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splitting apart two objects that got stuck together
I took a block shaped it into  something, then took a circle then shaped it into something using excruding, deleting faces then moved them together. now they are stuck together.
how to I split it into the two objects it started out as?
[New Blend File]

Posting your blend file would help http://blend-exchange.giantcowfilms.com/

oh more things to figure out... hold on... :D nope-- got  tell me how I do this posting files to a post in here.. PLS @Dontwalk

@uxserx-bw, to upload a .blend, upload it to Blend- Exchange, and edit the resulting link into your question.

@Timaroberts Thanks, I book marked that sight too btw, Thanks!

@uxserx-bw Please do not put solved in the question title (you should be able to roll back that edit).  Instead, please up vote answers that were useful, and mark the one that answered your question as the answer.  The site will then mark it with the proper colors for others to easily tell it is answered.

@Gliderman it doesn't pay to try sometimes, everyone got their own set of rules in every fourm something different always. its worse then travling into different countires with different customs always something....

To separate your objects, go into edit mode on the problem object. I assume we are talking about "cube", and select all with A, then press P>loose parts.
Now you have two objects.

Nope still stuck together... I moved the stuck together away from the rest .. it is the circle and body that is stuck together now.. then added that to my orginal post to get the right idea

Interesting, worked for me on your model.

NEVERMIND -- I had to fanaggle it aorund a bit - But I got it now. thanks. First timer here .. still learning :D


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one object is not rendering now
I went on and created my eye balls, then in the process of setting them I pressed Shift + Z to render to see what it looked like, only to see that my head is no longer showing up in Cycles Render.
What did I screw up now?

Can you upload your .blend file?

@ShadyPuck yep it is in the mod post too.

You need to check all of the Ray Visibility: settings under Properties panel > Object tab > Cycles Settings dropdown.

The fixed .blend file:

oh Ok, Yeah I was messing with that (i have no idea what its for setting) while following the how to make an eye. Must of messed it up then. Thanks I'll go check it now.

@uxserx-bw It's kind of like the Light Path Node. There are different types of bounce rays, and this sets whether the object is visible to certain types. If my answer helped, please consider accepting it.

source: Stack Exchange

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

authors: аляхъ акбаръ

sort: votes


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Use denoiser on certain frames of animation
Denoiser wastes quite a time on empty renderlayer (about 2 mins for 1080p), but its checkbox can't be keyframed and even LMB's Copy data path is greyed out (so, no scripting I guess).
Animating renderlayer visibility is no option for me, because it messes Multilayer EXR a lot.

Related: https://blender.stackexchange.com/q/15649/599

Ended up with this code, where denoiser starts working on specific renderlayer only on certain frames.
import bpy

scene = bpy.context.scene

def denoiser_control (scene):
if scene.frame_current in list(range(66, 90)) + [1, 20, 50]:
    bpy.data.scenes["Scene"].render.layers["RenderLayer"].cycles.use_denoising = True
else:
    bpy.data.scenes["Scene"].render.layers["RenderLayer"].cycles.use_denoising = False

bpy.app.handlers.frame_change_pre.append(denoiser_control)

range(66, 90) stands for some frame range and [1, 20, 50] defines single frames.

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


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Global disabling of shadows in Cycles
I am using daily builds of 2.79 version and can't find Shadows checkbox that has been here some versions ago:

Ways of doing it on per-object basis are not acceptable, need single-click solution like in BI or older Cycles.
EDIT:
Forget about picture above, I've mixed up it with BI settings.
In Blender Internal it looks like this:

I see this option in my 2.79, but I don't know how it works, nothing happens when I disable it. You can disable the Cast Shadow option of your lights but I suppose it's not what you want.

As @moonboots said in my 2.79 I do have the same button but I see no difference either. What should happen, if you ticked it? If the shadows are not masked, where is the light that's brightening the shadows coming from? If it looks like the shadeless mode in blender internal, why don't you open-GL render it in textured mode?

Well, it seems I mixed up this option with similiar checkbox of Blender Internal, which is doing exactly what I need from Cycles. Open GL is good, but still need more than that. P.S. This Shadows button is now "checked" by default and will be removed in next version and dauly builds.

That Cycles checkbox only disables transparent shadows, hence it's location next to the transparent depth controls. It has no affect on regular shadows from material without the transparent BSDF, and even materials with the Transparent BSDF will still cast shadows with it disabled. Just without taking transparency into account.
There is no global control to disable shadows, you need to disable shadow-ray visibility on all objects. If you need to do it for a lot of objects, the following bit of Python will switch off the checkbox for all selected objects:
import bpy

for obj in bpy.context.selected_objects:
    bpy.context.scene.objects.active = obj
    bpy.context.object.cycles_visibility.shadow = False

Thanks for the script! But maybe you have a suggestion on how to take into account not only selected objects, but exclude those objects, which have already disabled shadows. So when I'll get shadows back (set to TRUE), they wouldn't appear on objects that shouldn't cast them.

The script sets the flag to false, regardless of its previous setting. It does not toggle the option. Is that what you're referring to? If not, I'm confused.

When there is a lot of objects, I doubt you would select them by individual clicking, instead select them all at once with A key. Unfortunately, this ends up in selecting objects with already disabled shadows along with others. So, they will get unwanted "True" value after returning shadows back

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


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How to associate Driver with scene active camera?
I've got two cameras in my scene.
When they are switching via timeline markers, Driver which is based on distance between some object and camera1 goes crazy, because at this point I am filming with camera2.
Can I perform switch from camera1 to camera2 inside Driver in the same time, as cameras are switching on the timeline?

Could you provide more details, perhaps a sample file with basic setup? A frame change handler on the scene may be a better solution.

I've uploaded basic scene.

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


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Force field destroys particle rotation
Newtonian type emitter is using explode modifier to manipulate faces. Problem is when I put Vortex field on the same layer as emitter, my particles stop rotating, even if field strength is set to zero. But keeping them on different layers bring rotation back (but without effect of force). How to use it properly?
With zero force on the same layer

And on separate layers

EDIT: Max distance in Falloff settings allows particles to rotate outside force area (circle dot line), but it still stops inside.

Try enabling at least Rotation in the Effect Point group in the force field options and then Minimum and Maximum values in Faloff group there below as most likely you want force field to enable differently in different points of space.

Enabling Rotation doesn't help really. Particles loose theirs random orientation inside force field and rotate in according with radial direction of vortex. Noise value also doesn't do much difference.

Set the Power and Strength values back to their default values at least, at 0 you won't get any expected effect. Noise has nothing to do with this case.

Of course, I've set it back to some significant amount, but here you can see results: https://imgur.com/a/THJI3

I doubt you can anything do with one particle system for including both random rotation and force one as well, after all when force affects it adds acceleration when particle loses its own rotation due to speed. Although it might not and then one solution is to add another force field of e.g. Turbulence type (or add Self Effect to particles of that type) and make them additionally rotate


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Blender Tracking

hi guys, im new to blender, just wondering if its possible for me to switch the "follow path" for an object? i have 2 path and i wish for the person to walk along the path on the 2nd floor after it takes the lift up. Cant seem to figure out how to swtich it. Thanks in advance!

You can animate the influence setting of the constraints. make one be 1 and the other 0. switch them to switch paths.

hey i tried that but once i set the constraint to 0, the rigging flies to the world origin, (i wish to have it remain at that position)

Set key frames at the right frame. st frame 0 set second follow path to 0 and first to 1 key frame both. at frame you want second to take over swap them and key frame. rigging should jump from one path to the other but that’s hidden by the wall right?

sadly, no. i wanted to track the character taking the lift then walking on the 2nd floor

i am not a pro rigger, but it might be easier to just double your character and make it invisible on one path and visible on the other. Might be not the most performant way...but i think it would be the easiest to realize.

hey edgel3d, yea thats what i wanted! by any chance could you share the file with me for me to better understand how i can go about doing it?

Will post it up as an answer Lyon.  I buggered the link to the comment and have deleted it, so will do the answer ASAP.

Animate a character to travel 2 consecutive paths with an elevator ride in between -  (Blend file below)

The character has 3 concurrently active parents.  As long as those parents don't move until they're supposed to, this works very well.

The character (char) has it's own 'Handle' (parent) so it's limbs can be animated similtaneously while the character as a whole is moved around the scene.  Even when rigged, it's wise to use a handle to parent and move the main armature, not animate it directly.  (i.e. if the rig and it's limb animations are working well, remove it's access in the Outliner so you can't inadvertently muck it up)
The char's Handle is parented to the lower path follower so it makes it's way to the lift platform.
To demonstrate another way of freeing up objects from constraints, the ground floor path-follower's action was baked to keyframes and that in turn was parented to the lift platform.  The lift isn't moving so there's no problem doing that.
Once on the platform the lift rises and takes the path follower with it.  That in turn takes the character's handle up, which in turn takes the character up.
The lift is parented to the upper floor's path follower and upon reaching that floor, and that path eventually activating, the lift is taken along the path and drags the entire entourage along with it.
Lift platforms aren't known for that sort of mobility so to conceal this, it's duplicated at the frame it reaches that floor and stops. This positions the copy precisely and with all animation cleared, sits there to provide us with a stationary and visible platform.  The copy is switched to invisible at frame 1 (in the Outliner) and visible at the switch-over frame.
The original is switched inversely, visible at frame 1 and invisible at the switch-over frame.
Our char is taken along that upper path until at the end, where it's to shimmy down the rope.  The char's handle is used to animate this and also take it back to the starting point.

An after-thought - From what I see it's probable there'll be more character action to follow in your project.  That's when you either bake the character's movements throughout, or leave this Blend file at it's final frame, and continue on in a new copy of the file.  All parentage and constraints would be removed from your character in the new file, meaning you can start it's timeline at frame 1 again continuing the action from where the original file left off.  Both would be rendered and appended seamlessly in the VSE.


