How to change the pattern of a texture for each tile in a shader? I'm having trouble making the direction of the textures seperate in each tile so now it looks like one giant texture slapped on these set of tiles. Is there a way to make the texture inconsistant with each tile so that they look like separate mixed-up tiles?

In order to make each 'tile' different you need to change the 'noise' used to generate the pattern to be different for each tile. For your texture you are using a Brick texture to generate the 'tiles' - the Brick texture produces two outputs - the Factor and the Color of each 'brick'. Since the Color is consistent over each whole 'brick' - and is random for each brick (a random mix between the two supplied colors) - we can use this to generate a unique 'brick id' for each 'brick'.
The 'brick id' can be used to offset the Noise texture used for your texture by a different amount per 'tile' so as to generate a different pattern.
For example, I have tried to mimic your setup from your image (I think it's fairly close) and have added the highlighted nodes to adjust the texture per 'tile' :

Note the Brick Texture node set to the same values as the one used to generate the tiles. Color1 and Color2 are set to wildly different values to generate a large range of randomness.
The Color is passed to a Multiply node to increase the 'distance' of each random identifier (to increase the amount of difference in the noise) which is then used as the Z-coordinate of the Vector used to generate the noise.
This can produce the following results :

Blend file included


Shadow from texture not showing up because of a transparent shader I've used a texture on a plane for this sunflower, but instead of only the diffuse part of the mix of shaders casting shadows, the transparent shader is also casting a shadow with the shape of the 2x1 plane, where as I said earlier only the flower should cast the shadow as it is a diffuse shader.
The texture is packed into the blend file.

Texture link:

http://s2.postimg.org/thhlmfi15/tilemap.png

Transparency Shadows

While the Blender Manual page says:

  For direct light sampling, use transparency of surfaces in between to produce shadows affected by transparency of those surfaces.

the tooltip is perhaps more clear:

With that option disabled, as in your case, the alpha channel of the texure won't be considered for shadows so you'll get the light occusion from the actual geometry (a plane).


How to align the view or a camera to a certain face or object Is there a way to align the view or a camera to be perpendicular to a specific face or object using it's normal? The thing I am trying to acheive, is to use the view to unwrap a face, so I can use it later for neighboring faces unwrap, but I'm trying to do this precisely, not by eying it.

Yes, select the face and pressShift+NumPad 7.


Use cycles to bake textures for a physically based engine I am trying to use Blender to procedurally generate a mesh and material(s)/texture(s) via python. Parts of the mesh are assigned to material A and other parts material B and so on... The scene is set up to have a sun and is illuminated.

I want to use the created mesh and it's visual details (diffuse, glossy, emission, etc.) in a game engine which can render physically based (not UE4 or Unity, but my own engine, which is in development). Of course, the game engine can set the light source somewhere else and the object should be correctly illuminated.

Now I want to export the textures (albedo, glossy, roughness, whatever-could-be-helpful). I know I can bake the textures in Blender. I need to unwrap the mesh, create a image in uv-editor and select this new created image in a image texture node.

Now I can choose between Subsurface Color, Subsurface Indirect, Transmission, Glossy, Diffuse, Environment and so on. I am a little bit lost looking at these bake types. What types do I need? What is the difference between Color, Indirect and Direct? Why is there diffuse and not albedo? (Diffuse is with shading, albedo isn't).

Can someone shed light on the differences?

If Diffuse Bake type is set to color, the output will be albedo, assuming you haven't included an AO map in the node path. However if you choose either direct or indirect, the output will be a diffuse map since it is color fused with light and shadow.


How can I create a mirror material for the game engine? A google search found this demo of a mirror in the BGE Video:Mirror Made in Blender Game Engine but I can't find out how to setup the material. Unlike in the BI renderer the option Mirror isn't available when in BGE.

What tricks do I need to know?

It is possible by using bge.texture.ImageMirror.
Basically the mirror objects texture is frame by frame replaced with a video-texture which is captured by another camera.

A tutorial and an example .blend file which works with Blender 2.68.


Remove frame in edit mode I'm trying to create a truncated cube. However when I switch to edit mode, the original cube remains and I'm only able to select it's faces, instead of my truncated one. How do I remove this frame?

You need to apply the modifier before you can edit it in edit mode. Hope this helps!


How to put a unique material on duplicated objects separately? I've a sphere and then duplicated it. In object tree they are displayed as three siblings. I selected on of them and created a green glass material through node editor however this material was assigned to all three spheres. I confirmed that my selection is only on one sphere. What am I missing?

By default, when you duplicate an object in Blender, the copy is a new object but will still share some data with the original (by default this includes materials and textures) and will copy other data, like the mesh (which allows you edit each independently). Because of this, all these objects will share the material the original object has.

To get each object to have its own unique material, you can select them all, go the 3d view header and use Object > Make Single User > Object & Data & Materials + Tex. Or, you can select each sphere, go the material panel and click the number  beside it to make it unique to that sphere.


What keys do I click to go into camera perspective? I cannot find any information on the shortcut keys to camera perspective.

If you forgot some shortcuts, you can always find it in menu:


Does blender support what I could best describe as "Occlusion Planes"? Is there a way that i can have a plane set to not render anything beyond it?

What i am trying to do is create custom UI graphics for a java application. I find that blender produces some VERY nice looking UIs with very little effort (relatively speaking). I am getting stuck on making a switch though. My problem is that i need to make the switch disappear as it turns... for clarity here is a basic mesh of the type of switch i am going to use:

When the button gets switched from on to off it will need to rotate. when the edge lowers i need it to stop anything below the shadow plane from being rendered. perhaps even have it cut off the actual mesh. Im hoping one of you could tell me if/how this can be done...

QUESTION
Can a plane be made to exclude portions objects that it intersects with from rendering?
can a plane be made to bisect any mesh that passes through it?

For this I would use a render layer with a mask layer set up.

In the scene I have a plane that will act as a mask on layer 2 and the switch object to be masked on layer 1. When both layers are enabled it looks like this:

Solid View:

Wire view, shows some of the switch object is below the mask object:

In the 'Render Layers' tab of the 'Properties' area I have chosen the first layer to be the layer to render and the second layer to be the mask layer:

Which results in:

This works fine for the internal renderer but for Cycles one additional option is necessary in the 'Render' tab in the 'Properties' area:


Reducing Rendering Time: Video Editing System Specs:

Intel i7 930 @ 2.80Ghz
16 GB DDR3 Gaming RAM
64-bit Windows 7 Ultimate
Nvidea GeForce GTX 780
1 TB Western Digital HDD (non-SSD)

Blender Settings:

Audio Dev: SDL
Compute Device: CUDA GeForce GTX 780
OpenSubdiv Compute: OpenMP
Memory Cache Limit: 10240
Anisotroptic Filtering: off
VBOs: ENABLED
Window Draw Method: Automatic, No MultiSample

So I have been using blender for youtube video's I've been making, since I need a free/open source video editor. I've been rather satisfied with the editing itself. With the rendering however, I have not.

I have rendered a 40 minute video in both Blender, and Adobe CS5 Premiere.

Video Specs:

Settings used for BOTH blender AND Premiere

1 video imported
2 images (intro & outro fade)
1 music track (outro for about 15 seconds)
Audio Codec: AAC (same as source)
Audio Rate: 192 kbps (same as source)
Stereo Audio (same as source)
Resolution: 1080p (same as source)
Framerate: 60fps (same as source)
Video Codec: H.264 (recorded in x264)
Video Rate: +-8000 mbps (same as source)
Format: MPEG-4 (same as source)

Blender Specific:

GOP size: 30
Tile Size: 256x256 (seemed to be the fastest?)
Start Resolution 64
Output: Xvid

What I found was fairly displeasing.

Blender takes up to 6 hours to render the video, and produce a file of about 2.5 GB.

Adobe Premier takes about 1 hour to render the video, and produce a file of about 1.9 GB.

Both programs I have configured to the best of my abilities to fulfill the recommendations set by Youtube/google, which can be found here: https://support.google.com/youtube/answer/1722171?hl=en

Not only this, but whilst monitoring my components, I found the following things:

Blender uses 5 GB of RAM, about 20% of my CPU and about 5% of my GPU.

Premier uses 2 GB of RAM, about 75% of my CPU and about 1% of my GPU.

So my question is:
Can I configure blender in a way that it performs more favorably? (like Premiere)

I can accept it if it renders for say 2 hours, but if you take over 5 times as long as is required (apparently), then that definitely means I'll not be continue using blender for editing video's.

TL;DR:  No, because the Blender VSE is single-threaded.

I haven't done a code dive, but what it looks like Blender is doing is serially feeding each frame through its respective pipeline then into the encoder.  That means the only time Blender will multithread or use GPU when rendering video is if a specific frame uses a pipeline that multithreads.

You'll find this is also true of proxy generation.  Rebuilding proxies in Blender will always single thread.

For my workflow, I've gotten around this bottleneck by making use of a chunking and stitching method similar to bpsrender.


Hard shadows after render (cycles & eevee) V2.92 Been in Blender for one year, self-taught.
The shadows after render become blackened and show up where they have no business being.
The scene has a swinging light above as well as 3 graph-generated lights, varying intensity and bouncing from yellow to orange above flickering candlelight.
On top of the table, there are varying materials: stone, reflective metal, parchment materials, blue and orange emission runes, glass, and chitin.
The issue happens to every hard edge with depth in the scene.
I've searched many tutorials played with light changes from materials, switched render engines, removed/ changed light sources, adjusted emissions, and corresponding shadows with those materials.
I've played with changing reflections to those materials and separated them into different render layers to be combined post-production.
Some of what I tried was done in combination some experiments were done stand alone.
I'm truly at a loss and have nowhere I know to go, please help me!
Below is the issue on the left is after rendering on the right is how it should look.

Since it looks like almost everything is outlined (has a dark border), my guess is that you have Freestyle enabled - the image below shows both viewport and render with it enabled:


How to switch to orthographic in blender 2.8? I saw this question, but in 2.8 the camera settings just looks like this:

How do I switch the camera to be in orthographic mode?

It's not available in EEVEE. You have to switch to cycles render for ortho camera.


Workflow for UV orientation How to I deal with unwrapped UVs orientation?

