text:
Window Generator Disappears when changing perameters
I have downloaded and installed the window generator add-on and indeed when I go shift>A add window it shows up the default. The problem comes from when I go to change the parameters the window just vanishes. Probably a stupid noob thing but my project is at a standstill until I figure it out. Any help appreciated.

It's not quite clear what happens while changing parameters but anyway Window Generator (Add_Window addon) is now deprecated as it's already part of Archimesh addon

Well after more research it turns out that the windows generator in 2.79 is somehow over ridden by archimesh which comes with 2.79.....all you have to do is check the box in add-ins and voila


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Colour Ramps not having any effect
Could someone take a quick look at this node tree and tell me what i'm doing wrong? The colour ramps have no effect at all on the target....unless you swap the white and black around completely .......not just this node tree either . I'm getting this a lot. The only way I seem to be able to get stuff to change is by changing the mix shaders to other settings such as soft light and burn??!]1

Do you have the Node Wrangler addon enabled?  It allows you to preview what's happening at each node, which can be a lifesaver when trying to get to the bottom of an issue like this.  http://gregzaal.github.io/node-wrangler/  Ctrl-Shift-Click to preview a node.  Unfortunately without seeing your image textures and what effect you're trying to get it's very hard to get a sense of what's going on.  Uploading a Blend file might help.

yes.... I have the Node Wrangler working and am even using the mute function to try to geet a handle on this. Probably a silly question but where/how do I upload a blend file please?

A file hosting service would be a good bet, like Dropbox, Google Drive, OneDrive, etc.  Post a link to the file in your question.

Blend files should be shared on https://blend-exchange.giantcowfilms.com/ as it’s specifically for that purpose and linked to BSE. As for the color ramps, are you sure they aren’t working at all or is it just responding to a very narrow range? - the Noise texture used in that way will only be producing values close around the range 0.45 - 0.55. You’ll get better range by splitting the channels using Separate RGB and use, say, just the R  (otherwise you’re effectively averaging three random channel which will tend towards 0.5). Even so, you’ll need to expand the values to use full range.

with Node Wrangler enabled click on your Color Ramp while holding Ctrl+Shift pressed and do the same your noise texture, because probably the scale is just way to big or small so you dont really see anything of the texture. Also check your add nodes outputs. Perhaps they output pure white in some areas. You would normally use Mix nodes but probably it has a reason why its add I guess

Thanks for the help lads. I think I've found out the biggest problem and thats the open gl/cl shading on my screen is so feeble I can't see anything happening. I've found a work around using the render border feature and I'm seeing much more going on.

source: Stack Exchange

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

sort: votes


text:
Radial Gradient as a texture
I'm trying to make a radial gradient to put a sunburst on this guitar body similar to this:
What I have so far is this node set up:
EDIT
So.....according to this reasoning if I set this up like this I should be able to get a blend between black pink and white in a radial pattern which still isn't even close to happening......any other thoughts
Worse still is I did find a clear shot of a sunburst guitar to do a UV projection but its the back and so the s curves are completly ragged and thats not going to get it.......sorry, had to use the answer section because the comments don't seem to have a way to post a picture.

You'll have to give the color ramp something to work on through its "fac" input (using e.g. the "fac" output from your gradient node).
But your example does not have a simple radial gradient, but one that follows the body curve. In that case, it might be easier to make an image with the gradient you want and use UV mapping on the sound board to place the color.

I tried the Gradient node in both the factor of the colour ramp and the factor of the mix node......very little result and I tried all the different gradient setting, easing, quadratic, radial etc etc.....nada

Also good luck findng a sound board without all the bits on it

@DavidOulton You mean that in your model buttons, fingerboard, pickups etc. are all linked to the basic geometry of the sound board (Ctrl-L on a soundboard vertex selects everything)? As long as they are separate meshes (even in the same object), it's not too difficult to get an UV mapping aplied just to the finger board.

no I have the sound board as its own piece of geometry, finding a picture without the bits on it to make a UV map is proving to be impossible.

If you have a drawing program, you make a picture with the colour gradient for the soundboard, and apply that in a separate material to just the soundboard. All the other bits aren't even touched by that material

To position your gradient texture correctly, it will be easier to view it on its own, through an emmision shader, or, if you're using Node Wrangler, by CtrlShift-clicking the node. Depending on your UV, you'll probably need map settings in this sort of range:

One of your problems, at the moment, seems to be that the scale on your mapping node is set to 0.
The 'Radial' gradient might not be what you expect: it's a kind of clock sweep going from light to dark. The 'Spherical' option is the one that varies from the center to the perimeter.

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


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Recent Scenes Drop Down
Is there any way to increase the number of recent scenes in the file>open recent drop down? Right now it gives me 10 but I could do with more.

You can change it in User Preferences / File / Recent Files.

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


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Collision Object for particle system
The hair you see in the picture is created with a particle system on a vertex group. The hat is a separate object. Is there any way to make the hat a collision object so that the hair stops when it touches it?

Have you tried enabling hair dynamics and then pressing play animation? Other than that you would need to set the hat to rigid or soft body (depending in the effect you want) and setting collisions to mesh.

See this answer: https://blender.stackexchange.com/a/29232/49984

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


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How to make a material change based on the light it recieves?
I want to make something that has a black glossy shader when a light hits it, e.g. the sun, but when no light hits it at all it turns into an emission shader. I can't figure out how to actually do this, I've tried using the Light Ray inputs but it didn't work.

This is something you can do with nodes in Blender Internal, because there, a material outputs a color. You can feed the light-response of one material back in as a factor to control the mix of other materials. You can't do that in Cycles, without baking a light map to use as a factor. You will be able to do it in Eevee.

I am sure Rich Sedman can figure out a mathematical way with nodes.
However I think I would just use drivers for this.

For your material have your glossy shader mixed in with an emission shader.
Right click on the fac of the mix node and choose single driver "set up later"
Make sure you have auto run python in the user pref.
In the graph editor make sure you have it set up like I did. You will need to set up your variable and name it correctly. Choose the spot light and rotation as the object to link the driver to.
When you move the spot light it changes the fac amount on your mix node.

This link explains drivers better than I can https://www.youtube.com/watch?v=8_n-dooMQmU


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Rigid Connection of Bones

This crank linkage works, except I need to constrain the larger bone to the bone labeled "crank" so they behave as a solid link. When I add rigging to the tail of the larger bone, the larger bone is able to pivot at the juncture of the three bones. Parenting (Ctrl-P) doesn't seem to help...

I am unsure as to your goals and problem.  What are you ultimately trying to do, and what is happening instead?

I'm modeling a kinetic sculpture of a man pushing on a wall. The mechanism is shown in this short video: https://youtu.be/VCeFdhtJj6g

The upper end of the large bone will connect to other linkages, but it needs to stay rigid with the bone I labeled "crank". Link-1 needs to attach in the body of the link object I will model, instead of an end of the link. When I model the link object, it could be a child of either the bone labeled "crank" or the large bone, since they will have the same movement.

Could you upload your blend files here https://blend-exchange.giantcowfilms.com/ so I can try to help you?

I figured out a solution and it's really simple. Since the big bone has the same movement as the bone labeled "crank", I really don't need it. I made a link object the length of both "crank" and the big bone and made that a child of "crank". Then I made the origin of the link object at the top of where the big bone was and I built the second armature (not shown) off that point. Then I made the connecting bone copy the location of the link object.


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Scaling multiple faces along their y axis

My goal is to have these faces scaled down so it's symmetrical, any help?
It should be a knob just for making clear my objective.

Set your Transformation Orientation to 'Normal', your Pivot to 'Individual Origins', and then perform a scale in the Normal space using either SXX or SYY.. you'll be able to see the direction of the constraint .. I can't tell which it will be from this illustration. (Or if you want to make the extrusions shallower, that would be a translation..GZZ)


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How can I render the way the render preview renders?
I'd like to be able to render in cycles without the annoying tile system, just letting Blender keep working on the overall image, until I like the way it looks. Just like when I hit shift+Z, with preview samples set to zero. Is there a way to do this?

Yes, you can easily do this.
In your render settings under Performance just check: Progressive Refine.
Use very high samples and just stop the render, when you are satisfied with the way it looks.

Note that in most cases rendering same samples with Progressive Refine can be a bit longer than without it, though advantage as mentioned is that render can be stopped and be available as whole image.

I just did some quick test on a simple scene and with "Progressive Refine" NOT check the render took 90 seconds, with "Progressive Refine" checked I stopped it after 15 minutes with 30 minutes still remaining. It is much better to keep it unchecked.


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Does Blender 2.79 fully support 3D mouse?
Considering purchasing a 3D mouse, but I'm unsure (even after extensive Googling) as to whether or not Blender is fully compatible. Sculpt mode is apparently a yes, as is Object mode (please correct me if I'm wrong!), but what about Edit mode?

Yes, Blender is fully compatible. I use a 3Dconnexion SpaceNavigator with Blender both in Windows and OS X daily. It works great in all 3D views/modes but also in (for example) the Node Editor where you can pan around and zoom in/out.
Note: I haven't used the buttons much since there are only two on this particular model, but for navigating around it is really a time saver.

Do you end up having to lift your hand off it all the time to use keyboard shortcuts? Does your hand rest on the keyboard most of the time? I am worried that this would be awkward and negate any benefits of the 3d mouse...

If anyone is wondering what settings to get their 3D Space Mouse working reasonably well, see here: https://blender.stackexchange.com/questions/119101/use-3d-mouse-in-blender?rq=1


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How to use script get event 3D Cursor(Position) change in Blender
0
down vote
favorite
I can't find event change Position 3D Cursor when I left mouse click new position on the TOP screen.
When click change other position, system auto print new location(x,y,z).
Now i using bpy.context.scene.cursor_location : get the cursor location
I can't find event change, please help me
Thank you so much!