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Geometry Nodes as mesh generation script
Newbie here
I was recently working on a project that required dynamically generated 3D terrain. I am currently a computer science student but have some experience in blender and had seen what was possible with geometry nodes. With the knowledge that blender is open-source and has an API I could use, I had the following idea:
If I created a geometry node inside blender that would take some inputs and created my desired geometry, would it at all be possible to somehow call that node from an outside python script with input values and get back the output geometry?
My thinking here is that blender is probably doing just that in the background somewhere, so can I access it from outside?
To be clear, I have no experience with the programming side of blender. At the moment I feel like it is unlikely this is possible. So before I dive into the documentation and learning the blender API, I thought that maybe some more experienced people could either encourage me or crush these dreams before I start pouring my time into it.
Further explanation of what I'm trying to do if the above is confusing:
As an example I made this small node cube_grid in the file cube_grid.blend that simply creates a grid of cubes, with inputs for the size of the cubes and size of the grid in x- and y-direction:

The output would simply look like this for a 10x10 grid of 1x1x1m cubes:

Now I would like to do something like this:
pseudo-code, I have never touched the blender API
import blender

file = blender.open_file('cube_grid.blend')

geometry_node = file.geometry_nodes('cube_grid')

mesh = geometry_node(cube_size=1, size_x=10, size_y=10)

mesh.save_to_file('my_cube_grid.dae')

Sure. Lib is called bpy:
import bpy

First, you get the modifier:
obj = bpy.data.objects['Cube'] # or get the object in other way
gnmod = None
for gnmod in obj.modifiers:
    if gnmod.type == "NODES":
        break
# if modifier doesn't exsists make new one:
if (gnmod is None) or (gnmod.type != "NODES"):
        gnmod = obj.modifiers.new("My GeoNodes Modifier", "NODES")

Or if you're sure that you have no modifier, just create it:
obj = bpy.data.objects['Cube']
gnmod = obj.modifiers.new("My GeoNodes Modifier", "NODES")

Then you have to assign a node group to the modifier if the modifier is just created:
 g.node_group = bpy.data.node_groups['My Geometry Nodes']

"My Geometry Nodes" is the name of the node group that you have prepared.
Then you get identifier of socket. (Since the name of identifier (like "Input_3") is quite random number, you have to get identifier from socket name) Let's say you want to set "cube_size":
inputs = gnmod.node_group.inputs
id = inputs["cube_size"].identifier

Then you can use attribute and set it:
gnmod[id] = 10

For open and saving files you can use ops commands. You can get it by enabling python tooltips in user preferences:

Yep, I'm not so great in python, maybe you are right.

For step 1, you can make a bat to open a blend file if you are window user.
For safety reason, blender does not run script automatically. You need find a way to run it automatically.
Here is the script, click run script and the node setup will appear.
import bpy

# select and del all object
bpy.ops.object.select_all(action = "SELECT")
bpy.ops.object.delete(use_global=True, confirm=False)

# add cube
bpy.ops.mesh.primitive_cube_add(enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

# add GeometryNodes modifier
bpy.ops.object.modifier_add(type='NODES')

# access active object node_group
node_group = bpy.context.object.modifiers[0].node_group

# add socket
inputs = node_group.inputs
inputs.new(type = "NodeSocketFloat", name = "cube_size")
# remove first socket
inputs.remove(inputs[0])

inputs.new(type = "NodeSocketFloat", name = "size_x")
inputs.new(type = "NodeSocketFloat", name = "size_y")

# add node
nodes       = node_group.nodes
comXYZ_1    = nodes.new(type="ShaderNodeCombineXYZ")
comXYZ_1.location.x -= 100
comXYZ_1.location.y -= 200

comXYZ_2 = nodes.new(type="ShaderNodeCombineXYZ")

meshline_1 = nodes.new(type="GeometryNodeMeshLine")
meshline_1.location.x += 200
meshline_1.location.y += 100

meshline_2 = nodes.new(type="GeometryNodeMeshLine")
meshline_2.location.x += 200
meshline_2.location.y -= 130

meshpoint = nodes.new(type="GeometryNodeMeshToPoints")
meshpoint.location.x += 400
meshpoint.location.y -= 50

cube = nodes.new(type="GeometryNodeMeshCube")
cube.location.x += 450
cube.location.y -= 300

insonpoint_1 = nodes.new(type="GeometryNodeInstanceOnPoints")
insonpoint_1.location.x += 600
insonpoint_1.location.y += 100

insonpoint_2 = nodes.new(type="GeometryNodeInstanceOnPoints")
insonpoint_2.location.x += 850
insonpoint_2.location.y -= 100

nodes["Group Output"].location.x += 850

# connect
links = node_group.links
links.new(nodes["Group Input"].outputs["cube_size"],    comXYZ_1.inputs[0])
links.new(nodes["Group Input"].outputs["cube_size"],    comXYZ_2.inputs[1])
links.new(nodes["Group Input"].outputs["size_y"],       meshline_1.inputs["Count"])
links.new(comXYZ_2.outputs["Vector"],                   meshline_1.inputs["Offset"])
links.new(comXYZ_1.outputs["Vector"],                   meshline_2.inputs["Offset"])
links.new(nodes["Group Input"].outputs["size_x"],       meshline_2.inputs["Count"])
links.new(nodes["Group Input"].outputs["cube_size"],    cube.inputs["Size"])
links.new(meshline_2.outputs["Mesh"],                   meshpoint.inputs["Mesh"])
links.new(meshline_1.outputs["Mesh"],                   insonpoint_1.inputs["Instance"])
links.new(meshpoint.outputs["Points"],                  insonpoint_1.inputs["Points"])
links.new(cube.outputs["Mesh"],                         insonpoint_2.inputs["Instance"])
links.new(insonpoint_2.outputs["Instances"],            nodes["Group Output"].inputs["Geometry"])
links.new(insonpoint_1.outputs["Instances"],            insonpoint_2.inputs["Points"])

blender verson: 3.2 a


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Imported obj file is missing
I am struggling with some building obj and Collada files. I am currently using v3.1.2. So when I am importing Collada and obj files into the blender I am unable to see the file. These files were large building files.
Also, help me to get the texture with that. So that The files can be visible with the textures in blender software.

please attach a capture of your outliner once the import process is completed.

Thank you for the response, but I am not getting any object outliner in my window


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Blender Shading does not take colors
I have the following problem:
When I look at my imported Fbx object in object mode, it shows the colors as I downloaded it.
But now when I look at the Fbx object in shading mode, it has no textures. How do I get the colors to display in shading mode?

Maybe try in the Object Data panel > Geometry Data > Clear Custom Split Normals Data ? If it doesn't work please share your file

https://www.transfernow.net/dl/202204095eRnCARp
This is the Link for the download... Clear Custom Split Normals Data doesn't work :(

The colors we see in Solid mode are the colors set in the material Viewport Display, not the real colors. If you switch to Material or Rendered preview, you'll see a black color because the Principled BSDF alpha value is 0, so push it up to 1. Also maybe in the Object Data panel > Geometry Data > Clear Custom Split Normals Data to avoid bad shading problem. At last create at least one light in your scene, otherwise you won't see any color, or change the world background color.

Is there any way to use the colors from the Viewport display as material? Sorry if I ask stupid questions, but I am quite new to blender.

It looks like the Base Color of the Principled BSDF nodes is the same as the color in Viewport Display, but you need to put the Alpha value at 1 and also create at least one light in your scene, otherwise it will remain quite dark (or increase the world color value)

I have done both. But the object is only visible in black and white.

You need to put the Alpha at 1 for each of your materials, you have 5 materials, if it still doesn't work please share your file again

It worked... Thanks:)


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Textures aren't visible when 3d printing
I'm trying to create something like a 2d sprite:

I want it to be extruded for 3d printing in sandstone, but the textures are not showing up.
This is Blender Render, not Cycles. It opens fine in Meshlab but when I send the zipped .obj with the .mtl to Shapeways, it shows as untextured 3d shape.
First i made the flat plane, textured it and then extruded as individual face (Alt+E); after that I exported .obj with .MTL. Later on i tried VRML, X3D with zipped image and some other ones but they don't show up on Shapeways, only the shape shows up. MeshLab opens them as textured.
Texture path is set to relative and texture pic is zipped together with the exported 3d file when uploading to Shapeways.
This is an example of how it needs to be, the sides need to look like they have been extruded, stretched from the extruding on the Z axis. When I extruded the textured flat plane the texture also become extruded on the sides and that is the look I need..
This is an example, not the real model i'm trying to make but the idea is the same I guess. http://rg.to/file/9ef90eb82a896fe65986664923fcfcbf/box.blend.html Thanks

Did you try recalculating normals (Ctrl+N with all selected) and in texture settings choosing Image or Movie type of texture instead of None ?

Also please use blend-exchange service for uploading your files (specifically for this site); it provides possibility to download file without waiting, entering captcha and stuff.

Exporting with textures is sometimes finicky for 3D Printing. There is a helpful 3D Print toolbox addon that makes the process much easier and more reliable. Try using it.
I also have a tutorial to do exactly what you are trying to do in your project. It uses a script I wrote. You can get it here
Here is the tutorial on YouTube or follow the written steps below
Install the addon, then pick an image. Images should be less than 100x100 pixels, so scale it down if necessary. Then make sure to check Join Objects to make sure each cube is connected. Then run the addon.

If you want it taller, all you have to do is either change the Z Depth value in the addon or scale the object in edit mode after the script runs.
Now we need to set the scale of the object so we can get reliable printing results. To use millimeters, change to Metric and set the Scale to 0.001

Then you need to name your object and install the 3D Print Toolbox addon. It comes shipped with Blender, so search for it in the User Preferences. Once it is installed you need to click the bounds button to set the scale. Enter the size you want.

Then all you have to do is export and upload to Shapeways!
It is important that you choose X3D to preserve the colors.

Thank you Mr Zak and Zachman. I watched your tutorial on youtube and about the sprite extrusion and I saw that you used the 3d printing toolbox to export the texture with the model, I used the same tactics and it worked! I didn't used the sprite add-on but it looks great, thank you again and all the best. Alex

@user21806 Make sure to accept the answer so other people are more likely to find this if they run into the same problem!


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Textured object becomes black in Texture Paint mode?
I've unlinked all object data, materials and textures. The texture is assigned and visible when I'm in Object mode and Edit mode. But when I switch over to Texture paint mode, I can't see the texture that I want and I have to start from scratch. Thanks for any help you can give me!

Do things change if you press Alt+Z while in Texture Paint mode ?

Yes, the original object loses it's texture, but the duplicate stays the same.

Do you mean "the same" that duplicate (as I understand the black one on the second image) remains being black ?

