How to stop the character after walking I want my character to stop walking in frame 240 until 600.
But when the animation playing after frame 241. it keeps walking and then the character become weird

First thing, switch from Dope Sheet to Graph Editor (CtrlTab), in the View menu, disable Show Group Colors to make the channels readable :

As we can see if you select the root bone, then select its Y Location channel, you have enabled the Linear Extrapolation on the Y location (ShiftE > Linear Extrapolation), which makes it continue indefinitely its movement on this axis. To stop it, choose ShiftE > Constant Extrapolation instead:

Once done, if you want the character to stop at a certain position on the scene at frame 240, just move it to this position and keyframe.
The fact that some of your character's limbs stretch at the end is because some other bones, like the hands, have been set to Linear Extrapolation as well for several of its location channels, so select all these channels and correct that too :


Add Object Comes Tiny Only For Default Objects When I launch Blender it comes with a perfect 2x2x2m cube. But when I Shift+ A  Mesh>Cube it appends a cube at 0.002x0.002x0.002m.
The strange thing is that when I add for example, a diamond or an empty it comes ok with the perfect size of around 2m.
As I understand the objects that are from the addons Add mesh & Add curve append perfectly. Only the default objects like sphere,cube,torus etc. come tiny.
Is there a way to resolve this and when appending a cube to be 2x2x2m without reinstalling ?

Problem Solved, all i was needed to change was the Grid Scale like shown in picute here
How do i change the grid floor?


How I can find the the 3D location of the vertex Groups in Mixamo character? I added an animated 3D character from mixamo and I need to find the "3D location of the vertex Groups" ( I am completely new to this software )
I found it a little similar to my issue but it did not solve my problem.
Is it possible to get vertex locations (world) from a vertex group?

Considering you want the coordinates for a animated character, you can use the bmesh module and the dependency graph to do that.
bmesh will provide mesh information and the dependency graph is used to retreive this information considering the mesh transformations.
From that, we can get access to vertices that correspond to the vertex group you want.
The principle is to use the active deform layer (vertex groups) of the bmesh and use it over the vertices to have vertex information about this layer.
This access provides a map containing the weights per group index. Here we just need to keep vertices that have the information for the group index we want.
Here is a full commented code (but feel free to ask if anything is not clear enough):
import bpy
import bmesh

# Get the object
obj = bpy.context.collection.all_objects["Beta_Surface"] #Your object name here

# Get the vertex group
vertex_group = obj.vertex_groups["mixamorig:LeftHand"] #Your vertex group name here

# And its index
vg_index = vertex_group.index

# Get the dependency graph (used to have mesh information with animation applied)
depsgraph = bpy.context.evaluated_depsgraph_get()

# Create a bmesh object
bm = bmesh.new()
# Get the information considering the dependency graph
bm.from_object( obj, depsgraph )

# Get the deform (vertex groups) active layer (assuming there is one here)
deform = bm.verts.layers.deform.active

# The object world matrix
world_matrix = obj.matrix_world

# Loop over the vertices keeping only the one attached to the group
# v[deform] gets vertex group information as (group index, vertex weight) map
for vert in [v for v in bm.verts if vg_index in v[deform]]:
    # vertex coordinate in object space
    co = vert.co
    # vertex coordinate in world space
    world_co = world_matrix @ co
    print(co, world_co)


Object ID to a whole group How to add an index ID to thousand of objects?

Selecting the whole group and changing the ID, It applies only to the singular object..

a solution could be to assign a different material and so to use that index.. but what about objects IDs?

Here's how you do it:

Select all the objects you want to change
For the active object (last one selected), change the Pass Index to the Index ID you want.
Right click on the Pass Index field and select "Copy to Selected" from the menu

All the objects should now be updated to the same index ID.


Is it possible to manipulate normals explicitly in Blender? Like the question says, can I manipulate normals explicitly?

The reason I'm asking is because I'm making a game and I want to make some objects that fit together with other objects as they are placed by the engine. For instance, I want to model the dug-up sand besides a hole and want it to transition naturally into the (flat) ground around it, or model a skirt for the character model and want it to fit together with that character's torso.

However, when doing that the "naïve" way, the normals are (of course) calculated as if the object existed in isolation, which means that they point in a different direction from the surface they're supposed to fit together with in the end, creating a sharp edge in the lighting of the compound object, which is a bit disturbing.

Is there any way I can just "set" the normals in a particular direction? Like, straight upwards for the normals on the outer vertices of the mentioned sand, or straight outwards for vertices along the upper edge of the mentioned skirt.

As @MarcClintDion said, this is not possible... Yet. There is a custom Split Normals branch being worked on by Bastien Montagne(Mont29) to try to incorporate this into Blender; However, it's not yet finished - Loop Normal Edition is the current sub-project under development.


Moving all keyframes forward/backwards in time, including bones? I have an animation set up, which includes LocRot keyframes for bones (using the Pose mode). I want to tweak individual timing of events in my animation by moving all keyframes after a certain point forward or backwards in time.

For all regular objects, I found this can be done with the dope sheet - select all objects, then brush over all keyframes in the dopesheet (in summary view), and move them left or right.

However, this does not seem to apply to bones/pose transforms -- when I highlight all objects, the keyframes for the bone transformations are not visible on the dope sheet, and thus can't be moved along with the rest.

How can I move keyframes of both regular objects and pose transforms with a single operation?

Dopesheet is your friend, just check the settings of its two visibility buttons, one will let you edit only selected objects, the other will let you edit hidden objects also.

In my example, editing will affect the cube as object, the armature as bone keyframed in pose mode, and a hidden bezier curve (again as object).


How can I tell if my processor is being fully utilized on renders? I'm trying to understand how to check if all cores of my processor are being used to render.

I also will be moving to a computer with 2 processors. Does anyone have any experience utilizing 2 processors to render more efficiently?

In the render settings under the performance tab there is an option that says threads, with auto-detect all the cores will be used, alternatively you can select the amount of cores if you select Fixed.

To check all of your processor is being used just open task manager (Ctrl+Shift+Esc) and you should see 100% cpu usage.


Is it possible to make an object with the follow path constraint stay at the end of the path even if the path moves? I tried setting it up so that the object is parented to the path, but that didn't work. It still goes off in a random direction when the path moves.

I suspect that you are selecting both when you only should move the curve. Select curve only when moving. Otherwise you will get something called double transformation, essentially moving it twice getting all kinds of weirdness.


Only render shadow of an image with alpha in it (Eevee) I have a plane with a tree texture. The alpha in the image is set as a transparent shader and the black as an emission shader. I want only the shadow of the plane to be in the render, not the actual tree.

The closest I've gotten is getting the plane to dissapear and to cast its own shadow, regardless of the alpha of the image.

I'm also not able to bake the shadow in Cycles because the shadow falls on top of a bunch of hair particles.

Any advice?

Just use the light path node as usual.

Make your transparent material with an image texture controlling the alpha as usual.

In the last step use a Mix Shader between your setup and a Transparent Shader connect the Factor input to the Is Camera socket of a Light Path node.


Render subsection, produce full resolution image Background

In an animation, text scrolls horizontally across the screen (from left to right), stopping on the far right. For example:

The background is transparent and no other objects are in the scene. Blender creates PNG frames at 720p, as expected.

Problem

Blender spends time rendering image parts that will only be transparent. The CTRL+b command allows for rendering a subsection of the image, but appears to produce an image that is not 720p.

Question

How would you create a 1280x720 PNG image but only render a horizontal band (see below) where the text is animated?

Related

Render just part of a final image from Cycles?

By default, using the render border (CtrlB) will still produce a full image according to the set render resolution (I think this what you want).

The image will only be cropped to the border region if Crop is enabled in Render settings > Dimensions:

With Crop disabled, only the border region will be rendered, and the rest of the image will be filled with transparency.


Spiral unrolling/rolling animation in Animation Nodes? I saw a topic on ordfoce.net on unrolling spirals and discrete paths as shown here:

How can I replicate this in Animation Nodes?

It has the following steps:

1) First sample the base spline (which going to be folded) i.e sample points and divide the sample points into two lists L1 (length_Max - length_L2) and L2 (length_L2).

2) Get the last point of L1 and use this point to transfer the folded shape (circle or spiral)

3) Then map the L2 points to folded shape (circle or spiral which can have any number of points) and then store the mapped points in the new list L.

4) Combine the list L and L1 i.e (L + L1) and use these points for the new spline.

5) By animating the length of the L1 and L2 lists, you can animate the folding spline or curve.

Step-1:

Sample the spline and divide the sample points using slice node, one with start (L1) and other with end (L2) option which is control by the integer input node (called it as Offset Index). The use of reverse node to start the folding from the end of the base spline.

Step-2

Use the same Offset Index to get the last point point of L1 list

and use Distribute Matrices node for folding shape (circle or spiral) with transform node which will allow us later to transfer this shape along the spline with the last point of the L1 list.

Step-3

Then use the last point of L1 to transfer the shape along the spline. This will transfer the whole shape points (folding shape) at the last point. But to offset the shape (in this case circle) such that its circumference touch the spline, use vector math node (ADD) and add the radius of the shape into z-axis (you can choose any direction) and adjust the rotation such that it align correct along z-axis.

Now, use base spline normal (last point as in L1 case) to align the folding shape on every point i.e you do dot need to align the shape manually, this automatic align the shape with respect to the the base spline normal when you change the Offset Index.

Step-4 and Step-5

You have the transferred shape points and L2 points. Now mix them using the vector mix node in a loop with factor = 1. Then combine the mixed points with existing L1 points using vector combine list node and these are final points (yellow) which you can use to make new spline.

