How to transform this object? I need to make the highlighted object shear itself into the shape of the poly behind it but the shear tool will only let me do it one way and won't let me align vertices.
I had some luck with proportional transforming but it still wasn't perfect. I need it to be perfect down to the vertex.
What do?

I know you've already tried proportional editing, but I think you ought to be able to get what you're looking for using it.

Try selecting the bottom edges and scaling it down with proportional editing and linear falloff. You'll then need to use the mouse wheel to adjust the proportional editing size.

If any vertices are slightly off, you can grab them and snap them to the edges of the bottom mesh.


How do I create a text datablock and populate it with text with Python? How do I create a text in the text editor and populate it with text with python? To create a text datablock, I tried
bpy.ops.text.new()
and it worked. When I tried to add actual content into the text with Python, I found no way.

Sample code creating text block and populating with scene info.

import bpy

obj = bpy.context.object # select active object

if obj:
    ntxt = bpy.data.texts.new(obj.name)
    ntxt.write("Name: %s \n" % obj.name)
    ntxt.write("Location: %s \n" % obj.location)
    if obj.type == 'MESH':
        ntxt.write("Vertices: \n")
        verts = [v.co for v in obj.data.vertices]
        for v in verts:
            ntxt.write("\t %s \n" %v)

classes = []

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()


How to straighten edges when subdivided? On the selected faces, how can I straighten the edges to match the reference image? I could use edge loops, but those leave odd looking lines on the mesh.
Thanks!

In my opinion, without adding more geometry, the image you included in your question is about the best you're going to get.

Referring to this image,

the way I'd change the geometry is to make the loop cut shown by the black line I added within the selected area. Next, I'd delete the face only under the two sets of green edges. I'd select the remaining edge from this face, and subdivide the edge into five segments. Now, I'd move the vertices labeled with a "1", the end vertices of the loop cut located at the black line, and the two sets of new vertices in the two green lines, and move those to conform to the position of the reference image. Then I'd build new faces in at the end. The three (I know the upper green line might look like only two, but it's three) green edges, plus the existing edge to which they attach at each end are each intended to make a quad, as do the the two approximately parallel edges from each side, the remainder of the original edge, and the original edge parallel to the cut.

To get the shading right, you may have to adjust the shading of the new geometry, and you may find additional geometry in this area provides a more satisfactory appearance than the two green-edged quads, but this illustrates the general principle.


How to make female's stocking as tight fit I would like to make tightly fit stocking on female's legs but just like fisherman's boots right now...

Those stockings have slight thickness so it won't shrink(Alt + S) properly. There are small faces on the edge of stockings.

I tried to resize one by one because not huge polys but don't know how to snap to legs... Each corner of stocking have four to five edges. How can I move them as group then snap to nearest leg???

Please throw your thoughts any small ideas could be solutions.
Thanks!

The way to get the one mesh to snap to the other is to use Blenders snapping tools. The controls for this are located at the bottom of the 3D view on the right side of the row of icons just before the OpenGL render buttons.

There is a magnet icon, a small menu with a few options, and then numerous other options based on your menu choice. You will want to set the menu to face instead of increment. All of the other settings should be fine.

Now, when you select a section of your mesh and move it, if you hold Ctrl while you move it it will snap to whatever face from another object is under your mouse. The little magnet icon can be clicked to automatically snap without holding Ctrl if that is easier for you. Snapping also works when you move something on a single axis only or two axes. I your case you may want to try pressing Shift+Z while moving the vertices so that you don't mess up the vertical placement while snapping.


How to access Render Result pixels from python script? Render Result exists in bpy.data.images["Render Result"] but it contains no data.

Also bpy.data.images["Render Result"].size[0] is 0, even if the render shows as an image in the UV/Image Editor with a width of 1366.

Maybe the render result cannot be accessed as an image or I missing some update or refresh call somewhere but I can't find such a thing in the 2.68 API documentation.

Any tip in the correct direction appreciated.

unfortunately accessing render results cannot be done via bpy.data.images['Render Result'].

There is a workaround by using Viewer node. basically you will need to attach a Viewer node to your render layer and then access pixels of the Viewer.

see this link: https://ammous88.wordpress.com/2015/01/16/blender-access-render-results-pixels-directly-from-python-2/


How to fix physics engine's clipping issues when modifying a mesh's shape I have an active rigid body cube and a passive rigid body plane. The cube's mesh is modified with a displace modifier and a noise texture. When I play the animation, the cube shakes and falls onto the plane as it should, but once sitting on the plane, the shaky cube doesn't bounce around despite its spasmodic animation. Instead, the deformed cube clips through the plane.

Increasing the solver's iterations to 1000 doesn't help.
How to fix this in Blender?

I believe there is a design fault in the Mesh Source area.

As we switch source to deform, the checkbox deforming appears.

  Deforming
  Mesh shapes can deform during simulation.

That's what we need, because right now, the simulation only utilizes the cube's shape of the starting frame. Enable the deforming checkbox.

Now your rigid body simulation will respect the change in deformation caused by the Displace Modifier and update the movement accordingly. (The cube bounces.)

Even when you switch the Source property back to Final the change in geometry is respected. I'm guessing someone forgot to display the Deforming checkbox as well when the Source is set to final. Even though it is not shown, is value is still used.

The difference with the two option can be researched in the manual:
Deform
Includes any deformations added to the mesh (shape keys, deform modifiers).

  Deform
  Includes any deformations added to the mesh (shape keys, deform modifiers).

  Final
  Includes all deformations and modifiers.

Since the displacement modifier is a Deform modifier, you don't have to switch the source property to Final. Leaving it on Deform makes no difference, but has the advantage of being aware of the Deforming checkbox.

Displacement is a Deform modifier.


How to keep procedural texture proportion automatically If I add a procedural texture into node Compositor, it became oval, because of Render's aspect ration.

Does exist a way to math a value for Texture > Scale input socket, that take Render aspect ratio into account to correct deformed proportion of texture?

I was able to manually stretch it back with Scale node > Absolute, but it doesn't seem to be the best way for texture quality.

I would prefer correct "Scale" on texture node input socket automatically when Render size is changed. (Sorry for different texture type here, I hope its not confusing.)

For best quality Scale the texture via texture node the input vector. Use a Combine RGB node to send the correct values. Assuming that the width =1.0. Divide the height by the width for the width factor. e.g. (1080/1920), this will reset the aspect. Use a color curve to scale the vector.

To save you having to type in the current scene dimensions you can set them as a driver in a Value node.
First, here is the wrong aspect which Blender simply "fits" to the current aspect, in this example the scene is 16:9 while the texture is 1:1.

Add 2 Value nodes

Right click in each node value window and select Add Driver > single from target.

Use the proper to choose the scene dimensions.

Add a Math Node and set it to divide, then divide the width by the height.

The X aspect is sent to the vector input via the green register, correcting the distortion of the texture.

You can add another Math node set to multiply and a Value node to scale the texture after correction.

Result

UPDATE

To re-use the aspect correction you can collect them into a Group Node. Beware that the drivers (in groups) fail if you change dimensions of the scene. If you need them to be dynamic then I suggest just copy and pasting the collected set of nodes, excluding the texture node of course.

Select the Value, Math and Combine RGB nodes and press Ctrl G to set them as a group.

Press the Tab key to step out of the group node and label it so that you can locate it later.

To add the group elsewhere in your nodes, Add a node and choose node group > (your node group name)

Attach it to your texture.

Remember that drivers will fail inside a group node, so they cannot change dynamically.


How to adjust a specular map's strength? When connecting a specular map to the Principled BSDF's specular node, I can't set the specular value anymore.
How do I set the specular map's strength?

You cannot directly set the value - it is generated by the connected *.PNG file.

However, you can make the effect stronger or weaker.
Add math node in front of it and set it to multiply.
This works for most situations.

Just like this:

Important Note:
Avoid connecting textures into specular input, if you’re going for physically accurate result.
Use metalness texture instead and connect it to metalness input. And keep the default specular value of 0,5.
(CG Cookie explained it best: https://youtu.be/mrNMpqdNchY?t=244)

If something ain’t clear, let me know. Specular input is kinda weird, I don’t want to overwhelm you.

Hope this helps.


EEVEE Sub Division Surfaces with Blocky Shading I'm having an issue rendering subdivision surfaces in EEVEE and can not find an answer anywhere.

When applying subdivision surfaces to objects in EEVEE, it creates very distorted reflections in the shading. Everything renders perfect in Cycles but this is the result I get in EEVEE.

With subdivision surface modifier, you can see the blocky shading.

Here without subdivision surface, everything is smooth.

Here is the topology with subD applied so you can see the modifier is applying clean topology as well.

Also here is a render I created of the model in cycles, you can see the issue doesn't occur in Cycles renders.

I have no idea what is causing this, I appreciate any help.

The object's scale is too large or too small for Eevee to properly apply the shader. Apply the scale so that everything is in order.
I just had the same problem and it solved the problem for me.


Select multiple vertices using a list of coordinates with KDTree I want to select (or to put into active selection) some vertices using their coordinates so I've seen an answer there :
Automatic select vertices by given coordinates

But it only works when I'm in edit mode, how could I use it this way :
Object mode : select an object, put it in edit mode and then select the vertices, go out of edit mode (back to object)
And when I use this at the beggining of the code : bpy.ops.object.editmode_toggle() it sends me an error.

Because I'd like to use this code with other objects in my scene not just one.
I guess the problem is in bmesh but I don't quite understand it...
Thank you for your help.