Delete the default Cube.
Add a Cylinder
Edit mode and edge select the Top and the Bottom and a single connecting edge.
Make them into seams
UV Unwrap (standard Unwrap mode)

The unwrapped UV now shows two circles above a row of quads. I can save this and open it in an image editor and paint over those areas and get the texture to align on the cylinder back in blender.

But, the pattern(just happens to be text) that was inserted in place of the row of quads is now upside down on the model. Any attempt to flip or align just makes things worse, from upside down to mirrored or the Top/Bottom not aligning.

So my real question is how could I have known that the quads represented an upside down view of the world?

Do other blender users export UVs and mark them with arrows and colours just to see how they align on a model before actually painting for real?

I tried selecting the edges in step 3 in different orders before making them into seams and it made no difference.

I also looked at the Normals but they appear to be only Inside/Outside not Up/Down.

Blender 2.70

You can make sure your UV's are rotated the way you expect by loading in a test texture before saving out the UV layout.

Blender has some built in textures which you can load by going to Image> New Image in the header of the UV Image Editor while in Edit mode for the object you are unwrapping.

Choosing 'Color Grid' and pressing 'OK', will load in the test texture.

From here you can edit the UV's in the Image Editor using the normal rotation, grab and scale shortcuts until the UV's are rotated the way you want.

Below, I selected the row of quads by hovering my cursor over them and pressing L to trigger 'Select Linked', then R to rotate the UV island.

You can remove the texture once the UV's are aligned correctly.


File output Node not working So for whatever reason the File output node doesn't work for me, doesn't matter if i do render image or render animation I've double checked that the output folder actually exists, but nothing happens. Am I missing something obvious?

Ok so I figured out what was wrong, the compositing in post processing was disabled so I just had to tick the box to enable it.


How to render an animation at a higher framerate? Is there an easy way to render an animation at a higher framerate?

I'd like the playback speed to remain the same, but to have more in-between frames.

As far as I can tell, the framerate dropdown in the render settings only changes the playback speed.

Blender has settings to help with this.

Let's start with 250 frames at 24fps

Let's say we want to get 4 times as many frames for the same time. Change the end frame to 1000, the frame rate to 96 (you could also leave the framerate and alter the framerate base to 0.25) and everything plays faster. Just under the framerate we have time remapping, change the new value to 400 as we have done 4x to everything else. Now when you render you will get 1000 frames and the animation will cover the same amount of movement.

Warning- You will notice that this feels "not fully supported" throughout blender, a keyframe in the timeline will remain at frame 250 while the timeline is highlighted to show the render ending at 1000, the current frame marker will only move to 250, as you try and position the current frame in the timeline, dopesheet or graph editor the frame marker will lag behind the cursor. It can be strange to have the frame move to nowhere near the cursor until you remember why. I recommend you alter these settings only during rendering.


Why are there square artifacts in my render? Im working on a new Anime/Toon Material for all of my characters for a short film type thing. The main issue is that when I render I get these squares in the render that I don't see on the preview, or in cycles .
I want it too look like this and this is what the render preview look like

How do I fix this? here's the file
http://www.pasteall.org/blend/42587

The problem seems to be withe the solidify modifier but i need the "line" Effect and don't want to use blender freestyle as I can't get a good preview of the look without constant rendering, witch really messes with my workflow.

The reason for discrepancy are different settings for preview and render of the Multires modifier.

From manual:

  Preview
      Set the level of subdivisions to show in the 3D View.

  Sculpt
      Set the number of subdivisions to use in Sculpt Mode.

  Render
      Set the number of subdivisions to show when rendering.

In your file, Render option is set to 1, and thus it uses the first level of subdivision when rendering image.

On this level mesh becomes more bumpy and with rough sides, which reflect the light you see on the rendered image.
It is not visible in 3D Viewport because Preview is set to 2, which makes mesh smoother only for previewing it in the viewport.

See related answers:

Object appears smoothed after rendering but not in viewport - specific case with Multires modifier.

Cycles viewport render different than f12 render? - general things to consider when preview and render results differ.


how to work it out in Gimp? Here is a very easy node setup in blender:

when I apply it to a plane it results into:

suppose if we want to bring the result for a bump map, we could take it in gimp with the subtract mode set on the wave texture we get a result such as this:

the results are quite different because of the 'fac' value in the node in blender:

how can we do fix this in gimp so that I can get an image file to use it in blender as a bump map?

If turning the layer opacity down doesn't fix it, make sure you have only the top layer (in Gimp) set to subtract. The bottom should be normal.

However, I don't think that's your problem. I think you are just using the musgrave and wave from Gimp, which has a different seed value (and maybe a different algorithm). Plug the texture directly into an emission shader set to strength of 1, and render that. Then do so for the other texture. Be sure to save both rendered images!
Now load them into Gimp as layers.

I hope this helps. Because I don't have the files, I can't think of anything else.


Duplicated mesh is not the same size as the original I making a beer mesh:

1. After selecting the desired faces of the mesh

Using the hotkeys Shift + D to duplicate my selection.

2. And using P to separate the selection

(Looks completely normal in EDIT MODE)

The selection is succesfully duplicated and added in a separate layer.

3. Then I exit from EDIT MODE, the new mesh changed to this!

I tried to make the scale of my actual bottle to 1 and doesnt work i have no idea what i made to look the new mesh like this.

Better view of the mesh out of Wireframe mode

Is my first post so i hope i being enoughly self explanatory about my problem

beer mesh file

The subsurf modifier works by interpolating vertices between the existing geometry to create smooth curves. So the the shape of the object depends then on not only on the placement of the vertices, but also on all the surrounding vertices connected to them.

If you copy and detach a just portion of the object, the Subsurf modifier will deform the object differently, as the surrounding vertices are different, there are less vertices connected to it. And even though the vertices are in the same place as in the original object, the way the faces deform in the original bottle are pushing the faces to a different place...

So what can you do?

First of all, it is really not a good idea to have objects with faces that occupy the same space. That will result in a problem called Z-fighting. Just like in real life, two surfaces cannot be in the exact same space, one will be on top of the other inevitably, and the other behind... But with 3d even when surfaces are very close together you might still experience Z-fighting.

(by the way you will have the same problem with the liquid inside the bottle, as it is overlapping completely with the bottle)

(read: Moire Like Blinking when preview rendering problem)

"pero qué tío más pesado, menos rollo..." I know...

How do you fix this then?

It all depends on what you are trying to do with that new object that you want to create. Maybe instead of adding more geometry you can assign those selected faces a new material. A lot of the times with 3d you are faking things, unseen geometry still uses computation resources and being true to reality doesn't bring any benefits...

An alternative is to select the faces in the original object and extrude them slightly so that they remain connected to the bottle and they subdivide in a way that follows the overall shape.


I'm trying to cut a hole into a mesh with the Boolean tool, but it just results in a deformed mesh The Boolean tool is exactly what I'm looking for, according to the countless videos and screenshot tutorials showing it working perfectly. However, I can't get it to work. Here are my steps:

Create a circle w/ face
Extrude the lines to give the circle some volume
Move the circle to intersect the mesh, where I want the hole to be
Add the boolean modifier to the mesh
Select the circle as the object, in the modifier
The result is in the screenshot.

No hole, and an ugly deformation in the mesh.
Can anyone help?

There are two things going on here.  Your extruded circle is still visible, so it is hiding the hole. If you go into the outliner and press the eye to hide it, it will disappear leaving your hole.  (You didn't need to extrude a circle, you could have used a cylinder.
Here's an example:

Now I hide the cylinder in the outliner
and the hole is obvious
Be warnedThe cylinder will still show up in a render. You need to also click the 'camera' icon to keep it from being rendered.
The second thing is a lot harder to deal with, but basically by creating the hole, you've given your object "bad" topology.  There are entire courses on how to fix topology so I can't solve your problem in a single example.
One quick thing you can try is selecting your object, setting it to smooth shading, and then in the Normals property select autosmooth.


How to add a driver to body text I would like to have an empty with custom string property that drive a Body Text. But Body Text datablock is not accessible from the GUI. How can i do that ?

After adding a text object, finding out the name of the associated property ("body") and selecting it...

>>> C.scene.objects.active.data.driver_add("body")
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
TypeError: bpy_struct.driver_add(): property "body" not animatable

That is, I tried to add a driver to it from the python console. It doesn't seem to be possible, sorry. Depending on what exactly you want to put in the text object, using multiple objects might be an option?


Select tail of a bone with Python I am new to python and need to select the tail of a bone in edit mode with python. I was used this script but it doesn’t select the tail of a bone:

bpy.data.armatures["Armature"].bones["Bone.001"].select_tail=True

So i need help to select the tail of a bone in edit mode with python code.

Any helps are very very welcome.

I'm not sure why this is, but selecting stuff in edit mode only works using bpy.ops.select_all() or execute the code in object mode and the switch back to edit mode.
where ob is my armature object:
ob.data.bones['Bone'].select_tail = True
works if you're in object mode and then press tab in the viewport.

import bpy
arm = bpy.data.armatures['Armature']
bpy.ops.object.mode_set(mode='OBJECT') # .select only has an effect in object mode (don't ask me why)
for bone in arm.bones: # deselect the other bones
    bone.select = False
    bone.select_tail = False
    bone.select_head = False

arm.bones['Bone'].select_tail = True
bpy.ops.object.mode_set(mode='EDIT') # go back to Edit Mode, to see the results


blender 2.79b graph editor not showing graphs I opened it up like the tut vid said and I see no graphs for anything, I've clicked all of the button, and such and still nothing, what am i doing wrong, or is it blender?

I downloaded the .blend and saw that just select the frames to appear in the rendering. Hold 'shift' and go by clicking on them.

Then just render.


Modelling - Creating Tripod Object I am trying to make a city landscape but I can't figure out how to make those fancy rocks on the beaches. I've tried multiple things but they don't seem to work out well. Any help would be appreciated. Thank you.

Edit - These are four conical sided rocks.