One with shape as spiral

Final Animation


Render glass distortion and not background I am doing a simple scene in Cycles with glass shards. I added a plane with the image I want as a background. However, I need to render only the glass shards, and their distortion of the background, and not the background it self.
How could this be done?

There's an easier way.

Select the background plane, go to its object settings, then scroll down to Cycles Settings. Uncheck 'Camera'.

That's it!

Here's the 3D view and the rendered view to demonstrate the effect:


Re-render only portion of image? Is it possible to render only a portion of your image while leaving what was previously rendered in the same render slot?

For example, if you rendered an entire image, then wanted to render a small portion of it again while keeping all of the original render except the small portion that would be different?

Not on the same slot. Re-rendering will wipe the information from the current slot.

To save the previous render use a different slot (You might want to save the image to an EXR file).

To render only a section use the Border Render option (CtrlB), then you'd need to composite the new section on top of the old one using the compositor.


Is it possible to save pose to model I am trying to position these arms for an FPS game, but every time I export it, delete the armature, or go into edit mode, it just switches back to this:

Is it possible to save the pose to the model so that they stay as they are in the top picture?
Thanks.

If you want to apply the shape of the object as deformed by the armature, what you can do is select the object being deformed, and go to the modifiers tab.
In the modifiers tab, you will see a modifier "Armature deform". Apply this modifier not as a shape key if you want to permanently keep the shape, and as a shape key if you want to toggle between the original shape, and it's deformed shape. From what I saw in your question, this should solve your problem.


Should I keyframe every bone in the rig at every instance, or just the bones moving? I make simple animations and usually I try to key only the bones in a rig that I am using - yet a recent tutorial I read is telling me to key all bones at every pose change.

Which is correct for a proper animation of a person / animal?

Short answer: Either is fine.

Adding keyframes on more bones than needed can make the .blend file larger, but it is quicker to select all bones and add keyframes. Also, adding keyframes to all bones means that if you accidentally move a bone you do not notice while animating, the motion could be messed up and you may not notice.


Blender doesn't use gpu GTX 1060 max Q So my laptop has a GTX 1060 6GB Max Q, i put the render setting in blender to the gtx 1060 max Q. But when rendering, it doesn't use a bit of that gpu, and it doesn't use any of the intergrated. I checked my Nvidia control panel and it shows that Blender uses the GTX 1060 Max Q. I already updated my gpu driver to the lasted.
It takes forever for my laptop to render with my cpu. I really need help with this.

Did you put your graphic card in your blender’s settings ?
Putting it in your render settings won’t make it use the graphic card unless you’ve specified the card in blender settings :

In system tab, change the computing device to CUDA and select your graphic card.
Don’t forget to save the settings :)


Partial video blurring using nodes only Youtube video I am loosely following: Face Blur with Motion Tracking

How can I use nodes (except render layer node) to blur part of a video that uses tracked markers from movie clip editor?

I want to do this so I do not need to render the same circular mask for each frame. It is taking up a lot of time even with Cycles engine at 1 sample. By using the nodes, I hope to speed up the process.

My node set up so far (blur position is almost right, but is offset a little from marker position):

Problem is scale moves image to center but want scale to move to origin (bottom left).

Solution is scale to desired size then scale to render size and move to origin.


How to start with Blender? I'm very interested in modelling however I only have a little bit experience in Adobe Flash Pro. I would like to start from Blender and how to make easy models then go higher and higher into more advanced models. Is there any book from which I can start from ?

I know that there are many tutorials on Google or YouTube such as this one (http://www.youtube.com/watch?v=-2uY7rjhhMs) but I prefer some solid book which will explain everything from the basics.

Thanks
Every help appreciated.

To elaborate on what gandalf3 commented, the answer is check out Blender: Noob to Pro here http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

I suggest while you go through the tutorials you should freely test out any ideas you might have like "Hey what happens when I do this?",
Also you may want to take a look and get familiar with Blender's shortcut keys.


Need light from HDRI to shine inside of mesh (cycles) So basically I have a bunch of text I made into a mesh with alt c. I gave the mesh some depth. When I made my scene and set my camera, the camera moves inside of the mesh in some areas. And the rendered output is a giant blackness that sorta ruins the flow (the black in the images below).

What can I do to get scene's lighting inside of the mesh-letters so I don't get this blackness? I want the inside of the mesh to not be pitch black. The only lighting I want to be using is from the HDRI...and its super bright so much that the background is pure white anyways.

And would appreciate complete directions as I have a hard time finding things in the 3d viewport.
The only thing I can think of off the top of my head is to poke holes in the back of the mesh of each letter...seems not ideal though. And I tried that actually and it really wasn't ideal.

If there are any sideeffects to any method suggested please note them. For example if the solution was to make light pass through an object, would the light shine through and change the rest of my scene? That's fine in this case, but I'd just want to know.

Select the Text Mesh and under Object properties scroll down to Cycles Settings and untick Shadows

This has the affect of allowing the light to pass through and into the object.


Image Texture Node : separate image file as a socket - to make it more reusable - in Eevee I have a shader node tree like this.  It works well even in Eevee.

^ All of the yellow circles use the same image file.
This is inconvenient when I want to :-

change the file later
create a reusable node group that have image file as input e.g. to create an awesome blur/high-pass node

How to split the file-text-box to an input socket?
I wish for something like :-

Edit (reason to reopen this question) :-

A duplicate question and answer suggested by Gorgious Timaroberts♦
(Select Input Texture file name as parameter/node) forces me to use OSL.

Unfortunately, OSL is currently not supported by GPU-rendering / Eevee at all.      Thus, such solution has heavy negative impact on rendering/preview time.

How to solve the problem without negative impact on rendering/preview
time?    Moreover, I still want to achieve it in Eevee.

Any reason you couldn't encapsulate the image texture node within its own Node Group?

Then, each instance of the group can get its own coordinate space, and you only have to enter the node group and change the image texture once to update it in all locations.


How can I rotate an object's coordinate system without rotating the object? I have the following situation with a chimney on a roof:

I'd like to slide the chimney around on the plane parallel to the roof. One way I could accomplish this would be if I could somehow rotate the chimney's coordinate axes to be parallel to the slope of the roof, however I don't know how to perform this rotation without also rotating the chimney.

Is there a quick and easy way to do this type of coordinate transform?

You could try is this, however it seems to me you are looking for Custom transform orientations.

In your situation:

Select the triangle object and enter edit mode (↹ Tab)
Select the edge along which you want the custom Z axis to be aligned and press ⎈ Ctrl⎇ AltSpace
This should create a custom orientation and set it as the current orientation. You can switch orientations in the Header or the properties region (N) of the 3D view. In the properties region you can also delete unwanted orientations.

Note that to clamp a transform operation (translate, rotate, scale) to the axes defined by the custom transform orientation, you must press the axis key twice (e.g. GZZ).


Change between layers using shortcut in blender 2.8 I've recently update blender to 2.8 and now I'm looking for a shortcut to change quicly between layers (or collection views). Something like 2.79 had:
Shortcut to switch between layers?

I use to make presentations using full screen view (control+alt+space) and there is no way to change views there.
Any idea ?

In the editor type (view Layer) you can press the eye symbol of a collection while holding ctrl to isolate that collection (hide every other collection but that). Sorry I would just comment since I'm not sure that is the answer you where waiting for, but I'm not allowed to do so yet. Hope helps.

Otherwise, every collection corresponds to a number, so you can cycle through collection by pressing the numbers.


Make layout panels, close panels Since these questions are closely related I put them in 1 post, but else I can separate the questions into multiple posts :)

For example I have this layout:

If I move border 3 to the left, it cannot be moved further than border 2. Is there a way to move border 3 such that it 'pushes' border 2 to the left as well? (Same if I want to move border 2 in the direction of border 3)
I would like to close the middle panel by border 2, but I can't because on the left there are 2 panels. How can this be achieved?
Can I make 1 panel at border 1, such that it is next to 3D view panel AND timeline panel? But I can only make a panel that shares space with either the 3D view panel OR the timeline panel (Same for border 4)

This are multiple questions, but I can separate them if I have to. :)

Sadly, this isn't currently possible in Blender.


What is the best way to reduce the poly count on this object with smooth shading Hi I have used decimate before but is there a better way to reduce the polygons on an object such as the one in image 1?

Image 1

I see that you are using Blender 2.8 so you can make this object super low poly with new features in Bevel modifier.

Object:

You can create object in two ways. Quad based (edge loops) or simple Boolean.

Modifier:

Add Bevel modifier, check Harden Normals, switch mode to Angle and optionally change Outer Miter to Arc.

To be able to see the result, you will need to turn on Autosmooth and of course Shading Smooth.


How to have a boundary box around a whole group instance? Enabling bounds display on a group instance draws bounding boxes for each individual object:

How to have a boundary box around the entire group instance? Via python or not. It seems to possible, this guy did it: https://vimeo.com/139789313

I wrote a small addon for another question that creates a bounding box around all selected objects. It seems it needed a little update to work in current versions of blender which is now available.

This does not create a dynamic bounding box, it will only match the objects you have selected at the time you create it, this can just be deleted and re-created whenever you needs updating.

After selecting one object you can use ⇧ ShiftG->Group to select all objects of the same group before creating the bounding box.


How to skew precisely a specific part of a mesh I'm trying to bend a object containing patterns at a specific locations. I need the bend to progressively skew the mesh and the patterns.
I've tried different things like using a curve or a lattice, but it's not precise and does not provide what I need.
I also tried directly editing the mesh, but still get the need to skew some part of it.
Here is the starting piece (it's hard to see but note that its height tapers from left to right and the pattern also get thinner):

Here is what I'm trying to get at (on the left bend, quickly mocked up in Photoshop after manually cutting and rotating parts of the mesh)

If I edit the mesh, I'm able to extend by extrusion the cut mesh to find out the place where the skewed point needs to be, so i know where to deform from/to, it's just there does not seem to be a tool to do it.