You can use a handler to detect that.
Here I propose a little addon that demonstrates it:

The code contains:

A panel to start and stop the listening (the panel is in the scene properties)
Two operators: one to start and the second to stop
An utility class that handles various scene data changes

To use this utility class, you'll need to instantiate it giving the following parameters:

A context (for instance a scene)
A string corresponding to the data path to reach from the context (for instance 'cursor_location')
A function able to compare old/new values to check the changes
A function to call if there is a change
A flag indicating if the value is to be copied (in order to avoid 'pointers effect')

Here is the commented code:
import bpy
from mathutils import Vector

#A class that takes into account a context and one of its attributes value
#If the value changes a callback is fired
class EventWatcher:

    #Set of watchers
    eventWatchers = set()

    @staticmethod
    def AddWatcher( watcher ):
        EventWatcher.eventWatchers.add( watcher )

    @staticmethod
    def RemoveWatcher( watcher ):
        EventWatcher.eventWatchers.remove( watcher )

    @staticmethod
    def RemoveAllWatchers():
        EventWatcher.eventWatchers.clear()

    #From 'context', 'path' needs to exist
    #'comparer' is to compare the previous value of context.path to its new value
    #'callback' is the cb called if the value if changed
    #'copyValue' indicates if the value needs to be copied (that can be needed as if not old and new value may point onto the same object)
    def __init__( self, context, path, comparer, callback, copyValue ):
        self.context = context
        self.path = path
        self.comparer = comparer
        self.callback = callback
        self.copyValue = copyValue
        self.currentValue = self.GetValue()

    def GetValue( self ):
        value = getattr( self.context, self.path )
        if self.copyValue:
            value = value.copy()
        return value

    def Fire( self ):
        newValue = self.GetValue()
        if self.comparer( self.currentValue, newValue ) == False:
            self.callback( self, newValue )
            self.currentValue = newValue

#Global loop on the watchers. This callback responds to scene_update_post global handler
def cb_scene_update(context):
    for ew in EventWatcher.eventWatchers:
        ew.Fire()

#To stop the calls at the scene_update_post event level
class StopCallback(bpy.types.Operator):
    bl_idname = "scene.stop_callback"
    bl_label = "Stop Callback"

    @classmethod
    def poll(cls, context):
        return cb_scene_update in bpy.app.handlers.scene_update_post

    def execute(self, context):
        bpy.app.handlers.scene_update_post.remove(cb_scene_update)
        return {'FINISHED'}

#To start the calls at the scene_update_post event level
class StartCallback(bpy.types.Operator):
    bl_idname = "scene.start_callback"
    bl_label = "Start Callback"

    @classmethod
    def poll(cls, context):
        return cb_scene_update not in bpy.app.handlers.scene_update_post

    def execute(self, context):
        bpy.app.handlers.scene_update_post.append(cb_scene_update)
        return {'FINISHED'}

#The panel is located in the scene properties
class SceneEventsPanel(bpy.types.Panel):
    bl_label = "Scene events"
    bl_idname = "OBJECT_PT_scene_events"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("scene.start_callback")
        row = layout.row()
        row.operator("scene.stop_callback")

def register():
    bpy.utils.register_class(SceneEventsPanel)
    bpy.utils.register_class(StartCallback)
    bpy.utils.register_class(StopCallback)

def unregister():
    bpy.utils.unregister_class(SceneEventsPanel)
    bpy.utils.unregister_class(StartCallback)
    bpy.utils.unregister_class(StopCallback)

if __name__ == '__main__':
    register()

print( '--------' )

#Example:

#The comparaison (for cursor location, it is a vector comparison)
def CompareLocation( l1, l2 ):
    return l1 == l2

#The callback to execute when the cursor's location changes
def CompareLocationCallback( watcher, newValue ):
    print( 'New value', newValue )

#Install the watcher which will run the callback
EventWatcher.AddWatcher( EventWatcher( bpy.data.scenes[0], "cursor_location", CompareLocation, CompareLocationCallback, True ) )

This code can be included in the addon?

@hoald, sure you can use it for whatever you want. Just do so that the Add/Remove watcher are handled properly so that you don't accumulate unwanted one.

i tried create addon file, It error when i addon file: AttributeError: '_RestrictData' object has no attribute 'scenes' (LINE: EventWatcher.AddWatcher( EventWatcher( bpy.data.scenes[0], "cursor_location", CompareLocation, CompareLocationCallback, True ) ))

May have to see your code, but, probably: don't keep the last part starting from "print( "------------" )" and the following (this part was for test purpose).

I only add Top file: bl_info = {
"name": "UPdate Scene",
"author": "G6T",
"version": (1, 0),
"blender": (2, 78, 0),
"location": "",
"description": "Get new 3D Cursor",
"warning": "",
"wiki_url": "",
"category": "Scene Update"}

Could you upload your code? via pasteall, for instance?

Now, i using your file sent to me, i copy from your file to sceneUpdate.py and In The top file, i add bl_info -> user preferences -> install from file sceneUpdate.py

From my file, remove the end part, starting with "print( "-------" )" and the following lines (these lines were for test purpose and I guess, the error is due to that)

when i comment line "EventWatcher.AddWatcher( EventWatcher( bpy.data.scenes[0], "cursor_location", CompareLocation, CompareLocationCallback, True ) )"  -> addon success. I do not know how to fix this

Please, read my previous comments... you don't need the line you commented, this line was for test purpose and as an example. What you need to do: remove these lines but use the same principle in your own code.

Sorry for bothering,I using BLENDER for 2 weeks,  I want the addon with line (EventWatcher.AddWatcher( EventWatcher( bpy.data.scenes[0], "cursor_location", CompareLocation, CompareLocationCallback, True ) )) , but when I turn on addon -> the error ( AttributeError: '_RestrictData' object has no attribute 'scenes')

@hoald... I don't know what to add: just read again my last two previous comments!

To add to @lemon 's excellent answer (not enough rep to leave a comment), from Blender 2.8 onward, if you replace all scene_ with depsgraph_ it again works wonders.

Don't use @staticmethod and then reference the current class by name. It's an unnecessary repetition and bad style. Use @classmethod instead, as it was made for these cases.


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Extrusion axis incorrect in Blender 2.90
I'm not sure if this is a bug or the side effect of some new feature, but I've been having an issue with extrusions along a specific axis in blender 2.90. I am wondering if anyone else has experienced this and can either a) explain it, or b) verify it is a reportable bug.
In the images below, I have attempted to extrude a section by using the extrude hotkey E + axis letter. In the first photo, I extruded along the Y axis (E+Y), and in the second, I extruded along the Z axis (E+Z). As you can see, both "axis letters" produced movement in the same direction. I know it may be hard to tell from the screenshots, but the vertical extrusion line is green (Y) in one photo, and blue (Z) in the other, yet the extruded face moves along the same (Z) axis regardless. Selecting a face with a normal that points towards the desired direction and extruding by simply pressing E works as intended.
Y-Axis extrusion (supposedly)

Z-Axis extrusion

Would someone be able to either confirm or refute that this is currently a universal phenomenon with Blender 2.90?
Steps to reproduce:

Start with default cube (or added cube - makes no difference)

Select one of the "side faces"

Attempt to extrude the face along the Y axis by using E+Y

Notice that the extrusion follows the Z axis instead of the Y (If I am correct that this is a universal problem with 2.90)

If this is not a bug, but rather an intended feature, could someone please explain the logic of why this is happening? Any feedback would be very helpful.

Hello :). A similar Q was asked here a week ago. I marked it as a dupe of this one, since your question is better explained and with better answers.

Strange, it didn't come up as a suggestion when I was typing my question. Thank you, nonetheless.

Edit: It looks like my answer is not accurate anymore, the default X/Y/Z will be the global orientations (or the one that is selected in the Transform Orientations panel, GLobal being the one by default), as before, and double axis will be the object local orientations.
Old answer:
From what I understand, since 2.9, the default axis for extrusion is still the face normal, but if you press X or Y once, the extrusion will follow the face X or Y direction, not the global direction anymore.
Now if you press XX or YY, the followed direction will be along the global orientation. But you don't need to press Z twice to make the extrusion follow the global: As no Z was necessary in the first place to follow the face orientation, you just need to press Z once to make it follow the global.
Here is how, when you extrude then press Y or Z, the face may follow the same direction, because the face Y direction and the Z global orientation may be aligned.
Yes, a bit confusing, but the previous method was not perfect either, one X or Y meant global axis, but for example, as the default extrusion occurred along the face Z direction, to extrude along the Z global axis you needed to press Z three times.

Hey, thanks for clearing that up.  I guess I have a bunch of muscle memory to un-learn.  Still, it feels a bit strange that the default doesn't always follow global, even when I have global as my transform orientation. I have never experienced problems with global alignment before (even concerning Z axis), so it just seems "off".

yes in my opinion it would make more sense to keep the current or the previous method but to press the exact same amount of X, Y or Z to get the local or the global, so for example, if we keep the 2.9 method, E alone would mean along the face Z axis, E+Z would mean the same, and E+Z+Z would mean along the Z global

Yeah, an equal number of presses for each orientation does make sense. I guess I'm just stubborn for "old ways".

yes, by " to get the local or the global", I meant either one or the other but you understood

I think this is downright inconsistent. Effectively, E puts you into  a Normal Transform Orientation, without telling you.  Fair enough for the default E on its own to give you Normal Z, but as soon as you specify an axis, it should respect the Transform Orientation set in the header. i.e. E + X,Y, or Z should always be the same as E + (right-click to drop)  then  G + X,Y or Z. Where do you argue for interface improvements? Is that  https://blender.community/c/rightclickselect , or is that just for feature requests?

yes I think it's Right Click Select


text:
export to obj - wrong material names and texture names
The exported material names and texture names are wrong. Could you explain why?
Here is a structure of my cube:

Here is the cube itself (to show that the textures work):

