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Creating realistic procedural material
G'day, guys!
I really need your help here! I wanted to create the material similar to the Lotus image. But how to do it and where to start - I have now idea (I'm pretty weak in materials, just know the basics).
Thank you very much for your time and help!
Serge

What have you already tried and what results have you got? What particular part of this are you stuck with? Try Googling something like "blender marble material tutorial" and see what you can find.

G'day, Rich! I looked online for marble and found similar material called "jade". So, I experimented with it and added decals. It looks a bit odd, but more acceptable than before. :) Thanx for your hint, mate!

Before even jumping into the node editor, identify the different components you will need for your shader. The first thing to notice is that the surface is completely diffuse. There are no subsurface or glossy components visible. The color consists of a bright yellow and a darker reddish/orangy color. The parts that are facing upwards are paler, weathered by rain and sun. You can get this gradient by using the Dot output of a Normal node. Adjust the contrast of the output with a ColorRamp and use it to mix between the base color and the secondary color.

The dirt that settles in the crevices can be achieved using the Pointiness output with very high contrast. Use this to multiply the color with black to darken the crevices.

In order to randomize the color in hue, value and saturation, you will need a Noise Texture. In this case, I split it up into R, G, and B to work with different patterns without using multiple noise textures. The combined RGB of the noise is also fed into a Bump node to give the surface more roughness.

This would be the base for your shader, the work isn't done here! Now you can start to bring in realism by combining many different noise patterns, by varying the bump and by introducing more inaccuracies in color and roughness using the same simple steps as shown above.

OMG! Yann... I have no words..really... How is it possible to learn those bloody nodes in the way to get desirable results??? I've been using Blender for few years already, and still can not understand most of this node setup....
Could you tell me the proper procedure, how to learn the topic?

Here is a procedural node setup that should get you started (in Cycles).
Using the Principled BSDF:

Make sure you put Subsurface to 1
in the Subsurface Radius, change them all to .05 (in the pic I accidentally put .5, but .05 is correct)
Using the mixRGB nodes choose the colors you want, then use a noise/voronoi texture to have it mix the colors, I use a color ramp in between to better control the fall off.
I added some slight bump with the normal map
I used a noise/color ramp and plugged it into the roughness map so it wasn't so glossy everywhere.

ooh, man! You are another Master of the Node Setup! :) Thanx a lot! Now I have something to study at least this weekend! How did you learn all of this stuff???

I have been using Blender for a couple of years, I just studied other users set ups like this https://www.artstation.com/artwork/KdDxx I learn a lot that way. I can create most materials but when I see some node set ups from @richsedman and others I am baffled how they did that. The math equation setups confuse me the most.

Oh, man! Thanx for the link! I was studying that and my head almost exploded! :) This materials node editor is the most difficult stuff for me to understand! :D


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Particle Systems & Weight Painting?
G'day, guys!
Few days ago I stumbled upon one issue that I still can resolve! And I have no any idea how to complete it. I can create feathers as Particle System and use Weight painting to specify certain areas for them to grow on model. But I can't figure out how to make that smooth transition from one color to another!
I use Blender 2.79 only and I pasted here just a random photo from online just to ask this question!

So, my question is:
1. How to make feathers with smooth colour transition in Blender? Do we have any possibility to paint over Particle System and particles that are already grow on the model?
Thanx for your time! I really need your help here! Respect to all! :)

source: Stack Exchange

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

sort: votes


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Restrict hdri from casting shadows
Is there any way to stop the hdri from casting shadows ? I only want the reflection/light.

Basically do the opposite of this

Im sorry what do you mean by "Opposite" can you clarify ?

Is there any way to do this without using render layers or compositing ?

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


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Problem welding vertices/edges

As you can see in the gif, my problem is that that one of the vertices is loose while the other is connected, the loose vertex is located on the edge. My question is, how can i weld the vertex of the loose mesh to the edge ?
The blendfile:

Try TinyCAD add on for this task.

If i understood the question vertex is not join.
Select the edge and subdivide once to get a single vertex
Select the verts and press G twice so that it slide on the edge.
Activate snap transform (shift+tab) and snap both the verts and remove doubles.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/3.0/


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Material list pop-up menu
Can a pop-up menu be made for this list ? I know how to make popup menus but I cant seem to find a operator that can be directly applied in the pop-up.

you can add anything to your pop-up
you should check this thread
here a little example:
import bpy

def draw(self, context):

    ob = context.object
    rows=4

    layout = self.layout
    row = layout.row(align=True)

    row.operator("object.material_slot_add", icon='ZOOMIN', text="Add slot")

    row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)

bpy.context.window_manager.popup_menu(draw, title="Material", icon='INFO')


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Motion Graphics
I want to approach this type of minimalistic motion graphics, where do I start for this specific style?

https://thumbs.gfycat.com/HeavySociableGrub-size_restricted.gif

There is a great tutorial series on motion graphics at Blender Cloud.

The animation nodes addon is good at that sort of thing. You can find several examples on youtube.

The best choice will be to play with Animation Nodes and use to different objects with geometry of circle and ico-sphere for the shapes and a small sphere for the balls.
And then using the proper nodes change the position of the instanced spheres to the between the vertices of ico-sphere and circle.
Here, I mean you should have same number of vertices on both the circle and ico-sphere. And then use a mix-vectors node to change from circle positions to ico-sphere positions and back.
Here's some documentation: http://animation-nodes-manual.readthedocs.io/en/latest/user_guide/nodes/vector/mix_vectors.html
Here is something I created,

And now the node structure looks like this,

And only thing to keep in mind is that you must have same number of vertices or it might look weird and might not work either.
Also remember to turn on motion blur which I seem to have forgotten.

Render with Cycles at a low sample amount and use an emissive material. Then turn on Motion Blur in the project Scene properties.

all_licenses: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


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Straighten non planar vertices into a circle

As you can see the vertices are non planar as they are unevenly distributed in the z axis. Is there anyway to make it into a circle like the edgeloop at the bottom of the mesh?
Blendfile:-

Scale zero in Z axis? Or perhaps it is better to just remodel the whole thing with proper topology Seems easy to accomplish in this case

Wouldn't that distort the faces above ?

Probably, but would it be visibly noticeable? Hence the second comment.


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Problem when unwrapping
I've got a pretty simple object I'm trying to unwrap, hardly more than a sphere with some shapes cut out, yet the UV map I'm getting is, well, I'm frankly not even sure what to call that.

I've tried everything I could think of - applied scale, double, triple and quadruple checked both my normals and my seams, removed doubles and deleted loose elements - none of that has helped so far. Changing the method to conformal does nothing as well.
I've also got another similar element in the same scene and that one unwrapped exactly how I wanted it to.

Does anybody have any idea what's going on here? Any help would be greatly appreciated!

You could use Follow Active Quad like in here for example: https://blender.stackexchange.com/questions/81172/best-way-to-unwrap-half-a-sphere-or-a-helmet/81180#81180 but well... You don't have all quads topology.


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Nothing happens when baking fluid simulation
Blender File: https://www.dropbox.com/sh/f5t132aukwqmg0l/AADiffjRgnVy7CMPK-VkSs7Va?dl=0
I'm attempting something similar to this (https://youtu.be/Gk0uhBcLknQ?t=6m24s) (link should start at what I'm attempting to create).
What I'm trying to do so far is do a simple bake so I can experiment with how the water will flow and set obstacle setting afterwards. However, baking does absolutely nothing.
I've looked around many sites and I can't seem to find an answer. I've tried deleting the cache files and going with advice that has been given to others with similar issues, but nothing appears to work.

Apply the scale to domain and inflow object. ⎈ CtrlA
Why is there an inverted sphere in the inflow? Remove it, it is going to give us some wrong direction otherwise.
And finally, your domain is very large compared to the preview resolution of 45. The inflow is so small that the emitted fluid is not visible.
Voxels (volume elements) are the smallest unit in the volumetric fluid simulation. Since the emitted fluid is smaller than a voxel, no geometry is created.
To solve this:

Scale up the inflow.
Scale down the domain.
Apply scale.
Increase the resolution.
Immediately switch to final resolution under viewport display. This is going to show us the final resoluted geometry.

Here are some more efficient scale at a final resolution of 200. Note how to domain will barely contain all of the fluid.


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Blender crashes when selecting object and I can't leave object mode
Alright, so I have no clue what's going on here... The project was perfectly fine, I saved, closed Blender, reopened the project in Blender, and now I'm having all these problems with it. The file is important to my problem because I'm not having this problem with any other objects I make, in either the same file or a different one.
So here's a link to the file:
.
And here's a screenshot:

So the first problem is, if I right click on the anvil to select it (or left click in my case, because I switched the left and right click assignments), Blender crashes. I've tried running Blender from the command line and when it closes out after trying to select the anvil it says: error: EXCEPTION_ACCESS_VIOLATION.
The second weird thing is that I can't leave Object Mode. If I make another object and select it I can enter Edit Mode just fine, which is normal, but if I press a when looking at the anvil in Object Mode, it gets this orange outline around it, instead of the usual yellow, and I still can't leave Object Mode, and Blender is acting as if the object isn't selected because I can't edit it in the right hand pane by clicking on the Object section because it isn't there and if I click on the menu on the bottom to try to leave Object Mode, it doesn't give me any other choices and pressing tab does nothing. If I press n I get shown grease pencil stuff rather than the usual object properties when something is selected.
Hopefully someone knows what's going on here.
Some other info:

There's a half made anvil on the last layer that I can select/edit just fine
The main (finished) anvil has a subsurf modifier on it with a very high tri/quad count
The main anvil has a mirror modifier on it
I know the screenshot shows I have two layers selected, I've deselected the second layer and it does nothing
I'm on Windows 7 with an Intel CPU and no GPU :(

If there's anything else I can add to help anyone figure out what's going on, please let me know.