The answer given by zeffii :

import bpy
import bmesh
from mathutils import Vector, kdtree

coords_to_find = [
    (0.3203125, -0.734375, 0.7578125),
    (0.0, -0.2890625, 0.8984375),
    (0.453125, -0.234375, 0.8515625),
    (-0.6328125, -0.28125, 0.453125),
    (-0.796875, -0.125, 0.5625)
]

# Get the active mesh
obj = bpy.context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)

size = len(bm.verts)
kd = kdtree.KDTree(size)

for i, vtx in enumerate(bm.verts):
    kd.insert(vtx.co, i)
kd.balance()

for idx, vtx in enumerate(coords_to_find):
    co, index, dist = kd.find(vtx)  # dist is the distance
    print(idx, vtx, index, co)
    bm.verts[index].select = True

# Show the updates in the viewport
# and recalculate n-gon tessellation.
bmesh.update_edit_mesh(me, True)

Object mode non-bmesh version

Run script in object mode. Selects vertices in each object based on being closest to points in list.

import bpy
import bmesh
from mathutils import Vector, kdtree

context = bpy.context

coords_to_find = [
    (0.3203125, -0.734375, 0.7578125),
    (0.0, -0.2890625, 0.8984375),
    (0.453125, -0.234375, 0.8515625),
    (-0.6328125, -0.28125, 0.453125),
    (-0.796875, -0.125, 0.5625)
]

# Get the active meshes
meshes = set(o.data for o in context.selected_objects
        if o.type == 'MESH')

for me in meshes:
    size = len(me.vertices)
    kd = kdtree.KDTree(size)
    select = [False] * size

    # deselect all edges and faces
    me.edges.foreach_set("select", [False] * len(me.edges))
    me.polygons.foreach_set("select", [False] * len(me.polygons))

    for v in me.vertices:
        kd.insert(v.co, v.index)
    kd.balance()

    for co in coords_to_find:
        loc, index, dist = kd.find(co)
        select[index] = True

    me.vertices.foreach_set("select", select)
    print(me.name, [v.index for v in me.vertices if v.select])
    #me.update_tag()
    #context.view_layer.update()

which if run on default scene, returns

Cube [5, 6]

Note this assumes the given coordinates are in local space.

For global coordinates would have to decide how to handle objects sharing the same mesh, since a different vert may be chosen based on object transform for each object that shares the mesh.


Is there a way to fix mark seams "border" which are showing in render? I did uv-map and in render there are these kind of border in places where I mark seams.

Is there a way to fix this?

https://ibb.co/vY00k9s

When you use normal map in a shader you have to change the color space to "Non-Color". If you change the texture file you have to do it again.


Weight painting a dot and not a gradient I'm following a tutorial where the person quickly goes over everything so you have to have knowledge of the program. I am starting on beginners tutorials but had a look at How to Make Towels - Blender Tutorial   At 03:14 he adds in a weight in the form of a dot.  When I tried to do this mine came out as a gradient (imagine using a gradient where the point is in the middle).

How do I change this to show as a dot?

His is also a radial gradient, but smaller.
Make sure you are using a Draw brush in the Tool panel T.
You can make the brush smaler with F so each stroke will be more like a dot. You can also change the size of the "gradient" around it by choosing a different brush curve:


How can I control one modifier on five different models I've made a part of an watch chain containing five different models, how can I easily control the array modifier on all of them as if they were a single object?

By using drivers you can use one value to control multiple settings.
In the watch (or the first strap piece), add a custom property called StrapLength then use that property to drive the array modifier value of the other pieces. Right click on the array count value and select Add Driver, then in the driver properties you set it to use a single property and select the object and set the path to ["StrapLength"]. Repeat for each piece in the strap.

Then when you adjust the property, each array using the value in the driver will change at the same time.


IK Arm rotates in wrong direction After having done my IK rig, I notice that moving my arm control bone moves it in the wrong direction. I am not able to put my arm in the correct way.
How I want to pose my arm (sorry, best photo I could find ):

How it is (tried to pose same as wanted result) :

I have tried rotating the pole target bone to 0 and other rotations, but this twists the mesh in some gruesome ways :

Shoul I restart my rig, twist the mesh itself or are there parameters I forgot?

I would not build the armature this way but anyway, you simply need to bend the arm a bit in Edit mode so that Blender knows the correct orientation (same for the legs).
<img src="https://i.stack.imgur.com/oxQqf.jpg" alt="
" />


create cubemap from 6 images (with python) I've a couple of tutorials about CubeMaps but all they show is how to render the 6 pictures.

But I already have these 6 pictures. Is there a way to create an environment map with these 6 pictures?

If possible, a way to create it with Python.

You don't need to use Python to turn 6 cubic images into a single environment map. But once you set up a .blend for handling this task you could augment that with Python to make an automated process out of it.

Create a fairly large cube, with normals flipped, in your World center. UV map and texture your images onto it. Give it a shadeless material. Place your camera at location 0,0,0 with rotation X:90 Y:0 Z:0
Set your Camera to "Panoramic" to render an environment. I recently made a post here that goes into some more detail that you may find helpful.
You'll want to make that cube spherical using a SubSurf and then Cast modifier. For the SubSurf modifier use "Simple" subdivision at 5 or 6 subdivisions. For the Cast modifier leave the type as "Sphere" and set the factor to 1.

If you want to use Python to process large quantities of such cube maps, look into how to use Python to replace the source images in the folder where Blender will be looking for them. And research how to use Python to call on Blender to load up the .blend and render out the image(s).


How difficult would it be to implement on-the-same-track transition? I'm talking about the VSE. Right now you have to waste 3 (3!) tracks in order to make a transition between two clips; the first two of the tracks you use for video strips and the third one is for a transition strip itself.

As far as I know, there is no addon that let you make transitions on the same track. If there is any, please let me know. I don't know is that even doable with python or you should code it in core components and compile afterwards.

If you are transitioning from one clip to another, you only need one track. Position the tracks in the order you want. Select the first clip, then shift select the second (both tracks selected). Now add a cross effect. Right click on the end of the first clip or the beginning of the second clip. Now hit "G" and move the selection to the desired length for the transition.


Question about using multiple graphic cards to rendering I have some questions about multiple graphic card . Now I am using GTX1060 6G .I want to add another graphic card to speed up my rendering process(For example: GTX 1060 6G x2 or GTX 1060 6g+GTX 10series).

Can I just install another graphic card without doing anything(SLI) ? leave them as two single cards inside one computer.Does it matter that my motherboard dose not support SLI but it has

2 x PCIe 3.0 x 16 SafeSlots (CPU)

1 x PCIe 2.0 x 16 slot (PCH)

1 x PCIe 2.0 x 1 slots (PCH)

(Asus B350 F with 550w power)

Which should I plugin?Another PCIe 3.0 x 16 SafeSlots?

Thanks for helping me :)

Nvidia has disabled SLI for the 1060.

Blender can make use of multiple gpus that are plugged in but not connected to each other (via corrsfire or SLI or whatever there is).

But there are a few downsides:
 - the memory of the cards don't add up. as both cards need to store the
   scene information in the memory, the card with less memory is the
   bottleneck
 - you'll have a "dead" card in your setup almost all the time (except when you are actually rendering)


Seamless UV Texture? I'm creating a model of a road to use in Unity. The edges need to be able to tile so I can link multiple parts together. I made a UV map and edited it in Gimp. I used the seamless filter in gimp to make the top part of the road seamless, however I'm still getting a line on the very edge. Any ideas on how I can make a better texture for this?

Unity

Blender

Split your view, so that you can have 3dview and UV Window.
Select Texture Paint in 3d view.
In Uv window, Turn on N Panel and in Display check Repeat.
This alows you to tile your texture.

Now in 3dview, select Clone tool. Choose a point in your textures, which you want to clone. Left click to move the curson at chosen point (Ctrl+Left CLick)  and start cloning your texture to seamless one.

Move your UV layout in uv window, when you want to offset the texture.


How do I load an mp4 video with multiple audio tracks into blender? I've recently started using OBS multiplatform to record game play. I currently have it set to record sounds on 2 different tracks. The first for system sounds (like gamesound, mumble, etc.) and the second to record the mic.

I am able to switch between tracks when I play the unedited video using VLC, but when I load the mp4 into blender, I only get track 1.

Did I do something wrong, or does blender vse not support multiple tracks?

Blender after loading mp4:

VLC video information:

UPDATE

For now, it seems like the solution will be to use an external tool to get the second audio track and import it into blender afterwards.
A bug report has been logged with the Blender bug reporting tool.

UPDATE 2

The bug report has been closed/archived with the gist being "not a bug". It has been added to the TODO list.
If you are looking to have support for multiple audio tracks, I would suggest looking at other video editing software until Blender adds support for this feature.

Blender does not currently support the importing of multiple audio tracks that are encoded into video containers. It will typically import the first track, though I'm not certain. I recommend that you use a program like Davinci Resolve which is free to use and is much better suited for video editing and has a faster viewport for video editing. I was once in a similar situation like you with multiple tracks of audio when using OBS.


Is there a way to get a list of coplanar faces using Python? Is there a way in Python to get a list of faces that are coplanar to a particular face similar to the way the command "Select Linked Flat Faces" works, but without actually requiring me to change the selection.

I think it might be possible to use Python to call the aforementioned command to select coplanar faces, and then store the selected faces in a list, but this seems really inefficient as I will be iterating over a lot of faces, so I'm wondering if there is a command in the Python API that I can send a face index and angle tolerance and it will just return a list of coplanar faces.

Using bmesh

As an alternative to bpy.ops.mesh.select_similar(type='COPLANAR')

  4 points are coplanar if the volume created by the points is 0. If any
  three points determine a plane then additional points can be checked
  for coplanarity by measuring the distance of the points from the
  plane, if the distance is 0 then the point is coplanar

Select all faces with normals within angle tolerance of face.normal, then check if the convex hull,  made from the verts of each of these faces with those of selected face, volume is zero (or within some tolerance).  If so it must be on same plane.

Quick script to test.  Runs thru all mesh objects in the scene each face in the objects mesh and the coplanar list of the indices of faces coplanar to that face.