Yeah, that's right.


text:
2 related(?) questions: How to scale or extrude multiple selections together?
I have seemingly related questions with gif examples provided below.
Context: In Edit Mode, when I select multiple faces or edges, if I try to scale or extrude them, the resulting behavior is unintuitive based on my expectations. I can't really figure out (a) why Blender is behaving in the manner it is, and (b) how to accomplish my goals quickly. To illustrate, I'll share two examples:
(1) Goal: In Edit Mode, my goal is to Scale two edge loops so that they both Scale evenly together outward.
Expected Behavior: When I select two edge loops and press "S", I want them to scale evenly together outward, just like when I scale one edge loop.
Actual Behavior: When I select two edge loops and press "S", the loops begin to slide along the mesh object.

Questions: Why is it scaling in this manner? Any suggestions for a quick workflow to achieve my goal?
(2) Goal: In Edit Mode, my goal is to Extrude two separate faces so that they both Extrude evenly together outward -- in this case, the "top" face should extrude increasingly positive on Z axis, and the "bottom" face should increase increasingly negative on Z axis, evenly together.
Expected Behavior: In Edit Mode, when I select two faces and press "E", the two faces should extrude outwards evenly (in this case, in opposite axis directions), just like when I select only one face it extrudes.
Actual Behavior: In Edit Mode, when I select two faces and press "E", the faces begin to slide in unison along what looks to be the X axis.

Questions: Why is it extruding in this manner? Any suggestions for a quick workflow to achieve my goal?
Thanks so much in advance for your assistance!

In both cases you don't provide axis to move / scale the edges along hence it scales along all axes which is the result. Related - https://blender.stackexchange.com/questions/74634/slide-two-edge-loops-away-from-each-other and https://blender.stackexchange.com/questions/38877/how-to-extrude-equally-in-all-directions. Please ask one question per post and upload images with built-in tool when possible

Select both loops then S Shift-Z to not scale on the z-axis. 2) E SZ to scale on the z-axis.

In Blender, you can change the behavior of these operations like extrude and scale to suite your needs by setting the Pivot Point. The select menu is located in the bottom bar in 3D view.

In your case, you need to extrude or scale selected loops / faces individualy, so you need to select the Pivot Point to Individual Origins:

You can also use the shortcut Ctrl. for that.
For switching back to Bounding Box Center, use ,
The result - scale:

Extrude

Thank you so much, this really helps a lot! Super appreciated :)

Please accept the answer so the question is marked as solved, thanks :)

I see, ok done!


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Why Does My Other Software Exported Heightmap Displace My Mesh So Much In Blender?

I created this with world machine and imported it into blender via a .tif height map and applied it to a subdivided plane with displacement.
But the scale is wrong! It seems that every value I have is twice as powerful as I need.

As you can see in this image, my imported height map in orange is twice as "sharp" compared to my original model exported in .obj from my software. And the two mountains have the same dimensions!
How can I counter this issue in blender?
I think that my white value and black values need to be twice as soft to correct this? Is this right?

Sounds like a color space issue, like differences between linear and logarithmic

i cant save the heightmap to 16bit files: PNG( same result) TIFF and other files that i dont know about : Povray-TGA, RAW16, RAWFP32, BT(VTP Format, PGM (ASCII), HFZ
but for peoples that have the same problem as me in general, how can i correct this problem once the import is done ?

Plug in some math nodes +  colorramps and scale it by eyeballing. If you can't find out how it is exported and all your import options don't work there are not many other choices

This looks to me like a color transform is being applied your displacement map prior to displacement. Don't save your height map as sRGB. I would also save the file itself as OpenEXR. Don't use PNG / JPG / other garbage formats.
Lastly, make sure the color space value of your displacement map texture is set to "Non-Color" before hooking it up.

unfortunatly i was forced to use the displacement method within the shader editor nodes... because i had to use a math node to correct black and white value with a math node set on power 0.5; the i adjust the scaling of the displacement

you can do the same in the texture editor, but right now on 2.8 its totally useless and broken

didnt change anything

Sorry, what is "useless and broken"?

Texture editor is unusable for me, and it will be replace soon this month

I got that you think it's broken but still don't know how. The way you've described it you have a broken process and are expecting Blender to fix it for you.

blender devs officially say that the texture node editor will be change because of the removal of blender internal. so this feature will change yes.and for the broken part, i dont see any thumnails at all in the editor, knowing thoses facts, i assume its broken.


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Different operations if operator is pressed with "Ctrl", "Alt" or "Shift" within the UI?
I saw multiple add-ons that are using alternative operator action when pressing Shift, Alt or Ctrl within the operator interface (I think it's only one of the 3).
I created an operator and draw it in in properties>Object and it'd like to batch use this operator with my selection while pressing Alt as it is a default blender behavior when changing properties.
I was hoping that this feature could do the trick? maybe?
Are any templates available?


text:
Blender - How can I create proper lighting using Radeon ProRender?
Is there anyone that could tell me or point me in the right direction on how can I use/create proper lighting with Radeon ProRender.
I want to create objects that will be emissive/emission ,I'm kinda not sure how to do it properly ,so again I am asking for some helping hand

I guess you should refer to Radeon ProRender user guide, for a start...
The RPR EMISSIVE material should be what you are looking for...

To get RBR support, I suggest to refer to the specific RBR for Blender support page

Hey there. Well I read the PDF ,not the whole thing but the stuff I had trouble with ,there was no mention of what i needed ,I have no troubles assigning Materials ,or using node editor to make a material but I am having troubles with the Emissive materials on surfaces ,since its really hard to do it ,since I have no info on size / intensity . I hope you understand my problem .


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Can I apply UV texture map into Geometry Node points?
I'm making a coral. It has UV map image texture and I spread it out some points with Geometry Node on the surface of the mesh, and I wanted to apply my UV texture to points.
For instance, yellow points on the position of the UV map painted with yellow parts.
But I couldn't do what I expect with set material node
Can you guys help me?
I attached my screen image

I'm not sure if I understood your question correctly. Do you want to project the colors of the points emitter onto them? You don't need UVs for that, but you need to turn these points into real meshes.
Even if you were to apply UVs on these points you'd need them to be actual meshes, because afaik only then they'd be able to hold and use this kind of data.

I've generated the color map on the fly for this example. You must replace the Noise Texture node with an Image Texture with your coral colors, plugging the UV map into the Vector input in the same way shown here.
You can use a Subdivide Mesh node before storing the image color data into an attribute in the cases the emitter mesh isn't dense enough to hold this data faithfully into its points or face corners.

Turn the points into real meshes by instancing something on them and realizing the instances.

You can now transfer the color data to the new meshes, assigning a material to them so it shows up. This is basically a Vertex Color map. In case you want it done properly, change the stored domain to Face Corner.

When using generated meshes in Geometry Nodes it's important to change the Material link type to Object, because the generated meshes aren't part of the real data of the object unless you apply the modifier.

Thank you very much for your detailed reply. But is there any way to move the color on the UV map to Vertex color?

@studentz0 What do you mean? I think you're confusing UV maps with image textures.  There's no color data in UV maps, they're just a texture coordinate system used to map the mesh's vertices into 2 dimensions. If you meant the color from the image texture to vertex colors, then this is pretty much what this answer does. It's storing the color data into the points vertices. Apply the GN modifier and take a look at the object data panel.

i can't find "named attribute" node and "Store Named Attribute" are you using blender version 2.9?

@studentz0 Oops, the docs are confusing so I thought they were in 3.1 already, but it seems they're only available in 3.2 beta (with an experimental setting enabled) or 3.3 alpha versions.


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Viewport render and wire drawing mode problem in Blender Internal
Can't figure out, why objects with wire drawing do not participate in viewport render?

For example, it is very annoying to have a textured plane in front of camera in non-wire mode, but at the same time it is useless if you want to make a preview. How to deal with that?

Try to render with that drawing type in Blender-render

Didn't see a tag in question.. This seems to be a feature in Blender Internal, see https://www.katsbits.com/tutorials/blender/material-mode-maximum-draw-type.php. Object will be rendered in the F12 render but not in preview. Probably not much possible to change here

Well it seems so. Very sad that devs ditch BI leaving many holes in it.


text:
Forced material refreshing before render
I am no familiar with scripting, but I can't see another way to solve my problem with material updating in Animation, so help me please.
Render engine is Blender Render and this button is a part of built-in Node Wrangler add-on.
Basic scenarion for the script is to select Output node in a list of materials (or at least one material) and click this Reset button on every frame change.

I didn't figure out how to automatically click that button, so tried to cut/create link between Output and previous node.
This code is kind of refreshes material named "Material" before rendering (at least my case).
import bpy
def remove_link(scene):
   mat = bpy.data.materials['Material'].node_tree
   node1 = mat.nodes['Mix']
   node2 = mat.nodes['Output']
   links = mat.links
   link = node1.outputs[0].links[0]
   links.remove(link)
   link = links.new(node1.outputs[0], node2.inputs[0])

bpy.app.handlers.frame_change_pre.append(remove_link)


text:
Broadly, How to combine pre-rendered images in openEXR or openEXR Multilayer format, in the compositor?
My setup  i5 2500K processor @ 3.3 GHz  and 24GB ram.  Using Blender  v2.79b
I have created (unfortunately) a extremely memory hungry animation,  which my pc can't handle in one chunk!  I have broken it down into 15 layers,  and  can render  out about 2 layers at a time for the duration of the animation.  The intention being to combine these series of rendered images into a final combined series of images, that I can then  put it through the VSE to produce the MP4 video at the end.
Following extensive  browsing of slightly similar S/E  questions and to try and solve my problem, I've opted to test out using initially openEXR and  openEXR Multilayer format files types as the  file type for my 'stage 1'  2 layer rendered image outputs, these being supposedly (as stated in quite a few answers)  a good format for later compositing.
Anyway, I rendered out a sequence of (11) frames  in both formats, and  proceeded to use the image input node in the compositing window,  linked to a composite node.
Following  the mostly consistent advice on this node, picked up all the files, chose image sequence (it actually caught this automatically),  updated the no of frames to 11, start frame  to 1  and set the output file type to .png and hit the animated render button.
The result has been consistently bad. It  renders the first frame to a png successfully, and then runs through all the rest producing all blank/ black .png files,  whether the starting file type is openEXR or Multilayer !   - it even does it  if I give it .png  files to start with.
So question 1,  Why can't I get it to run through my file sequence and  pick up the images in  the files beyond the first file in the sequence - clearly I'm doing something wrong !
And question 2, assuming we can solve that problem, bearing in mind the intention to combine several strands of pre-rendered images,  is/are  the openEXR or openEXR Multilayer formats  the  right format to do this, or am I heading for another brick wall!  (and I'm not using any passes in these files)
A bit wordy but any/all help will be appreciated !