However, the exported obj and material files look strange. Why?The first texture title is omitted, and the rest are not named  as in the blender project.
    # Blender v2.79 (sub 0) OBJ File: 'cube_v2.blend'
    # www.blender.org
    mtllib cube_v2.mtl
    o Cube_Cube.001
    v -1.000000 -1.000000 1.000000
    v -1.000000 1.000000 1.000000
    v -1.000000 -1.000000 -1.000000
    v -1.000000 1.000000 -1.000000
    v 1.000000 -1.000000 1.000000
    v 1.000000 1.000000 1.000000
    v 1.000000 -1.000000 -1.000000
    v 1.000000 1.000000 -1.000000
    vt 0.000000 0.000000
    vt 1.000000 1.000000
    vt 0.000000 1.000000
    vt 1.000000 0.000000
    vt 0.000000 0.000000
    vt 1.000000 1.000000
    vt 0.000000 1.000000
    vt 1.000000 0.000000
    vt 1.000000 1.000000
    vt 0.000000 0.000000
    vt 1.000000 0.000000
    vt 0.000000 1.000000
    vt 1.000000 1.000000
    vt 0.000000 0.000000
    vt 1.000000 0.000000
    vt 0.000000 1.000000
    vt 1.000000 1.000000
    vt 1.000000 0.000000
    vt 1.015873 1.000000
    vt 0.000000 0.000000
    vt 1.015873 0.000000
    vt 0.000000 1.000000
    vn 0.0000 1.0000 0.0000
    vn 0.0000 -1.0000 0.0000
    vn 1.0000 0.0000 0.0000
    vn -1.0000 0.0000 0.0000
    vn 0.0000 0.0000 -1.0000
    vn 0.0000 0.0000 1.0000
    usemtl mtl001
    s off
    f 4/1/1 6/2/1 8/3/1
    f 4/1/1 2/4/1 6/2/1
    usemtl mtl001_texture2_256x256.png
    f 7/5/2 1/6/2 3/7/2
    f 7/5/2 5/8/2 1/6/2
    usemtl mtl001_texture3_256x256.png
    f 8/9/3 5/10/3 7/11/3
    f 8/9/3 6/12/3 5/10/3
    usemtl mtl001_texture4_256x256.png
    f 2/13/4 3/14/4 1/15/4
    f 2/13/4 4/16/4 3/14/4
    usemtl mtl001_texture5_256x256.png
    f 4/17/5 7/5/5 3/18/5
    f 4/17/5 8/3/5 7/5/5
    usemtl mtl001_texture6_256x256.png
    f 6/19/6 1/20/6 5/21/6
    f 6/19/6 2/22/6 1/20/6

Material file:
    # Blender MTL File: 'cube_v2.blend'
    # Material Count: 6

    newmtl mtl001
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2
    map_Kd texture1_256x256.png

    newmtl mtl001_texture2_256x256.png
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2
    map_Kd texture2_256x256.png

    newmtl mtl001_texture3_256x256.png
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2
    map_Kd texture3_256x256.png

    newmtl mtl001_texture4_256x256.png
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2
    map_Kd texture4_256x256.png

    newmtl mtl001_texture5_256x256.png
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2
    map_Kd texture5_256x256.png

    newmtl mtl001_texture6_256x256.png
    Ns 96.078431
    Ka 1.000000 1.000000 1.000000
    Kd 0.640000 0.640000 0.640000
    Ks 0.500000 0.500000 0.500000
    Ke 0.000000 0.000000 0.000000
    Ni 1.000000
    d 1.000000
    illum 2
    map_Kd texture6_256x256.png

In Blender, a "Texture" is a slot that can contain a picture file (or something else, like a procedural, point cloud...). It is omitted when exporting, because in Obj a texture is a picture file. So your first material, mtl001, looks perfectly fine.
Are your sure your mtl002, mtl003 etc are actually assigned to some faces ? (In edit mode, select your material slot, select some faces, hit Assign under the slots list).
Try viewing your cube in Material shading instead of Texture shading, it will show you if the materials are correctly assigned.

Thank you for your answer. It works now. The materials were not assigned to faces.


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Bevel concave corner
I am trying to bevel an object like this:

However, when I hit CTRL+SHIFT+B to bevel, the following happens instead.

The convex corners bevel as expected, but the convex corners give me a weird result. How can I get the desired result in Blender?

related https://blender.stackexchange.com/questions/107284/is-there-any-way-to-make-edges-corners-become-rounded/107290#107290

Close to this question
If you extrude your base shape and select the edges corresponding to the vertices you want to round, then you can bevel CtrlB the shape:


text:
Rotate camera around animation with separate motion blur?
Hopefully I'm asking this question correctly. Essentially I would like to animate a scene (baseball player hitting ball), add motion blur, and then animate a camera rotating around the player, but with only the ball blurred. In the final video composition, I want the motion blur applied to the ball to not be affected by the movement of the camera, but just the movement of the ball.
I want to capture this as if it were a still movement of an action scene, not something in motion. So I don't want the ball to actually move in the animation, just look blurred.
In real life I think you would stage a bunch of cameras around the scene and take a photo with all of them at the exact same moment, so when you string them together it looks like the camera is rotating around a single moment in time.
What would be the best way to pull off something like this?

You want to recreate "Bullet time" effect from the Matrix movie. Normally in post you would use a vector blur derived from the motion of the animation, but you don't actually have any animation. I suggest distorting the ball object then change the material so that it goes transparent at the edges of its distortion.

Yeah you nailed it, I was really trying to avoid using that term, ha. Thanks for the tip. Since a still render that includes the real motion blur is essentially perfect for one frame of this animation I'm imagining, is there any way to fake this in after effects? I'm curious if there's a way to string together a bunch of still images that I've rendered using motion blur and a baseball animation, but without actually animating the camera, if that makes sense

You would use a tracking application to determine the location of the ball over time, then generate a vector for it. Use this vector to blur the ball. But Blender can't do that. Unless you track the ball in the MCE then attach an empty to it. In 3D view attach a ball shaped plane to the empty and use its vector to blur the ball in the conpositor. You have to do this sort of thing with water simulations as well.

Bullet Time-without time

You can make a fake blur by distorting you key moving object. In this example I have used a lattice to bend the ball

Then modify your material with a graduated blend texture, to make the ball transparent at the end of its fake motion.

Then your blur will cast the right shadow in 3D space, while a vector blur would not.

In order to 'fill in' the centre of the blurred ball you can add a Volumetric shader - similar to rendering smoke - using the same 'Factor' used to mix between the Diffuse and Transparent shaders to drive the Density.

Maths nodes are used to manipulate the 'mix' factor to generate the Density and an RGB node can be used to ensure the same color us used for the Diffuse and the Volumetrics.
Increase the Render properties Light Path Volume bounces to 3 or 4 and this should produce the following results :

Nice solution. Could use some Volumetrics (Absorb and Scatter as for a very dense smoke) to fill in the centre of the mesh - so it doesn’t appear as a hollow shell. Currently you can see through the middle when viewed from the right angle.

Haha yeah I only noticed after I rendered it out, I shouldn't have tilted the track! But volumetrics is a good idea, I'm just not sure if you can apply textures/decals to it?

I've added an edit to include the volumetrics to fill the gap - feel free to change or edit it as you like.

Looks good to me. Never occurred to me to edit other people's answers.


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How to make a rigged/animated object flop on the ground using gravity.
I'm trying to make a rigged worm object that's been animated flop on the ground. Instead of animating it flopping around on the ground, I figured I'd just animate the squirm movement and make it an active object that interacts with a passive floor and let gravity do the rest to make it more realistic. Problem is, I cannot figure out how to make able to freely move about with gravity without the whole rig either wigging out or it just not moving. Is there a tutorial for this kind of thing because I can't find one. A little help would be appreciated thanks!

"flopping around on the ground" don't really describe the motion you are after... it would be helpful if you have an object flopping in a youtube video or example so other understand what you are aiming for.

This isn't going to work! (I just tried it.)  The worm movement whivh elevates most of its body pushes it up much to easily, since it has infinite strength. Adding realistic gravity to the weightless motion makes it look really bad. Movements, which create potential wnergy by raising the worm would be much slower than the worms body falling back onto the ground. You can take this into account by animating it in space.

Ok so in this video https://www.youtube.com/watch?time_continue=33&v=BGYIca88A4s at 0:28 when they fall to the ground and start moving around, this is the same kind of effect I'm talking about. The creatures are rigged and animated but are still affected by gravity.


text:
What's the bets way to get an atmosphere effect?
I want to create a big nature scene in cycles and want a bluish atmosphere so mountains and distant objects appear bluish. Here is an example of what I'm trying to achieve.  Notice how the mountains in the background have a definite blue hue to it. What would be the best way to achieve this? Thanks!

It's possible to do with Volumetrics and other effects, but generally not worth it for both render time and resulting quality. Your best bet would be compositing with Z pass (Z depth) or Mist pass. It would take some tutorials for in-depth compositor nodes for making it inside Blender, but overall the idea is: you render your scene image and another pass(Z or Mist)  - a black and white image which goes from black to white depending on the distance from camera to the most distant rendered object. Then you use that pass in compositing the final image with your rendered scene, either inside Blender Compositor with nodes or image editor (like Photoshop).

This tutorial will be helpful! It's for creating mist in Cycles. Cycles will allow you to easily create a photorealistic effect as well.


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Maya HumanIK to Blender
I'm trying to import a full HumanIK skeleton with retargeting and all,
in how far does Blender support HumanIK?
Can I just import the basic rig with controls and no retargeting too if there's no HumanIK support?
I'm actually surprised that I can't find a similar question for that anyhwere.
Kind regards,
Andreas

Not sure how helpful this is, but Blender supports bvh format for mocap data. You can export a bvh rig from MakeHuman.

Blender does not support human IK or FBX retargeting. You have to bake the motion to the basic skeleton or do retargeting in Blender again.

As a general rule, rigs do not import from one application to another. You may be able to transfer bones or keyframes in some cases using formats like FBX, but nothing more than that. Things like IK, FK/IK switches, constraints, links to shapekey(blendshape) controls and so on are application specific. The only way to transfer them is to have a purpose-built script on the import side that recreates all of these in the new app. One does not exist for HumanIK in Blender that I am aware of.
If you have a Maya character that you want to add to a Blender scene, you are much better off either posing/animating it in Maya and sending over an Alembic cache, or re-rigging the character from scratch in Blender. While an FBX file may be able to transfer the bone structure, tearing it down to something you could make a Blender rig out of would likely be more work than just making a new Blender rig, or using an existing Blender rig or tool (such as Rigify).


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Blender not saving rendered stills
Trying to render the default scene.  Have set my user preferences to have Render Output go to F:\Blender\BStills\ - and this is what's listed in Properties panel as well.
If I try to render an animation, things work fine.
If I try to render a single, still image, I'm not getting any output (even though the render looks like it runs fine within blender).
Also, is there a simple way to attach .blend files so people can look at those directly to help with troubleshooting?
Thanks for any help.

