How to deselect origin center/ cursor blender with python? Is there any method to deselect origin center/yellow dot, or make it inactive?

I don't know a huge amount about scripting for Blender, but I have a small amount of development experience and this is what I found after some digging.
Overlay attributes are accessed through bpy.types.SpaceView3D
You can then access bpy.types.View3DOverlay
What you're looking for is:
show_object_origins
(Show object center dots)
show_object_origins_all
(Show the object origin center dot for all selected and unselected objects)
There is a similar question about how to access Viewport Overlay options, and it's recommended that you first iterate over the areas of the current screen and find the 3D View before attempting to set the overlay option you are looking to change.
There is appropriate code in the question I linked above.
I hope this helps!


Material importing and exporting problems (wavefront .obj format) Very new to Blender, and I was wondering what I am doing wrong if the material shows up in renders (while in cycles), but when I export the .obj, and then import it again, the material is only applied to a fraction of the model.

If you're in Cycles apply your color to the viewport color of the mesh. The exporter will use this value. This option is located under Settings in the Materials-Panel.


How do I bake my final Cycles render into a texture? I'm new to blender and I would like to know  if there's any way I could bake my final render, with the shadows, the bump map etc. to one single texture that includes everything that I've done.

You'll need to load the map you want to save the baked image to in the node tree. It doesn't need to be connected.

Load up the blank image in the image editor then select what you want to bake to it.

Note that how the light responds will be calculated though the shader.


Workflow for animating a linked armature with bone constraints? If you link an entire armature object from another .blend file, it's not possible to enter pose mode.

If you create a new armature object, then link to an armature data block from another file, you lose bone constraints.

You can link the whole object, the Duplicate Linked (Alt+D), and it will keep the original bone constraints. But later, if you change the constraints in the other .blend file, the changes won't propagate to the duplicate.

So, how do you safely animate a linked armature that has bone contraints? Do people just not do this? Do you instead make a copy of the armature in every .blend file, and keep changes in sync manually?

Blender's proxy system is designed to handle this situation.

By creating a proxy of the armature you can animate the rig while it is linked from an external file. It is common to have the rig and mesh belong to a group so that you import the group and create a proxy of the rig.


Possible UI panel memory leak? When I toggle the panel checkbox created by the following code the memory usage count in the info bar starts to climb at an alarming rate. Any idea why this is happening?

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the View3D UI panel"""
    bl_label = "Mesh Stats"
    bl_idname = "MESHSTATS_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.prop(context.scene, "my_prop")

def register():
    bpy.types.Scene.my_prop = bpy.props.BoolProperty(name="Prop name", description="Some tooltip", default=True)
    bpy.utils.register_class(HelloWorldPanel)

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

if __name__ == "__main__":
    register()

Blender allocates memory for the undo stack when you perform undo-able actions. There is a limit to this allocation determined by the number of undo steps you have specified. See "User Preferences->Editing->Undo->Steps".


How do I overlay a lightmap image on another texture? I just learned how to create a lightmap to add ambient occlusion to my object by following this explanation:

How do you bake ambient occlusion for a model?

Now I have a lightmap saved as an image (and currently mapped on my object), but I want to add a texture to my object as well. My texture is in an image file. I know how to add textures, but not overlaid ones. How do I do this in Blender Render?

A solution is to combine the baked AO texture with your texture using nodes.

Make a copy of your initial object (on the picture the original is white on the left and the copy is yellow on the right)
Assign a new material to the copy
Select the copy and open the node editor (bottom part here)
Add two textures : the baked one and yours (here i just used a full yellow texture)
Add a MixRGB color operator and set it to "multiply"
Connect them all as done on the picture

The result is shown on the top (in rendered mode)

Edit :

An alternative/better way in order to be closer to the original colors. It is using darken (MixRGB node) with a grey color (0.250). The darken effect is moderated by the inverted AOBacked texture.

Edit : for Blender Internal Render (same principle)


Issue with stencil painting I have an issue when trying to texture paint an object with a stencil.

As visible on the picture, there is some kind of a black shadow over the stencil (a dark wall grunge) which prevents me from painting... If I use a normal brush (top of the image), there is no issue.
May I add that taking those very same objects, unwrapping, brushes and texture on this object in another file creates no problem. So maybe it is a special issue, I found no thread about this shadow over the stencil.

Thanks for any help you can give me! By the way I'm using version 2.76

Soften is not a drawing tool, but a tool to 'soften' the range of pixels under the brush like a blur tool. When you paint with it in the 2d editor, you are actually blurring the pixels there in the alpha and causing an error where they then appear black - but that is not a paint effect, but an error. TexDraw is the basis tool for painting when putting down color, and set it to 'mix' to put paint into a zero transparency image. By painting with that and using the image as a stencil, you will get the image into the 3d view as paint - but you really might consider instead using it as a stencil in the Texture Mask and using the alt-rmb combinations to move it around scale it and rotate it. Once you have all your pixels painted in, then you can use a Soften over any harsh edges, or push them around with the Smear to push them around to get variation... here is a screenshot of me painting with TexDraw using your texture as a mask brush set to Stencil

edit: Load up TexDraw and set it to use 'Mix' as mixing mode(default) and then delete the textures from both 'Texture' and 'texture Mask' in the brush tool bar (this doesn't remove them from blender, so you will be able to call them back up later in another brush). Select a color in your color mixer so that it will show up on the surface of your model, and paint across the surface to test - does it show up as a paint stroke? TexDraw used to be just the Texture brush, and Draw was the Brush.., but the original 'Brush' was eliminated and 'TexDraw' was kept. Soften. Smear, Clone all work only if you have pixels painted into the image already from TexDraw, and Fill also is a brush to drop color pixels into the image. Fill can be tricked into becoming an eraser, but that isn't needed here. If you can get paint into the image, then from there you can refine it - Only TexDraw would be my first option to use your image as a Brush or Brush Mask texture to paint in grunge. The Brush will paint in a Color version of the image where ever the white is, and not in the black. The Brush Mask will paint only where the white portion is, but also allow you to use another texture as Brush and create more complicated mask and brush combinations. Often times I use an image as Stencil for the Brush and a procedural like Clouds set to Tiled on Brush Mask so that the clouds chip away from the stencil organically.


Making A Solid Mesh Melt? I was wanting to make a couple scenes where I have physical meshes melt and no camera fakery. Was wondering if its possible to do within blender?

First scene I need is to have a chocolate bar melt. Needs to stay solid for a good bit and also be animatable for movement and then melt.

You may do it using a cloth simulation, a little bit of sculpting and shape keys.

Select your chocolate bar, apply the transformations to it (Ctrl+A-->Rot&Scale), go to the Physics header and press the Cloth button. Play with the settings in a Cloth panel.

Select the plane, apply the transformations to it as above and press the Collision button (remember to place the bar a little bit above it).

Select the bar and press Alt+A. Wait for the simulation to be finished, then go to the last frame (Shift+Right Arrow). Go to the Modifiers header and press the Apply as Shape Key button in the Cloth Modifier window. Now you have a new shape key in the mesh data header.

Now with a Cloth shape key selected enable the Sculpt Mode. Use the Clay brush to reduce the mesh distortion and the Grab brush to shape the melted chocolate bar.

Use the Smooth brush to make the edges smoother. Press I over the shape key value to keyframe it. Go to the next frame on the Timeline, change the shape key's value and keyframe it again.


Boolean intersect behaves sometimes unpredictably I'm having some weird and mostly unreproducable error concerning the boolean-intersect modifier. In rare cases, it does not cut objA along the edge of objB but rather along the contour. See the following pictures for clearification:

The modifier on the heel behaves as expected when intersecting the plane, but the one on the forefoot sometimes yields these strange results.

Does someone have an idea why that behaviour occurs? Thanks!

I tried the same, using plane for boolean operation and I got the same issue so I tried using a Cube for the Boolean rather than using a plan and there it is , solved! So you might have to use the cube for such operations and after you apply the boolean simply delete the Cube.


Stroke order for interpolation? New to blender, so advice is appreciated! I’m in a 2D project and working on a complex shape - namely a hand - and am trying to interpolate it into another pose. However, things turn out wonky during the interpolation because some of my lines are out of order or were made in the wrong direction.
I know that in most tween-capable animation softwares there’s a guide to stroke order and direction. Arrange strokes doesn’t seem capable of this, and I’m not yet aware of a function that is. Does Blender 2.9 have a way of guiding or changing stroke order/direction to better accommodate interpolating?

So I did some digging on this topic and found the answer. As future reference for 2D animators coming into Blender like me, stroke order for interpolation is the same as stroke order for stacking purposes. I do not believe there is a guide for stroke order because it was designed under a different concept - to be able to restack strokes like one would with layers. Stroke order is designed to be able to reorganize a layer, not aid in interpolation.
While this could be a bit of a setback, it also means that you are able to pick and choose which strokes are interpolated into others via the stacking order. Bringing a stroke to the front or back of a drawing will automatically sync it with the strokes on other frames.


Make the eyes look less like an insect I have created an object that should finaly look somewhat like this:

In Blender it now looks this way:

How can I make the eyes look better? I want to add eyelids. Maybe this would already help but I'm not sure about this. I'm still learning how to work with Blender.

Regards, Marek

Tp make the sharp edges disappear select your object and use smooth shading.

On top of that you can always add add a Subdivision Surface Modifier


how to disable lamp shape behind object with glass material? (when rendering) how to disable lamp shape behind object with glass material when rendering?
Its not appear when rendering camera in this order -> camera-lamp-glass object
but it is appear in this order -> camera-glass-lamp

I don't really know if I have understood the question properly. However, have your tried selecting "Transparent" in the Material section for the object you don't want to be seen in the rendered view?