Here are some methods for a 4 studs shape:

First method (Boolean):

Create a cylinder (12 vertices), put its origin to its bottom.
Duplicate it with a shiftDenter.
Rotate the copy 120° (or whatever angle you need) on the Y axis.
Duplicate the second cylinder and rotate it 120° on the Z axis.
Again create a fourth cylinder and rotate it 120°.
Now use some Boolean modifiers to merge these 4 cylinder.
Remove doubles to make the final object clean. You should not have any vertices inside your mesh but if it happened just delete them.

Second method (non-Boolean):

1 - Create a cône of 3 vertices, Radius > 1, Depth > 1.5, it gives a 4 faces pyramid

2 - In Edit mode, select all the vertices, and bevel them with ctrl shift B

3 - Select the 4 hexagons of the shape

4 - Extrude the hexagons with alt E > Individual Faces

5 - You have a basic 4 studs shape

You can add a Subdivision Surface modifier, you can make each end round with W > Loop Tools > Circle, you can add Edge Loops, etc...

Third method (better non-Boolean):

1 - Create a cône of 3 vertices, Radius > 1, Depth > 1.5, it gives a 4 faces pyramid

2 - Subdivide each angle of the pyramid

3 - Select all the new vertices and scale up so that you have some kind of regular hexagons on each 4 faces of the shape

4 - Select all the faces and alt E > Extrude Individual

5 - Keep the end of each extrusion selected and W > Loop Tools > Circle

6 - You can add a Subdivision Surface modifier, can add Edge Loops, etc...


transfer value (a.k.a score) in bge from scene to another in BGE So I have a quiz set to where they can press a letter, if they press the right letter they get 10pts.

so the logic bricks look like

Keyboard (a) ->and ->property (mode: assign, property: -score, vale:10)
Keyboard (b) ->and ->property (mode: assign, property: -score, vale:0)
Keyboard (c) ->and ->property (mode: assign, property: -score, vale:0)
Keyboard (d) ->and ->property (mode: assign, property: -score, vale:0)

So you can press A which sets points to 10 then press B,C, or D which sets points back to 0 then press A again and set the points back to 10 again.

So let's say they press A and ready to go to question 2 they press Enter which takes them to scene 2.

When this happens points are set back to 0.

How do I get the 10 points from scene 1 to transfer to scene 2, scene 3, scene 4, and so on and so forth?

As these game status is part of your game model I strongly suggest to keep it in a way that does not get removed with the scene.

There are many ways to do that (e.g. use an overlay scene that you keep during the game).

Here is a more practical approach:

Store your game model in Python

To do so you need a Python structure to keep your data:

model.py

class GameModel():
   def __init__(self):
      self.points = 0

model = GameModel()

I hope you see it keeps the number of collected points starting with zero. This storage is your model. But you need some operations on it. Lets say you want to show the points in a scene via a text object. So lets add a points viewer - e.g. call it "Points.viewer":

Always sensor [no level trigger!]
    --> Python Controller Module: viewer.pointsToText

viewer.py

import model
import bge

def pointsToText():
    getOwner().text = "{:d}".format(model.points)

def getOwner():
    return bge.logic.getCurrentController().owner

This should be enough to show the "0" somewhere at the screen.

Now we need operations that change the points in the model. Lets say you want to add 10 points after the user gives the right answer.

Sensor that evaluates true when points should be added
    --> Python Controller Module: controller.addValueToPoints
        --> Property Actuator value: 10

Attention: The following code expects a single Property actuator that has the points to add in the Value field! The actuator will not be activated by the Python controller.

controller.py

import model
import bge

SUBJECT_POINTS_CHANGED = "points changed"

def addValueToPoints():
    if not allSensorsPositive():
        return

    points = getPointsToAdd()
    model.points += points
    notifyPointsChanged()

def allSensorsPositive():
    for sensor in bge.logic.getCurrentController().sensors:
        if not sensor.positive:
            return False
    return True

def getPointsToAdd():
    actuator = bge.logic.getCurrentController().actuators[0]
    return int(actuator.value)

def notifyPointsChanged():
    bge.logic.sendMessage(SUBJECT_POINTS_CHANGED)

You might see that this code sends a notification message after changing the points in the model. While this is not necessary to update the model with the new value, it is an efficient way to tell all interesting objects that the points changed. This way any point viewing object can update itself and show the new values.  So lets do that and add the according logic to the above "Points.viewer":

Always sensor [no level trigger!]
+
Message sensor [True Level Triggering] Subject "points changed"
    --> Python Controller Module: viewer.pointsToText

These are the basics.

Summary:

You can store the points in a model that is stored in an separate Python module.
You can retrieve the points from the model.
You can add points to the model.
You notify interested objects when the points change.

With the same approach you can store other model data and add more operations (such as saving to a file).

Model: describes the game status (at least the important parts of it)
Viewer: presents the data of the model to the audience
Controller: processes input from outside and changes t

The model will exist until the game dies.

I hope it helps


Create GUI for selecting, creating or opening image I am creating a material using a CustomShaderNodeGroup. The inner node tree has a texture, so I want to expose the texture parameters to the node UI. For doing so, I look for the texture inside the node tree and directly expose the different properties. But there is still one missing part I;m not sure how to do it. At the moment I have the following UI for my custom node:

As you can see, i have a similar UI as the original ImageTexture node, but I'm missing the open/new buttons and also the use fake user and all that stuff for the image itself as in the following image

With my current UI, the user can't open a new image, so this is a strong drawback. How could I make something more similar to the original ImageTexture UI?

UILayout.template_ID

For ID types like image use the template_ID method.  As seen by viewing source of the image editor space, where  sima = context.space_data

layout.template_ID(sima, "image", new="image.new", open="image.open")

  What do you mean with the image editor space?

I mean look in blender for UI that matches, in this case I've arbitrarily used the header of the image editor.

With developer extras turned on if right click on open button,  select view source the text editor will open code and point to the code above.  This is the image set to the image editor.

In your case, going by answer simply change sima with env.  Will work for any blender object that has an image attribute that points to an image bpy.types.Image

Give some class an image

Can add an image to your custom class

class Foo:
    image : bpy.props.PointerProperty(type=bpy.data.Image)

    def draw(self, context):
        layout = self.layout
        layout.template_ID(self, "image", new="image.new", open="image.open")


Weight painting problem with human head I have a problem with weight painting the models head, even when I just use automatic weights it does this.

Whenever I move the head bone, my models face parts don't move perfectly with it, instead the mouth opens, the teeth, tongue and inner mouth move out of the head and the eyelash mesh and brows move strangely with it as well.

Not really presented as an answer, but I wanted to add these images to my comment above:

Looks like maybe that part pf the mesh does not completely link to the top bone? Facial rigs often have a primary bone with subordinate children bones that use copy rotation and copy location modifiers to allow motion more complicated than can be achieved by one bone alone. This may not be the answer, but if you post a screen shot of your weight painting, we could tell...

These images are not my work and are used for educational and explanatory purposes only.


How can you create a surface from combining 2 objects? I don't know if I said that correctly. I can't find the words to say, but I hope you guys get my point. I'm currently making a Low Poly cave for my game and been making a surface by just using a Plane. However with the reference picture below, I wanted to cut the excess plane outside of the bulky walls and only keep the inside. I've been fiddling with the Bool Modifier, but I guess that won't work. Any help will be appreciated! Thank you!

A tool which will cut your mesh in any case regardless of topology is Bisect.

Let's say we want to cut this:

Got to Edit Mode, Side View, and activate the Bisect Tool from the Tool Shelf:

Drag a line across your model, it will be the cutline projected from the view you're looking from through the whole model. The cut will be made, and the cutline selected:

In perspective:

Now, select one of the newly created vertices, and run the Select Side of Active Operator from the menu:

Tweak the operator settings to fit your situation:

Now, deselect the parts you want to keep, and delete the faces afterwards:

The whole process is a bit lengthy, because you have both faces you want to keep and faces you'd like to delete. If you manage to separate out the faces to cut beforehand, you can tweak the Bisect settings directly, as it has an option to remove either top or bottom half of the mesh.


How Can I Fix This Gap In My Fluid Domain? Just to start off and explain things, I've been having this problem whenever I try and create a fluid domain so I created the simplest example possible. The bounding box seen is not the domain but an exact copy to show the boundaries. I used to have great fluid simulations, now this happens and for some reason any objects set to obstacle are ignored by the fluid, any help would be appreciated
Also, if you're having trouble seeing the problem, download the blend file and if it's not my computer causing it locally, you should see that the fluid doesn't collide with the domain properly, there's gaps between all the sides.

Increase the resolution to reduce the gap.

The "glitch" you are experiencing is indeed an artifact of the low-resolution simulation.

The fluid simulation is computed on a grid of N × N × N small cubes, N being your "Final" resolution setting. Every detail of the 3D world, like the boundary location or an obstacle, that is smaller than the diameter of these cubes may be ignored by the simulation. Therefore, you should always expect gaps that are as large as one N-th of the edge of the simulation box.

In your example, you are simulating at N = 65 and visualizing the "Preview" mode at N = 45. Since your gap is around 1/45-th of the box size, it shouldn't be considered a glitch.

Increase your "Final" simulation resolution to ~150 and switch the "Viewport display" to "Final" to see the difference it makes.

Your file simualted at Final = 300 and Viewport display = Final


Inconsistent UV unwraping I have recently modelled a lego figure and wish to UV unwrap it.
This has mostly been easy, as you would expect, however I am running into several problems, all of them being either distorted unwraps, or inconsistent unwraps.

The following is the top hole of a lego figure leg, the one I am having trouble with:

The other hole, however, does not unwrap like this at all. It unwraps as a clean and proportionate circle, as I would expect.

Why is this happening? I am new to UV unwrapping, so if I am totally misunderstanding seams please feel free to let me know and point me in the right direction.

I am using UV unwrap.
 I have already:

Applied scale and rotation (though not to the object I used to cut the whole out from, it was a default sphere).
Removed doubles
Recalculated Normals

I would appreciate help with this particular issue, as well as any tips as far as UV unwrapping goes.

Thanks for reading.

The .blend file of the leg

Instead of manually marking seams, use smart UV unwrap. Smart UV unwrap breaks the mesh into islands based on angle threshold. Since the lego leg has very nice geometry, the default angle limit of 66 degrees works well.

In UV editor, press  U > "Smart UV Project".