You can edit your question and add the link from this site which allows to upload blend files http://blend-exchange.giantcowfilms.com/

Ok - thanks - trying to upload my blend file. Title shows up (testRender.blend) but so far not seeing the progress bar advance on either Firefox or Google Chrome (over 10 minutes on Chrome so don't think it's working)

This is expected behavior. Output path is only used for animations as far as I now, stills aren't saved to disk automatically, if I'm not mistaken.


text:
Problem with sculpting, using graphics monitor
So I have this graphics drawing monitor Huion Kamvas, that I'm trying to use with the blender sculpting, and I am getting this weird issue. Whenever I try to put the first stroke on my object, everything seems fine, but once I rotate or pan the view, the object is acting like I'm not pressing on it at all, although my cursor is following my pen tip movement... and then again, if I rotate or pan my view once more, it comes back to normal. I have to repeat this over and over, and it gets quite frustrating.

This sounds like it could very easily be a problem with your monitor or how it is set up (how it registers input, etc.). As far as I know as well, Huion products can sometimes have issues with blender as well, for reasons I don't know. If you don't get an answer on here soon I would definitely recommend contacting Huion to see if they can diagnose the issue.

You might consider downloading the latest driver update for your Huion Kanvas. You can get it from Huion site. Ensure to select the correct driver.

After you observe the issue, while it's still active, can you make strokes with another mouse/trackball/trackpad? I ask because I wonder if there's some modifier key that's stuck (not reading a key-up signal for instance).
Also, while the issue is active, try tapping once on each of ctrl, alt, and shift (individually), and see if that fixes the issue on the display. Might confirm the modifier key being stuck.

Hi, have you updated to the latest drivers for the Huion and the latest Blender?

Isn't it for but report or is it specific hardware issue? Anyway two years later and zero details from OP.


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Boolean modifier not applying
So I was having some issues applying a boolean to a cylinder in another project, and after troubleshooting and come to no solution I decided to see if I could get it to work on a blank project with the cube that spawns in when you open a new project. It still wont apply the boolean modifier. I did try removing doubles and recalculating normals.

EDIT:
This is the project I am having trouble with. I am trying to use a cylinder to cut a headphone jack hole in the bottom.

in this file, your cube has a boolean modifier, but no other object is specified as "target"...  (btw the cube is the only object in the scene...) maybe you wished to share another file?

Oh I had no idea I had to specify a target, boy I feel stupid. I will edit with the project I am having a problem with.

Good. A boolean modifier allows you to construct geometry from two overlapping object, either by union, difference, intersection... you always need two objects, and they must "overlap" somehow.

I was thinking of using the modifier incorrectly and not selecting my target. The object you want to carve a shape out of needs to have the modifier applied, then the dropper will select the carving object to take the shape out of the one with the modifier on it. Thanks for helping!

Good, booleans are easy to use but often give horrible results, though, in particular when you need simple, clean results. Don't rely on booleans too much for modeling. See this as an example: https://blender.stackexchange.com/questions/74922/how-can-i-make-holes-on-a-wrist-strap


text:
when bringing in a makehuman model with a rig, the collada (.dae) rig has the regular Octa bones, but they are tiny
Why are the bones so tiny when I do this and how can I correct it and make them normal size again?

Can you add some screenshots of the issue or a more detailed explanation? With what you have in your question it's impossible to say what is going on.

I have a feeling object is being imported as one scale (ex: centimeters) and bones rig another (Blender units, perhaps)  It might have to do with your export settings.  I've used MakeHuman before, but it's been a while.  Refresh my memory, bones are exported seperately, correct?  While importing COLLADA, on the left,  Import Data Options:  Import Units  When you check this, does it have any effect?

I think I ran into a similar issue, so I just exported as another filetype, STL if memory serves.

I use ManuelBastoni Lab nowadays tho, it's better in Blender.  http://www.manuelbastioni.com/guide_main_differences_from_makeHuman.php


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Colored texture applies grey when applied to object in unity
I created a UV map of my 3d model and painted it and saved the image as a png file. It imported into unity fine, and the texture is even colored in the thumbnail but when I apply it to the object it's entirely grey and doesn't show the green/grey color it's supposed to be. I'm new to blender and I'm not sure what I did wrong, and i'm not sure if this is an error I've done within blender or an error within unity. Here is a screen shot of unity the texture is highlighted in the assets, and the color my object is is the color it produces instead of the green/grey.

Possible duplicate of .fbx export why there are no materials or textures?

Most likely your landscape mesh doesn't have the correct UVs on the first UV channel or the texture is not yet assigned to the material that the object has in Unity.


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UV unwrapping distorts parts of a mesh when imported from magicavoxel
I'm having a problem with trying to UV unwrap my model in blender after importing the .obj file from MagicaVoxel. The material is an image texture called "Palette". It's outputed when the MagicaVoxel's model is exported as .obj to give it the color. I think this is the problem,
Before unwrap:

After unwrap:

The reason I need to do this is so I can use the image texture in unity for my character.

What exactly are you trying to achieve here? You have a correctly unwrapped model that already displays the texture after import. Why are you re-unwrapping, and why does it surprise you that it ruins the previous job?

I am guessing the MagicaVoxel unwrap just positions each face over the pixel color in the palette that the face is supposed to be.  Effective, but not very friendly to see the way the colored areas connect.  You might have some success leaving the existing uv map alone and creating a new uv map for a more traditional unwrap (do this in the Data section of the Properties window, under UV Maps).  You can use this new UV map for your new unwrap, and even bake the existing colors to it.

@DuarteFarrajotaRamos I'm doing this because the mesh is gray when exported as FBX and imported into unity. I haven't unwrapped it in the first image, MagicaVoxel uses a png file to label it's cubes and color them accordingly. When you put the outputed image on the material as a texture it colors the mesh, but it isn't UV unwrapped. UV unwrapping so the material shows up on the mesh in unity is the problem


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Locrot with amature isn't moving mesh at all when playing in timeline
I'm doing a school project with a greek solider and I'm getting the last part of creating my model done. My mesh is supposed to simply move his head side to side. When I move his head to one side I press i>LocRot record it to the timeline then move the cursor to frame 40 and repeat the process. But when I play the animation nothing happens at all.

The stick bone type can make it hard to tell if the bone is rotating. Try switching to something like octahedral and see if the bone is rotating or not.

@Brenticus do I use LocRot on the model or the amature? (I'm kinda new to this)

As Brenticus said in his comment the stick bone type can make it hard to tell if the bone is rotating so I switched to octahedral and it works!


text:
New Blender Animation Doesn't Save
Anytime I create a new animation there's a 0 next to it and upon exporting it to unity it doesn't show up in the new animations. I've searched this question but I can't find any answers regarding this. Or maybe I'm not asking it right. "Action" and "Shoot" are new animations and no matter what, I can't get them to save. I'm a newbie at using blender so it's completely possible that I'm missing something.

Blender have this system of "orphan data", which are data used nowhere in Blender. These are marked with the 0 you noticed, and get cleared out of the .blend file when closing it.
To prevent that, you need to assign them a "fake user".
There are two main ways to do this:

In the data list itself:

In the Outliner Editor > Orphan Data display mode:

Thank you for your response but I fixed this issue by pressing "Push Down" which is to the left of the animation  name in the action editor. Sorry about the confusion

That isn't really "the" solution. That puts the action data in a different track of your Non-Linear Animation Editor. Which will have unexpected effects if you don't know what you are doing.


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How do I created a solid model from an imported wireframe?
I have imported a CSV file to give me vertices and edges using the addon CSV mesh Importer, but none of the edges connect. I have trying to model a ship from a video game so I can export and 3D print it.
Is there any easy way to change wires to become faces?

I have tried different Ctrl + F options but they don't work.

Please try to add some screenshots

did you mean an SVG file? if yes, your imported object is a curve, not a mesh. You can convert it to mesh using ALT-C

Basically, you are getting it imported to edges or curves, not sure which. This will be very difficult to fix. The easiest method would be to look for ways to convert the file to a standard mesh format like .obj or .fbx before importing.


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Retreiving only surface intersection between two objects
I have the following model in Blender:

I want to retrieve the intersect faces between the cone and cube.
When using the intersect boolean modifier I end up with the following object:

The solution posted here doesn't work on planes without a thickness which wont be possible for my application.
Also I am planning to repeat this operation often via a script so I am looking for a solution that would work with multiple configurations.
Thanks for your help,


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Copy part of a UV sphere to rounded surface
I have a project with a UV sphere and I would like to copy only part of the sphere to a rounded surface:

I have selected the vertices of the surface that interests me but I can't seem to find what is the next step to copy the selected surface to another project (if I do a simple Ctrl-C Ctrl-V then I copy the whole sphere).
Any help would be greatly appreciated,
Anthony

it's not that clear what you mean by "another project"... is it another .blend file?

Yes that is what I meant, sorry if it was unclear,

One method could be:
In Edit mode, with those faces selected, use SHFT + D to copy the faces followed by P  to separate the copy into a new mesh object.
Now you can edit the new object ( or copy and paste to a new scene ).


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Get random scale for each instanced object of a clump of objects with Geometry Nodes
I am trying to instantiate clumps of spheres where in each clump each sphere has a different scale.
Right now I managed to generate the clumps but all clumps have the same random scaling resulting in exactly similar clumps as can be seen on the image.

What I would like is for each clump of spheres to have a different seed I guess ?
Here is my geometry tree:

You need to Realize your Instances. This will allow you to distribute random points per sphere.

Thanks so much :)


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create flat faced edge
im relatively new to using blender and i was wondering if anyone could help me find the quickest way to create a flat face on an odd angle with more than 3 vertexes. Here is an example of what im looking to achieve. (This was done by putting a cube up to the corner and using Boolean to delete the corner) any help would be awesome :D

If face is not yet created, you can use :

booleans, as you used it in example, probably the fastest way. 2 different manners :

intersect, used in edit mode
modifier, used in object mode

knife or knife project could do the job too

If face already exist, in edit mode and with face selected, you can :

mesh > clean up > make planar faces
set the 3D manipulator to normal orientation and make a Z scale of 0 (SZZ0)

Note that the last 2 ways affect the topology around the face.

You can use the Mesh > Bisect operation for this.
Just look from the side angle you want to cut from, draw a line over your geometry with LClick+Drag, and release.