"Volume" of face

import bpy
import bmesh
from mathutils import Vector

def coplanar_list(bm, index, TOL=0.001):
    bm.faces.ensure_lookup_table()
    face = bm.faces[index]
    coplanar = []
    # narrow down selection based on normals
    faces = [f for f in bm.faces if f.normal.angle(face.normal) < TOL]
    # list of faces with same normal
    bm2 = bmesh.new()
    for f in faces:
        verts = [v.co for v in face.verts]
        if f.index != face.index:
            verts.extend(v.co for v in f.verts)
        # make a dummy bmesh with verts of each face
        o = sum(verts, Vector((0,0,0))) / len(verts)
        for v in verts:
            bm2.verts.new(v - o)
        #calculate a convex hull
        bmesh.ops.convex_hull(bm2, input=bm2.verts)
        # if the convex hull has no volume its on same plane.
        volume = bm2.calc_volume()
        if volume < 0.001:
            coplanar.append(f.index)
        bm2.clear()
    bm2.free()
    return coplanar

context = bpy.context
scene = context.scene
meshobjs = [o for o in scene.objects if o.type == 'MESH']
print("-" * 72)
for o in meshobjs:
    print("Object", o.name)
    if o == context.edit_object:
        bm = bmesh.from_edit_mesh(o.data)
    else:
        bm = bmesh.new()
        bm.from_mesh(o.data)
    for f in bm.faces:
        print("\tface %3d " % (f.index), coplanar_list(bm, f.index))

Or using distance point to plane for 4th and higher verts of plane defined by first 3 verts.  Note this script merely lists faces whose verts are coplanar by way of example, not those that are coplanar to active face.

import bpy
import bmesh

from mathutils.geometry import distance_point_to_plane as dp2p

TOL = 1e-6

context = bpy.context
ob = context.edit_object #  run in edit mode
me = ob.data

bm = bmesh.from_edit_mesh(me)

coplanar = []
for f in bm.faces:
    if len(f.verts) == 3: #  tri
        coplanar.append(f)
        continue
    v1 = f.verts[1].co - f.verts[0].co
    v2 = f.verts[2].co - f.verts[0].co
    if all(abs(dp2p(v.co, f.verts[0].co, v1.cross(v2))) < TOL for v in f.verts[3:]) :
        coplanar.append(f)

print([f.index for f in coplanar])


2.8 import scale bug? I'm working in FormZ using Feet and exporting as such.

In Blender 2.79, I have no issue changing units to Imperial/Feet... the objects import properly, e.g. a 20' cube exported from FormZ (.obj) imports as a 20' cube.

However, in 2.8, the same settings result in an object that is anywhere from 3.28 to 3.94 times too large, e.g. a 20 cube exported from FormZ imports as a 65.6' cube. (1 mm = .0394 in.)

Anyone know how to solve?

If the settings were correct before the import, then it sounds like a bug.
Download & install the latest version of Blender, it may have been reported & fixed.
It could be the external app, see if others share the same problem with that software before reporting it to blender.


Glass BSDF gives different results when rendered in viewport and with "Render image" I get a weird behavior with eevee and glass bsdf, I have a simple scene with a vertical plane with a glass-like material and a cube with an emission shader which is behind the plane from the camera point of view.
When I set the viewport shading to "rendered" I get this:

But when I hit render, I get that:

The effect I want to achieve is the one I see in the viewport, but I can't get the same result in the final render, what am I missing?
You can find the blend file here:
https://pasteall.org/blend/fd70eccf7c774bbc981b9040ab19f3be

Why do you have "Lock Camera to View" enabled? If you accidentally have moved your viewport view, then the camera view would also be different, thus changing the render.
Simply disable this, and find an optimal spot for your camera, then render.
Also, I would recommend using Cycles Render engine for glass reflections, as it is more realistic.


Is Z-Render Pass accuracy dependent on sample count? Are others like object id? (Cycles) So I have a single-frame project and want to send it to a renderfarm that does not support OpenEXR or compositing (SheepIt).
Can I simply do a 1 sample pass on my computer and still get high accuracy compositing passes like Z-Buffer, Object ID and so on, to combine them later with the renderfarm result?

No, Z pass, ObjectID and alike are not dependent on Cycles render samples. Their visual output will always be the same like rendered with 1 sample - so not nice.

It's better to obtain them in Cycles with a different method - Z pass with Mist pass or Ray-depth shaders, ID-masks with random-colored shadeless materials for example.

Or get them from Blender Internal (you want to use Full Sample there).

Here is a little table what is (green) and is not (red) dependent on render samples:


Is there a why to draw a straight rule line outside of object My object has different parts but overall when it is combine together it need to be specifically 64 cm, so I need to draw a specifically straight rule line to use it as a reference. Is there a way to draw a straight rule line or any better idea?

You can use grid for precise measurements

Switch to orthographic view (View > Orthographic)
Use top/side view (View > Viewpoint)
enable Absolute Snap to Increment

When zooming, the grid will go from meters > centimeters> milimeters.


Script for making every material one material per one object I need some help with making a python script.
Anybody know how to automatically duplicate any material that's linked to multiple objects
so that there is one material for every object?
For example,

Here you see Material231 linked to two objects; Cone and Cube. I would like to develope a script which duplicates/makes a new material based on Material231 and automatically links it to other objects.
Any help is appreciated.
Thank you!

Thankfully it’s very easy. The material datatype has a method copy() which returns a new duplicate material.
Something like this:
for o in bpy.context.selected_objects:
    o.data.materials[0]=o.data.materials[0].copy()

This code assumes the material is linked to the mesh data block.


Troubles with baking a fluid Recently, I tried doing CG Geek's wine glass tutorial. Everything went well up until the fluid simulation part. Sometimes, the fluid doesn't bake. Other times, the fluid has some weird shape that does not collide with the the wine glass (first try .blend file). Currently, I have no idea what the problem is. I tried doing it again and I got the same problem (second try .blend file).

I'm open to any suggestions, thanks in advance.

Recalculating the normals didn't seem to fix the problem.

In the glass mesh, the normals (direction it's facing) of the faces are not all pointing out to the air as they should.
So the fluid simulator does not know how to calculate the shape of the glass obstacle correctly.

To fix (EDIT) your second try:

With the glass selected,

Go into edit mode. (tab)
select everything. (a key)
Then "recalculate normals".  (ctrl+n  This is also in the tool panel at the left, in the "Shading / UVs" tab.)

More tips:

You could make the domain object much smaller for more efficient
simulation.  So you can resize it to just where the fluid will be.
Now you can turn up the Domain's fluid resolution...
You might want to make the glass a little thicker towards the bottom,
so the fluid does not stick through.

(EDIT.  Noticed my instructions were just for your second try.)

To fix your first try:

On both the glass and fluid shape:

(In object mode, look at the scale of the objects, they're negative numbers, they need to be positive for the fluid sim to figure out the shapes.)

Apply the scale.  (Ctl+A then click scale)  Applying the scale makes the scale 1,1,1.)
Then recalculate normals.  (If you recalculate the normals when the object is inverted, it looks ok, but it confuses the fluid sim.
(Also I didn't test if you needed to, but I'd also remove doubles on your meshes, the fluid shape has quite a few.)


Rip secret door, showing no trace of edges, into shade smooth sphere I want to create an invisible door in a sphere that has been shaded smooth. But when I select some vertices from the sphere and do rip vertices to them (without move vertices) I have a trace on the sphere that shows placement of my door.

As @Hikariztw has suggested, you need to give the cut sphere some custom normals.

On the cut sphere, check 'Auto Smooth' in its Data tab > 'Normals' panel, to enable vertex-per-face normals
Retain an intact copy of the sphere, in exactly the same place as the cut one. You can M,move that to another collection, and hide it, to avoid confusion. I've called mine 'Form'.
Give the cut sphere a Data Transfer modifier, settings as shown, to copy the normals from the intact sphere to the cut one.

You can apply the modifier, and dispose of the intact sphere to tidy up, if you like.

EDIT: in 2.8, you can evaluate the normals in Object space by unchecking the little collection icon at the right of the 'Source Object' field. That way, the target 'Form' does not have to be in exactly the same location or orientation as the cut sphere.. you can just shove it off to one side.


how to unwrap a mesh made in front of the texture I used an image texture as a background image and created a mesh in front of it. Now I want to use the background image as a texture with the same size as the background image.
The unwrapping does not work the way I want it to. I only unwrapped the front of my mesh which is based on the background image, but the mesh and the image apparently do not have the same scale and so it does not fit the texture.
Moving the unwrapped vertices around distorts the texture.
So how can I make the UV map perfectly fit and have the same proportions as the front of the mesh?

Try unwrapping with U>Project from view while in the view with the background image.

Then use S (scale), R (rotate), and G (grab/translate) to manipulate the entire UV layout (you can toggle selecting it with A).

If you want to unwrap it exactly how it appears in the viewport:

Set the render resolution to the resolution of the image/texture
Wit the camera selected, set it to be Orthographic in Properties > Object data > Lens (you can add another camera with ShiftA and make it active with CtrlNumpad 0 if you don't want to disturb the existing one)
Position the camera and tweak the Orthographic scale, again in Properties > Object Data > Lens. With the background image allowed to display in camera view, you can line it up based on how you want the image to project on your mesh.
Select your object and enter edit mode (Tab), then press U>Project from view (still in camera view).


Weight paint only working on some vertices? [v2.73] I am trying to weight paint a mesh for a unity game, and only a few if any of the vertices are being painted. This is something I was able to do a while back in version 2.49, but now it doesn't work. This is also affecting my ability to vertex paint. I just reinstalled blender, and have taken a screenshot of me weight painting a subdivided version of the default cube(Without subdivision it wouldn't paint at all.), And it is clear that only a few of the vertices are being painted. I am trying to complete a model for a client and this has absolutely halted any forward progress. Help would be highly appreciated, Thank you.

[EDIT]
OS = windows 7, gfx card = gtx 780ti.
I have tried versions - 2.69(released 2013) through 2.73(released 2015)
All fail.

Not sure if this will help, or if you have multiple bones, but the same thing happened to me and I was able to fix it when I discovered that the vertices that I couldn't remove had no weights from any other bone. After adding weight manually from other bones to the area, I was able to remove the weight from the bone I didn't want to affect the area.


Emission material not visible in render I am having a problem with the emission on this object. I have applied multiple materials to the mesh and emission is not visible. I have assigned the material to the selected parts of the object.