"Intel CPU and no GPU" I doubt that, you probably have an integrated Intel car which are known to cause problems and have poor performance, and is also possibly responsible for crashes. Try updating your graphics drivers

I just said no GPU because I'm not using a GPU for rendering because I don't have a separate GPU since I'm working on a super cheap laptop atm. :/

Reduce the number of subdivisions in your anvil subsurf modifier.
It has 6 subdivision iterations giving it an impossibly high poly count.
Not only is that unnecessary, it will give poor performance, consume large amount of RAM, and as you experienced already, possibly cause crashes on lower end machines.

I know it's waaaay too many haha, I was just messing around with Blender because I'm new to it. But I'll try to see what I can do. Me being unable to select the object is making lowering the subdivisions a problem. Anyways I've updated my drivers. I'll see if anything has changed. Thanks!

@cegaton Just kidding. I live for high poly anvils. They're my life, bro.

EXCEPTION_ACCESS_VIOLATION:
Is most probably caused by your memory. As Duarte said: 6 sub-divs is a lot.
Orange Outline:
means the object is selected, but not the active object (yellow outline). I get this, too, when opening your .blend and pressing 'a'. What fixed it for me is deselecting the empty layer and just clicking on the anvil.
'n' for Grease Pencil:
I was able to replicate the problem:
Again, you're not seeing the transform section because you have no ACTIVE object (yellow outline).


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Black areas in final render
New to Blender, new to 3D modelling with SfM. I have a 3D model of a wreck area generated from stills with Agisoft, and then imported into Blender. Upon rendering I get black areas, see screen dump. In the viewport everything looks good.
Is this a problem with the imported 3D-model, or something I have missed when rendering?
Follow-up question; Is it fixable in Blender?
I'm on Windows, Blender 2.75a.
Regards,
Pär

Does this help? http://blender.stackexchange.com/questions/5441/cause-of-black-artifacts-in-render

I tried the Remove Doubles operator, no change. It said up in the top of Blender zero faces removed.

Are you able to provide the file (or a cut down version of the file) for us to look at? Here is a good place to upload it if you are: http://blend-exchange.giantcowfilms.com/

I tried the min/max clipping at several different values, it didn't help, even if it sure looks like the Z-Fighting.  Here is a cutout of the blenderfile:   (Which also shows my next question, what am I doing wrong in the cutout? As you can see there are lots of datapoints left.)

Any further comments? @RayMairlot

@PärE I was not able to see the black areas when I rendered the model so it's hard to say what the problem could be I'm afraid.

OK, so if it renders OK on your side it looks like I'm doing something wrong on my side. Could you maybe take a screen shot of your settings? Or if you tell me which settings are relevant I'll make a screen shot of my settings and post. @RayMairlot


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RADIAL Colorramp gradient texture
Ok so I got as far as getting the colors I want, and making them gradient. Now my question is how do I get the colors to wrap around a circle mesh like the rings around a planet? Im guessing it has something to do with mapping?

In Cycles
A rings texture can be generated using color ramps and object coordinates.

This texture was generated using this node setup.

The key idea is to use one coordinate axis and a color ramp to cycle through the different bands.

For rings about the planet, you can convert the object x-y coordinate into a radius using sqrt(x^2+y^2) and a color ramp.
The geometry is a sphere and filled in circle for the rings.

The node setup for the texture converts the x-y coordinates into a radius, then uses the radius to lookup the color. Also, alpha can be set in the color ramp to make the rings transparent in spots and near the planet.

Adding a transparent color to the color ramp, puts gaps in the rings.


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Connecting faces
I've made this random building in which I'd like to have the corners stick out like support "pillars". As I extruded on the x and y axis, I'm now in doubt about how to connect these into a a single support pillar (onnect in the middle to create a square)
This is what it looks like:

But this is what I want (All the way down the pillar ofc):

Could anyone lend me a hand to a nice solution? :)

Should the exhisting geometry remain inside of newly created pillar ? Or is it acceptable to delete exhisting faces (which will become manifold otherwise) while creating new geometry ? In first case you can extrude and grab with snapping, in second probably using Bridge Edge Loops may help, again with snapping after finishing for precision.

@MrZak I'm not sure what you mean? I made it working by deleting the inner faces (where the new part of the pillar needs to be connected), combine the to outer vertices (to create a triangle), the subdivide the edge that it makes, and look and the x-y position of the other vertices to make them match correctly. Then combine all 4 vertices to create a face. Hard to explain :) If you have a quick way to do this, please explain :)

Here's how I'd do this:
First delete the faces of one wall your original structure.

Then select the faces of the opposite wall and extrude them till the outer edge reconstructs the shape you want.

If you find it difficult to align the verts precisely, you can snap the 3D cursor to a vertex on the outer edge by selecting this vertex and Shift + S --> Cursor to Selected.
Then select the extruded faces and align them with that vertex by changing the pivot point to 3D cursor ., then scaling to 0 on the relevant axis (X in the example shown here): S --> X --> 0.

Now you need to delete the useless faces in between, so select and delete them or they will be non-manifold in the final mesh:

And finally, select all your vertices and remove doubles W --> Remove Doubles, to merge all the duplicate vertices created by the extrusion.

I actually managed to find another way, but this seems to be the fastest and most simple solution. Appreciate your answer.

You could select stack of faces of one pillar and just extrude it with snapping turned on; this would allow to skip steps with scaling to 3D Cursor. You can use Ctrl+Alt+Shift+M to select and then delete non-manifold geometry (not in Face selection mode).


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Exporting from .obj to .fbx source code
I dont know if this is the right place to ask..
For a programming assignment in school I need to find in the source code where the export is made to an FBX file. Do you have any idea to where I should start to look? I've built everything with Cmake(it does not compile without 500 errors) and got a Blender project open in VS.

You can find the FBX importer and exporter code in the addons folder:
Blender_Installation_Folder\Your_Blender_Version\scripts\addons\io_scene_fbx
On my system it's here:
C:\Program Files\Blender Foundation\Blender\2.74\scripts\addons\io_scene_fbx
More about paths in blender in different operating systems
By the way, you don't need to compile from source to see this code's source, since this is a python script (you can just download and install an ordinary package for your operating system).

Thank you. I've managed to locate that the command for exporting is from an execute command in the init file inside that folder. Do you know how I can move up one step further? Specifically, I want to know where the parameter Context is coming from. What is calling init.execute(()

The ExportFBX class you see in the init file is a blender operator. Blender operators (that are the basis for most blender commands and functionality) have a certain structure, and when they are called, the exceute function is, well, executed. The context parameter to automatically transferred to the execute function, and includes various data about the environment from which the operators is called (scene, window, screen, and many other things).
More about operators from the official blender docs: http://www.blender.org/api/blender_python_api_2_75_release/bpy.types.Operator.html


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How to change the camera from Landscape to Portrait
I need a way to render a picture that is longer heighth-wise than width-wise.
Changing the scale of the camera does nothing. I've been told to look in the scene focus settings, and I didn't see anything.
Is there a way to change the shape of the rendered image?

Probably the easiest way to do this is to swap the values for the x and y resolution fields of the camera Dimensions-Resolution section. So, for instance, change it from 1920x1080 to 1080x1920.

For 2.8 the resolution settings are in Properties > Output > Resolution

The other way I know of is to select the camera and, while viewing from it, rotating the camera 90 degrees. This, however, rotates the view too.

I would refer to those as the resolution of the "scene" since the top of the subsection is "Scene".  So instead of 1920x1080, make it 1080x1920.

But it says "Scene" for all tabs

You're half-right.  A great many of those tabs do say Scene at the top.  I was able to find some (the object tab for example) that did not.

Still, not a good way to identify them


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How to cut a plane
Is there a way to cut a slice through a plane, like through a piece of paper?
Specifically, I created a plane, gave it a thickness, and applied a cloth modifier to it. The cloth is supposed to be hair on a head (Its not supposed to look realistic) and I want there to be several, large hair strands, all connected at the top. Do I have to create them all individually, or can I cut the single cloth so it has several long tassels? Can you only cut if it cuts through the whole thing?
I tried the knife tool but it didn't seem to work. I might have done it wrong.

If I got what you ask, you could achieve this in this way.

Start using a cylinder, not a plane
delete the bottom face, and some "front" sides (see image below)
then go in edit mode
select a side edge, and
use ctrle and "edge ring" to select a "ring" of all side edges, which become selected
then use ctrle and "edge split" to suplicate every selected edge: this will make all dide "quad" faces belonging to all selected edges, independent from the others
then, you can "move" any side "quad" as you wished, but they will be still connected to the top round face.
then if you wish you can give depth and clothify your "cloth hair" setup

Aha, yes, that works!
Or at least the Edge Split does. I decided to use a different shape, and I have to split each edge, but at least it works!


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Audio doesn't time correctly
So I made a small animation, and then I added in a simple "pow" sound in the Video Sequence editor.
But when I started it, the sound played immediately. I rewound it even more, and the sound doesn't play until a couple frames before the file, and If I pause and play it over and over near where the audio is, it restarts and plays the sound over and over, until I get to the sound, and there it stops sounding at all.
I don't know what could be causing this.
The sound is not playing where it is supposed to play.

In the Timeline window -> playback, you must check "Audio Scrubbing" AND "AV-Sync". Does it resolves the problem ?

It made it a little better, but its still kinda off.


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Creating cloud of cubic particles
So, a big part of one of my storylines is that every time a character dies, they turn into a mass of 0's and 1's and fly away. I figure I can simulate the character disappearing with a glow around the part that is dissolving, but I don't know how to create a smokelike effect with this cloud of code. Is there a way to create many specific particles that flow?

Is this BI, cycles, or BGE or something else? i mean are you trying to animate for game? or just for animation?