How to use alt key to duplicate nodes? I would like to use Alt instead of Shift+D to duplicate nodes in the shader editor, and really anywhere so that it is more consistent with my own workflow between programs that I use. Alt drag is used most frequently, and closer at hand.
This is easily done in the 3d viewport, simply replace Shift+D with Alt +LMB and objects will be duplicated this way. However, in the node editor, this doesn't seem to work at all. I end up aimlessly dragging nodes around doing nothing useful with them. Is there a a better way?
Here is how my prefs look for the settings that are of interest here:

This is what happens with the settings in action:

AltLeft Mouse is used by two other keymaps.
If you deselect them, it will work.


How to prevent meshes from passing through each other? I'm trying two put a guitar in animated rigid body's hands with armature, but there's a problem - a guitar is just gone through rigid body. How to prevent this?

You need to animate the location of the guitar and hands so that they are in sync with each other. Start with a pose for the body, then place the guitar in front of it and place the hands to match. This could mean adding keyframes every frame to keep the hands and guitar together.

For your character, enable (or create) IK for the arms. This will allow you to place the hands and have them stay still as you move the body. Some child of constraints might help move the guitar and hands together while still allowing the hands to be moved independently. You may want to look at using the rigify addon to create a basic armature that you match to your character, then have it generate a more complex rig that has IK/FK switches etc. You can find some tutorials like this one that explain using rigify in more detail.

If your interests are in rigging then you could look into setting up a more complex rig that could make animating easier, if you only want to animate then focus on animating the two objects so they appear in sync with each other.


Make a reflective surface I am designing a copper top of a flag post.

How do i make the surface texture reflective, so that it can reflect every object and light in the environment?

Enable cycles render and add a new Principled BSDF material for your object.
Set metallic to 1.
Find the correct base color for your metal.
Adjust roughness based on how sharp or blurry you need the reflections to be.


Modal Operator Not Updating Driver(s)? I've been creating an add-on for Blender but discovered a problem. For my add-on, I need to be able to get drivers to update in realtime while a Modal Operator is running. Since the add-on code is very long, I've created a demonstration script given below:

import bpy

from bpy.props import (PointerProperty,
                       FloatProperty
                       )
from bpy.types import (Panel,
                       Menu,
                       Operator,
                       PropertyGroup,
                       )

class SerialProperties(PropertyGroup):
    example_float: FloatProperty(
        name="User Input Float",
        description="Float to send to new item",
        default = 0.0
    )

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def __init__(self):
        print("Start")

    def __del__(self):
        print("End")

    def execute(self, context):
        context.object.location.x = self.value / 100.0
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':  # Apply
            self.value = event.mouse_x
            context.scene.serialtool.example_float = event.mouse_x
            self.execute(context)
        elif event.type == 'LEFTMOUSE':  # Confirm
            return {'FINISHED'}
        elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
            context.object.location.x = self.init_loc_x
            context.scene.serialtool.example_float = self.init_loc_x
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.init_loc_x = context.object.location.x
        self.value = event.mouse_x
        self.execute(context)

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

class SERIAL_PT_MainPanel(Panel):
    bl_label = "Serial Panel"
    bl_idname = "SERIAL_PT_MainPanel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Serial" #You can replace serial in this line with any other word you want
    #bl_context = "objectmode"

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

        layout.prop(serialtool, "example_float")
        layout.operator("object.modal_operator")

classes = ( #list all your classes here so you don't have to register them individually later
    ModalOperator,
    SerialProperties,
    SERIAL_PT_MainPanel, #Order matters here
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    bpy.types.Scene.serialtool = PointerProperty(type=SerialProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.serialtool

# test call
#bpy.ops.object.modal_operator('INVOKE_DEFAULT')
if __name__ == "__main__":
    register()

For this demo, I'm using the custom property created by the script as the variable in a Driver used to drive the y Location of the Default cube in the default Blend file. However, the driver doesn't update correctly when the Modal Operator is running, as seen in the picture below:

As seen, the driven property (which for the demo is the y location of the cube) doesn't update at all, despite the driving property (the custom property created by the add-on) changing correctly. It stays at the same value it was before the Operator was run. I have no idea why this would be. When the custom property is changed manually (meaning through direct user input to the property itself), the driver functions normally. So the question: Why isn't the Modal Operator Updating the Driver?

I acted on a guess that what might be happening could count as a kind of very minor bug with the updating of properties. Based on that idea, I added a trivial update function to the custom property to try to force Blender to update the rest of the gui as well. With that addition, the code and driver now work completely as desired.

Here is the updated, working example.

import bpy

from bpy.props import (PointerProperty,
                       FloatProperty
                       )
from bpy.types import (Panel,
                       Menu,
                       Operator,
                       PropertyGroup,
                       )
def update_example(self, context):
    pass
    return None
class SerialProperties(PropertyGroup):
    example_float: FloatProperty(
        name="User Input Float",
        description="Float to send to new item",
        default = 0.0,
        update=update_example #This line is SUPER IMPORTANT because it forces Blender to update things including Drivers that rely on the property. If you didn't do that, the Drivers won't update.
    )

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def __init__(self):
        print("Start")

    def __del__(self):
        print("End")

    def execute(self, context):
        context.object.location.x = self.value / 100.0
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'MOUSEMOVE':  # Apply
            self.value = event.mouse_x
            context.scene.serialtool.example_float = event.mouse_x
            self.execute(context)
        elif event.type == 'LEFTMOUSE':  # Confirm
            return {'FINISHED'}
        elif event.type in {'RIGHTMOUSE', 'ESC'}:  # Cancel
            context.object.location.x = self.init_loc_x
            context.scene.serialtool.example_float = self.init_loc_x
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):
        self.init_loc_x = context.object.location.x
        self.value = event.mouse_x
        self.execute(context)

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

class SERIAL_PT_MainPanel(Panel):
    bl_label = "Serial Panel"
    bl_idname = "SERIAL_PT_MainPanel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Serial" #You can replace serial in this line with any other word you want
    #bl_context = "objectmode"

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

        layout.prop(serialtool, "example_float")
        layout.operator("object.modal_operator")

classes = ( #list all your classes here so you don't have to register them individually later
    ModalOperator,
    SerialProperties,
    SERIAL_PT_MainPanel, #Order matters here
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)
    bpy.types.Scene.serialtool = PointerProperty(type=SerialProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)
    del bpy.types.Scene.serialtool

