not very practical for future editing. Instead, I would like to populate it with nice evenly-sized and not excessively elongated triangles.
I have been able to remove the existing subdivisions with a limited dissolve:

I have then tried a couple of options. "Fill" is a slight improvement but still not great:

The best I have managed is using the "Simplify" brush in Sculpt mode. With Dyntopo selected, constant detail, I do a flood fill and get this:

This is getting closer to what I am after, but note that the outline has now been distorted. If I apply the brush manually, I can avoid the edges but then only partially solve the problem. I could use a higher level of detail for the "simplify" but then end up with a lot of excess triangles.
I would like a way to produce something like the bottom image, but keeping the outline as unaltered as possible from the original. Is there a simple way to do this? There is probably a simple answer, I am quite new to Blender.

@susu has a good suggestion in the comments which has worked well for me.

Remove the face so that we just have the outline of edges and vertices.
Subdivide some of the longer edges so that the vertices are roughly evenly spaced
Face -> Grid fill (with all vertices selected)
Face -> Triangulate faces

Result:


grey shape dissapearing and unable to get back? So I am new, have been casually messing around trying to understand the controls and I noticed a problem-ish thing??
when I am making the shape and sizing I can click off the shape and the grey of the shape disappears nd leaves the meshing. I was wondering if there's a way to fix that or what it is..??

This may be because you've inadvertantly enabled x-ray mode. Either click the icon shown below or use ALT-Z to toggle its state.


How to reset all settings and get back initial blender setings? I did some changes in user preferences, but I forgot that changes and where I did them. How to I get back the initial blender settings?

In a 3D ViewPort, press Spacebar, then enter 'load factory'. You'll see an operator called 'load factory settings'.

When you execute that, you get the Default Scene back, and the settings as well. Remember to save your user settings now by going to the User Preferences, and hit 'Save User Settings', as well as hitting Ctrl + U in the 3D Viewport and save the startup file.


How do you Disable Mipmaps in Blender 2.80 I have pixel art I want to put on a 3D object, but it is fuzzy due to mipmaps.  In 2.79 you disabled this in user preferences - system but there is no longer that option in blender 2.80.  How do I disable it?

I just figured it out.  You have to set the interpolation on the texture to closest, and under the render panel, film, you need to set the filter size to it's lowest setting.


Pie menu gone! No, addon is not the correct one I started using blender since 2.8 got out and been using the "standard" (or what i believe was the standard) pie menu since then. But my windows updated and neither .91 nor .92 seems to have the correct pie menu.  In fact since the update no pie menu appeared unless i active "tab for pie menu" in preferences, keymap. But that one gives me one i never seen before. Whats worse if i got to the preferences of my previous blenders that option was not ON. So im really lost on what happend here and how to get my workflow back to normal. And my friend google really seems to dislike this setting cuz i could not find ANYTHING on it. Picture is the one im used to.

The options are not the same, but the "Mode Selection" Pie menu is the one on your image and the shortcut is Ctrl + Tab


Scaling and point of origin I am following the blender tutorial on YouTube where he creates an anvil. In part one he extruded a cube up than did a loop cut and scaled it in. When I extrude my axis moves up with the extrusion and when I go to scale it it pivots from a corner rather than the center of the model. How to I get my axis point with the green, blue, and red arrows to stay at the bottom where I started the plane? Also how do I scale from the center rather than from a corner, I am just getting started on blender,  and I am used to solid works, so any help would be greatly appreciated! Thanks.

These commands should help:
"Set Origin"
  here you have several options in Objekt mode to place your origin
"Snap Cursor to Active" + "Median Point Menue": 3D Cursor
  here you can change your origin while beeing in Edit-Mode for
  scaling from percise points

Also you should look into the realation between Edit and Objekt mode:
Editmode transformation dont change the Objekt-Mode origin.


Cycles support for gtx 1070 I just got my MSI gtx 1070 gaming X card today and tried to render something in cycles but to my surprise I got this message.

Is Pascal still not supported? Are there anyways around this/fix it?
Any help is much appreciated

Initial support for CUDA 8.0 cards has been added to master.
You can download a supported build of blender from the buildbot or any recent version.


Material question - how to make this reflective? Ok, I have a diffuse/emissive material applied to the large blue cube below:

This is created with these nodeS:

Ive tried adding in some sort of glossy node but am not versed with in depth making materials- I need the large blue glowing cube to also REFLECT the glowing things/lights around it (i.e. the emissive ring)

I need it to have some reflection like the black cubes do. How can I integrate this?

The problem is the emissive shader doesn't really work well with the glossy. What I think is happening is the emissive texture is taking all of the light that is reflecting into the camera. It is basically bleaching out the ability for the light to reflect and is making it difficult if not impossible to see the small amounts of light reflecting off. to fix this, I recommend that you basically reduce the amount of emissive compared to the glossy so that it's not for the lack of a better word overshadowed. I did a test render here. It appears to work but it might not be exactly what we're looking for


Engraving a text string in Blender Internal Render I am trying to engrave a plaque (metal, stone) with some text.  The person who redirected me here had this example (with author's permission)

My current workflow is slow.  I prepare a picture of the text (in Gimp), use it as a bump map node in the "final" material (to influence the metal or stone texture).

I'm looking for a shortcut: can I use a Blender text (possibly on a separate layer, not rendered as such) to achieve the same?

I can create the engraving - the key is being able to change the text over, without altering the geometry using a boolean operation, or without re-creating the maps (bump or displacement).

Create your lingot first. Add a text object and give it some thickness extruding it in the properties geometry tab.

Place the text where you need it and convert it to a mesh: Alt C and select Mesh from Curve/Meta/Surf/Text

Select the Lingot,  add a Boolean Modifier and select the Text as object and use difference as operation.

You can now move the text to another layer that is not part of your rendered layers.

If you have different text objects you can change them by selecting them in boolean modifier.


Troubles with "Stretch To" constraint Still feels a newbie with blender, so I have also dummy question. But while looking for the solutions, it looks that I'm not the only one. I'm trying to follow Ray Mairlot's You tube: Blender Tutorial: Laser Cutting Text Effect.

At 4:30 he adds the "Stretch to" constraint, and hit the same problem than many others. The object turn to away from the source object. See my simplified example:

Like on the other solutions, he rotate the object to -90 and bang! it is in correct position.

The answer I'm looking for is, what is actually causing this? Why rotation of the object should fix a problem? I mean, what is the error in a first place we all made to cause this?

And yes, I did not manage to get this fixed :D No matter how much I rotate it, it never follow the object. Some proposed to use "Copy rotation" constraint as well, but that was not helpful.

regards
Pepi

It looks like the Stretch constraint uses the object's Y axis as the one that points to the Target (and deforms the object). So if your object's Y axis already points towards the target it won't rotate, but if the Y axis is 90°, the object will rotate 90°. So, depending on how your object is oriented, you may need to correct its orientation.


Rendering an object through another Is there a way to render one object through another, but only that particular object? It would look similar to how xray mode functions in the viewport. I'm trying to achieve the effect of rendering Link's (from The Legend of Zelda: Wind Waker) eyebrows over his hair.

I have his hair, each eye and eyebrow, and his body as separate objects.

This is how it looks normally (ignore the lack of pupils):

This is how I'd like it to look (using RenderLayers):

This is why using RenderLayers won't work:

Essentially, I want to know if there's a way for the eyes and eyebrows to be rendered above the hair, but normally otherwise.