There are some settings in the Operator Panel. Enable Fill and Clear Outer to get the cut to produce a face like in the GIF above.

Another way is to use Bevel tool in Edit mode and then dissolve middle edge to cut that face quickly:

However note that if dissolving you get big Ngon (face consisting of more than 4 vertices) which might create problems afterwards even if it's flat. Depending on the purpose this mesh is created for it might be better to split that face into triangle and quad or change the mesh design.


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Will a book for blender 2.62 work for blender 2.78?
Will a book for blender 2.62 work for blender 2.78?
Do the updates from 2.62 to 2.78 make the out of version books obsolete and
not worth studying?
Thank you.
Kathy

It really depends on whats covered in that book. If it's focused on main concepts about modeling, UV unwrapping, texturing etc. It could be ok. But if it's mainly based upon Blender specific features there are some noticeable changes.

@icandoit you could also try to follow strictly the book, for some part, if needed, just downloading the 2.62 version (for this, you'll need a not too recent pc, though, because starting with 2.77 video card requirements become somewhat higher).

It also depends on your skill level. I could pick up an old book about Blender and follow along fairly easily, but I would've had numerous problems if I had tried that 5 years ago.

Most of the features and commands in 2.62 remain the same in 2.78.  None of the most important features have changed drastically.  Even for the features that have changed, the concepts and terminology used in the book should still be the same, and you should be able to find the new way to do it by a quick internet search.
Blender is remarkable in how backwards compatible it is, and how it doesn't change artists' workflow drastically from release to release.  The last major change was between 2.4 and 2.5, and even so almost all of the features remained close to the same from the artist's perspective.
I remember learning Blender 2.6 with a book intended for 2.49.  99% of the book still worked in the new version, and for the remaining 1% I could Google the new way to do it.


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How do I create a material that emits light based on how much light hits it?
I was wondering if anyone has an idea how I would make a material that emits light based on how much light hits it from a spot lamp in the scene? Using cycles render engine.
Best,
Brad

Possible duplicate of Make light paths only pass through non-emitted areas?

That is not possible in Cycles, as far as I know, see linked answer.

I don't think that is a duplicate.. That one is about changing tracing behaviour, this one is about changing material behaviour.

This is how every material works:

Light hits material
Light might get absorbed by material (some wavelengs) and turned into heat
The rest of the light is reflected into different dirrections (it is diffused, reflected, refracted, bounces inside volume, etc.)

So the answer is easy, if you need to double the light that comes off the surface, you just add 2 shaders together (with add shader). This will break the energy conservation, but that is what you want.

If you need to emit the light in all directions, add white diffuse shader to your material.
If you need to emit the light directionally (as if bounced off of mirror), add white sharp glossy to whatever material you have. You can alter the sharpness of the light with rougness and also direction by manipulating the surface normals.

It is very possible that you can get some strange results.

@cegaton Yeah we just need a box with this material in it and point some flashlight inside - infinite power!


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How can I use a boolean property inside of a custom operator class?
Hi Blender/Python users,
I am working on an add-on where I'm trying to make an operator class as a button that runs a different set of commands depending on whether custom boolean properties are checked as true or false(via checkbox in the UI). Unfortunately my code is running incorrectly so I'm wondering what exactly went wrong.
Below is the code I am trying to debug:
    import bpy

    #addon Info
    bl_info = {
     "name": "System",
     "author": "Hamilton",
     "version": (1, 0),
     "blender": (2, 5, 7),
     "location": "View3D > Tool Shelf > LightArchitect",
     "description": "Controls for addon",
     "warning": "",
     "wiki_url": "",
     "tracker_url": "",
     "category": "Append"}

    from bpy.props import (StringProperty,
                           BoolProperty,
                           IntProperty,
                           FloatProperty,
                           FloatVectorProperty,
                           EnumProperty,
                           PointerProperty,
                           )
    from bpy.types import (Panel,
                   Operator,
                   AddonPreferences,
                   PropertyGroup,
                   )

    '''First we create checkboxes using boolean properties for the user to select the
    custom properties'''

    #This is our CHECKBOX PROPERTY CLASS
    class MySettings(PropertyGroup):

        my_bool = BoolProperty(
            name="Enable or Disable",
            description="Checkbox",
            default = False
            )

    '''Second we define operator presets'''

    '''These operator presets take into account the checkbox properties listed above that
    customize what commands are run'''

    #Preset Operator button here below
    class DirectionalPreset (bpy.types.Operator):
       bl_idname = 'my.direction'
       bl_label = 'Directional burst'

         def execute(self, context):
            if (self.my_bool == True):
        #add plane command
        bpy.ops.mesh.primitive_plane_add(view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

        return{'FINISHED'}

    '''In the second half of the code we create the one tab and panels'''

    #Preset Class panel Below
    class CablecamAppendpanel(bpy.types.Panel):
        """Creates a Panel in the Object properties window"""
        bl_label = "CableCam: Cinematic Movement System"
        bl_idname = "Cablecamrig"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'TOOLS'
        bl_category = "Cable Cam"

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

            obj = context.object
            row = layout.row()
            # display the checkbox properties in the below line
            self.layout.prop(scene.my_tool, "my_bool", text="Checkbox")

            row = layout.row()
            row = layout.row()
            row.operator("my.direction")

    #REGISTRY PANEL BELOW

    def register():
        #Register Preset Panels Below
        bpy.utils.register_class(CablecamAppendpanel)

        #And below the panel registry is the Operator registry
        bpy.utils.register_class(DirectionalPreset)

    def unregister():
        #unregister Preset Panels Below
        bpy.utils.unregister_class(CablecamAppendpanel)

        #And below the panel unregistry is the Operator unregistry
        bpy.utils.unregister_class(DirectionalPreset)

    if __name__ == "__main__":
        register()

    #Boolean checkbox property Script Register panel

    def register():
        bpy.utils.register_module(__name__)
        bpy.types.Scene.my_tool = PointerProperty(type=MySettings)

    def unregister():
        bpy.utils.unregister_module(__name__)
        del bpy.types.Scene.my_tool

    if __name__ == "__main__":
        register()

As you can probably see in this example I am trying to make my directional preset operator button add a plane to the scene ONLY if my_bool is true. The panel that this code adds looks like this...but doesn't add a plane whether or not the checkbox is selected.

This code in operator if (self.my_bool == True): implies that the boolean prop is an operator property. And since it is not defined will throw a syntax error.  Change selfto context.scene.my_bool

Hi Batfinger. Thank you for the help. I changed the operator to context.scen.my_bool and I am still getting the following error: 'Scene' object has no attribute 'my_bool'. Anything I'm missing?

Oops like in the panel scene.my_tool.my_bool

Just going by the code you pasted, you have indentation issues, the plane_add needs to be indented from the if and the return needs to be equal to the if. That would stop the add plane working. You also have two register and unregister functions, or are you messily combining two scripts?

Thank you both so much. I'm not sure how a lot of python works but I am slowly learning. I fixed the indentation issues and then replaced the operator code to -->  context.scene.my_tool.my_bool   and that solved my issues. Can't thank you enough. I've been going through these forums for days haha. Cheers from LA! And yes I actually am messily combining two scripts in the registry area. I have a lot to clean up.


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Rendering smoke issue: How to get realistic smoke trails from particles?
I am in the process of creating the smoke simulation for a live action shot of an explosion coming out of a window.

I like the consistency and quality of the smoke except for the particles when they get further away from the blast. They are looking very light/wispy and have some grainy parts that makes is look uncanny.
My Smoke settings:
Domain Resolution: 128
High Res: 5
Subframe samples 50
Domain smoke thickness: 600
Smoke particle size: 0.1
400 particles released over 2 frames in a single burst
Initial velocity box checked and set to .2
Render Settings:
10 samples(Even when I go to 30 I still have this issue)
1.00 Clamp indirect
1.00 Clamp direct
0.001 Step Size
Max steps 1024
Does anyone know a way I can fix this? I am going for something like the result shown in the image below. Notice how it's particles are dense enough to be a thick continuation of the original cloud of debris. They are not a mess of blur and wisps etc.
Thank you!

With your smoke Domain selected:
In the Physics Properties tab under the Settings section, increase the Timesteps Minimum (default is 1) which gives you the spotty trails.
Increase by one until your trails look unified and smooth, don't go over what is necessary as this setting will increase calculation time.
The higher your resolution the more you might need to increase it.

Have you tried animating the size of the smoke particle size to increase from 0.1 to say 2 or 3 over the first 20 frames?
They will emit thicker smoke as they get further from the start point.


text:
How to keyframe smoke particle size via python script
Hi Blender Python users!
I was just wondering if anyone knows a way to key frame the particle size of a smoke flow particle system over time with a python script.
For example: I would like to change the flow settings particle size to start at size=1 and end at size= 0.1
Great community here! Thanks for your help!
Right now my script looks like this.
        bpy.ops.object.modifier_add(type='SMOKE')
        bpy.context.object.modifiers["Smoke"].smoke_type = 'FLOW'
        bpy.context.object.modifiers["Smoke"].flow_settings.smoke_flow_type = 'FIRE'
        bpy.context.object.modifiers["Smoke"].flow_settings.smoke_flow_source = 'PARTICLES'
        bpy.context.object.modifiers["Smoke"].flow_settings.particle_system = bpy.data.objects["Smoke/Fire Particle Emitter"].particle_systems["ParticleSystem"]
        bpy.context.object.modifiers["Smoke"].flow_settings.use_initial_velocity = True
        bpy.context.object.modifiers["Smoke"].flow_settings.velocity_factor = 0.2
        bpy.context.object.modifiers["Smoke"].flow_settings.use_particle_size = True
        bpy.context.object.modifiers["Smoke"].flow_settings.particle_size = 1.2
        bpy.context.object.modifiers["Smoke"].flow_settings.subframes = 50
        bpy.context.object.modifiers["Smoke"].flow_settings.use_absolute = False

Script for blender 2.79 with a few options.
import bpy

keyframes = [1,10,20,30]
object = bpy.context.active_object

frame = 50
value = 3.14159265

grouped = [(70,10), (80, 9), (90, 5), (100, 1)]

def incremmental_add(obj, frmlst):
    for frame in frmlst:
        obj.modifiers["Smoke"].flow_settings.particle_size += 1.0
        obj.keyframe_insert(data_path='modifiers["Smoke"].flow_settings.particle_size', frame=frame)

def single_frame(obj, frm, val):
    scn = bpy.context.scene
    scn.frame_set(frm)
    obj.modifiers["Smoke"].flow_settings.particle_size = val
    obj.keyframe_insert(data_path='modifiers["Smoke"].flow_settings.particle_size', frame=frm)

def tuple_list(obj, frame_n_val):
    for i in frame_n_val:
        single_frame(obj, i[0], i[1])

incremmental_add(object, keyframes)

single_frame(object, frame, value)

tuple_list(object, grouped)


text:
How to move selected object to the curser location using a python command?
I am trying to figure out a very simple python command to move the selected object(or move the object by name) to the cursor location. Anyone know the command to do this?
Thank you!