# test call
#bpy.ops.object.modal_operator('INVOKE_DEFAULT')
if __name__ == "__main__":
    register()
```


Where is Data Transfer Modifier on Blender 2.73a for Linux? I've noticed that the Data Transfer modifier, as documented on Blender's modifier list in the docs, is not available on Blender 2.73a (at least).  It's just not there.  I can't speak to Blender for other OSes, but for Linux, this is the case.

Can anyone tell me what's going on and what I need to do to enable it?  Is it deprecated now?

The data transfer modifier is new in 2.74, you can download RC1 here: http://download.blender.org/release/Blender2.74/


Linking the mesh and location of objects with different materials in different scenes Is it is possible to keep the mesh and location linked between the spheres in the example shown below, but have different materials on the spheres?

I have tried several related examples here on Stack Exchange, although the mesh is the same and the material can be different, the position of the spheres are lost, and they can be moved independently of each other.

Does anyone know if it is possible to keep the mesh and location linked, but with different materials on the spheres? That is, any movement of the sphere in scene A should be mirrored in scene B.

The .blend file for this example is available at
pasteall.org

The material is linked as object

No, I don't think you can, as far as I know.

You can link objects from two scenes or even files, their positions will be kept in sync.

You can also have materials applied to Object or Object Data, so two objects can share the same object data but have different materials.

You can't however move them independently. If you use U > Make Single User > Object, you will be able to change materials but they will move them independently.

One possible workaround is to use parenting. Create an empty object, for example, and link it between the two scenes so their positions are kept in sync. Then in each scene parent a differently colored sphere to the empty.

That way the empty will guarantee they move independently, but their visual appearance will differ.


Write out animations to separate files? Is there any way I can, after rendering an animation/physics simulation, write out said animation to an external file? Needs to be a file format compatible with Linux (I'm new to Linux so unfortunately I don't know what sort of file would work for this). I also need to be able to, ideally, do this within the script controlling the animation/simulation.

Thanks so much!

Yes, Go to rendering panel and change the format [ GREEN ] to AVI JPEG or AVI RAW For more high quality without using a sequence of images. Select image files [ GREEN ] Such as PNG or JPEG for image sequences which you can put together manually but are usually more high quality. Click the folder [ YELLOW ] To select where to save the file.


Video cut does not match preview I have an iphone video (30 fps) with a person speaking a text. I am trying to cut it into single videos, each containing one sentence of the text. Therefore i use the blender video editor and set the start and end frames exactly where the sentence starts and ends (needs to be very precisely). That works perfectly in the blender editor.
However if i click on "Animation" and the file gets saved, then the resulting video file is shorter than in the preview in blender. Therefore i am missing the last part of a word in the sentence.

I post an image of my encoding settings.

Please help me

When importing a video, you have to use the same frame rate. If you don't, the lenght of the video will change, but the audio will keep the same, resulting in a difference between audio and video.

25FPS video import with 25 FPS in render settings : audio and video have the same length

25FPS video import with 30 FPS in render settings : video is shorter (same number of frames but 5 more every second)


Rigging Armor to Player I've recently been modeling some armor and decided it was time to see my work in action! Spent a good portion of yesterday reading online, searching tutorials and this seemed to be the most recent one I can find with the most checked answers.

https://stackoverflow.com/questions/34719718/transferring-rig-weights-from-one-mesh-to-another-in-blender-2-76

What I did was Parent the shirt to the rig, deleted the vertex groups and un-parented the shirt from the rig. ( was that correct? the first paragraph is a bit confusing ) Next I added the data transfer modifier, selected my players body as the source, chose vertex data and selected vertex groups, then pressed generate data layers. When switching back to object data tab, I can see a list of bones in the vertex groups. Last I selected the Shirt, then shift selected my rig, hit ctrl p and parented with empty groups. I also tried applying the modifier before and after I applied the groups, the result is always the same with the characters shirt ending up being slightly inside the players body / behind his back. I can get the shirt to be back on the players body by moving the armature modifier to the top position but the shirt is still not rigged to the character. Also If I apply the data transfer modifier the shirt just ends up going inside / behind the player again. I've tried many different tutorials, all usually ending in the same result. I've never gotten anything to follow the armature of my characters. Am I doing something wrong or completely missing a step? Is this just an outdated tutorial?

What I usually do if I can't seem to get things right in this case, is delete all the vertex groups and armature/mirror modifiers (or any other mods that might affect things) from the shirt and try again. If you have existing vert groups on the shirt it may cause problems. With a "blank" shirt, add the data transfer modifier again, apply it, then add the armature modifier back on.


Action editor / dope sheet showing extra frame without any keyframes As shown in the attached image, my 60 frame animation has a empty frame 61, as shown by the darker shade on the header and all other lines.

How do I find what it causing this so I can remove it? When I export via fbx 61 frames are shown for the action.

I've tried ensuring nothing is hidden, and bones are displayed. I also have the 'ghost' option on to show hidden.

Found the cause, I had keyframed scale on one bone, should all be loc/rot only. Removing the scale from the bone fixed the issue.


3ds max like UV relax Does blender have a UV relax like 3ds max: so it relaxes the entire UV island with the border vertices including ( Minimize stretch doesn't effect the border vertices)?

In 3dsMax the Relax Tool has multiple options to relax the UV mesh: By Face angles, Edge angles and by Centers. And it can also relax the island borders.

Blender lacks these features, and it's relaxation ("Minimize stretch") usually makes things worse (because the border doesn't relax so the stretching from border propagates inside).

Instead what is used in Blender is UV Sculpting (UV > UV Sculpt Q). This brings up a brush with additional options in Tool Shelf panel T:

The default Grab brush can be switched to Smooth brush with HC and Laplacian smooth methods. Also Lock Borders can be turned off to smooth the island borders.

Note that both the smoothing algorithms are not real UV relaxation. They work spatially, not angle-based. The difference is that HC preserves the shape of islands better. After sculpting you should still run Minimize Stretch for best results, that's why it is in blender.

It takes a bit more work but you can get same stretch-less UV map as in Max.


Shape key deforms edit mode / object mode after editing basis I have rigged head mesh and body mesh with shape keys.

I edited head mesh's basis to match with body and then make shape key value 1.0 for both mesh.

In Edit mode, two meshes match with no problem, but in object mode the head mesh deforms a little bit off.

Edit Mode:

Object Mode:

I think it happens because I edited basis. How can I fix this to match both meshes after I export it?

Once Basis is deleted or edited, you will have to append an earlier saved version of the model and Join as Shapes.

Hopefully, you are doing incremental saves?

The only other option I can think of is to manually match the vertex positions, but using the 3d cursor for precision:

Select the body object > Edit Mode
Select the vertex Shift+S > Cursor to Selected, tab to Object mode
Select the head object > Edit Mode
Select the matching vertex Shift+S > Selection to Cursor
Repeat


How to increase the resolution of a rendered image? When I increased the resolution on the Render tab and enlarged the image in the camera, the edges of the objects were blurred. How can this be fixed?

Given that the question is about resolution.
See that slider that shows 35% in the resolution settings?
You are rendering an image that is rougly a third of the resolution. Instead of 1200 pixels you are rendering only 420.
Set the value to 100%

As for why the picture is blurry, there is no  information on the question that can yield a conclusive answer. The focus or depth of field of the camera might be set incorrectly, or there might be some nodes in the compositor we don't know about.


Trim hair/fur outside of clothes I created a basic shirt for my character but can't manage to cut the hairs that go through it. What would be the shortest way to trim the "outer" fur? I know how to do it via simulating collisions and the Force Field applied to the shirt, but it is extra slow and really too much for a still render.

The best solution so far is to apply the mask texture to the hair material. This can to not work smoothly with animations, but ok for still renders

Here is the video titorial on how to manage it

Hope that things will become better with the upcoming hair node system


My markers in the movie clip editor keep "moving" around - what gives? I'm trying to add motion tracks to a video I've imported. Here is what I have done so far:

Open a clip in the movie clip editor.
Click "Add Marker" and Ctrl +  to place a marker.

Press Alt + → to track the selected marker forward one frame.
On occasion, the marker would need to be manually adjusted. I would do this by clicking in the little preview in the properties panel and dragging the background until it lined up properly with the correct location.

I completed this for the duration of the clip I wanted to use.

This is where things started acting up. I clicked the lock button for the track (the icon next to the eye in the screenshot above) and assumed that everything would stay as it was.

Unfortunately this is not the case. As soon as I jumped back to the beginning and began playing the clip, the marker wasn't in the correct location for each of the frames. Even though I had lined it up perfectly for each frame before, some of the frames had the marker in the wrong place.

How come it moved? What am I doing wrong?

Details

Blender 2.69 r60995
Windows 8.1 64-bit
AMD Radeon HD 7560D

Update:

Here is a screenshot of what happens when I push ← and → to toggle between frames 13 and 14:

Notice that the markers are moving. They aren't supposed to be moving. Something is clearly not working correctly here.

The issue might be caused by inconsistent decoding of your particular video codec by Blender, resulting in variation in the frame sequence you move through on the timeline. My suggestion would be that you convert the video to a discrete image format, like a PNG or JPEG sequence. A typical way to convert video to an image sequence:

ffmpeg -i "MyVideo.mov" -an -f image2 "MyVideo%06d.png"


How to remove ridges from mesh? There seems to be some ridges protruding from the corners that I beveled when subdividing. The beveled edge is at an angle so I not sure if that's the problem with the mesh.I know this is a simple fix but my skills is still very primitive.

Link to file: http://pasteall.org/blend/index.php?id=50371

After adding loop cuts ridges are still visible

I Insetting the top and bottom surfaces as a whole
CtrlR Putting holding loops into the thin sides
K with C and Z Orthogonally cutting an extra loop through the piece,  back from the curved end

probably does enough, here, depending on how much you want to keep the flat slopes on the profile, etc.