I believe it can be done. First thing first being setting up the eye material to be visible front side only. (How can I make a material only apply to a side of a plane?)

Next step is constructing a mask from both head and hair using object index passes (How to use an object as a mask?). Using this as a mask for the eyes results that the eyes will become occluded behind other solid objects, like Link's hands.


Volume shader looks solid from outside When I plug the scatter volume node into an object's volume, it only works correctly if the camera (or the viewport) is inside the object. If the camera is outside of it, it appears a mist-coloured solid. This is in both eevee and cycles. How do I fix this? Thanks.
Here's the shader:

Here's the scene- a floor, some pillars, and the box to which this shader has been plugged in. When I'm inside, it works

But when I'm outside of it..

So my problem is that the fog seems to be rendering on the inside, but not the outside. Flipping normals does nothing.

In your example you have connected a shader to both the Surface and the Volume sockets of the Material Output. This gives the mesh both a volume and a surface. For purely volumetric objects you should not have a shader attached to 'Surface'.


Model flies away from origin in edit mode, animation, etc I have a rigged model (Genesis8Male.001, imported from Daz Studio, if that makes any difference). I've been adjusting the bones in the arms to try and fix an issue with the way the body mesh (Genesis8Male.Shape.003) is deforming during animation. I've been trying this out for a while on different models, all of which have experienced this origin problem. With Genesis8Male.001, it moves from its origin when I'm in different modes. Ex. when I select the armature and enter Edit Mode, the entire model moves to Y=30. The same happens with Genesis8Male.002 when you select the mesh and enter Edit Mode, it moves backwards.
First I applied all transformations. At the beginning, this helped, but obviously wasn't a permanent solution. Then I tried reassigning the origins. When "Origin to Geometry" is selected, the origin will jump far away from the model. If I tab into Edit Mode, the model will jump to that origin. If I go back to Edit Mode, select "Origin to 3D Cursor" (in this case 0,0,0), the origin will change, but if I then tab into Edit Mode, it again jumps to the same location as before. For some models this is only an issue with the armature; for others with the mesh itself.

If I move the armature back to where it should be and return to Object Mode, this happens. From my understanding, the armature appearing so far from the origin is consistent with my edit, but the distortion on the mesh makes me wonder if there aren't some invisible bones hiding somewhere.

The biggest problem so far has been animating. I'm trying to animate the models using a motion-capture animation (Reference.001). It had worked fine before, but when I paired it with Genesis8Male.001, both the reference animation and the model flew forward on the Y-axis. They're also bouncing around in space, as if there was an invisible bone at the center directing them. This wasn't a problem with the other two models (.002 and .001 copy), which, because they haven't been retargeted after this bug showed up, are functioning more or less fine. You can look at them for comparison.
I couldn't manage to get the .blend file under 100MB, so it's been uploaded as a ZIP to Google Drive: https://drive.google.com/file/d/1B8jx-EyYcEQNpI6ZaQFo2nnl2qAdLCiw/view?usp=sharing
(I deleted the animation data for Genesis8Male.001 in an attempt to bring the file size down. The problem persists with the armature itself.)
I'm using the Rokoko Studio Live for Blender Add-On, version 1.1.1.
Reuploading and re-editing the model would probably be faster than troubleshooting, but I'm curious to know if anybody with more experience has run into this issue before, and what the cause might be, since I couldn't find any existing solutions. I'd like to prevent myself from making whatever mistake I made with this one in the future.

I think this is may be issue of delta transform
https://docs.blender.org/manual/en/latest/scene_layout/object/properties/transforms.html#delta-transforms


Cycles Noise Issue - No matter what I do it won't go away So I am making a Minecraft animation. I have been trying so hard to figure out how to get rid of all the noise though in my scene. I want the shadows and objects to look nicer and smoother. I have tried almost everything to get rid of the noise. In Light Paths I set Bounces Max and Min to the same values, the resolution is 100% at 1920 x 1080, I have adjusted the clamp indirect to many values such as 1, 3, etc. I am using an HDR image to light my scene and I heard HDRI's can cause it if you don't have a high enough Map Resolution in the settings so I even set the Map Resolution to 6000 when 2000 should be enough. I even tried rendering the image at 1000 samples and it still wouldn't go away when 200 samples should have been enough. I heard that despeckle nodes can help but I don't want to use one because they can greatly reduce the quality of each image.

I circled some of the noise spots with a red circle.

Let's walk through troubleshooting this, shall we?

Ok, first, where is the noise in the image? You might notice it does not appear in the sunlit areas, just the shadows. So we can eliminate that it is coming from the first hit (camera > surface) or evaluating the brightness of our main sun light. We can also observe it does not appear solely along the edges of shadows, rather it is spread throughout the shaded areas.

The fact that it is spread evenly in the shaded areas but does not appear in the sunlight tells us it is coming from one of the sources of fill light. That could be an additional light source (like a skydome/HDRI or a fill light) or it could be from global illumination. Or perhaps it is a reflection of fill light. How do we find out?

The answer is in the render passes. Over in the layers panel, enable the direct and indirect (don't worry about the color pass) for glossy and diffuse. Which of the 4 passes contains the noise?

Diffuse direct - Your source of noise is the direct light evaluation itself. This usually comes from HDRIs. Make sure the "multiple importance" option is enabled and the resolution is set to the # of pixels on the longer side of your HDRI map. For example, a 2048x1024 HDRI you would use the value 2048. If you are using the branched path tracing integrator, you can increase the world sample value to send more rays towards this problem for each primary sample.

Diffuse indirect - Your source of noise is global illumination/diffuse reflection: light scattering off a surface and illuminating another surface. Check that you do not have surfaces with excessively bright diffuse colors (diffuse color is the surface albedo, it should never be 100%/1.0. Even 90%/0.9 is uncommon, that's why the default is 0.8). Additionally, try disabling caustics in the light paths panel. These are harder to resolve than normal scattered light. Finally, the more diffuse bounces you have, the greater than chance of a ray taking a "funny bounce" and returning an anomalous value. Reduce this under light paths, many scenes the difference for any values over 2 isn't really noticeable unless you compare with a 2-bounce render. If you are using branched path, increase diffuse samples in the render panel to send more rays to this problem

Glossy direct - Your source of noise is reflections hitting varying parts of a textured light. This is more or less the same problem you'd see in the diffuse direct pass. The solution is the same, check MIS is on for the world and set to an appropriate resolution.

Glossy indirect - Your source of noise is reflections of other objects. Blurry reflections mean a ray can take off in a variety of different directions. Depending on which one it picks, it can catch different objects in the reflection. The final blurry reflection is an average of all of these, but until your trace enough rays for the situation to average out, you get noise. Try using the filter glossy option to contain the possible variance(it limits the shininess as a ray bounces more times), and like with diffuse avoid non-emission shaders with extremely bright colors. You can also lower glossy depth under light paths to try and contain the possible results, although can lead to black reflections if set to low. If you are using branched path, increase glossy samples in render settings to send more rays to this problem


Will rendering on linux decrese rendertime? I am on a Windows 7 Ultimate computer with 2.75GB ram and an Intel Pentium (I know, ancient) T2390 1.87 GHz dual core computer. I have an animation I would like to render, however the estimated time for 1 frame is about 3 hours, and my animation is 280 frames!

My tile size is 16x16 (auto tile size add-on said it was the best), Top to bottom, Cache BVH, Persistent Images, Use Spatial Splits, Save Buffers, and Static BVH for the viewport (I read this was the fastest in CPU render)

I know I can decrease the number of bounces, but there are many reflections and refractions in the scene.