Measurement tool incorrect against ruler in image by VARYING amounts I'm writing asking for a little help.
I used an image as a template plane underneath my 3D design. Things were going well but then I realized there was a strange phenomenon with measurements. The picture here is taken from the top. The view in Blender 2.8  is taken from the top. The measurement tool is overlaid on the image. The image happens to have a metric ruler in it.
Notice carefully that for shorter distances, the measurement tool is in error by a larger amount. The measurement tool is in error by a smaller amount for longer distances:
For 40mm on the ruler, the measurement tool reads 34.96mm
For 50mm on the ruler, the measurement tool reads 44.52mm
For 100mm on the ruler, the measurement tool reads 92.3mm
For 170mm on the ruler, the measurement tool reads 163.2mm
For 280mm on the ruler, the measurement tool reads 290.2mm
The difference at 40mm is ~5mm (12% difference). The difference at 100mm is ~ 7.7 (7.7% difference). The difference at 170mm is ~7mm (4.1% difference). Amazingly, at 280mm, the difference is 0.8!
I used proportional scaling on the image. If I make it bigger or smaller, this strange result remains. If I measure it from the bottom of the ruler, the results are the same. This doesn't seem to be related to the Apply Scale when in Object mode problem. There is no modifier applied.
Bottomline: My 3d project is 280mm. That distance is correct but the smaller internal details are all wrong by varying amounts. I've tried to rescale one part but then another part is wrong. If someone could please help me, I'd really appreciate it.
Thanks,
Dennis

The photo has barrel distortion, so the ruler scale isn't linear. Hence the inconsistencies.
Still, you can align it to the grid.

Adjust transparency for the image, to see the grid underneath
Move the 3D cursor to 0mm markings and set it as Pivot Point (using the overlay menu)
Scale the image until the 170mm markings match the grid

(The gif starts with the ruler perfectly aligned)


2.8 Ambient Occlusion of World Background I have an animation imported from Mixamo.  In 2.79  I could not make the background transparent in animation only on single images.  So I used a green screen for the world background.  In there it was simple for me to click the Ambient Occlusion to eliminate the green shading on the character animation I was generating.

I don't know how to achieve this same effect in 2.8.  I have reviewed some of the online videos but can't get a handle on it.  I'm still trying to learn the 2.8 interface.

What are the simple steps to remove the green tint from the character displayed in the attached image?

For the transparent background you need to enable Transparent in the Film panel. If you want to enable or disable this option for specific frames:

Move to the first frame in the timeline
Set the state of the Transparent checkbox (enable if you want the majority of the frames to be transparent, disable if you want most frames without transparency)
Hover over the checkbox with your mouse cursor and I to insert a keyframe.

Repeat the process with other frames of the animation where you want the opposite setting for the transparency. The keyframe setting will be applied until the next frame with a keyframe, which means for disabling transparency for one frame only, you will need to activate it again in the next one.

Make sure that the file format you're using supports alpha channels.

In order to remove the green lighting from the project, you will need to change the color or texture of the World. Ambient Occlusion is also in the World tab, if you still want to use it.


Rotating bone changes size When I rotate a bone, the size of the bone changes. Any idea how to fix this?

.blend file

I have the fix. It is so easy. Select your rig in object mode and apply the scale with CtrlA > Scale.


What do colors mean in specular maps? I always thought light pixels correspond to reflective areas and dark pixels correspond to non-reflective areas. so why is this specular map blue?

Light behaves differently on different materials. So to recreate these behaviours we use Maps and so we have different workflows. Mostly they are Metallic or Specular workflow.

In specular workflow the "Specular" map defines the specular reflectivity of the material. And then the Materials are divided into 2 Categories Metals and Non Metals.

Specular Map in Metals are usually coloured which gives them the Reflective Color and there albedos are usually in greycscale.

Specular map in Non metals are usually in grey scale and the colour is defined by the albedo.

Specular and metallic workflow guide

Similar case study

The above Link will help you to clear your Concepts regarding all maps used in PBR texturing.


How do I change to the texture mode in the viewport shading menu I have just switched from the old UI (Version 2.7x) and I can't find the viewport shading menu so I can switch to texture shading.

This is not a dumb question :).
Since Blender 2.8, it's called Material Preview.
It's the third icon in the Viewport shading.


Twisted IK handles. mesh is twisted. what am I doing wrong? it is my first time really using blender to make a rigged 3D humanoid with IK handles. for some reason, my model is very twisted and contorted after applying automatic weights. and I've been unable to figure out what I'm doing wrong or how to fix it.
could someone who is experienced tell me what I might be doing wrong? or how to fix these issues?
Here is my blend file!

Instead of giving a Copy Rotation constraint to your feet, you could parent them to the IK controllers in Edit mode. But if you want to keep the Copy Rotation for some reason, choose the Z axis and Space > Local Space/Local Space.

In Edit mode, bend the knees a bit forward so that Blender knows in what direction to bend them.

In Pose mode, select the lower legs and in the IK constraint, change their Angle to 180°.

I'm not sure about the spine orientation, it would probably be better if you switched the bones direction, they should point upwards.

It's better to create a root bone, parent the first spine, the controller and the target bones to it.


UV artefacts when importing to Keyshot I have strange problem (probably I'm just too newbie) when importing blender model with engraving to keyshot.
Engraved logo doesn't appear correctly in keyshot.

Blend file:

Solution to this problem:
1.
2.
Select all edges along top and bottom face of an engraved part and bevel those

*.
If you want to avoid strange reflections (on faces within the hole) when applying texture to blender model in keyshot, I recommend to bevel edges of a hole as well.
Model before beveling:

Model after beveling:

Hope this will help someone in the future. Thanks to HISEROD for the right direction.


How does Blender know whether to use compositor output or 3D scene output So, I am working on a project and experimenting with Blender 2.8.

Correct me if I'm wrong, there are multiple outputs, VSE, compositor, 3D scene etc. How does Blender know which to use? Are they separate outputs or are they one output? E.g. composite, 3D scene OR 3D scene ---> compositor ---> VSE ---> Output?

1. How does Blender know which to use? Are they separate outputs or are they one output?
They are separated thing. You can choose whether Blender to use Compositor and sequencer:

When you render, Blender save a bunch of information for camera (called render layers). Cameras are specified scene catchers in concept. Those information can be retrieved in Compositor interface for readable value, and for extra manipulate. Finally, compositor node can link to a final output (Composite), which is what you see in rendering window. (You can also choose what you see in view panel)

2. Is it possible to chroma key the scene?
Yes, totally possible to do that in Compositor. There is a node called keying, you can try it yourself.

(Notice that Blender knows about the original color of surface. Those hole in violin does not treat as black-like color in Keying, You can't do that in plain video)


Dimensions vs Scale without affecting animation Before the issue:

For the past few weeks I've been doing a few animations on a Character with an Armature, with a pretty good certainty that I had the scale at 1.

Turns out, somehow in the middle of the process, (despite not being changed in size / scale since its creation) the Armature ended up with a similar scale to the character - which was set to about 0.10.

Probably happened automatically during the parenting and I didn't notice it?

I've been trying to come up with solutions to change their scales back to 1 without affecting the animations and I recently found out that

using ALT + S does exactly just that.

Current issue:

However...

I now have the issue of having - although properly scaled meshes and armature - really huge dimensions on both.

If I would export this into UE4 it would be ridiculously large.

On the same note, although having the same size and (now) scale, my Armature has nearly 13m in height while my mesh has only near 3?

Question 1: Does this difference in dimensions affect anything during the export?
Question 2: How can I change these dimensions without affecting the animations in any way?

Would really appreciate the help!

TL;DR: I've tried Applying Scale. Scale and Rotation too.

But I only found ALT + S to help with the Scale without affecting my animations and now I have huge dimensions on my mesh and my armature.

How do I change these without ruining the animations?

apply scale and rotation

CTRL + A

las dimensiones no se cambian, solo puede cambiar la escala


Blocking 3D audio in Blender Game Engine Is there a way to 'block' or stop 3D audio so that in one room I can hear it but in another besides it I can't without ending it?

There is no inbuilt way, but with python you could easily script a visibility check between the source and camera and use that to fade the volume.


How to set camera to view the whole floorplan? My floorplan units are set to inches. I added a camera to view from the top as shown but when I hit (0) for camera view, I have a feeling it is view a small portion with no detail in it. I zoomed all the way out and played with camera scale but camera view shows nothing. Any advise? Thanks

Your camera clipping end value is too small. Try setting it to 15' or more.

The floor plan is 14' 8.58" away from the camera, but the camera end clip value is 8' 4". This means that no objects further than 8' 4" away from the camera will be displayed in the camera view.

Also, make sure that the camera clipping start is smaller than the distance between the object and the camera, for the same reason.


How do you get second window in Texture Paint Mode I'm using Blender 2.92 and whenever I go to Texture Paint mode, I'm only seeing the flat texture. How can I create a second window and see the model as well?
Apologies for the noob question, but no answers are online.

I figured it out.

Go to Texture Paint mode
Copy a new window by mousing over the top right of the window and then dragging left to create another window on the right
Change that window to show your model by click Editor Type in the very top left corner of the window and select 3D Viewport. Then to the right of that select Texture Paint


How to move UVs by a set amount of pixels? In Blender 2.7, using the UV editor, selecting some vertices / UV islands, I was then able to use G (grab), followed by a number, for example 8, to move the selected vertices / island by exactly 8 pixels.

In Blender 2.8, it seems that doing the above, the number entered does not correspond to image pixels, but instead to UV coordinates (0.0 to 1.0). Given a texture of size 1024, moving the selection by 0.5 would hence effectively move it by 512 pixels.

Is there any way to do the 2.7 way in 2.8?

I just found it myself. Here goes:

In the UV editor, open the right-hand menu via N, then select the View tab. There, check Pixel Coordinates. Now, coordinates will be shown in pixels and the grab/move commands will also operate on pixels.