What are good free PBR material libraries for a beginner? I'm in the process of figuring out blender (on what could be considered my 3rd project I guess), and while browsing tutorials and youtube videos about blender, I've come across the topic of PBR materials, and have found it intriguing. I've found that using these materials makes my renders look a whole lot better than if I just slap a flat texture on the objects, but I'm a student and don't want to be spending money on this hobby just yet, which has run me into the issue that there aren't a whole lot of these materials out there that aren't reserved for some payed service. Do any of you know of any material libraries out there with PBR materials for free? So far I've been using the free materials on poliigon, and came across freepbr.com, but I can't figure out how to download any of the textures/maps from the latter of those two.

Any help is appreciated!
Thanks,
Ethan

You should rather watch vidoes and try to create your own library so that u can learn as well. I would suggest you to watch videso from blender guru (https://youtu.be/V3wghbZ-Vh4) and remington graphics (https://youtu.be/OulP6f-aF-c). You can learn from these videos and create your own shaders. If not then i think remington has provided the shader pack for free as well.


Transparent mesh with material/texture remains black I'm using Blender 2.69. I added a plane mesh to the model (display draw type: Texture). Added a material and a alpha transparent PNG image (coordinates is UV, rest is all default). In the UA/Image Editor I definitely see the transparency of the PNG file that I put on top of the plane/mesh. In the 3D View the image is displayed on the mesh. However, the color of the plane is black, albeit the preview of the material is showing transparent. Why is that?

For test purpose I also changed the material to transparent, alpha value 0.2. The plane remains black. Why is it that I'm missing out here?

Observation: In the Viewport Shading, "Rendered" would show the panel transparent. But not in "Textured" mode. I'm puzzled. Shouldn't "Textured" viewport shading show textures?!? Have I got the wronng expectation?

Renderer: Blender Renderer
OS: Win 8.1

When using the blender internal render engine you need to use glsl shading to see transparency in textured mode. This option can be found in the properties panel on the right of the 3dview by pressing N.

When using the cycles render engine, the nodes based materials effect the 3dview when in rendered mode, while some nodes have a limited effect in textured mode.


IK on eyeball does not move how I tell it to - Resolved So I have this IK restraint so that my eye follows a bone that I can position wherever I want the eye to look. However, I have come to find that when I try to move the handle, it is very sporadic. I have no idea why this happens but it is extremely frustrating as the eye generally ends up facing inwards. What might be the cause of this?

In the above image, you can see that I have the eye handle selected. You can see that the z value of this bone is -0.66056.

You can see in the above image that I have changed the z value to -0.65056. Notice that this also moved the legs slightly.

In the above image, I have returned the z value to -0.66056. The bone, however, does not return and moves further in the same direction as before. The legs move slightly too.

In the above image, you can see that switching the z value back and forth moves the bone around the constraint in a circle. Again, legs move.

For the specific eye problem, you should not choose the eye bone as the parent of the eye handle bone, also give your eye bone a Track To constraint with the eye handle as bone target. You have other problems like you should apply your Mirror modifier, only the eye bone should influence the eye mesh, the control bones need to have their Deform option disabled, your IK handles should only have the root bone as parent, in Edit mode recalculate the bones roll with ctrlN, etc...


Can I save selected elements of a Blender scene? Hypothetically, I've just created the greatest Blender scene of all time, and there are thirty-seven meshes spread across twenty two objects that I know I want to archive in my personal library of really, really useful sub-objects. Now, I know I can save the scene, open a new instance of Blender, and append those sub-objects into a new blend file. But it would be faster and more efficient if I could just select the items I want, and save them to a new Blender file, without having all of the other parts of the retinue included.

I haven't found such capability. Is it not there, or did I just not look hard enough to find how to use it?

What may help you most is creating a "library.blend" file. Get rid of the default cube and lamp, and organize per layer characters, abstracts, etc. Then append from that file only, this is the only method I'm aware of, and much more efficient than keeping track of which model is in which .blend.


Where did newtonian size setting go in 2.79a I am sure that beside Mass there used to be a particle size and size random setting here in previous versions of blender, but on 2.79a, I can't seem to find it?

Did I accidentally change a setting somewhere that turned it off  or did they remove it?

I know that I can use the Normal setting under velocity to control the size, but I am not sure how I can make the size random without randomizing the rotation also.

It was "consolidated" under the Render panel in 2.79a

In 2.79, particle size appeared in more than one panel, which caused issues.

See

https://lists.blender.org/pipermail/bf-blender-cvs/2018-January/103452.html

for more details.


How can I get a shape with a emission node to be brighter in the center? How to achieve similar effect with cycles in Blender - I mean stronger emission I middle and little darker on edges? I've tried to work with gradient nod but without success...

Create your text "Bar"
Duplicate it
Extrude both text meshes
Make one skinny and one fat
Change the offset of the "skinny" one to a negative number and place it inside the "fat" one.
Add a emission shader to the "skinny" text. Set it to 3 or so.
On the "Fat" text add a translucent shader.
(optional add another material to the extruded part like the picture.)


Is Dynamic shutter speed in Sampled Motion Blur possible? I have a single object spinning (at varying speeds controlled by F-curves) along two axes.

The effect I'm going for turns out best if I can vary the Shutter in Sampled Motion Blur for every frame, say, for instance, exponentially from 0.25 in Frame 30 to 4.00 in Frame 80.

Manually adjusting this value and exporting bits of the animation is tedious. Is there any way to control the Shutter using F-curves? Or could the same effect be somehow accomplished using another method?

Since this property cannot be animated or driven, the only thing left is to control it with script:

import bpy
import math

def function(frame):
    # modify this function if you want
    return math.pow(4.75, (frame-30)/50) - 0.75

def my_handler(scene):
    # this code will be run on every frame change
    scene.render.motion_blur_shutter = function(scene.frame_current)

bpy.app.handlers.frame_change_pre.append(my_handler)

Run this in the Text editor, render the animation normally.
If you want to make changes after you ran the code, remove the handler first with typing this into the console: bpy.app.handlers.frame_change_pre.clear()

If you would like to animate the value, create a custom ID property for the scene which you can animate (name the property "shutter"):

And use this code (it copies the value into the shutter speed):

import bpy

def my_handler(scene):
    scene.render.motion_blur_shutter = scene["shutter"]

bpy.app.handlers.frame_change_pre.append(my_handler)


Why does moving one side of my rigged character move the other side as well? Hi I'm new to Blender and I was trying to animate a character. I set the mesh parent to the armature with automatic weights, and when I tried to move the left arm the right arm moves in the same way (same situation with every symmetric body parts). The armature on the other side doesn't move, just the character. Could someone please help me with making each body part move independently?

Thank you very much.

Why?

As Mike Pan mentioned- this is because you have a mirror modifier on your mesh, not your armature.

How to fix

Either A. Apply the modifier or B. Remove it

-Happy Blendering!


how to display loaded objects during session of batch load .obj file in Blender using script I can load *.obj from one directory using python script in VSCode, using sth like:
for item in obj_list:
    path_to_file = os.path.join(path_to_obj_dir, item)
    bpy.ops.import_scene.obj(filepath = path_to_file)

but Blender updates viewport only after all objects are loaded. During the whole session, it seems all objects are loaded into cache? Is it possible to load one object then display it in the viewport ?then load 2nd object,.....
ThX

You can use bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)


Object being distorted when fixing lighting So I have a problem with some unwanted wierd lighting on my model, which I would like to remove. But when i go to edit mode and use Ctrl+N to fix it. Then when i change mode to sculpt or object mode it comes out distorted like this. Any ideas how to fix this problem?

When dealing with sculpting it's very important to check whether your model doesn't have any flipped normals before adding Multires modifier (if you flip them after subdivided and sculpted, recalculating shouldn't make any problems. But making any changes in Edit mode on the sculpted model anyway will make you some distortions). You still can recalculate them at any time, but that will result in a mess you see in your case (or even worse).

There are several ways possible taking into account that sculpting must be saved:

Smoothing faces with flipped normals

Enter Edit mode of the corrupted object, select faces with flipped normals and assign them to temporar Vertex Group.
Add Smooth modifier to this object, set created vertex group in the Vertex Group option of the modifier to make it influence only on it.
Set the Repeat value to something high, like 30 or 50, so to make messy vertices return to their place.
Recalculate flipped normals using Ctrl+N.

The Smooth modifier will let you make those faces / vertices stop being distorted and moved far away, at the same time the original sculpting in other areas will be preserved.

This way has disadvantages, of course:

if there are a lot of faces with flipped normals it won't really help you - nearly all faces will be added to group smoothed by the Smooth modifier and that will be the same as just using Smooth brush in Sculpt mode or recreating from scratch all the sculpt.

Leaving inverted normals

It's pretty straightforward - the inverted normals are left as they are, and you continue sculpting, including them if needed. You'll need to recalculate normals after applying Multires modifier (and probably make some adjustments even then).

The trick here will be that as the normals are flipped, the brushes will behave in the opposite way, so on these faces you'll need to use Subtract mode of any brush.

The disadvantages:

It may be quite complex to create any smooth transitions on the areas where flipped / unflipped faces meet as brush may act somewhat unpredictably.

Smoothing in Sculpt mode

It should be possible to see messed vertices while in Sculpt mode (but I managed once to see them only while in Object mode), and it's possible to smooth them using Smooth brush (press S while in Sculpt mode). Probably it won't be easy to smoothen with brush exactly tjose distorted areas, but it may be worth trying if there isn't big amount of them.

So it's a lot easier to check that there aren't any flipped normals in the model before you add sculpting then to deal with repairing that after and trying to preserve hours of sculpting work.


anime slashes and hard impact effects in blender 2.9 eevee In blender 2.91 I'm using the eevee render engine. I want to know if it's possible to make anime style slashes, not sword trails, and impact like effects.
What I mean by slash, is when they typically do a major cut or kill their target. Whether this be through the particle system, texture, or a mesh. What I have tried doesn't look to good so can someone tell me a better way of making them?

my impact

my slash

if anyone needs them
https://pasteall.org/blend/12a3558b5f15429db885133cc5adbdc4
https://pasteall.org/blend/970b6fb2901a487aae3b3633236f0817

About the impact, using your already made object, I gave it the needed shader and got result.

It's described like this:
First, we get the Object Coordinates, sop we get the "-1 to 1" gradient. Then, using Separate XYZ we get the Z channel of the vector. Now, our Output is BW, going from -1 through 0 and then 1.  After this, we use a math node, performing action Absolute- this will ignore the sign before each number, so all negative values will become positive, while keeping the positive as is. Right now, we don't have a "-1 through 0 to 1" gradient, we have "1 to 0 to 1"- this will result a black line in the middle.