So... my question is, if I use something like Puppy Linux and render the scene (assuming puppy linux can run blender), will it be faster?

The latest answer is probably pretty different: https://www.youtube.com/watch?v=cpE2B2QSsa0 - their results show that Linux averages out to be twice as fast as Windows 10. I haven't tested this myself.


I can't see Dynamic Paint neither in viewport nor in render, why? I am trying to draw a line on an object with dynamic paint.
I am following this tutorial on my 2.8 Blender version.
Make an object draw a line?
I can't see any paint neither in viewport nor in render.
Why?

The Dynamic Paint is stored as Vertex Color data.
You need to create a Vertex Color named "dp_paintmap". That's the default name. It's defined in the Canvas → Output section. There, you can just click the [+] button. It will create the Vertex Color for you. (Then you'ill find it the Object Data Properties → Vertext Color section.)
After that you will see the paint when you enter the  Vertex Paint mode or switch color to Vertex in Viewport Shading options for Solid render mode.
Finally, to see the paint on the material you just need to mix the output of a Vertex Color Node with the color of the material in the Node Shader Editor.
Here is an older, complete example: Dynamic Paint not showing in rendered image. It works in Blender 2.9. (Notes: The output of the Attribute Node is the same as the Vertex Color Node. Dynamic Paint Output is just called Output in Blender 2.8+)


Why is the loop cut tool stopping at one face? I'm having an issue with a loop cut in the image below. The face I'm having the issue is the following:

For other hand my intention is to have the part in blue in the below image totally straight and not curved:

This is the reason I want to loop cut the entire perimeter and move in the Z axis all the edges to make it straight.

I already cleaned up duplicated vertex and the normals are alright but I don't know why is not loop cutting all.

I don't fully understand your question, but keep in mind that loop cutting only works in quads. What you seem to have there is an "ngon" ==> An ngon is a face or polygon that is made up of five or more sides or edges connected by five or more vertices. Anything over a quad (4 sides) is considered an ngon. So notice in your screenshots that the loop cut worked perfectly where you had faces with 4 vertices and (if what I am seeing is correct) where the interruption happens you have a face with 7 vertices. Try joining the 2 vertices above the ?pipe? by selecting them and pressing "J".


Get all materials inside an object for controlling mapping nodes with single var For now i can control mapping by name of material but the problem is , all in this object material use mapping , exist a way to get all mapping node inside at material and controll all with my rot_var?
this object can 1 to multiple materials slots

i think but not work:

ob = context.object
rot_var = ###my variable(0 to 360)
   for s in ob.material_slots:
       if s.material.use_nodes:
           for n in s.material.node_tree.nodes:

                    mapping = n.get("Mapping")
                    mapping.rotation[2] = radians(rot_var)

Edit: i find solution for Mapping:

for slots in ob.material_slots:
    for nodes in slots.material.node_tree.nodes:

        if nodes.type == 'MAPPING':

            nodes.rotation[2] = radians(rot_var)

but inside i have 2 nodes "MixRGB" i not have idea to get  because same name of nodes and not have idea about name of MixRgb

Wrote following in answer to this q. Noticed you sorted it out, thought I'd post anyway

Wrote a utility function to query an objects material nodes.
query_mat_nodes(ob, "type", 'MAPPING') returns a list of all
mapping type nodes.  query_mat_nodes(ob, "name", "Frank") returns a
list of all nodes named "Frank" in the objects materials.
Added a float property to the object with an update method to set all
the mapping nodes on object to this property value.  Notice giving the
property the unit='ROTATION' will display the value in the UI
dependant on the setting for scene rotation unit in units panel.
(generally degrees is selected)  The property value will always be in
radians.
For want of a better place I tacked (prepended) draw_prop (a UI draw method) to the node space
header to test.

Test script.

import bpy
from math import radians
def query_mat_nodes(ob, key, value):
    return set(n for s in ob.material_slots if s.material and s.material.use_nodes
            for n in s.material.node_tree.nodes if getattr(n, key, None) == value)

def update_map_nodes(self, context):
    for n in query_mat_nodes(self, "type", 'MAPPING'):
        n.rotation.z = self.map_rot

bpy.types.Object.map_rot = bpy.props.FloatProperty(
         min=0,
         max=radians(360),
         unit='ROTATION',
         update=update_map_nodes)

def draw_prop(self, context):
    self.layout.prop(context.object, "map_rot")

bpy.types.NODE_HT_header.prepend(draw_prop)


How to find the armatures which are hidden in the camera perspective by other parts? I am new to blender, I have an object that during the animation some armatures are going to be hidden by other parts, How I could find these hidden armatures?
As you can see in the picture leftHandRing4 is not visible in the rendered image.
https://imgur.com/a/g1HDLIN
My problem is different from Python: Check if vertex is on camera field of view, my armatures are just hidden by the other parts and they are still in the camera view.

you can go to the viewport display settings , and then check In front setting do that you can see the bones in the front of all the mesh


Blank Screen On Startup Whenever I open the Blender application I see the following unusual blank screen rather than the 3D View.

How can I get rid of this view and return to the usual startup appearance?

It appears you've set it to start up on the Image Editor window.

In the bottom left, there's a small box that allows you to change the current editor type.

Select the box Highlighted with red

Then click on 3D view.

Afterwards, before touching anything at all, press CTRL + U and select the option that appears, to set this as the new startup scene. it should be fixed now.


get object from other scene i want to get object from other scene like this script

scene = GameLogic.getCurrentScene()
player=scene.objects['player']

for example from scene named "Hud"
how can i do it

the scene has to be loaded to have access to :

# to load the scene
bge.logic.addScene('Hud')

#find the scene and object
scenes = bge.logic.getSceneList()
for scene in scenes :
    if scene.name == 'Hud':
        player = scene.objects['player']


I want to know the mix rgb source code I downloaded the source code, but I don't know where it is.
I want to know how it works by looking at the source code.

You can find the source code here:
https://github.com/blender/blender/blob/master/source/blender/nodes/shader/nodes/node_shader_mixRgb.c


Shrink Wrap Modifier producing unexpected results I'm trying to add a label to a bag I've modelled and I want it to follow the vertices of the bag. When I try to shrink-wrap the label to the top of the bag it just makes an odd rectangular shape.

I tried pointing the modifier at a vertex group on the bag but this did not work either.

Any ideas?

You need a high-resolution plane for the shrinkwrap. Subdived it multiple times with "W"&"S" buttons in edit mode.


How to make smoke a different color? I have a smoke simulation with particles in blender. It's supposed to be a firework. There are particles emitted off a sphere, and the a smoke simulation. On the domain, the material color is blue like I want. In the render the blue will not appear though. The image has my node setup for the domain. Please help]1

You need to add the Volume Scatter node to be able to colour tint the smoke.


How to use icon previews from bpy.data.images? I want to use the template_icon_view to display a set of images from bpy.data.images.
I know there is bpy.utils.preview which has a load function to load in external images. Is it possible to feed a template_icon_view with internal images?

What would be the proper approach to create an enum property with the images?

Data-blocks store their own previews, so you can access bpy.types.ImagePreview.icon_id

The icon_id can be passed to UI elements that take an icon value.

eg:

import bpy
for image in bpy.data.images:
    print(image.name, image.preview.icon_id)

This will print the id of already loaded icons.

One area I'd need to look into is how to generate icons from images. The interface does this automatically, but you may want to generate the images on demand (as far as I can see we don't have a direct API call to do this).