Well the simple mistakes - is "Use Nodes" enabled in the node editor header? is "Compositing" enabled in post processing? and sequencer disabled?

Hi Sambler, yes, all 3 are set as you suggest, ie enabled, enabled , disabled, but It still won't correctly process beyond the first file. If I use open EXR, I get black, if I use openEXR multilayer I get pink content in the .png  files produced, so I'm still stuck!

Well I've  simplified  things down to the minimum, still using my original render settings, it’s a 530 frame fly round. The blend file  'Stripped down test file.blend' was used to create 11 .png frames with a transparent background. I then fed them into 'REC-Composite-take1.blend'  as an image sequence in the node editor compositor window, and attempted to put a yellow background on all 11 .png frames.

Needless to say it failed and only produced one frame with  the yellow background from the  first frame in the sequence, thereafter all frames were just yellow.  So try it for yourself!
I think there must be a bug. I didn't bother trying any .exr files, as if it can't manage .png  there's not much point trying .exr!  I look forward to your results/comments!
Only problem is I can't get the giantcow  thing to work so not sure if you'll ever see my blend files!

I see you have 50 framestep in render tab. So you have first frame from 11 and others 10 are skipped.

No,  this takes frame 1, then frame 51, then frame 101, adding 50 each time, to get a selection of frames from the complete animation of 530 frames. I think It'll have nothing to do with why the image sequence node is not working properly.


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Edges appear with (unwanted) subdivisions (many vertex). How to change/remove?
(blender 2.81) beginner.
I need some help, please.
(edit mode). Do you know how I see these vertex? they are making a subdivision of the main edge. I think I did nothing to create them.
How can I go back to regular view? (without them)
thank you.

Select edges > press delete > limited dissolve

thank you @SergeL,
it worked fine.

The problem is still there, I can solve the proble using "Limited Dissolve" but I don't undertand why this subdivision appears, and how to avoid them. The problem appears when deleting a face.

Share a file via https://blend-exchange.giantcowfilms.com or part of it which represents the issue.

hi @SergeL,
Do you know what is wrong with the file? there is an open square where you can see the tiny edge subdivisions created when I removed the faces.
Also, how can I mark your reply as the answer? I don’t see any place to do that.
Thank you for your help.

I see subdivided lines, but couldn't reproduce the issue. When I delete a face everything behaves as usual. Maybe you can add exact steps to reproduce it. Or try newer version of Blender from https://builder.blender.org/download/

I found the issue (i think), please see the attached pictures. If you zoom in in that open square you will see a tiny thickness. BTW, how can I attach here new screenshots?

Use "edit" button under the tags to add pics. Regarding thickness - yes I saw it in your file. It's a result of solidify modifier, which was enabled to preview in edit mode - see modifier stack settings for it.


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How to select the faces that have reversed normals?
Ctrl+Shift+Alt+M doesn't work.
There is a solution ?

I want select this faces :

Here's my .blend file:

Hi, if you want to provide .blend files, please use exclusively http://blend-exchange.giantcowfilms.com/ . Your link doesn't work. Thanks

@MrZak - When I tried to download it with RMB, it offered me a .html file. I didn't try any further (e.g. renaming the downloaded file to .blend or something). Ideally we shouldn't provide links that don't work in other circumstances than the "normal" way. That's why blend-exchange is such a good solution.

If you wanna select only reversed faces, use Ctrl+Shift+Alt+M but in Edge select mode. It doesn't work in Face select mode, and if you use it in Vertex select mode, it will select too much.

I assume you want to clean up the wrong normals?
Go into edit-mode, select everything (a), and press ctrl+n. This will recalculate the normals.

Yes i want clean up the wrong normal. Ctrl+N don't work on this mesh. You can try with may .blend. I want select face that have reversed normals.

But why? ______


text:
How to reduce the amount of noise in the rendered image?
The following image was rendered using 2000 samples.
The render takes about 3 mins and the image looks pretty noisy still, especially the wall of the building. I'm gonna have to render a really long animation so I would prefer to keep the samples less than 2000 so it doesn't take forever to render the whole animation.
I searched online for a solution and tried everything that was suggested in this post:
How To Reduce Noise In Cycles Render.
It helped some but the noise is still present in the image. I was wondering if there are any other ways to reduce the noise without increasing the sample number (through lighting or maybe using compositor)? Any suggestions are appreciated. Thanks in advance.

You can add more light and reduce the Exposure in the Film settings, that might help

BTW Nan, very nice interior lighting. However did you learn to do that? :D

Some tricks I use:
Avoid lights that have to bounce a lot to light your scene. Instead of a sunny exterior, consider making the window glass a light (ie make the emitter the last bounce in your system).
Use ambient occlusion option in world settings. It will brighten things up but start out less noisy.
How is your scene lit? It looks like there is not enough light. Try taking a photograph with no light it also looks grainy ;)

Thanks beiller, ambient occlusion really brightens the scene up, especially the road and the building walls.


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How to create realistic lighting at night in Blender Cycles
I'm modeling a simple night scene (with buildings, traffic lights, etc) to simulate you actually driving down the road. The rendered image looks like this.
The lighting in this image doesn't seem to be realistic and the building is too dark. I would want the buildings look like the one in the following image(with light coming from the building):
I tried to add light sources in the building, and make the material of the building glass as glass, the light is not visible. How do I create realistic lighting for the buildings? Thanks in advance for your reply.

. I changed the road material to be a solid color so I didn't have to worry about uploading texture images with the .blend file.

Could you please post a .blend file using a service like blend-exchange, The current situation described in your question is difficult and/or time consuming to setup. By posting a .blend you can make it much easier for us to find a solution to your issue.

This might be useful for you: http://blender.stackexchange.com/a/13884/3127

See http://blender.stackexchange.com/q/10434/599

@GiantCowFilms, thanks, I added a link to the .blend file. I'll take a look at the link you provided. It looks useful.

These tutorials, though for internal, could be useful for you: https://www.youtube.com/watch?v=emT-CL957HE and https://www.youtube.com/watch?v=oE8_YopBRqs

First of all, I noticed that your image has a pretty light-blank sky. (by which I mean that there really isn't light coming from it.) Light always comes from the sky, even at night. You can see the difference in the image you provided as a target.
You need a HDRI (high dynamic range image). these can be found quite simply by Googling HDRI maps. You can also render your own from blender, but that's a different story. If you want to use your existing sky, it'll work, but it may look weird. Change the color setting of your sky to environment.
I would also add an emission node to some of the windows. if you increase the amount of your fog glow node this'll give nice results.

Now obviously you don't want a model that took four minutes to make, but you get the gist of it. What really makes the example picture you have nice is that there are reflections off of the interior walls. This can be accomplished with a glass shader and some lights inside the building. Note that it will look better close up, worse far away, and better overall if you use a texture on the building. I used brick.


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Random Color in objects using ProRender
I am creating several objects and I want each of them to have different colors based on a color spectrum. To do so in the Shading tab I select all the objects and assign them a material. I then connect the Principled BSDF node with ColorRamp. Since I am using ProRender I do not have the Object Info input. Therefore I have using the RPR Lookup with Random Color selected. I then connect RPR Lookup to ColorRamp. In ColorRamp I selected three colors, Red, Cyan, and Blue. However, on the objects instead of showing any of these colors on each of the objects it only shows white.
What did I do wrong?
Thank you.
Blender 2.82a
Lastest version of ProRender

The "Random Color" already produces a color, not a random numeric value like the missing Object Info node, so I think it doesn't play well with the ColorRamp node.
If I connect the "Random Color" output of the RPR Lookup node directly to Base Color on Principled BSDF, I get random colors as expected.

If you'd like to get back the palette control that ColorRamp offers you, you can pass the output of "Random Color" into the "RGB to BW" node (found under Converter) and then pass that output into ColorRamp as shown below.


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Radeon Prorender Bump node not working
I've recently started using the Radeon Prorender, and I tried to use a bump node for some icecream, and in Eevee and Cycles it looked how I wanted, but in Radeon Prorender it had no effect. I tried to plug it into the normal from the Principled BSDF and the RPR Uber, and I tried the displacement from the material output, even with other nodes like displacement or normal. I can't get it to work, and the bump is really important for the render.
The image is my nodes that look good in Eevee and Cycles

So, after having similar problems, I realized that in the Prorender materials library they have their own RPR bump maps, RPR image maps, RPR normal maps and so forth...
But there doesn't seem to be a way to add any of those through the Add Shader menu.
So I've been copying the needed nodes from their prebuilt materials library. Not sure why we can't add those in the add menu.
Some nodes seem to have some cross compatibility. From what I can tell the mix shader and RGB mixer both work.


text:
Problem with the installation of AMD ProRender in Blender 2.8
Good day, I'm new in this community but I'm using Blender since two years.
I have tried to install the AMD ProRender in Blender 2.8 because on Mac it is the only way to use an AMD card.
When I active the add-on in the add-on list Blender give this error.
Traceback (most recent call)
File "/private/var/folder/2w/_npvfg1n7f55sw55vdlh2t4c0000gn/T/AppTranslocation/D64D4A5A-5BD4-42E2_a4D4_CA17F82F1D45/d/Blender 2.8.app/Resources/2.80/scriptes/modules/addon_utiles.py", line 384, in enable mod.register()
FIle "/Users/Usernname/Library/Application Support/Blender/2.80/scripts/addons/rprblender/_init_.py", line 111, inn register
bpy.utils.register_class(RPREngine)
ValueError: expected RenderEngine, RPREngine class "view_update" function to have 3 args, found 2

Can someone help me please?
I searched only but nothing helped me

what is the error you are getting?