No no, sorry. Its going to be part of an animation, and I'm going to use code for lots of things besides a death as well. This is just Blender Internal, though I probably wouldn't mind Cycles, I need to learn it.


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Low lying fog bounding object rendering as solid
I'm trying to make a low lying fog, and the box I used as a boundary on the smoke rendered as a solid object, blocking everything inside it.
How can I fix this?

Related - http://blender.stackexchange.com/a/24424/1245. Probably the smoke domain doesn't have volumetric material.

Or use the simple mist but with this trick: https://blender.stackexchange.com/questions/28648/how-to-make-a-z-depth-and-height-pass That would save a lot of render time, as it doesn't use volumetrics.


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Copy object, not being able to change the texture on one?
I have a Villager, rigged and everything, and when I copied him, the two were, exactly alike. Like expected.
But when I tried to change the texture on one, the texture on both changed.
I tried adding another texture to the object, but whatever I do, they stay the same. Its like they are the same object, just separated.
How can I change this?
I tried to make a "share the blend" file but it says it was too big.


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Resolution Settings when Rendering Animation
I finally found where the format menu is (yay) but when I rendered the animation it came out 360x240 size. It's going to be in a video displayed on large TV screen so that's not going to work. So now where do I adjust settings so it's 1280x720 when animation is rendered? I'm so so close and getting excited that I may end up being able to this for intro on my project. (Using the 20th Century Fox logo animation)

What settings specifically can't you find? If you don't know the name of them a picture from the video would help.

I actually have now found where the menu is. I did successfully render the animation. However, the size was too small. It came out 360x240 which is going to look horrible when input into project and shown on large TV screen. I will update my question above to include additional info I now need. I'm so excited to be this close to getting the animation! Appreciate the help.

Thanks everyone for the help and pointing me in the right direction. I have successfully completed the video file and it looks great. Yay!

In the render panel go to Dimensions. There is a dropdown menu with some preset dimensions to choose from. In your case HDTV 720p. You can also manually set your X & Y dimensions in the resolution boxes. As cegaton mentioned make sure the resolution is also set to 100%.


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Need Help Navigating Menus To Render File - Version 2.77 in Mac
I'm trying to create a custom 20th Century Fox animation. I have the pre-made template and I've changed text to what I want it to be. Last night I let it run in render mode to create the png files (per video I saw on how to render). Now I'm trying to render it as movie but I can not for the life of me figure out how to "select all" for the 600 frames for the project when I'm in "Video Editing" mode. I tried "Command A" (Mac version of select all) and it does not work. I'd really like not to have to click 600 times to select each file individually in order to add them in. Sample screens in tutorial video on Vimeo seem to be either on PC or a different version of Blender (I'm using 2.77 on Mac). Can someone PLEASE point me in right direction on where the output menu is to select what format movie file you want final movie file to be? I feel I'm so close to getting the animated file yet so far being these menus are so complicated and aren't in same place as the tutorial video I saw on Vimeo. Do I have to use the png files to render the animation or is there a way to do it directly? Also what's best format to use. I'm making a video project on site "Stupeflix" and will input it there. I'm completely exhausted trying to figure this out and I really want to finish this up to get into the birthday video I'm creating for my brother. Thanks all!

To select all the frames press A.

The way to select all is just A. Don't push command.

Tried a previously without command but it didn't work. Just now tried a again and it DID work this time. But now how do I choose which video format. I do not see where to do that in the menus while in "Video Editing”! And what would be best format for video slideshow at site Stupeflix? Hate to spend hrs upon hrs rendering the animation and have it be wrong format.

I'm not familiar with Stupeflix but I would take a look at this answer for a general setup. http://blender.stackexchange.com/a/24727/26720

I AM the original person who asked the question and the post that was removed was a response to the person who previously gave me more info. The site assigned me another temp user name when I returned. That's why the user name did not match. I have since created an account but have no idea how to merge this question with the responses with my account.
What I would like to know at this point is:  0
down vote
Thanks so much for link to the page. However, I've looked and looked and do not see how to even find "Properties Window" in Mac 2.77 version so I can change settings to continue. I'm usually pretty good with programs but this one is making me feel pretty stupid and/or blind! Can someone point me in right direction to find "Properties Window"?
If this isn't allowed to be posted then please by all means instruct me how it is I merge all of this into my account and not a temp user name? I really would like to find out how to finish this project for an upcoming 60th birthday party for my brother. I'm so close yet so far because I can't figure out where these buttons are even looking at video or word tutorials. Would appreciate any help. Thanks ! ! !

Read the tour. It should explain some stuff.

Sure I can help you out. First please do not add a comment as an "answer." (that is why your first "answer" was deleted.) Now about your two accounts. I understand that both http://blender.stackexchange.com/users/28067/user28067 and  http://blender.stackexchange.com/users/28086/user28086 are yours, but both of those are unregistered accounts. (Did you create another account?) To register your newest account please click on the "register" link at the top of the page. After one of your accounts are registered we can merge them.

I did create an account from scratch in between coming back and now when I try to log in, it seems to indicate the account doesn't exist? I believe I created account using first guest name. Same email format used for the guest posts just replace 0730 in email address with thew word blend in the email address to hopefully find the account I created. Thanks much for the help and patience with this. It's much appreciated!


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Rotate polygons around edge (animation nodes)
Polygon offset node (AN v2.1) has an advanced option of rotating around custom pivot point.
How can I tell polygons to rotate around an edge instead of poly's center? Does it require recombining mesh data, indices and so on?

The Extract Polygon Transforms node can be used to generate transformation matrices that can be used as the pivot of the Offset Polygons node. In which case, the first edge in the polygon is used.

Note that you should switch to local axis transformation in the advanced node settings of the Offset node.

Wow, so simple! I was mentally preparing for organising loops to iterate each poly...

@SergeL haha, it seems loops keep you awake at night :D


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Override samples and branched path tracing
Branched Path Tracing provides AA samples and multiplier samples for different rays: diffuse, glossy, etc. So Total sampling for each ray is defined as AA*multiplier.
But what is renderlayer's Override samples in this case? Does it override AA samples only or Total sample number?

The Render Layer 'Override' setting overrides the AA samples.
For example, setting the render layer override to 300 while having Diffuse branched path tracing samples set to 5 will result in 1500 Diffuse samples.
One interesting point to note is how the override interacts with the Square Samples setting as it overrides before the squaring takes place - so setting Override to, say, 300 with Square Samples enabled will be equivalent to setting to 90000 without squaring enabled.


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Apply rigid body physics to mesh with armature?
Is it possible to easily apply a rigid body to ( Parts of/ a complete ) mesh with a armature in a way so that it reacts to gravity?

yes, see http://blender.stackexchange.com/questions/41235/rig-that-reacts-to-gravity

Would it work the same for a rigid body? Seems it describes how to apply a cloth sim, to a armature not a rigid body.

The second answer is a solution using rigid bodies


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Translate track marker 2d position to empty in 3d space

How do you transform a track marker to a empty in 3d space?
I only need the 2d position relative to the camera's view.

For a 3D track you need at least 8 markers to do a camera solve... Watch the wonderful tutorial "Track, Match, Blend" from Sebastian König.

That's just the thing I don't want/need a camera solve. Just a empty in 3d space to be in the same position as the track marker when viewed from camera view...

Track, Match, Blend - 02 One Point Tracking... It's not possible to use a 3D empty with only 2D coordinates and a camera view.

Well I couldn't have misunderstood your comment more. Thanks.

For the one who didn't see the video in comments:
Reconstruction > link empty to track


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Colours relations in blender?
So I was just wondering what all the colours mean in blender.
For example:
Yellow is keyframe relation?

Green  is between  keyframes?

Also seen a purple coloured things, for the lack of a better word, can anyone point me to the wiki if possible and tell me the name of this phenomenon?


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Raycast operator template working?
I'm trying to understand how raycasting works in Blender, having looked at the operator_modal_view3d_raycast.py (Blender 2.78) template though, it doesn't seem to do anything?
It's likely that I'm missing something obvious, although from what I understand the modal event should execute the main function when I left-click anywhere in the 3D viewport and select the object if the ray hits but nothing happens.
Here's the template code: http://pasteall.org/206430
I'm on OSX 10.11.

Aha figure it out! I had to call the operator via the search menu.
So the process is:
1. run the script,
2. move mouse to viewport,
3. press space and search for raycast.
4. chose "View3D: RayCast View Operator"
5. click on your object


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In blender does the resolution you set determine the clarity of the video?
Such that the higher the resolution, the higher the clarity?

Are you talking about the resolution in the dimensions panel for the rendered image?

It can.  But there are a number of other factors involved.  When create the video, the encoding and settings have a factor as well.  If you set a low bitrate, the video quality will decrease.  Also, the encoding type, AVI vs. MPEG-1 vs. MPEG-4.
Also if you upsample the resolution from say 720x480 to 1440x960, the clarity will suffer.

Also, "sampling" applies here.Example 1000,  2000 samples etc.The more filter samples you use the more clear it would look but mind you. Lot of memory would be worked on and also duration would be long; However you can also use less sampling and use clamp direct and indirect in order to filter fire flies easily. To achieve realistic result might take less time


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Blender weird shading
I'm having this problem
If you notice que is this weird shading on the curve , how can I fix it? i dont really know what it is, I've already tried flipping the normals but nothing, what else can i try?
thanks!
P.S. the mesh was imported from unreal, because in unreal it shows this problem

did you try recalculating normals by going into edit mode, selecting the entire mesh, and then pressing ctrl + N?

yes! i also tried manyallu flipping one by one but nothing its still the same issue just the darkes area inverts

did you try removing doubles?

yes actually i did't before exporting it to unreal

also if i smooth shade it it looks like this

https://i.sstatic.net/jAbCA.png

This looks like iimported custom split normals wrongly shading the mesh, see https://blender.stackexchange.com/questions/35185/shading-in-object-mode-differ-from-sculpting-mode.