A lattice would seem the perfect tool, but since we can't exactly align the lattice with the mesh from object mode it doesn't work.
Some advice on how to get there would be much appreciated.

I think that a lattice would be a great tool.  As far as aligning it exactly, well, it's difficult (requires a bit of on-paper math) but it is possible.
However, an alternate, that's easier to set up, is to just use a mesh deform modifier:

In the bottom set of arches, the mesh deformer has been shapekeyed after the bind, creating (linearly interpolated) skew.  Note that the mesh deformer is displayed only in wire, so that you can see the interior mesh.
Note the top set of arches, which shows the setup but with the mesh deformer in the basis shapekey.  Notice that the loop cuts aren't placed evenly, as a lattice would, but are placed arbitrarily, wherever I want.  If you want to using snapping to align these edges with some edge of your base mesh, that's perfectly doable.


Why is my rendered my image not being saved as a file? I tried to render something on blender and it just didn't work.
It started rendering like usual but at the end of the render it didn't give me any files... It was suppose to give me a .png in "desktop" but instead it just rendered and didn't give me the render!

Have you actually saved it ?

Blender does the render and displays it but doesn't automatically save it as an image.

To save it, use the top left of your Image Viewer window click on "Image" > "Save As" and give your file a name and save it.

In 2.8

in 2.79 use the UV/Image editor window

If you want to save the render automatically you need to render as animation (CtrlF12), just set the range to render only one frame.

Do a little more research and/or show that you have done some research next time you want to ask something here. Some folks on this forum don't have quite as much patience as I do and might reject your question for showing too little (if any) previous research


mirror not working with armature handles i'm trying to rig an eagle fr a project and i made a complicated mesh and rig with handles but it can't be mirrored to the other side

and i can't just apply the rotation or scale because then the handles will not be right they will move and rotate drastically

this addon helpes https://github.com/scaredyfish/orient_bone_shapes it makes the whole process easier.
it makes it so you just select bone and mesh and with a button press it applies the mesh to the bone


Cant render black sphere, it always appears to be grey I created a sphere around my environment as you can see in the attached image. It shall be pure black and in preview it looks like it but when I render it out, it appears to be plain grey.

I also tried to create a cube made off planes, but it also does not work.

Do you have advice?

This is how the finalised render output looks:

You don't need a black sphere around your scene, the world settings do the exact same thing.

Then it is not the color on the material of the object, but the environment that you need to change.

By default blender will have the environment set to a gray tone, preventing dark shadows (think of it like trying to get dark shadows on an overcast day, the light of the environment will make the shadows less dense).

Making the Environment completely black will mean that only the lights in the scene will illuminate the objects, there will be no ambient light.

But why are you not seeing the black sphere but the gray world as background? is really the question.

When the camera is looking at areas that have no objects you will see the gray environment as background for the scene.

Most likely the sphere is at a distance that is farther than the clip distance of the camera, so it is being ignored, and what you see instead is the color of the background set in the world settings.

To understand clip distance read: How do I increase the render distance?


Looking for help on how to use the new denoising data Recently in Blender 2.8 and 2.79 Master a new set of render passes have been made available to the user, "Denoising Data". I have a few questions: How would someone use this information? and is it possible to use this to denoise one pass such as the Indirect Glossy pass?

Thanks in advanced - Alaska

I asked over on the devtalk site and recieved this answer from Brecht Lommel:

  It’s intended for the upcoming feature of animation denoising, where denoising happens in a post processing pass ones all the frames have been rendered. It doesn’t really have a purpose outside of that.

https://devtalk.blender.org/t/how-can-the-new-denoising-data-be-used/3071


Customize blender camera distortion I have a camera sensor and have done the calibration to acquire the intrinsic. Now I want to re-produce the calibration images in blender, and hopefully the rendered images can perfectly align with the captured ones. How can I set the measured radial and tangent distortions to the blender camera if I have K1, K2, K3, P1, P2?

I can add distortion via the lens distortion node, but there's only 1 number to set, and doesn't support tangential distortion (I guess?).

You can't set tangential distortion ($p1$,$p2$) through the interface. Only radial ($k1$,$k2$,$k3$)

To set camera intrinsics load a video file or image generated with the known camera and lens in the Movie Clip editor

Int the Track tab you will find the camera and lens settings. Set Lens size in mm or pixels, Image center, sensor size and distortion coefficients.

Then use the compositor use a Distort-> movie distortion node. Set it to use the distortion information from the clip loaded in the movie clip editor.

There are two modes on the movie distortion node: distort or undistort.
So you can choose to undistort the video or images from the camera, or distort the images generated on blender's camera to match those of the real camera.

Note that there is also a lens distortion node in the compositor, but that is meant more for "artistic" purpose and has no way to set precise camera intrinsics.

I'm not aware of any built in  way to distort the camera directly in the 3D environment and the viewport, only the rendered pixels of the image can be distorted as far as I know.

Note also that a lot of 2D software that deals with lens distortion uses the maximum dimension of the image to convert pixel coordinates to normalized ones, and blender uses normalized image coordinates (aka measured in -1 .. 1 space, not in pixel space)


EEVE: material preview displays nicely gloossy with default world, but fails with scene world (screen space breaks everything) When I display my glossy objet with viewport shading in the default world, the result is quite nice (works also with scene lights):

However, if I use my scene world (which is basically the final render)... Then it becomes ugly (note that I enabled and baked the irradiance volume):

If I enable screen surface reflections, the result is not amazing (and it even breaks the result without scene world), and it's also slower:

Any idea why the default lightning gives great results, and do you know how I could apply it to my setting?
Here is my material and scene:

Your object looks different in material preview than in your final render because you have a highly reflective glossy surface and in material preview the preview HDRI is contributing things for the surface to reflect, but with just your scene lighting there's nothing to reflect.
The object is much darker with world lighting because the HDRI from material review is contributing more light to the scene than your lighting panel.
The comment pointing you to the other question was meant to point out that if you used an HDRI in your world, you would not have this problem.  Here are some examples.
material preview:

Mine looks different than yours because I have a different HDRI in material preview.
world space, low lighting, no HDRI:

world space, high light, no HDRI:

world space, different HDRI:

In the last I selected film->transparent in render properties.
Without transparency:

Lighting matters a great deal in what a material looks like when it is rendered.
You add an HDRI to your world lighting by going to the node editor, selecting "World" rather than "object"; selecting "Use Nodes"; and then adding something like this:

Then open up an HDRI in the orange box and that applies that HDRI to your world lighting.


ColorRamp works in Material mode but not when it's rendered I have a problem: I'm trying to model a DNA. I have it set up, but when I have a color ramp set to two different colors, it only shows one when rendering. But when I click Material in the 3d view, I can see it fine...Does anyone know what is happening?

EDIT: As requested, here is my .blend file:

Here are some screenshots of what happened (and my nodes)

Material mode

Rendered mode

Another approach is to assign a single colour material to each piece. You only need to model a segment with one of each colour and then use an array modifier to duplicate it to length.

In this example I created a section and used an array modifier to duplicate it a few times and then a simple deform to twist it 360 degrees, then I used a second array modifier to duplicate that multiple times.

You can also use an object to define the offset with a rotation as shown here.


Game Engine lags when activating sound with keyboard I have a basic character set up in an FPS style game I am building. When the player presses W to move forward, I want the game engine to play a walking sound. However, when I link the W keyboard sensor to the sound actuator, anytime I press W in game there is a spike for Logic on the profiler and the game lags a couple milliseconds. My audio file is an mp3, but it does this with WAVs as well. Thoughts?

From what it seems to me, you have a Keyboard Sensor stringed to a And Controller stringed to a Sound Actuator.  When in this setup the game will always lag for this reason: when a keyboard key is held, it sends many pulses per second to the computer to act as input.  If you have something like a Motion Actuator, then this isn't a problem, as it just makes it move forward continuously.  However, with your Sound Actuator, what it's trying to do instead is to start playing the sound file every time it receives a pulse (which by default is 60 times per second).  So in effect every frame the key is held it tries to play the sound, which is more than the game engine can handle, and as such it slows down.

Now, a setup that doesn't have the sound playing 60 times at once is as follows

[WARNING: TECHNICAL JARGON AHEAD!]:

First delete the malfunctioning sound actuator part you set up.

Use a different Keyboard Sensor than the one controlling the movement of your character,  but assign it the same key (W).  Click the ''' icon on the sensor to darken it, then in the frequency box, enter in a number other than zero (the basis of this number is how many frames is in between pulses, for example if you put in 29, then there will be 29 pulse-lengths between every pulse sent to the computer, making the sensor do 2 per second at 60 frames per second.  The larger the number the more time in between pulses.)  See this page on Sensor Common Options for a little more of an in-depth look on this function.

Then add your And Controller and a Sound Actuator set to use your sound.  If everything goes correctly, you should have some evenly-spaced footstep sounds with no lag.

If this was good, consider upvoting! :)


HDR Images I pack go missing in render I am using an HDR to light my world in a .blend file. It works fine normally, but when I pack it it mysteriously goes missing during render time. Why is this?

Here is a .blend file demonstrating it:
http://www.pasteall.org/blend/37691

Notice how you can unpack the HDR and it loads fine in the UV Editor, but rendering it's gone!

The problem was solved when I switched to the CPU renderer. I am guessing that OpenCL is at fault, because it happened during GPU rendering. More information here.