@David -- I'm getting WARNING rpr.engine.init [404]:  ('Plugin is not registered', WindowsPath('C:/Users/James/AppData/Roaming/Blender Foundation/Blender/3.6/scripts/addons/rprblender/HybridPro.dll in the console


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Blender Addon commands not available at startup
I'm using a script to enter edit mode and select a component selection based on a hotkey press.
it works fine when I paste the code in the text editor and run it from there, but on restart the addon looks loaded in the addon section yet the command doesn't seem to be available and the hotkeys don't work.
I've also tried pasting the file in the startup directory with no luck.
how can I make this available everytime I run blender without manually running the code?
 bl_info = {
    "name": "Edit mode with face select", "author": "G",
#    "version": (1, 0), "blender": (2, 75, 0),
    "location": "blender", "category": "Object",
    "description": "Enter edit mode and set selection type .",
    }

import bpy

class EditSelectOperator(bpy.types.Operator):
    bl_idname = 'object.edit_face_select'
    bl_label = 'Enter edit mode and set face selection.'

    def execute(self, context):
        if context.object.mode != 'EDIT':
            # if we aren't in edit mode goto edit and set face select
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
            bpy.ops.mesh.select_mode(type='FACE')

        return {'FINISHED'}

class EditSelectOperator2(bpy.types.Operator):
    bl_idname = 'object.edit_vert_select'
    bl_label = 'Enter edit mode and set vertex selection.'

    def execute(self, context):
        if context.object.mode != 'EDIT':
            # if we aren't in edit mode goto edit and set face select
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
            bpy.ops.mesh.select_mode(type='VERT')

        return {'FINISHED'}

class EditSelectOperator3(bpy.types.Operator):
    bl_idname = 'object.edit_edge_select'
    bl_label = 'Enter edit mode and set edge selection.'

    def execute(self, context):
        if context.object.mode != 'EDIT':
            # if we aren't in edit mode goto edit and set face select
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
            bpy.ops.mesh.select_mode(type='EDGE')

        return {'FINISHED'}

def register():
    bpy.utils.register_class(EditSelectOperator)
    bpy.utils.register_class(EditSelectOperator2)
    bpy.utils.register_class(EditSelectOperator3)

def unregister():
    bpy.utils.unregister_class(EditSelectOperator)
    bpy.utils.unregister_class(EditSelectOperator2)
    bpy.utils.unregister_class(EditSelectOperator3)

if __name__ == "__main__":
    register()

also on a side note is there a better way to achieve entering edit mode and component selection at the same time?

Just make it in addon. Install it and save preferences.

bl_info = {
    "name" : "Addon name",
    "author" : "Someone",
    "version" : (1, 0),
    "blender" : (2, 92, 0),
    "location" : "View3d > Tool",
    "warning" : "",
    "description" : "",
    "wiki_url" : "",
    "category" : "3D View",
}

import bpy

class EditSelectOperator(bpy.types.Operator):
    bl_idname = 'object.edit_face_select'
    bl_label = 'Enter edit mode and set face selection.'

    def execute(self, context):
        if context.object.mode != 'EDIT':
            # if we aren't in edit mode goto edit and set face select
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
            bpy.ops.mesh.select_mode(type='FACE')

        return {'FINISHED'}

class EditSelectOperator2(bpy.types.Operator):
    bl_idname = 'object.edit_vert_select'
    bl_label = 'Enter edit mode and set vertex selection.'

    def execute(self, context):
        if context.object.mode != 'EDIT':
            # if we aren't in edit mode goto edit and set face select
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
            bpy.ops.mesh.select_mode(type='VERT')

        return {'FINISHED'}

class EditSelectOperator3(bpy.types.Operator):
    bl_idname = 'object.edit_edge_select'
    bl_label = 'Enter edit mode and set edge selection.'

    def execute(self, context):
        if context.object.mode != 'EDIT':
            # if we aren't in edit mode goto edit and set face select
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
            bpy.ops.mesh.select_mode(type='EDGE')

        return {'FINISHED'}

addon_keymaps = []

def register():
    bpy.utils.register_class(EditSelectOperator)
    bpy.utils.register_class(EditSelectOperator2)
    bpy.utils.register_class(EditSelectOperator3)
    # Add the hotkey
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')

        kmi = km.keymap_items.new(EditSelectOperator.bl_idname, type='F10', value='PRESS', ctrl=True)
        addon_keymaps.append((km, kmi))
        kmi = km.keymap_items.new(EditSelectOperator2.bl_idname, type='F11', value='PRESS', ctrl=True)
        addon_keymaps.append((km, kmi))
        kmi = km.keymap_items.new(EditSelectOperator3.bl_idname, type='F12', value='PRESS', ctrl=True)
        addon_keymaps.append((km, kmi))

def unregister():
    bpy.utils.unregister_class(EditSelectOperator)
    bpy.utils.unregister_class(EditSelectOperator2)
    bpy.utils.unregister_class(EditSelectOperator3)

    # Remove the hotkey
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()

Choose your py file to install
Choose zip file for multiple py file

If you don't know how to install, just go to some addon location see them how to do.

thank you, having the shortcuts in the script is an improvement already as I was setting them manually after. however I still face the same issue.
the addon is installed like you suggest, but when I close and reopen blender the commands are not available. when I go to Keymap editor, the shortcuts are not there, they get added only after I manually run it from the text editor. (?)
also it would appear that shortcuts don't get removed when I untick the addon from the list

You need install a file that inclue all of your code. Not need run the script manually every time.

@X Y thanks I have been saving my script in .py and installing it as described from the begginning so I think this part is correct. I realise its not supposed to do this but its the behaviour I'm getting for some reason..not sure if there's anything else I could try.

ok I figured it out. the issue was happening because I was commenting out the "blender " version in the info section. I typed in the correct version and seems to be working as expected. thanks a lot!


text:
Why "bpy.data.window_managers["WinMan"].(null) = 'LOCAL'" dosen't work in console

As the picture showed, I changed the coordinate into LOCAL, then paste the command blender given to me into the console and run, but error...

If you are trying to change the Transform Orientation for the current scene, the code is:
bpy.context.scene.transform_orientation_slots[0].type = 'LOCAL'

to find this out, I hovered over the menu to change transforms and looked at the Python tooltip:

in the above I've underlined the result I saw while hovering over 'Local' in the menu.
Transform Orientation Slot is a field in bpy.types.Scene so you can change it for any scene.  The tooltip gives the generic reference through bpy.data.scenes but I knew that the current scene is stored in bpy.context.scene so I used that.
The valid values for type include 'Global', 'Local', 'Normal', 'Gimbal', 'View', and 'Cursor', hatching the types given in the menu.

Got that. Thanks!


text:
I want to define some properties for an object by myself
def properties(object):
for object in bpy.data.collections["furniture"].all_objects:
    object.orient_vector = object.matrix_local[0:3][0][0:3][:]
object.object_front_name = object.name.split("_")[0]
object.object_last_name = object.name.split("_")[1]

Above showed is a part of my work, I'm trying to custom some unique properties for one object. But seems not work when I entered "object.xxx = 1" and printed.
(by the way object can be called solely right? Don't need to type "bpy.xxx.object")

object['my_prop'] = 'hello'

TypeError: 'type' object does not support item assignment. Seems object class don't have setitem @XY

don't use object as a variable. this is python's general class designed for other purposes. you can assign bpy.context.object to some variable like obj (instead of object) so you can use it later.

import bpy

oj = bpy.data.objects["Cube"]
oj["my_prop"] = "hello"

print("Object name: ", oj.name)
print(oj["my_prop"])

if the properties is not data version? Do I still have to define it in bpy.data.object instead of context?

if your active object is "Cube", that means bpy.context.object and bpy.data.objects["Cube"] are same.


text:
Blender 2.75a: No Compute-Device for Cycles under GTX 750 Ti
I'm using Ubuntu 14.04 LTS, with a brand-new graphics card, GTX 750 Ti. I have even updated the drivers, but for some reason Blender (2.75a) doesn't seem to be allowing Cycles to render with my GPU. Even under User Preferences > System > Compute Device it says "None", with the only option in the drop-down menu being "CPU".
I'm pretty sure I purchased a decent graphics card because I bought this specially for Blender's Cycles. How can I resolve this? How do I get Blender to work with the card?
EDIT: It looks like I managed to find the answer by referring to this thread:
CUDA rendering on Linux Mint or Ubuntu variants
It seems Blender won't detect the card even if I switched to proprietary drivers. In this case, I did this:

Switch to proprietary drivers,
Installing nvidia-modprobe by typing sudo apt-get install nvidia-modprobe
Then, in the same way, I installed nvidia-cuda-toolkit

I did not need to restart the system. Just restarted Blender, and it works!

Yeah, I switched to proprietary drivers too, but it still wasn't working. Though, I just tried something, and I think it's detected now.

Yeah, I was doing just that, but it says the question has been closed. Should I simply update the question description instead?


text:
Robot leg passing through the ground
I have modeled a simple robot leg. There is a U shaped socket at the top. A cylinder is attached in this U shape. The cylinder is the child of U socket. I rotate U socket via arrow keys using logic bricks to move the cylinder (U socket acts like a motor).
The problem is that when I rotate the leg, it passes through the ground.
U Shaped Socket - Dynamic
Cylinder - Dynamic, Box Collision
Ground - Plane, Static, Triangle Mesh
Why is this happening? How do I prevent the leg from passing through the ground?
Update
Please find the .blend file here.

Animations are ... just animations. It passes through the ground, because you animate it that way. Remember a game is pure illusion. If you want it to  act like it does not pass the ground, you need to adjust you animation accordingly. Typically you create a walk cycle that assumes a flat (but small ground). This way the passing (e.g. on slopes)  is minor enough to appear acceptable. Otherwise you need different animations for different situations.

The technique you are looking for is automated ground detection. You wanna use the Floor constraint on bones and also some socripting.


text:
3D cropping / 3D selection of a scene
I have a large scene with many objects but want to cut out only a part of it before sending it to the client. I drew a 3D bounding box defining the region of interest , and I want to:

Delete all geometry outside the box
or
Select all geometry inside the box

Secondary information
I tried boolean intersection but couldn't get it to work. Maybe I'm doing something wrong.
Related: Boolean modifier on groups - can't select 2nd object - is this possible?
In my specific case, I have no face geometry in the scene, only vertices and edges (a.k.a. polylines or curves). Of course the box used for selection has faces.
PS: I prefer manual solutions for such a basic task but python would be ok.

I'd say Boolean modifier won't work in this case as you have no faces - "The Boolean modifier doesn’t work on edges without faces.". A kind of lazy  solution could be used if all the objects were joined; then you could select/delete unwanted using Box Select from the top view. If without joining I think it may be done only with script.