Fast way to remove internal faces for multiple objects at once I have some blends which have multiple objects and I want to turn them all in to one object with no internal faces for 3D printing. Currently I have been repeatedly applying a boolean modifier but this takes a lot of time as it has to be done for every single object I want to join. Is there any fast way to select all of the objects and get the same result as a union boolean modifier?

Does a Ctrl + J to join the meshs is what you ask ? Otherwise I don't have an answer. Maybe you should take a look at the add-ons, I think there is one with the booleans, but I don't remember its name, but I think it isn't on Blender by default.


add a handle to curve In this tutorial, Ian adds another vert onto his curve making now 3 adjusting handles. How do I add another handle?

(In 2.8) select the 2 control points at the ends of the segment of interest, Right-Click > 'Subdivide'


Detect object speed? I have some objects that I need to know how fast they are going. I have a property, "speed," and I would like it to show the object's speed in blender units. For the unit, it doesn't matter that much as long as I can read it. Python or logic would work, but if it's a script I'll have it running at all times. In other words, I'll be using this every logic tic so it needs to be efficient. Thanks.

EDIT: I've figured out how to find velocity on my own, but how would I use that xyz info to find speed?

Keep track of the objects previous position. Algorithm:

on each logic tick:
     speed_vector = current_position - previous_position
     speed = speed_vector.length()
     previous_position = current_position


How to make tissue of the mesh I have a mesh and with the small mesh i want to make the feather of the body. I tried Tissue Addon but its going one side. I tried particle system also it also not working. With the reference image i want the brown and yellow feather shape on the mesh. Any suggestion or other way.

Control orientation with Active UV

Tissue add-on by default takes into account the vertex indices of the face to determine the orientation. If you build your mesh by extruding the same face several times, they should follow the same orientation because the way new faces are generated.

Tissue add-on has an option to override the default orientation given by the vertices indices with the inforamtion of the active UV layout.

If you unwrap your mesh in portions with seams like shown in the image below (notice the different flowing of the color grid texture on the front and on the side):

and then pic the Active UV optin in the Rotation field of the add-on settings, you'll see the tessellated faces following the orientation.

This approach obiuvsly create a discontinuity between the two regions that (if wanted) should be handled manually and other complications if you would like to make the feathers overlap, but the add-on gives a good staring point to work with.


How do you Split Action strips? I have a group of keyframes that dashes then jumps
I want to separate these into two different actions and manage them separately.

So how do you do it?

If the Action strips are NLA-enabled:

Select the action in the NLA.
From the NLA menu, select Edit ->> Split Strips (Y is the default shortcut).

If they aren't NLA-enabled:

In the Action Editor, create a new action by clicking the '+' symbol next to the action to duplicate the action.

Select the newly duplicated action, and edit out the keyframes from the first part of the action, and label it whatever the later action is called (ie) 'Jump').


Why can't I select these extruded lines? I have no idea what to do,these lines are totally unselectable.
They appeared when I was trying to extrude an object but I did it too far.

I can't delete them and I fear I may have ruined everything!

Switch to Vertex Selection mode, turn off Limit Selection to Visible option in the 3D view header, border select your vertex and delete them.


How to write the output of Blender console out to a file Is it possible to launch Blender in a mode where everything that appears in the Blender Console is sent to a file?

On Linux/Ubuntu its ./blender > myLog123.txt from the working directory.

./blender &> myLog123.txt to include Stderr.

In Python you can do

import sys
file = open(filepath, "w")
sys.stdout = file
#...
#...
sys.stdout = sys.__stdout__ #reset
file.close()

to catch the console output while your script is running.


How to get all images for an image sequence? (from Python) When Blender references an image sequence, the image.filepath only ever references one image at a time.

However for renderfarms and copying projects between systems, you may want to get all the images associated with in image sequence.

How would you go about getting all the images in an image sequence for a Blender Image or Movie-Clip?

This function returns all the images which share the same prefix, suffix (and have a number suffix), eg:
/path/to/my_image_0001.png

def image_sequence_resolve_all(filepath):
    import os

    basedir, filename = os.path.split(filepath)
    filename_noext, ext = os.path.splitext(filename)

    from string import digits
    if isinstance(filepath, bytes):
        digits = digits.encode()
    filename_nodigits = filename_noext.rstrip(digits)

    if len(filename_nodigits) == len(filename_noext):
        # input isn't from a sequence
        return []

    return [
        f.path
        for f in os.scandir(basedir)
        if f.is_file() and
           f.name.startswith(filename_nodigits) and
           f.name.endswith(ext) and
           f.name[len(filename_nodigits):-len(ext) if ext else -1].isdigit()
    ]

# example use
print(resolve_image_sequence("/path/to/my_image_0001.png"))
>> ["/path/to/my_image_0001.png",
    "/path/to/my_image_0002.png",
    "/path/to/my_image_0003.png",
    ]


Why doesn't a value node set to 1 evaluate to pure white in the shader editor? I am starting to work with math nodes more often and came across something I don't understand fully. When you preview a value node that is set to a value of 1, the result is not pure white. If I crank it to about 3-4, then I get pure white.

Why doesn't 1 result with maxed out RGB values?
Thanks for any help.

Start by reading this link:
Render with a wider dynamic range in cycles to produce photorealistic looking images
Done reading the whole thing? Don't skip the link. Come back when you are done.
As you would know by now, when using filmic as color space you are working with a much wider dynamic range, and what you call "white" is not at a value of 1, but at 16.19
You have two options:

Keep filmic as color transform in the color management section and work with larger values.

Set the view transform to "standard" and use a much smaller range, where 1 will be "white". Note that this might result in oversaturated colors and might not look as pleasant or "photorealistic"

Read also:
White background with filmic blender
and maybe this one too:
Make texture visible in sunlight


Blender, Problems with normal map I have a plane (w/ texture and normal map) & a sphere (acting as a light source):

Here it is w/o the normal map:

Here it is w/ normal map:

Normal map was created with Materialize by Bounding Box Software.

Why on earth does the one with the Normal Map look as though either the light is directional or that the plane is tilted? Is this a problem with the principled shader? It is not, in fact, the principled shader; I just tested that while typing this.

So yeah, what is going on here and how do I fix it?

I seem to have fixed the problem. It was a simple need for a Normal Map Node:

I kind of feel silly now, but you live and learn.


Proportional editing doesn't work I enabled the Proportional Editing option and tried to scale the part of the mesh. Although I can see the proportional editing ring it does not work. What may cause this problem?

To make Proportional Editing work on the mesh you need to change pivot point from Individual Origin to Median Point.


GPU computation difference between rendering and cloth baking After reading some articles on blender speed, I see that using CUDA enabled GPU computing will be of help in rendering.

I am trying to stitch a shirt on human .obj file. For that I bake 60 frames for it to fall on the human correctly. It takes about 20 seconds for the bake. I'd want to host it real time.
youtube link of the same : https://www.youtube.com/watch?v=GHDdtaMm1rA

Can I use GPU computing to reduce the bake time just like rendering time ?

Besides the OpenGL viewport preview, GPU Acceleration inside Blender can only be used currently for rendering with the Cycles Render Engine using either CUDA on NVidia GPUs or OpenCL for AMD Graphics cards on certain supported hardware. OpenCL acceleration may also be used on the compositor for image processing.

Physics baking, particles and cloth simulation and all other areas currently only use CPU, as far as I know.


UV Image Editor Display "Repeat Image" Zoom Problem Working with the UV Editor, I have a UV map that is scaled much larger than the source texture. The intent is that it should repeat, and it does. The problem is that I can't see the image in the editor window to place UVs. I've checked the "Repeat Image" box in the Display tool window and it works... until I zoom out past about 3 or 4 levels. Then the window increasingly fails to repeat until it's just a sliver in the lower left corner.

Am I doing something wrong, or is this a bug?

This is in Blender 2.82a, Windows 10

Just closing the loop on this one. Apparently, this is considered "expected behavior" for the moment. There is a .25 second window during which the graphics are allowed to be drawn. Past that time, rendering of the image stops to avoid bottlenecking the system or causing it to bog down.

While that is surely valid, it means that using small textures repeated lots of times and UV-mapping it over a large area (such as tiles on a huge roof, for example) is not possible.


How to smoothly move down in Z-index a curved object I'm trying to mode down in z-index this part but in a smoothy way, how to achieve this result ? I easily can do it for a straight line but in this case I really don't know how to do it.
Thank you for your responses.

Blender comes with an add-on called Mesh:LoopTools. Enable it in the Preferences then you will see it in the N-panel (N).
Select the first 2 vertices at the beginning of the ramp and move them down to the floor along the Z-axis. Then select the vertices of the edge loop that you want to smooth. Make sure the vertice at the beginning is the active one (selected last, see screenshot). After that, use the Space operation a few times with locked X-axis and Y-axis in the options. Count the number of uses for the other side.

Repeat the steps for the other side of the ramp. One or two uses of the Relax operation can smooth out the transition between the ramp and the flat area.
Example:


How to move bones rest position from Python? I have an armature object with a single bone.
Now I want to change the rest position for animation purposes.

The only way to manipulate bones I have found is via

arm_object.pose.bones

Anytime I change the position of a bone I get that way, for example with bone.rotation_euler = (0, 0, angle) it changes the pose but not the rest position.

You have to access Armature.edit_bones, but they can only be accessed from EditMode.

Example of moving all bones rest positions.

# This script assumes you have an active armature in 'Object Mode'

import bpy
from bpy import context

obj = context.object

bpy.ops.object.mode_set(mode='EDIT')

for bone in obj.data.edit_bones:
    bone.head.y += 1.0
    bone.tail.y += 1.0

bpy.ops.object.mode_set(mode='OBJECT')

Note: instead of manipulating the head/tail directly, it can be more convenient to use EditBone.transform so you can use a transformation matrix to rotate/scale/translate - all at once.

To transform the entire armature, use Armature.transform


Is it possible to change the emission rate of particles over time? Is it possible to change the emission rate of particles over time?

E.g. Start off with an initial burst of particles, then emit at a steady rate.