After this, we use Mix RGB nodes, set to "Color Burn" and "Color Dodge" to control the line. Mora Fac on the Color Burn will result a thicker line, and more Fac on the Color Dodge will result a harder falloff(harder edge between black and white).
Now, we use this thing as a mask for our Mix Shader. By putting Emission in the first socket, it will appear where the value is zero. The Transparent BSDF will appear on white values- this way the black line from our mask is now emission, and the rest is transparent. By adjusting the falloff between black and white, we can make the emission to blend with the transparency and so it will be faded on the edges.
So now you have it. But the problem is- how to move it?
That's fairly simple- we cant do it from the BW part, but because its all formed at the midpoint of the Object coordinates, we can move that mid point and thus move the line. So, we just add a Vector Math node before the BW part and we add some value on the axis we are using- in our case Z. Then, you can keyframe the Z axis value and boom, you have and animation,


Is there a way to get Project from View unwrap to work with modifiers without applying them? I have an object with an armature modifier (although this would apply to any modifier that deforms the mesh). I want to Project from View unwrap to get a UV map for one pose, then change the pose and Project from View again for another UV map. This doesn't seem to be possible because Project form View apparently only works with the base unmodified mesh. I tried using the on cage and edit mode options on the armature modifier, but it still uses the base mesh.

I found a solution if anyone sees/needs this, you can make duplicates of the object, pose them, apply the armature modifier, then do a Project from View unwrap for both of them. Then use Transfer UV Maps(Ctrl + L) to transfer them back to the original mesh.
(https://docs.blender.org/manual/en/2.80/editors/uv/layout_management.html)


Is there a way to display the radius of fluid control object? I wonder if there's a way of showing the radius, because it's pretty hard for me to guess what size it is after i adjust it

You can do this through a driver with a few simple steps.

Right click on the "radius" setting and select "Add Driver".
Add an object as a visualizer for the size of the radius.
Select your control object again, and go to the graph editor.
Switch to driver editing mode.
Select to driver you created, and open the properties panel with n.
Scroll down to the variables section and select the visualizer object you created earlier.
Now change the type to X Scale. (we will scale x and y uniformly)
As the expression to be used, type your variable name.

Finished! You can now select your circle, and  scale it to adjust the radius value.
You can also change the steps a little to edit the value and have it change the object.

Instead of adding a driver to the "radius" value, add it to the scale of the circle.

Change the transform channel of the driver to single property.

Make sure the type is set to object.

Set the object to your fluid controller

Right click and copy the data path to the radius property.

Paste it into the RNA path section (ctrl+v)

You can now right click on your driver to copy and paste it for the "y" scale as well.
Notes:

These tips work for any object, such as a sphere.

You may need to change which frame of the animation you are on for the changes to take effect. Otherwise, Blender may not reload the data.

I hope this helps. Check out this little gif I made of the steps.


Using custom vertex data in render Can float vertex layer data added with bmesh, be used in rendering?

Let us say we added some data to all verteces:

bm.verts.layers.float.new('G')

Can this "G" be used in Cycles rendering nodes? As a source for a factor, etc?

As far as I know, only special custom data layers can be used in a render or the 3D view:

Loop UV
Loop colour (i.e. vertex colour)
Vertex defom (i.e. vertex groups) - but only indirectly, e.g. as deformation

If you want to see your data in a render, you need to transfer it to a UV layer or vertex loop colour layer first. To transfer to a colour layer, you can do something like this:

color_layer = mesh.loops.layers.color.new('Foo')
for vert in mesh.verts:
    val = vert[my_cdata]
    col = (val, val, val)
    for loop in vert.link_loops:
        loop[color_layer] = col

Then you can use the 'Foo' layer in a render.

Note that val will be automatically clipped to be between 0 and 1.

When transferring to vertex colours you will lose precision, because each channel is stored in a single byte (whereas float custom data is stored in 4 bytes). You can get better precision by using a UV layer, which stores floats - but only two channels (x and y). When using a UV layer, the values will not be color-managed; this can be useful or not, depending on your material. Storing in a UV layer is similar:

uv_layer = mesh.loops.layers.uv.new('Foo')
for vert in mesh.verts:
    val = vert[my_cdata]
    for loop in vert.link_loops:
        loop[uv_layer].uv.x = val


In viewport, mesh is see-through, objects behind it are displayed on top Many years of blender experience and just encountered this infuriating little problem:
I have a red ball mesh, a green rod mesh.
No matter how they are positioned, the viewport displays the red ball mesh BEHIND  the green mesh. SMDH

Make sure that the display properties of the object that is appearing on top of other objects is not X-Ray


High poly to Low poly Texture Baking - wrong pixels (texture map) I am working to retopologize 3D scans into low poly models these days.

And now I could get the texture map and normal map automatically by using

blender and Instant Meshes. But my texture map looks weird (especially fingers and armpits) and I can't come up with the solution.

I used smart uv project (angle limit : 66, Island margin =0)

and one material with two textures (for normal and texture baking)

This is what I've done : increasing pixels of images of texture map, increasing vertices of low poly, making low poly smooth ..etc

Any ideas??

First make sure that your UV's have a bit of an Island margin, then place the low poly model on top of your high poly, give it a subdivision surface modifier, make it something high to closely match the high poly model but do not apply the modifier, then give it a shrinkwrap modifier to wrap it around the high poly but do not apply the modifier, than select the high poly model and the low poly after then bake.


Flat vertex painting, or face painting? Vertex painting is far too soft for me:

I'm looking to paint something more like this (not exact, but close enough):

Instead of smooth interpolation, color interpolation should be done on a per-face basis and not smoothed between faces. And if possible I would like to paint faces, not vertexes.

Select faces in Edit mode
Switch to Vertex Paint mode and press Face selection masking for painting button (3D view -> bottom panel -> button with cube icon (next to layers selection)

Press ShiftK to fill selected face with the selected color.

This way, you can also normally vertex paint your model but painting will be limited to selected faces only.


Bending with Curve Modifier doesn't follow curve I am working on a 3D-printable design and am trying to use Blender to simply "bend" a flat object into the shape I need (basically adding two "rounded" 90-degree bends).
I've got:
hex_mesh.stl --  This is the flat object is basically a flat sheet with a lattice of hexagons cut out of it (which I designed in FreeCAD).

bend_curve_inner.svg -- This is the shape of that I'd like to bend the hex_mesh.stl into (also designed in FreeCAD).

I've imported the hex_mesh.stl as an Object and the bend_curve_inner.svg as a Curve and then:

Added a "Remesh" modifier to the Hex Mesh to generate enough vertices for the bend to work with.
Added a "Curve" modifier to the Hex Mesh to attempt to bend it into the shape prescribed by the Curve.
Messed around with the Hex Mesh origin, Deform Axis, and translation/rotation until I got to the result shown below:

This curves correctly around the first bend, but then doesn't follow the straight line or bend around the other portion of the Curve.

Can anyone explain why it's not following the geometry of the Curve?  I've done similar operations before with more complicated curves, but can't figure out why this one isn't working.
Please let me know if you need more information, and thanks for any help!

More info in comments. Just for you before closing your question and because seeing my answer with A letter I was a bit confused with orientation again ... :)
Here all rotations zero ... just orient your object in local Y axis in edit mode.

Result with Curve modifier deformed on Y axis


Cycles render changes to Blender render when I open it? I was making a project in blender, with cycles render. I saved it but when I reopened it, it changed from cycles render to blender render. It said: Does anyone know what to do?

Cycles is indeed an add-on, as your error message suggests. I don't remember if it's enabled by default or not, but nevertheless it seems to have been disabled.

To enable it:

Open up user preferences (File -> User Preferences or CtrlAltU).
Go to the Add-ons tab.
Click Render in the Categories list to the left.
Make sure the checkbox next to Render: Cycles Render Engine is checked.
Click the Save User Settings button.


UV image 'path not writable' When I Alt+S on the UV Image Editor so that I want to save just the image of my UV laid image then Blender returns:

  path is not writable

What does this mean?

One of the reasons that you can not use Alt+S is that the generated image does not have a link to a file on the hard drive. Instead use F3 in the UV/Image Editor window to save as a new file. When the image is linked to a file on the hard drive you can use Alt+S shortcut to override the existing file.

Another reason can be, that the image file is open in another program, that is preventing from the file to be overwritten.


How to control image transparency like photoshop Im my model in the soup there is curry leaf. And i want to make that leaf transparent like photoshop. As if leaf is dip and floating in the soup. How to control the image. Any suggestion or help. Thanks

you can add another "mixshader", connect the output of the current "mixshader" to the new.

Afterwards you can connect the "transparent shader" to the top of the new "mixshader".

The factor can be a "color ramp" that is dependent on Z of the object (in fact you can use whatever factor here to control another transparency).

Check the printscreen of the proposed node setup:


Import custom module not working (.pyd-file) I have a file called cmake_example.cp37-win_amd64.pyd, which I've built using pybind11 (code below). It is located in Python\Python37\Lib\site-packages.

I also have a file called test.py which is simply doing the following:

import cmake_example as m
print(m.add(39,3))
>>> 42

Everything is working just fine when I run this with the python install I have on my system.

I want to use this .pyd-file in blender, but I can't get it to import the module.

import cmake_example as m

gives the following error:

File "\test.py", line 1, in <module>
ImportError: No module named 'cmake_example'
Error: Python script fail, look in the console for now...

I've tried to place the .pyd-file according to the result I get from running

import sys
print(sys.path)

inside blender.

I'm experienced when it comes to both C++ and Blender, but not Python. However, the .pyd-file is doing everything I want outside of Blender, but not inside. Any suggestions on how to successfully import the module?

C++ code:

#include <pybind11/pybind11.h>

int add(int a, int b) {
    return a + b;
}

namespace py = pybind11;

PYBIND11_MODULE(cmake_example, m) {
    m.doc() = R"pbdoc(
        Pybind11 example plugin
        -----------------------

        .. currentmodule:: cmake_example

        .. autosummary::
           :toctree: _generate

           add
    )pbdoc";

    m.def("add", &add, R"pbdoc(
        Add two numbers

        Some other explanation about the add function.
    )pbdoc");

#ifdef VERSION_INFO
    m.attr("__version__") = VERSION_INFO;
#else
    m.attr("__version__") = "dev";
#endif
}

You need to have the exact same version of Python as used in Blender, and have it (and your module) built with the same compiler. After that, make sure that the module is on sys.path.


How to bake a particle animation over 250 frames I have been following this guide for making a particle animation: https://www.youtube.com/watch?v=2bv973aqx-w