Fixed it, if you are importing from blender to unreal, and get the degenerate tangent base problem ujst uncheck this
the first two options
P.S. sorry, my unreal engine is in spanish

sorry for the extremely late selection, didnt notice this open thread i got overflowed with work, sorry man but yeah, this was exactly the same i did to fix my issue!


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When operators work on active objects and when on selected?
After spending some hours debugging Active object does not match selected after duplicate() I've got more generic question.
How do I know if operator works on active object or on selected?


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Copy object from hidden layer with Python
Is there a way to duplicate object located on inactive layer? bpy.ops.object.duplicate() doesn't do anything.
>>> D.objects
<bpy_collection[3], BlendDataObjects>

>>> C.object.layers[10] = True
>>> C.object.layers[0] = False
>>> C.object.select
True

>>> bpy.ops.object.duplicate()
{'FINISHED'}

>>> D.objects
<bpy_collection[3], BlendDataObjects>

Just use copy()  then link to the scene:
obj = bpy.data.objects['Cube'] #object you want to copy
dupe = obj.copy() # copy object
bpy.context.scene.objects.link(dupe) #links the copy yo the scene

Nice. Is it documented somewhere to ensure that it won't miss some links on copy?

Added the link to the answer. Objects are basically containers, and everything that is in one is put in the copy.

Do you know any good reading about these Blender containers? Why they should be linked to scene and what happens if they are not linked?

I was saying that Blender objects are like "containers". They hold data, like meshes, curves, etc. They have to be linked to a scene to be displayed. I don't know of any reading other than the manual and API.


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What's the recommended method of circumventing infinite recursion with the scene_update_post handler?
I am writing a Blender addon that stores extra information inside a mesh (as custom vertex data layers).
The information in these extra layers needs to be recalculated whenever the mesh changes. More specifically, this custom data is a function of the vertex position, so whenever a vertex's position changes, the data needs to be recalculated.
One way to recalculate the data when vertex positions change (the only one I know of) is by handling
bpy.app.handlers.scene_update_post. However, when I write the recalculated data to the mesh, bpy.app.handlers.scene_update_post is triggered again (as it should be)! This leads to an infinite recursion.
This behavior of bpy.app.handlers.scene_update_post is intentional. A similar thing happens with update callbacks for custom properties, as documented on developer.blender.org.

What is the recommended way of sidestepping this problem? In other words, how can I avoid infinite recursion when handling bpy.app.handlers.scene_update_post?

You can store everything in custom dictionary using vertex ids as keys which does not trigger scene update. Depends what you need to do with that data and how fast and when you need to access it. Generally I am strongly against anything python related that needs to be updated on every mesh update operation. This makes Blender extremely slow. Slower than it already is.

i would suggest a global bool variable : the function run and set it to False he next time it won't run and set to True and this will break the loop ( scene_update_post-->my_func-->scene_update_post)

@Chebhou - Thanks for the suggestion! Would you consider making it into an answer? I considered this earlier, but I see two possible complications. First, if my handler makes multiple edits to the scene, it causes multiple invocations of itself. This can be taken care of by carefully counting how many calls are made that update the scene (a headache, and you'd have to figure out exactly which calls update the scene, but possible). Second, you'd need a guarantee that multiple updates to the scene do not get lumped together by blender and only cause a single invocation of the handler. This [...]

[...] is something I can see Blender doing for performance purposes (for example, maybe scene_update_post gets called at most every 10ms, and if there are multiple changes to the scene in a single 10ms interval, all of them together cause only one invocation of the handler). Of course, I don't know whether this is the case, but I'd have to find it documented or thoroughly test every single version of Blender to make sure.

I ran into this problem myself a while ago - the way i solved it was basically using a semaphore-like approach, where the handler would set a boolean value to true when it is invoked, and set it to false before it returns. Before setting the boolean, it would first check if it was already set, and if so, return without executing. I doubt that race conditions are a thing in Blender's python API, but hey, it works.
handler_running = False

    def handler():
        if handler_running:
            return
        handler_running = True
        # Do something
        handler_running = False


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how to create a pine cone
Mathematically Ideal Non-Transitive 3D Printed Pine Cone(s) is the idea for the new year gift, problem: abysmal maths and python knowledge. There are a lot of 'that script can do (a lot of complex maths things) and by this you can do (a lot of another strange words)', but it doesn't look too helpful. Create it manually petal by petal isn't so efficient way i assume. Please, step-by-step instructions of the process (if it include math - please explain how it works) if possible, thanks.

Related - http://blender.stackexchange.com/questions/1393/objects-other-than-leaves-with-sapling-addon

May also want to check out one of my faves http://blender.stackexchange.com/questions/1371/organic-yet-accurate-modeling-with-the-golden-spiral

thanks for the golden spiral and Sapling addon tips, Leon Cheung's demo file is the one i really want to play with)

You can model a pine cone-like shape using icospheres and vertex bevelling.

Add an icosphere (Add > Mesh > Icosphere). In Edit Mode, select the topmost vertex, turn on Proportional Editing (O), and translate up (G > Z). Use the Mouse wheel to increase the size of the proportional editing influence area as needed, until you get an egg-like shape.

Select all vertices (A), then bevel the vertices into hexagonal faces using the shortcut CtrlShiftB. Try to scale the faces until they are as large as possible without overlapping each other.

Select all faces except the few on the bottom, then extrude the faces individually (Tools Shelf > Mesh Tools > Add > Extrude Individual).

With the extruded faces still selected, change the pivot to Individual Origins (through the menu at the bottom of the 3D viewport screen).

Scale the selected faces down in the Z axis to flatten them a bit (S > Z).

Change the pivot point back to Median Point.

Turn off proportional editing (O) and move the selected faces up a bit (S > Z).

Add a Subsurf modifier with at least 2 subdivision levels (Properties Window > Modifiers > Add Modifier > Subdivision Surface), and change the shading to smooth (Tools Shelf > Edit > Shading > Smooth).

If you want a slightly more twisted version, experiment with adding a Simple Deform Modifier in one of the steps along the way:

It's amazing, thanks! So there is a way to do it without sophisticated maths) adding an icosphere with right amount of faces can give us right fibonacci spirals at the base of the pine cone?

This structure probably does not provide an accurate representation of a pine cone with precise Fibonacci spirals arrangement. If you really want an accurate representation, you should probably start from one spiral, then duplicate it in a circular manner and connect the edges to form faces.

yes, it should be mathematically accurate, precise and flawless, not accurate representation of the pine cone) math is the basic subject here, i can create pine cone manually, but it will lack preciseness of ideal math, it should contain right amount of scales at the right angle, that's why i am trying to find as far 'anti-manual' way as possible. by the way, how can i put numbers on all of these scales in carved-out style?


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Is there a method to control and prevent deformations while you are creating a rig?
This question could be too wide but, Is there a method to control and prevent deformations while you are creating a rig? In other words after assigning each bone to one or more vertex groups, can i control the strenght and the relation between them (the bone and the vertex groups) with specific tools in blender?
P.S. except weight painting
I was rigging an human character and i have just ended the armature. I thought i have done a good job but when i started to animate the mesh here the deformations come.

I'll focus on 4 points where i can't control the mesh:

and this one (in particular there 2 points are the hell for me)

I can't control the deformations that happend while i'm trying to animate. Many people tell me to use weight painting but i think it isn't enought to resolve the problem. That's why i asked this question: there is a method to control deformations? I saw videos where they don't use automathic weight but empty groups

and assign vertex groups to the bone manually. I tried it but it's too complex for a rig like that or simply i'm too lazy. I can't find a real exit from this situation.
I add a picture of a deformation

Please explain why you want to do this.  What problem are you trying to solve? Motivation might help us to understand. [prevent deformations] of what? [assigning each bone to one or more vertex groups] means what? The bones and vertex groups are matched by name.  The issues of the question need to be made clearer.   Please include an image.

I edit the question. If you can help me it would be great!


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Removing Parent (Bone relative) but keeping animation
I made a reload animation for a game that I am making. So far the animation looks great. To make the gun stay in the hand, I made the gun a relative parent to the wrist bone.
Now that the animation is finished, I want to remove the parent from the gun, but keep the animation. I tried Using
-Animation
 -bake action
  -clear parent
but that did not keep that wrist animation.

I did not find a solution to my problem, but I did find a great alternative. Looking at another question I learned that constraints would be much better for parenting in an animation.
Link to other question here: Animate the parenting of an object
Hope this helps anyone else with a similar problem


text:
Modify (strech) one object by moving another object
Having 2 cube objects A and B.
I would like the cube B to be stretched if I move A away.
So the object A should be grabbed/linked/connect to some vertices in B.
In this way I do not need to reshape object B (in Edit mode) so it fits together with object A.
How do I do this?

You could use hooks: select B and then A, then go to edit mode (of A).
select the A face near to B and add a hook to selected object (CTRL-H).
Now, when you move B, A will be stretched, since you're thus moving the hooked face of A, through B.
Eg:

I couldn't get the hook to work in my first attempt. Clearly the process of selection is important. Just Select A and then in edit, Add Modifier Hook, and in the Modifier/Hook select Object B isn't working. You must select object B and then add (shift+right mouse button) object A, (tab) edit Mode.... /Thanks

correct, that's why I was showing the modifier pane aside, it helps to better handle more complicated setups without worrying about selection orders... :) and also there you can later fine tune hook settings properly. btw, B could also be anything else, and also an empty, if this can help


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How to use Bridge edge loop to create arch
I tried to use bridge edge loops to connect two faces into the arch, but it behave quite weirdly. Could you suggest how can I fix it?
Thanks,
Robert

Just increase the Number of Cuts parameter in the operator settings panel (F6), and adjust the Smoothness value to a desired outcome.

Can the same system also work in terms of '' lines '' and not edges?

Not sure I dunderstand what you mean by "lines"

From a point, a vertex, in 2D  e not in edges

No I don't think that's possible, there are no faces to take normals from, so no arch direction can be determined

It looks like if you use the W > Bridge Edge Loops, you need to tilt your faces a bit. If you use the W > LoopTools > Bridge (LoopTools addon), you don't need though.


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Can the new Eevee Renderer render Freestyle lines?
And can it render using the Toon BSDF? I've heard people claim it can use the same shaders as Cycles, and i'd like to know if that's true.

Freestyle is a completely separate stroke and fill rendering engine, it is in theory mostly independent from the underlying regular shaded engine. It could theoretically be used along with EEVVEE, but weather it actually will or not is unknown at this point even for developers I think. There may or may not be plans for a different OpenGL based solution, it is a guess at this point

Cool, so has anyone tried the Toon BSDF with it?


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What can I do to blend the transition between 2 materials in specific parts of a mesh in Cycles?
I need to blend or smooth the transition between theese materials on my charecter:
]1
I need to mix the 2 materials but only where the dark blue hits the light blue
I need it to smooth, blend or anything that does not make it look so bad hahaha

Try using a single material with both your material setups connected to a mix shader node, and then use:
a. a texture for your model, made with the texture painter after you've unwrapped your model
b. use the vertex colours, set the brush to black or white and paint where you want your materials to be.
and connect either of those to the factor of your mix shader


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Bezier Curve TILT exporting
I am currently in the process of creating a rollercoaster outside of Blender, but I am using Blender to build a path for my coaster.
I currently made my Bezier Curve along my imported Coaster. I added TILT value's to the bezier curve itself, now I have the following issue.
I am currently using .obj to export my bezier curve. This gives me about ~16000 positions which are really awesome and I am able to use them in my rollercoaster, however. I cant seem to find a way to export TILT. The only way I found was exporting TILT on the control points of the curve itself.
Would anyone be able to help me with this? would be awesome!

The tilt part of the bezier curve is not really a native property of bezier curves. .obj are know to be limited they usually store only basic data and it's possible that obj format is not able to strore this part of the information. I think that you should find another format to export it, but it will be difficult to suggest you something if you dont tell us where you want to the curve. You can alsotry to change the export parametter on the bottom left when exporting to see if some parametter could help you to export those curve, maybe with write normals and write nurbs.


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Where did "Free unused nodes" checkbox go?
Recently run into some memory lack while I was composing and remembered about this option. Unfortunately, it is not present in Blender since 2.77 release. Was it implemented by default in modern builds or gone away forever?

It was removed because, according to Sergey Sharybin:

It was basically doing nothing, for ages.

I presume he means that it wasn't having much of an effect as opposed to people not using it.

Thanks! Haha, didn't know about this, at least it was like placebo effect.


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Transfer data between nodetrees in Animation Nodes
I'd like to split one network into subprocess' and assign them to specific Nodetrees. General idea is to have Custom Execution Trigger on every subprocess to improve overall performance.
But how to transfer values between trees?
I can write/read values in Object ID properties, but they has limited use case, throwing error for Meshlist/Splines:

only floats, ints and dicts are allowed in ID property arrays

Also what is this interesting button Go to parent nodetree (green highlight)?:

You can just store/get data from any node tree in memory as described in this answer. Alternatively, you can use the Data Interface node to pass data between node trees.
In a node tree, you can export some data using the Data Interface node, then, in another node tree, you can access that data by referencing the node tree name and the Data Interface node name using the following expression:
bpy.data.node_groups[nodeTreeName].nodes[nodeName].value

Where nodeTreeName is your node tree name and nodeName is the Data Interface node name. Here is an example:

As for the Go to parent nodetree operator, this has nothing to do with Animation Nodes. It is a native operator that allows one to exit a node group when using cycles or the compositor (Pressing Tab).


text:
Need help exporting rendered animation in video format
I am using blender to create a YouTube intro. I am using blender 2.77a and have already rendered my 600 frame animation. How can I export my rendered animation in a video format so I can add it to my YouTube videos

You need to choose video format in Output settings and then render Animation. You have variety of options for video such as bitrate, codec etc.

youtube's got several explainers for what they expect, but their conversion tools are pretty smart.


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Unable to import fbx files
Having difficulty importing .FBX files into blender.
i select .fbx file and hit import and nothing appears in the editor/scene.
must be a pretty silly question but ive never had this difficulty before.
if anyone has any pointers they would be greatly appreciated.
thank you!

Could you post this .FBX file?

http://tf3dm.com/3d-model/apple-iphone-6-3d-model-35596.html

but it seems to be the same for other files as well including collada and obj :/

.FBX import is fine, just scale of the object is really small.
After import press S then type 1000.
You can alway check if something is on the scene in Outliner.

Yes, and in the Outliner, there may be nothing at all after an FBX import. With no error message. I had this happen to me today. The only thing which worked reliably for me was the OBJ import. But I've looked at the contents of an OBJ file and it doesn't actually contain a whole lot of information.


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Is there a library of components for modelling buildings?
I am about to embark upon learning Blender to product 3D models of a building project. Before I start, is there a library of components for modelling buildings?

archimesh addon https://www.youtube.com/watch?v=fxIoDvJHl3Q

Possible duplicate of Is there a library in Blender 2.76?

Not inside of Blender there is not, Most assets like that you have to download yourself, However there are a few in File> User preferences > Addons > mesh
Enable them all and try them out, see if you get what you want. Also There are free models at http://tf3dm.com/


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audio missing from edited video
I edited a video and added different audio to it. After rendering the video it has no audio in it. Whenever i render the video its has totally no sound , not even its own sound, its totally mute. What am i doing wrong please help. I tried everything possible but couldn't work it out. I even tried to find encoding in my properties panel so that i will check whether none is selected in audio codec but i could not find encoding and audio codec in my properties panel. kindly help

was that the solution?

i could not find encoding and audio codec in my properties panel

That might be the reason. Probably you did (and could) not set any audio properties. Follow these steps:

Go onto the render page in properties window:

Scroll down to the output-tab and select a movie format as output format. Be sure that this format supports more encoding properties. Means: once selected directly under the output-tab a tab called "Encoding" should appear. If I can give you an advice choose H.264 as output format.

In encoding tab, choose your preferred Movie format. In the bottom part of the tab, choose an Audio codec different from "None". For example MP3 (if an average quality of the audio is sufficient).

Hope these steps and advices worked well :)
Greets
Jaspa


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Animated object-scale with another object for growing leaves on a tree
I like to animate a growing tree. I already done the tree trunk and branches via curves and a Taper Object (used Map Taper an Fill Caps). The leave growth I like to do via the object scale. Scale 0.01 to 1.
But the problem: The growth of the single leaves should only start when the branches reach the leaves. Is there a way using an object as a "activator" for the scale of the single leaves?
As an option I was thinking about using particles and Dynamic Paint. (Scale a Spehere as activator for the growing leaves).
But is there a way to do it without a Particle System too?
Some suggestion would be great! Thank you for any tips.

I would suggest looking at animation nodes or sverchok

Thanks for the tip! I already thought about using the Animation Nodes Addon, but it looks really hard for beginners. So maybe there is a solution with regular blender materials?

Look at this tutorial

@schustudrai Thanks for the link, it's a very interesting tut. But because I'm never have worked with the animation node addon, I decide to go with a particle system for the leaves and using dynamic paint. But I'm sure for an advanced user it would be no problem to solve it via animation nodes.


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How to isolate emitted particles to a specific Curve Guide?
I'm trying to get musical notes to guide along staff lines.

If I have only one emitter and one curve guide they follow it perfectly.
Good Image above.

As soon as I add a second curve guide (baby step before adding it's emitter), the notes follow a curve, but its not either of the ones I've put in the scene!
Problem Image Above.
Image B1. Nearly edge on to see the emitted objects adhering to the curve guide:

Click  image above to see detail.
Image B2 and B3. After enabling the physics Force Field, Curve Guide, on the top ("F") line of the staff notice how the the previously working emitted particle system no longer follows the "B" line of the staff's Curve Guide:
There's nothing special about my Curve Guide settings other than having scaled down the Minimum Distance value with the intention of not having neighboring emitted particles be impacted by this Curve Guide. Curve Guide and Emitter Settings are above.
I've tried a few approaches to get around this, like separating the emitter/curve guide pairs across the Y axis from other pairs to give space between influence of the curve guide on unintended particles, or putting force fields above and below the treble clef to "squish" the particles into the middle.  Neither of those approaches worked.
I tried keyed emitters, and that works sort of, with its own problems that would rightly be a separate question here.
So is there a way to tie the emitted notes to a particular Curve Guide?  Or do I need to think about compositing?

Try placing each curve with a force in a different group.
Then choose a different effector group for each particle system.
You can also consider a Follow Path constraint. Objects keyframes might well need a script for placement of hundreds or thousands.

That was quick and easy.  Maybe you can teach other people how to ask a question.  I give you question of the day award.


text:
Mirror Modifier not working with subdivision surface
I created a chair, and added a mirror modifier as well as a subdivision surface modifier. I made sure that the subsurf mod is below the mirror mod, as you can see in the picture below. However, there is still a visible shrink in the mesh at the point where the right and left side of the mirror meet.

I also made sure that the mirror line is at the origin of the object, that all the vertices on the mirror line are indeed merged together, and that the points beside the mirror points are in  line (the meeting point is not a v-shape).

This causes there to be a visible line when rendering the image.
How can I fix this problem?