Looks like GPU OpenCL is lacking many features, so I recommend using CPU renderer for now.


Correctly re-combine ALL render passes? So, there are some great tutorials around the web about isolating render passes in Cycles so that you can make changes, and then recombine all of your work as one complete image.

You'll probably have a Compositor node setup that looks something like this:

Blender's Manual used to have a schematic explaining how these can be recombined:

But not all of the pass types are explained by this deprecated schematic, as now there are more pass types (SSS, Shadow...)

What would be the "master" routing, so that if all passes are separated out they would all get recombined properly to form the complete image?

I set off on a mission to create such a routing, but realized I wasn't sure how to recombine some of the passes.

SSS works just like the 3 other "light type" sets do, so you add SSS direct and SSS indirect, multiply the result by SSS color, and sum that result with the other sets.

Shadow is not an image component per-se, since if you rendered your lamps with shadows enabled, they will already be embedded in your lighting passes. (the shadow pass already existed at the time that graphic was created, btw).

So to answer "what is the master routing?", it's just that with the SSS set tacked on the bottom, working the same way.

There are currently no volume passes, so volume shaders cannot be re-assembled in this way. What you can do, however, is use a handful of passes subtractively. For example, let's say you just need to edit glossy indirect to brighten reflections and clear some fireflies, you don't care about any of the other passes.

Rather than render EVERY pass and recombine them all, you can just render the passes you need, subtract the unaltered from the master, edit it, and add it back. For the light passes, you need to do the add+multiply to get the full lighting pass, rather than the split raw passes:

This will work with any shaders, including volumes.


Take object color of underlying Emitter What to setup if the emitter should take the objects based on the color where it comes out?

Sample: Icosphere should take the color of where it emits on cube.

There is one solution for images. How to setup this with color ramp?

You can do it in a similar way as described in the linked answer.

Just copy your material node setup from the cube to the icosphere, change the coordinate type from Generated to Object and choose the cube object from the list.


Blender 2.8. Render to video file with audio from Video Editing section Blender 2.8. On Ubuntu 19.10

Being in the "Video Editing" section.
There are have a couple of spides + audio files.

I want to render to video file.
I do choose the video, format, container, codecs, audio on:

Then press F12, CTRL+F12?? Nothing happens.

Thre is no button "render" on anything.

Q: How ould I render to Video File with audio?

Render operator is located in top row of app Render > Render Animation (Ctrl+F12).

Check if under Output Properties > Post Processing > Sequencer is enabled.

If it is not the case attach simplified blend only with a short sample of movie, so we can check. But if you are able to render with different codec I'm not able to help since issue lies somewere in your PC condition.


Is there a way to display a multi-lines message in panel / popup? My add-on performs diverse measurements on an arbitrary number of selected objects. The measurements results are printed to the console and saved to drive as tabulated data and .csv files respectively. I'd like to also display them in the GUI in a pop-up window.

I have not found any way to display multi-lines messages in a panel and nothing in the API (v2.81) struck me as related.

I am currently going around by showing in the panel the 5 first and last measurements (head()-like and tail()-like previews).

Would anybody have an idea on how to display tabular data of arbitrary length in a panel?

Many thanks in advance.

EDIT (in response to @RayMairlot):

The message to be displayed has n-lines (each line being a set of measurements - fixed width - for one object). I can't know beforehand how many lines there will be (depends on the number of objects measured) and row.label() only display text on a single line (\n are not recognized). Thus, I am currently building my pop-up panel with a a fixed number of  row.label()statements (e.g. 10), that I populate with the  5 first and last lines of the message (measurements of the 5 first and last objects). I am not satisfied with this solution, it is just a workaround (better a preview of the results than no results displayed at all :-) ).

What I would need is either:

a way to dynamically add row = layout.row() and row.label(text) statements to the panel to match the number of rows to display as it is invoked
OR a way to display multilines messages (containing \n) in a single row.label(text)or equivalent.

I hope this clarifies.

Example using an UIList based on the answer of Create an interface which is similar to the material list box? and my modification for Displaying text inside an addon Panel to get some kind of log window as part of a popup. I've removed all superfluous operators and added a CUSTOM_OT_popup operator calling invoke_props_dialog in its invoke method as well as a check method for proper drawing:

# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

bl_info = {
    "name": "log-uilist-dev",
    "description": "",
    "author": "p2or, brockmann",
    "version": (0, 1),
    "blender": (2, 80, 0),
    "location": "Text Editor",
    "warning": "", # used for warning icon and text in addons panel
    "wiki_url": "",
    "tracker_url": "",
    "category": "Development"
}

import bpy

from bpy.props import (IntProperty,
                       BoolProperty,
                       StringProperty,
                       EnumProperty,
                       CollectionProperty)

from bpy.types import (Operator,
                       Panel,
                       PropertyGroup,
                       UIList)

# -------------------------------------------------------------------
#   Operators
# -------------------------------------------------------------------

class CUSTOM_OT_actions(Operator):
    """Move items up and down, add and remove"""
    bl_idname = "custom.list_action"
    bl_label = "List Actions"
    bl_description = "Move items up and down, add and remove"
    bl_options = {'REGISTER'}

    action: EnumProperty(
        items=(
            ('UP', "Up", ""),
            ('DOWN', "Down", ""),
            ('REMOVE', "Remove", ""),
            ('ADD', "Add", "")))

    list_item: StringProperty()

    def invoke(self, context, event):
        scn = context.scene
        idx = scn.custom_index

        try:
            item = scn.custom[idx]
        except IndexError:
            pass
        else:
            if self.action == 'DOWN' and idx < len(scn.custom) - 1:
                item_next = scn.custom[idx+1].name
                scn.custom.move(idx, idx+1)
                scn.custom_index += 1
                info = 'Item "%s" moved to position %d' % (item.name, scn.custom_index + 1)
                self.report({'INFO'}, info)

            elif self.action == 'UP' and idx >= 1:
                item_prev = scn.custom[idx-1].name
                scn.custom.move(idx, idx-1)
                scn.custom_index -= 1
                info = 'Item "%s" moved to position %d' % (item.name, scn.custom_index + 1)
                self.report({'INFO'}, info)

            elif self.action == 'REMOVE':
                info = 'Item "%s" removed from list' % (scn.custom[idx].name)
                scn.custom_index -= 1
                scn.custom.remove(idx)
                self.report({'INFO'}, info)

        if self.action == 'ADD':
            if self.list_item:
                item = scn.custom.add()
                item.name = self.list_item
                item.coll_id = len(scn.custom)
                scn.custom_index = len(scn.custom)-1
                info = '"%s" added to list' % (item.name)
                self.report({'INFO'}, info)

        return {"FINISHED"}

class CUSTOM_OT_clearList(Operator):
    """Clear all items of the list"""
    bl_idname = "custom.clear_list"
    bl_label = "Clear List"
    bl_description = "Clear all items of the list"
    bl_options = {'INTERNAL'}

    @classmethod
    def poll(cls, context):
        return bool(context.scene.custom)

    def invoke(self, context, event):
        return context.window_manager.invoke_confirm(self, event)

    def execute(self, context):
        if bool(context.scene.custom):
            context.scene.custom.clear()
            self.report({'INFO'}, "All items removed")
        else:
            self.report({'INFO'}, "Nothing to remove")
        return{'FINISHED'}

# -------------------------------------------------------------------
#   Drawing
# -------------------------------------------------------------------

class CUSTOM_UL_items(UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        split = layout.split(factor=0.2)
        split.label(text="%d" % (index))
        #split.prop(item, "name", text="", emboss=False, translate=False, icon=custom_icon)
        split.label(text=item.name) # avoids renaming the item by accident

    def invoke(self, context, event):
        pass

class CUSTOM_OT_popup(Operator):
    bl_idname = "custom.call_popup"
    bl_label = "Log Window"
    bl_options = {'REGISTER'}

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        return {'FINISHED'}

    def check(self, context):
        return True

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self, width=500)

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

        rows = 7
        row = layout.row()
        row.template_list("CUSTOM_UL_items", "", scn, "custom", scn, "custom_index", rows=rows)

        row = layout.row()
        add = row.operator(CUSTOM_OT_actions.bl_idname, icon="ADD", text="Add Log Line")
        add.list_item = "Error %d" % (len(scn.custom))
        add.action = 'ADD'

        row = layout.row().operator("custom.clear_list", icon="X")
        row = layout.row()

# -------------------------------------------------------------------
#   Collection
# -------------------------------------------------------------------

class CUSTOM_objectCollection(PropertyGroup):
    #name: StringProperty() -> Instantiated by default
    coll_type: StringProperty()
    coll_id: IntProperty()

# -------------------------------------------------------------------
#   Register & Unregister
# -------------------------------------------------------------------

classes = (
    CUSTOM_OT_actions,
    CUSTOM_OT_clearList,
    CUSTOM_UL_items,
    CUSTOM_objectCollection,
    CUSTOM_OT_popup
)

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

    # Custom scene properties
    bpy.types.Scene.custom = CollectionProperty(type=CUSTOM_objectCollection)
    bpy.types.Scene.custom_index = IntProperty()

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

    del bpy.types.Scene.custom
    del bpy.types.Scene.custom_index

if __name__ == "__main__":
    register()

Note: the naming of the classes and variables might be off a little.


Blender Eevee (and cycles) not rendering White as pure white So basically, I've rendered a scene, and it looked rather dull than what the viewport showed me. Not knowing what exactly caused the problem, I opened up a new blend file and checked to see if my base setup was free of this problem, turns out it wasn't.

Seems the white gets ever so slightly greyish and it's very very annoying. I don't know what could possibly be wrong.
Tried to reset my startup file, only to find out, my startup file was the default! What do I do!
Blend file

Okay, Looked around and found out the solution. It was a color management problem. Under render properties > color management > view transform, it was set to "Filmic" when it should have been standard!!