Heres a fully working example of using image previews in Blender's interface.

# Run this script and check the object properties.
import bpy

class ImagePreviewPanel(bpy.types.Panel):
    bl_label = "Image Icons"
    bl_idname = "OBJECT_PT_image_icons"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        for image in bpy.data.images:
            layout.label(image.name, icon_value=image.preview.icon_id)
        if not bpy.data.images:
            layout.label("No images!")

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

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

if __name__ == "__main__":
    register()


Capture a partial screenshot in the BGE I am looking for a way to capture just a portion of the screen in the game engine. I was using the built-in render.makeScreenshot(path), which only captures a full-screen PNG.

I am exploring the following approach but have no idea how to save the list data into an image format. Any help would be appreciated.

from bgl import *
def captureCropped(posX, posY, sizeX, sizeY):
        buf = Buffer(GL_BYTE, [sizeX,sizeY,3])
        glReadPixels(posX,posY,sizeX,sizeY,GL_RGB,GL_BYTE,buf)
        ... #now what do I do with buf?

One solution is to uses plain Python to write out the PNG file.

Another solution is to extend render.makescreenshot(filename) to accept additional optional argument in the form of render.makescreenshot(filename, x, y, width, height)
The work-in-progress patch is here:
http://www.pasteall.org/47215/diff

Note: The patch currently does not work correctly in Blender, it only works in BlenderPlayer.


Can blender create images to look like vector graphics? I'm looking for another method for creating illustrations for my children's books. I have traditionally worked in Illustrator, but like the idea of modeling and setting my object into different environments rather than drawing it over and over in different settings. Can I "dial down" the realism to create "flatter," albeit dimensional-looking graphics? View what I'm trying to describe at http://www.nathanclement.com/2.html.

Yes, you definitely can - but it's not a slider or a checkbox that will instantly do this for you.

I suggest getting familiar with the Blender Internal Renderer, everything you need to achieve the style you have linked to on your page, you will find in there.
(You can just as well use Cycles too and achieve such styles I guess, but I think BI is the more economic choice here.)

Although it's been suggested above, I don't see any need to look into Freestyle Rendering (essentially an optional line rendering functionality subset of BI, and from the next release on Cycles as well) - after all you hardly have any edges in your illustration style.

Just to give you some pointers for your path from here: You will want to look into shadeless materials (this is a simple checkbox, in fact :)) and familiarize yourself with the material node system, I'd think the Normal node will be involved with some of the techniques that could work for your style. Check out the Blend texture (essentially: Gradient), this will be a good friend on the way. I think the flat, shadeless shadows might be a task for the compositor, e.g. flattening out a shadow pass with colour correction. Experiment! In any case, you will mostly have to figure this out yourself, which will be some work, but will gain you so much, so be fearless und jump right at it. ;) If you have specific problems feel free to look around here or open up new questions if something hasn't been asked and answered previously. Good luck!


How do I remove imperfections caused by the subdivision surfaces modifier? I have run into imperfections with the mesh using the subdivision surfaces modifier before, but they were usually caused by either doubles or edges that penetrate the mesh. I tried removing doubles at a merge distance of 0.010, I tried degenerate dissolve and limited dissolve ruined my mesh. I also tried the recalculate outside method. I've looked around online, but other people's imperfections were caused by things I had already tried to solve, which weren't the causes of my mesh's imperfections.

How do I remove the imperfections near the eyes, including the creases and darker areas?

So everyone can try things out and see if their solution solves the problem, here is a link to the file I'm using:

http://www.filedropper.com/ambiguoussave11

Thank you very much for any help. :)

Knowing your problems may one day be resolved, it fills you with determination.

The imperfections in your model are mostly caused by faces with more than 4 sides (n-gons).
For an optimal subdivision surface calulation, you should try to use only 4-sided faces (quads). Triangles may look strange in some situations, but n-gons are smoothed pretty unpredictable.

You can find all n-gons in your mesh by selecting a quad, pressing Shift+G, choosing Polygon Sides and changing the Compare setting to Greater. Keep in mind that the first quad is still selected.

You can see that these are exactly in the most problematic areas.

In order to create quads from n-gons, split them using the knife tool (K). You can combine triangles by pressing X and coosing Dissolve Edges.

I also added a few edge loops to get this result:


How do I make a boxed extrusion on a cube that has a subdivision surface modifier? When I try to extrude a face on a cube that has a subdivision surface modifier it's always circular. Even when using edge loops. How can I achieve this? I'm new so I'm sure I'm missing something here. There is still a lot of things I don't know how to do.

I would like to know how to get a box shaped extrusion (like the type of extrusion that you get on a cube with no subdivision surface on it) on a cube that has the subdivision surface modifier on it. The picture below shows what happens when I extrude on this cube that has the subdivision surface modifier on it. How can I make that circular extrusion rectangular?

Top picture is subdivision turned off and then you see in the bottom picture that when I turn it on my extrusion becomes circular.

Select the end face, and the four edges. Next press Shift+E to crease the selected edges.
You can also crease the edge loop at the base to make the extrusion like a cube. This method works mostly the same for extruding inwards as for extruding outwards. You may need to crease more edges, especially those on the face.


Why is the default cube pink when the material is set to white? As you can see from the screen shot, there are no assigned textures for the currently-selected cube and the color is set to white. The cube in the background is the same except it's got a texture as well. But for both, the color shouldn't be that pink that signifies missing textures.
This is a newly-created scene containing the default cube (the one in the background) and one other added afterwards.

Never mind. I had an HDRI set up and it got moved. That was the missing texture.


Is there any way to delete the light bounces without losing the illumination? Is there any way to delete the light bounces without losing the illumination? I mean, can i delete or hide that 'white dot' on the image without losing the coloration made by the lighting? (I'm doing this on Blender Render)

This can easily be done by disabling the specular highlights of a lamp.

To do this, with the lamp selected and in the Properties panel, go to the Object Data tab (this is how it's actually called, but it's the one with the Lamp icon), and under the Lamp subsection uncheck the Specular checkmark.


How to uv texture with mirror modifier I have mirror mesh, i want to apply a logo on it. why its repeating i dont want to apply mirror modifier. Any suggestion or help. Thanks

If you want to keep the Mirror modifier and have the logo correctly displayed, enable the modifier's Flip option. To make sure that the logo won't repeat, enable the Image Texture's Extend option instead of Repeat.


How to start and stop movie sequence of image node at specific frame in python script? I try to playback different video clips one after the other on a mesh face using keyframes.

I achived pretty interesting result with changing material offset of a solidify modifier by keyframe with python. I used this modifier because the model texture is not animatable.

screen = bpy.data.objects['TvScreen']
mod = screen.modifiers['Solidify']
mod.keyframe_insert(data_path="material_offset", frame=currentFrame, group='CurrentVideo')

The problem is that all clips inside materials are playing at the same time. Which on the one hand freeze my Blender and on the other hand I have no control over the movie image frame sequence timing.

I tried to set a keyframe for frame_start in my script but this property is not animatable.

TypeError: bpy_struct.keyframe_insert() property "frame_start" not animatable.

I also tried to mute the image texture note of all materials and unmute them by keyframe. This fixes the GUI freeze effect but video squences still playing in background.

So the final question is "How to start and stop movie sequence of image node at specific frame of mp4 by keyframe in final rendering in python script?".

Maybe there is a much better way to achive this "virtual TV model" in blender. Any tips are welcome.

Not sure how to answer but I am trying to access the start_frame parameter of a sequence strip in the VSE and my guess is it has to do with this thing called context. Looks like where ever the start_frame is being defined or allocated in it's parameter the context is where it is inherited.
So it seems you have to create a context which is local to your script so any called functions to "play at some start_frame" will be assigning the "start_frame" from a locally created/allocated "context".
See:
https://blenderartists.org/t/solved-add-effect-strip-transform-for-image-vse-lm18/688456/2
and Ctrl+F: You just need to set the context.

I have read however, this is not so good for when the local allocation is un-allocated you then have a reference which points to ??? or is broken and a potential for blender crash.
See:
https://docs.blender.org/api/current/info_gotcha.html
and Ctrl+F: # polygons have been re-allocated

Sounds like there is a start_frame being set from a GLOBAL context in your case so every start_frame=1 and that is a context you have to modify. Good luck I'm just trying to get:
bpy.ops.sequencer.effect_strip_add(frame_start=frame_start, frame_end=frame_end, type=‘SPEED’)
to use a frame_start from the selected strip and I don't know how to pass a frame_start parameter which equals the frame_start of the already selected strip without having to recreate a new context. I would imagine I could pass by reference but where is the allocated reference?

Anyway the answer is in the inherited context it seems.


Import human from MakeHuman has modifier which has (robe, hair and penis) which should not be there Anyone seen this issue before?
I import my character from MakeHuman using the Import Human button. It was all normal.
I was having trouble parenting my rig, so I deleted doubles(Merge vertices 'by distance'), but that did not help.
Next, I read that deleting unnecessary modifiers can help. So I tried that and when I deleted the last modifier, my character had a robe, wig and penis.....wut?
No mater what I change, the issue persists.
Any ideas?


Duplicating a movie strip in the VSE I want to duplicate the active strip and place the duplicate strip in the next available channel above the original.

I have been doing this manually by shortcut shift+D then dragging the strip manually above.  The code behind shift+D is:

bpy.ops.sequencer.duplicate_move(SEQUENCER_OT_duplicate={"mode":'TRANSLATION'},
TRANSFORM_OT_seq_slide={"value":(0, 0), "snap":False,
"snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False,
"snap_normal":(0, 0, 0), "release_confirm":False})

In this code how do I specify to move up by one channel the duplicated movie strip?

If you look at the info panel when you shift+D you do get that python there, but that only duplicates the strip and snaps it to the end of the first strip. If you move it to above the existing strip, it also uses bpy.ops.transform.seq_slide(value=(-26,1)) where -26 is to move the strip the number of frames of the strip(original is 26 frames) and the 1 is positive direction next channel. If you automate it, you will need to have the python look get the number of frames of the strip and use that where the -26 is.


How to toggle/highlight interactable items? in many games the items you want to pick change form when you are near or you are aiming at them. Sometimes they change color to a translucent green, sometimes they shine more than the rest objects in the world. I want to create this effect in BGE.

I am working with this buddha statue from GiovanniLucca: statue

In this image:

you can see what I mean if you notice the desert eagle. There is a yellow highlight.

So how can I achieve this in the statue I am working with? Should I replace its mesh with another one with a different material (highlighted material)? Should I duplicate its mesh and scale it a bit to be close to the original and then change the color of the outer mesh and animate it to change from let's say transparent to green translucent when I am aiming at it? Is there another way? Has anyone done it?

I just want the player to know with which items he can interact and with whom he can't. I tried replacing meshes with transparent materials(in the whole object) and I was disappointed with the result.

Edit: I wasn't quite clear cause I did not know the way to do this I guess. My question is, how can I re-create the effect that you see in the image around the gun(desert eagle)? When the character is near I want it to get highlighted like this. The logic-bricks-code are done to detect when the character is near. So, how can I make it emit this (yellow) light close to its faces only and keep its textures still visible?

Duplicate Mesh Outline

Have a mesh to be outlined:

shift+d to get a copy of the object and the mesh (give it
appropriate names)
ut: Make Single User "Materials + Tex", to get
separate materials (give them appropriate names)
tab enter edit mode
select all vertices
alt+s fatten the mesh e.g by 0.1. The resulting mesh should be larger than the original.

w + flip normals to make the faces show inside
tab to leave edit mode

As the outline should have an "aura" effect, I suggest to chose a shadeless material with "Add" Alpha. The color should be pretty dark. Otherwise it will hide the background too much.

This results in a semi-transparent "glowing" effect.

While it looks strange in the preview the game engine will show you a nice outline.

PS: Thanks to Satish Goda (youtube) I know now how to enable backface culling. Therfore I suggest following additional settings:

parent the hover to the original object
make the hover unselectable
 in Properties enable Shading/Backface Culling

This is the effect. Now you can think about logic that switches it on and off.

Hint: you can even fade it by playing material actions.

I hope it helps


Create a configuration window for my add on I'm making an add-on that is supposed to take in a lot of user-decided configurations . I know I can create panels and stuff, but I'd prefer to create a configuration window that pops up and fills the entire screen, since there are too many options to select, and I also have to show some image thumbnails.

This new window can have all my configuration options laid out in any way I want, and can take any size, and has a close button. It can be opened using some hotkey or button when the user wants to use my add on.

Is something like this possible?

Add-ons can have their own user preferences.
https://docs.blender.org/api/current/bpy.types.AddonPreferences.html
This doesn't fill the entire window, but this is the intended way for your add-on to be configured.


Can I wrap a video as material on a blender object? I am new to blender. I want to wrap a 360 video around a sphere in blender. I tried doing so but instead of wrapping the video, only a single frame was wrapped. Can some one please help me as to how I can get the video to play on the sphere?

In Cycles, in your Material Image Texture Node, make sure you enter the Number of Frames and the Start Frame of the video you want Blender to extract.  Movie should be selected automatically.  Check the Cyclic and Auto Refresh  checkboxes (Note: You must be in Rendered Mode to see the frame advance with Cycles.).

Auto Refresh:  Automatically refresh images on frame changes.
Cyclic: Start over and repeats after the last frame to create a continuous loop.

In BI, it's the same process but it's under Textures (the gif above was rendered using Blender Render). Note: Texture and Material Mode seem to work fine with frame advance in BI as well as Rendered:


Water ripples / waves on the surface of an object I would like to create a character made of water.
To do this, I am trying to do it with a simple sphere first.
I tried to apply modifiers to the sphere to get it to move and undulate like water ripples. This tutorial is good for creating waves, but it uses the "generate" geometry setting of the Ocean modifier, therefore making the shape flat.
When I use the Displace option of the Ocean modifier on a sphere or cube, it moves up and down and bends slightly but doesn't create the effect I am looking for.

I also looked at this tutorial, which helped me understand the Wave modifier better, but produces results that are not exactly what I'm looking for (cf blend file). The ripples appear on top and bottom but not evenly around the shape, and don't have the sharpness and strength that I'm looking for.

I haven't tried to combine real water simulation, force fields or particles.
Ideally, I would love to be able to save this texture and apply it to the character and/or of the scene.

This is a good example of what I am trying to achieve (unknown artist):

Blend:

I got a pretty decent result by using an ocean modifier and a displace modifier.

I find that icospheres lend themselves to displacement better than UV spheres due to the more even geometry.  So for the above example I used an icosphere with a subsurf modifier to give it some more geometry.

The basic wavy fluid look is produced with an ocean modifier.  The key settings to change are to set it do Displace the geometry instead of regenerate, increase the Choppiness and Scale, and adjust the Size to fit the scale of your scene.

Here are the settings I used (for a sphere with a diameter of 25 Blender Units):

The smaller bumps are created by a normal displacement modifier.  It is placed after the ocean modifier in the modifier stack and uses Global mapping coordinates for a clouds noise texture.  This is so that as the geometry is moved around by the ocean modifier, the displacement texture changes too.  Make sure the noise texture is set to a high Depth value as well to get a more detailed look.


How to get angle of edge ? (python) How can I get the angle of the edge , is there a method that return the angle of selected edge ?

Manually:

In edit mode, with your edges selected, fire up the properties panel N, and click on Edges, & Angle.

It worked for me.

Python:

bpy.data.meshes["Plane"].show_edges
bpy.data.meshes["Plane"].show_extra_edge_angle

Since you modified your question:

Here is an append to this answer that may get you closer:

To Actually access the information that you need, you could get all the verts and calculate angle based on XYZ deltas:

bpy.data.meshes['Plane'].vertices.items()[0][1].co

I'm not going to solve it for you, but I will at least tell you how I would approach it.

I would first loop through the verts using something like:

for vert in bpy.data.meshes['Plane'].vertices:
    print(str(vert.co.x) + "," + str(vert.co.y) + "," + str(vert.co.z))

Note this is just printing the coordinates of each vert (not very useful, other than showing you how to access their info).

Then I would calculate the angle between each vert, find the selected edges that match these verts, and spit out the angle.

Please note that you can access .edges similarly to .vertices, inside of the .edges object you will have a vertices object that is a list of two vertex indices:

eg. py.data.meshes['Plane'].edges[0].vertices[0]

It seems doable, just have to figure out the calculations, and how you are going to narrow down your selection.

Hope it helps.

I think that you would have an easier time if you thought about doing the calculations after you account for coordinate system rotations in the following example case I'm simplifying this to only "Z"

Here is a visual circular example to show you what I mean:

From your comment it seems that you are not taking this into account.

It is advisable to calculate the midpoints of the section, and do your calculations from there, because as you see in the circular example on side of the mesh is longer than the other, and getting the midsection helps you to work on the average edge rotation.

Once you have this, you can translate your coordinate locations to rotate about "Z" via the indicated angle.

As another hint, it may be advantageous to think about this angle according to the following (Where I believe that your desired angle is the sum of a2 & a3):


Problem after using diplace modifer I used displace modifier to give some uneven effect. and after that my modeling looks like crashed (or though, I tried to follow the instruction on utube, I might have made mistakes;)
so I searched this site. and some post says, 'remove doubles' but it still doesn't work;
Can I fix this? I even can not get a clue where this bad meshes come from;

It seems like some of the faces of your object have normals facing inside. You can try going into edit mode, selecting everything and pressing Ctrl+N or Mesh>Normals>Recalculate Outside.


My glass(diamond) is reflecting nature, not transparent I am new to Blender 2.8.

I try to make a diamond, so I used glass BSDF.
But it shows me nature on the surface like metal, not showing the other side or some shiny refraction.
Its metallic is 0.

What should I change to look like a diamond?

You are using a glossy shader, which acts like metal.  I suggest using a glossy shader added to a refraction shader, it provides pretty good results.


How to parent eye armature to head bone in body armature I'm following this tutorial on Youtube.

At 4:22, he somehow parents the eye armature to the head bone in the body armature. He doesn't actually show how to do it but uses an analogue by copying a bone and moving it where the head bone would be.

I select the body armature and then shift select the eye armature and go into edit mode and follow what he is asking to the best of my ability but there is no option for "keep offset" when attempting to parent. I does not function the way it should. Is there a correct method?

Also while I'm asking, would a similar method be used for parenting say teeth to the head bone? Thanks.

Your question sounds like you have two different armatures (which are objects), you're selecting both and then entering edit mode (which in this case will be a "double" edit mode, working simultaneusly on two different objects). But the parenting you're looking for is possible only internally to one single object.

So, select the eye armature, shift select the head armature, press Ctrl J (join two objects into a single one).

Then select the new object (armature), enter edit mode, select the eye bone, shift select the head bone and press Ctr P (keep offset).

And, yes, teeth and head can be treated in the same way (create the new bones in edit mode with shift A or Shift D).


How to fix the sinking area surface after decimate? I have a 3D model which I am going to use it in a website but the size of the model is way above acceptable range for online applications. So I tried to decimate the model, but its surface sinks in. how can I fix it!?

Original Rendered Model

After Decimating

Another approach would be to bake your high-res model to a displacement map which you apply to a low-res mesh afterwards.
I found a video tutorial how to do that:

https://m.youtube.com/watch?v=l1ASzhU9O-A


Reset rotation direction of mirrored object I need help regards of reseting rotation of mirrored object.

I duplicated eye object of my character and wanna to rotate them (both eyes) via action.
I wanna use one action for both eyes, but: eyes are rotating in different direction even if the values of axes is the same.

Please for one quick kick.

Thanks a lot.

Updated with screenshots

Left and right eye rotated by 40 degrees Z-axis (same value but different direction)

This is what I expect

Ok, so we have a scene with a pair of mirrored objects. I am using arrows because they have a clearer direction than spheres.

Supposing that they are created with a mirror modifier, you will have something like this in your modifiers panel:

Now, if you rotate the eyes in edit mode, you get this:

To spin the eyes differently, you will have to separate them from each other. This is a destructive operation.

(Personally, I would first back them up to another layer. To do that, duplicate (Shift + D), then cancel the grab (right click). Then move the copied object to another layer with m.)

Apply the mirror modifier by hitting apply here:

Then, in edit mode (Tab) hit P and select By loose parts. Now you have two objects, but their centers are off:

Select one of the eyes and hit Ctrl + Shift + Alt + C and select Origin to Geometry.

Now you can happily rotate the eyes independently. To make the eyes move in synch, go to constraints:

There, Add Object Constraint > Copy Rotation (second row, second collumn). Then pick the other eye as Target:

Now the objects rotate in synch:

You can also make it so that the eyes look at a point in space. First, add an empty to be that point (Shift + A > Empty > pick any you want.) Put it where the eyes look. With one eye selected go in Constraints and add Track To. Select the empty as the Target. If the eye points the wrong way, play around with the To: and Up: parameters until it works. Repeat for the other eye. Here is the result:

I hope this helps.


How to create a coconut using particles I'm making a dry coconut with the help of particles systems. I tried to create a strand along the surface, but the hair is still emitted from the surface. Is there an addon to do this? How can I make the particles look like a coconut? How to wrap them around the base mesh?

Reference image

How can I achieve the reference image effect on my mesh? Any other suggestion or help? Thanks.

Lets start with a few hairs and go into Particle Edit Mode. Use the comb brush to move shape them along the surface. Make sure to include some hairs that don't move the same direction as the others or it will look too boring.
I played with the material settings a bit and used a slight colour variation from root to tip which is controlled by the thickness.

I will then add at least one other particle system, so that we can control the few brighter ones separately from the darker base. By combining three systems on top of each other I got the result above.

(Could use some more tweaking but for demonstration purposes...)


FBX export operator - How can I change the scaling mode? I want to change the scaling mode in blender

based on documentation I can do it:
apply_unit_scale
apply_unit_scale (boolean, (optional)) – Apply Unit, Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)

apply_scale_options
apply_scale_options (enum in ['FBX_SCALE_NONE', 'FBX_SCALE_UNITS', 'FBX_SCALE_CUSTOM', 'FBX_SCALE_ALL'], (optional)) –

I tried to change the scaling mode to unit scaling in blender but I don't know why it didn't work
import bpy

bpy.ops.export_scene.fbx(apply_unit_scale=True)
bpy.ops.export_scene.fbx(apply_scale_options='FBX_SCALE_UNITS')

I have this error in the console:

I also tried to copy and paste the example in the console but I have same error!:
bpy.ops.export_scene.fbx(filepath="", check_existing=True, filter_glob="*.fbx", use_selection=False, use_active_collection=False, global_scale=1.0, apply_unit_scale=True, apply_scale_options='FBX_SCALE_NONE', bake_space_transform=False, object_types={'ARMATURE', 'CAMERA', 'EMPTY', 'LIGHT', 'MESH', 'OTHER'}, use_mesh_modifiers=True, use_mesh_modifiers_render=True, mesh_smooth_type='OFF', use_subsurf=False, use_mesh_edges=False, use_tspace=False, use_custom_props=False, add_leaf_bones=True, primary_bone_axis='Y', secondary_bone_axis='X', use_armature_deform_only=False, armature_nodetype='NULL', bake_anim=True, bake_anim_use_all_bones=True, bake_anim_use_nla_strips=True, bake_anim_use_all_actions=True, bake_anim_force_startend_keying=True, bake_anim_step=1.0, bake_anim_simplify_factor=1.0, path_mode='AUTO', embed_textures=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True, axis_forward='-Z', axis_up='Y')

oh sorry for this stupid question
as Robert Gützkow and brockmann mentioned I didn't set the path
import bpy

#example path to store files
path = os.path.expanduser("~/Desktop")

#export fbx
filename = path + 'Test.fbx'
bpy.ops.export_scene.fbx(filepath=filename, use_selection=True,apply_scale_options='FBX_SCALE_UNITS',apply_unit_scale=True)

os.path.join() method in Python join one or more path components
intelligently. This method concatenates various path components with
exactly one directory separator (‘/’) following each non-empty part
except the last path component. If the last path component to be
joined is empty then a directory seperator (‘/’) is put at the end.

import bpy

# importing os module
import os

#example path to store files
path = os.path.expanduser("~/Desktop")

# Join various path components
filename = os.path.join(path, 'Test.fbx')

bpy.ops.export_scene.fbx(filepath=filename, use_selection=True,apply_scale_options='FBX_SCALE_UNITS',apply_unit_scale=True)

Instead of setting path manually, I use this solution


BGE mouse location in 3D space I'm a (very new) beginner in python, and I was trying to follow this older technique for getting mouse location in 3D space in the Game Engine.
However, I can't get it to work and I don't know what could be wrong.

My question is, what did I do wrong? (Or if that is not the case, other ways to achieve this?)

Here is my blendfile

Welcome to the world of programming. When you are writing scripts the first rule is they are very picky, every word has to be an exact match(case sensitive) and punctuation needs to be in the right place.

Running blender from a terminal window can help as you will see error messages that can help you find the problems - at least the line numbers will help you focus on where python finds the error. I'd recommend you start from a terminal and use the errors to try and see how I found the following fixes.

Not sure it's a big thing but you have the same logic bricks setup for the plane as well as the lamp.

To get you started - in MouseRay.py -
Line 13 the plane after the = is a call to the Plane class above - it needs to use a capital P
Line 15 needs a : at the end
Line 17 needs () after the function name
Line 24 ray.p0 should be ray_p0
Line 27 intersect_lin_plane should be intersect_line_plane

As you see they are very small picky things but you need to specify exactly what you are referring to each time. You have a class called Plane and a variable named plane and an object called plane.004 which could be named plane. Python needs to know exactly which plane you refer to at any given time. It also highlights the need to use helpful distinct names for everything. Even if python can tell which one you are referring to given the context - can you? without spending 5 minutes ticking off what refers to what?


Create a 3d model with python API using Postgis Polygon I want to create a simple 3d structure using the coordinates of a GIS polygon(latitutes and longitudes of vertices).

For example a coordinates of a polygon would be like this:-

{"type":"Polygon","coordinates":[[[-121.332737,38.722023],[-121.332895,38.722023],[-121.332895,38.721977],[-121.332946,38.721977],[-121.332946,38.721881],[-121.332737,38.721881],[-121.332737,38.722023]]]}

I want to create a simple structure with blender API using this footprint as a base.

With help of @TLousky's answer and @batFINGER's comment, finally this worked for me.

import bpy, json, bmesh
from math import *
from mathutils import Vector

data_string = '{"type":"Polygon","coordinates":[[[-121.332737,38.722023],[-121.332895,38.722023],[-121.332895,38.721977],[-121.332946,38.721977],[-121.332946,38.721881],[-121.332737,38.721881],[-121.332737,38.722023]]]}'

dataDict = json.loads( data_string )

coordinates = dataDict['coordinates'][0]

x_factor = coordinates[0][0]
y_factor = coordinates[0][1]

verts = tuple([((x[0] - x_factor)*10000, (x[1] - y_factor)*10000) for x in coordinates])

bm = bmesh.new()

bm = bmesh.new()
for v in verts:
    bm.verts.new((v[0], v[1], 0))

# Generate one ngon face
bottom = bm.faces.new(bm.verts)

top = bmesh.ops.extrude_face_region(bm, geom=[bottom])

bmesh.ops.translate(bm, vec=Vector((0,0,1)), verts=[v for v in top["geom"] if isinstance(v,bmesh.types.BMVert)])

bm.normal_update()

# Generate a mesh and transfer data from bmesh object
m = bpy.data.meshes.new('GIS')

bm.to_mesh(m)

# Create a new mesh object and link to scene
o = bpy.data.objects.new('GIS', m)

bpy.context.scene.objects.link(o)


Any tips for simplifying CAD models? I have a CAD model imported into Blender in STL format. This was a STEP file exported in STL format from FreeCAD. Without making any modifications it looks like this:

Base model has 38, 326 faces.

So far these are the steps I have been using to retopo:

Select all verts and remove doubles (face count (fc) = 34,786)
Select all faces and Alt + J to convert all tris to quads (fc = 21,650)
Add Decimate Planar modifier and adjust Angle Limit to get good balance between face count and "look" of the model. Usually around 10 degrees is good enough (fc = 2,755). Now the model looks like this:

So there is still alot of geometry around the holes and other finer features. Apart from making the planar angle more aggressive and manually removing verts and replacing with new faces, which is quite time consuming, are there any other tricks I can use? Ultimately this will be exported as an FBX and used in Unity.

Yeah, you've actually done a decent job.
Only trick I might add is an Edge Split modifier.

It'll crisp the boundaries a bit,
especially around the circular parts.

Believe you need to apply it before decimation,
if memory serves correctly...
so you might need to start anew to see its effect.


Wind force field not working I am trying to get a waving effect for a flag in my animation I am working on. However when I click alt a the cloth fabric just hangs there not being affected at all by the wind. I have wind power at 163 and it is aimed right at the flag yet it still does not work. http://www.pasteall.org/blend/27552 is the link to the file.

I am not sure what exactly the  problem is but this is my guess.
You need to decrease the mass of the flag. By default it is quite heavy.

Final Result

http://www.pasteall.org/pic/show.php?id=68256


Brick texture does not look realistic So, I am playing around with a brick texture with normal map, gloss and displacement. I have also added a HDR for lightning.
However, no matter how I tweak the brick material I don't get the feeling that the bricks looks realistic. I don't know what is missing, but something feels off. Any idea what I am "missing"?