Here is a (poor) example of what I mean by the emission rate:

Is this possible to do using only one particle system? (This is necessary because the particles are being used to emit smoke)

The gif above was made by manually sliding the End value, but it gives strange and unpredictable results (as can be seen in the gif) as well as not being keyframeable.

In short, there's no ready solution. Lukas Tönne was responsible for a feature known as "Paged Buffers for Particles" but at some point he stopped working on it and the feature never made it to trunk. Here's a timeline of what happened:

March 11 2011: This video shows that variable particle emission was working.
March 17 2011: Paged Buffers for Particles research was published on Blender's developer blog.
July 22 2011: A crowd-funding campaign launched through Lukas's blog.
Dec 6 2011: Lukas spoke about his progress at the 2011 Blender Conference.
May 4 2012: Last blog post on the subject.
August 4 2013: Lukas was hired to do general bug fixing with the Blender Foundation. His work would be "especially for nodes and [the] compositor. When time allows, he then can also pick up work on new particle system."
August 26 2013: In episode 26 of the Blender Podcast, Lukas stated "I started working on the particles, but there are a few basic issues that need to be fixed on a more general level before I can go into the details of node-ifying particles and things like that."
2014–Present: His tweets about node development continue to mention relevant subject matter including duplis which will eventually feed into particle nodes.
Nov 1, 2015: B2.8 project developer kickoff meeting notes mentions that "The particle system and constraints may need a complete overhaul."


My BGE Message actuator does not work although others are working I'm having a really big problem with my message actuator. I need you to help me find the root of the problem.
This is the image of the object's logic that sends the message below:

And this is the image of the object's logic that receives the message:

Although others are working (which shown green), message shown in red doesn't work and i don't know why?
I tried most of things but it didn't help.
*I'm sending messages between scenes.
*I tried to change the name of the object and didn't work.
*In my previous save files, it was working and this file goes the same way.
*I checked other discussions but nothing would help

UPDATE: Problem occurs from mouse clicks. When i set for keyboard press it works but mouse click (mouse over + left button) does not work. Does anyone know why not?


blender to unity error I am modeling some objects in blender 2.79 for a unity game. I can import the model perfectly and I also can see textures... There is just one error in unity shown up: "A polygon of [modelname] is self-intersecting and has been discarded.". This error effects, that the model can't get a meshcollider (hitbox exactly fitting to the model). I found out, that it's  often not working when I fill more vertices than 4. For example like this:

But that might be wrong also. I already removed doubles and the error still appears in unity. Could anyone tell me please how I can avoid that error or at least get the hitbox correctly? Thank you for your help! For more questions about the problem -> just ask me in the comments :P

Based on what I see in the image you posted and as you said yourself, the main problem is the fact that your model has N-gons, which is a polygon made of 5 or more vertices, in your case that is the top face. Unity actually struggles with N-gons, so it is best to make the model with only Quads and/or Triangles. Try deleting the top face and make two faces like the ones you have on the front of your model. To make sure this is actually the problem, check if the black dot on the top face is actually at the center of that face, if not you definitely have an N-gon there. Otherwise (=if the black dot is in the center of the face) the problem could also be that the middle vertex on the top (red circle in the image below) might not be attached to the top face. Either way the ideal solution should be creating two top faces like the one I highlighted in the image below.


Python - putting operator in another operator draw() I wan't to make an operator that has button in it that is another operator, that would call some method in original operator.

In the example bellow I want to rename object, after I click on Run. Confusing part is that, although execute_function in MineTestClass is called, nothing happens. And then if I call Execute operator from Search menu, it renames object correctly.

import bpy, bmesh
import mathutils
import os
from mathutils import Vector

bpy.types.Scene.current_operator = None

class MineExecuteOperator(bpy.types.Operator):
    bl_idname = "mine.execute_operator"
    bl_label = "Execute operator"

    def execute(self, context):
        print ("Current Operator: " + str(bpy.types.Scene.current_operator))
        bpy.types.Scene.current_operator.execute_function(context)
        return {'FINISHED'}

class MineTestClass(bpy.types.Operator):
    bl_idname = "mine.test_class"
    bl_label = "Test Class"
    bl_options = {'REGISTER', 'UNDO'}

    new_name = bpy.props.StringProperty()

    def execute_function(self, context):
        obj = bpy.context.selected_objects[0]
        obj.name = self.new_name

    def invoke(self, context, event):
        bpy.types.Scene.current_operator = self
        return {"FINISHED"}

    def draw(self, context):
        layout = self.layout
        box = layout.box()
        box.prop(self, 'new_name', expand=True, text="Name")
        box.operator("mine.execute_operator", text="Run")

def register():
    bpy.utils.register_class(MineExecuteOperator)
    bpy.utils.register_class(MineTestClass)

def unregister():
    bpy.utils.unregister_class(MineExecuteOperator)
    bpy.utils.unregister_class(MineTestClass)

Let me first say I'm not really sure if this is the way to go.

A registered operator (ie options={'REGISTER', 'UNDO'}) keeps its state, that's why calling a method from another appears to have no effect.  The registered operator also needs to have an execute method for 'REDO' to work.  For example without the flag in code below a registered op will auto rename whenever the new_name field is changed.

A registered operator when run will be context.active_operator and a history of operators is kept in the context.window_manager.operators list.

Here is one take on what you want to do.  Rather than calling a method of the original op from the other, it sets a flag, that if set will rename the object.  Once again notice how changing a prop of the reg'd operator prompts a call to execute().

import bpy
from bpy.props import StringProperty, BoolProperty

class MineExecuteOperator(bpy.types.Operator):
    bl_idname = "mine.execute_operator"
    bl_label = "Execute operator"

    def execute(self, context):
        print ("Current Operator: " ,context.active_operator)
        context.active_operator.rename = True
        return {'FINISHED'}

class MineTestClass(bpy.types.Operator):
    bl_idname = "mine.test_class"
    bl_label = "Test Class"
    bl_options = {'REGISTER', 'UNDO'}

    new_name = StringProperty()
    # a flag to rename when set.
    rename = BoolProperty(default=False, options={'SKIP_SAVE'})

    def execute_function(self, context):
        obj = context.object
        obj.name = self.new_name

    def invoke(self, context, event):
        # operator invoked
        return {"FINISHED"}

    # without an execute this wont work with REDO
    def execute(self, context):
        print("EXECUTE")
        if self.rename:
            self.execute_function(context)
            self.rename = False
        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout
        box = layout.box()
        box.prop(self, 'new_name', expand=True, text="Name")
        box.operator("mine.execute_operator", text="Run")

def register():
    bpy.utils.register_class(MineExecuteOperator)
    bpy.utils.register_class(MineTestClass)

def unregister():
    bpy.utils.unregister_class(MineExecuteOperator)
    bpy.utils.unregister_class(MineTestClass)

if __name__ == "__main__":
    register()


where is the displacment and bump option in 2.83 I cannot find the displacment and bump option in the new blender2.83

You're looking in the right place but displacement is only available in Cycles - not Eevee. You need to change your Render Engine to Cycles to see those options.


How can I make an exponentially curving object? I want to make a circle that curves down exponentially, like so:

But I need it to be truly exponential. Thanks in advance!

You can use the XYZ Math Surface available through the Extra Objects add-on to achieve this.

First, go into User Preferences, Add-ons, and search for Extra Objects. Enable it via the checkbox.

Now you should have additional objects in your Add/Mesh menu - in particular the Math Function, XYZ Math Surface. The XYZ Math Surface allows you to set up how two variables - U and V - vary, and how the X, Y, Z coordinates are generated from these.

Set up the parameters in the Toolshelf (T) as shown below :

Here U varies from 0 to 2*pi with 128 steps - one whole rotation (in radians).

V varies from 0 to 2.10 with 32 steps - this is the distance from the centre.

The X coordinate is defined as (v+0.1)*cos(u) + (v+0.1)*sin(u) and Y as -(v+0.1)*sin(u)+(v+0.1)*cos(u) - this converts from the polar coordinates to X and Y.

The Z is calculated using an exponential function -1/e**-(1.6-v) (EDIT - this can be simplified to e**(1.6-v)).

Note the +0.1 in each of the X and Y equations to offset the centre of the cone so we don't hit infinity (limits the inner edge). Also, adjusting the 1.6 in the Z equation adjusts the speed of the exponential falloff.


How to animate a tesseract Tesseract, an interesting analog of a hypercube type. How to animate it like this?

Another way is to use combination of modifiers:

Create a plane, offset its origin;
Hook the whole plane to a new empty object (CtrlH);
Add a Screw modifier, set step to 4, rotate the two objects 45° along global Z;
Add a Lattice, which is used to tweak the shape;
Add a Wireframe modifier;
Animate by rotating along local X (or Y, Z) of that empty object.

Example File


Rigify finger control failed to bend after switching the computer from mac to window PC I made a rig with the older rigify, and there is a finger control which you can scale it up and down to bend the fingers. I animated with the rig in a Mac pro and I have the finger bending in it. However, when I took out project and opened in a windows desktop the fingers are no longer bent. It'd be appreciated if anyone could help. Thanks.

This is the finger control stuff I talked about.

Make sure that the addons you used on one computer are enabled on the second one.


Is it possible to animate a fire emitter/domain combo using armature and weightpaint - and if it is, how do I do that? I'm working on a school project, and one of the features of the project is a haunted armor with arms of fire.
In this iteration I decided to use a smoke physics object set to fire.

However, now I've noticed that the smoke domain has no faces and thus I can't tell how much weight I'm putting on it, and the emitter in the domain meant to make up the arm itself doesn't accept any sort of weight painting - no weights are altered regardless of how many times I click. For reference and context, the emitter is a part of a multi-object character parented to the same armature with empty groups - premade groups always bug out on me.

Am I doing something wrong or is this something that's impossible? And, assuming I can't weight paint a physics object without removing the physics, is there a way to save the physics and add it again after weight painting?

I'm just trying to animate the domain and emitter with the armature, but am unable to put any weights on either with weight paint. Without weights, predictably, the models do not move with the armature.

It seems to work for the most part. But now the arm overbends off the armature when posed, and I can't tell if it's due to the bone parenting or a side effect of parenting multiple objects into one armature.