At the end, he says you just increase the end frame in the bar at the bottom up to 500 and it will bake up to 500 frames, although you can see in this video this is not the case, timestamp.
I have found lot's of examples on how to fix this for rigid body systems, for example this video, however these methods do not work for particle systems.
I have searched stackexchange and not been able to find a solution to this, if I have missed it, I apologise. Many thanks for any help.

I think I understand what's happening in the video and why this is causing confusion.
For some simulations (such as Rigid Body) you set the range of frames on the cache and Blender will bake all frames within that range.
For particles, things are slightly difference since particles can exist for only a part of the range of frames - so the cache is automatic in that it will store those frames that have particles that are within the range of timeline frames. ie, you do not need to explicitly specify a range of frames to cache.
In the example video, the timeline frames are amended to the range 1 to 500 but the particle system is still defined as having particles emitted from frame 1 to frame 200 with a life of 50 for each particle. This means that the cache actually bakes 251 frames - with the last frame (251) to indicate purely that all particles have died. You can see the frame count in the right-hand panel just after the bake has completed.
So, all you need to do to have 500 frames of particles (after you have amended the timeline frame range end at frame 500) is to change the particle system to emit particles that persist after the 250th frame - eg, increase 'End' to 500 or increase 'Lifetime' to, say, 500. Running or baking the simulation will result in particles for the full frame range.


video quality loss after exporting blender vse I use this ffmpeg function to record an area of my screen for upload to youtube.

    function req()
    {
      ffmpeg -an -f "x11grab" -framerate "120" -video_size "2594"x"1458" -i :0.0+5,+257 -c:v "libx264" -crf "16" -bf "2" -flags "+cgop" -movflags "faststart" -pix_fmt "yuv420p" -preset "ultrafast" "$1".mkv
    }

I get the output video and directly upload it to youtube, it processes and I have access to 1440p resolution.

The problem is the video needs some editing, mainly removing some junk clips at the beginning and the end.

After I edit the video in blender vse and upload it to youtube, the highest resolution is 1080p.

here's the export settings

I've even tried to export it at h.264 lossless but I still have the video only exported as 1080p.

here's the raw video uploaded: https://www.youtube.com/watch?v=2NzSlo3knbk
    going through blender vse: https://www.youtube.com/watch?v=LYUTu6UV5ug

This is probably user error but why can't I get 1440p again after exporting the video from blender vse?

I have noticed that sometimes youtube get finicky about its actual resolutions it uploads and can be inconsistant if you dont fit to their resolution standards (sometimes it works, sometimes it doesnt).

As in, resize to 2560 x 1440 and try uploading then... List of supported resolutions is here -- https://support.google.com/youtube/answer/6375112


How to install bgui for use in Blender BGE I am trying to install bgui based on this. I couldn't get it running even though I followed what is written in the docs;

  "After you’ve downloaded Bgui copy the “bgui” folder to where you need
  to for your project to access it (the current working directory of the
  project works well). "

But when I have the code import bgui in blender python script, it shows the error

ImportError: No module named bgui

in debug console.

Python 3 uses relative import. Use import .bgui instead of import bgui

If that's not the problem, do the example scene run okay? You should see a bunch of widgets on the screen.


Full sphere (or double hemi sphere) lighting I have an object in the world centre, that I want fully lit from a sphere.

In Blender, you can add hemi-sphere lights. I did not find a way to change the hemisphere into a full sphere. Can that be done?

As an alternative, I thought I would just add two hemispherical lights to my scene, like so:

To my surprise, this does not yield an object, evenly lit from all sides.

The hexagons on this torus that are perfectly vertical, receive zero light.

Why wouldn't two hemispherical lights add up to a scene that is fully lit from all sides? And second, how should I achieve this instead? I am using Cycles.

Cycles has no support for hemi lights.

But you can do this with no lights at all, the same way you would do it if you were lighting using an HDR image.

Just make the world white and your object will be lit from a sphere that surrounds the scene.

It will give you flat even lighting from all directions.


Adding staints to paintwall (two image textures) - UV map problem I'm trying to create simple box shaped column with two textures.
One is concrete, second vertical stains. I want to add this stain texture to the top of the column, but I encountered some really stupid problem. I can remeber one of my first blender projects was a model of TV. I use procedural (i meanjust grey BDSF haha) material for plastic colors and an image texture of the logo, but now I'm using TWO image textures. And I have a problem.

When I'm trying to mix these with MixShader node my stains are way too big. When I'm trying to scale up UV map with stain texture as a background, both stains and concrete texture getting bigger... Please help.

So let say you want to make this object, but the sign is a PNG image apart (make sure it has a transparent background):

Load your background picture, create your first UV map, put your UV on the background.

Load your sign image, create a second UV map, put the face(s) you want on the sign, reduce the other ones so that they don't overlay the sign (I thought I could create a one face map but it seems like not, perhaps someone will tell):

In the Shader Editor, use this node chain. Use the Input > UV Map nodes to tell what UV map Blender is supposed to use for each image (you don't need to use the first UV Map node as the first UV map will be chosen by default). For the stain's Image Texture, choose Clip instead of Repeat to make sure that the other faces are not overlaying the sign (or move them over a transparent zone). Don't forget to plug the alpha output into the Factor of the Mix Shader.


How to make objects "look bright" with a haze of light? I can make objects that emit light, but they never "look bright."

I want my lights to look like this:

However, what I make looks like this:

This is the node setup:

There's no haze of light around it, and the only way you can even tell it's giving off light is if something's near it to reflect it.

How do I get that same haze that's around the light bulb?

I tried that but couldn't get a convincing result that reproduces the image but at least it could be a starting point.
For detailed material settings see the attached .blend.

Compositing adds the red glow:


Smoke Domain Recolors Render I am using Blender v2.79 Cycles and have tried computing with both GPU and CPU, the results are the same.

(Edit): So there is the domain of the fire + smoke is overlaying a blue tint(the color of my fire) in the volume it takes up, but my material nodes seem to be "Correct". Also, I know it has to be the smoke domain since the rectangle disappears when I disable it while rendering.

The rendered picture(partially rendered)

Here are the Material Nodes

In case it would be helpful: here is the border of the domain

Nevermind...I solved it...
There wasn't anything wrong with the smoke, but the light was going through a transparent shader mixed with a diffuse shader which was blue, projecting the blue tint on the surface of the Earth


Blender Internal How to slow down and crop movie textures? I asked this question: (Blender Internal) How to apply chroma key to videos on a plane? and was wondering how I could crop the texture or slow down to footage? Thanks!

You might consider an alternative - load the video into Blender's video editor and producing a copy, reducing it's framerate and cropping it at the same time.  Use the new video instead for the texture.

I'm still using Blender Vers 2.77a and find when reducing a video's speed in the VSE (editor) it's best not to use the editor's 'Speed Control' effects strip.  It's output is jerky-jerky.

Instead, go to the render properties panel at right in the 3D window and set the frame rate to half or whatever rate you need.

You can if you wish, select "Custom" for the frame rate and use the 'Divide-by' slot that's below the frame rate entry slot.  It's marked with a "/" divide symbol.  Enter a 2 in there for half speed, 4 for quarter and so on.

The results are reasonably smooth when you consider that a half frame rate is only 15 or 12 fps.

Render the video and use that to texture the original plane or object.

-==========-

Cropping -

Whilst you're in the VSE you can also crop the new video.

Cropping a video is only a matter of making sure the video strip (not the sound) is highlited.

Press N and tick the "Image Crop" box at right and adjust the cropping sliders

-==========-

If you prefer to crop a textured plane in the 3D window, it's only a matter of placing another plane over the section you want to cut out and adjusting it's Material--> Transparency tab to .008.  Set both it's specular values to zero.

Make sure it's actually closer to the camera or viewpoint than the original plane.   This will render any part of the plane that's underneath, invisible.  See pic.

If you have trouble with this method, I can do a quick video.  It does have advantages over the VSE's and Compositor's cropping.
It's downside might be the need to render using "OpenGL", not the internal Blender render, but there is a way around that also by "filming" the cropped video and using that for the texture.


Two objects don't separate I add this plane, and when I move it, the donut and plane move together.

Ok, solved. You must click on proportional editing objects


How do I move multiple vertices to the same point at the same time? As the picture illustrates, I've already starting moving vertices on the Torus to the exact same point (X:0, Y:-49.5, Z:1.5).  The highlighted vertices still need to be moved to that point.  The already moved vertices were moved one at a time (I selected the vertex and then typed in the new coordinates).  I'd love to be able to highlight them all and type in the coordinates and they all move to that point, but it doesn't work that way (It treats them like one object and moves the "center" of that object to the point, which results in interesting but undesired behavior).  Is there a way to accomplish this so I don't have to click and type over and over again, but can simply select all the vertices I want to move and then move them with one simple action?

I've been using Blender since yesterday so I'm new, and the training videos didn't reveal anything helpful.

The new method, ALTM, has already been mentioned. The other solution is to set the pivot point in the header to either active or cursor and then scale the selection to zero S0RETURN. Scaling or rotating around the active element is pretty cool since it makes the last selected, white vertex the center.

It's actually useful to know both ways because with scaling you can exclude an axis. Let's say you want to move them all to the XY position of some topology but leave Z unchanged. Then you can place the cursor on the target and use SSHIFT-Z0RETURN. There's just the additional step of W4 remove doubles.


How to read a csv file and use the values as x and y points in blender? How can i use the value in column 'lon' and 'lat' as the position of my uv_sphere? For example,read the values from line 4, (116.4559081, 39.9139083), and make these 2 numbers as my uv_sphere x and y position in blender? and gives different colors for different mode, for example i have 4 modes in the csv , i want to make the uv sphere that represents the bus mode to be red, and subway to be green , rail to be blue and tram to be yellow., and use the row ['from'] and ['to'] to connect the nodes with a cylinder with x scale 0.5 , y scale 0.5 and the z scale with the value in ['length'] value.

You can use the csv library to read and parse CSVs.
If you have a basic bus object on a different layer (or a sphere called bus), this script will duplicate it and then assign the longitude and latitude values from your CSV as the new object's x and y values, for each row in your CSV.

import bpy, csv

fp = "C:/csvs/buses.csv"

with open( fp ) as csvfile:
    rdr = csv.reader( csvfile )
    for i, row in enumerate( rdr ):