Beside what Mr Zak said, the only (crappy) way is to use the "bisect" tool in edit mode on each object to be "cut", using the box as reference, of course cutting in ortographic front/left/top mode. That cuts yor geometry (even without faces), adding new vertices along the cut edges, so that, later you can delete unwanted geometry outside the reference box...
The bisect tool is crappy, too, it has no way to keep straight, and is not affected by snapping, too. Again, if your cuts are not "perfect", your only hope is to use the snap tools after the "bisection", aligning the new vertices resulting near the box limits, to align them to the box vertices...
If not clear, I can make some reference image...
[edit] here you have the whol (crappy) sequence:
I started from a simple test setup but similar to your case, I hope:

seen from the side

so if you select the grouped green shape (this is only 1 mesh I just added a group to make it green like yours and also visually show it better) in edit mode, acting from the basic side view (ie: not in perspective mode, but ortographic, since you have to cut straight lines "by hand"):

You can select all the mesh (A key) and use the mesh>bisect tool.

Once you select it, you have to drag a straight line (you can start it from anywhere, I chose the intersection of green and orange lines, of course).

in the above image I angled it a bit for you to see it better, but you have to keep it straight, and drag it until it "cuts" also the bottom green/orange cross:

as soon as you release the left mouse button (LMB) the cut is set, and your mesh (also if has no faces) is cut, and new vertices made along the cut on all edges, as you see below, from an angled view.

of course you could be not as much precise cutting by hand, but you could always use now the snap tool set as you see below

then align those vertices (all together or even one by one) to your "limits box" (the orange circle hints that the selected vertices are aligned to the enclosed vertex of the "limits box"). I dragged them on the X axis in the example, and pressed the CTRL key to "snap" them until the orange circle confirms the snapping:

after doing this for all edges needed, you just need to delete "outer" vertices:

and you get something similar to what you needed, I hope:

...phew! :) what a crappy tool, I know...

tks! will try. some reference images in your answer would be helpful.

ok, I added the best that I could, trying to keep it simple enough.


text:
Loading a collection with objects using bpy.data.libraries.load, to avoid using a bpy.ops operator
I want to append a collection and the objects within that collection from a blender file, using bpy.data.libraries.load. The reason to use bpy.data.libraries.load is to avoid using a bpy.ops operator, which will make the python script slow. If I load a collection from the blender file using the code below, the collection remains empty.
MainDir = bpy.path.abspath("//")
filename='Plants/Forbs collection.blend'

with bpy.data.libraries.load(MainDir + filename) as (data_from, data_to):
    data_to.collections = [c for c in data_from.collections if c=="Woodland forbs"]

for new_coll in data_to.collections:
    instance = bpy.data.objects.new(new_coll.name, None)
    instance.instance_type = 'COLLECTION'
    instance.instance_collection = new_coll
    bpy.context.scene.collection.objects.link(instance)

Does anyone have a suggestion?

I would also like to know an answer to that... I am appending (or even linking would be fine) lots of files, and this gets painfully slow!

ops.wm operators are know to become slow when the scene gets very big, because it checks the entire scene after each import (it seems). And it has been like this since version 2.7 or before. Use bpy.data.libraries.load alternatively.


text:
Pressed 1 or ` now mesh is gone
I think I hid a mesh (named "rims" in attachment) and then created a cylinder. After accidentally hitting 1 or ` (I'm not sure) the cylinder is gone even though appears as showing in the scene.
Alt + H doesn't work; cannot even bring the hidden mesh back.

Alt + H or toggling the eye icon does not make mesh 'rims' or 'cylinder' visible.
How can I view meshes again?

pressing the top row number keys allows to display only the collection 1 or 2 or 3, etc... it may be your problem here? take a look at the Outliner visibility settings

The collection itself is hidden too. Enable "Chasis" in the outliner

@moonboots Had to unhide the collection as a whole; unhiding individual members does not work.

You have some details on collection visibility here: https://blender.stackexchange.com/questions/150996/how-to-show-collections-in-blender-2-8

I don't know how to display collection 11 and beyond though...

When you press the 1 key in object mode, it hides all the collections except the first one. Likewise, if you press 2 it will hide all the collections except for the second one, and so on.
To unhide a collection click the eye icon to the right of the name of the collection.


text:
How to move multiple objects under a collection using script?
Things like this

This 3 objects combine one collection and I want to move this collection to a specific point.
This require objects keep relationship between them and set the center of collection to a new coordinate, use script.

The typical approach is to parent each of the objects to the same empty, maintaining the original transforms, and then to move the empty if you want to move the whole group.

Thanks I am trying that, but I don't know how to active a collection and add an empty to it. I have several collections need to do this but empty_add() always add object to actived collection.

You can do this by adding an empty to the collection, parenting each object in the collection to it, and then move the empty by changing its transforms.  Here's how to add an empty and parent objects in a collection to it:
import bpy

# replace the next line with code to select a collection
col = bpy.data.collections['Collection']

# Add an empty to the collection:
empty = bpy.data.objects.new('empty', None)
col.objects.link(empty)

# Make the empty parent to other objects in the collection:
for obj in col.objects:
    if not obj is empty:
        obj.parent = empty

For most object types you have to first create the low level thing, like a mesh or a camera, then create the object using the low level thing. But for an empty there is no low level thing, so you use None.
Add an item to a collection by linking it to the collections objects member.
Set the parent in the obvious way, but don't parent the empty to itself.
You can also change parameters of the empty, for instance:
empty.empty_display_type = 'ARROWS'

Now you can move everything by changing empty.location for instance:
empty.location = (0.0, 0.0, 1.0)

Thanks! It is very exhaustive.


text:
How to create single vertex using given coordinate?
I want to create single point do not rely on any object using script, but I didn't find corresponding option about this in blender. If we can't do this in blender, I hope to create a plane if its four vertices coordinates were given. How to realize?

Activate the addon Add Mesh: Extra Objects from Edit -> Preferences -> Add-Ons.

Then you can add a Single Vert from the Add menu.

Fun fact, the tooltip says add a single "vertice" which is commonly used, but not actually a word. :)

It says 'Add single Vertice to Edit mode' both in Object and Edit mode here which makes even less sense! :^)


text:
How to scale several points with one inner point using python script?
I have several points' coordinate that constructed one polygon. I want to scale this polygon with a point inside the polygon and get points' coordinates after scaling.

build-in addon: Mesh Tools > Offset Edges
https://code.it4i.cz/blender/blender-addons/-/blob/4d7e6303a58cfa23c8580c06b6630324aeb06c9e/mesh_tools/mesh_offset_edges.py

@XY op is asking for how to do this via python, also asking how to get vert locs after the transform.

Not sure if the asker knows the coordinates of the geometric center.

@XY Yes the center coordinates is prepared.

@Winertoz Botawar So, did the answer solve your problem?

@XY not yet recently. But I think this won't be hard to deal, just need to spend some time to design...

Something like this should work.
import pprint as pp
import bpy
import bmesh
from mathutils import Vector

# object needs to be in edit mode for this exact
# technique to work. There are other ways to
# get access to the vert data but this is
# one of the quicker ways.

obj = bpy.context.active_object
mesh = obj.data
bm = bmesh.from_edit_mesh(mesh)

# vector to scale the verts by
scale_amt = Vector((2,2,0))

vert_locs_current = [v.co for v in bm.verts]
pp.pprint(vert_locs_current)

#[Vector((-5.449918746948242, -3.937771797180176, 0.0)),
# Vector((2.550081729888916, -2.3869245052337646, 0.0)),
# Vector((-5.449918746948242, 4.062228202819824, 0.0)),
# Vector((2.550081729888916, 2.511380434036255, 0.0)),
# Vector((-8.69951057434082, 0.3733687400817871, 0.0))]

# loop through the vertices
for v in bm.verts:
    # scaling them uniformly is the same as just
    # multiplying their current coordinates by a Vector
    v.co *= scale_amt

# this is so the new vert locations can be seen in
# the viewport
bmesh.update_edit_mesh(mesh)

vert_locs_new = [v.co for v in bm.verts]
pp.pprint(vert_locs_new)