Thanks for any tips and guidance!

There are multiple thing that contribute to it looking unrealistic.

The lighting is very harsh. It seems like the light is coming from below, which results in the shadows being cast in an upward direction.
The bricks seem extraordinarily large if the camera is supposed to be at eye height.
The walls are extreme in both length and height, which doesn't positively contribute to realism either.

I'd suggest to develop the look of your brick material in a daytime lighting on a small plane. That way you know the material looks right, independent of scale, placement and lighting in the final scene. If the results looks good to you, apply it to your nighttime scene.


Black stripes all over the model after texture painting After texture painting my model, when I switch to render view, it shows these black stripes all over the model, whereas in the texture viewport it's fine. Why?

I fixed it, with the help of cycles render. Just created a material (diffuse) node and joined the uv image texture to it.


How do I detect if a specific keyboard button has been released in BGE python I want to know how to detect if a keyboard button has been released in the blender game engine using python, not logic bricks.

So I use this code to detect if a keyboard button is pressed

    if (bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]):

So that right there detects if the "W" key is pressed, but what if I wanted to detect if the "W" key was released, rather than pressed?

You check for bge.logic.KX_INPUT_JUST_RELEASED


Some Particle Systems glitching for unknown reason only in render I recently created an animation with 4 particle systems and some force fields. It starts out correctly, but at ~frame 60 one of the particle systems starts glitching like this:
Frame 65

Frame 66

Frame 67

Later this happened to the blue and white particle systems as well. I have attached the full 630 frame animation and the blend file. Sorry that it is in the video sequencer screen.
Video
Blend File
All 630 Frames

I can't reproduce your issue ... so I would say for two reasons

Enable Output Properties > Output > Image Sequence > Overwrite
or try under Particles Properties > Cache > Delete All Bakes and Bake All Dynamics again


Read pixel color with foreach_get() on image data I tried filling a numpy array with the foreach_get() method on an image, but get the following error:
foreach_get/set() takes exactly 1 argument (2 given)
def read_pixels(img):
    resolution = img.size[0] * img.size[1]
    colors = np.zeros(resolution*4, dtype=np.float)
    img.pixels.foreach_get("pixels", colors)
    colors = np.reshape(colors, (resolution, 4))
    return colors

img = bpy.data.images['TestImg.png']
print(read_pixels(img))

foreach_get() should take 2 arguments, doesn't it? The name of the attribute ('pixels') and the array to be filled?!

"The python console check"
In case Markus is busy can get a lot of info using autocomplete Tab in the python console, with an image as img
>>> img.pixels.foreach_get(
foreach_get(seq)
.. method:: foreach_get(seq)
This is a function to give fast access to array data.

which is plainly different from, for instance a mesh me vertices, which asks for an attribute attr , eg for vert coordinates "co"
>>> me.vertices.foreach_get(
foreach_get(attr, seq)
.. method:: foreach_get(attr, seq)
This is a function to give fast access to attributes within a collection.

A very slight improvement in speed can be attained by using np.empty to initialize the array, since any garbage  will be filled by the foreach get.
import time
import numpy as np

REPS = 100

def time_it(func):
    def wrapper(*arg, **kw):
        t1 = time.time()
        for i in range(REPS):
            func(*arg, **kw)
        t2 = time.time()
        print(func.__name__, (t2 - t1))
    return wrapper

@time_it
def read_pixels(img):
    resolution = img.size[0] * img.size[1]
    colors = np.zeros(resolution*4, dtype=np.float32)
    img.pixels.foreach_get(colors)
    colors = np.reshape(colors, (resolution, 4))
    return colors

@time_it
def read_pixels2(img):
    x, y = img.size
    pixels = np.empty(x * y << 2, dtype=np.float32)
    img.pixels.foreach_get(pixels)
    return pixels.reshape((x, y, 4))

@time_it
def nptest1(img):
    x, y = img.size
    return np.array(img.pixels, dtype=np.float32).reshape((x, y, 4))

@time_it
def nptest2(img):
    x, y = img.size
    return np.array(img.pixels[:], dtype=np.float32).reshape((x, y, 4))

import bpy
for img in bpy.data.images:
    nptest1(img)
    nptest2(img)
    read_pixels(img)
    read_pixels2(img)
    #break

Results
nptest1 8.4240
nptest2 7.0605
read_pixels 0.2264
read_pixels2 0.2222

Note on posting noticed I had reshaped to image x, y, 4, however reshape is an almost time "free" method, will get back if otherwise.  (Got a squeak more using bitwise shift to quadruple)


Does Cycles f-stop effect the brightness of the render I was wondering if changing the f-stop in cycles effects the brightness as in the real world like this:

No the F stop has no effect in the overall brightness of a scene like it does in real life. It is meant to affect focus and the depth of field primarily.

In real life a opening the iris by one f stop would mean that twice the light would enter the camera making things brighter. 2 stops would be 4 times the amount of light, and so on in a square progression.

That does not happen in blender.

Here's an example:

F stop 0.5:

F stop 22:

Notice how the figure in the middle remains with no brightness change.
In the real world the first image would have been much brighter by several magnitudes.

Here's a simulated illustration of what you would get if by every stop the intensity of the light would change:

To control the overall exposure of a scene in cycles you have several options:

Using the Film->Eposure control.

Depending on what you are after you can also use Nodes on the compositor (Hue/saturation/Value, brightness/contrast/ gamma, or even tone mapping)

Or by messing with the color management's exposure control:


Particles - Objects Order What criterium blender uses for order of items on a "Dupli Group" list ?
Thank you for help.

Use these arrows to reorder them to your liking. They will spawn in that order (if pick random is not checked ofc):

If you need to do this on hundreds of objects do it witch python:

import bpy

# change the active item to be moved (the blue highlighted row in upper image)
bpy.data.particles["ParticleSettings"].active_dupliweight_index = 1

# move it up or down:
bpy.ops.particle.dupliob_move_up()
bpy.ops.particle.dupliob_move_down()


Smooth Vertex doesn't work I am new to Blender. I have an object with some edge loops and a mirror modifier, and when I try to Smooth Vertex the vertices of the object, the object split in two. Any ideas ?

I was able to solve it by enabling "Merge" and increasing the Merge Limit to ~.34. I tested using the dimensions of the default cube.


Link an object from a different Blender file and be able to move it around while retaining its modifiers I want to bring an object modeled in one Blender file into another and have the second file reflect changes that are made to that object after I have later edited the first.  I have been using File->Link and then selecting the file that contains the object and navigating down to where it is in the "Object" subfile of the Blender file.  Then, in order to be able to move the linked object to a different position in the second file, I have to do a "Make Proxy" on it.  My problem is that as soon as I do the "Make Proxy" any un-applied modifiers I have put on the original object in the first file are no longer reflected in the linked object.  Clearly, I could just apply the modifiers again in the second file or apply them before linking in the first file (that is essentially what I have been doing: after finishing edits in a source file, I duplicate the object and apply the modifiers, taking care to have this duplicate object's name match the one I linked in the second file) but neither of these are the ideal workflow and it seems there must be a better way.

Place the object in a group (fine for it to be a group of one) in the first file (the one with the object you want to link in) and link that group (instead of the object itself) in the second file.  You will be able to move the object around in the second file right away, the un-applied modifiers it had in the first file will still be there, and changes made to the object in the first file later will update in the second file.