You have to enter Edit Mode (Tab) and then select edge select mode (Ctrl+Tab). Then press N to bring up the Properties panel and set the Mean Crease of the edges along the mirror plane to 1.00.


text:
Reducing rendertime: multiple materials vs one complex material
BI render. I have one object combined from many meshes with their own materials (textures varies from 1024*1024 to 512x512 px). What is the best way for reducing rendertime:

Left everything as it is
Bake all to one diffuse texture (1024*1024 or bigger?) and create alpha, specular, reflective, etc. maps to keep things separate

Maybe it doesn't worth it and difference in render time will be bare noticeable?

Will you use this for the standard Blender Render Engine, or the Blender Game Engine? Regardless, remember this; More things = higher RAM usage/less CPU usage. Less things (Combined into a complex object) = less RAM usage/more CPU usage.

Only a test can tell


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Animate curve's bevel factor (preserve the order)

My object contains some separate curves and when I am trying to animate bevel factor, they act simultaneously. But I want them to respect vertices' order (X axis from left to right).
Can it be done without actual curve separting? Maybe there is a tool like "Sort elements" for meshes, but for curves?

Have you tried using a Taper Object? Though I'm not sure how it would behave with multiple segment, I think it would just map it as a whole, i can't test right now


text:
Clone-brush paints with wrong color
Such a simple task and such unexpected behaviour from the Clone-brush. I want to pick up green color from the opposite side and place it on the red dot (doing it in 3D viewport).
What I get is black instead of green. Why?

It paints with right color - according to how it works. Cloning with 3d Cursor works taking the viewport camera orientation into account. So if you oriented the view by 45 degrees between X and Y planes it would clone red dot to the blackness present there as skewed red dot (according to how it appears to be visible when cloning). Thus now it doesn't see red dot and clones black color. You can use Clone From Paint Slot as in related answer but operating with 2 images (or not use clone).

This is how all similar tools are working (other 3d programms) or only Blender issue?

An alternate workflow and a much more controlled one is to load your canvas image as a brush texture in the basic TexBrush and use stencil as mapping for the brush - then you can move the image and rotate it exactly how you want it to align, and paint that part into the image.
edit: The Clone brush is mainly meant for cloning pixels to hide the UV seams, and not exactly a way to copy sections of paint onto the canvas without also picking up areas you might not want to pick up - those extra parts usually mean more work to paint out.


text:
Detailed error report for every object in the scene
I am rendering via Win7 command line and each frame I get message like cycle dependencies, shrinkwrap out of memory, can't create particles with current modifier stack... without mentioning actual objects.
This reports are quite vague. As I have lots of objects that are using shrinkwrap and particles, I do not want to go through every object manually.
Can I get more specific info?

I don't know if it is possible to make Cycles more verbose to print the name of the object which causes this problem.
The error message indicates shrinkwrap out of memory : only objects with a Shrinkwrap modifier should cause this error. This can help you to reduce the number of objects to analyze.
You can use the Outliner to quickly enable or disable the render of an object (with the Eye button at the right of the object name). With a dichotomy method, you should find quickly the wrong object :
In a first pass, disable the render of the alf of the objects with a Shrinkwrap modifier and try a render. If the error disapears, the wrong object is in the alf you just disabled. Otherwise, it's in the second alf.
In a second pass, keep disable the render of objects witch do not cause the error, and disable the alf of the remaining objects. With a new render, you will see if the error disappears or not.
After few iterations, you should find quickly the wrong object.


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Scaling UV map to bounds but preserve mesh proportions
I am doing Project from view with scaling to bounds, but it doesn't take proportions into account. There is a checkbox about correct aspect ratio, but it is useless.
Is there a way to do it quickly, without messing in UV editor with enabled snapping to pixels, to prevent unnecessary stretch when scailing to bounds.

Example with an oval shape :)    :
1: UV Mapping  >  Project from View.
2: In the UV Editor open the UV's menu and choose Pack Islands, turn off the Rotate option.

Well, this is nice cheating! Let's make thing more interesting - put three ovals in a row (X axis) and give it a try

It would seem that you need to have the Orthographic option enabled.

It works only with this rectangular mesh. But try for example oval. With enabled clipping, part of it will be sticked to UV-space border and rounded shape will be ruined.


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Make Rigid Body sim to respect array modifier
I am trying to build a simulation, where Cubes will fall when arrayed floor is shrinking.
But nothing happens, when animation goes from top to bottom position. I am curious why?

Floor settings, gravity is turned on


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Define died after collision particles via Particle Info node
Usual "death" means Age/Lifetime ratio is 1. This is simple to define with corresponding outputs of Particle Info node, but how to deal with particles killed by collision? Maybe some math involving Velocity socket will help?


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Hide camera bounds from vieport view
I want to screen-capture my scene animation from camera view, but can't make it fully invisible for viewer. Camera is hidden (eye icon is off). Also I've disabled passepartout darkening and checked Only Render in N-panel's Display rollout. Make things better, but thin dot-line of camera bounds is still present.
PS. I do this for the cheapest possible solution to extend camera view without distorting (need texture mask for compositing)

OpenGL render viewport doesn't show camera bounds

Problem with Open GL is that it cuts screen space as usual render, if looking from camera. But I am using animated camera


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Wrong length of Hair in Animation Nodes
Vertex group controls strands' Length (I don't using textures, because image sequences are not working with Particle System - it's a known limitation)
I expected to see different values for each frame of timeline, but Animation Nodes always shows original length for every spline, even with non-animated weight of Vgroup.

I don't think there is anything wrong with your node tree. It maybe a Blender or Animation Nodes limitation.

I'm voting to close this question as off-topic because it is about a limitation in Blender or Animation Nodes. AN's github is better suited for this question.

@OmarAhmad I don't think that makes this question off-topic. The answer is that this is currently a limitation of Animation Nodes.

@ScottMilner Not sure, the thing is, I am not sure if it is a limitation of AN. Maybe it is a bug, a behaviour was expected but it wasn't achieved. That's why I suggested moving the question to github, for the developer to take a look and determine the state of things. I will try to investigate this and provide an answer anyway.

Does not seem off topic to me either. It could be better explained and more context could be provided. Maybe some answers could be possible if desired results would be explained in more detail and more context was provided about what this is for. Actually forming it as a question could also be useful - there is no question in the text at the moment. This always makes it harder to answer as a question.


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Why is alpha socket empty in fire sim?

None of these Greater Than nodes are working with fire sim, because Alpha socket is empty both in RGBA node and RenderLayer pass. The only way to see "alpha channel" is to uncheck Use Alpha in Viewer or Composite nodes (as on the screenshot).
Material setup for simulation is very basic: Flame/Density Attribute->Emission shader->Volume output

What are you trying to do? Fire (in general) doesn't occlude objects and therefore has very little alpha. Could you explain your actual goal?

Nothing particular really. During my last project noticed this thing and it seemed strange to me. So, a question about "actual goal" is more likely asked by me towards Blender. What is a point to have no visual of alpha but still use it (from technical side of view)?


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Changing scale of working area
I want to squeeze NLA editor and Dope Sheet on Y axis to fit more objects in one screen.
For example in VSE this can be done via CTRL + MMB and dragging in prefered direction. Same thing in NLA only works for X axis or stretching timeline. In Graph Editor it works in both ways, but doesn't affect list of objects, so still lots of scrolling.
Another thing I tried, was pressing NumPad's - while hovering over the interface. In some parts of it font resizes well (like Render or Object tab), but not in NLA - it just hides all rollouts.

My first though is to just create additional layouts using the dropdown at the top of the Blender screen, then once named and customised switching between them.

If you want the Y Axis to be smaller you need to make the Text/Font smaller.
You could reduce the Display Scale under the User Preferences > Interface.

However, this will affect all unsizable text in Blender.


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Why does parented to bone object copy location of tail instead of the head?
If you parent any object to the bone in pose mode ALT+P and then clear its origin (ALT+G, ALT+O), object moves to the Tail, which is a bit strange, because Head is the origin of bone's transformation.
Any purpose why is it made that way?

I guess, this is natural behaviour of the bone. A set of two connected bones (parent+child) means that Head of child will copy location of parent's Tail.
Same thing with other objects.


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How to change order of F-curve's modifiers?
Is this possible at all? Because UI isn't obvious in this case.

The only way I can find to achieve this (without resorting to scripting) is to use the Copy and Paste facilities to duplicate all the modifiers and then delete the ones that are out of sequence.

Clicking Copy followed immediately by Paste should clone all of your modifiers :

I started with a Noise followed by Generator, clicked Copy then Paste to result in Noise, Generator, Noise, Generator.
Now simply remove the ones that are no longer required - in my example, removing the top Noise and the bottom Generator leaves Genertor followed by Noise - ie, the modifiers have effectively been reversed.

Interesting way


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Select vertex on a zero-angled corner of a quad face
Sorry, I don't know how to name these vertices properly (green highlighted).

They belong to a face which is technically a quad, but with one zero-angle corner.
Selecting by amount of connected edges or amount of adjacent faces includes corner vertices, which is unacceptable, because they define shape of mesh.
Any idea how to select them automatically? Or dissolve.

Are these always border vertex, near the edge of the mesh?

In my case yes, always border

In that case you could probably easily do away with checker deselect, if they are always one apart or in a repeating pattern

Checker deselect is working only within connected geometry. AFAIK it can't be used on all selected "mesh islands" inside one object.

True, it requires an active vertex, since there can be only one it only works in one mesh island at a time. Try hiding the rest of the mesh, it may give you a few more options

On my monitor, I can't tell if there are faces, or only connected line segments.  Which is it?

There are faces, just wireframe mode


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VSE freeze trail effect
I am talking about this:

The only way I see to replicate this effect - is to messing around with spline masks and motion trackers. But are there any quicker approaches, because they (TV guys) did it in live broadcasting less than in 10 minutes (in "best moments" replay after sportsman end his run).


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Denoiser slows rendering too much
Suzanne on transparent background with 1 sample and denoiser is rendering slower than at 100 samples and no denoiser. PC specs: Ryzen7 1700 (stock), GTX 1050ti, Win10 64bit
v.2.79a, CPU+GPU, 1980p, 64px tile:

1 sample + denoiser (radius 10) - 00:40:35
100 samples - 00:12:47

What is wrong here?

Nothing is wrong, the denoising takes time, that's all.
In your blend, most of the area has literally nothing. The renderer notices that and renders those areas extremely fast. The denoiser still has to treat all the pixels, and does not know that there is nothing there.
As an exemple (CPU only, render size changed to 1080x1080):
100 samples, no denoise:
your file, ('as is') : ~11s  (GPU 6s)
with added background plane : ~33 s (GPU: 24s)
1 sample, default denoise settings:
your file, ('as is') : ~25s (GPU: 9s)
with added backgound : ~26 s (GPU: 10s)
(render of 1 sample w/o denoise takes <1s, with or w/o background)
I'm not going to give all the results, but for this scene, the denoising seems to add ~25s to the processing on CPU (on my system, and with the reduced output size!), independent of the presence of a background plane or the number of samples.

Then I guess, I am misunderstanding conception of denoiser. Is it more intended to remove fireflies where you can't increase sampling (because it is already high) rather than perform a cheaty way to keep clean render and cut some extra time by lowering sample amount?

Well, denoising is an extra processing step, with associated costs, which are *constant *for a given situation, and it's efficient. But, to halve your noise, you'd need to use 4x the n° of samples. Your sample scene is extremely simple, so doesn't require many samples. For some scenes (interiors), I've seen sample counts of 1000s, there the denoiser is very useful.


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How to handle disabled layers in Multilayer EXR?
I prefer exporting frames in Multilayer EXR with turned off Compositor to save some RAM. When scene involves disabling render layers, Multi EXR just throws them out.
Here you can see, that layer "2" is unchecked on second frame, and Image node provides next available layer, which is Combined.

This behaviour forces me to add Switch nodes drived in according with renderlayers to replace incorrect layers with empty value.
What can I do to make it work without additional steps?


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Texture amount limit per one material?
Does Blender Cycles have this limitation? Because I have 63 unique textures inside one emission material and up to 62 textures render fine, plug 1 more - and it all turns into pitch black, both in viewport and final. No crash or slow performance, just blackness.
Textures are assigned to particles on per index base. Same setup in BI doesn't suffer from this thing.
PC specs are: Ryzen7 1700, GTX 1050Ti, 16 GB RAM, Win10

Dirty workaround is to enable Open Shading Language in render tab (works only with CPU), somehow it solved my problem, even though I don't have a clue what does it mean.
Another trick is to use spritesheet technique. In a nutshell, you have to combine all your images into 1 big image (without overlaying of course) and translate UV map along these "small" images. In this setup you are duplicating Vector Mapping as many times as there are images on the spritesheet.


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Why Cloud texture has square cell pattern?
When I am using Cloud texture as bump map in Blender Render, this cells appear. How can I make them go away?

You might consider settings like this.

Influence [Color] and No influence [Normal]
It is not clear that the User can use all clouds as a Normal Map.  Normal Map and Bump Map are different.
Any one can paint a bump map manually.  That is not true of Normal map.
Normal Maps can baked.
You may also want to see the Displacement Modifier which uses textures.
Short answer, rather than a complete technical answer.


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Group of objects appear blurry and distorted after render?
I am making a bar music visualizer in cycles with a group of bars. When I render out a single frame, the visualizer appears blurry and distorted around the edges. This happens after compositing. I'm thinking it has something to do with the objects themselves.. Kindly advise me on this. (I have attached my blend file to this) Here is the blend file

I am trying to achieve the second one, however the background image in the render result is always blurry.

I am trying to get a glowing effect to the visualizer, but I would prefer it to not render blurry. Any tips?


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Keep images in memory between Cycles renders
I have an application which requires me to render hundreds of thousands of tiny images in Cycles.
The scene uses a HDR Light Probe, which is ~100mb uncompressed in VRAM.
I've noticed that the majority of time for each render, up to 500ms, is used up loading this, and another texture.
Here's a section of the render output, notice the time taken loading the images:
Fra:60 Mem:7.22M (0.00M, Peak 122.50M) | Time:00:00.16 | Mem:0.07M, Peak:0.07M | Scene, RenderLayer | Updating Images
Fra:60 Mem:7.22M (0.00M, Peak 122.50M) | Time:00:00.16 | Mem:0.07M, Peak:0.07M | Scene, RenderLayer | Updating Images | Loading lightbox3.hdr
Fra:60 Mem:7.22M (0.00M, Peak 122.50M) | Time:00:00.16 | Mem:0.07M, Peak:0.07M | Scene, RenderLayer | Updating Images | Loading floor_cardboard.png
Fra:60 Mem:122.82M (0.00M, Peak 122.82M) | Time:00:00.60 | Mem:115.67M, Peak:115.67M | Scene, RenderLayer | Updating Camera Volume
Fra:60 Mem:122.82M (0.00M, Peak 122.82M) | Time:00:00.60 | Mem:115.67M, Peak:115.67M | Scene, RenderLayer | Updating Hair Systems
Fra:60 Mem:122.82M (0.00M, Peak 122.82M) | Time:00:00.60 | Mem:115.67M, Peak:115.67M | Scene, RenderLayer | Updating Hair settings | Copying Hair settings to device

This amount of time may not seem like much, but it's more than doubling my rendering time over thousands of renders.
Is there any way to keep the loaded images in memory across renders, or change my workflow in some way so this works?
I'm using the Cycles setting 'Persistent Images' but I guess that only applies across animation frames, not individual image renders.


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Strange object invisibility with no edit mode
I've been following a tutorial from Youtube on how to create a character from scratch, but I've come across a bizarre problem. I've been following step by step all the way, but somehow I've managed to make a character's eyes and teeth disappear even when they're supposed to be visible.

As you can see, the eyes ARE selected and the Eye Icon is on meaning they should be visible. I've heard something about layers, but after checking it over all my objects are on the same layer, but the dot on the bottom is grey instead of yellow. I can't seem to be in any other mode than Object Mode with them, plus even when I use 'View- View Selected', the viewport doesn't move, so it's not like I've moved them elsewhere and can't find them.

In this picture all I've done is select the 'Hair' object to compare the settings between them. As you can see, the layer dot is yellow, the translation icon is on the object and I can go into all the modes. I'm still new to Blender and am very, very confused where my eyes and teeth have gone. Help please??
I'm using Blender 2.78

Maybe you hide them inadvertently. Try pressing ALT + "H".

One of the first things I tried, it didn't work at the time. :/ As an update, I just reloaded the scene and the eyes are there again, but I wanna make sure that I can still undo it if it ever happens again.


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Python: After linking texture to material how do I add it to blenders texture list?
So I have created an image texture using python in 2.80, and linked it to the material and that shows fine.
However in the property editor under texture it does not show up in the list.
I tried many things, and cannot find an answer online.
Does anyone know how to do that?
texIm = material.node_tree.nodes.new('ShaderNodeTexImage')
texIm.image = self.loadImage("test")
#how to add that to the texture list in property editor?

Image nodes in material are not textures like the one you have in the properties editor. They are material only textures. Why do you need to add them in the properties editor texture list?

I am just used to having all the scenes textures in that dropdown list. Maybe its a workflow thing from 2.79..


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Python 2.80: Apply modifiers to curve
I am trying to apply the whole stack of modifiers on an object in Blender 2.80
The object might be a curve, in which case I sometimes get the error:
"RuntimeError: Error: Transform curve to mesh in order to apply constructive modifiers"
So I guess I need to convert it to mesh, but if I do to_mesh() then I only get a mesh that is disconnected from the scene, right? How do I replace the objects data with the newly created mesh so I can apply the modifiers on it?
Also, can I be sure all modifier types will work on such a mesh?

Using bpy.ops.object.convert(target='MESH')?

@lemon Thats a 2.79 method, right? The 2.80 API reference does not list it:
https://docs.blender.org/api/2.80/bpy.types.Object.html

https://docs.blender.org/api/current/bpy.ops.object.html#bpy.ops.object.convert

@lemon thanks. Will all types of modifiers work on a mesh, do you know?

The modifiers will be applied during the conversion. Don't think there is an exception to that (except maybe linked objects alt+d), but give it a try.


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Python in 2.80: How to get the base color texture from a Material
If I have a bpy.types.Material, how do I get the textureslot assigned to the base color if there is one?

Node trees can be complex, so that 'base texture' has not always a mean. Do you have some additional information about the node tree?

Its not in cycles mode. For example Principled BSDF is selected.
Texture was just added to base color by clicking the icon next to base color and selecting the texture.

For a simple setting, you can use this:
import bpy
from mathutils import Color

# try/except if the setting is not as expected
try:
    # Get active object
    obj = bpy.context.active_object

    # Get its first material slot
    material = obj.material_slots[0].material
    # Get the nodes in the node tree
    nodes = material.node_tree.nodes
    # Get a principled node
    principled = next(n for n in nodes if n.type == 'BSDF_PRINCIPLED')
    # Get the slot for 'base color'
    base_color = principled.inputs['Base Color'] #Or principled.inputs[0]
    # Get its default value (not the value from a possible link)
    value = base_color.default_value
    # Translate as color
    color = Color( (value[0], value[1], value[2]) )
    print( color )

    # Get the link
    link = base_color.links[0]
    link_node = link.from_node
    print( link_node.image.name )
except:
    print( 'not found' )

That is useful, but I was looking for the texture that has been assigned to this color.