For the parenting I used the parent to single bone method, except since the object (in this case, emitter) was encompassing six bones (bicep, elbow and forearm on both sides of the body) I parented the object into all three.

I see two ways to do that. You can either parent the domain directly to a single bone or use the "Child of" constraint.

Parent to a single bone
First select the Domain object object mode, then in pose mode select a parent bone of your character. Then press ctrl+p and select bone. Now the domain object moves with your parent bone.
Use a Child of constraint
In object mode select your domain object. Then in the properties panel go to the object constrains tab and add a new "Child of" constraint. Under "Target" select your armature and under "Bone" select the parent bone of your character. Click "set inverse" to reset the transformations. Now your domain object moves with your parent bone.

I'm not quite sure if this is recommended to do. As this will probably influence the simulation as the reference frame is moved. Not sure if this will cause problems.


Speed control effect doesn't change the length of video strip I ran into some confusing behaviour of the speed control effect.
I've loaded a whole strip of video and applied the effect setting it to a 2x speedup
(in two variants - with the default "stretch to the input length" and "Scale to length").

I expected to see the reduced length of strip, but it appears to have no influence on the length. On the other hand, the video sequencer shows that after some frame, the picture doesn't change while marker is moving. Do I have to calculate this frame manually to insert a new video strip?

When you add a Speed Control strip, Stretch to input strip length is enabled by default.  That gives you the ability to change the length of your video strip (aka "input strip") and the speed will automatically adjust.  For example, if you make your video strip half as long, the speed will be twice as fast.

You also can set the parameter Multiply Speed.  This will change the speed of your video without changing the length.  For example, you can set this to 2.0, but since the video finishes twice as fast yet the length stays the same, the video will run out before the end of the strip, and so for the remainder of the strip, Blender will just display the last frame.


How to scale with mirror modifier as if modifier was applied? From what I know the scaling action has changed since Blender 2.8 when editing while using an unapplied mirror modifier. I want my object to scale just like Image 1 (evenly towards the center from all 8 corners). Unfortunately, this only works with the full mesh and not when editing with an unapplied mirror modifier.

If I use a mirror modifier (Image 2) the mesh only scales towards 1/4th of the full geometry.

Turning on clipping doesn't help either, as then the Octagon scales into a square (Image 3).

Any suggestions?

Create a new project and remove default cube.
Press Numpad 7 to set Top Orthographic view
Press SHIFT + A, then M, then Y, to add a cylinder

Set Vertices to 8.

Press TAB to enter Edit Mode. Then Press R, and type 22.5

Press ALT + A to deselect all vertices

Drag over the entire shape to select all vertices on top, then press X, then V to delete them.
Press A to select remaining vertices, then I and type .2 to inset 20 cm (default radius should be 1 m)

Press X, then F to delete the inner face

Press CTRL + R, click on the top (in this view) face, then right click to create a loop cut going through the middle of it.

Repeat above step for the right face.

Press A, to select all vertices, hold CTRL, and deselect all vertices in top-right quadrant (including those on edges of the quadrant)

Press X, then V to remove these vertices.

Press TAB, to go back to Object Mode.
Go to Modifier tab, and add a mirror modifier. Add Y to mirrored axes.

Move your mouse over the viewport and press TAB to go to into edit mode again.
Press A to select all vertices, then change Transform Pivot Point from Median Point to 3D Cursor.

If you moved the 3D cursor accidentally, realign it again, by pressing CTRL + S, then W

Press S and scale the shape. It will keep its proportions.


How to set the frame range for rendering? I use Blender 2.8 cycles. I rendered my animation from frame 1 to 35 than I, stopped the render because I heard that I can render in more sessions if I render each frame as a picture. Now when I click the render button it starts from frame 1 not from 35. What can I do? I can render each frame, but this it means that I must click render at every frame.

In the Properties editor > Output panel > Dimensions, you can choose at what frame you want the render to start:


How do I increase the loop cut amount on macOS Blender 2.8? How do I increase the loop cut amount on macOS? I have no where in the UI where I can change it.

Mouse wheel doesn't work, page up/down doesn't work, and numbers don't work.

You have to select where you want to loop cut first and click the left mouse button. Then a little menu titled "Loop Cut and Slide" should appear in the lower left corner that allows to adjust the number of cuts. For faster editing you can also use CTRL + R and the scroll wheel to adjust the number of cuts.


Flatten tool in Blender 2.8 is blurry So I'm still working on the tutorial from Blenderguru with the anvil and another problem has occurred.

Now in sculpting mode I'm supposed to use the flatten tool on the edges of the anvil. In the video when he flattens, its perfect, crisp indents. When I try the flatten tool makes it look like its extruding and not recessing into it self.

This is what I want:

And this is what I have:

It looks super blurry. I've tried to put 0 on the location of the item. I've tried to scale the plane offset to a negativ. I've tried different Refined Method inside Dyntopo.

Please help

Thank you

i know that the tutorial says use the flatten brush, but he is using an older version of Blender and the newer versions got a lot updates especially regarding sculpting.

I tried the flatten brush myself and could not get the same results as shown in the tutorial. Me using the new 2.82.7 version.

BUT i managed to find a brush that surprisingly resulted in the same look, the scrape brush.

Here the little visual help:

Sorry about the dithering, the matcap is not very gif-friendly.

Also regarding the blurriness, i would guess it comes from either to low details (actually means to big value for the dynatopo details) and maybe even not smoothed surface which seems to be a bit buggy. With fine geometry and not smoothed surface you get a blurry effect.

It could help if you would show the setup of the dynatopo that resulted in the blurry effect. Something that really seems to be tripping up the sculpting is if your object has a UV Map or some modifiers, dyntopo tends to bother you as it did show in the tutorial as well. And undo can then easy deactivate dyntopo. If you sculpt then without dyntopo on, the result may also add to the blurry factor. Just a possibility, so if you try again and it becomes blurry, look if dyntopo is active.

Here a little visual to prove my point regarding the older version of Blender (here 2.79b) and sculpting brushes:

As it should be visible, the flatten and scrape brush did the same thing in 2.79b, while in the newer version 2.82.7 the flatten brush sure does it's own thing, means scrape it is.


Mesh hair does not properly follow head Hello, this is a problem I have had since I've started using Blender (2.82). The model was imported from Makehuman. If I use hair from Makehuman, no problems. If I create a hair mesh, it never follows the head properly. I have tried every form of parenting. Messed around with weight paints, constraints and vertex groups. Watched tons of tutorials, read dozens of posts and "Blender for Dummies". Nothing works. (the braid doesn't follow the braid bones properly either.)
I have created several different meshes with different Makehuman rig types but the result was always the same. It shouldn't be this difficult to do something so basic as sticking hair on a head. I can't help thinking that I'm missing something obvious but I don't know what it is. I would have uploaded the file but I didn't see where to do that. Any help would be appreciated. Thank you.

I have since discovered a two step method that seems to work. (Whether it's the best method is another matter.) I parent the hair mesh to the armature with empty groups. Select the model mesh, then shift select the hair mesh. Go into weight paint mode and transfer weights, selection: by name. Wa-La. It works, but then the hair mesh picks up all of the model's vertex groups.


Facial Animations not showing up in Unity I'm pretty new to both Blender and Unity. I've been following tutorials on how to do facial animations, this one in particular:
https://www.youtube.com/watch?v=b8-4IQr6PEg&t=9575s

This all seems to be working perfectly in Blender. However as I bring them into Unity, the armatures exist, with the correct amount of frames, however no animation appears to be playing in the preview. I've also tried bringing it into my game thinking there may have been a bug in my preview windows but no luck.

I've tested my character with a basic animation moving the head as a whole and this works in Unity. I think my problem is to do with assigning the bones to the shape keys (as per the above tutorial). Should this method work with Unity, and if so any suggestion on where I could be going wrong?

I appreciate any help, and any more information please ask! Thanks

Facial animation with combined blendshapes (=shape keys) and bones in a game engine is quite involved. You have to do quite a bit of programming combine those two things.

You can create Blendeshapes and make the animations based purely on those shapekeys directly in Unity. But you can't use bones to drive Blendshapes like you can in Blender. See https://docs.unity3d.com/Manual/BlendShapes.html

Or you can use a bones-only approach for facial animation, that would be the simplest method from a technical perspective, but it can be quite hard to do a good facial rig with only bones.


Everything turns black in Netrender mode I used Cycles for rendering my scene, and I wanted to render my animation through network render. When I switch from cycles to network render, all of my objects turn black (3D view, no matter whether it's solid/texture/material view). What am I missing? And yes, I've packed everything into .blend files.

If you change your render engine from Cycles to Network render, make sure you specify what render engine you would like to use in the network render settings.

The Blackness may be becase you used the blender internal render engine to render the scene. Since cycle nodes get ignored by this engine its not working properly. -> everything may be black. Because there may be no light.


How do I align the view to the nearest global axis? Is there a button or a shortcut that will align the view to the nearest global axis?

For example:
You use the shortcut that will the align view so that you're looking down the X axis.
Then you rotate the view slightly (say 10 degrees, for example).
Is there a shortcut that will snap the view back to the X axis because it's the closest one?

If I had manually rotated the view more than 45 degrees away from the X axis and then used the shortcut that I'm seeking, I would like it to snap to the closest of the other two global axes.

In Unity there's a control in the top right-hand corner of the view that lets you quickly align the view to a specific axis. The control rotates with the view, meaning that if you keep clicking on the handle on the right-hand side of the control, the view will keep rotating around the pivot in the same direction.

If I have to install a plugin to enable this, I'm willing to do so.

If you have a number pad it is quite easy otherwise it is under view

http://www.blender.hu/tutor/kdoc/Blender_Cheat_Sheet.pdf


How can I get rid of these artifacts in blender internal render? [Why do these weird artifacts appear in the render (blender internal) and how can I get rid of them, without switching to cycles? No double faces or intersecting geometry in the scene... The artifacts occur when a mesh is in front of a plane with a transparent image.

]1

Transparent objects and solid objects are rendered in two different steps during the render pipeline.

If you compare the render pass of solid color with the z-transparent one, you'll notice that the alpha channels do not match perfectly.

Combining the solid and transparent layers, you'll get some differences along the anti-aliased edges.