My Model disappears into the Blender Universe I was naming bones while rigging my model. While typing a bone name I saw my model move upwards without my knowing command. I eventually found it from a speck in the far distance. I scrolled it in successfully. But now it fails to respond to "View" commands. If I hit "7" for aerial view it disappears....again I find it as a speck and scroll it in. This happens with all "view" commands...

When I do locate it and try to drag it around it is as if there is a pivot point miles away and the slightest grab and drag sends it into oblivion.

My pivot point is set on default and my manipulator is set to Global. My model stays in the correct position on the grid all the time.

Any suggestions would be greatly appreciated.

try to select your model and press the period key on your numpad


How to add a image to a textured wall? So i've been working on a little projekt and i want to place an graffiti on a Wall, but i couldn't find any informations about how i can actually do that. The wall textures consists of a colour, reflection and a normal map, which are connected to a Princibled BSDF, which is connected to the Material Output.

The basic way to do it is this one:

Create your graffiti with a transparent background (on Photoshop or directly on Blender, in that case create a new image with a 100% transparent alpha background).
Mix your brick image and your graffiti image with a Mix Shader.
Plug the Alpha output of the graffiti Image Texture node into the Factor input of the Mix Shader so that the transparent surface of the graffiti image will work as a mask.
You can create a second UVMap to manipulate the graffiti coordinates, size or rotation, independently from the brick texture: In the Properties panel > Data > UVMaps, add a new one with the +, then unwrap again your object, then, before the Image Texture of the graffiti, create an Input node > UV Map, and choose this second unwrap as the UV coordinates.


Full rotation of group of object I want to rotate a group of object in its middle, like a clock aram moved with respect to its base.

In pas it was working good, but now its behaving like this

Change the Piovt point to "Median Point"


Rendering low poly model to 2D, make facets stand out more I am creating 2D images of my model, but I want the facets (I think that is the correct term?) to stand out more, how can I do that?

See the random model below I created as an example.

In the scene on the right, the facets stand out nicely.  However, the rendered version on the left is darker and doesn't show some of the facets up as well.  I want to produce a 2D image that looks much closer to the scene view.

I'm using Cycles if that helps.

Thanks.

Edit:  Added a test blend file.

You have to create contrast in your lighting to bring out the facets. Lighting from the exact same direction of the camera does the opposite, it makes everything flat.

This image I created by starting with your blend file and then:

Removing the Front Light object
Removing the Front Light material from the Top/Bottom Light objects
Increasing the emission strength
Moving the light objects towards/away from the mesh object until the lighting is nice

By adding a bit of glossyness to the mesh material we can bring out the facets even more:

This is the material node tree:


Shadows in Workbench So Blender Devs were working on a cool feature of Workbench engine, that is rendering sharp shadows. They are rendered in the way that SketchUp viewport or ArchiCAD and some other CAD-like programs use, which is OpenGL shading (correct me if I'm wrong). Shadows are cast precisely, and they use vector methods to display terminators.
Sneak peek was posted here:
https://www.blendernation.com/2018/05/03/blender-2-8-code-quest-new-shadows-in-the-workbench-engine/#comment-913693
Anybody knows if this feature is available and how to turn on Workbench shadows?

This feature can be enabled both for the viewport and a final render with the workbench engine.
When the render engine is set to Workbench the option can be found in Render Properties > Options > Shadow.

When the Viewport Shading is set to Solid, the same option is available for the viewport.


Move the tool shelf panel to the other side? I somehow managed to flip the T Tool Shelf panel from the left side of the 3D viewport to the right side so it sits next to the N Properties panel.

How did I manage to do this and how do I move it back?

Move the mouse over the Tool Shelf and press F5. This can also be done with the Properties sidebar and headers.


Fluid simulation fall out of glass? I have created a wine glass in blender, and am working on adding a fluid simulation to the glass (which is my obstacle right now). The problem I am running too is when I try to animate the glass to move from side to side, some of the fluid falls out of the bottom of my glass. I am not sure how this is happening. Some of the fluid does move and splash with my glass, but I can't figure out how or why it continues to drip out the bottom of it. Any ideas!?

This may be beause the physics simulation are too rough in comparison to your glass movement speed. You can adjust that by going to Properties Panel -> Scene (3rd icon in the rop row) -> scroll down to "Rigid Body World" -> Increase the values of "Steps per Second" and maybe also "Solver Iterations"

It's also always a good idea to enable "Split Impulse" on that panel.

Comment if this has solved your issue


How to export rigged character with ik or fk with .fbx format I want to export my 3d modal with ik in .fbx format. I also try this with export my rigged character with .fbx format but it`s IK is not working after import it again.

One more problem is ik bone become double after import it in blender. I also check it in maya, there also same problem Ik not working.

Any one can tell me that, How can i export working ik or fk with .fbx.?

You cannot. Supporting basic bone animation is already a total nightmare, so we are not even remotely close to start dreaming about supporting things like constraints or IK in FBX (not totally sure FBX does support IK, actually…).


Remove extra points in export to SVG Following this post, I exported a scene to an SVG format using the bundled add-on ("Render: Freestyle SVG Exporter").

However, when I did that I noticed that the resulting SVG has a bunch of unnecessary points, as shown below:

Is there a way to remove those extra points and only have one point at each corner? (Note that I only have the outer path selected.) I have Blender v2.74.

Remove the Sampling modifier from the Geometry modifier stack.

This modifier adds extra stroke vertices at a regular interval.  This modifier is added by default because it is necessary in many stylization situations, e.g., when you want variable color, alpha transparency and/or line thickness along stroke, and when you want to add distortion to stroke geometry.  If you don't need the extra points, you can just remove the modifier.


How do I align the texture mapping? I'm sorry, I've been trying this for over an hour but I can't get them to align. Any tips? Thank you!!

For this box shape, the easiest way to ensure that the texture on the faces are aligned after unwrapping is to mark seams in such a way that it unwrapps as a single UV island.

See screenshots below :

Then rotate and scale in the UV space as needed :

If you do have UV islands floating about that need to be aligned then  use the snapping tool to align them. (and some rotations etc).
Note that if the scale of the two islands are different then you may need to snap individual vertice or edges into position.


How to merge the edges With the Ant Landscape addon created the mountain and added a default plane and applied blenderkit addon water mater. How can i merge or make natural look to the mountain and water. Any suggestion or help. Thanks

Blender file

Use a grey scale image as factor to a Mix Shader node to control transparency or displacement.

Weight painting in a fully established material


Is it possible to change reflection direction? Completely new Blender user here. I'm part of a work training program and am just beginning to learn how to use Blender. As a personal goal I am trying to cobble together a Companion Cube from Portal and managed to make the core of the thing (I don't know how to be honest, just messing around with buttons) and I added a reflective floor underneath it for a neat look:

My question is if it's possible to change the direction of the reflection so that only the centermost corners are aligned while the left and right, from camera perspective, are not. Here's a crappy MSPaint mockup to illustrate:

Thank you in advance to anyone who takes the time to help, much appreciated from a complete newbie.

Edit: HenrikD's suggestion is step in the right direction, thanks a lot!

You can map the normal input to obtain some various deformation effects (distorting mirror) so:

The node setting is the following (mix rgb is only here for the gif above):

The mapping: add some X if the view is Y aligned and some Y if the view is X aligned. There is probably some possible calculation to do it automatically from other inputs.

Another distorting mirror, as example:


Apply a volumetric texture tangentially on a torus I'm trying to adjust a volumetric texture on a torus object.

Some details on this object:

The material is a volume whose density is driven by a texture.
This texture is a procedural one such as marble/musgrave.
This texture is mapped on the object (the torus) with a tube projection.

My problem is that I whish to position and stretch this texture tangentially around the torus and I didn't manage to get this result. I tried many settings and I didn't succeed.

Here are some results I obtained :

And nearly what I would like :

I thought that in a tube projection, the y coordinate was the angle of rotation but I think I didn't undertand how Blender projection system is working.

I also tried to change the projection system to sphere and the mapping coordinates to global but it didn't work

My questions are :

Have you ever succed to apply a texture tangentially (or radially) on any object ?
Do you have some hints/explanations on the blender projection system (especially tube and spheric projection) ?
Do you know other ways to do that ?

I was able to get a radial result:

The key is to use a 'Blend' type texture (instead of marble) as this has the option to do radial mapping:

I use a custom ramp for the black and white bars (set to 'constant' blending), a radial blend and default mapping settings.

One other setting which has to be enabled is 'RGB to intensity':

I use the default volume settings for the material, apart from 'Density' which is 0.


The edges aren't dark enough How should I adjust my shoe shader, so that its edges match better the reference image?

Can it be done without touching the lightning setup?

Blend file: http://pasteall.org/blend/index.php?id=46960

The first thing I noticed when I looked at your blend document is that the mesh for your shoe is reversed. If you go into edit mode, select all vertices, and select "Recalculate" from the "Shading/UVs" menu, they should face back the right way. You need to do this for the solution to work.

First, add a "MixRGB" node to your material, as well as two "RGB" nodes and a "Fresnel" node. Connect each "RGB" node to one of the inputs of your "MixRGB" node, and attach the "Fresnel" node to the "Fac" input of the "MixRGB" node. The layout should look like this:

Next, connect the "Color" output of the "MixRGB" node to your "Diffuse" shader. Now, whichever "RGB" node you connected to the bottom of the "MixRGB" node becomes the edge color, and the top "RGB" node becomes the inside color. The final material layout should look like this:

To show that this works, I set the outside color to red, and the inside to green, and this is the result:

Of course, for your case, you can set the inside color to a light brown, and the outside to a darker brown. I hope this helped! Happy Blendering!
Cheers,
Graves Broderick


properties window is messed up Whenever I click a tab lets say material I have to press the MMB and drag my mouse to the right or left instead of scrolling normally.

It sounds like you accidentally set the properties window to horizontal aliment. If your properties window looks something like this, that is indeed the problem.

All you have to do to fix it is RMB  in any of the blank area and choose "Vertical."


Getting Error: The Encoder Timebase is not set when trying to render finished Video sequence I cannot find any other posts to do with this and I don't to completely mess up my Blender while messing with settings I do not understand. I finished putting a video together in VSE and tried to render it and I got this error: The encoder timebase is not set .

How do I fix this? Also I am happy with a workaround such as copying my VSE strips to a second Blender window but I don't know how (Yet again) :) . Thanks

Edit: It seems to be something to do with FFmpeg because when I switch to an image format it renders fine. I will try removing the audio codec (mp3).

It was the frame rate i used screen capture for the video file uploaded to Blender and got the message
 "the encoder timebase is not set" Error, when I checked the frame rate it was Custom 30.06 FPS I changed it to 30 FPS and everything worked perfectly.


Animated part showing up rotated in game, but fine in blender 2.79 Right first of all I know you're probably thinking it's the games fault... But it's 100% not.
I know this because in call of duty 4 other weapon models are set up the exact same and they work fine. With that out of the way I'll tell you what's wrong.
So I'm using "Blender CoD" add-on for blender which allows me to import/export models in an xmodel_export format which the game uses to convert the model to a usable weapon.
So I have an armature and vertex meshes set up using the same bone structure from a working model I'm adapting as the gun I'm creating (LW3 Tundra from call of duty black ops cold war) is an evolved version of the L96 from various games, in this case battlefield 3.
I'd run into a couple issues at first as I've never really used blender before and I'd probably spend 20 hours learning by myself how to use it.
Issue 1 - solved) The scope wasn't repositioning correctly in blender
so I pressed "Ctrl + a" and set the rest position or something or other.
I solved that and then got the next issue.
Issue 2 - solved) The weapon bolt (cocking device) wasn't in the right place and was to the left.
I solved that by doing the same as I did to the scope.
Issue 3 - unsolved) So after I'd done that I'd set the "rest pose?" Using the same Ctrl + a method. But this time the bolt was still rotated upwards in game, but not blender.
Which I found was weird because I solved every other problem by realizing that something was wrong in blender. I had no problems with the rotation in previous testing, but now it's not going away.
I think one of the reasons this is is because I'd set the rotation with the set to rest pose method. And maybe because the part is animated, it screwed up?
I tried rotating bones, putting them on different parts of the model but no use. Any help would be helpful.
Method I used to fix the scope, except I did it on the meshes, although it seemed to work.
My Rig Changes Position in Edit/Object Mode?
"
I had this same problem too! I tried all of these answers but none helped, I finally figured it out. All you have to do is go into pose mode and select each bone individually(you might be able to select all but I didn't try) and press "Ctrl+A" and apply location, rotation, and scale. If this doesn't help for you I am very sorry. It worked for me.
"

Simple fix, just adjust the part to the incorrect position and apply as rest pose using Ctrl +  A in Pose Mode


Why are keyframes in global coords, instead of local coords? (Blender 2.70a) So, I've been using Blender for several years, including a fair amount of animation, and in the past it's always been useful to align an object with its local coords. I.e. having the y-axis pointing down the nose of an airplane makes it much easier to animate.

However, I recently noticed that the keyframes aren't recorded in local coordinates (anymore?), but in global coordinates. This makes animating off-axis rotation very difficult.

Changing the rotation mode doesn't seem to help (Euler, quaternion, etc.).

Unfortunately, I can't upload any examples because the project is proprietary, and I don't really have time to setup another animation, but the example goes something like this: I want to animate a record rotating in a record player, but the player is not sitting flat, it's tilted at an angle. Normally, this wouldn't be a problem. Just model the record with z up, and you can tilt the record at whatever angle you need so that it sits on the tilted player, and still rotate the record around its own z-axis, right? Unfortunately, this is not what's happening. Instead, I animate it rotating 180d twice and it wobbles all over the place because it's interpolating global coordinates, not local coordinates.

EDIT: Here's a demo afterall: https://www.youtube.com/watch?v=nimTjEYwcnE

It maybe a little hard to see because it's so fast, but the second time I animate the cube, it wobbles instead of rotating around its own z-axis like I expect it to.

Does anyone know what magic button I pressed that did this?

Or am I just crazy and remembering something that has never been possible? It's happened before...

EDIT: In fact, I KNOW this has worked before, cuz I just went back and looked at some old stuff, and I know I animated using the local coordinates then... I'm gonna go see if 2.70 behaves differently from 2.70a...

EDIT: Nope, 2.70 behaves the same way.

Sometimes this problem can be "solved" by choosing a different Rotation Mode.  "XYZ Euler" is popular (because it is the default), but sometimes people pick a different one, either to avoid gimbal lock, or to achieve a particular animation effect.

However, the general purpose solution is to use parenting, either the genuine object parent field, or a Child Of constraint.  You tilt the "parent" such that one of its axes is what you want to rotate around (lined up with the spindle of the record player), then animate the rotation of the record around a single axis.  As you can see from the many comments, there are a couple of different ways to accomplish the effect you want, and each one has its pros and cons.

The Humane Rigging series has a few videos that might expand your understanding, the one I'd start with is Humane Rigging Chapter 3 part 3 although you will probably want to watch part 2 and 4 when you have some spare time.


baking textures after texture painting I am trying to bake the textures from this model that I texture painted. When I try baking it the texture comes out black, I have no idea what i'm doing wrong, any help would be appreciated.

Thanks

edit: This is my material that i made by following some tutorials on youtube, and this essentially allows me to paint the textures directly onto my mesh

when I export my model to unity there is no texture, so i tried baking it, and only a black texture came out, I need export the painted texture as a png so i can use it in unity
-Thanks

Ok, so i didn't realize, but you have to add another shader such as the diffuse bsdf shader before you can plug anything into the mix shader, if you dont, then the mix shader wont render


Is it possible to turn a 3d animation into 2d lineart? I made a very simple city with just a bunch of tall rectangles and animated the camera panning through it. I want to use the animation in a 2d animation but the "3d-ness" of the city makes it look really weird. Is it possible to automatically outline all the buildings and turn the image black and white?

The outlining can be done by using "Freestyle" (https://docs.blender.org/manual/en/latest/render/freestyle/introduction.html) in your rendering.
For the black and white look of the buildings, you can either use postprocessing in the compositor (https://docs.blender.org/manual/en/latest/compositing/types/converter/rgb_to_bw.html) or try giving the materials a "toon" shader (https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/toon.html)


I accidentally removed the texture paint window on the left and now I can't continue, I removed the window where you actually paint the textures (not painting the model but the image) and now I can't continue, how can I get the screen back

You can press the plus button and select Texture Paint under general.


How to model a building with square ground and circular roof I am trying to create this kind of building with a square ground and a circle on top.

How would you start to create this figure? What would be the first approach?

You can start with a sphere.  Create then a cube of the same dimensions.
Use the cube as intersect object in a boolean modifier to create the base shape.

Apply the modifier.

Enter edit mode and delete the bottom half of the object.

Extrude and finesse at will.


Coordinates of the segments of the hair particle All Hair Particles are based on Vertices. I activated the option in ParticleSystem "Advanced" and switched to Verts. A hair has 4 segments. I would like to read these segments per hair as coordinates. How does that look in Python?

what is your level in Python? I mean are you able to reproduce code from Blender if this need?
I could share with you an approach for this, but more like workaround instead of direct solution,... because I can't understand the main purpose of your question.

What I understood, is that you want to control a particle hair system resolution, emitted trough vertices ...

Or you can only use the Sphere to control, removing  the previous script note property.

Hope this will help you!


Try to make a corner with curve I working on a train game, and I try to make "rails", what are basically a square with a throgh part in middle (the dark parts), My problem is that, I want this part to turn curvy (90 degree), like I illustrated, to join vertical or horisontal rails perfectly. I can bevel the edges to be curvy, but the gap between them is larger than the gap between the straight parts.

How can I do this?

Thanks for any help!

Starting from the profile of the rails, you can use the spin tool:


How do I get rigidbody physics + constraints to interact with a mesh animated with an armature? In my scene I have 4 "cards" and 1 "stick". The cards are connected to the eachother and the stick with point constraints: https://streamable.com/jtglq
They are interacting correctly on their own.

I would like to have the stick be animated by an armature. I cannot find a way to get the physics system to interact with the changes in the mesh via animating the armature: https://streamable.com/f22h6

Assuming what I want to do is possible, how do I do it in blender 2.8x?

Got an answer over discord but I figured I'd post it here to help anyone who finds this in the future.

Connect the "stick" to the armature using object constraints instead of the armature modifier.


User Varialble input failure I'm trying to enter dimensions of an object.  I'm using the code below.
It does not recognize the variables XX or YY and get the error: Key "XX" not found
Any clues??

import bpy
from bpy.props import FloatProperty
from bpy.props import IntProperty
from bpy.types import Operator
import os

#create variables
bpy.types.Scene.XX=FloatProperty(name="XX", default=10.0, description="Enter XX") #XX
XX = bpy.context.scene['XX']
#print (XX)

bpy.types.Scene.YY=FloatProperty(name="YY",default=4, description="Enter YY") #YY
YY = bpy.context.scene['YY']
#print (YY)
#Draw the panel buttons for user inputs
class CustomPanel(bpy.types.Panel):
    bl_label = "Wall"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.label(text="Dimensions:")
        Wall_layout=self.layout.column(align=True)
        Wall_layout.prop(context.scene, 'XX') #XX
        Wall_layout.prop(context.scene, 'YY') #YY

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

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

if __name__ == "__main__":
    register()

You have defined a RNA property, it will be available on any instance of this class( all scenes will have this property ) , to access this property use the following line  :

XX = context.scene.XX
# in the UI
row.prop(context.scene, 'XX')

you can also define an ID property which will be available only on this scene :

context.scene['XX'] = 10.0
print(context.scene['XX'])
#in UI
row.prop(context.scene, '["XX"]')

To learn more about this Topic refer to this DOC page : RNA properties versus ID properties


How to change the camera used for render? I have 2 cameras in my scene, and want to use one for rendering an animation. Despite defining it as the active camera and playing with the "lock" camera to view button, my render is still made from the first camera, with different render settings than the ones I have set?

Any thoughts one where the problem might come from?

Here is the .blend file if anyone is willing to give it a look : http://www.pasteall.org/blend/26579

This is because you have an image strip in the Video Sequence Editor, so pressing F12 renders from the strip rather than from the scene.

Remove the image strip or disable Sequencer in Properties > Render settings > Post Processing to render from the scene.


What kind of file formats can Blender handle? I've search around to find a list of what kind of file formats  can Blender handle but didn't find any. Does someone  have any kind of list?

More precisely, I've created a voxel model in MagicaVoxel and I want to animate it in Blender, it's a .vox file,  can Blender import those?

search on bing 12.300 results

search on google 36.400 results

search on youtube 1.680 results

open your vox file in magicaVoxel.
export it to obj file.
open blender.
import the obj file.

Related
Blender manual: importing & exporting


Bend rectangle along its long axis I am trying to create a 3D model of a Penrose triangle

different angle of a 3D Penrose triangle

I am currently following the obvious path which is 3 rectangles with lowered edges at the ends to make them fit with the rest. But as you can see in the second image, the rectangles are rotated/bent on their long axis. How can that be achieved on Blender?

The key point to an optical illusion is that it is an "optical illusion" and you usually can't model them accurately. You should create a model that looks right from the camera, but may not look right as you rotate around the model.

For the triangle you are doing look at this

A tip that can help is to use the Blender Internal for rendering. Under the Options panel of the material there is an Invert Z Depth setting. I haven't tried doing the same in cycles.

This scene -

renders as this -

I believe this was created by Ton back in blender 1.70, you get a copy of the file here


Cannot find a certain node in a newer version of Blender I am following a snow tutorial (from 2011), and I am having some difficulties with the node editor in Blender v2.68. In the tutorial, an attribute, "paintmap", is added and mixed with the main view to make visible the snowflake drop effect on the ground. The problem is that, in the newer Blender version, I can't find any similar node:

The nodes you want are there. Make sure that your render engine is set to Cycles and you are using Shader nodes.


Why is the camera drifting when following a path and tracking an object? Is it possible to put a camera on a path and maintain it at a 1:1 ratio? what I mean by this, is if you look at the image below, it sort of drifts when rotating around..

I have it tracking an empty in the middle of the bed frame.

An example of the drift I'm on about: compare the camera location in the view port on frame 1 compared to frame 70, u see how the camera kind of moves away from the nurbs?

Thanks

You have two cameras on the scene.

You have a marker in the timelilne that controls switching the active camera to camera.001 as the active one at a certain frame.

On the second camera you have a different kind of animated motion.

You can delete the marker or disable the 2nd camera for rendering. You disabled the visibility of it but not the renderability (the camera icon)


How do I know the number of polygons after adding a subdivision surface modifier without applying it? How do I know the number of the polygons after adding a subdivision surface modifier without applying it? I have the number of poly after applying.

This info, blatantly taken from the old manual page, gives you a clear idea on what to expect when subsurfing.

EDIT:
Unfortunately the link to the old manual is gone
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Generate/Subsurf
it was worth reading the whole page specially the Performance considerations.
From the new manual:

Performance Considerations
Higher levels of subdivisions mean more vertices, and more vertices means more memory will be used (both video memory for display, and system RAM for rendering). Blender could potentially crash or hang if you do not have enough memory.
When using high levels of subdivision with a graphics card that has a low total amount of Vram, some parts of the geometry will disappear visually. Your mesh will actually be OK, because the render is generated using your Object Data, (even though it cannot be shown by your graphics card).


Is it Possible to create a Online blender-made game without python? The reason I asked is That I do not really know python, So Do I have to use python? Or am I more likely to Try to create it without python?

Yes, it is almost possible. You can build the entire game using only logical blocks, but to leave the game online you will have to use a python model file to get internet connections in your game. That is another matter. Just search on youtube on this.


Weird character duplication while move Hi it's me again with another problem. Basically during the mone of character arms they are duplicating. Maybe i have double layers or something but i don't know how to fix it in this stage.

.blend file:  http://www.mediafire.com/file/p1y2amz7o14shzx/IGI.blend/file

Thanks for answer.

After fiddling with it for a little, I figured out your problem.

Your model is duplicated on itself. Test it by moving the model out of the armature and moving the bones around. Alternatively: remove some faces and you'll find faces below them.
You incorrectly assigned your vertex groups by grouping both sides of the mesh that results in the "mirrored movement" effect you're experiencing.
My suggestion to you in the future: better naming conventions to reduce personal confusion (I saw a lot of stuff like [Item_Name].### which can be burdensome to read/tell apart).


lock background reference image (Blender 2.8) I am working in the Jeep Wrangler tutorial (new to blender) .

It is extremely difficult to have a dynamic workflow without pressing my reference images while I try to press a mesh. Is it possible to LOCK the reference images ?

Thanks so much

Make the Empty not selectable
In the outliner, uncheck the "arrow" icon next to the name of your empty.
Lock the transformations
In the Properties sidebar (N), check the "lock" icons next to the Location/Rotation/Scale properties.


soften shadows projected by HDRi How can I make make shadows blur as they get further from the object casting them?

I have set up a relatively simple scene witch includes two pots on a clay ground texture, and I am lighting it using an HDRI image. Here is my render result right now:

How could I go about making the shadow of the pots gradually blur more the farther it is from the pots?

This is the HDRI i am using to light the scene.

Thanks in advance!

A small light source will create sharp shadows. In the HDRi image you are using, the direct sun will create a very defined shadow.

A different HDR, this time of a cloudy day, will create a much larger light source, and less defined shadows.

As an alternative you can add objects that will reflect some of the light into the shadowed areas:

Or maybe you don't need to use the HDR and just use a large source that will give you a soft shadow.

Or a radical approach is to blur the HDR image used as environment texture, making the light source less defined:

Note that you might need to change the strength used for the environment texture

(for info on how this works please watch Bartel Skorupa's video Manipulate texture coordinates like a boss)


UV Textures being distorted on rendering I have a model of the TARDIS from the TV series 'Doctor Who' and I'm trying to apply a UV texture to one of the panels. In the 3D view it looks like I want it to. (if you ignore the pink textures)

The correct mapping in viewport

But, when I render it, the UV texture becomes distorted like this:

This part is important: I got this model from the internet and I don't know how the textures were applied to the model (I know it isn't UV mapping) and UV mapping is the only texturing method I know in Blender. There was originally a texture on that panel but I wanted to swap it for a better one (the one I am applying now)

Your problem appears to be the UV coordinates you have assigned.

Select your "Panel" material. Click the textures tab. Scroll down to "Mapping". Set coordinates from "Generated" to "UV".

This will solve the issue.

To clarify the problem:

When you generate UV coordinates, you also have to go into the Texture's settings, and say you want to use those UV coordinates to map it, not the default generated coordinates.


Blender subdividing faces and creating edges where shouldn't be any In the original model there isn't any edges there, but there are some edges on render. What's happening here?

File: https://drive.google.com/open?id=12XK0MyDaqC5m2AIlM5j8peqCT92OaATJ

The face where you are seeing that extra fold is twisted, its top edge is rotated from its bottom edge. So it isn't possible to render it with flat shading, and Blender thus calculated a bend there.

To avoid this, turn on smooth shading on the object - in object mode, press T while in the 3d viewer to open the toolbar, then go to the Shading section under Tools > Transform, and click the Smooth Button.

Then add an Edge Split modifier to the object.

The extra edge is now gone.


How to control how transparent a Diffuse BSDF is when using EEVEE's Blend Mode? Sorry for the vague title. I'm not sure if I'm asking the right question.

This cube has two materials slots, the faces facing the camera are completely red, and the back faces are completely blue.

When "Blend Mode" is Opaque on both materials, it looks red, just like expected:

(To simplify the problem, I removed the lights from the scene so it's only lightened up by the ambient.)

When the red material's "Blend Mode" is set to Alpha Blend, nothing really changes:

But when both materials' "Blend Mode" is set to Alpha Blend, the red faces become invisible!

So my question is, why doesn't it blend into some kind of purple? And how to control the transparency of these Diffuse shaders so they can blend together, like 10% red 90% blue?

You can keep the alpha blend setting on the red material. You just need to add a mix shader and a transparent shader set to pure white :

The factor of the mix shader drives how much the red blends with the blue.


Is it possible to render a movie on a single computer in blender? Is it possible to render a fairly graphical movie on a decent gaming-computer, with a GTX graphics-card, 4 2 GHz core CPU and 8 GB of RAM, or do you need to have a gigantic rendering-farm like Disney?