Cursor location is global
The location of the cursor can be considered as "global coordinates".  The cursor has no parent. When the cursor location is set to zero, it sits at the scene origin.
An object's location is relative to its parent.  Its "global" or "world" transforms can be gleaned from obj.matrix_world.
To get an object in the scene by name
name = "Foo"
scene = context.scene
obj = scene.objects.get(name)

If there is no object named "Foo" obj is None
To move the object to the cursor location.
obj.matrix_world.translation = scene.cursor.location

To align both location and rotation to the cursor (Note assumes obj has unit scale)
obj.matrix_world = scene.cursor.matrix

this is not working for chidren (vertex parented)

I would recommend writing a little function that copies the cursor's location and sets it for the active object.
import bpy

def snap_active_to_cursor(obj: bpy.types.Object, copy_rotation=False):
    cursor = bpy.context.scene.cursor
    active_object = bpy.context.view_layer.objects.active
    active_object.location = cursor.location

    if copy_rotation:
        active_object.rotation_euler = cursor.rotation_euler

obj = bpy.context.scene.objects["Cube"]
snap_active_to_cursor(obj)

If you want to move all selected objects individually your function could look like this:
def snap_selected_to_cursor(copy_rotation=False):
    cursor = bpy.context.scene.cursor

    for obj in bpy.context.view_layer.objects.selected:
        obj.location = cursor.location

        if copy_rotation:
            obj.rotation_euler = cursor.rotation_euler

Blender already has an operator with similar functionality, however it requires the 3D View as context. Since custom contexts are not worth the hassle for as simple task like this, I wouldn't use bpy.ops.view3d.snap_selected_to_cursor(use_offset=True) within scripts/add-ons when you only want to move the active object.

this is not working on children and especially for chidren (vertex parented)


text:
How to "Hide a Collection in viewport" but not "Disable in Viewport" via script in Python
Hi Blender coders and artists.
I am updating one of my add-ons for Blender 2.8 and have run into some  issues finding the appropriate way to hide a collection that is added to my scene.
I want to deselect the eyeball on the toolbar with a python command in a script but I don't want to disable the collection in the view-port entirely as it is used as a collection in a particle system.
I just want to deselect the eyeball circled in green below.
Anyone know the python API for this?

You can hide the active collection using the following code:
bpy.context.view_layer.active_layer_collection.hide_viewport = True

If you want to hide more than the active collection you will have to iterate through the children of layer_collection
collections = bpy.context.view_layer.layer_collection.children

for collection in collections:
    collection.hide_viewport = True

Be aware that bpy.data.collections and bpy.context.scene.collection also allow to access the collections and set hide_viewport. However, since these do not depend on the active view layer, they apply globally and therefore activate Disable in Viewports.

Seems that bpy.context.collection is a reference to the active collection as well...?

Yes, but hide_viewport will act like Disable in Viewports for that one as well.

Thank you so much! This works to hide the active collection. Unfortunately Now it turns out the active collection is not the one I am trying to hide lol.
Any chance you know the code to make a collection in the scene active via scripting? Can't seem to find that anywhere.

https://devtalk.blender.org/t/set-active-collection/2409 https://blender.stackexchange.com/questions/127403/change-active-collection

@RobertGützkow if for example I click the Eye icon (eye closes) on the active collection and then try to set it via python back on using hide_viewport=False it does not open the eye. The eye is still closed. The collection is still disabled. How do you enable it again which opens the eye again? It looks like Blender is setting something else not just hide_viewport

@HarryMcKenzie It seems to work for me when using bpy.context.view_layer.active_layer_collection.hide_viewport, but I had to make sure that the collection was still active.

@RobertGützkow oh ok so it's this layer. I was doing hide_viewport on the active_layer_collection.collection thank you!


text:
How to create a script that sets Particle Boid brain rules in Blender 4.0?
I am trying to update an add-on called Spyderfy for Blender 4.0. It's a simple script that essentially does two things within its script.
1.) Imports 3d Insect models from a directory.
2.) Creates a Boid Particle system with those Insects instanced.
The problem is I am getting errors in the part of the script that adds the BOID Brain rules in the specific order I want. This first part of the script works. Until the break in the code I mention below.
 #NOW WE DO OUR BOID PARTICLE SYSTEM AND SETTINGS BELOW!

    #First we need too add a plane to our scene to use as the source of our particle system
    #add plane command
    bpy.ops.mesh.primitive_plane_add(size=.35, enter_editmode=False, location=(bpy.context.scene.cursor.location))
    #rename plane command for selected objects below
    for obj in bpy.context.selected_objects:
        obj.name = "Bug System"

    #Now we need to make the bug system we just appended the "Active object" so that we can adjust its particle settings afterwards
    #bpy.context.view_layer.objects.active = bpy.data.objects['BugParticles']

    #Now we adjust our newly appended particle system with custom particle system settings for the boids system below(from article on stackexchange)

    obj = bpy.context.active_object

    if len(obj.particle_systems) == 0:
        obj.modifiers.new("part", type='PARTICLE_SYSTEM')
        part = obj.particle_systems[0]

        settings = part.settings
        settings.name = 'Bug System'
        settings.count = context.scene.spyderfy_tool.bugs_amount
        settings.frame_start = 1
        settings.frame_end = (250)
        settings.lifetime = 500
        settings.lifetime_random = 0
        settings.emit_from = 'FACE'
        settings.physics_type = 'BOIDS'
        bpy.context.object.show_instancer_for_render = False
        settings.show_unborn = True
        settings.use_dead = True
        settings.render_type = 'COLLECTION'
        settings.particle_size = 1.00
        settings.size_random = 0.3
        bpy.data.particles["Bug System"].instance_collection = bpy.data.collections[context.scene.spyderfy_tool.my_stringbugsystem]
        settings.show_unborn = False
        settings.use_dead = False
        settings.use_scale_instance = True
        settings.jitter_factor = 0
        settings.object_factor = 1
        settings.effector_weights.turbulence = 0
        bpy.data.particles["Bug System"].boids.land_ave_max = 1
        bpy.data.particles["Bug System"].boids.bank = 0
        bpy.data.particles["Bug System"].boids.pitch = 1
        bpy.data.particles["Bug System"].boids.height = 0.04
        bpy.data.particles["Bug System"].boids.use_land = True
        bpy.data.particles["Bug System"].boids.use_climb = True

        #Only make bug system fly if only flying creatures but no crawling creatures are selected by the user
        if (context.scene.spyderfy_tool.my_boolwidow or context.scene.spyderfy_tool.my_boolbirdeating or
        context.scene.spyderfy_tool.my_boolbeetle or context.scene.spyderfy_tool.my_boolcentipede or
        context.scene.spyderfy_tool.my_boolcockroach or context.scene.spyderfy_tool.my_boolant == True):
            bpy.data.particles["Bug System"].boids.use_flight = False

        else:
            #Make the boid system fly below
            bpy.data.particles["Bug System"].boids.use_flight = True
            #also make the air speed faster than default if only flying creatures selected
            bpy.data.particles["Bug System"].boids.air_speed_max = 50
            #Don't let the boid system land
            bpy.data.particles["Bug System"].boids.use_land = False
            #Don't let the boid system climb
            bpy.data.particles["Bug System"].boids.use_climb = False

This is where I start getting Errors:
        #adding BOID BRAIN RULES in correct order(help from stack exchange users lemon and batfinger)
        # Copy the current context
        context_override = bpy.context.copy()
        # Override the wanted property
        context_override["particle_settings"] = settings
        # Call the operators
        bpy.ops.boid.rule_del(context_override)
        bpy.ops.boid.rule_del(context_override)
        #continue with boid brain settings in correct order with override
        bpy.ops.boid.rule_add(context_override, type='SEPARATE')
        bpy.ops.boid.rule_add(context_override, type='GOAL')
        #add goal object to goal brain setting below
        state = settings.boids.active_boid_state
        if (context.scene.spyderfy_tool.my_goalobject == True):
            state.active_boid_rule.object = bpy.data.objects['bugsystemgoal']
        bpy.ops.boid.rule_add(context_override, type='FLOCK')

The objective is to give the particle system three rules: Separate, Goal, and Flock. The Goal rule points to an empty that has been added to the scene with the script earlier. Any help or explanation is greatly appreciated.
Brad

To make it work, you'll have to change like this:
        #adding BOID BRAIN RULES in correct order(help from stack exchange users lemon and batfinger)
    # Copy the current context
    context_override = bpy.context.copy()
    # Override the wanted property
    context_override["particle_settings"] = settings
    with context.temp_override(**context_override):
        # Call the operators
        bpy.ops.boid.rule_del()
        bpy.ops.boid.rule_del()
        #continue with boid brain settings in correct order with override
        bpy.ops.boid.rule_add(type='SEPARATE')
        bpy.ops.boid.rule_add(type='GOAL')
        #add goal object to goal brain setting below
        state = settings.boids.active_boid_state
        if (context.scene.spyderfy_tool.my_goalobject == True):
            state.active_boid_rule.object = bpy.data.objects['bugsystemgoal']
        bpy.ops.boid.rule_add(type='FLOCK')

To find this answer I had to take a look on some changes that happened to blender python commit, that you can see on this link, line 454
https://projects.blender.org/blender/blender/commit/ac263a9bce53e190d07d679a058a230e91e722be


text:
How can I get rid of this ugly bumps
I was practicing with modeling and I created a bunch of light bulbs but they all have these really ugly bumps on the top of them.
If anyone has a solution to fix this, It would be very much appreciated if you could help.

For most cases use rounded cube is better than use sphere. You can enable it by enable "Extra objects" addons in "Add Mesh Category"


text:
Render giving me nothing but a rough background
I'm making a little picture

And when I click (shift-Z) it gives me this

I have no idea what caused this if anyone has an idea how to fix this, that would be very much appreciated. Thanks

Have you tried setting size in depth of field to 0?

Just checking.. Lights?

It was the size of the depth of field I had it at 0.05 and it gave me the second image but when I put it to 0 it fixed it so thank you Leander


text:
How do I get rid of these wrinkles in texts
Whenever I add a curve modifier to this text object, It shows these weird wrinkles in some of the letters. If anyone has a solution the solve this, that would be greatly appreciated. This is Blender version 2.79 in cycles render.

https://blender.stackexchange.com/questions/70656/how-to-reduce-artifacts-on-curved-text-vector

https://blender.stackexchange.com/questions/39565/text-on-a-balloon/

the pology must be bad, your mesh needs more edge loops to be able to bend properly. Maybe share your file: https://blend-exchange.giantcowfilms.com/

Every polygon needs to get broken down into triangles.
As your mesh has a bad topology, this is expected and would not behave differently in any other software or version.
Solution: Retopologize your mesh, at least subdivide it.


text:
Color Mixing with textures and different objects?
I was wondering if there is a way to make mesh appear a different color when you put another mesh over it.
Kinda like the picture shown above on how the circles are mixing to create a new color or even make a glowing object appear dark when another object is hovering over. Thank you.

Hello :). My answer was just an example of the most obvious solution. If you're looking for advanced solutions using dynamic paint/procedural textures, just say so :).

If you have another solution go for it, I hoping to learn as much as I can with Blender.

Well, since Cycles is a physically-based engine... you can use a physically-based solution :).


text:
Rotating problems while animating
For some reason, whenever I change the x-axis, the object turns on the z-axis

Any Ideas on what's causing this

Did you try applying transforms? Your scale is not 1. Select your mesh and press Ctrl - A, apply rotation and scale


text:
Render not coming out as expected
I'm making fan art for a youtube channel I watch and When I click Shift-Z, to see the preview render, it shows itself as nice and smooth

but when I render it, it doesn't come out as smooth

If you look closely you'll see what I'm talking about. Any suggestions on what could be causing this. Camera is in Orthographic.

Why did you mark it as a duplicate of a question that was also a duplicate? XD Hehe just giving you a hard time.

Perhaps change the render settings to 100% under 'Dimensions.' The default is set to 50% which makes it half the size for some reason.


text:
Switched from cycles to blender, made render turn black and white
Hi so I was creating something in cycles and then I realized that I needed to use the halo material for an effect and so switched back to blender render but now when I try to render the picture it comes out as black and white (it came out in color in cycles) I have the render settings set to RGBA but it doesn't work in RGB either.
Please help
Cheers
Also a side question, although cycles is better than blender from what ive read they both have different unique features so which is better for what?

Cycles and Internal are not interchangeable

Not an answer to your question directly but a possible work-around:
To get a similar look to halo particles still using Cycles Render I often use a material node setup like this. So for a particle system with a kind of basic halo as the particles just create a sphere with this as the material and select object as the particle type under the 'Render' tab and use the sphere you created as the object.
Take note of the 'Blend' value in the 'Layer Weight' node. It was increased from the default 0.5 to about 0.9 to get a softer edge. Tweaking this value, the curve and the emission value should get something to your liking.


text:
making faces of a sword smooth with
Hi im making a sword at the moment in blender and was wondering if anyone knows how to make certain faces smooth in render while maintaining the sharp edge of the sword, in the attached image I've selected the faces i'm trying to smooth out. I did select the edges running the width of the sword and use 'w' to smooth edges which helped a bit but didn't make it much better.
if anyone has any tricks i'd appreciate it.
Cheers

In general you want to model with faces that have four vertices.

Turn on smooth shading and then use autosmooth so the smooth shading doesn't effect the sharp edges.
To enable smooth shading: in the pannel of the left, which you bring up by pressing T, click on the smooth option under shading.
To enable autosmooth: In the section on the right with render settings and material click on the tab with a icon of 3 vertices connected.
Tick the autosmooth option.

Please include steps as to how the user can turn on smooth shading and autosmooth.

@RayMairlot added them

Subdivision Surface modifier will make everything smoother. Then, you can add loop cuts for your sharp ends. Also enable "Smooth Shading" from your panel on the left (Shortcut "T") and you will have a smooth mesh. If you'd like to add groves, or a slant to it, you can always add another loop cut on the blade (Shortcut "CTRL+R" in edit mode) and move certain vertices higher.


text:
Shockwave with particles
Hi Im just starting blender and Im trying to make a planet explode after being hit by a laser, basically Im trying to figure out how I can get the shockwave particles to only emit out sideways from the torus instead of in every direction, I also was trying something I saw on a two planets colliding tutorial where you get one object to collide and push into the other but I don't have another planet so I was trying to use a torus but I dont think it's working.
I'd appreciate any tips I dont really know what I'm doing,
Also I can post screenshots of stuff But I'm not sure what of.
cheers

Make a short cylinder for the emission object then turn off gravity field.

The shorter you make the ring the flatter the plane of emission. Increase the Emission Normal value  for fast explosion then add drag to the particles so that they slow as they depart.


text:
Sun Lamp and volumetrics in Blender cycles

I create an cave in the hole I add an sun lamp and set into node by using emission shader in the strength I set it to 155 value but I'm not satisfy in the light strength and i'll try to add more strength but still the same result. see my picture references of my problem. thank you

Are you using World Volumetrics? As far as I know those are known to cause trouble with sun lamps, because the sun is considered to be at an infinite distance, so the worlds absorbs all its intensity. Also make sure you don't have Light Clipping enabled in Rendering Path settings.

My world setting just a color yellow-strength :50  and in volume set to none. but I add an Cube and set as a volume scattering and absorption.

This is basic volumetrics rendering issues you can easily learn about by watching a couple tutorials to learn how it works.

ill try to delete a sun lamp and the volumetric scattering object and create new sun lamp still the same


text:
Creating Sapling Tree in the Python Console
I'm trying to create a Sapling Tree object using Python. The Sapling Tree is an object that comes from this add-on:
https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Curve/Sapling_Tree
I'm able to create it using the UI (Add > Curve > Sapling Tree Gen). I can see the command executed by the UI in the Info window. That command is:
bpy.ops.curve.tree_add(do_update=True, bevel=False, prune=False, showLeaves=False, useArm=False, seed=0, handleType='0', levels=2, length=(1, 0.3, 0.6, 0.45), lengthV=(0, 0, 0, 0), taperCrown=0, branches=(0, 50, 30, 10), curveRes=(8, 5, 3, 1), curve=(0, -40, -40, 0), curveV=(20, 50, 75, 0), curveBack=(0, 0, 0, 0), baseSplits=0, segSplits=(0, 0, 0, 0), splitByLen=True, rMode='rotate', splitAngle=(0, 0, 0, 0), splitAngleV=(0, 0, 0, 0), scale=13, scaleV=3, attractUp=(0, 0, 0.5, 0.5), attractOut=(0, 0, 0, 0), shape='7', shapeS='4', customShape=(0.5, 1, 0.3, 0.5), branchDist=1, nrings=0, baseSize=0.4, baseSize_s=0.25, splitHeight=0.2, splitBias=0, ratio=0.015, minRadius=0.0015, closeTip=False, rootFlare=1, autoTaper=True, taper=(1, 1, 1, 1), radiusTweak=(1, 1, 1, 1), ratioPower=1.1, downAngle=(90, 110, 45, 45), downAngleV=(0, 80, 10, 10), useOldDownAngle=False, useParentAngle=True, rotate=(99.5, 137.5, 137.5, 137.5), rotateV=(15, 0, 0, 0), scale0=1, scaleV0=0.1, pruneWidth=0.4, pruneBase=0.3, pruneWidthPeak=0.6, prunePowerHigh=0.5, prunePowerLow=0.001, pruneRatio=1, leaves=25, leafDownAngle=45, leafDownAngleV=10, leafRotate=137.5, leafRotateV=0, leafScale=0.17, leafScaleX=1, leafScaleT=0, leafScaleV=0, leafShape='hex', leafangle=0, horzLeaves=True, leafDist='6', bevelRes=0, resU=4, armAnim=False, previewArm=False, leafAnim=False, frameRate=1, loopFrames=0, wind=1, gust=1, gustF=0.075, af1=1, af2=1, af3=4, makeMesh=False, armLevels=2, boneStep=(1, 1, 1, 1))

But, when I copy and paste that command into the Python Console and run it, I get this error:
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\add_curve_sapling\__init__.py", line 911, in execute
    addTree(self)
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\add_curve_sapling\utils.py", line 1424, in addTree
    bend = props.bend#
  File "C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy_types.py", line 605, in __getattribute__
    return super().__getattribute__(attr)
AttributeError: 'AddTree' object has no attribute 'bend'

location: C:\Program Files\Blender Foundation\Blender\2.78\scripts\modules\bpy\ops.py:189

I am able to copy and paste the UI command for creating a native object (i.e. a bezier curve), and that works just fine. I'm not sure whether this error has to do the Sapling Tree specifically, or applies to all add-on objects.
I understand that using bpy.opscommands are notoriously finicky, but I cannot find any other method to create the Sapling Tree since it isn't a native object.
I am running Blender 2.78 64-bit on Windows 10.

Using 'INVOKE_DEFAULT' Execution Context   to your operator call always creates default
bpy.ops.curve.tree_add('INVOKE_DEFAULT')

"Basically" this emulates the pressing (invoking) of button / menu in UI, and calls the invoke method, that in this case is required. This will create the default tree "quaking aspen"
Note using 'INVOKE' is calling the preset
bpy.ops.sapling.importdata(filename="callistemon.py") is hardcoded into the invoke method, changing other settings with 'INVOKE_DEFAULT' will have no effect.  Will always get this sucker when invoked.