To solve this issue without increasing the render size, you can toggle transparency in the solid material (the character).

Doing so, Blender Internal will render the whole scene in a single pass.

Here you can find a similar example:

How can I make transparency act as expected with the internal renderer?


Change of color after I join meshes with Ctrl+J I've made a vase which has 2 handles. The handles were created separately so I wanted to join them and used CtrlJ to do so, with the intention to then trim the unneeded vertexes.

But as I join all in a single mesh there's a change in color, like it's no longer being lit properly. What's causing this and how can I fix it?

Left Joined, right not joined

That's a normals problem. You need to flip normals.

Select the whole mesh in edit mode, then go to mesh, normals, and recalculate outside.

Refer to this:


How to show hidden groups in 2.80? I have just updated to 2.80 from 2.79.
When I open a model in which I had some hidden groups they now in 2.80 have the eye icon to show they are not hidden, but they are also semitransparent in the menu. In the scene I don't see any object in the group.

How can I show previously hidden groups etc..?

It might be because they are not displayed in the viewport, click on the key icon on the top and activate the Disable in Viewport icon (monitor icon) to make this option visible in the Outliner, then activate it for the object or collection you want to make visible in the viewport. You'll also need to make sure your objects or collections are visible for render (camera icon this time).


Everything gets distorted when animating? When i made a new action called reload , it all looks fine and dandy ... and then i move the green line frame thing and THIS happens ... I swear nothing works ...

The most frequent cause of this problem, in my experience, is multiple Armature modifier on the object. With that setup, the mesh deformed by the first Armature modifier gets further deformed by subsequent modifiers, which results in broken deformation.

Also check that the bones are keyframed using plain Location / Rotation / Scale keying set. Keyframing with Visual Loc/Rot/Scale can ruin certain constrained bone setup. (Just for more complete information. This is unlikely in your rig's case, being not constrained at all.)

EDIT: I've seen the file, and found the rig animatable as expected.

But I notice the hand object is scaled way down to fit the armature. That could be a problem, because it'd ruin the animation if the object's scale is somehow reset or keyframed to a different value. Maybe you've done something inadvertent when keyframing this particular action, that triggers the object scale's change. I suggest to Apply Ctrl-A > Scale the object and redo the animation data.


evenly space keyframes in dopesheet I want to do an animation of the motion of an horse. Now i moved single keyframes because i had some in wrong order. But now they arent evenly spaced, and it shows :)

If somone knows how i could achieve this automatically I would be extremely happy

Helper Script

For each fcurve in the context object's action, space keyframes evenly based on start, end frame and how many keyframes.

import bpy
context = bpy.context
ob = context.object
ad = ob.animation_data
action = ad.action if ad else None

if action:

    fs, fend = action.frame_range
    flength = fend - fs
    for fc in action.fcurves:
        N = len(fc.keyframe_points)
        if N < 2:
            continue
        df = flength / (N - 1)

        for i, kfp in enumerate(fc.keyframe_points):
            kfp.co.x = fs + i * df


How to view value of node output? My current situation with Cycles nodes:
I'm trying to make particles turn from dark to bright in time. So the Particle Info node has output "Age". But Sticking that value into Mix node produces no or complete change in the mix. So I start trying to math-fix it. I found out I can divide the value and that makes it work, but the particles turn from one to the other too fast, I can only control how far off they suddenly change.

How am I supposed to understand the values? Is trial and error the only way?

The Age output of the Particle Info node is measured in frames (like the particle setting itself). So the simplest way of normalizing the value (get it into 0..1 range) is to divide by the Life setting of the particle system:

You can also divide by the Lifetime output of Particle Info, giving the relative age for each particle:

Note however that the Lifetime value can vary for each particle depending on the Random factor in particle settings:

Divide by constant:

Divide by Lifetime (with Random = 0.75)


Textures not showing up in BGE player I'm probably doing this very wrong, but I used to just be able to map the textures with uv and everything would work in the BGE player as it did in the viewer. what is causing everything to just turn white? Thank youu

Blend file - http://www.filedropper.com/apartment_1

This could be a result by making the switch from 'GLSL' to 'Multitexture' shading.
Try switching your shading method.


Terrain union to hexagon sides thanks for taking the time to read my post.
I have a mesh terrain which i edited using the sculpt tools and found that it caused many vert issues due to their over-use (noob mistake on my part). I've spent days trying to find a quick solution as I will likely need to do the same a workflow again to another 120 hexes for my game.
Can anyone advise of the quickest way to fill in the gaps between the hex edge and the terrain mesh (2 separate objects). I am familiar with the triangulate function but having a hard time getting the mesh to combine correctly with the edge mesh even after testing pretty much all the modifiers.
The goal is to be able to remove offending polys that are in -Y axis range (below the ground of the terrain) and then use an efficient workflow to add in the missing areas quickly > triangulate > done... hopefully?
Any help appreciated. Thank you!

You can select in edit mode all the lower edge loops, extrude them and proportionally move them to the edges of the hexagon. Then use snap to edges so they adjust exactly to your sides.


How do I get my GPU to start running in blender? I have a graphics card and when I'm in blender, it does not show up as running. I switched the render to GPU, but it gets greyed out and still uses my CPU. Im wondering how to make it so the render uses my GPU instead of my CPU.

Go to Edit>Preferences>System The at the top of the window you should see cycles render devices. Select CUDA and then check the devices you would like blender to use.


Wrong 3D Cursor - Far away from the scene I'm using Blender 2.76 under Windows.
Every time when I try to position the 3D Cursor, one coordinate is set too far away from the screen - e.g.:

I load the startup file.
I press Numpad 5, Numpad 1 to enter "front ortho" view.
I left-click beneath the cube.

I get a 'Y' coordinate of -260.91177!! - which is very far in the front of the scene.

So, it is impossible to place a new object ...

Press Shift+C to re center the 3D cursor in your scene, if this solves your problem you will want to re-save your startup file (File> Save Startup File) so you don't have to re-center the cursor every time you restart Blender.


Sculpt Mode – Turn off zoom on Option/Alt pen click? I'm using a tablet, when I option (alt) click with the pen tip to rotate. It zooms way into my model. Is there a setting for this?
Thanks for any help. Cheers!

Blender > User Preferences > Auto Perspective (uncheck). Cheers


Cloth - Cloth interactions in Blender I am trying to run a simulation with cloth cloth simulations. I created two planes,one below the other, joined them along the edge so that it becomes like 'U' folded, then added cloth modifier to this object and pushed it up along z direction. I added a cube with collision modifier. When I simulate, the cloth cloth interactions are not good because of which the cloth pieces cross into each other multiple times. Is there a way in which I can improve the cloth-cloth interactions?

To make the cloth collide with itself in the example you described, enable self collision.

In the Physics context of the Properties Panel it is found in the tab Cloth Collision.

Enable Self Collision and ajust the other values accordingly.

From the Blender Documentation.

  Self-collisions

  Real cloth cannot permeate itself, so you normally want the cloth to self-collide.

  Enable Self Collisions

    Click this to tell the cloth object that it should not penetrate
    itself. This adds to simulation compute time, but provides more
    realistic results. A flag, viewed from a distance does not need this
    enabled, but a close-up of a cape or blouse on a character should have
    this enabled.

  Quality

    For higher self-collision quality just increase the Quality and more
    self collision layers can be solved. Just keep in mind that you need
    to have at least the same Collision Quality value as the Quality
    value.

  Distance

    If you encounter problems, you could also change the Min Distance
    value for the self-collisions. The best value is 0.75; for fast things
    you better take 1.0. The value 0.5 is quite risky (most likely many
    penetrations) but also gives some speedup.


Bones keeps on messing up my model? So I downloaded a beautiful anime base from ALexzart on Sketchfab

https://sketchfab.com/3d-models/anime-girl-model-base-free-5a1ef64055c748fd94447adbfa5a88a2

But when I wanted to add bones to it and animate it, it completely messes up the body.
When I move the arms, it moves the head too.
I really don't know what to do now.

This doesn't just happen to this model, it happens to models I made myself too.
Is there a setting I accidentally changed?
I tried to load the default settings, but it keeps on happening.

I also tried to solve it with weight paint, but that messes up the body even more.

Thanks for reading and I hope someone can help me

Here's the file:

Select the mesh and use Alt P to remove the parenting.

Select the object and (in object mode) apply rot and scale (Ctrl A - rot and scale).

Do the same with the armature object.

This is a good habit that will set your rot and scale to default (0,0,0 and 1,1,1) without modifying the objects, and it's always a must if you want to use automatic functions and addons.

Then select the mesh and (in edit mode) select all and recalculate normals (Ctrl N).

Now select the mesh, shift select the armature and press Ctrl P - with automatic weights.

This procedure leads to a better starting point, but consider that it will be very difficult to animate your model without any IK device.

Search for IK tutorials or watch the complete human rigging free course on You Tube by Nathan Vegdahl.


Connecting a texture node to a material node via the Blender Python API for Blender 2.82 I am a newbie in Blender Python scripting. I am trying to write a simple script to link a texture node to a material node in Blender 2.82. I tried something close to the procedure described in How can I connect a texture node to a material with Python?

import os, bpy

bpy.context.scene.render.engine = 'CYCLES'

# new material
mat = bpy.data.materials.new('mat')
mat.use_nodes = True
matnodes = mat.node_tree.nodes

#new texture
tex = matnodes.new('ShaderNodeTexImage')
img = bpy.data.images.load(<file-path-on-disk>)
tex.image = img

# assign texture to material's displacement
disp = matnodes['Material Output'].inputs[2]
mat.node_tree.links.new(disp, tex.outputs[0])

The script runs with no error reported on the console. Yet the texture node does not show on the 'Shading' panel. Can anybody give me a clue as to what may be the problem?

The script works, however you don't assign the newly created material to any object. Therefore you're seeing the old material, that was previously assigned to the active object, in the Material Properties or the Shader Editor.

If you want to assign the material to the currently active material slot of the active object, you can use

bpy.context.view_layer.objects.active.active_material = mat

where mat is the material you've created in your script. Alternatively you can also assign the material to a specific material slot, e.g. the first one in the following example:

bpy.context.view_layer.objects.active.material_slots[0].material = mat

When you're performing multiple operations with the active object, you can store it in a variable. It's not necessary to access it through bpy.context all the time.