#[Vector((0.16568545997142792, 1.999999761581421, 0.0)),
# Vector((-1.8343143463134766, -1.827902167406137e-07, 0.0)),
# Vector((0.16568563878536224, -2.0, 0.0)),
# Vector((1.5798989534378052, -1.41421377658844, 0.0)),
# Vector((1.5798993110656738, 1.4142131805419922, 0.0))]
```

This is the before and after of my script overlaid over eachother, I think it's something to do with you script that's not related. Are you sure you're using *= and not *+=` anywhere you're manipulating coordinates?

Note that this script requires the object to be in edit mode.


text:
How mathutils.Vector.angle() use?
a = Vector((1,2,3))
b = Vector((4,3,2))

print(a.angle(b))

I'm trying to calculate two vectors' angle between them using Vector_1.angle(Vector_2), but output is None. What kind of format it should be?

It is not None, it print 0.6533257961273193 in my console

Why we different @X Y

Does it make a difference if you run in the blender text editor?

Oh it work! Maybe there are some mistake in jupyter?

no idea, I use Visual Studio Code.

Same with you, I also use VS Code

Make sure your IDE's python version is the same as blender, then it should work.

The output is not None. It is 0.6533257961273193. Try again use this code:
import bpy
from mathutils import *

a = Vector((1,2,3))
b = Vector((4,3,2))

print(a.angle(b))


text:
Why aren't my addons visible in the side bar (N-bar)?
I recently updated Blender from 2.83 to 3.1. On 3.1 my addons are not appearing in my sidebar. In Edit > preferences, they are checked and I should be able to use them but I have no way to access them. Is there a way to put them on the sidebar/get to them a different way?
They are not visible in Edit or Object mode.

Did you check that they are compatible with 3.1? There were quite a few internal changes in Blender between versions 2.8 and 3 so they might not work in 3.1.

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.


text:
Vertices moving at different rates?
When I select a group of vertices and use "G" to move them, different vertices move at a different weight, even when snapped to the grid or an axis. It isn't attached to another mesh, armature, and hasn't been weight painted.

Is there any way I can fix this or am I doing something wrong?

I tried removing the mirror modifier completely but it had no effect on it

I checked the X mirror was off and tested it for both being active and not, and there was sill no difference. i uploaded the file. Thank you for helping me out

The vertices appear to be moving correctly as a unit.  Maybe the fact that it's deforming the polygons badly is creating an optical illusion.

It's moving correct as far as I can see. You have Ngons in your model (faces with more than 4 vertices) which are both faces on the sides of the selected part on the screenshot. There are some reasons to not use Ngons while modeling, this is one of them - they get distorted in the areas where Blender splits them (as it can't otherwise). The best way is to convert them to quads. See https://blender.stackexchange.com/questions/89/when-should-n-gons-be-used-and-when-shouldnt-they

Ah, thank you, it was a part of the issue. but even when the faces only had a maximum of four vertices it still acted the same, and it was like this for other parts as well. could it be that i have a dated version of blender?

@LissoTaylor You have the current version (2.78). It is a matter of how you are looking at it, the two verts at the top move as you expect, the other selected verts behind them are not aligned to them to start with, as you move them they stay offset the same amount from the front verts.  Press Z to go into wireframe display and you can see the verts at the back move at the same time.

oh huh, i guess it is moving as it should be, i was just expecting it to move on an gradual angle like it does when you have a square with only four vertices on each face. Thank you everyone for your help!

Move your 3D Cursor around might fix the issue.
The amount of mouse movement converted into 3D translations are based on the distance between the local/selected pivot and the view pivot.  If you set the pivot point to 3D cursor, then the position of the 3D cursor will affect how much of your mouse movement is converted into actual 3D distance.
Objects' scaling transformation also has some play in this.


text:
Delete hidden object from commandline pythonscript
He guys,
I'm working on a commandline-based puthon-script that imports an IFC-file and cleans it up.
So far i can import an IFC-file, do some clean-up and than save the file.
The only thing that i cant get my head around is the deleting of hidden objects.
These object are hidden in the 3D view and from the rendered view.
From within blender you can simply unhide and delete them.
Is there a way to delete thes objects from a commandline based python script.

Please do not edit the title with Solved; accepting the answer already did that, read help about answered questions.

You can use the command line to run blender and pass the below python script to it which will delete all unhidden objects:
import bpy
bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.data.objects:
    if obj.hide == True:
        obj.hide = False
        obj.select = True
bpy.ops.object.delete()

This brings me closer to the solution, it works from the text editor and not from the commandline script.
The only thing is that i dont know the name of the object, so i'll have to make a list of hidden object. Is there a way to do this?
Maybe it's an idea to move the objects i want to keep to the next layer and then unhide all object in the first layer??

@AndreBredeweg what do you mean by you don't know the name of the object? so imagine you doing it manually which object you are going to delete? there should be a way to identify which object you want to delete.

Do the objects that are hidden have somekind of attribute that say they are hidden?

@AndreBredeweg yes, do you want to delete all hidden objects?

Yes, that's the idea. IFC files tend to have lots of hidden objects (103 in this test-case).
These hidden objects show up in Unity3D.

@AndreBredeweg no worries, I'm glad it helped you


text:
Is there a way to change default start frame on the timeline?
I would like to change the default start frame fro 1 to 0, so that I wont have to set the start frame at 0 every time I open up blender.

Don't use Caps Lock please (it's called shouting)

Open Blender, allowing your default startup file to load (so don't open an existing file).
Set the start frame to 0.

Save the file as your new startup file. Frame 0 will be the new start frame for all  new files created this way.


text:
Boolean not working as expected
I am trying to get the text (Date) to inscribe onto the base but when I apply the Boolean modifier it the result I get isn't as  expected.
Here are the images of the problem meshes:

Clarifying that they are seperate objects

The boolean modifyer and the shapes together

After effects of applying boolean

Booleans can be tricky sometimes. But it's hard to tell what kind of geometry you have in the input and output meshes without wireframe screenshots. Generally make your substractive object invisible to better preview the results of boolean. Try nudging it a bit or increasing subdivisions of the base and you might get better results. BTW you do know about the text object in Blender that you usually use to create 3D text?

First off, inverted normals on letters except for 'y' and '6'. And they are the only ones more or less visible in the result. So make them consistent via Ctrl+N.Then, most likely geometry of the base is not enough subdivided. Make it more dense.


text:
What are Dying particles?
maybe a simple question,what are Dying Particles? i used animation nodes "particle data" to filter some dying particles,but result is zero,why?thank you! as the screenshot below:

May be adding some pictures for "but results are zero" may help the community to understand it in the better way!

I am sorry for that!

Ok, what results do you get after putting it on Alive?

Particles are not supported in Animation Nodes Blender 2.8. So you will always get an empty list. Not sure what dying particles are.

Thanks Omar Ahmad! this problem has been  fixed in 205bab2,Unborn,Alive,Dead particles  does work correctly,but Dying particles is still empty list,i not sure it is a bug.

@charis This commit was later reverted, so it no longer works after that commit. I still don't know what Dying particles mean. Sorry.

@Omar Amad I am sorry!I was confused about "Dying particles",I mean that how to define the "Dying Particle" in blender and what is used for?


text:
Why the mesh is not inset good way?
I have this small triangular mesh. Extracted from the main mesh. The scale rotation are set to 1 and 0. yet to the inset not working good way. I want to have a triangular inset which its not making with my mesh. Its created some ngons and extra edges.

Any help or suggestion to inset the face. Thanks

Your polygon is not a traingle, there is very small edge (top corner) which overlaps quite easily, due to its relative shortness to adjacent edges. Either make a true triangle from it or merge overlapped geometry after inseting or use shipped add-on called "Inset Straight Skeleton", which insets without overlapping.

@SergeL Thanks for the suggestion its really awesome addon. I got the perfect result

@SergeL Hello :). Inset Straight Skeleton is a useful but not very well known addon. Please, consider making your comment a full answer :).

Why is it overlapping?
Your polygon is not a traingle, there is very small edge (top corner) which overlaps quite easily with default inset tool, due to its relative shortness to adjacent edges.
How to prevent overlapping?
Either merge overlapped geometry after inseting or use shipped add-on called Inset Straight Skeleton (Blender 2.8x) or Inset Polygon (Blender 2.7x), which insets without overlapping. Actually, add-on automatically merges overlapped geometry on every appearance, creating extra loops.
SE: Inset Straight Skeleton enabling and usage info
Sometimes skeleton inset produces bad geometry (wavy and not even) due to precision issues with merging distance. There is a trick to obtain beter results, it involves scaling:

Scale a polygon in edit mode n times (used n=10 factor for pic example)
Inset with amount * n (inset should be relatively bigger)
Scale 1/n times (everything goes back to initial size)

"Scale trick" pic example: (it is a long polygon, but in perpective view for better visibility)


text:
How to change object color depending on its location? (EEVEE or BI, no Cycles)
I have a colored plane (4 faces 4 colors) and I'd like another plane which is above the first one to change the color accordinly depending upon which face is under.
I tried Data Transfer modifier but nothing happens. What's wrong?
Or is there another way to do that? No Cycles render. EEVEE (2.8) or internal (earlier versions).
Thank you.

You don't see results of modifier, because you are in solid mode. Try vertex paint mode.

Serge, it doesn't help. I don't know how to attach the picture into comment, but i switched to Vertex Paint mode, render view, just render the file - it's exactly as you see on the first picture.
Thank you.

Can you share a file?

Serge, sorry, I'm new here. What is the way to send a file? Sorry...

Upload it here: https://blend-exchange.giantcowfilms.com

Wow

Your source object doesn't have vertex colors at all, hence the problem (no data to transfer)
To add vertex colors to an object:

Add new vertex color layer
Go to Vertex Paint mode
Enable face selecting
Select face on a mesh
Choose a color
To fill a face with color: Paint -> Set Vertex Color

Steps above in one pic:

Now it is working in Vertex paint mode:

To see it in actual Blender Internal render, check Vertex Color Paint option in material settings:

And for Eevee/Cycles use Attribute node, just type vertex color layer name you have:

Serge, I made it and I have it work only in Texture ViewPort shading. It's grey in other modes and render as well. Is it the way it should work or something is wrong again?

So now when I checked the box in materials it WORKS! Thanks a lot!


text:
Composition is not working (no render, no file)
I need a setup, where I render an object with transparent background but with reflection.
This is my setup (composition). The picture in the viewer is like expected. If I press F12 I get no file in the tmp folder and a "wrong" picture will be renderd (with plane). Compostion is activated, but its somehow ignored. Does someone has a tip?

To see result of compositing switch Layer viewer to Composite in Image Editor


text:
Error rigging with Pitchipoy skeleton
As a rigging noob, I am drawn to use the Pitchipoy skeleton from the Rigify addon, but I am struggling to make sense of the following error code that keeps the metarig from generating anything at all.
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\ui.py", line 286, in execute
generate.generate_rig(context, context.object)
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\generate.py", line 293, in generate_rig
raise e
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\generate.py", line 281, in generate_rig
scripts = rig.generate()
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\rigs\pitchipoy\limbs\super_limb.py", line 499, in generate
bones['fk']     = self.create_fk(  bones['parent']        )
  File "C:\Program Files\Blender Foundation\Blender\2.77\scripts\addons\rigify\rigs\pitchipoy\limbs\super_limb.py", line 399, in create_fk
eb[ ctrls[2] ].parent      = eb[ mch      ]
IndexError: list index out of range

location: <unknown location>:-1

To me, the error message suggests that the problem mostly has to do with the Pitchipoy files, but to be on the safe side, these are the screenshots before and after my attempts to generate.

http://www.pasteall.org/blend/43095

Possible duplicate of Bone won't move in rigify