I've always wondered why Disney use rendering-farms when there are mainstream programs that seem to be able to do the trick on just one pc. Also is it possible to use some simple level of raytracing, for light reflections, and simple hair-physics?

It is possible to render a movie on a single computer. It depends on what movie it is. If you choose a style that renders extremely fast, it is possible. Nothing like the ones Disney make though. Not even remotely close.

Let's say you are rendering a movie that is 1 hour and 30 minutes. Let's say 1 frame of that movie renders extremely fast - 2 minutes. You are rendering 90 minutes of video, that is 5400 seconds and you probably need 30 frames for each second so that's 162000 frames. Each takes 2 minutes, so that comes to 324000 minutes that is 5400 hours and that is 225 days. So if you run your computer for 225 days, you will render your movie.

Now try having a simple scene that is inside some room and needs light that comes from a window(so it needs light that bounces around) and render it in 4k resolution in 2 minutes... That is a very hard thing to do. Chances are you will need a few hours at least for a single frame of any of the Disney movies on a single PC. That's why it is impossible to render on a single PC.


can I get rid of the color glow I have this orange glow in my render and I want to get rid. of that and just keep the orange bals without the glow how can I do this? (you can see the glow in the middle of the picture)

Go in the Properties panel > Object > Visibility, disable Diffuse.


Finger bones not moving in line with hand? I've been rigging away at a model of mine and can't seem to get the hand and fingers to line up out of all the bones so far.
I've tinkered with the weights on the hand and fingers but can never get them to line up.
Here's the paint of the hand for reference, and the fingers not painted are of course painted in their own individual groups.

Main issue is I try to move the hand and and the finger's mesh is always lingering behind/ahead.

And when rotating...

Why is exactly might this be happening? I never had other bones fail me so far, and I've place nearly 300 of them!
What I hope is to have healthy-working bones like the ones here:

Any ideas on how to fix this? To clarify, I don't want to have to redo the entire mesh.
That simply won't do, but I'm willing to redo the entire hand and use automatic weights at least there if it means not deleting the whole rig entirely.
Thanks for hearing me out!

To me it looks like your fingzrs are influenced by several bones more than they should be.
Each vertex has an influence vale between zero and one. Bones influencing the same vertex can share the incluence valur, i.e. 0,3 for one and 0,7 for another. The total is always 1.
If a veetex is influenced by several bones and the addotion of the influences is >1, there will be issues.
Go in weight paint mode and make sure nothings wrongly influenced by a bone that shouldn't. Also, you can use the weight normalization tools to help you keep influences ≤1.


Shrinkwrap ngons face I have a ngon face (upper face of a sole):

I would like to deform this face according to another mesh:

So I thought to use a shrinkwrap (With project z>0). But as my face has only vertices "around" the sole, I cannot deform my face.

So my idea was to use ALT + P to subdivide the face. But this solution only create a vertice, central point for all faces:

So, when applying the shrinkwrap, only the outside vertices and this new vertice are moved.

Do you have an idea to make an ngons face working with shrinkwrap?

Thanks,

Maxime

As you have learned, ngons do not subdivide or deform well, and that is the very reason they should be avoided...

Also, the quality of the deformation is directly related to the amount of subdivisions of your mesh so you need a lot more vertices and faces.

A possible solution is to create a surface made out of quads.

Delete all the faces and subdivide (W) that long edge on the left side:

Make sure that you end up with an even number of vertices for the whole object

Select all of the vertices ( A)

Press the space bar and type Grid fill (note that if you have an odd number of vertices the grid fill operation will fail)

Then play with the values for Span

to get a nice distribution for the newly created quad faces.

The mesh will deform much better now.


Prevent Steering Actuator from over-shooting? BGE It's a pretty simple question. How can I prevent the Steering Actuator from over-shooting the seeking target? The object must go extremely fast, therefore it over-shoots.

Any ideas?

You can increase the number of frames per second your game calculates. The steering actuator works by calculating the needed rotation to reach the target for each logic tic. The faster an object is moving, the more moment per tic it has along its axis. Each tic, it moves the object along an axis and calculates the rotation needed to reach the target. When the moment is fast, it adds a lot of distance and calculates the new rotation. If that distance is long enough to move your object off it's target path, it will look like it is overshooting.

By increasing the frames per second that the game runs at, you will increase the logic tics per second. This helps because it calculates a new rotation faster, keeping it on the target path better.

For example, you could set it to 120 instead of 60. Your object should now recalculate it's rotation and trajectory along the path twice as fast. However - this will also drag down performance. The faster you set the FPS, the more work your computer needs to do. If you have a lot of logic, forcing it to run twice as fast should create a noticeable drain on performance.


Custom hotkey for selecting edit field I saw a video with a useful tip, but can't find it again. The author defined a custom key to focus on the three transform vertex coordinates; x, y, and z. This is different from creating hotkeys to perform a function such as "subdivide" (RMB, select "create shortcut") as that doesn't work for me. The fields turned green and when pressed, the edit field was focused and the value was selected so he could instantly overwrite the value.

I'm not sure that they actually setup a shortcut to edit the values. A background colour of green indicates that the values are keyframed but not on the current frame, while a yellow background indicates a keyframe exists on the current frame.

See below, the location is keyframed on the current frame while rotation has a keyframe on another frame.

When the mouse is over the values pressing I will insert a keyframe for the values at the current frame. You can also right click and choose Insert Keyframes, you also have options to Delete (only current frame) or Clear (all frames)  Keyframes.

Clicking in the centre of a number field will enter edit mode allowing you to type in the value to use.


Is it possible to select only the faces that form the first "level"? I would like to do a mesh cleanup on this object - the blend file is attached down below now.
How can I make sure that there are no other faces under the floor? Exactly meant are the faces under the floor (see attached picture 1) that form squares or the faces that are in the building as in the case of picture 2?
Is it possible to select only the faces that form the first "level" - also those of the tree and building etc.? In other words, the faces that are essential for the highest level of detail in an UV map, without leaving any faces that would only make the UV map unnecessarily large.
I hope one understands what I mean. Otherwise please just ask for more information :)

Select few unwanted faces (one in each X, Y direction)
Search for Select Similar > Normal
Separate P by Selection and hide newly generated object
For faces oriented Z use type Co-Plannar because type Normal takes into acount too many top faces

Tips:

you can delete them directly, but it is better to check if in this separation isnt a face you want to join back
use Face Orientation overlay to see better unwanted faces

This technique is not a perfect, but does some job.

I don't know what is the purpose of this model, but if you don't care about UV Map and some loose of "accuracy", some cleaning can be done also witm Merge by Distance like 0.2 (in Vertices select mode) and search for Fill Holes operator to close some gaps. In this case you don't have to boder with separation of unwanted faces. They will be removed anyway.


render animation with eevee, volumetric disappear some frames i have a bug with eevee when i rendering, my volumetric ambiance disappear sometimes without any reason.
I noticed it once a sequence was rendered, some frame, totally random, i haven't my volumetric.
Look for exemple frame 187 its ok, 188 bug, i retry instant to render 188, and it's ok.

I think it may be the fact that my object with volumetric shader have a animation, it grows until the camera is immersed in it, and finds the volume. But when this object become static, after on my animation, i have a same problem.
I can't make this volumetric on world, i have already it for ambiance of full scene. My animation it's like putting your head in water.
If somebody have tricks to avoid this, I can save time rather than render bugged frames one by one.
Thx community !

I resolve my prob with this configuration of world shaders :

But use volumectric on object is not fixed with Eevee, i have no idea how fix this bug


How can I prevent blender from doing ridiculously large calculations? Occasionally I end up using a metaball. If I scale the main metaball, it changes the resolution. The smaller it gets, the high resolution it becomes. If you press S to make it bigger and you accidentally go in the wrong direction to make it smaller, it takes about an hour to bake the increased resolution.

Another case is when I use the Remesh modifier. I slowly increase the octaves and then accidentally push it up to 10 or 11. Then blender freezes, and crashes.

Is there a way to prevent blender from doing long computer freezing calculations unless I permit it to?

Not in the way you are thinking

This is one of those "Computer Science Traps" that sound easy on paper but are actually impossible for computers to solve.  The specific problem at work is the "Halting Problem".  The gist of the issue:

  the Halting problem is the problem of determining, from a description of an arbitrary computer program and an input, whether the program will finish running or continue to run forever....Alan Turing proved in 1936 that a general algorithm to solve the halting problem for all possible program-input pairs cannot exist.

There are ways to cheat, however.  Firefox, as mentioned above, cheats by putting time-limits ("timeouts") on operations.  Blender does not have this luxury, because, as you said:

  it takes about an hour to bake the increased resolution.

Which, as annoying as it sounds, is still legitimate.

The ways around this to make sure you can see the render/bake output, and check in occasionally.  If you suspect that your machine has bitten off more than you can chew, you can usually escape the process by mashing esc


Need help with creased edges connected to uncreased with subsurf modifier I am fairly new to blender and have a few questions about creases and subsurf.

On this helmet, I am trying to give the visor area a hard edge, but doing so with the subsurf modifier makes the visor bulge out because the rest of the mesh moves inward as it is subdivided.

Here it is with subsurf on:

Here it is with subsurf off:

Front:

This is for animation and gaming, so I am trying to avoid being too high poly (subsurf is turned up to clarify my problem)

Heres the blend file: http://pasteall.org/blend/42941

Well... bulging out to not bulging out :


Render image as Blenders viewport Is it possible to have a model rendered as it's seen in the 3D view in Blender?

That means, no shadows, sharp edges and everything illuminated just like the image below?

The OpenGL render should give you what you need. Find it either in the Info editor > Render > OpenGL Render image or in the 3D viewport header.  Read more about using it - OpenGL render.