Blender as a level designer If I use blender as a world builder for an external game engine with GLTF2.0 as an exchange media I suppose I need to find a way to put lots of interactive elements to my worlds such as switches, turnable lights, openable doors and so on. What is the most convenient method to do so? I suspect, I have to make collection of stock elements with animations. After that, when editing a level, I have to put some special non-visual elements on my level with lots of parameters. Then, I have to alter GLTF2.0 exporting script to translate these non visual items to GLTF2.0 extension items. Later on, level loading routine in my game engine should replace these extensions with corresponding stock objects such as doors, switches and so on. Is my vision correct or am I reinventing the wheel or something?

You almost certainly don't have to do this. Just export the objects, then you can animate them in your game code. As for animations, I'm not sure whether those can be exported in glTF, but there should be a way to export them somehow.


manipulator missing from project but visible in new ones iam working on a project and for some reason the manipulator is gone (it was working for some days on the project but it disappeared) i tried all the solutions of the common problems but it did work i tried with 3d cursor and bounding box and still not seen

ok seems like its a bug in the program and the only solution for it is to append all the objects to a new project (thats blender support team response)


Easier way to remove particles textures from ripped model? I've ripped several models from a PSP game, and I noticed that nearly all of them (except for the organic models) essentially duplicate the model, one with the normal textures, and one with either black, gray, or purple textures, which I assume are used for some sort of particles-based specularity effect.

Thus far, I've had to manually pick out the faces with the particles texture and delete them, which can become quite tedious when you're working with nearly 8K faces. (Note that a group of only 5 to 10 faces is its own object when I initially import the .obj file.)

I am wondering if there's a way to systematically remove the unwanted particle textures. I've tried joining all of the objects then removing double vertices, but it appears as though the correct textures that are kept or deleted are arbitrary as I get a splotchy model.

Note that if I right click on a face with a particles texture, I end up selecting the face behind it with the normal textures, and vice versa.

http://pasteboard.co/2up5MRE6.png This is an image of a model with some normal textures visible and some particles textures visible.

http://pasteboard.co/2up3BZR3.png This is an image of the same model after I've selected a few particles textures, which makes the proper textures visible.

So, down to my question. Is there a way to have Blender accurately target the particles faces? As far as I know, the object names are just model_<number> with no real pattern. Each object has only one material, though if I join all of the models to get one then there are thousands of material slots.

(Note that the models I rip are purely for personal use as I'm currently a modeling student and want to learn from professionals. As far as I know it's perfectly legal as long as I'm not using pirated software or games, which I'm not.)

The black, white or grey images are most likely masks, for example a specular mask will define where the specular is high (white) and where there is no specular (black) with grey being in the middle. These 'maps' can also be used to adjust many settings like transparency, emission, mirror... instead of having one value used over the entire model.

The blue/purple images are normal maps. To get low poly objects looking detailed it is common to sculpt or model a high poly version and then bake the difference into a normal map to get a visually similar result with less geometry, these maps predominantly have a distinct blue to purple colouring.

To the issue of removing duplicate faces - if you know the material used on faces that you want to delete then you can select all the faces using that material and delete them. The technique to apply different materials to parts of a model should explain how to select faces used by a material. You could also select the faces used by the material you want to keep then invert the selection with ⎈ CtrlI and delete those faces.

As you mention many materials in use, you may also want to use python to go through them all. If you want to keep one or two materials and delete the others then a small script like this might help.

import bpy
import bmesh

me = bpy.data.objects['model2808'].data
bm = bmesh.new()
bm.from_mesh(me)

for f in bm.faces:
    if objmats[f.material_index].name != 'Material.002':
        bm.faces.remove(f)

bm.to_mesh(me)
bm.free()


How do I fix this simple intersecting geometry? I have this shape here I made from curves:

It works fine in renders and viewport but I want to use it as object for boolean but it's not working because it has intersecting geometry:

How do I fix the intersecting geometry to make it usable for boolean?

You could:

Delete 'Faces only' the curve-shape, leaving a network of edges
Knife Project the network down onto a plane

Delete away unwanted parts of the plane
X > Limited Dissolve unwanted edges (there may be some minor repair work to do)
Extrude the result, which is then OK for a Boolean.


How to color vertices of cube I am trying to color the vertex points of a octahedron and want to have control over how they blend into each other.
I am using a mapping node but am not able to achieve the desired result.

The image below shows the desired effect, however it was created with lights.

It seems like your UV mapping is off; using a similar setup and a default cube, I'm getting this result:

You can also achieve what you're trying to do using vertex colors:

Also see: How can vertex paint be rendered?


Finding out which polygon a vertex belongs to in AN How can I find which polygon a vertex belongs to in AN?


Change collision properties through time I've recently started working with blender. For a project i'm working on i would like to visualize evapotranspiration of a park.

My animation starts with nighttime where dew is created (picture 1) where the trees and grass collect particles with a collision.

Picture 1:

Then during day the trees, grass and water should evaporate particles. But because there is a collision on the trees, the particles will stick to the bottom of the trees... (see red circle picture 2).

Picture 2:

Question: is there a way to change the properties of the collision after a certain frame?

Like many of the values in blender the collision properties can be animated. You can't enable/disable collision entirely but you can change properties such as friction and stickiness so that it is effectively disabled.

Either with the cursor over the value press I or  RMB and select Insert Keyframe, then go to another frame, adjust the value and insert another keyframe.

When changing values in an on/off manner it is common to add keyframes on two neighbouring frames. In the graph editor, you will want to change the interpolation type by selecting the keyframes, pressing T and choosing either vector or constant to prevent value variations between frames.


simulating arrow illusion now i need to simulate the arrow illusion which is,an arrow drawn on a sheet of paper that is put 4 inches behind a glass and then the glass will be filled with water and look at the arrow through the glass we should find that the arrow direction is reversed due to refraction of light(you can check that on youtube). I know how to simulate fluids, but how do i simulate that refraction? How can i simulate what happens to the arrow?

Model the glass, it is important that it is solid and has a thickness.
Simulated or modelled, the fluid has to intersect the glass. However, even with not-intersecting glass, the arrow will refract correctly.
Apply a Refraction BSDF to both objects (the glass and the fluid) in Cycles Material Nodes.

As you can see in the image, the fluid object intersects the glass. The fluid mesh is partially in between the inner and outer wall of the glass.


Where is BLENDER_HOME on Macs? Version 2.78 here. I have created a human model in MakeHuman and would like to export it into Blender, and then subsequently save the model (after doing some further editing) into a .blend file.

According to this YouTube video, I have to download "BlenderTools" from MakeHuman and then copy three directories (makeclothes, maketarget and makewalk) containing scripts into my $BLENDER_HOME/2.78/scripts directory.

My question is: I'm on a Mac, so I just have a Blender.app that I open from the Spotlight Search. I have no idea where Blender is actually installed on my machine. I tried which blender but got nothing.

Any ideas where I can find $BLENDER_HOME on my machine?

Thanks!

Right click on "Blender.app" and select "Show Package Contents". From there, navigate to the "Contents/Resources" folder and that is $BLENDER_HOME.

[EDIT] Actually, what jtheninja said in the comments is probably the more correct way to address the problem. Install in the "~/Library/Application Support/Blender" folder.


Is it possible to unparent an object on a specific keyframe? I have tried to make an animation to test my skills so far (have only used blender in about 3 months). But I got a problem when the "robot arm" should take the letter and put it on the wall and then the arm would disappear from the camera(it will be a lot easier to understand if you look at the  .blend file ;). I am using parenting to make the animation easier to make but when the letter is on the wall I want it to stick there and not follow the arm but I don't know how to do it. Is it any way you can unparent an object on a specific keyframe? Or is it any other solution? Would appreciate an answer :).

I'm sorry I'm on mobile so I can't check your file. Did you try to :

Select your object (child)
In Properties go to Object constraints
On the last frame of constraint: Right clic on Influence and insert keyframe and change it to 1
On the next frame: change it to 0
You might click on set inverse if the object move


how do I bevel the control point of a curve? This is a really simple issue but I can't find a way to do what I need, nor a hint on the web. I have a simple 2D curve with vector type handles. The control points form 90 degrees edges. I'm looking for a way to bevel some edges, to round them up. On the attached image: white is the control point I have, green is what I need (right now I need the rounded edge)

You could scale curve point to its hadles' plane.

First, for better results make the type of handles of the control points to Free (with all curve points selected press V > Free).

Select the handles of the curve vertice in the corner (where you'd like to make 'bevel'). Hold Shift to select both them.
Press Shift+S to snap the cursor to selection.
Select the curve vertice itself, and deselect the handles (click on them with MMB).
Press S to scale the control point to the cursor location:

Note that it's also possible to change the location of the handles in order to tweak the cursor location.


Why is the preview animation on my cloth simulation slow? I have been trying to get the cape on my figure to work right, but the preview animation plays at about .12 fps.  This is my first attempt at cloth simulation.

Also, the cape starts to go through the shoulders at the end of the simulation.

Is there a setting that I am missing with either of these problems?

Hardware information:
Processor Name: Intel Core i7;
  Processor Speed:  2.3 GHz;
  Number of Processors: 1;
  Total Number of Cores:    4;
  L2 Cache (per Core):  256 KB;
  L3 Cache: 6 MB;
  Memory:   16 GB

You can get my blend file here:

It's all about complexity, the more data in a scene the more work there is to do scan through it during physics simulations as well as drawing it all to screen and the lower the frame rate during playback.

Your biggest culprit is the helmet, with the mirror and subsurf modifier it ends up with 1.4 million vertices. Also a subsurf level of 4 is rather high, unless your right up close you will not tell the difference between level 4 and 2 in the final render, even up close the difference is small.

If I remove the subsurf modifier from the helmet I see the frame rate jump to about 15 fps. With the subsurf level at 3 I see 5 fps and at 2 I see 9 fps.

By removing the collision from the helmet I also see 15fps with the subsurf at level 3.

If you are planning an animation then you might want to create a low poly mesh that sits close to the surface of the shoulders, parent it to the helmet so they move together, disable render visibility and use that for the cloth collision. For a still image just wait for the simulation to play through and do a render.


How to round the edges of this object? I need to round the edges of this object.

The bottom edges are going to be rounded in conjunction with another object, so, I guess, this should be left out right now.

I tried using the bevel tool (and a bevel modifier) on an edge (series of Blender edges), but I got the problems you see on the images. When selecting all edges, the bevel doesn't know any limit and isn't applied symmetrically.

When selecting only the edges shown (or only the other ones), I can't proceed with the rest of the bevel, and strange little artifacts appear.

FYI: The top surface is derived from an icosphere.

Without the subdivision shown above, a stair comes into existence (bad):

Whole object:

Unfortunately I believe you have started on the wrong foot.

You object has a very bad topology, it's not quad based, it is full of triangles. very unevenly subdivided with extremely high density on top contrasting with huge ngons on the sides, and unnecessarily subdivided in width direction.

All these things make harder to work with, Blender operators will misbehave, that is why you encounter these problems and are likely to expect further down the road.

Modelling applications generally like four sided faces, my advice is to start over with a better mesh base and work from there.

Watch some beginner tutorials on hard-edge modeling and follow these guides for topology


Metallic, reflective material not displaying reflections of the World HDRi on EEVEE, how do I fix it? I have enabled screen-space reflections both on render and material options, I have baked indirect lighting, enabled shadows. Then I upgraded the video driver (Intel HD 4400) and yet, this little problem seems to persist: The environment texture doesn't appear on the reflection, only the direct light.
File of the scene in question
The preview of the material, however, seems to be working fine.

I just checked out your .blend file. You don't need an irradiance volume or a reflection sphere to reflect the HDRI - in fact, in this case, it is messing with it. Irradiance volume only captures indirect light, and reflection sphere helps with SCENE reflections - but is not needed for WORLD reflections. It works if you delete them, and then delete the lighting cache - see below:

If you want to see more of the world reflected, I would also suggest you lower your roughness a bit, but that's up to you and what you want to use it for.
Cheers


How can I sort a polygon list in AN based on the center distance to some specific point? I think that the question is self explanatory.

As always there are multiple ways to do this. Here is the most flexible:

Basicly you give each polygon a number (distance to the point) which will be used as sorting key in the Sort List node.

The first element in the polygon list and the first element in the distances list belong to each other, same with the second, etc.


Import multiple objects using python I want to import multiple objects from another .blend file using a python script. What is the best way to do this without having to import every single object?

Example of what i want to import:

Using BlendDataLibraries # bpy.data.libraries

import bpy

filepath = "//link_library.blend"

# append all objects starting with 'house'
with bpy.data.libraries.load(filepath) as (data_from, data_to):
    data_to.objects = [name for name in data_from.objects if name.startswith("house")]

# link them to scene
scene = bpy.context.scene
for obj in data_to.objects:
    if obj is not None:
        scene.objects.link(obj)


Linked scene copy, unable to remove objects from rendering in that scene [Blender 2.90.1] I am not sure if this is a bug or a "feature". When I create a linked copy and try to disable some objects from rendering, it disables them globally in every scene unless I make new scene a complete duplicate.
See the gif for what I mean..

You need to use the Collection checkbox.
It removes the whole Collection from the current View layer.
You can then use different View Layers, or different Scenes.

Works with linked Scenes or different View Layers


How do I get the name of the active brush texture with Python? How to get active_texture.name via python? Or get active_texture[ID]?

(I mean a texture in active slot)

In this case, you can reference it from the brush it is applied to:

bpy.data.brushes['NameOfBrush'].texture

Or use the active brush (if the context is sculpt mode, texture mode, etc.):

bpy.context.brush.texture

Or:

bpy.context.sculpt.brush.texture

https://www.blender.org/api/blender_python_api_current/info_api_reference.html#indirect-data-access


Is there a way to copy the drivers of the active object Is there a way for selected objects to copy (or link) the drivers of the active object? with Ctrl+L we can copy many properties from active to selected, including object data, material, modifiers...etc. But I don't seem to find a way to copy driver.
To provide more explanation, I'm creating a motion-graphics file, where the scale of spheres is linked with drivers on 3 axes to the distance between the spheres and an empty controller.

I made one sphere to begin with, added the drivers, assigned the expression (var/10) in this case, then copied the sphere an x amount of times as you can see.
now let's say I need to experiment with the expression, make it (var**2) for instance, or change the f-curve easing, I can do that to one sphere, no problem, my question is, is there a way to apply these changes to the drivers of all the spheres, without doing it manually one by one?

Please check the attached file (Blender 2.8 file):

The answer is Ctrl + L then choose Animation Data, as "Serge L" mentioned in his comment, however there are limitations in my specific case, or whenever Distance is used as a factor.
The limitation is, when you duplicate an object that has drivers, Blender is smart enough to know, if the object itself is a factor in the distance, that the name of the duplicate object is to be used as a factor, this, unfortunately, doesn't happen when you copy Animation Data from one object to another, check the images below for explanation on what I mean.
While when copying Animation Data, it doesn't amend the object in distance factor in the driver

So in the case where a distance between two objects is the factor in the driver, there don't seem to be a solution, but in other cases where a simple location factor is used, copying animation data is the answer.
Aside from that, in order to find a solution for my case, I discarded the use of drivers, I coded a script instead to do that, here it is :

import bpy
###Parameters
#Change these parameters
#the following target_name variable
#will target all objects in scene that
#have "Cube" in there name
#factor is devision factor based on distance from active object "controller"
#when you run the script, register should be checked here in text editor
#and the controller should be the active object
#the script will run on each frame change

target_name = "Cube"
factor = 20

###End parameters

starting_frame = bpy.context.scene.frame_current
target_list =[]
act = bpy.context.object

#Populate a list of targets based on name
for t in bpy.context.scene.objects:
    if target_name in t.name:
        target_list.append(t)

def run_script(scene):
    global starting_frame
    print("-------------------------")
    run_frame = bpy.context.scene.frame_current
    print(run_frame)
    for target in target_list:
        distance_v = act.location-target.location
        distance = pithag(act.location,target.location)
        print(distance)
        if run_frame != starting_frame:
            target.scale.x = distance/factor
            target.scale.y = distance/factor
            target.scale.z = distance/factor
    starting_frame = run_frame
    print(starting_frame)

#Calcualte linear distance between target an controller "active object"
#Both arguments should be 3D vector
def pithag(vec1, vec2):
    dist = ((vec1[0]-vec2[0])**2) + ((vec1[1]-vec2[1])**2) + ((vec1[2]-vec2[2])**2)
    return dist

#Script will run on frame change
bpy.app.handlers.frame_change_pre.append(run_script)

And here's a GIF of the result, the diference is, here I can edit the variables in the script, and it'll apply to all targeted objects

NOTE: In order to stop the targets from getting very large when the distance is great, I added Limit Scale constraint to the targets.


Imported model has odd wireframe color I have a model whose file type is 3D Object that i imported into blender as an OBJ. In object mode it looks fine but in edit mode the wireframe has an odd blue and black checker pattern. Can i make it look like the default black?

In Edit Mode, Select all - A, press CTRL+E > Clear Sharp.

They are Marked Sharp and this is why it looks like this. It happens sometimes when importing .OBJ files or other formats.

You can also check Data tab > Geometry Data for Custom Normals, they can cause troubles but they can also be good. So if want to get rid of them choose Clear Custom Split Normals Data.


How to I make faces opaque on the inside? I don't know what I'm doing wrong, but whenever I make progress on buildings and other such things I'm designing in Blender, the view changes itself so that whenever I look at an object from the inside, everything becomes invisible, but whenever I see it from the outside, it's opaque. This is so irritating. Does anybody know how I can fix this annoying problem? Look at these two images that demonstrate it. I've switched between solid and texture, and that still doesn't fix the problem. enter image description here

You can apply solidify modifier to the walls and give the thickness as required.


the problem is different animation, when creating and playing When I create an animation by rotating the bone, I get the result that is different when I play an animation. The mesh is shifted during playback.

https://www.youtube.com/watch?v=aaNqxWMJLMs&feature=youtu.be

Why?

Because when the animation plays your 3D cursor is not the pivot point anymore, it's the bone.

Position the bones center at the position you want the object to pivot around.


Can you fade in and out particles in blender eevee? I have looked for a way to fade in and out particles in blender eevee, but people say particle info node is incompatible with eevee. Does anyone know of a different method?

Here is an example of one way to do it in EEVEE. The idea is to use an object as the base for a particle instance, then to give that object a material that fades in and out over time.
The setup for the material is this - The primary factor of this is that you can type #frame into the field of a value node, and it will then provide the value of the frame position at any given point. I used some math to make it oscillate, and to slow it down a little. The idea is to use the sine of the frame number as a Mix Factor between the regular material (particle color) and a Transparent Shader, thus making it fade in and out. You can adjust the division number to speed up or slow down the fade. Lastly, don't forget to change the Blend Mode.


Boolean difference between Cylinder and Torus I want to create a mesh like this:

using blender version 2.83.5
It should be easy to create it with a boolean difference between the cylinder and the torus, but it seems that in the defaukt position something goes wrong.
I am new to blender forums and I never reported a bug so I want to avoid to make useless noise by first asking someone else if I am doing something wrong.
I followed this sequence:

Open a new shene and delete the default cube
Create a cylinder and leave everything default
Create a torus and leave everything default
Add a booleand difference to the cylinder with the torus as a target
Nothing happens
Apply the boolean and hide the torus. The cylinder is still there intact
Go into edit mode and you'll see the traces of the difference as new edges and verteces where the torus was
I also noticed that if the torus is not perfeclty centered (i.e. moved x by 0.001) before applying the boolean, everything works as expected.

Is this a bug or I am doing something stupid?
Thank you for any suggestion

Not really a direct answer, but in this case it may be easier not to use a Boolean? Create a torus...

Select desired loops,V rip those edges,
Hover - L select unwanted faces and delete
Select boundary edge loops, E extrude, right-click to drop in place
SZ scale the extrusions up and down
F fill the top and bottom faces

Assign a Bevel modifier by angle. AltN, if necessary, to recalculate normals to face outwards.


I can't find the Retopo menu I am very new to blender but have made some good progress recently. I have a curved surface that I need to cut a precise hole in and from YouTube videos it seems that the Retopo method is the way to go. The problem I have is that I can't get to the menu where I can call upon it.

I am using a MS Surface Pro 3 with a Bluetooth keyboard. It doesn't have a dedicated F9 key but if I push the F key and the F9 multi key it should be the same thing.

Can anyone help?

Cheers
Chris

The video you mention is very old, it uses blender 2.49 which was before the major interface overhaul that started with blender 2.50. The mesh panel you are looking for had several things grouped together that are now in different places.

The retopology part that you are after is now better defined under snapping options. With transform snapping enabled set the snap element to face and you can have vertices you move snap to an existing surface.

Blendercookie has a more recent retopology video that you should find helpful.


How do I select specific vertices in blender using python script? I have created a plane and have applied loop cut and slide twice horizontally and once vertically( using python script).

With this done, I intend to select the top two corner vertices using python script.

The image of the model can be viewed in the following link,

I browsed through net and found a code for selecting faces. So I figured, I would try the same with vertices. The code snippet is below,

bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
obj.data.vertices[0].select = True # I TRIED THIS WITH ALL VALUES LIKE 0,1..

But, the result though no error did not give me the expected output.All Vertices remain unselected.

Please help me with solving this.

This is probably counter-intuitive but you should place the Object in OBJECT mode when doing selection using indices via Python. Then flip back to EDIT mode to see the result.

import bpy

bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')
obj.data.vertices[0].select = True
bpy.ops.object.mode_set(mode = 'EDIT')

Another way to make selections is to use BMesh, you'll find templates for this in
TextEditor -> Templates -> Python -> Simple Bmesh (edit mode)


Animating grouped meshes with shape keys I have designed a model composed of multiple meshes (a palmtree with a trunk and some large leaves) and would now like to animate it using shape keys.

I parented those under an Empty so that I can handle them easily, but I would not like to join them as a unique mesh at this time since I may need to perform some editing later (materials, etc.; I understand that I should not modify topology for shape keys to work properly).

Still, my understanding is that shape keys are specific to each mesh, and that anyway I can only animate one mesh at a time, since only one of them can be on edit mode at a given time. I tried to lift that limitation with the MultiEdit plugin, but shape keys are still tied to one mesh.

It seems tedious to deform each sub-mesh one by one, and I would like to have a unique, shared set of shape keys for easier animation.

What would be an efficient workflow for such an use case? Is definitely joining the meshes the only way?

To make object change its shape while animating complex movings like trees it's better to use rigging with Armature modifier than the shape keys.

Shape keys are generally used as an additional geometry changer working together with armature, i.e. they aren't armature substitution. They aren't as flexible as rigging because they can be added to one object and thus edit only that object; also one has to define the final form of the object initially in order key to work.

To animate a tree moving it's a good idea to rig that tree. Create a skeleton for it, use any method to skin a tree and create some poses for the tree leaves and / or trunk.

Note: When creating tree with Sapling: Add Tree addon it's possible to add an armature for the tree:


How can i stick my camera to a curve after a certain frames? im new to blender so please dont flame me to hard ;)
I have a construct, made of serveral objects, that "explode" (just spread out a bit) in a 20frame long animation. After that animation i want the camera to move in a circle around the objects. I thought that this might work with the camera following a circle over the parenting menu. It works fine, but starts at frame 0 so it moves while the animation takes place.

Is there any option to set the start of the "path following animation"?

Thanks in advance.

Parent the camera to the circle/curve/path. Then open up the Graph Editor* with Shift+F6. Click on the very steep curve. In the Left Menu, click on your path/curve/whatever.

Parent the camera to the circle/curve/path.
Open the Graph editor (Shift+F6)
Click on the curve, that doesnt look like the other ones
Click the "Expensian Thingi" for your curve/path/whatever, that should be listed in the very left menu
Click on Evaluation time
Press N to enable the menu on the right side
Go to the modifiers tab
On the "y" field, type in your start frame with a - in front (Start frame = 80, input to the field = -80)


Renderer not making any progress I wanted to make a simple animation of the camera approaching the head, the head losing its pupils, then the eyes glowing. When I looked at the project in rendered view in the layout tab, it worked exactly how I wanted it to. So, I went to the render tab, set the resolution to hdtv 1080p, and chose to export as ffmpeg video,  choosing h264 in mp4 as my encoding preset. FYI, I am using cycles rendering engine here, and have tried it with eevee and gotten the same problem. Once I hit render, it stayed on the first frame for about 30 minutes(remember, this is a very simple animation, the surfaces aren't smoothed out very well, there isn't a lot going on), then blender crashed. This happened several more times after I restarted blender and my computer. While CPU usage increased, the render window didn't show any data, and just showed a blank checkerboard background, with no tiles rendering or anything. Seeing other questions on this site with similar problems, I turned off sequencer in the post-processing settings. That changed nothing about the render window. What's wrong? Let me know if you need more info, here's the blend file

Thanks!

your "very simple scene" has 2.6 Mio vertices. And if the animation is running in the viewport already very slow...you should think twice before rendering and check what's going on. So decrease your number of vertices e.g. by decreasing your subdivision surface modifier to values 0/0 - because it is not necessary. Then it renders pretty quick.

after setting the values to 0 you got:


Need help with UV mapping with seams I'm new to Blender and am having a difficult time with UV mapping and was trying to add seams to unwrap things a bit more predictably, but I'm getting unexpected shapes and I'm not sure why.  It's a basic lathe bottle shape with a cap.  I was hoping to have top and bottom circle shapes and 3 rectangle islands to position onto the UV image.  But for some reason it splits it up into way more parts than I want and they are scattered all over the place.  The different projection types give me equally weird results and Active Quad never seems to work as elegantly as all the tutorials say it does.  The closest I can get is a smart Unwrap, but the points are not aligned so the art gets messed up.  The problem is, I'm so new, I don't know if I'm making a lot of work for myself or if that is just how UV mapping goes in blender...  Is there a dummy proof way to unwrap and get just 5 simple islands?  Or how to I undistort a group of points?

Apply "Scale" in Object Mode first.

Try one seam from top to bottom. Probably in the back so it's not visible. And a second seam around the bottom outside edge and another around the top outside edge.

You can then export the UV Layout and bring it into an image editing program like Photoshop or Gimp and arrange your labels etc. Then save that (Less the UV map) and bring that into Blender as your texture.

If your UV map comes out like this (Vertical) you can rotate the UV Map 90' just like in the Editor. "R" + 90


What is this dot? Not fireflies question I fat fingered a key, saw it show up; how do I get rid of it?  What is it? It shows like the orange dot that marks the last selected object,  but it's white; orange dot is still doing it's thing on other objects. ty.

It may be the origin of an object that has no more vertices in it, for example maybe you deleted all the vertices of an object in Edit mode, but didn't delete the object itself in Object mode, so the object itself still exists even if it has no more vertices, and its origin is still displayed. So select it and press X to delete.


How to place an IK pole target bone when IK chain is not aligned to cardinal axes I have a bone chain I would like to create an IK system on, but the chain is not flat on one of the cardinal axes (global x/y/z). How can I add a pole target bone to this chain without manually aligning the bones to the cardinal axes? For example, my character is imported with a chain in A-pose, but a T-pose would be better aligned.

To find a position to place the IK's pole target bone, one must do some basic vector math based on the existing bone chain.

Suppose you have a bone chain for an arm; one point is the shoulder; next, the elbow; lastly, the wrist. Using these three points, we can define a plane on which to create a new bone to act as the pole target. Using a point on this plane means the chain will not move when we add pole target influence to the IK constraint.

The first step in setting up an IK chain in this fashion is aligning bone rolls with Blender's built-in roll calculator (shortcut ctrl-n in bone edit mode). With correctly rolled bones, the IK solver behaves predictably, always pointing the chain at the pole target.

The second step is to find the plane defined by the three points in the bone chain. We can easily find a reasonable place to put a bone with the code snippet below.

Step three involves more vector math to find the proper pole angle for the IK constraint. This angle is important because it allows the rigger to create an offset between the bone chain's orientation and the pole target's direction. Using the right pole angle makes animating and rigging more visually intuitive. The code snippet below includes a segment to calculate and plug in the proper pole angle for the IK constraint.

Lastly, I included a segment to create the IK constraint and plug in the necessary bones and numbers. This makes the script a one-button step to create an IK from just shoulder, elbow and wrist bones.

Some Notes:

You will need to fill in the names of the bones and armature object you would like to use at the top of the script. Make sure these are the bones you want to use!
The IK target (not the pole target) must not be a child bone of the chain you are putting the IK constraint on.
Run this script from Blender's text editor.