One problem with your script is that it creates a node setup which doesn't properly use displacement. Usually you'd want to add a Displacement node and control the height through the texture. You may also want to add a Texture Coordinate node to use the active UV map for the displacement texture.

import bpy

# Create a material
material = bpy.data.materials.new(name="Example_Material")
material.use_nodes = True
nodes = material.node_tree.nodes
links = material.node_tree.links

# Reuse the material output node that is created by default
material_output = nodes.get("Material Output")

# Create Image Texture node and load the displacement texture.
# You need to add the actual path to the texture.
displacement_tex = nodes.new("ShaderNodeTexImage")
displacement_tex.image = bpy.data.images.load("/path/to/your/texture")
displacement_tex.image.colorspace_settings.name = "Non-Color"

# Create the Displacement node
displacement = nodes.new("ShaderNodeDisplacement")

# Create the Texture Coordinate node
tex_coordinate = nodes.new("ShaderNodeTexCoord")

# Connect the Texture Coordinate node to the displacement texture.
# This uses the active UV map of the object.
links.new(displacement_tex.inputs["Vector"], tex_coordinate.outputs["UV"])

# Connect the displacement texture to the Displacement node
links.new(displacement.inputs["Height"], displacement_tex.outputs["Color"])

# Connect the Displacement node to the Material Output node
links.new(material_output.inputs["Displacement"], displacement.outputs["Displacement"])

# Get the active object
active_obj = bpy.context.view_layer.objects.active

# Check if the active object has a material slot, create one if it doesn't.
# Assign the material to the first slot for the active object.
if active_obj.material_slots:
    active_obj.material_slots[0].material = material
else:
    active_obj.material_slots.append(material)

For Adaptive Displacement you will also have to set the Feature Set to experimental

bpy.context.scene.cycles.feature_set = 'EXPERIMENTAL'

and enable the Adaptive option in the Subdivision Surface modifier. You may have to adjust the Subdivision options in the Render Properties as well, in order to get the desired amount detail for the displacement.


How do you detect collisions with fast objects like bullets? I am currently trying to make a tank to work in the game engine. I have the body roughly done and am trying to get the gun to work. Just making the barrel create a shell at a high velocity doesn't work because the shell travels to fast for the engine to detect a collision. If I have the velocity down enough that the collision is detected, the shell doesn't really have enough speed.

Are there any other ways to make a shell behave like a bullet and still detect collisions? I've tried making the bullet larger, but that still doesn't always collide.

In the physics tab turn up the Physics Steps > Substeps. This will calculate physics in between frames.


Boolean cuts on one side but adds to the other I had one boolean perfectly cut in this model but the one in the pictures below has an error of some sort. Has anyone had an error like this? How do i solve this?

Thank you in advance.

This behavior is correct, this is how the Boolean modifier works.

The Boolean modifier works better with manifold meshes (which, looking at your pictures, your mesh is not). If the mesh is not manifold, it does some guesswork which is inconsistent sometimes. I would recommend making your mesh manifold first by completing it.

If you wish to create a cut and not an incision, duplicate the front faces of the object you used to cut the model, separate it from the cutting object to make a new object, select both the new object and the object to be cut into, go into Edit Mode, hit A  to select all faces of both objects, and go to Mesh > Knife Project.

You should now have a hole without the supporting geometry.


Weird alpha bleeding I am trying to render a Minecraft scene generated by Mineways. Quite simply, some of the blocks seem to have transparent edges, as in some cases the "sky" colour (plain blue for now) is showing through while in other areas there are visible "seams" between the blocks, implying that the adjacent blocks are showing through.

In the picture below this issue is most noticeable around the base of the tree in the foreground to the right and along the bank behind the tree (where the blue sky is showing through) and on the logs at the front of the greenhouse (where there are visible "lines" between the log blocks which seem to be caused by the same issue as these lines go away if I turn off the texture's alpha channel). (Don't worry about the weird lighting/shadows - I'm trying to light the scene from inside the greenhouse but have not finished setting up the lighting yet.)

EDIT: Here is the .blend file (ultimately this will be the background for another scene, hence the name background.blend). I would appreciate it if, if you make any changes, you let me know what they are instead of just uploading a modified file.

https://drive.google.com/file/d/0Bzg8zit7X1NALWtPM0RUN0tPdU0/view?usp=sharing

EDIT 2: Here is a .zip file containing both the .blend file and the accompanying texture files. Note that the .blend file in this archive is slightly different to the .blend file above as I had to change the textures to use the correct file path to work when the .zip file is extracted.

https://drive.google.com/file/d/0Bzg8zit7X1NANzN3cGIyUl9tSFk/view?usp=sharing

If you look closely, you can see that this is caused texture interpolation getting a little bit of the alpha surrounding the wood texture. So in other words, your wood texture is outlined with a line alpha less than a pixel wide which lets you see through to the objects and sky behind.

This is why you usually want to have a small margin around UVs so interpolation will have something outside with which to interpolate with besides alpha.

To fix this, you can try using the solutions below individually or in combination.

Scale the wood UVs in a little so the UVs aren't right up against the alpha:

This is really a pretty generous margin for this situation. In this case it only needs to be scaled in about half a pixel, but a little extra can't hurt.

Not completely ideal, as you lose part of the texture (though it's unlikely anyone would notice).
Disable interpolation. It won't completely get rid of the problem, as the texture is still filtered a bit when it's distorted by perspective etc, but it will be so small that it's only visible when viewed really close up. This way you can also save some memory by using the 512x512 texture, as it will no longer be blurred by interpolation if it's disabled.


Blender .STL exports are too small when imported in Sli3er I'm aware that blender units is the default in Blender. And, I think I've changed everything to metric where necessary.

In Scene:
Units is set to Millimeters
Length is set to Metric
Unit scales is set to 1.0 (though I don't fully understand the function of unit scales)

Then, I have (for example) a simple cube with x/y/z of 40mm.
[edit] meant to mention that I also scaled the model back to 1 with CTRL-A - Scale, so that everything is at a scale of 1

I export the file to .STL, but when imported in to Slic3r it always comes in as .04 mm (4/100th mm).

I've imported items from thingiverse, and they import to the correct sizes. So, I'm 99.9% sure this is a blender configuration issue. Anyone know what I'm missing?

By default, 1 Blender unit = 1 mtr, as evidenced by default gravity value in the scene settings.

You could try setting the scene unit to Centimeters (1 unit = 1cm), then scale accordingly. Make sure to enable "Scene Units" in STL export.

For me, leaving the scene at blender units and for STL export enabling "Scene Units" and setting the scale to 10 works fine. For me. For me, this equates to 1 unit = 1cm


Is there a tool in blender that is similar to the 'blend' tool in Illustrator? I'm a graphic designer who's been using blender for fun and making mockups for my projects, and I'm looking to make a textbook model. Now I know there are other convincing ways to model a book, but while working I became curious if it would be possible to use curves to make each individual page, then convert them to mesh and extrude each page individually (this tutorial shows this process in the first few seconds https://www.youtube.com/watch?v=aDOxTniM0Wg ).
Instead of individually placing and shaping 200+ curves I was wondering if there was a way to shape one curve at one extreme, and another at the other extreme, and have the software create steps in between?
The closest tool I can think of is the blend tool in illustrator, which does virtually exactly what I'm looking for, but in 2d.

Sometimes is better to ask "How to create ...", because in your case there are a bunch of ways to get desired result, eg. to get a lot of pages you can try a Cloth Simulation.

Cloth Simulation

Add Plane, switch into Edit Mode move along X to side, add few Loops (Ctrl+R) along longer side
Add an Empty
Select Plane add Array Modifier > Relative Offset > 0, Object Offset > Empty and rotate the Empty in Y axis
Apply the modifier
In Edit Mode select the first and the last page as well as all central vertices of all pages and add them to a Vertex Group
Add Cloth Simulation, use the newly created vertex group for Pinning, enable Self Collision, adjust parameters as you like


Rendering problem with Neon lights - Blender guru tutorial Complete beginner here, I've been working on making neon lights from Blender Guru's tutorials and it looked pretty good on my viewport.

However, when I tried to render it there was a dark halo around the pipe  material that didn't go away even when I disabled a few nodes in the shading workspace.

I couldn't find people having the same problems on the comments section either.

You have the duplicate of the original, flat text object still visible. You can delete it, hide it from the render or put it in a collection you disable with the checkbox. I hope that this is clear enough, otherwise just ask me your remaining questions.


How to make glass clear at overlapping point Is there a way that I can make the overlapping points of these three glass objects clear, or would there be a way that I can control the colors of the overlapping points? I don't want to change the glass shaders of the objects, though, I want to be able to control the color of the glass in that area. This would be extremely helpful.

What you are seeing corresponds with the way light behaves in the real world.
When you are dealing with filters you are subtracting colors from the light that goes through the filter.
If you are using primary colors (Red, Green and Blue), any filter with one of the primary colors will effectively cancel the other two out.
In other words: a Red filter will only transmit Red light, and will absorb Green and Blue.
Likewise a Green filter will subtract the Red and Blue out of white light and the result will be just green.
A Blue filter will only let Blue through, and absorb the other two colors.

If you then add a second filter then you will have no light left to go through.
Red light has no green content to go through, green light has no blue content to go trough, and blue has no red.

If you must use filters (such as glass), use Yellow, Magenta and Cyan instead.

(image source: http://hyperphysics.phy-astr.gsu.edu/hbase/vision/subcol.html)
Suggested reading to learn about additive or subtractive color mixing:
https://en.wikipedia.org/wiki/Additive_color
http://www.physics.wisc.edu/ingersollmuseum/exhibits/optics&color/subcolormix


Animation Nodes. Rotate instanced objects in their individual rotation axis I've been trying to make instanced objects in AN rotate in their individual rotation axis towards the direction of an Empty object. I can get them to rotate towards the correct general direction, but I haven't been able to make them "calculate" this rotation in an "individual" manner, if that makes sense. Here's an image that shows what I have so far and what I'm trying to achieve (the content within the pink bounds):

You need to get a one direction for each object: