text:
Issue with rendering tranpsarent meshes on transparent background in cycles
I am trying to add a sort of engine glow to a model. I have found a solution that looks good enough for me in the 3D viewport preview, but looks very different in the final render. Here is an image of the effect:

You can see how the transparency of the 'flame' is vastly different in front of the transparent background. This is especially confusing because this is not the case in the 3D viewport.
Any ideas what I am doing wrong here?
If it helps the blender file can be found here:
Blend File

Pretty nice explanation over there: "It's a viewer issue only. Try compositing over a gray background using the alpha-over node."

It is a bug in blender's render viewer that has never been fixed. Your render is probably perfect, you just can't display it using a transparent background, Here's another link explaining the issue.: https://blender.stackexchange.com/questions/57816/how-do-i-get-the-glare-node-to-output-transparent-instead-of-black-background/57824#57824


text:
Open a Model made in 2.82 in 2.79B
I have been working with blender 2.82 but in my new laptop, blender 2.82 will NOT work.. something is causing an issue..   It was causing Blender and the computer to freeze up..  Microsoft checked the dump file and said I had a problem with the graphics card.. had me roll back the drivers to a previous one.. I did that.. now blender don't freeze anymore, BUT it will NOT stay open.. In 2 minutes after opening Blender, it just closes down...  I did an update on the NVIDIA GeForce MX250 graphics card to the newest one from NVIDIA and now as soon as I open Blender and try to add texture,  it freezes up Blender and the computer where I have to turn off the computer and reboot..
  Unless someone has a solution for me to run Blender 2.82,  I'm stuck only being able to use 2.79B ... it works...  I have a building I was creating in Blender 2.82 but I can't get it textured because of the problem.. I'd like to move it to 2.79B and just work in it
   Can I do that and how

You can open 2.8x files in 2.8 only. There are also the version 2.81 and 2.80 to try. If you want to open the file in 2.79, you can (1) try copying and pasting it with the hotkey or (2) exporting it as another format (e.g. obj / fbx).

I can not believe that there is no way running blender 2.8x on your notebook without any issues. I've got no real graphics card (integrated grahics) in my notebook and blender 2.83 is running fine (on arch though). Latest drivers installed?

My graphics card is NVIDIA GeForce MX250..  with the newest driver..   Blender 2.80, 2.81 and 2.82 freeze up on me or it just shuts down ..  Since I got this new laptop, I have NOT been able to use these three versions.. I've tried all three of them.. NOTHING... I can't figure out why...  My old laptop had no issues running these versions of Blender...  I'm stumped as to what the issue is... nothing else is having issues in the laptop..  I can play videos, work photoshop, play games but Blender freezes up on me and sometimes it just closes down.. if it freezes I have to turn off the computer

source: Stack Exchange

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

sort: votes


text:
Part of Plane not rendering
Am using Blender 2.82A    I have done this before... using same material... I've gone through everything and even deleted the plane and added a new one.. same issue
I put a lake material on the plane... can see the material on it in Material Preview but when it's in render mode, much of the lake material not showing...  I've moved the lighting around, different direction and it doesn't change anything...  eventually, I want only the lake material at the right side of the plane...  but got it on all of the plane right now trying to figure out why it is not showing up...  I have done a few other scenes using the lake and not had any issue.. did the same thing in this one but for some reason not showing up all of it...
Any idea as to what I might look at and see why this is not showing up...  Doesn't matter where the sun is, it is not showing up properly on this scene...  I have even tried a plane as an Emission above the scene and same issue...
thanks   I tried to put a picture of what it looks like and it would not post with the image

Any chance you could post a screenshot of what you're (not) seeing?

Can you post it on imgur ot something, and provide a link? I can put it in your question for you if I can see the image. I think I know what's happening, but I can't tell from the description alone.

Ok, well without an image, here's my best guess - you have your camera's far clip distance too low. Click on your camera in the scene tree, then down under the camera properties tab, change the "end" value to something higher and see if it changes anything.

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


text:
Lighting problem
I am learning Blender 2.80    I am trying to set up lighting for a car I'm working on...  I have tried the lighting with sun, with planes as lighting set to Emission, with area lights.   I changed the settings in World to different ones,  For some reason parts of the car (door, hood)  don't show the color...
    I never had any issues when doing the lighting in Blender 2.79B   but this 2.80 is giving much headache trying to get the lighting to work when I am doing a car   This image is using the Area lights...
thank  you

That's weird, I'm not sure what's up.

Check your normals.

Check that you don't have duplicates of the doors/hood with e.g. the wrong material. If that's not it, is it possible you could upload your .blend? Try deleting everything except one of the affected objects, if the problem persists please upload just that (we don't need the whole car, just the problem)


text:
boolean not working (did remove doubles and flipped normals...)
I've ran into an boolean problem, and even after trying several solution found online, I cant get it to work.
I've made some letters converted them to mesh, duplicated them, made those duplicates thinner and now want to cut  these from the thicker ones.
On two letters (S,E) it works. But the "T" doesn't.
I transformed both T-meshes to quads, removed doubles and flipped normals, but still its not working.
I've uploaded the file, and would be glad if someone could explain to me, how to fix that.:
http://www.lyzarr.com/stuff/help.blend
thanks

Have you applied scale? CTRL +"A" > Scale

your "carving" T shape has some mesh issue: here in face select mode I circled something surely wrong...  (front and back of the shape)

it should be just that. no, wait also the base mesh has similar issues in the "T" mesh island... (front and back of the shape)

Many thanks! I corrected this by "clean up" > "degenerate dissolve".
Awesome!

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


text:
Material wont appear in blender render but it does in blender cycles
I can make my material apear in Blender Render, but it does appear in Blender Cycles.
And im trying to make to make it appear in blender render so i can Bake it whit Full Render , just to have all the details in a PNG file or JPEG.

Hi, it's not that simple... Apart being completely different renderers, Cycles si much more advanced than Blender render (aka internal), so you can't simply switch the renderer and expect to have advanced features on a less capable (and old) renderer. While the reverse is sometimes posslble (but not advisable, imho), the rendered should be the first choice in a project, when you must choose matrials at least, and then you should stick to it, due to this.

Then is there any way i could bake my texture into a PNG  whit the bump map , sharders basically  everything I've done in the nodes just in to one texture , in blender cycles ?

See https://blender.stackexchange.com/questions/1756/can-i-use-cycles-materials-with-blender-internal and https://blender.stackexchange.com/questions/364/how-do-i-convert-materials-from-blender-internal-to-cycles or https://blender.stackexchange.com/questions/5820/how-is-cycles-different-from-blender-internal

Materials are not interchangeable between render engines.
Cycles uses a completely different system to BI even down to how the light is treated. BI uses a diffuse - specular workflow and is not PBR. Cycles uses metallic -roughness and is PBR.
The best you can do is bake the cycles textures to maps then load them in to BI and adjust them that way.

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


text:
Blender C, Object struct name
I try to get my name object from Object struct, but it seem that name doesn't exist in this struct. Where is name of Object. ?
Thanks a lot.

In file "object.h" file, the Object class has a public property called "name". It may be what you want ?

Humm, i think not. Actually if i create an object type Object :
Object *obj;
Object come from DNA_object_type.h who doesn't have name.
Maybe i do it wrong.

Ok, After some dumb research, I find ID property who hold basic property like name.
Object *obj;
printf("%s", obj.ID.name);


text:
notched Geometry after Boolean
I am having quite a lot of trouble while modeling a tablet. Objects seem to be notched in after applying a boolean modifier and editing. The metal part of the tablet is slanted in. It happened after I applied the boolean modifier. Here are some examples:
Rendered example

Material mode example

It is super weird... I really need help.

Specs and tried solutions

I am using Blender v2.79
I am using cycles render
I tried flipping normals

Extra screenshots and Blender file.

Yep, you won't go far with boolean based modelling, use proper topology instead

@DuarteFarrajotaRamos Can you explain that as an answer? I think it would be good for people like me to know that.

This has been aswered countless times, you only have to search this site for "boolean" to find all sorts of issues and problems that arise from using booleans

Could you post a screenshot in wireframe mode, so we can see what the geometry looks like? (I'm not a topology nazi. :))


text:
Filmic Blender not working
I have been using Filmic Blender for months now, and it has been working perfectly. But today, when I tried to switched to Filmic, this is what showed up:

I have Blender 2.78
I have not done anything to my settings besides downloading Archimesh and turned off mipmapping
I have not updated the plugin

In the Colormanagement folder in the Blender folder, it shows that it is installed correctly:

@cegaton That is the weird thing... It used to work perfectly and I have not down anything that would affect it...

This seems like a really weird problem.  I suspect hard-drive file corruption, or you had filmic setting on a hotkey, and you accidentally assigned that hotkey to something else.

@TeaCrab My computer is state-of-the-art! Plus, nothing has happened to any of my other files

@YusaMac205, consider yourself experiencing a problem that no one has ever experienced.  Good luck finding answers.  I suggest you install another Blender app in a different folder, and see if Filmic works.

@YusaMac205 - Do you have multiple Blender version installs?  Have you tried (as cegaton suggested) reinstalling Filmic?

How about trying a daily build from builder.blender.org? Blender 2.79 has Filmic built in.

@dr.Sybren I am only finding 2.78 test builds...

They are called 2.78 until 2.79 has been released.

Updating your Blender will automatically add a working filmic. I still don't understand why it isn't working on 2.78. If you lose some of your projects by updating, please understand that you can have more than one Blender on your device.

The current version is 2.79. So it has the Filmic incorporated in it. No need to install it.
This question is relevant now.

Thanks, this is an old question. I do currently do have Blender 2.79. I was just answering it for other people, and because I couldn't delete the question. I am trying to get my privilege of asking questions back


text:
using colorramp and Object info random and join the objects
I have a leaf object I used a colorramp with Object info random connected to the colorramp..  When I duplicate the leaf, it creates a leaf with different color...   After creating several leaves,
I tried to join them, but when I do, it changes the leafs all to the same color..  How do you join them and maintain the different colors...
I was using a tutorial and maybe he skipped a step but when I join the leaves to the tree,
all the leaves end up with the same color
thanks

Perhaps the tutorial parents the leaves to the trees rather than joining them.  Select the leaves, select the tree and type CTRL-P to join.

The tutorial stated to do ctrl+J   to join them.

Then you may want to add your blend file to your question (How to add a blend file) and maybe also a pointer to that part of the tutorial, if it's available and not paid.  If it's paid you might want to ask on their help forum.

I cannot get the file to upload.. I put the file in the box but see no where to upload it to you

You have to check the two boxes indicating you know the ToS and you have to add the URL of your question in the URL box.  You can get the URL by clicking 'share' on the question and copying the URL it gives you.

I checked the only two boxes on the screen ... dropped my file into the box where it goes, pasted this page link and typed the information about the tutorial I used  and clicked "Upload"    it doesn't look like it goes anywhere.. takes me to another screen that has a download button ...  n the tutorial "Create a Beautiful Fall Road - Blender Tutorial - 01 Terraine and trees" by CG Geek, he eventually converts the particle system & deletes it.. then he joins all the leaves to the tree at which time leaves end up same color

That other screen has a block of text with an 'img' in it.  copy that block of text, edit your question, and paste the block of text.  That'll add to your question the details we would need to get your blend file.  But you've answered your own question "joins all the leaves...leaves end up the same color".  You can't retain the random Object color if you join the leaves because they're now all one object

Okay..  if it can't be done, that's what I needed to know....

It can't be done that way.  It can be done by replacing the Object Info Node in your shader with a Geometry Node and using the 'Random Per Island' output, in your case.  You added enough info in your comment to @syborg64 answer to give me the info I wanted your blend file for.

He didn't skip a step in the tutorial. Note that there is no more rendered view of the trees after joining them with the leaves in his tutorial. In part 2 of the tutorial, where he's creating trees all over again for whatever reason he's doing the same thing, joining with Ctrl+J, and in the comments there someone is asking the exact same thing as you did here, and Steve that it's normal that they al have one color, but the random factor still affects duplicate trees, i.e. the trees will vary in color from one object to another. It's just not good for a tutorial to never mention that anywhere.

You may instead want to use Input -> Geometry -> Random per island.
If your leaves each only have one UV island

I'll try that... I tried to upload the file but no luck.. see no way to do it...

I have no idea is it has their own uv island...  I used an image of a leaf as a image plane, then we added some nodes to it along with the Colorramp and the Object Info Random and if you duplicate the leaves alone, they do change color each duplicate..  once the particle system puts the leaves on the tree, there are multiple colored leaves on the tree.. in the tutorial  "Create a Beautiful Fall Road - Blender Tutorial - 01 Terraine and trees" by CG Geek,  he eventually converts the particle system & deletes it.. then he joins all the leaves to the tree at which time leaves end up same color

@BKaur What exactly didn't work uploading the file? As Marty commented above, the screen following the upload shows Share this file: Add this text to your post and then some html code which you have to insert in your question. Not that it's necessary here, but I guess you might be asked to add a file again in future questions.


text:
Inconsequent shading problem. Tipps for a Beginner
I am new and try now to UV Map my model but in this process i see some problems on my model. Maybe u see whats the problem or have some advice for the next model to avoid this problems.

U see here that it looks like that my eye box isnt well connected with the rest but it is i delete some faces to connect it again manually.
Same Lines showing on the legs.

As u see on the following pictures the result after i shade it smooth.
I already tried as say above to delete some vertices and faces and stich them together again but it dont helped.

Hopefully u have any advice for me :)

Enter edit mode. Press "3" to filter to FACES. Press "A" to select all faces, click SHIFT+N (recalculate normals) and this will make all your faces coplanar to the average facing normals.
Second thing to check: Are all of your polygonal faces connected? Because they look like they don´t. Join each vertex by selecting 2 or more vertex and press ALT+M, select "center" and this will join the vertices for your poly face.


text:
Blender 2.8 How to scale in shape?
im Blender beginner and want so scale my cylinder in shape but i cant figuere out how to do it. I Tried to do it with the base cylinder and without mirror mode, in this case it work but i need to work in mirror mode.

i watch a video tutorial to do this lizard but in his video it stay in shape :(
have you any hint how i can do this ?

set the pivot point to 3D cursor, set the 3D cursor to he centor of the object, but lower down(i put it at the origin of the object.)  When I scaled it, it worked perfectly!
Hope this helps!

Up at the top, set the "Pivot Point" to "3D cursor" (If your in blender 2.8) If your in 2.79 or lower, it's down at the bottom, directly to the right of your viewport Shading options. (And make sure the 3D cursor is in the middle of your object)

All you have to do is move it to the middle. You can move it by pressing G and then pressing either X or Y to move it in a straight line. OR You could simply turn off mirror to scale it, then turn it back on and move it towards the middle. Just make sure you have clipping on.


text:
Flattening animation to UV map
Is there a way to create a animation render that is exported to a UV map (or UV map like) export? In this particular instance, I would like to create a physics simulation (for instance, fluid pouring down a couple of simple cubes.) Or more simply a spotlight source moving around on the cubes. I would then like to export the animation with the faces of the cubes unwrapped, so that another piece of software can warp the 2D image onto actual 3-dimensional cubes.

I'm sorry I don't really understand your use case. Why wouldn't you just export the animation if you want to have a 3D scene anyway? Do you mean something like an animated texture for low poly models, e.g. for a game? Currently you can only bake a single texture in Cycles at once, but this could be automated through a python script to create a bake for every frame of the animation.

The difference is that I'm trying to project via a video projector onto actual objects rather than viewing the animation on a flat/2D screen. I use projection software (Watchout) that allows me to easily warp imagery to 3D objects (in real space), however, I believe the perspective inherent to Blender's camera would unnecessarily distort the animation before Watchout has the opportunity to warp the projected image. If there is a way to post images, I could post a single frame of an example animation that shows the various sides of a building that is video mapped.

I just discovered the Orthographic Camera mode which may get me closer to what I'm aiming for...but it still only provides a limited view of the virtual object.

Ok, I didn't understand that this would be applied to real life objects. The question is what kind of images does Watchout need for this task. Do you need textures for a UV unwrapped 3D object or do you need renders from a camera perspective at the same position the projector would be positioned IRL or something else entirely? If you know that we can likely help you achieve that.

You can edit your question and add images to it.


text:
How do i turn off individual lights using falloff in animation nodes?
I want to turn off a bunch of lights inside a collection using falloff in animation nodes but i cant find a node that connects the value of the light intensity to the falloff or a node that allows me to apply the falloff to all lights in the collection.
Thanks in advance for the help! :)

You need to know how to access and modify each light's energy. Then evaluate the falloff in a subprogram and tweak each light's energy.
In order to know the property's name, you have to activate "Python tooltips" in the preferences :

Then hover you cursor over the field :

So, given the point light, you access its energy with an attribute node and the path data.energy. Similarly, if you want to access the color, you would use data.color.

For ease of use put all your lights in their own collection.

Add your falloff object (I chose a cube), tweak the fallof type and connect it to your subprogram.

Result :

Just like last time you come here and save my day! Thank you! <3

Always a pleasure to answer clear and precise questions :)

We can also do this directly without using loop:


text:
Can't import UDIMs into Blender
I have some problems importing UDIMS into Blender. The model was originally made in Maya and the UDIMs were created there in the tiles 1001, 1002, 1011 and 1012. The model was then imported to Substance Painter and textured. The Model was exported from Maya in FBX to both Substance and Blender. When I import the model in Blender the first image on 1001 is imported correctly when in "single image" mode but when I set it to UDIM Tiles it failes to load.

You need to open the image in the UV editor, then from the side bar click on the image :

Set the source to UDIM Tiles
Click on the + button in the UDIM Tiles tap
In there you change the attribute (count) to the number of your udims
Finally back in the image tap : click the refresh button next to the image name


text:
Lock one axis of particle rotation
I'm using grass objects in a particle system to create a small field and need to animate it with the turbulence field. When applied the grass objects in the particle system sometimes rotates in the Z axis so it doesn't look right, how can I lock it to only rotate in the X and Y axis?


text:
The encoder timebase is not set
I have several videos in the blender sequencer (2.79). When I select FFMPEG Video in "Output", the error "The encoder timebase is not set" appears.
 I tried every container and codec combination.
Thanks for your help!

I had to change the frame rate from 23.8 to 24 to back to 23.8 fps....

For those new to Blender, this is in "Properties" View -> "Render" (the camera icon) -> "Dimensions" tab

This was actually a bug in Blender, which I just fixed. Things like this can be reported in the bug tracker. The fix will be part of the 2.80 release.

Wow this is a serious bug that kept me from getting rendering working for hours.  Thanks @BobBlndr.

I had the same problem in Blender 2.8 and found that the video I imported set a custom frame rate.  Once I changed it by selecting the frame rate it worked.

That has solved the issue for me. Hadn't realized it got changed to "custom", changed it back to what it was supposed to be and it worked. Thanks!

You have to set the fps by an aproximated value in the list predefined by blender. That was my solution.

I had the same issue. Solved it by exporting the video in RAW AVI format and sound in wav format separately. Then I imported them as two strips (Audio + Video) and re-encoded them into MP4 using the exact same settings. That seemed to work after a night of sleeplessness...

I am pretty sure this has to do with the inherent difficulty in dividing floats (numbers with a decimal point) in computer software.
When you insert your first video clip into blender, it auto-detects your fps and sets it for the entire video.
This usually translates into what blender calls a custom fps, which takes the top number and divides it by the bottom number to determine fps. (this can be found under the render presets in the Properties view)
Sometimes it puts weird numbers in there that cause the result to be an infinite number like dividing 10 by 3 which results in 3.333333...
To fix it, you can just tweak the numbers in the custom fps setting.
For example if your Custom fps was calculated to be 29.92, you can put 2992 in the FPS: field and 100.00 in the /: field.  The result will be 29.92 again, because 2992 divided by 100 is 29.92.  Then it will work.

This worked best for me. After a lot of editing, cutting, stitching and adjusting pieces of a video, I finally pressed "Render" and got that "encoder timebase" error. Changing the fps to something else would mess up positions of the pieces of the video, and changing it back wouldn't restore the correct positions. My auto-detected custom framerate was 59.95, FPS 32767, Base 546.58. Changing Base to 100, then FPS to 5995 fixed the timebase problem without messing up the pieces. The order mattered, if I change FPS first, Base second, audio length would become incorrect.

This was actually a bug in Blender, which I just fixed. Things like this can be reported in the bug tracker. The fix will be part of the 2.80 release.

I had the same problem and couldn't solve it for days, but I finally figured out the trick. Apparently, if you let blender set the framerate when you import the video, it doesn't always get the correct ffmpeg settings. So, even if the framerate is set to the correct framerate, try setting it to something else, giving it a quick render, and then setting it back manually to the original framerate you were trying to render with.

More specifically, the framerate that was set was 30.0. I ended up changing it to 30. It may seem the same, but it's different enough to throw this error.


text:
Slow Performance When Changing Object Data [2.8]
I'm not sure if it's the object data actually, but I couldn't think of a better way to phrase it. Whenever I ctrl+z, change materials, open/close the file, make or change collections, etc, it takes way too long. It says the program has stopped responding for about ten seconds, then starts responding again. It doesn't do this when moving objects in the 3D viewport or tabbing in/out of edit mode, etc. Furthermore, it's only with this file. My other files, despite being more complex and taking up more space, don't do this.
Any help/suggestions are much appreciated.
Apologies for my last post btw
Download

Excatly which version are you using. I think a encountered a similiar problem in an older version when using a few subdivisions. Also https://blender.stackexchange.com/questions/89659/blender-global-undo-is-very-slow-on-complex-scenes

I'm using blender-2.80.0-git.d525c76003b3-windows64. I enabled simplify, didn't change anything. I had a sub-surf modifier on her body, yes, but I had it disabled in the viewport. To test it out, I deleted the modifier entirely. Didn't change anything either.

Also, that problem only specified problems with undoing. My problem is with much more. Can't even quickly add/delete objects.

Okay, I think I found the solution! The collision objects for the legs had wayyy too many vertex groups. After deleting the armature modifier, everything went back to normal speed. I cleared the vertex groups, except the ones I needed, and gave it the armature modifier again. Now everything works as it should.


text:
Project looks like it has doubled faces but doesnt
I tried selecting all, removing doubles, selecting by interior faces, and just manually deleting double faces, but nothing changes and as far as i can see there arent any doubled faces, but my entire project flickers with that double face look. any way to diagnose this?

Blend file:

In your Properties pane, you have "Ambient Occlusion" turned on...uncheck that and it'll be fine:

Unless you want AO in that view, but be aware you'll see the artifacts.
If you want AO in your render, that's not where you should select it.  The AO setting for Renders is in the World pane:


text:
Render vertical artifacts
Can't find information on it, since don't know what it is actually.
This is what I have in Rendered Viewport Shading:

And this is what Render shows me as an result:

So, what are these vertical lines?
Seems like something wrong with UV, but why then Viewport shows everything ok?
I mean, I'm pretty noob in blender, so I don't have any idea.

Looks like z-fighting (overlapping geometry). Try to remove doubles in Edit Mode, see: https://blender.stackexchange.com/questions/5441/cause-of-black-artifacts-in-render/5442#5442


text:
Imported image darkened after imported to "image" node in compositing
Short story, after attempting to import an image into the compositing node "image," it was darkened in a odd way in blender.
Original Image vs Seen in Blender

I had the same issue. Check the box exposure value
As you can see I had -2.610 value and the picture was darkened (like in your screenshots).
Try to set this value to 0. If the value changes back to previous number after a second, check your addons. As for me, I could set it to 0 only after disabling my Photographer addon


text:
Move bones in armature
I need to export my Blender to Unity, to use with IKinema plugin. The plugin needs a certain bone structure, starting with 'root'. Blender has made another bone above 'root', called 'armature' (marked with red line), which is exported with the FBX and recognized as a bone in Unity.

How can I move 'root' to be the actual root bone?
Thanks so much!

An armature is definitely not a bone. The first bone is the one called the Root.

@Tak thank you! But why is Armature twice in the list? And how can I remove the second one?

The difference is that one of them represents the object and the other represents the armature.


text:
Any way I can remove these fireflies/noise?
I have made a model of an apartment and I am trying to get rendered images from the individual rooms and in the end in orthographic view but no matter what I do there is too much fireflies or noise.

I have Clamp at 1.00, Clamp indirect at 1.00, 1000 Samples, disabled caustics and my lamps are points with x, y and z scales of 10
Here is my model, is it possible that theres too much for it to render properly?

Results where I used denoise(set clamp settings to 0):

Thanks!

You say 1000 samples but the screenshot shows 32. Big difference.

Your samples are too low. 32 samples are nowhere near enough. Look at your render settings

Welcome to BSE! :) As most of the above comments stated, increasing the number of samples should fix it.

Thanks, turned out I was just looking at the preview render haha


text:
Weird mesh geometry on adding skin modifier.
Merged all the vertices of a cube to get a single vertex and then extruded the vertices to create a structure. But after adding the skin modifier the mesh geometry is weird. The structure created with the vertices is on the left side and the one with skin modifier is on the right

Try to look into mesh geometry to see if there aren't any double vertices or unconnected geometry. Simple way to do this in Edit mode is to select one vertex and press Ctrl+L, if everything is selected then all is correct. Then select all and W > Remove Doubles

What happens if you hit Equalize Radii? Scaling the thickness of every vertex down might help


text:
Help for creating a radar sensor with python - bge
I would like to know how it is possible to create a radar type sensor with only python in bge.
To specify, he would have to fire at the Y + position up to a distance of 100 meters, starting from the cube.
The radius has to be 0, it will stay as a line.

In other words you want to detect a line crosses any face? see KX_GameObject.rayCast

That's it! If you know how to do it, please post here.

Please have a look at the BGE API -> KX_GameObject.rayCast
Basically you measure the faces an imaginary line is crossing through.
The mesh of the game object you measure with will be ignored (you want to find another object, rather than itself).
Here is a short demo measuring between [0,-10,0] and [0,10,0]. The coordinates are given in scene space (world coordinates). The direction of the measurement matters as the nearest face to the start point gets returned. The endPosition is a reference where to point to. The measurement will stop after reaching the distance of 15 (regardless the distance to the endPoint).
Code:
import bge

controller = bge.logic.getCurrentController()
owner = controller.owner

startPosition = [0,-10,0]
endPosition = [0,10,0]
distance = 15

hitObject, hitPosition, hitNormal = owner.rayCast(endPosition, startPosition, distance)

if hitObject:
    print("Object hit:", hitObject, "at", hitPosition, "the normal at that point is", hitNormal)
else:
    print("hit nothing")

Be aware this is a one-shot. This means you need to call it each time you need to measure. The python solution fits when you need to measure:

only at specific time (rather than all the time)
with dynamic parameters (rather than fixed distance straight forward)
you need to measure multiple times with changing parameters within a single frame
you need settings the ray sensor does not offer (e.g. measure along a reflected imaginary line)

When you just want to "reinvent" the ray sensor, notice it is way easier to use the ray sensor.


text:
How to access a variable from another python file in BGE
I have the 'distance' variable in the file 'char.py'. I wanted to get the value of this variable in another script. How do I achieve this?

When you register your script it becomes a module which you can then import in another script.

I want to access without modules.

@ElektroJavorski if you don't want a module you can add a game property to an object and access that property from every script. See this answer which gets the current scene and accesses the scenes objects.

Access a variable through an object in the scene I know. I want to access this variable directly from one script to another, without modules and without variables in objects. But if there is no way, then I will study about modules to see how it works. Thank you!


text:
Custom pie menu works fine except not when i set a shortcut
I have a custom pie menu I made, it was working fine yesterday. Now for some reason it refuses to work as expected.
It works if I click the "Run" button in the script editor, it works if I manually type bpy.ops.wm.call_menu_pie(name="VIEW3D_MT_PIE_vse_cuts") in the console. But when I try to set a hotkey, it refuses to work.
I've tried setting the hotkey programmatically before, I got rid of that code just trying to debug the issue, and right now the script is literally just the default Pie Menu template that ships with Blender with the layout code from my own script, just to make sure I'm not losing my mind.
import bpy
from bpy.types import Menu

bl_info = {
    "name": "VSE Cuts Pie",
    "author": "Me",
    "version": (0, 0, 0, 1),
    "description": "Adds Pie Menu for cut options in VSE",
    "blender": (3, 0, 0),
    "category": "Video Sequencer",
}

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class VIEW3D_MT_PIE_vse_cuts(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "VSE Cuts Pie"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        props = pie.operator("vseqf.cut", text="Trim Left", icon="BACK")
        props.type = "TRIM_LEFT"
        props = pie.operator("vseqf.cut", text="Trim Right", icon="FORWARD")
        props.type = "TRIM_RIGHT"
        props = pie.operator("vseqf.cut", text="Hold Cut")
        props.type = "HARD"
        props = pie.operator("vseqf.cut", text="Split")
        props.type = "SOFT"
        props = pie.operator("vseqf.cut", text="Ripple Trim Left", icon="BACK")
        props.type = "RIPPLE_LEFT"
        props = pie.operator("vseqf.cut", text="Ripple Trim Right", icon="FORWARD")
        props.type = "RIPPLE_RIGHT"
        props = pie.operator("vseqf.cut", text="UnCut Left", icon="LOOP_BACK")
        props.type = "UNCUT_LEFT"
        props = pie.operator("vseqf.cut", text="UnCut Right", icon="LOOP_FORWARDS")
        props.type = "UNCUT_RIGHT"

def register():
    bpy.utils.register_class(VIEW3D_MT_PIE_vse_cuts)

def unregister():
    bpy.utils.unregister_class(VIEW3D_MT_PIE_vse_cuts)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_MT_PIE_template")

This is what the hotkey i setup looks like.

Any help is greatly appreciated, not sure what is going on.

Turns out there was another keymap for an addon I had that was probably interfering with that hotkey. I set it to "Alt+Q" and it works now.


text:
Installing custom Pie Menu, Restricted Context Error
I am having issues creating a custom "Add Mesh" pie menu, Ive made a script, sampling from a number of different sources of code, that functions well enough from the text editor, However when i try to install it as an addon and enable it i get this error.

Which through reading a number of posts I believe I understand the "why" of why its happening, but my limited Python knowledge is hindering my ability to fix it. I believe the issue comes up at line 201 or so where i am trying to create a custom operator to assign different meshes with custom properties. At least thats what i understand it to be.
Ive tried altering the order of the class-list to change registration order, creating a class in itself for assigning the "type= bpy.props etc" attribute and registering that outside of the normal class list. Ive tried throwing an @classmethod or two in there (like i REALLY know what that's doing) but this is all mostly flailing in the dark and trying stuff i find in other stackexchange answers but nothing so far is helping.
I would greatly appreciate any help offered! Thank you in advance for your time.
My Script
https://pastebin.com/t8DfUscG
Solutions I have tried, to the extent of my knowledge.
This one being the main devlog post detailing the error, Which i cant figure how to use in my own script, but am sure would fix the issue.
https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/API_Changes/#Restricted_Context
As well as these other ones, as well as several other minor attempts.
Accessing bpy.context gives a '_RestrictContext' warning, how to fix this?
Application addon using bpy.data.scenes causes: AttributeError: '_RestrictData' object has no attribute 'scenes'

The issue is that you call the operator right away at the bottom of your script. Move that inside of the if __name__ == "__main__": and you won't get an error when installing. If you want to use it as an add-on you probably want to create a shortcut to the pie menu or add another operator which allows you to call the pie menu.

Hi. Please include the code in the question body itself. If necessary, reduce the code to a smaller sample that still shows the issue.

@RobertGützkow that did the trick! thank you I really appreciate it.


text:
Is there a better way to do a shingled roof, than an array mod with object offset?
I'm trying to create a pagoda style roof shingle effect, and this is about as close as i can get it to the look I want after about 45 minutes of tweaking and adjusting the scale and rotation of the empty. I know there's probably a better and faster way to do this. I thought maybe dupliverts was an option but I'm not sure how to make each shingle shorten as it goes along.

thank you for your response. I actually figured out that i needed to set the object origin to the very bottom of the shingle piece so it scaled only towards that part. once i got the general size i just used the good old knife tool to cut off what i didnty need


text:
Cloth Simulation with Mesh Deform Modifier causes parts of mesh to stick?
I'm using a Mesh Deform Modifier to animate a complex belt model with a simpler mesh. I animated the location of the deform mesh so that the cloth simulation would have some movement to work with, but certain parts of my complex belt mesh are "sticking" in place and deforming the rest of the mesh. What is the reason for this?
Blend file: http://pasteall.org/blend/index.php?id=49483

I found the reason: It was because the mesh i used as the deform cage wasn't completely surrounding my complex mesh before i clicked bind. The vertices i left out were the ones that were sticking.


text:
Bevel object: disproportionate
I use a bevel object to contour the shape of a bezier curve - why
is the bevel object disproportionate compared to the final shape?

When scaling your bezier curve, you wont affect the bevel object. If you want to control the shape of your curve geometry you can scale the bevel object.

Thank you. Is there an easier way to place the bevel object on the curve to match the shape (which I find intuitive)? I rotated it in object mode (x=90°, z=-45°) and placed it on the first control point.

I can't see what you want to achieve. Do you want the bevel object to be where the bezier curve begins?


text:
Crashes with backtrace in Ubuntu after few minutes of use
Blender 2.8 keeps crashing after a bit of use within Ubuntu 18.04 Desktop.
I've run Blender from command-line which on start-up returned this (may not be of much use):
Switching to fully guarded memory allocator.
Blender 2.80 (sub 75)
Build: 2019-07-29 17:17:04 Linux Release
argv[0] = ./blender
argv[1] = -d
Read prefs: /home/user/.config/blender/2.80/config/userpref.blend
read file
  Version 280 sub 39 date unknown hash unknown
Received X11 Error:
    error code:   167
    request code: 152
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   167
    request code: 152
    minor code:   34
    error text:   GLXBadFBConfig
Received X11 Error:
    error code:   8
    request code: 152
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
    error code:   8
    request code: 152
    minor code:   34
    error text:   BadMatch (invalid parameter attributes)
found bundled python: /home/user/Downloads/blender-2.80-linux-glibc217-x86_64/2.80/python
Info: Deleted 1 object(s)

Info: Total files 0 | Changed 0 | Failed 0
Info: Copied 1 selected objects

blo_find_main: added new lib /tmp/copybuffer.blend
read file /tmp/copybuffer.blend
  Version 280 sub 75 date unknown hash
Info: 1 objects pasted

Skipping auto-save, modal operator running, retrying in ten seconds...
Info: Total files 0 | Changed 0 | Failed 0
Info: Copied 1 selected objects

blo_find_main: found library /tmp/copybuffer.blend
read file /tmp/copybuffer.blend
  Version 280 sub 75 date unknown hash
Info: 1 objects pasted

Skipping auto-save, modal operator running, retrying in ten seconds...
Info: Total files 0 | Changed 0 | Failed 0
Info: Copied 1 selected objects

blo_find_main: found library /tmp/copybuffer.blend
read file /tmp/copybuffer.blend
  Version 280 sub 75 date unknown hash
Info: 1 objects pasted

Info: Deleted 1 object(s)

Info: Deleted 1 object(s)

Skipping auto-save, modal operator running, retrying in ten seconds...
Skipping auto-save, modal operator running, retrying in ten seconds...
nouveau: kernel rejected pushbuf: No such file or directory
nouveau: ch15: krec 0 pushes 1 bufs 18 relocs 0

Then after some use Blender crashed. And when it crashed it my command-line output ended with:
nouveau:    0x0000ca96
nouveau:    0x1000f010
Writing: /tmp/blender.crash.txt
Segmentation fault (core dumped)

And the blender.crash.txt ended with:
# backtrace
./blender(BLI_system_backtrace+0x1d) [0x1369c1d]
./blender() [0x1153279]
/lib/x86_64-linux-gnu/libc.so.6(+0x3ef20) [0x7fe477c0df20]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x62c9d8) [0x7fe4504259d8]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x5ca839) [0x7fe4503c3839]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x6c15c3) [0x7fe4504ba5c3]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x5cb7c0) [0x7fe4503c47c0]
/usr/lib/x86_64-linux-gnu/dri/nouveau_dri.so(+0x5cb932) [0x7fe4503c4932]
./blender(gpu_select_pick_load_id+0x65) [0x40fbe75]
./blender() [0x2a1a6a3]
./blender() [0x2a2f8ed]
./blender() [0x2a13851]
./blender(DRW_draw_select_loop+0x41d) [0x2a13c9d]
./blender(view3d_opengl_select+0x590) [0x2d00e60]
./blender() [0x2cf3055]
./blender() [0x2cf4dea]
./blender() [0x2cf59be]
./blender() [0x1519add]
./blender() [0x151c09a]
./blender() [0x151ccae]
./blender() [0x151ed9e]
./blender(wm_event_do_handlers+0x4e5) [0x151f305]
./blender(WM_main+0x20) [0x1514c20]
./blender(main+0x2fe) [0x10c0abe]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0x7fe477bf0b97]
./blender() [0x114fb9c]

I've run Blender multiple times and keep getting this same issue. I've run Blender from snap and I've tried downloading it and using the executable.
Additional information: I've got 8Gb of RAM, a I7 4790k, and a GTX 970.

This looks like a nouveau driver issue. Can you try with the official Nvidia driver and see if that works or update your graphics driver?

@rjg that's worked - it is no longer crashing , thank you so much :)


text:
How do I make a grid with rounded corners?
How do I make an object which is a grid with rounded corners as seen in the photo below?
The rounded corners are big and cut through multiple of the squares inside the grid.

I tried by creating a plane then adding the subdivision modifier, then adding the wireframe modifier, but when I went to round the corners with  Ctrl + Shift + B  it messed up the wires.
I then tried by converting it to a mesh, but that only allowed me to round corners on one square within the grid.

I'm not by my pc so I can't try it, but have you tried creating the outline you want, then using grid fill? I'm not sure if the corners will come out right, though.

You can create a plane, round its corners with a bevel, create a second plane (same size), subdivide it, delete its faces, switch to top view, select the grid, shift select the first plane, go into Edit mode, then Mesh > Knife Project and it will cut the grid on the plane. Give some corrections:


text:
How to make light not affect this object
I would like to know how to make it so light does not affect this object (the pinkish rounded square grid in the picture), so it's one solid colour, doesn't give off shadows, and doesn't let light settle on it.

So far, I've been able to remove the shadows it makes by going material settings -> settings -> and then turning shadow mode to none - but light still settles on the object.
I just want it to be the colour I set it to without having to make lighting objects for it. I want it to not be affected by light.

do you still need to see it as a volume (with shadows)? if not you can give it an Emission node only.

You can plug the color directly to the material output so it won't be influenced by light like this:


text:
How do you download Blender 2.79
This is Yusamac205. I have been going through all of these different links that are supposed to download Blender 2.79 beta. But am unable to do it.
Here are the links I have tried, with the explanation why they do not work:
https://builder.blender.org/
This site even tells you that you will be downloading Blender 2.78
http://download.blender.org/release/Blender2.79/
This site says that you will download Blender 2.79. But when I download it, it shows Blender 2.78.
https://developer.blender.org/
This site is confusing and does not seem to have any Blender 2.79 downloads.
https://miikahweb.com/en/blender/builds
Does not have anything beyond Blender 2.71.
http://graphicall.org/
This site does not provide Blender 2.79.
Where can I get Blender test builds?
I got a lot of the links that do not work from this question.
Find and Install Current Blender Release
None of those links work either

The reason it shows 2.78 is because it's not an official release.  A quick way to tell that you have 2.79 is by looking at the Render Layers tab in the Property panel.  If you see Denoiser at the bottom, it's 2.79.

Just enter this link in your browser and it'll auto-download it for you!
https://download.blender.org/release/Blender2.79/blender-2.79-testbuild2-windows64.zip
If you're not a Windows user, download the suitable version for you from here:
https://download.blender.org/release/Blender2.79/

I do not have windows. I use iMac

try this:   https://download.blender.org/release/Blender2.79/blender-2.79-testbuild2-OSX-10.6-x86_64.zip


text:
Subdividing mesh causes certain parts of mesh to be visible through transparent textures?
I'm editing a mesh where the tips of the hair is partially transparent, and when I do anything to the mesh (tris to quads, subdivide, adding edgeloops) it causes parts of the mesh to be visible through the texture but not others. Here's what it looks like:
https://gyazo.com/54b3afd1e04d34c29a24140e62145154
I've already checked and this has nothing to do with normals, so i have no idea what's up. Thanks in advance!

could you please share this part of your mesh? https://blend-exchange.giantcowfilms.com/

@moonboots sure! heres a link to the mesh: https://drive.google.com/file/d/1ANp1Tm4hasdujhjRMDgBEVWeT5HDA0cp/view?usp=sharing
and heres a link to the texture: https://drive.google.com/file/d/15BZlH6W9E0sspRVMFRm7-jKKl-soMnO6/view?usp=sharing

oh ok it's Blender Render, I don't know enough about it

@moonboots oh okay. I didn't realize that was something I had to mention. Thanks for trying, though! Have a good day!


text:
MacOS - How to assign CMD key to Pan shortcuts?
Just trying to assign more familiar shortcuts for viewport panning that work better on a MacBook without a three button mouse.
Using the Macbook's trackpad, I can assign...

OPT + SHIFT + CLICK = Pan

But I can't seem to assign...

CMD + OPT + CLICK = Pan

Does anyone know how to assign CMD + OPT instead?
Cheers, Ben

It turns out you can assign the Command key, the problem is that the Command key icon doesn't display in the keymap, even if you make the window wider. So, it displays as OPT + Click instead of CMD + OPT + Click...

Also, I'll need to test this with a mouse, but when using a MacBook trackpad, it displays as the Middle Mouse button even though it should be the Left Mouse button.


text:
MacOS - Can't control-click for right-click
On my MacBook Pro, control-click for right mouse is setup and works in other apps but not in Blender (two finger tap is way too slow).
Older posts suggests control-click might not be supported in Blender.
Questions...

Is control-click supported yet?
If not, how to I search or request the feature get supported?

Any help much appreciated. Cheers, Ben

For suggestions and feature requests use https://blender.community/c/rightclickselect or https://blenderartists.org


text:
Python - Exporting Each Selected as FBX
Lets say I have 5 objects selected.  The script will correctly export 5 fbx files, place them at 0-0-0 world space, export an fbx with the object name, and return them to their original position.
The problem is that each export includes all selected objects instead of 1 at a time.  Shouldn't my for loop only grab each selected object 1 at a time?  How do I select 5 objects, export them so a single object is inside each fbx with the corresponding name?
    def execute(self, context):
        # Get the selected objects.
        selected = bpy.context.selected_objects
        for obj in selected:

            # Store current object's name.
            obj_name = obj.name

        # Get the object's original position.
        obj_loc_x = str(obj.location.x)
        obj_loc_y = str(obj.location.y)
        obj_loc_z = str(obj.location.z)

        # Creates the path for the exported fbx.
        obj_path = os.path.join(context.scene.worth_group_tools.dir_path,
                                obj_name + "." + "fbx")

        # Sends object to zero vectors.
        obj.location.x = 0.0
        obj.location.y = 0.0
        obj.location.z = 0.0

        # Export object as fbx. Works, except all selected objects are
        # exported into single fbx instead of one at a time from the list.
        bpy.ops.export_scene.fbx(filepath=obj_path, use_selection=True)

        # Prints each object in list.  Works.
        print(obj_name)

        # Returns the object to its original position.
        obj.location.x = float(obj_loc_x)
        obj.location.y = float(obj_loc_y)
        obj.location.z = float(obj_loc_z)

    return {'FINISHED'}

Why your code below obj_name = obj.name is outside the for-loop? It should be in the same loop, isn't it?
Use select_set() for selection:
obj.select_set(True) : select the current object, useful for exporting selection.
You need to manually deselect it after exporting, or call bpy.ops.object.select_all(action='DESELECT') to deselect all.
Minor things
Get the object's original position:
You can copy the location to a reference instead of casting it to string and convert it back.
org_obj_loc = obj.location.copy()
Sends object to zero vectors
You can assign a Vector() to it: obj.location = (0,0,0)
Whole code
def execute(self, context):
    for obj in bpy.context.selected_objects:
        bpy.ops.object.select_all(action='DESELECT')
        obj.select_set(True)
        org_loc = obj.location.copy()

        # Sends object to zero vectors.
        obj.location = (0,0,0)

        # Creates the path for the exported fbx.
        obj_path = os.path.join(context.scene.worth_group_tools.dir_path,
                                obj.name + "." + "fbx")
        # Export object as fbx. Works, except all selected objects are
        # exported into single fbx instead of one at a time from the list.
        bpy.ops.export_scene.fbx(filepath=obj_path, use_selection=True)

        # Prints each object in list.  Works.
        print(obj.name)

        # Returns the object to its original position.
        obj.location = org_loc

return {'FINISHED'}

I apologize for the indention error.  It was correctly placed on my original code.  Thank you so much!  This works perfectly and is WAY cleaner.  I was unaware of the obj.location.copy() function.  Now everything makes sense!  Thank you!

Unfortunately I can't up-vote your solution.  Says I need at least 15 rep.  But this solution works!

Great sample code!
I arranged it to be exported to the location where the Blender file is located.

blender for 3.2

import bpy,os

def ShowMessageBox(message = "", title = "Output Fbx Success!", icon = 'INFO'):

    def draw(self, context):
        self.layout.label(text="Export file list")
        for conted, mes in enumerate(message,start=1):
            self.layout.label(text=str(conted) + "_" + mes.name)

    bpy.context.window_manager.popup_menu(draw, title = title, icon = icon)

def create_filepath(obj):
        blnederfilepath = bpy.data.filepath
        directory = os.path.dirname(blnederfilepath)

        # Creates the path for the exported fbx.
        filepath = os.path.join(directory,
                                obj.name + "." + "fbx")
        return filepath

def fbx_export():

    seleobj=bpy.context.selected_objects

    for obj in seleobj:
        bpy.ops.object.select_all(action='DESELECT')
        obj.select_set(True)
        org_loc = obj.location.copy()

        # Sends object to zero vectors.
        obj.location = (0,0,0)

        # Export object as fbx. Works, except all selected objects are
        filepath=create_filepath(obj)
        # exported into single fbx instead of one at a time from the list.
        bpy.ops.export_scene.fbx(filepath=filepath, use_selection=True)

        # Prints each object in list.  Works.
        # print(obj.name)

        # Returns the object to its original position.
        obj.location = org_loc

    ShowMessageBox(message= seleobj)

fbx_export()


text:
Export VSE edits to Avidemux
After editing some video in blender VSE (just splitting and cutting), I found out I could use Avidemux for direct stream copy which would save me hours of rendering time while keeping the original video quality.
It there a way to save the project editing history into an Avidemux command script, or into any other tool that can do direct stream copy?

Somehow related: http://blender.stackexchange.com/q/36708/2843

There is no "out of the box"-solution for this right now in Blender.
However, you could use some Python scripting to export the cuts. Don't forget, that depending on your Frame distribution (IBP-Frames) and GOP you might not be able to cut frame-precise with Avidemux.
There are some related questions where you can get some help of how to access the frame ranges:

How can I drive the Switch nodes True/False value?
Why is "Copy Data Path" path different from the tooltip's path?
How to replace an orphaned external file by an existing one? (all instances)
How to snap the right edge of a strip to the playhead instead of the left in video editor

There is a plugin called Blue Velvet (http://blendervelvets.org/en/blue-velvet/), which exports audiostrips to Ardour.


text:
exporting an file as fbx fails
I am trying to export as fbx and getting the following error:

I think it might be because the project has some missing files that I'm not able to delete. I tried to unlink or clear but it doesn't work and I have no meshes using them.
.

same here! I also read a post talking about UVMaps and renaming them to solve the problem https://blenderartists.org/forum/showthread.php?392170-Error-when-trying-to-export-to-fbx

I had this problem, export as obj, reload start up file, import the obj then export as fbx.

can you add more to this answer? answers in general should be more then one line.

Worked for me, thank you!  Wish I knew "why" it fixes it, but happy to report that works!

I know this is a couple years old, but people may be experiencing this problem in the future. Here are couple of things you can try to avoid this error.

This may happen if you smart UV unwrap an object. You may have to manually do the uv map or use a cube, cylinder and/or sphere projection.
Double check the materials on objects, you may be experiencing a 'list index out of range'. This reddit post explains it well.
Objects with invalid location and extremely high or low scales also can throw errors.
If you aren't concerned about materials on the object, trying exporting as an obj, then reimport into blender and export once again as a fbx.

Hope this helps. It may be a bit of trial and error.

I know this is years ago, but I found a solution where one of my bones was scaled to 0. I reset the scale and it exported fine

I tried the option of exporting as a obj but lost the animations, I also renamed all my UVMaps and still it did not work. I had a lot of animations for my character and when i removed some of these it seemed to work ok, so if the other options fail, try that.


text:
How can I export a blender file into fbx and import it to unity so it will look and work the same way?
I have a model in blender with texturas, animations and multiple objects. When I put the blend file in the unity project it works just fine, but when I export it as fbx and import it into unity everything is completely messed up. The texturas mess up, the animations donwt wotk or only one of them and parts of the model apear rotated and not placed at their places. I tried every export and import settings, parented them to one empty object, changed rigging to legacy and went through all the animations to play them.
but still nothing works and everything is completely messed up..What do I do wrong?

I had the same problem with my animations. I already posted my answere here: https://blender.stackexchange.com/questions/88018/export-actionsanimations-to-fbx-and-open-in-unity/88566#88566


text:
My Base Color texture map is not displaying the black part
The basecolor texture displays incorrectly. The black is missing.

The blend file can be found here along with the maps..
https://drive.google.com/drive/folders/1he7iaioOuj2cvQ6nS4zlD6a1k2lvqWVN?usp=sharing

Ok, I figured it out. my Subsurface slider was turned up too high..


text:
simple Help with two bevels and boolean
I have a simple shape with a bevel modifier making the edges smooth (using weights). I added a boolean modifier cutting 4 holes in the shape. I want those holes to have a bevel as well (less than the first bevel). I try adding another bevel modifier after the boolean so that I can bevel those edges. No matter what I adjust, I can't get the bevel to work on those holes.

I think you might have to apply the boolean before you can edit the bevel

Bevel modifier limited by Weight doesn't work when it's after Boolean Modifier in the modifier stack.
This applies to all edges, not only the new ones.
To bevel edges made by Boolean, you can use Angle limit.


text:
I can't find the Rendering Toggle button in Blender 2.8

I can't find the Rendering Toggle button in Blender 2.8
Someone help me.

You can display the options you want if you click on the key icon:


text:
Blender weight painting
I'm new to blender so this might be a noob question!
I've been trying to weight paint as the automatic weighting was affecting the wrong parts of my mesh, however, nothing I'm doing seems to be changing anything! I've darkened all the areas I don't want my bone to affect and brightened the areas I do but when I go back into pose mode it's as if I've done nothing.
For example, here I painted the foot and darkened the other.

And here is the result - as if the painting hasn't been applied, am I missing something?

In object mode select the armature first, then hold shift and select the mesh. Go to weight paint mode, then you will be able to select the bone what's influence want to paint. Probably you paint the wheight for wrong bone because you can't select the correct one.

When you get that kind of trouble it is usually a second bone causing another extra influence on the area you´re presenting. Scroll-select each vertex group on your bone´s vertex groups. Surely you will find a second other bone causing an additional influence.
Also, make sure the paw bone is set it´s influence to 100% (completely red).


text:
Rendering particles vs ALT+D copying the object
I have a simple question.
Is it better for render time and optimization to add for example Trees as particle system or to ALT+D duplicate it as many times as i need. What will be easier for memory?

I understand that. But which one would be the most render efficient. Which one is best optimization

For memory more optimal would be using linked duplicates (or better collection instances via shift+a > collection instance). But that won't be too convenient to place manually on the surface of the object like particles. This is implemented as multiple instances of one object only oriented differently in some other render engines but not in Cycles afaik. Maybe that will change with Cycles development

It should be pretty much the same as both methods will instance the same mesh data. So there will always only be a single instance of the mesh in memory.

I believe there is another way to "duplicate" objects, called "linking objects" (not entirely sure what it's called). But basically, you duplicate it as Alt + D, but it remains somehow part of the original mesh.
Alternatively you could use multiple array modifiers.


text:
Saving textures and materials
I recently heard that it is a good idea to save the texture image not only in the textures panel...but also in a other panel as well, I think it was the uv mapping panel? Or image veiwer? And that if you didn't and closed it down then you may loose some of your work. If this sounds familiar to anyone, I was wondering why you hade to save it in essentially 2 different windows?  Does Maya or 3dm have these kind of ideosyncresies also in anyone's experiance?

I haven't heard of saving it in the textures panel, just creating there.  Then go to the UV image editor, click on the Image menu, and save it outside your .blend, but I haven't explored this fully/used it a lot.

I think this question is about misunderstanding. Maybe someone doesnt know what your talking about or maybe you don't understand how to ask the question right? In either case......
If you save image to HDD, it will be saved. ..done. There is no reason why Blender should be  deleting them.
But:
If you bake, paint, texture, or edit an image in Blender, then you must save them  before you close the project. Blender will don't save images when you save .blend file.

Ok, so if I am making a texture by importing a png to be made into a UV map....I save it in the UV / image window under tab....image>save. And also under main toolbar  file>save.   And if I save as a .blend file......it will not save the file images...?    Is this why the tab source..."pack an image as an embedded data into .blend file"  exists in the texture properties editor..? If so, when would I want to or not want to use the "pack image as embedded data into the .blend" file option?

If you import texture to .blend, you do not need to save it. Textures are saved on your HDD. If you use one in material, Blender save only path to texture. "Pack external data" is something else. This feature save all data directly to .blend. This is useful only if you need move .blend, send .blend to someone else or to render farm. Does not give sense always pack all textures to .blend and have many duplicates of the same textures on your HDD. Duplicates in sense: one original texture on HDD and copies of the same textures packed in your .blend files.


text:
UV Mapping to meshes
I have two main mesh objects in my scene. Each mesh object has a UV mapped texture. No bump maps ect. Just a 512 x 512 png. I want to export them for use in Aurasma 3d. It is suggested to have only one material per mesh. In the properties editor there is a separate material and texture tab. When I load my image in the texture tab, it creates no material. Do I also have to add a material to my mesh? What if I didn't want to?  Could I still attach the png image to the mesh and have it show up? Or would that not work because it needs materials to light it up somehow?

You create a material for your object, then you go to the texture tab and add an image.  Then handle UV unwrapping, etc.  It doesn't go the other way around.

So then...no....it wouldn't work...? Besides being the incorrect procedure?

Also, in this case, being a very basic and raw cartoony image [not going for photo realism in this example] would there really be any point to using nodes if it was in blender internal?

I would only use nodes in your case if you are unable to edit something you need that couldn't be done without nodes. For basic colors you shouldn't need nodes because you can select single colors on the material.

Whatever material you currently have on your mesh is the default color that object would be.  Something like this:

Go into Edit Mode, and Unwrap your object (I used Smart UV Unwrap):

Open up your image in the UV Image editor, and align your UVs to where you would like.  Little inconsistency I accidentally put in, move the little group of squares outside of the image, this is required for the clipping:

Now go to the texture tab, and set the mapping to UV (from Generated) and select the UV Map you want to use for that image (don't forget to open that image in the texture tab).  I set it to Clip instead of Repeat for the texture mapping:

I set the diffuse color of the material (back in that tab) to be red, so now the scene has a cube with the texture used on one side of it, but the color red is used on the other parts, resulting in something like this (in the rendered view):

All of this combined shows you how to add a texture to a model already built, and maintaining the material for the other portions.  It will be affected by the specularity of the material if you have adjusted that.


text:
When should I pack an image into the file?
When would I not want to use the tab "pack an image as embedded data into the .blend file" ? If I do use it should it only be at the end before final export?

Packing images has nothing to do with exporting. Most exporters have their own ways to deal with textures.
Blender's packing feature allows you to include external resources in your .blend file. This comes in handy when you want to distribute them to other people or showcase them on Sketchfab.

So are you saying that  even though the image may be being used by a mesh in a scene as a texture, the image itself (i.e. a jpeg) it  "isnt" included in the scene on the mesh in a .blend file unless I pack the jpeg image. So If I close and reopen a .blend file later without packing the image, the image  wont be in the file, or on the mesh?.

That's correct. If you add a texture to a model, Blender creates a link to said texture. This texture might be in the same folder as the blend file but it also can be somewhere else, like a network location. You can also put everything in the same location and create a zip file, but I think for distributing blend files, the blender-internal pack function is quite handy, because you don't have to worry about the paths to the texture's locations.

authors: فائز يونس خليل العيداني


text:
How to create very realistic rain with a particle system surrounded by a fluid domain?
I am working on a scene for a short film in which it is raining on a desert. One of the shots will be very close up so I want the most realistic look possible. I looked at other tutorials on how to make rain, but the splash effect is only ever simulated with a tiny white spot with dynamic paint. This would not suffice.
I tried doing fluid simulations with many fluid spheres but that didn't work that great.
I am already using Dynamic Paint from a particle system for the wetness effect and slight displacement of the desert terrain, however I am looking most for realistic splashes, which I think will really sell the effect.
Is there a way to make a fluid domain around a particle system so that it uses each droplet as a fluid and makes realistic splashes on contact with a plane at the bottom?
Thanks!


text:
Keymaps added with python don't work in addon `__init__.py`
For the life of me I can't figure out why this is happening.
I have an addon I wrote, nothing terribly complicated, just some pie menus and custom operators. I store the kwargs for the keymaps in a dictionary that I loop through on register and use to create the keymap and keymap items.
For some reason the keymaps are not created when run from the __init__ file in my addon.
I can take the create_keymaps function and the keymap_settings dict and run it in the Blender text editor and it creates the keymaps no problem. The error only occurs when I try to create it on script load in the __init__.
I have tried every possible configuration in the __init__.py, putting the keymap setup into it's own function, putting it before/after the register function, putting it in the body of the __init__ file, putting it in the if __name__ == "__main__": section, just every stupid idea in the book.
To me it seems like it might be getting run too early or something, I can't really tell, because other than this the addon works fine, everything loads and runs with no Traceback, so it's hard to tell exactly where it's going wrong.
Here is the code for the __init__.py file in it's entirety.
Thanks for any help.

Okay I guess I figured it out, I was accidentally using a new reference to the wm.addon_keyconfig each loop rather than at the start of the register_keymaps function.
def register_keymaps():
    # this line needs to go up here
    wm = bpy.context.window_manager

    for setting in KMS:
        args = list(dict(sorted(setting.items())).values())
        alt, class_name, ctrl, letter, name, region_type, shift, space_type = args

        # I had it right here:
        # wm = bpy.context.window_manager

        kc = wm.keyconfigs.addon
        km = kc.keymaps.new(name=name, space_type=space_type, region_type=region_type)
        kmi = km.keymap_items.new('wm.call_menu_pie', letter, 'PRESS', shift=shift, ctrl=ctrl, alt=alt)
        kmi.properties.name = class_name
        kmi.active = True

        addon_keymaps.append((km, kmi))


text:
Does blender have a layout system for architectural modeling?
I just started a modern house project and I want to start with a layout of the house. Is there any feature in Blender that basically lets you draw your layout?
(Sorry if this question is a no brainer, I am new to architect in Blender)
Thanks in advance

What are you defining as a 'layout'?

@RayMairlot something that would let me layout all of the rooms I want in my house

If you are asking about doing some type of blueprints, I think that is best done in Photoshop/GIMP. However if you want to do this is Blender this should get you started. https://www.youtube.com/watch?v=PSqiswfVb5k

Could you better explain what the capabilities of the add-on would be? There are many ways you can speed up the modeling, the choiche depends on your needs. Did you already tried archimesh add-on? https://youtu.be/IoMeS5ZpfXw?t=5m24s

@icYou520 I am trying to model a house that I have in my head. Not something based off reference material. (I lost some of my reputation for posting an answer that relies on YouTube links)

@Carlo I am trying to find something that will help me layout my house. (Kinda like blueprints)


text:
Unwrapping maintaining distance of vertices
Is it possible to unwrap an object while keeping vertices (relative) distance unchanged from the 3D object?
I think that the answer is related to
Straighten UV Vertices Maintaining Relative Distance
but I can't get from a 3D object.
I have the following object

performing a cylindrical unwrapping procedure with seams, one gets a uv mapping like this

in which the (relative) distance of the vertices on the surface of the 3D object is changed by the projection on the uv mapping.
I'd like to keep the distance on the uv mapping proportional to the distance on the object surface.
Thanks!

Does UV Unwrap > Unwrap with method set to either Angle Based or Conformal achieve what you want?

@rjg yes it does something similar to what I want, but then I need to warp the texture to fit the UV unwrapping. I know that projections have issues in either maintaining angles, areas and/or distances. So I am a bit confusedm, what would be the best solution if I want to apply a texture to the model I have?


text:
Mirror Modifier Weights Not Working
I got something rigged with the .L side of the armature and tried applying a mirror modifier in hopes that the weights would mirror and be controlled by the .R side. I've done this before in this project and it worked fine.
This time, however, I got this:
After some digging, I found out the following:

The selected bone has no control of the mesh whatsoever. The mesh doesn't even have any weights assigned for it.
The part of the mesh that is messed up has weights assigned to other bones that it doesn't need
Trying to add the weights manually doesn't make things better. In fact, it makes it get further away from the bone.
The bones are symmetrical and have the correct names and endings (.L and .R)

I can't seem to find any hint of this problem anywhere. Does anyone know what's going on and how I can fix it?

After a bit of digging when I ran into this issue again, I found out that for whatever reason, the vertex group for that particular bone didn't transfer to the mirrored mesh. As a result, the weights for the mirrored object were there, but the wrong bone was controlling it. In my case, I mirrored to the right side, and that part of the mesh was being controlled by the left side. Here's the solution I found:

Figure out what the missing vertex group(s) are in the vertex group panel. Watch for the one(s) that doesn't have a counterpart for the other side (For example: if there's a hair1.L and no hair.R, you've found one). Select the one for the side that you do have.
Use the grey arrow below the plus and minus buttons to copy the vertex group within the object and lock the original version.
Rename the copy to the bone you want to control it with (For example: hair.L_copy would be renamed to hair.R).
While the bones have control over their intended weights, they will still control the wrong side. Go ahead and fix this in weight paint mode by subtracting from anything that they don't need. Don't forget to unlock any vertex groups that you locked before.

Mirror modifier does not create vertex groups for the mesh!!!
Make sure your mesh has the .L counterpart in the vertex group list BEFORE you apply mirror modifier.


text:
How to check if EEVEE or cycles is used?
Is there a way for a shader/material to check if it is being render in EEVEE or cycles? I want to activate different nodes that immitate or indicate some effects that don't work so well in EEVEE, for previewing.

You can enable Material Output for a specific render engine. This will allow you to create a single material with one material output for Eevee and one for Cycles.


text:
transparent Image texture render black
I made a png image with transparent borders. I put it on my plane and did the nodes, it works fine in Evee, but when I turn it in Cycles, it renders black instead of transparent. Please, could you check my blend file and advice me?
Thank you

I checked your blend file.
Try out this node set up, it seems to work both in Eevee and Cycles for me.

Also I think you could use option 'Disable in Renders' for other objects in the same position if you want them out of your render image.

oh yesss! linking alpha to alpha solved the problem! Thank you so much :)


text:
Why my bubbles particles stop working at frame 11
I'm working on a fish tank and so I would like to create air bubbles which go up until the surface. I have put 600 frames in the render. And as you can see on the image, I put settings. But my particles die at 11 frames. Do you know the reason? Did I put wrong settings?
thanks for help ;)

May i ask if you tried clearing the cache, as in the picture i can't see much more then the basic settings, it's more like guesswork here, more pictures, or maybe even the .blend-file Blender-Exchange could help a lot. That said, saving the file with all removed but the particle system and needed parts to reproduce the problem, would be appreciated.

I was deleting the other objects in order to upload the project with only particles, and when I tried to preview like that, the bubbles don't stop and it works...Is possible that the problem is just I have a too big project?

I don't think the project was too big, but there might have been some things interfering with the particles. While i'm happy for you that it works now, i would suggest to do the removing procedure once more and test step by step to find when it works. It's always better to know for the future then just being happy that it works. Also, it may help others if you point out what was the problem in an answer you give yourself, as a solved question is always better then an open one, so people don't try to solve your problem long time later not knowing that you found the solution already.

I've just remarked that the bubbles become smaller at frame 11, that's why I didn't see them : /

That's either something controlled by the object standing in for the bubbles or is set up in the not visible properties. As i mentioned, it would be a good idea to write an answer pointing out that the particles were getting too small with the reason, as it was something you found out yourself. There are just too many possible reasons, that's why it helps to point out those that lead to the question.

The problem is that I don't know why the bubbles are getting smaller, and I don't succeed to upload the project : / Could you tell me what properties should I show you? and I'll take screenshots. Thanks

Let us continue this discussion in chat.

Based on the conversation, i would check out the object that is used for the bubbles, should that be animated and shrink, it would also reduce the particles size.
Below the direct relation between size of the object and the resulting nearly dissapearing particles:

thanks a lot for taking the time to chat with and find the solution to my problem. I made a wrong manipulation when scaling my bubble object and so I put 2 different keyframes without wanting. Thank you!!


text:
Set Object's "Viewport Display" according to Workspace
I do a lot of retopology and I want to make a new Workspace exclusively to it. So it should have Backface Culling (Viewport Shading) and In Front (Object Viewport Display) options turned on.
I can set the Backface Culling to work dependent on the workspace, but the Object Viewport Display is not changing. Can I make it work?

Because the setting is for the selected object and not the scene (or workspace). You can set In Front for one object and it won't affect any other object.

Yes, it doesn't affect other objects, that's not the problem.
What I want is to set the In Front to the active object, just like changing to UV Editing changes the active object to Edit Mode.

Just ran into this issue and I accidentally solved it by going to solid viewport shading instead of material viewport shading in the top right of the viewport. Hopefully this helps anybody else looking for an answer.


text:
Blurry links in Node Editor
i'm with this issue on Node Editor. This is probably a repeated question here, but I couldn't find. Sometimes, and I don't know the exact reason, the links of the Node Editor gets blurry and only gets back normal when I reset Blender, does anyone knows why?

That definitely looks like a bug, or perhaps a hardware incompatibility. What are your system specs?

Xeon E5506 2.13 GHz, 12GB RAM, Radeon HD 4770, Windows 64 bit


text:
Remove Spot Light Texture Distortion
I'm currently trying to create a Ending Credits scene within a isometric cube that looks like a movie projector.
My current scene setup is this:
But the projection is with some distortions when it comes to the top of the cube, how can I project this spot light without distortion?

already tried but with no success, the distortion still occurs whether if the output of "Texture Coordinate" is reflection or normal. https://image.ibb.co/mjTiec/apague.jpg


text:
Change emission without affecting material color though glass
I know that I can change the emission value of a material without increase the brightness of the object using "Is Camera Ray" socket of Light Path node, but how do I change it when the light is coming to camera through a glass?

This above is the result I get when both emission values are the same.
But then, when I increase the emission to 100, the area where there's no glass it's fine, but through glass the Light Path node doesn't work.
How can I make the glass doesn't interfere on the brightness of the material?


text:
Problem with baking cavity map
I'm working with blender 2.8. I'm learning how baking textures of a sculpting model. I succeed baking, normals and ambient occlusion maps, but I don't succeed baking cavity map.
I watched several tutorials, and I think I did the steps, but it doesn't work, so maybe I did something wrong.
I created a new texture: WOODPLANKcavity

Here is the HIGH POLY woodplank

I went to edit mode and selected HIGH POLY first, then LOW POLY. I Did what I circled in the screenshot.
Finally, the error message
I hope, I gave enough informations. If anybody needs more details, please let me know, I'll answer. I'm waiting for help, I'm really gonna giving up this project if I don't find solution...thanks

Have you tried selecting the high poly object and then the low poly object in object mode?

It's working!! thank you!! I didn't imagine it was that, because in the tutorials they were in edit mode...Just because of one little thing... Thanks for your help.


text:
Texturing problem after baking maps
after baking normals, ao and cavity maps, I wanted to texturize, but as you can see on the screenshot, nothing happen. Did something wrong or did I forget something?

The object has two materials, perhaps the you haven't assigned Wood Plank cycles to the faces therefore it only shows the material named Material?

I remove the other material which was for baking maps. I put into shading mode. It seems to be better, but an odd thing: the plank is black instead of brown (as I set and as it is in the tutorial) and changing color in multiply node dosn't do anything.

That's likely because of the black in your color ramp. Try to use a light grey instead of black and see if that changes anything.

this is actually that point I was wondering...It works thanks. But do you know why I had to put in light grey whereas in the tutorial it remained black?

If you multiply with black, it's like multiplying with zero, you don't get any color other than black out of it. Depending on what's in the texture you may reach the area between black and white that's likely why it worked in the tutorial.

ok I understand thanks for your help.


text:
How to delay rigid body animation without preventing object from rotate?
I have a cube located 3m above the floor. I keyframed location and rotation at frame 0. Then I rotate it and keyframed rotation at frame 130. Finally, I added rigid body (active) to the cube and (passive) to the floor.
I'd like the rigid body animation to begin at frame 55, but when I try the different methods of delay (rigid body cache frames, animated or Dynamic checked/unchecked...), my cube doesn't rotate anymore between frame 0 and 55, or with rigid body cache (frame55 to 130), the cube rotate and stops abruptly at frame 55. I would like my cube keeps a kind of rotation force when it falls down.
Hope you understand what I want to do. Thanks for reading ;)

Have your tried animating it?

What do you mean by animating it?

Under the dynamic check box you can press the animated check box. As long as it is checked it will do what was keyframed. When it is unchecked it will move normally.

Yes, i tried that. When I preview, it works, but when I render: at frame 54, the cube is up and at frame 55, the cube is down :/

I retried this method and it works. I don't know why it didn't work first time I tried, there was probably a bug :/ Thank you for your answer Yohello 1, finally it is the right one ;)


text:
Mirror Modifier Problems
I did a project using mirror modifier, but I have 2 problems.
-There is a visible seam all around.

There is a huge gap at some places

When I turn off subdivision modifier, there are no gap anymore

I tried to increase merge limit but, even 0.0001 don't do the right thing.
I succeed to merge some vertices by snapping and I checked merge and clipping. But the problems persist. Anybody could help?

Don't you have a face on the mirror plane?

https://blender.stackexchange.com/questions/6063/subsurf-and-mirror-modifier-creating-a-split-in-mesh/23764#23764 https://blender.stackexchange.com/questions/353/how-can-i-make-the-mirror-modifier-work-right/354#354

Thanks, indeed there were faces, I deleted them. But the problem on the first screen shot persists.


text:
Weight paint Doesn'paint everywhere I want
I didn't find the answer in the asking questions, so I explain my problem.
I try to weight paint to open and close the mouth of a fish, but it doesn't paint well. As you can see in the scrennshot, for example, I wanted to bluish the lower lip in order to move it separately from the upper one...

Thanks for your help

Hello, please share your file: https://blend-exchange.giantcowfilms.com/

Press Z (wireframe mode in 2.79) and try again.

The wireframe mode doesn't resolve the problem

I precise that I used the shark armature from blender, and tried to change weight paint.

Here is my project :


text:
How to disable only a visual in renders and not the effect
I made a fish with swimming animation, using a plane with deform modifier.
The problem is that if I disable the plane in render, the whole animation of the fish will be disable. But if I don't disable the plane, it will be visible in the render...I tried to make transparent shading, but it makes my animation going wrong.
So is there a way to disable only the visual and not the effect?

Of course there is a way.
You need to make your fish image transparent.
Not the whole image, just the grey parts.
Here is how you do it:
01) Use Photoshop, Gimp or other software to remove the fish image background.
02) Save it as a PNG.
03) Add it to Blender and set the nodes like in my example.
Remove image background

Enable transparency for your image

Sorry, but I don't understand what you want me to do, because I'm doing an animation, not a image.

@user78546 My mistake. I thought you are animating a plane with a texture of a fish. Or is your fish a 3D object?

Yes, it is a fish swimming in water. The plane has deform modifier and cloth in order to move like a flag, and the fish is parent to it.

Okay, I understand now.
All you have to do, is go to Properties panel->Object->Visibility and uncheck visibility for camera. There’s a bunch of checkboxes, try what works best for you.

What you are suggesting is another way to do what I have already tried. Enable/disable in viewport or in render :(

Hello, since I really want to help you, consider uploading your .blend file somewhere, co others could take a look. Maybe I’m reading your question wrong, and solving stuff you don’t need. :).

Here is my project :

@user78546 Oh, I get it now. You’re using Evee Render Engine. Switch to Cycles, and there will be waaayy more options under Object->Visibility.
And some of these options allow you to disable visibility for camera - which is what you want.
Again, you need to switch to Cycles Render Engine.

did you try to render like that?

Sorry but even in cycles, I don't see more options. If you succeed something, please tell me.


text:
Eevee shadow catcher in 2.83 release?
Is there a shadow catcher in Blender 2.83 release? or still have to use the hack with node editor?
Thanks

have you looked at the release notes for yourself?

Nope, no Eevee shadow catcher in 2.83


text:
Attempting to export as a .OBJ with .mtl, but the resultant .mtl file lacks an actual map
This issue has been causing me undue frustration over the past few days. I've been attempting to export a model in .obj with the associated .mtl and image texture. I know this can be done because I was doing exactly this on another mesh just last week.
However, this time no matter what I do it refuses to do this. Images are below detailing the issue.
So, the mesh and texture are imported, UV unwrapped and assigned as a material to the object in Eevee via Node. The situation is summarised in the below images.

My intent, as above, is to export as a .obj. I save the texture image in the UV window to the same target folder for the mesh. Then I set up the export settings reccomended by many others, ticking write materials and using the copy pathway as below. This exports the mesh.
enter image description here
However, the resultant material file appears to be incorrect, containing no such map_kd reference to the saved image from the UV editor. Naturally, on loading into another program no textures, as a result, are loaded.

Does anyone know what the issue is here? I was doing (and succeeding) the same thing on Blender 2.8 earlier this week on other material-assigned meshes (although they were from a third-party, so already mapped and textured). What gives?
The purpose is simply to view the model in meshlab (which takes .obj) or another simple model viewer, rather than to import into any other rendering/game engine.

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541#57541

The problem is that the .obj exporter requires a material setup using the Principled Shader in order to write an .mtl with the map_ attributes. Unfortunately the documentation is still work in progress for Blender 2.8, that's why this wasn't previously documented.
The fix for your problems should be to replace the current shader nodes with the Principled Shader and to plug your texture in the base color socket.
Alternatively you can also add the texture by hand. This requires the following line in the .mtl if your texture is in the same directory and called pc2.dds as shown in your screenshot:
map_Kd pc2.dds


text:
Python: Create GizmoGroup for VSE (Video Sequence Editor)
I am currently trying to create a gizmo for the transform effect in Blender's VSE (2.8). However, I can't seem to get it to work. In fact, even though I call window_manager.gizmo_group_type_ensure() in various places without and exception resulting from it, it seems like none of my class's functions are ever called. Could it be that it is not possible (yet) to create custom gizmos in the VSE or am I missing something really obvious?
Here is my code (most of it, calls to window_manager.gizmo_group_type_ensure()  not included because they occur elsewhere in a larger project. Note that actual method code is untested because it never seems to be called):
class TransformEffectGroup(bpy.types.GizmoGroup):
    bl_idname = 'CS_GGT_transform_effect'
    bl_space_type = 'SEQUENCE_EDITOR'
    bl_region_type = 'WINDOW'
    bl_label = 'Transform Effect Gizmo'

    @classmethod
    def poll(cls, context):
        print("Transform effect gizmo polled")
        active_strip = context.scene.sequence_editor.active_strip
        return not active_strip is Null and active_strip.type == 'TRANSFORM'

    def setup(self, context):
        active_strip = context.scene.sequence_editor.active_strip
        gizmo = self.gizmos.new("GIZMO_GT_cage_2d")
        gizmo.target_set_handler("matrix", get=self.get_matrix, set=self.set_matrix)
        gizmo.dimensions = (100, 100)
        gizmo.transform = { 'SCALE_UNIFORM', 'TRANSLATE', 'ROTATE' }

    def refresh(self, context):
        active_strip = context.scene.sequence_editor.active_strip
        if not active_strip is Null and active_strip.type == 'TRANSFORM':
            self.strip = active_strip

    def get_matrix(self):
        m  = Matrix.Scale(self.strip.scale_start_x, 4, Vector(1, 0, 0))
        m *= Matrix.Scale(self.strip.scale_start_y, 4, Vector(0, 1, 0))
        m *= Matrix.Rotation(self.strip.rotation_start, 4, 'Z')
        m *= Matrix.Translation(Vector(self.strip.translate_start_x, self.strip.translate_start_y, 0))
        return m

    def set_matrix(self, matrix):
        t = matrix.to_translation()
        self.strip.translate_start_x = t[0]
        self.strip.translate_start_y = t[1]
        s = matrix.to_scale()
        self.strip.scale_start_x = s[0]
        self.strip.scale_start_x = s[1]
        self.strip.rotation_start = matrix.to_euler('ZYX')[0]

This is a bug as acknowledged by the developers here: https://developer.blender.org/T70768
But basically it works if you set bl_region_type = 'PREVIEW'


text:
Mesh rotates 90 degrees in edit mode due to master bone
I imported a game engine rigged model from makehuman into blender, the master bone at the feet of the character is at 90 degrees pointing forward. Problem is when I choose any mesh like hair or body then edit mode, it rotates 90 degrees away from everything else.   How to stop that from happening? how to edit meshes in place?

it seems this: https://blender.stackexchange.com/a/6838/39620  solve it. is there a better solution?

Marking it as duplicate of the question I linked to is not very helpful. as there might be other solutions? beside if someone encounter the same problem unlikely to search for terms in that question.


text:
TypeError: 'Scene' object is not iterable
I'm trying to search for all items in bpy.context.scene that have same name, but different suffix number (bpy.context.scene["list_1"], .["list_2"] etc.
It works if I search for objects under bpy.context.scene.objects:
for ob in bpy.context.scene.objects:
    if "list" in ob.name:
        print("woohoo!")

But as for items that are stored under scene, I get this error: "TypeError: 'Scene' object is not iterable"

How can I search through these items and remove them from scene with a script? Some have used len() and range() with good result, but I haven't managed to make it work?

Any ideas? :)

You are searching for ID properties of the scene objects ie scene[idprop]
The list of all custom properties names of the scene will be in  scene.keys()
The keys() method of a blender object returns a list of all custom property names.
for key in scene.keys():
    if key.startswith("list"):
        print("scene['%s'] = " % key, scene[key].to_list())

Similarly the items() method returns a list of key value pairs
for key, val in scene.items():
    if key.startswith("list"):
        print("scene['%s'] = " % key, val.to_list())

also lets say we want "list_2" but don't know if it exists, if it doesn't scne["list_2"] will throw a key error, in this case recommend using get
list2 = scene.get("list_2")
if list2 is not None:
    print(list2.to_list())
else:
    print("no list named list_2 in scene")

or list2_exists =  "list_2" in scene.keys() could be used.

for ob in scene.keys():
if ob.startswith("selSet"):
bpy.ops.wm.properties_remove(data_path="scene", property=ob)