        if i == 0: continue # Skip column titles
        lon, lat = row[3:5]

        # Generate UV sphere at x = lon and y = lat (and z = 0 )
        bpy.ops.mesh.primitive_uv_sphere_add( location = ( float(lon), float(lat), 0 ) )

I used this CSV to test this code:

mode,country/city,ID,lon,lat
bus,CN/Beijing,bus81254,65.98592786,51.75899959
bus,CN/Beijing,bus73859,92.83295925,87.98592343
bus,CN/Beijing,bus52924,88.43513405,88.79596166
bus,CN/Beijing,bus52141,92.68713387,15.49215037
bus,CN/Beijing,bus8170,36.0964094,42.77106261
bus,CN/Beijing,bus46545,84.46655319,43.23791824
bus,CN/Beijing,bus60033,66.14547792,61.71886078
bus,CN/Beijing,bus63664,35.46744528,4.412149752
bus,CN/Beijing,bus62759,89.04704861,93.61280167
bus,CN/Beijing,bus72522,25.00040058,9.672330218
bus,CN/Beijing,bus55786,96.79310251,73.2168682
bus,CN/Beijing,bus55381,44.75153181,23.6187773
bus,CN/Beijing,bus21913,39.26107112,98.37814343
bus,CN/Beijing,bus2981,35.8751682,23.26682901
bus,CN/Beijing,bus52068,56.09661959,97.26439994
bus,CN/Beijing,bus59329,54.47486082,87.98768438
bus,CN/Beijing,bus40450,6.994144595,29.2284396
bus,CN/Beijing,bus51603,95.90526567,26.46823662


Blender Stuck on cycles rendering I have a blend that keep getting stuck in the rendering stage. Initially it would just crash after a few seconds of trying to render. I was using Blender 2.79 so U downgraded to the stable 2.78. I have also opened a couple other blends that I have done in the past and it worked without an issue. I have also updated my drivers, I've changed the picture output folder and the display to full screen from image editor suggested by some people on forums. I've lowered and raised the tile count, I've turned down the threads to one or two instead of the autodetected four. I'm using GPU compute, but I've also switched to CPU. I've also tried switching to blender render. Nothing seems to work, on this particular blend.

I've also tried scaling down the image to a smaller size so that the details are cut in half. Still nothing. I've been able to render other images with more vertices that this one without issue. Below are some pictures of it in solid and rendered mode.

[![enter image description here][1]][1]

If I just let the render run I get the system fluctuating in memory and CPU resources to finally output this error:

Any help would be greatly appreciated.

Edit:

It has been stated that this may be a duplicate of another question. In looking at that question the answer does not satisfy this query. The solution presented in that question was to purchase a more powerful graphics card. As I am running a much more powerful card than the one mentioned in the question, I do not believe that solution to be the case here. For context I am running a GTX 1060 with 14214Mb of vram. The other card was only running 1024bm of vram using a GTX 750.

So as suggested by @LukeD I was over consuming my video memory. I was able to fix the issue by taking off the subsurf modifier and the metal material. Will look into issues with that. Thanks for replying.


Is there a way to export a non-square UV map? I have a rectangular mesh but when I go to the UV editor, it is shown over a square backdrop.

How can I choose something with better dimensions (i.e. that have less wasted space) and fit the mesh better?

Similarly, when I go to actually export this map, I can choose whatever dimension and aspect ratio I want.

This doesn't make sense to me - why would I export a different aspect ratio than what I just used to set the UV Map?

Imagine the square of the UV space as percentage of the texture. Its 100% of its width across the width of the square and 100% of the height of the image across the height of the square. It doesn't matter what the aspect ratio is, the texture will fill the square. If you fill the square with the UVs of a rectangular mesh and then use a rectangular image matching the aspect ratio of the mesh, it will work.

If you open an image in the UV editor, the UVs will be displayed(and transformed) on that image according to the aspect ratio of it. That might be more intuitive to work with.


How to fix warped faces when using boolean modifier on curved objects? I'm trying to merge 2 like obects (1 rotated at a degree to make an "X" shape) and I can't seem to do it without warping the faces at the seams where the objects merge. Is there a way to fix this? Or do I have to manually fix the points? I've tried using "smooth vertices" but that just made it worse. I even tried this tutorial ( How can I merge these two spherical objects into a single smooth mesh? ) but no luck.

First, unless you have good reason to keep it high-poly, I would simplify with a CtrlE > Un-Subdivide:

Then boolean it, give it some corrections like dissolve or merge some vertices, when you're good on a side or on the front, use Symmetrize:

Create a bevel on the joint:

It looks good. If you want a higher poly, subdivide.


Is there an Evaluation time/Speed graph for regular xyz location /rotation properties inside the graph editor? In programs like After Effects you can select a speed graph to edit the speed/velocity of your animation. i.e pixels/sec:

In blender I’m attempting to do this in the graph editor, but I’m accidentally changing the actual start/end values of the object’s location/rotation rather than editing the speed/velocity/influence of the object’s key frames. I’m only looking to edit the speed between the keyframes.
I’ve read about “evaluation time” of paths in blender. Is there something similar to this for solely the speed/velocity of the object? I guess it would be easiest to call it “custom easing”
Thanks!

The overall speed between keyframes can be only changed in the dopesheet or graph editor moving them, there is no built-in function to use a curve to control the timing.
To get this behaviour, you can use the action constraint: a single channel of a "controller" (like X loc of an empty or a bone) can be used to trigger the action of one or more objects or bones (like moving X loc 10 units means perform the action from frame 20 to 80).
Once the constraint is created, it can be easily copied to others objects or bones involved in the action to be retimed (i.e. select all objects involved, shift select the constrained one - last selected is active - and use the "copy selected contraint" function.
If the action is based on bones, the constraint has to be copied to all involved bones.

Another method is to load a rendered image sequence and retime it using  a curve to control.
To do this, add an image sequence as plane, create a custom property, edit its name and its limits (in my example "timing", and 1 - 80, the number of images on the sequence).
Then hover over its value and right click "copy as new driver".
Paste the driver on the "offset" value of the image sequence node in the shader editor.
Then edit the driver changing its result form "Average value" to "Scripted expression", tyiping in "var - frame# + 1" (in my example, as the name of the custom property is set to "timing", the expression becomes "timing - frame# +1).
Now you can animate the custom property value and edit its curves in the graph editor.


Setting additional properties per face I wish to use Blender to model a level for a 3D game.
The level is a set of Meshes.
I have to set special (additional) properties per face (triangle).
These properties are integer number (TAG1), vector (TAG2), and color (TAG3).

Ideally I would select a set of faces and set TAG1 to be 7 and TAG2 to be (1.0, 0.0, 0.0) and TAG3 to be Red for these faces.

Also I would like to be able to export that model in some format like Collada or OBJ.
I use ASSIMP to convert model in my game internal format.

I believe OBJ does not support extra properties.

It sounds like a very common task for game development, but I can't find any simple solution that does not require creating my own 3D editing tool.

I can consider using other 3D modelling tools if any have such functionality.

The Blender BMesh Python API supports custom-data-layers per vert/edge/face/loop. Per face, it only supports the types (float, int, string, tex), so you'll have to make your own vectors and colors out of floats.

The code would be something like:

import bpy
import bmesh

ob = bpy.context.object

# create a bmesh editing context...
bm = bmesh.new()

# if we're in edit mode, there is already a BMesh available, else make one
if bpy.context.mode == 'EDIT_MESH':
    bm.from_edit_mesh(ob.data)
else:
    bm.from_mesh(ob.data)

# Make the layers..
tag_number = bm.faces.layers.integer.new('number_tag')
tag_vector_x = bm.faces.layers.float.new('vector_tag_x')
tag_vector_y = bm.faces.layers.float.new('vector_tag_y')
tag_vector_z = bm.faces.layers.float.new('vector_tag_z')
tag_color_r = bm.faces.layers.float.new('color_tag_r')
tag_color_g = bm.faces.layers.float.new('color_tag_g')
tag_color_b = bm.faces.layers.float.new('color_tag_b')

# fetch the layers
tag_number = bm.faces.layers.integer.get('number_tag')
tag_vector_x = bm.faces.layers.float.get('vector_tag_x')
tag_vector_y = bm.faces.layers.float.get('vector_tag_y')
tag_vector_z = bm.faces.layers.float.get('vector_tag_z')
tag_color_r = bm.faces.layers.float.get('color_tag_r')
tag_color_g = bm.faces.layers.float.get('color_tag_g')
tag_color_b = bm.faces.layers.float.get('color_tag_b')

# set the tag value for a particular face
bm.edges[face_no][tag_number] = new_number_tag_value

# retrieve the value for a particular face
my_number_tag_value = bm.faces[face_no][tag_number]

# save our edits
if bpy.context.mode == 'EDIT_MESH':
    bm.updated_edit_mesh(ob.data)
else:
    bm.to_mesh(ob.data)
bm.free()

At some point, you'll probably want to iterate selected faces, like this:

for f in bm.faces:
    if f.select:
        print(f.index)

I don't know if the collada exporter does anything with this custom BMesh data. If not, you'll either need to extend it, or write your own exporter.

See also:

bpy.context docs
bpy.types.Object docs
bpy.ops.object docs


What are the pros and cons of using Blender on Windows or Linux? Is Blender more stable on some Linux distributions, or just on Linux at all? I am contemplating dual-booting my computer and partition some of my HDD for Linux to use blender there. Would there be any noticeable differences? Would render times decrease?

It is commonly said that performance is generally faster under Linux based operating systems, both during regular program operation and rendering.
Linux is also commonly said to consume less resources than other operating systems, leaving more available memory and processing power available for applications to use.
According to this recent article's benchmarks, Cycles GPU rendering is generally considerably faster under Linux than Windows for the same hardware configurations.
Have in mind that your mileage may vary and not all hardware/software combinations behave the same under each operating system or for all types of tasks. Dual booting may still be a better solution, also considering the diversity and availability of software for each platform.


Limit Possible Bone Location Within Custom Object I would like to be able to constrain the possible X,Y and Z locations of an armature bone to within the 3D space inside a specified mesh object, such as a cube or sphere (and eventually a custom shape). I want to be able to move the bone anywhere inside the object, but not past the walls of the mesh. This would allow complex limits of a bone's location to be added in such a way that would erase the need for an animator to pay attention to the range of motion of a bone chain - they would simply be unable to exceed the realistic boundaries of the bone's location.

I have tried a few approaches, using a sphere as a basic example, which have so far been unsuccessful:

Limit Location Transform Constraint = This works fine for setting cuboid limits on location (and so would work perfectly for setting bounds on a bone's movement within a cuboid space) however with spherical objects (or any objects which have a hole in them/don't fill their complete bounding box) this approach doesn't work such as the example below, where the selected bone is outside the sphere but still within the set maximum Z location of 1 and X location of -1. Therefore this method doesn't work with more complicated objects.

Shrink Wrap Relationship Constraint = this is almost there as it limits the location of the bone (shown here in four different positions) to the surface of the sphere, so the bone cannot exceed the bounds of the object. however the bone cannot be moved anywhere inside the object (such as the selected bone in the centre), meaning that the bone isn't restricted to the entire volume of the object (and so able to be in any position within the object) but to its exact surface.