Fixing to call from command line.
Edit: it appears the bend parameter has been not completely edited out of the addon.  . For now to fix, run the addon and right click on any operator property and "view source". This will open __init__.py from the addon in  your text editor. (Or go to addons/add_curve_sapling in filebrowser and open with text editor of choice)
Search for bend around line 713 and remove the quotes """ from above and below the property definition.

EDIT
As of 2.83 still need to make edit above as well as commenting out line 1611 in utils.py
#cu.use_uv_as_generated = True

Save the text file, hit F8 to reload addons.
Or for 2.8 run
bpy.ops.script.reload()

Now it will execute correctly with
bpy.ops.curve.tree_add(some_parameter=some_setting)

Test in 2.83 using command from question crunched into console I get

producing

This has the effect of ignoring parameters and uses only the defaults - any other ideas if I want to provide actual parameters?

@Oliver correct, looked into it and added needed edit above.  Prob needs reporting to tracker.

@Oliver also check out https://github.com/abpy/improved-sapling-tree-generator

Ok here is what worked for me: Go to your add-on folder - add_curve_sapling and right click on the init.py file. Choose edit in notepad. Use Shortcut cmd+f and type in "bend". Get rid of every comment #Hashtag where it says something with "bend "unless the one which says box.label(" ").

Deleting comments does absolutely nothing to the functionality of the code. This is not a viable answer.

I just searched for "bend" in here and none of the lines it turns up are commented.

Needed the INVOKE_DEFAULT execution context, see answer.

Yes - this line is a bug  "bend = props.bend". Either commend this line or un-comment the property inside init.py

@JakeD Yes, I believe he means to delete the comment hashtags, not the core commented text. In other words, make it used code again.


text:
Opacity of Textured objects
I have 2 objects in the scene red cylinder and blue cube. They both have a basic colour in the Principal Shader. How can I lower the opacity of the red cylinder so I can see the blue cube behind it?

You cant, you have to mix it with Transparent BSDF with a Mix Shader.

OK I got there. Make the objects that you want to see through Glass then set blend mode to additive.....adjust roughness and shadows to taste......


text:
Rendering animation not working
I have made a simple fluid simulation in Blender 2.8 and whenever I render it it doesn't work.
First I tried rendering it as a png but that just produced 4 images and no video or animation. Then I tried rendering it as a FFmpeg video and when I try to play it all I see is a black screen. Can anyone help me?

You say it only rendered 4 images? how many frames are in your animation? if you tried to render a MP4 with only 4 frames then that would only be 1/6th of a second-long video.

You have to render it as a .png image sequence in your preferred file, and then go to the video editing section of Blender, browse for the frames, select them then add them, and then sequence the pictures into a video.


text:
Parenting an object to a bone not working
I am making a sword attack animation for my character and I want to parent the sword to his right index finger. I read that you have to create an empty, parent the empty to the bone and then parent the sword to the empty. When I tried doing this Blender wouldn't let me parent the empty to a specific bone, only to the whole model. It would also only act as a regular child (following the parents transforms etc.) when I was in object mode. When I tried moving bones in pose mode the sword wouldn't follow. Why is this happening and how do I fix this?

The correct procedure to parent the Empty to the bone is:

Select the Empty
Shift select the armature
Go to Pose Mode
Select the bone you need as parent
Press Ctrl+P and choose Bone option

this is the correct sequence. still work with blender 2.92. Thanks


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Use custom values as units?
Does Blender have any way of using custom units? Say I create a "unit" called depth and set it to equal 5mm. I set an object to have the dimensions (1 depth, 5 depth, 3 depth) which would equal (5mm, 25mm, 15mm). Then I change depth to equal 6mm. The object dimensions would change to (6mm, 30mm 18mm). Does blender have anything like that?

Drivers might take you part of the way, but Blender doesn't really have any procedural or editable objects, so unless you can do it all with modifiers you will probably have a hard time achieving this.

Blender only has 1 unitless unit: the Blender Unit.
You can't create any others, but that doesn't matter, since it does exactly what you want.
At first your BU equals 5mm. Enter 0.005 in the Unit Scale checkbox.

Switching between metric and None will you either Dimensions of (1, 5, 3) or (5mm, 25mm, 15mm).
Changing the translating to 1 BU = 6mm seems pretty straightforward. Simply entering the new value 0.006 produces dimensions of (6mm, 30mm 18mm).


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Render result showing something other than camera view?
I was following this tutorial (https://www.youtube.com/watch?v=VbHqIDLa39I) on how to make an animated creek, but I'm running into problems rendering. As I render the image, the actual scene as seen through my camera is rendering, but when it finishes, it shows something completely different.
Here is an image of the render in progress, 97% rendered (taken on my phone)

And here is it when it is finished rendering at 100%

What is happening?

Are you using specific passes? Show a screenshot of your render settings. Are you using compositing?


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'Join Geometry' node does not work with uv maps
I'm just playing around with the new geometry nodes and noticed that whenever I use 'Join Geometry' it kills the uv map. (No Uvmap present anymore after appliying the modifier.) If I use 'Boolean' on union, it works fine. This has to be a known bug, right ? Couldn't find it though ....
Anyone knows what's going on ?

This bug has been report in https://developer.blender.org/T85962

There is a workaround (as long as you do not use Realize Instances):
If you enable the As Instance option in the Object Info node, your UVMap will be applied correctly.


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How to get hip/buttocks armature to bend correctly
When my model bends forward and squats down, its buttocks disappears. I'm wondering how I can get the buttocks to look more like the red line in the attached picture.
I've tried weight painting, but at best I can get the buttocks to be flat, not curved like the red line.
Any help is highly appreciated. Thank you.

Could you upload your blend files here https://blend-exchange.giantcowfilms.com/ so I can try to help you?

You need extra bones to controll the inner part of the gluteus, the lower part of the butt and the buns. All of those extra bones are child of the leg. Then you can further deform the butt according to the rotation of the leg. Most principal you need to have distributed weights between all 4 new buttock bones.


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How to create a seamles UV map for an hexagonal grid texture?
I have very little experience unwrapping UVs. I'm not able to wrap my head around how to seamlessly create the texture for a beveled rectangle.
Here was my attempt when UV unwrapping it. I ended up with large, ugly seams.

In Rocket League they not have seams, but their texture was not a simply repeating hexagonal pattern like mine was. Theirs was filled with irregular sized hexagons, as well as pentagons in some places where the pattern needed to transition and curve.

I'd love any direction as to how you think the developers might have accomplished this seamless, custom UV texture.

I haven't played RL in a while, but are the ceilings the same beveled rectangle shape?
It looks like your images are being stretched as they get closer to the beveled edge.  It also looks like your screenshot isn't from Blender, so I don't know how to do it in whatever software that is, but if you're working in Blender I'd suggest going to UV mode and adjusting the vertices until it looks better.  Also, check your texture and see how the edges line up at the top/bottom and left/right.  It might take some photo editing and/or scaling to get it to work.
Good luck!


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How to get dynamic paint to work in cycles?
So I'm trying out dynamic paint. I set up the scene where a plane passes past a cube. I used the cube as a canvas and the plane as a brush. I generated the UVmap for the cube and  used image sequence on the canvas, and have baked the images. This is how i set up material nodes.
But when I render the image on the viewport, the materials don't change. So I'm not sure what I did wrong?

Did you test scene in render preview? Often, blender does not update cycles materials in timeline

I set it up to change material through 30 frames and placed it around frame 25, and then hit Ctrl-z to see if it change material but it didn't. I also tried f12 but didn't change either

Did you take a look into the dynamic paint sequence? Maybe the baking went wrong? I could imagine, a flat cube would work better as a brush than a plane, but I didn't compare yet.

Thanks for the tip, yann! I just check the image sequence they were blank!


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Rendered 3D View does not match Result
I'm new to Blender and Cycles Render and I was setting up a basic test to produce a smooth polished bronze surface.
My understanding is that the Rendered 3D View from the Camera should match the Single Image output however I simply cannot get any objects, lights or planes to render - merely a flat world colour.
The Viewport:

Rendered Result:
I've tried various suggestions from other similar queeries (Ensuring I'm in Global View, ensure all objects are Visible to Render, Assign Each Object to a layer) and I can't quite get my head around what's not happening. Apologies if this is an obvious or stupid question as I am new to both Blender and 3D Modelling as a whole.
The Blender File:

Your floor is hidden from final render and in render layer settings you forgot to enable "Use Surfaces", thus no solid geometry in render

You marvellous person you. I've been headbutting various settings to no avail all morning. A boon on your household sir.


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Image in material not rendering? (Cycles)
I decided that I wanted to start a mini-series in Blender, so I made the following character to start.
As you can see, I have made a face texture using an RGBMix node and an image texture node. Here they are:
After lots of experimenting, I finally figured this out and as you can see, it works. I decided to go on to make my second character. I repeated this entire process, but the face doesn't work for some reason.
As you can see on the right, the texture looks exactly the same, and I have checked it multiple time to make sure there is no difference. The nodes are also the same.
However, both in material view and rendered view, the face texture does not load.
These two characters are exactly the same except for the hairstyle and the colour of the body and clothes. I have checked my work multiple times and have been unable to notice any discrepancies between the two. The only difference I have noticed is that in the node editor for the second character (the one that isn't working) the nodes snap to the grip, while the nodes for the first character do not. I am not sure if this makes any difference, but it is just something I have noticed. The last thing is that for the second character, the colour I set in the RGBMix node renders, but the face does not.
I would really appreciate any advice anyone has regarding this problem. Please help!

You have not provided your images with texture coordinates

@DuarteFarrajotaRamos I added a texture coordinates node but nothing seemed to change...

Have you unwrapped your mesh yet?

No, but I am just surprised by the fact that it worked the first time but not this time...

Now it works, but the face is upside-down

EDIT: I figured it out just by rotating the texture. Thank you so much!

@Whitest post an answer explaining how you fixed your issue.


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How do I merge multiple objects so I can sculpt it?

As the title implies, how do I do this? Is there maybe an add-on to make it easier? I did ctrl-J to join all the bodies together, but they really weren't connected as one.

Search in the add-ons window "bool tool".
Select the two mesh that your want to join.
Go to the object menu in the view-port,bool tool operation, and select "union".
And wuala! you have a unified object.

You can do this without the add-on using only modifiers but its a little bit wonky
Hope it helps!

thank you so much, i've been trying to figure this out all day lmfao