Thanks for the edit, is what I was looking for. :)

Don't know why you've been downvoted... sometimes strange things here...

If you feel there is a lot of research effort put into this python question, you can always upvote it @lemon Upvoted your answer because of being nice and trying to help.

@brockmann, I understand but considering that we should dv nearly 80% of the questions

@brockmann for instance the last bounty about gizmos was in fact "I should find myself but if someone knows and do it for me" but has been uv. Globally this may be a subject for the meta (probably has been asked before).

Agree @lemon However, I don't think there is something strange going on in case the question is just an one-liner.

@brockmann ok, could remove this word np. Was strange because why this one and not another one. But if dv, should comment a bit (I rarely dv but always comment to explain if i do).

Yeah, agree. Although I'm not the downvoter, I understand the reason @lemon


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Animating the process of creating a 3d scene
I have a few completed renders and I would like to quickly show how they were made via a quick animation. Have you ever seen a behind-the-scenes look at movie's vfx where first you'll see a frame of the raw footage, then a rough 3d model will slide onto the screen, then a smoother model with basic color slides on top of that, then a textured model, then a final render with proper lighting and such? I would like to recreate that but I'm unsure of how to go about it.
(this gif is a good example of what I mean)
https://digitalsynopsis.com/wp-content/uploads/2015/04/movies-before-after-green-screen-cgi-hobbit.gif

If you already have the finished scene that should be pretty straightforward, just compose a video of it without post processing, then without materials or textures, perhaps one with wireframes and one without modifiers etc. It is really up to you what is relevant to show. What part exactly are you stuck in?

After setting up the animation in blender, render out the final video. Then do an opengl render of the 3d scene, this will render the 3d viewport version of the animation. You can adjust the display and object properties to adjust how the scene looks.
Once you have the two videos, add them to the Video Sequence Editor, then you can cut the strips so that each is visible at different times. You can add a wipe effect to switch between each video or you can use animated masks for more elaborate transitions.


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can I use blender render scenes for blender game engine
So I pretty much copied out a whole tutorial on making a realistic scene.
Then I realized I done it all in blender render and cycles render, is there a way I can make it capable of being game engine?
Thank you

I guess a lot of the things you already did will work with the BGE.
You might need to tweak materials and settings here and there to get the desired result.
Be aware not all modelling options are available. E.g. particles and curves are not supported by the BGE.
The animation systems are different (Blender is timeline driven while the BGE is event driven). So you will need to add the BGE behavior on that (you can use the actions of the Blender animation).
The Physics systems are different and require a complete different setup.
The Renderers are different (realtime renderer vs. non-realtime renderer) and not compatible, but can result in similar results. Due to the different requirements the BGE renderer will support less features than the Blender renderers. You can bake the output of the Blender renderer into materials and textures which can be presented by the BGE realtime renderer. Be aware not all details can be baked (e.g. reflections).


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How to see my Cycles render and blender render in Game engine
This has probably been asked several times but I can't seem to be finding the answer.
I currently have made a tree (the body in Blender game and the textures in cycles render). Now I want to check it out in the game I'm making.
How can I achieve this?

You can't use Cycles materials in the BGE; it uses something similar to the Blender Internal renderer with a few differences. You can still use the same model, though—you'll just have to change the material.

Thought so. Though why does Cycles end up being more realistic than game engine?

Cycles uses a much more advanced material lighting transport model than the game engine, which is why it's more realistic.


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Object viewing from far distances
I've created mountains for a scene in the game I'm creating...
The problem is, when I go into camera, you can only see a little bit of the mountains when they're generally quite huge. Anything in general, and it's not mist so I don't know what's the problem and is this fixable.

Any suggestions...
Thank you :)

Did you try changing the clipping value of the camera.?

Oops my bad, it's what I was looking for. Thank heaps!


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Multiplying an object on a plain
I've made a piece of grass.
I'd like to now multiply it over my whole plain (which is a hill) for my game.
Copy and pasting an individual piece of grass would take me forever, I'm hoping there is a better solution for this.
Thank you if you can help.

Blender game engine, that can only be done in Cycles render or Blender render :/

The common solution for this is to use a particle system.

Select your mountain
Go into the particle system tab in the properties
Set Physics to No, Render to "Object" and set your grass object as "Dupli Object" (if you got more than one grass object create a group and use this group instead)
Hit play for tiny second all your grass particles should now appear.
Toy around with other setting or have a look into the blender documentation
Go to the modifer tab and hit convert on the particle system to make all the particles into real objects

Does this work in Blender Game mode?

you will have to make the changes in "blender render" mode but if you convert the particle system as described in step 6. it will definitely work.

Wait are you saying that blender render can be used for the game engine, because someone told me cycles render and blender render can't be used??

No, he said you model in Blender and convert the objects into BGE-conform objects. And no, cycles and and the Blender renderer do not apply to the BGE.


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Implementing Multiplayer
I am making a multiplayer game with blender, well intending on doing so.
Can anyone set me out the tutorials I'm going to need for this project intended on. I want it done by direct IP for you to join friends (so you host your own server).
I don't need tutorials on how to build functions or whatever, just need help to understand how to make the game multiplayer and the rest I should be able to do on my own.
I'd prefer no python coding, but that is imply impossible :P
Thank you for whoever can help! :D

This should set you up. Check out the other tutorials too if it's too much programming at once, he explains it very nicely I think.
The programming itself isn't very difficult either, to set up a super basic multiplayer you only need very few lines of code, but how they interact with the rest of the game will take a bit of thinking. Have fun!

There is an addon for BGE made by agoose that has a multiplayer setup. I suggest you have a look at that and see if it provides an easy solution for you.

This is similar to the question "how do I carve a statue in wood - without using my hands". Multiplayer is not something you can implement in a few hours, or even a few days. A good multiplayer setup requires an understanding of a range of topics from advanced programming concepts through to the network stack and even some physics (and AI for more advanced lag compensation techniques).
So that this answer isn't completely useless as an answer, I will continue.
Networking in python is done typically through the socket module, though other frameworks such as twisted are available. Because blender python scripts have to run inside a frame, typically ports have to be used in non-blocking mode, or a multithreaded system set up.
You also have to design the architecture of the system. Do you have a game instance that is the "true" state of the game and all the clients are just interfaces to it? Do you have purely client-side calculations and only send updates to what a player does? There are many more architectures around, have a read and take a pick.


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How to take an animation off an object thats parent to another
so basically I have a camera and an object (health bar) parent to it. The camera has animations within its movements, both the camera and health bar are parent so they stay by each other of course. But I want only the camera to work with the animations and the health bar to sit still.
Any suggestions?

I'm not sure about your setup. What happens when you parent the healthbar to the object it belongs to?

So the Camera and the health bar are parent, the Camera has animations on it when you sprint or move or jump. The health bar copies these animations, I don't want it to be copying these animations, I want it to just stick in the camera and not move when the user is moving.

So if I understand correctly you want to have the heath bar as the child of the camera, while only following the general motion of the camera (Not small movements caused by animations). Sounds like you want constraints not a parenting.

@Aoradon Exactly what I want, I don't know how to work this though so if you could please explain I'd be grateful. :D

@Marcel Torch - I think you may be looking for the "Track To" constraint. You can remove the "Parent" by pressing Alt + "P" with your health bar selected.

If I understand correctly you are looking for a heath bar that follows the camera's location but not all the little rotations caused by animations. You may be looking for the child of constraint.

With these settings as the camera rotates on the x and y axis (like during a run animation) the cube does nothing. However, transform and rotation on the z axis by the camera affect the cube allowing it to always still be in view.

Could you give me an example of how I do this. This is exactly what I want though have no idea how to imply it. I'm new to blender game engine.
Thank you :)

Oh I thought you wanted a HUD for some animation. I don't know much about the BGE. I do development in Unity


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Baking displacement map is missing,
Baking displacement map is missing.

Change from Cycles to Blender Render to enable the displacement baking.


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Custom brush for sculpting?
Can I make a custom brush for sculpting with this materials and imitate some of the brushes from this paid pack?(paid pack: https://blendermarket.com/products/the-rock-essentials )

Brushes https://i.sstatic.net/1sRVu.png

Yes, you can use the displacement map of those textures as a brush.
I make and use textures for brushes in this video: https://www.youtube.com/watch?v=OxEmHaVlc4o

It would be useful to leave a summary of the information that is in the linked video, as links can change or go down. If the link goes down then future visitors will not have access to the information and this answer will not have much value.

That is true, however its not a simple answer and the video explaining it is 20 minutes long.

You can always leave links in comments section if you don't want to make proper answer.


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Why can't I sculpt on a plane when using Subdivision Surface?
When I add Subdivision Surface I just simply can't sculpt anymore, but...it works with multiresolution...any ideas why is that?
Thanks

Subsurf isn't designed to work with sculpting.. subdivisions added with it are accessible for sculpting only once it's applied. Multires is the one which is designed for that, allowing to edit subdivided surface with sculpt brushes. There doesn't seem to be any real reason to sculpt with Subsurf.

@MrZak Thanks, this was helpful! Can you add you're comment as an answer? so I can mark this post as solved. Thank you again!

Related - https://blender.stackexchange.com/questions/8685/what-is-the-difference-between-a-subdivision-surface-modifier-and-multiresolution

Subdivision Surface modifier (or Subsurf) isn't designed to work with sculpting. Subdivisions added with it are accessible for sculpting only once the modifieir's applied. Multiresolution is the one which is designed for that, allowing to edit subdivided surface with sculpt brushes. There doesn't seem to be any real reason to sculpt with Subsurf.


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Wierd line when using Mirror
Does anyone know how to fix this wierd line?(I'm new to blender btw)

Placing mirror modifier at the top will prevent this from happening.  Also, this effect can be a contribution of 'auto-smooth' setting with a low angle threshold setting.