I've also tried using the Floor Relationship Constraint a bit but haven't been able to get this to work at all. It limits bone movement up to a specific plane rather than within a custom segment of 3D space.
EDIT.1: I've now tried using the Limit Distance Transform Constraint, but this only limits distance in a sphere around a point. therefore it won't work for limiting bone movement to within custom shapes or cuboids.
EDIT.2: I've been tinkering a bit more with the Limit Location Transform Constraint. I feel as if this is the most promising option as constraining a bone's movement within a specified bounding box is its entire purpose, however it only works for a cuboid shape and not a spheroid or more complex custom shape. I wonder if there's a way to adapt the code of the Limit Location Constraint to change it so that a target object can be selected that acts as the bounds within which the bone can move?

I don't intend to use this with a simple shape such as a sphere or a cube (etc.) but instead a custom shape which will represent the volume in which an armature bone that controls a character's mandible can move, so that the jaw doesn't exceed a defined range of motion. However I want to get to grips with a method on a simple object before I try anything more advanced.

I would also like to have a solution to this issue which uses blender's inbuilt features instead of a custom python script, however if necessary I'm willing to give this a go as well...

I doubt this is something which has never been tried before as it seems like a really useful concept to me. Any help is greatly appreciated.

No solution was found in the version of Blender that I was using at the time - however in version 2.8 a few more modes were added to the shrink-wrap constraint including the "inside" type which limits the movement of the bone to within a selected mesh-object. This mode does exactly what I was after:

The other types of Shrink-wrap constraint now also allow you to do the inverse (ie. limit the movement of a bone to outside a mesh object).

I'm glad that this feature has been developed - it seemed like something that should have existed so good to see that it now does! perhaps it is a bit much but it is possible that the feature was added as a result of my question?

I hope this helps anyone who comes across this problem in the future!


cycles material light changing I want a material where the side that is facing the light is glossy and the other side is some other shader like glass or something. What sort of nodes should I use? I've been searching around the internet for something related to this but I got nothing. I've actually been searching for many months but didn't realize I could just ask myself.

Use a Geometry Node to control the Mix factor between two shaders in a Mix Shader node. Use the Backfacing socket to set one shader to the backface of the plane, and the other is set to the front face.


Wireframe overlay seems to be stuck on I've been using Blender 2.8 for a few months now and I really like it! However, an issue came up that I just can't figure out. The wireframe overlay around my meshes won't go away!  Here's a screenshot of the file, with in solid view mode, with all wireframe setting that I can find turned off:

And here's how it looks when I turn wireframe on in the overlay pulldown:

I copied my objects to a new file, and the wireframe went away:

I remapped my alt-Z to switch wireframe, on and off and while I was working on this I was pressing ctrl z and alt z a lot and I think I pressed the wrong key combo, because now I can't get rid of it!
Please help, I'm sure there is a simple setting that I missed.  I really don't want to have to copy all my objects to a new file, that might mess up the animations and simulations I also have in the scene.  This is a real problem since I need to be able to preview it without the wires!
Please and thank you!

I figured out the problem.  It's still a bug, and wireframe still gets stuck on, but all I need to do to fix it is go to a different frame in the timeline.  Then, the stuck wireframe goes away.

Just scrub the timeline to fix.


FloatProperty seen as a tuple when adding hard_min or hard_max Below is a snippet of some addon code:

class MyOperator(bpy.types.Operator):
    bl_idname = "object.my_operator"
    ...

    threshold = bpy.props.FloatProperty(
        name = "Threshold",
        description = "Threshold",
        soft_min = 0.00001,
        soft_max = 0.1,
        # hard_min = 0.00001,
        # hard_max = 10,
        step = 0.01,
        precision = 5,
        default = 0.001
    )

    def execute(self, context):
        t2 = self.threshold * self.threshold
        ...

As is the code runs fine, but the second I uncomment either of the hard_m** properties I get the following error: TypeError: can't multiply sequence by non-int of type 'tuple'.

What am I missing here?

info:
Blender 2.78, OSX

If you have a look at the FloatProperty documentation you will notice there is NO hard_min/hard_max parameters.  Suggest using min and max instead.

As an example we'll add some undefined grombo parameter to a FloatProperty

    threshold = bpy.props.FloatProperty(
        name = "Threshold",
        description = "Threshold",
        soft_min = 0.00001,
        soft_max = 0.1,
        grombo = 99,
        #hard_min = 0.0001,
        #hard_max = 10,
        step = 0.01,
        precision = 5,
        default = 0.001
    )

    def execute(self, context):

        print(self.threshold)
        t2 = self.threshold * self.threshold
        print(t2)
        return {'FINISHED'}

and run the operator in the py console

>>> bpy.ops.object.my_operator()
(<built-in function FloatProperty>, {'soft_max': 0.1, 'precision': 5, 'step': 0.01, 'default': 0.001, 'grombo': 99, 'description': 'Threshold', 'soft_min': 1e-05, 'name': 'Threshold', 'attr': 'threshold'})
Error: Traceback (most recent call last):
  File "/home/batfinger/3DModels/Tests/movebones.blend/Text.001", line 25, in execute
TypeError: can't multiply sequence by non-int of type 'tuple'

ie, if there is an undefined parameter, then the value returned is a (function, {parameters}) tuple, hence the rather cryptic error.


What (default) tone mapping is applied to Cycles renders when saving to PNG? If I render my scene using Cycles and have the output file format as PNG there appears to be some sort of tone mapping applied. Setting the render output format as EXR produces linear, non-tone mapped output (as expected).

What is this default tone mapping applied to the linear data output from Cycles before Blender saves out the rendered image as PNG? There's no compositing set up or anything like that.

The display transform for output files is determined in Color Management section. By default, blender uses a sRGB transform, but it can be changed.

(read: Render with a wider dynamic range in cycles to produce photorealistic looking images)

EXRs are an exception and are not processed using such display transform, so they store scene referred (linear float) data.

To bypass the display transform when saving on a display referred format, use the UV/Image editor, and uncheck "save as render"

See this post for more info: What does Save As Render do to the image when saving it?


Curve Modifier Problem I have a mesh which want to array 360 degrees with help of curve modifier and array modifier. I created a circle curve. I moved cursor to its origion and mesh's origin to cursor. I want to array it on y axis but when i click on it, it turns my mesh upside down under where it is not supposed to be. When i drag it on x axis, it moves on z axis. i tried CRTL+A - scale, rotarion, too in case. But still same.

Above, position of my mesh and curve

The result

Im not really sure what exactly  what you exactly mean by "array it on y axis" but my answer is based on "360 degrees". You could try uploading your Blend in the question to get a proper answer. But here's what i got.

Here's the blend file:-

Edit:---------------------------------
So i looked into your blend and it seems like you must've turned off the Modifier visilibilty of the array modifier. Also you need to use the x axis in both of the modifiers and rotate the object in edit mode in order to achieve similar results like mine (if thats your goal).


Rigid body simulation not interacting with objects that have an array modifier I'm trying to animate objects falling onto a conveyor and falling off the end. I'm using a conveyor belt constructed by using an array and curve modifier to pattern the segments around the curve. However, rigid body objects pass straight through the conveyor belt when I use "Deformed" as the source. I can't use "Final" as the source or apply the modifier as then I cannot animate the belt rotating.

Is there a work-around for this?

The rigid body simulation will not work correctly with an 'arrayed' mesh fit to a curve in this way as the 'arrayed' instances are not separate bodies but are actually just the original mesh, deformed. This means that while they could be made to be "solid" to the rigid body world (by setting collision to 'Final') they will not interact as if they were separate, moving bodies.
In order to create such a simulation you need to have separate rigid bodies for each 'panel' of the conveyor. Rather than use a Curve Modifier you can instead use a Follow Path constraint on each panel.
Start by creating a single 'panel' and set as a Passive Rigid Body. In the Rigid Body settings, set it to 'Animated'. This will allow it to interact with the simulation while still being controlled outside the simulation.
Create the curve for your conveyor belt - I used a Nurbs Circle as a start point and extruded each side outwards to 'stretch' it.
Add a Follow Path constraint to the panel with Target set to the curve. Configure it so that changing the Offset moves your panel along the path.
Duplicate the panel as many times as required for your complete conveyor. Amend each panel's Offset in the Follow Path constraint to position it in the correct place.
Once complete you can go to the Curve properties, enable 'Path Animation' and keyframe the Evaluation Time to animate.
This produces the following result :


Problem With texture or UV I'm not sure I'm a beginner and I have a problem with one of my models. I can't seem to add a texture to it. When I try to apply a texture, it applies only the general color of it. Every texture paint I do on it only applies in the "texture paint" tab but not in the shading one. My nodes seem to be connected correctly, I unwrapped my model so i can't seem to understand what's the problem.

I already tried different UV unwraps as well different textures and flipping the normals. I'm quite stuck here

Here are some screencaps

(update in the comments)

Two UV Maps here, just change the one used for rendering:


Move an object after baking normals I'm a new Blender user and I'm facing my first big issue.
I've just baked high poly normals to a low poly object successfully after a night of tutorials reading, but now, whenever I try to move the low poly object, normals won't follow the low poly object in space.
What should i do if i need to move any object that i've baked avoiding this issue ?
https://imgur.com/leAPRsh here is my node setting
https://imgur.com/8Ib4CUJ here is what happens whenever i try to move the low poly object affected by the baked normals
Did I miss something during the baking or anything ? I've noticed whenever I disconnect the normal node, the normals stays active but nothing changes and I'm still not able to move it without this awful result.

I've found the issue and I feel stupid now but maybe someone will feel like me one day so here is what happened : Before I bake normals, I add a modifier on my low poly (shrinkwrap) and I forgot to shut it down... :p


How to open .blend files with the Steam version of Blender on Windows? I actually know that blender is "hidden" in C:\Program Files (x86)\Steam\steamapps\common\Blender and I can tell Windows to open with the Blender.exe file in there but that will not count as opening Blender through Steam (I'm beat obsessed with the time that the application runs) the other option is to actually open the file within Blender, but if I want to open directly the file with a simple double click isn't the thing that I want, so if any body knows how to make to Steam relate the blend file extension to the application would help me.

I know this is not exactly what you want, but I can't see any reason why download Blender from Steam and make trouble by myself, when I can download it from blender.org without any trouble and without running unnecessary steam client on background.