Pitchipoy is very sensitive - meaning you can't change anything except the position of the bones. You cannot change names and you certainly can't change bones. If you add a new Pitchipoy rig and enter edit mode you will see it has 159 bones. Your rig has 157 meaning you delete 2 bones and hence broke the rig.
Updated: Not completely true that you can't add bones - that is possible in Edit mode > Rigify Buttons > Add Samples. Helpful information is also in this answer on changing the finger controls.

Thanks a lot! I suppose this is true for the vanilla rigify skeleton as well?

Yep. They both run scripts in the background that check the position of the bones. The bone names, relationships and hierarchies are interdependent and can't be changed. However, you can make additions and some changes after the rig has been generated.


text:
Dead particles not rendering in Cycles or Eevee
I have a simple particle system with a collision plane that kills the particles on contact.  I've turned ON Unborn and Dead under the Particle Render options, and Die on Hit under Physics.    The particles are instanced objects.  Every thing looks fine in all viewport modes including Rendered,  but when I try to actually render a frame of killed particles that should appear stuck to the plane, they do not render - only the particles before collision.  I've tried various combinations of killed and dead settings, and baking the simulation, but nothing works.  I can only render the dead particles in viewport render.
The rendered particles are actually respawning after death on the emitter, but this only appears in the rendered image.
To trouble-shoot, I tried creating a simple particle scene in 2.79 and it performs and renders correctly.  I saved the scene and opened it in 2.81, and it still rendered correctly.  In 2.81 I re-created an identical particle system next to the imported 2.79 system, then ran them together, then rendered a frame.  The 2.79 particles rendered correctly, but the 2.81 particles did not.  I tried breaking the 2.79 system, and it seems the only way I could break it is to change the number of particles the emitter creates.   Even if I assign the 2.81 particle setup to the 2.79 geometry, it still renders correctly.
So it appears there is a bug in the 2.81 particles, or the renderer related to particles.

its bug starting from 2.80, still exist in 2.83.1 https://developer.blender.org/T59272

This issue has been resolved in v 2.91.0


text:
How to override the default Startup UI?
I'm trying to change the new Preset Menu UI to display the selected Preset name in the Properties Header like it appeared in the previous versions (2.79-).  I know how to do it successfully, but I have to change the original Blender UI startup script, which I know we should not do. I only need to change 3 variable assignments in a Class method.  If I change the original script, I will have to make the same changes every time I download a new version.  How do I implement the changes so they are not overridden by new versions?
Here is the script that needs changing - its in /scripts/startup/bl_ui/utils.py
My changes are in the draw_panel_header method.
def draw_panel_header(cls, layout):
layout.emboss = 'NORMAL'
layout.popover(
    panel=cls.__name__,
    icon='NONE',
    text=cls.bl_label,
)

from bpy.types import Menu
# Panel mix-in class (don't register).
class PresetPanel:
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'HEADER'
    bl_label = "Presets"
    path_menu = Menu.path_menu

    @classmethod
    def draw_panel_header(cls, layout):
        layout.emboss = 'NONE'
        layout.popover(
            panel=cls.__name__,
            icon='PRESET',
            text="",
        )

    @classmethod
    def draw_menu(cls, layout, text=None):
        if text is None:
            text = cls.bl_label

        layout.popover(
            panel=cls.__name__,
            icon='PRESET',
            text=text,
        )

    def draw(self, context):
        layout = self.layout
        layout.emboss = 'PULLDOWN_MENU'
        layout.operator_context = 'EXEC_DEFAULT'

        Menu.draw_preset(self, context)

Please fix the code markdown in question. Either select the code and ctrl-k or {} button, or indent all one right before pasting.  It is not the job of others to do this for you every time.

Sorry, but this thing has a mind of its own.  I try editing the formatting but it just gets mangled by the web page.

https://meta.stackexchange.com/questions/22186/how-do-i-format-my-code-blocks


text:
Importing a UV Map with Python
I'm writing a python script to create some simple objects in Blender. Outside of the script I've created UV maps (exported as PNGs) from objects with the exact same geometry as the objects . How can I, using Python, import those PNG file UV maps?
What I'm trying to accomplish is to create an image texture for the objects that I create via script. I'm using Cycles.
EDIT: Here's my exported UV File
Here's a code snippet of what I'm doing:
import bpy

# Use Cycles
bpy.data.scenes["Scene"].render.engine = 'CYCLES'

# Create Sphere
bpy.ops.mesh.primitive_uv_sphere_add(size=2, location=(0, 0, 3), segments=64, ring_count=32)
sphere01 = bpy.context.active_object

# Create new material
mat = bpy.data.materials.new(name="Test Material")
mat.use_nodes = True

# Assign Test Material to sphere
sphere01.data.materials.append(mat)

# Create the image texture node
try:
    img = bpy.data.images.load("//somefile.jpg", check_existing=False)
except NameError:
    print("Cannot load image %s" % "somefile.jpg")
img_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
img_node.image = img

# Link the image texture node
mat.node_tree.links.new(mat.node_tree.nodes.get('Diffuse BSDF').inputs.get("Color"), img_node.outputs.get("Color"))

# ---------------------------------------------------------

# SOMEHOW IMPORT THE FILE UV_MAP.png AS A UV MAP

# ---------------------------------------------------------

# Save
bpy.ops.wm.save_as_mainfile(filepath="./testing.blend")

Could you please add a pic of your png UV map to the post.

Updated with pic of the PNG map.

Ian, if I understand well, UV maps saved as png cannot be used as real UV maps. They are just some guide to see how a texture can correspond to a concrete UV map. So (again if I understand well), this approach can not work. Please ask in comments if this is not clear.

Lemon - thanks... are there any other avenues that you know of for transferring a UV map from one blender file to another via script? I'm pretty indifferent to the exact method, I'd just like to use pre-made UV maps in a script.

Ian no, I cannot provide a full answer for that (too much time to do it). But UV maps are accessible via obj.data.uv_layers where obj is the target or original object (say this is called uvMap). From that use the polygons of the object (obj.data.polygons) and get for each polygon "polygon.loop_indices" so you can reach uvMap.data[Index].uv which is the uv data which corresponds to x and y value (uvMap.data[index].x or y). Here is an answer using uv maps: https://blender.stackexchange.com/questions/76497/dilate-expand-vertex-color-mask/76873#76873. In hope this helps

Related 1 2


text:
How to get solid render with wireframes and no shading

I got this by using the advice here...
How to display the edges of a mesh while in Object mode?
Basically, use object mode and check "wire" and "display edges". Then I adjust materials until I can get it as white as possible. Unfortunately, I still get some shading.
Is there any way to do this with no shading, zero, nada? Here's something along the lines of what I am trying to acheive...
http://www.shutterstock.com/pic-116577055/stock-photo-high-resolution-concept-or-conceptual-d-wireframe-human-female-head-isolated-on-beige-background.html?src=pp-same_artist-116574211-2&ws=1
And to top it off, I'm a total Blender noob. I slog through it once a month to get wire frame images for a regular blog feature.
Any thoughts?

These are the final blog images that I produce...
http://blog.pivotal.io/wp-content/uploads/2015/07/datascience-june-2015-300.png
http://blog.pivotal.io/wp-content/uploads/2015/08/datascience-july-2015-300.png

do you render with cycles or opengl ?

http://blender.stackexchange.com/questions/23616/how-to-render-as-only-wireframe-in-cycles

Sorry for the late response. I have no idea if I render in cycles or opengl. I'm that much of a noob.

There are quite a few ways to accomplish this.

OpenGL
See this answer for details on setting up the wireframe.
Note that the Hidden Wire draw option can be useful for culling the wires on the back of the model without setting the color of the model to match the background.
See this answer for details on making the models in the viewport shadeless.
Pros: Very fast.  Usually no artifacts or missing lines. Works with optimal (curved) wireframes.
Cons: Total hack, requires setting theme colors to adjust the color of the wire and background. No control over line width.
Blender Internal
See these two answers for setting up the wireframe materials.
To make the base material shadeless, enable Shadeless in material settings > Shading:

To make it automatically match the background color, enable Mask Transparency in the base material and set the alpha to 0:

Pros: Works with optimal (curved) wireframes.
Cons: Can have issues with the Z offset causing missing lines or visible lines which should be occluded. Limited control over line styled/width.
Cycles
To get wireframes directly in cycles, see this question and the wireframe node.
To make a shadeless material in cycles, see this answer.
Pros: It's cycles
Cons: Perfect non-triangulated wireframes are not currently possible. There is a workaround with UV coordinates, however this results in line sizes relative to polygon size.
Wireframe modifier
The wireframe modifier generates actual mesh geometry representing the wireframe of the input mesh. Since the output is just a mesh, it works with both BI and Cycles.
See this answer for details on setting it up (answer is for cycles, but the process is identical for BI).
For shadeless renders, see the previous sections in this answer regarding BI and Cycles for descriptions of their respective methods of creating shadeless shaders.
Pros: Just works
Cons: Generates geometry; line thickness is defined in 3D space.
Freestyle
Freestyle is a line rendering engine which supports drawing over both BI and Cycles renders.
For cycles, see this answer.
For BI, see this answer.
Pros: Lots of control over line style etc.
Cons: Sometimes edges have gaps/other artifacts. Can be resource hungry.

Thanks for the in depth answer. I'll check it out the next opportunity I get.


text:
Is it possible to change the order of objects in a group?
Simply put, is it possible to change the order of objects in a group?
I would like to change it due to using  the Animation Nodes addon effecting objects in an undesired order.
In the provided GIF, you can see that one block in the bottom left scales up at the end instead of near the beginning or so.

The Blend File:

You can sort the group (actually any list type) by using Sort List node:

Tip: You can apply multiple/cascading sorting rules to a list. For example, in my case , I first sorted all objects based on their Y location, then sorted the result again by X location.

Update:
You can try applying round math here for better sorting, due to the precision, for example:
round(e.location.y, 3)

round(e.location.x, 3)

Oops, I seem to have submitted that prematurely. So far it it is really good, but there still seems to be a problem. At first, it looks like this: https://gyazo.com/29360286e6cfe4395813b98d3b767abb . But then, it seems to de-sync into this: https://gyazo.com/92d63538cf61c77f803bb1157d83a862 . Would you know why this occurs? Also, when you use e.location.x and e.location.y, are there ways to find more of these, such as for rotation, scale, and others?

It looks strange if following the way I did. I need to see how your nodetree is set up, even the scene setup. Maybe you can share the blend file here. the easiest way to find things like e.location is to hover the mouse cursor on any attribute within blender. like this, or look them up on Blender API site. e is actually a defined lambda needed for python sorting, you can customize that in Advanced Setting Panel in N sidebar (usually needn't).

I've added the blend file to my original post, but here is also the link: http://blend-exchange.giantcowfilms.com/b/1854/ . And thanks for explaining how to get other things like e.location.

Oh that's because cubes in some rows or columns are not strictly aligned, though they seem so, due to the default displayed precision. Here you can use something math operations like round() to get rid off the "deviation". e.g. round(e.location.x). However, I found it's not that perfect. So either you manually select a sinle row/column then scale X/Y to 0, or you create a grid array from the ground all by AN. Here  is the demo. (P.S. I used another sorting rules here, Direction, which does the same thing)

Thank you so much for all of your help, this should be it as it seems to work beautifully now.


text:
Why doesn't the paint-on texture show when rendered (packed and saved texture)?
I'm both new to this website and Blender.
The problem is the painted on texture won't show when rendered as an image or animation. I have saved the texture and packed all of the files together but it still won't work. Is it something to do with the mapping? Please help. Blend file included
(texture included separately just in case)
Thanks

I'm using the Blender render, and I think it's the newest version. How do I edit my question, and upload my folder? Thank you for replying though :) I think it might be something wrong with the textures.. I don't know

Assuming you are refering to the character, I think you need to asign the texture in its material. Just look at the gun's material/texture setup and compare.