Snippet:

import bpy
from math import degrees
from mathutils import *

# Set names here:
arm_name  = "Armature"
bone1     = "shoulder"
bone2     = "elbow"
ik_target = "ik.target"
pole_name = "ik.pole"

########################################
# Create and place IK pole target bone #
#          by Marco Giordano           #
########################################

bpy.ops.object.mode_set(mode='EDIT', toggle=False)

# Get points to define the plane on which to put the pole target
arm_obj = bpy.data.objects[arm_name]
arm_edit_bones = arm_obj.data.edit_bones
A = arm_edit_bones[bone1].head
B = arm_edit_bones[bone2].head
C = arm_edit_bones[bone2].tail

# Vector of chain root (shoulder) to chain tip (wrist)
AC = C - A

# Vector of chain root (shoulder) to second bone's head (elbow)
AB = B - A

# Multiply the two vectors to get the dot product
dot_prod = AB * AC

# Find the point on the vector AC projected from point B
proj = dot_prod / AC.length

# Normalize AC vector to keep it a reasonable magnitude
start_end_norm = AC.normalized()

# Project an arrow from AC projection point to point B
proj_vec  = start_end_norm * proj
arrow_vec = AB - proj_vec

# Place pole target at a reasonable distance from the chain
arrow_vec *= 2.0
final_vec = arrow_vec + B

# Add pole target bone and place it in the scene pointed to Z+
bpy.ops.armature.bone_primitive_add(name=pole_name)
arm_edit_bones[pole_name].head = final_vec
arm_edit_bones[pole_name].tail = final_vec + Vector((0.0, 0.5, 0.0))

# Enter Pose Mode to set up data for pole angle
bpy.ops.object.mode_set(mode='POSE', toggle=False)

##############
# Pole Angle #
# by Jerryno #
##############

def signed_angle(vector_u, vector_v, normal):
    # Normal specifies orientation
    angle = vector_u.angle(vector_v)
    if vector_u.cross(vector_v).angle(normal) < 1:
        angle = -angle
    return angle

def get_pole_angle(base_bone, ik_bone, pole_location):
    pole_normal = (ik_bone.tail - base_bone.head).cross(pole_location - base_bone.head)
    projected_pole_axis = pole_normal.cross(base_bone.tail - base_bone.head)
    return signed_angle(base_bone.x_axis, projected_pole_axis, base_bone.tail - base_bone.head)

base_bone = arm_obj.pose.bones[bone1]
ik_bone   = arm_obj.pose.bones[bone2]
pole_bone = arm_obj.pose.bones[pole_name]

pole_angle_in_radians = get_pole_angle(
    base_bone,
    ik_bone,
    pole_bone.matrix.translation)

print("Pole angle: {}".format(degrees(pole_angle_in_radians)))

#####################
# Add IK Constraint #
#####################

# Bone constraints are added in Pose Mode
bpy.ops.object.mode_set(mode='POSE', toggle=False)

# Add IK constraint
IK = arm_obj.pose.bones[bone2].constraints.new('IK')

# Set IK parameters
IK.target = arm_obj
IK.subtarget = arm_obj.pose.bones[ik_target].name
IK.pole_target = arm_obj
IK.pole_subtarget = arm_obj.pose.bones[pole_name].name
# Pole angle is set with radians, despite displaying as degrees in the UI
IK.pole_angle = pole_angle_in_radians

Pole angle: Jerryno
Vector math: Marco Giordano


I'm not exactly sure what you want to do with the Accelerometer and Magnetometer data, but the rotation can be done pretty easily with Animation Nodes.

After installing Animation Nodes (link above), create a text block in Blender with all of your Euler Rotation data. Make sure that there is only one space between each of the elements so it can be parsed easier:

In the Animation Nodes node editor add a Text Block Reader node (press Ctrl + A to search all nodes or Shift + A to view the node menu). Then add a Split Text node and split by Lines:

Next, we need to parse all of these strings into vectors. To do this, add an Expression node and create a new input from the Text List output of the previous node and name it t. Use the gear icon to set the output type to Euler List. Paste the following code into the text box:

[[float(e) for e in a.split(" ")] for a in t]

If your data is in degrees, you'll need to convert to radians:

[[(float(e)*pi/180) for e in a.split(" ")] for a in t]

The rest of it is just inserting and connecting nodes. Here's the completed NodeTree:

You can replace the Cube object with whatever yours is named.

Here is the result:


Plane not scaling along Z axis? No matter what I do I cannot scale my plane on the Z axis. I have tried the scale in the transform tab and the usual way but neither are working.
I have looked at this article which I though would be helpful but it seems like it is not, for me anyway.

Is there anything I can do to fix this.

A plane has only 4 vertices. It is an object that cannot exist in the real world as it only has two dimensions (in this case in X and Y) It has no depth on the Z axis.

On the Z axis it has a value of 0. Multiplying 0 by any number will always yield 0, so scaling will have no effect.

Blender does not behave like sketchup, or other software, that will create new geometry just by scaling on one axis.

The way to get thickness out of a plane is to Extrude the geometry:

Select your plane, enter Edit Mode (press  Tab)

Select the face (or vertices, or edges) press  E  and move the cursor on the axis you want the newly extruded geometry to go.

If you exit to Object mode again, you will see that your object has now a value for the dimensions in the Z axis.


Window blurring or smearing down When I move my mouse, the window in Blender blurs / smears down. Why is this is happening?

This is likely a configuration problem with your graphics driver.

Disable Anti-Aliasing (or all kind of filters that blur the output, Super Sampling, ...) in the driver, so that it does't override Blender's own settings.

https://developer.blender.org/T24059


How can I select 2 specific edges all around this gear? How can I quickly select those two edges all the way around the circle?

You can use Checker Deselect for this.

Select all the edges around using Select > Edge Rings
Deselect one of the edges (Shift + LMB) to break the loop
Use Select > Checker Deselect (play with the values, and adjust offset if needed)
Add that one edge to selection (again using Shift + LMB)


Smoke is not appearing in Cycles render I am stuck with a unique problem. I created some smoke per a detailed tutorial. It appears in the viewport but not during rendering with Cycles. I have attached both the snapshots and .blend file. I am using Blender 2.74.

The interesting thing is that even when I tried rendering an already-made smoke scene that I downloaded, it did not render anything on my system. Please help me out.

Blender file: https://drive.google.com/file/d/0B2piSDHkvL_6cDhoa1g2YV9ieUU/view?usp=sharing

Thanks and Regards Sabin

Your problem is that you have not specified any attributes for the two attribute nodes to access.  The one controlling the scatter and adsorption should be using the density, this means that the fac output will be carrying the density voxel (volume-pixel) data of the smoke simulation.  Similarly the node controlling the emission shader should be using the flame attribute (I presume that the emission shader is for the flames).

Like this:


Weird subsurf edge and circle optimization this is my first own 3D model after following DigitalTutors "Introduction to Modeling in Blender".

I'm trying to create a Mauser 98K.

Problem one: Optimizing round hole

I have tried my best to create a round hole, by using I (insert face), Ctrl+R (Loop Cut) and the Knife tool. I know I have a few nGons but I'm unsure how to optimize it, do you have any tips or tricks?

Problem two: Subsurf weird edge

When I use subsurf I get this weird edge, if I move the green highlighted vertices up next to the vertices on the left, there is no weird edge. The green highlighted vertices and the vertices to the left are aligned on the X axis.

How can I remove this weird subsurf edge?

If you select what should be the circumference of the circle in “Edit Mode” and press SHIFT + ALT + S and drag your mouse you can achieve your circle shape. Note: The more evenly spaced your vertices are the better the result.

You can clean up the subsurf edge the by adding loop cuts in “Edit Mode” press CTRL + R Left Click and position with your mouse Left Click again to set in place.


Unselected vertices are moving along, and my proportional editing is off Hiya!

I am quite a newbie in modeling and 3D tools.
(And.. Please excuse me beforehand for my English as I am not a native speaker.)

So my problem is, In the picture, I want to adjust the orange coloured selected vertices right there. Only those.

But when I try to move them, the red painted area moves along with the selected vertices.(it happens to the single vertex adjustment, I mean when I select single vertex and try to move it, next one moves along as well)

I think I might turn on some setting or whatever because it wasn't like that before, however, at some point it moves along with the selected vertices. I tried to find what's the problem.
Some questions and answers are saying turn off the proportional editing button, but in my case, it isn't on.

What else could be the cause? I don't want to delete my save....

Welcome to Blender Stack Exchange! You've come to the right place. The reason you're seeing that is due to a setting in the subdivision surface modifier. It's the little button with the triangle on it (the one made of 3 dots). That changes how you can interact with the modifier. Enabling it as you have places the vertices on the smoothed mesh, but can make it harder to control as you see. Disabling it will make the base mesh more like a cage, with the smoothed high resolution mesh inside.


How to extract this one frame from simulation? Plus, how to fix that cloth penetration through the mesh beneath it?

Thanks in advance!

Just hit the APPLY button to the cloth modifier on the object. Then the operator stack will freeze your desired frame.


Cycles Flame in Smoke Simulation not Rendering I am trying to make an explosion in Blender.

I am having a problem with the smoke simulation with the Cycles rendering engine. More specifically, I have been able to render smoke, but flames do not show up. In the viewport however, everything looks perfectly fine.

The render looks like this:

But in the viewport, it is clear that there are flames. Does anyone have any idea what is going on?

  This is NOT a duplicate of Smoke & fire simulation: Cycles material not showing fire because I have Flame Rate set to 1.0

It looks that you've used Quick Smoke. Though its material setup is ready to add the fire, it hasn't the shaders to it.

So you only have to add some nodes to that Input: mainly an Emission connected to an Attribute Node set to flame. Eventually, you would need a ColorRamp to color the fire.


How to round out edges? Okay so this is my very first character i've started to make and I need a little bit of guidance if you guys do not mind, How could I curve the sides of the shoes to make them more realistic looking? because right now I feel like it is throwing off my whole model.  Thanks! :)

If you want to keep the flat shaded look, then you'll just have to model more edge loops and achieve the rounded look with the actual topology.

Otherwise, you might be better adding a Subsurf modifier to get smoother surfaces and curved edges. If you want to keep some edges sharper you'll need to add edge loops near the corners to keep them sharp (or you can set the Sharpness value on the polygon edges alternatively).


Where Can I Download Import Image As Plane Add-On For v2.7? I'm using Blender v2.7 (other program requires that version) and I need the Import Image As Plane, but I can't find the add-on for Blender v2.7.  Where can I download the Import Image As Plane add-on for Blender 2.7?

The Addons project links to the Addons Catalog(archive) which gives a list of all the 2.6 scripts where you can get the details for Image as Planes which then links to the SVN repository containing the actual Python script.

And hopefully that is in a usable state.


Rendering parts of an animation in different computers Can I render the first half of an animation on my computer and the second half on my friends the make them video files and combine them?

Render as image sequence on each computer, then encode those frames as a video file later.

open the project on both computers and just change the range of frames each computer should render.

Never render to video for two reasons:

If the computer crashes you will loose all, if you render as separate images you just loose the last rendered frame.

The second reason is that by having an image sequence you can then find the correct encoding settings without having to start from scratch.

Also,  if you render on different computers as video then you have to re-encode to make the files a single video. Every time you encode you loose quality