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How to restrict certain lights from shining through specific materials?
I'm trying to create an effect where a material/object will block out a specific lamp, but not any others

You can achieve this with Light Paths by detecting which lamp is being used for a Shadow Ray and change the material's shader between opaque and transparent.
I set up a scene similar to your example :

This consists of a 'wall' with a circular opening (with a solid border to the opening), a Spot lamp (green) and a Sun lamp (red). If I understand your question correctly you're looking to make the 'wall' be invisible to the camera but still block light from the green spot lamp - but allow the light from the sun through.
Blender essentially renders the scene by tracing rays from the camera out into the scene until they interact with a mesh. At this point blender 'bounces' the ray and also checks which lamps would be visible from that point. The Light Path node allows us to determine which of these rays is currently being calculated. For example, by mixing the material between a Diffuse shader and a Transparent shader based on the 'Is Camera Ray' property we can make it invisible to the camera and yet visible for other interactions - for example, a reflection or for the determining of shadows.
Additionally, we can use the Geometry node's Incoming property to determine the direction in which the ray has arrived at that surface point.
In order to make an object effectively invisible to just a single lamp we can calculate the direction of the lamp in relation to the point on the surface of the mesh and compare that to the direction of the Incoming ray - if the two match (or are close enough) we can deduce that that ray originated from that particular lamp, and decide whether to consider it for shadows or not.
To achieve this we first need to get the coordinates of the lamp - either by manually copying and pasting the coordinates into a Combine XYZ mode (fine if the lamp isn't going to move in the scene) or by way of Drivers - so that if the lamp moves the coordinates in the material are similarly updated.
We also need to be able to transform the Object coordinates into World coordinates (the object location and the Incoming vector are both in World coordinates). This can be done using the Vector Transform node which is described in How is the vector transform node used
Here's the material :

This takes the Object coordinate of the point being considered on the surface and uses the Vector Transform to convert it into World-space coordinates (convert from Object to World). The Combine XYZ captures the location of the lamp (using Drivers - hence the purple fields) and this is subtracted from the location of the surface point - resulting in a vector of the direction of the lamp from that surface point. The Dot Product is used to compare the direction of the calculated vector with the Incoming ray - with both vectors being 1 unit in length (which is what the Normalize vector math node is doing), the result of the Dot Product will be purely dependent on how close in direction the two vectors are - if very close to 1.0 they are in (almost) the same direction, but anything less than 0.999 means they are not in the same direction. The Minimum and Maximum then simply combine the 'direction', Is Camera Ray and Is Shadow ray in a way that gets the desired behaviour (ie, if 'direction is the lamp' and 'is shadow ray' or 'is camera ray' then make it transparent).
This produces the following result :

Blend file included

Awsome! thanks for your help man this is exactly what i was looking for!

With cycles, you can control the light that passes through an object by using a refraction node.
The colour you choose for the refraction node determines how much of each primary colour passes through the object.
With 100% red, only the red light will pass through, with 100% green, only the green passes. If you have 100% red and 100% blue then no green passes through.
The IOR value distorts the light rays the same as the glass shader, set it to 1.0 to remove the distortion.
Note that refraction is part of the scenes caustics, so like using a glass shader you will need enough samples or configure denoising to get a clean result.

Sun is an Omni-luminescence source which spreads its light in all the direction. try using a spotlight to light up specific areas and leaving the areas where you don't want that light to come.


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How do I temporarily change the axis of rotation of an object in blender?
I'm trying to rotate an array of objects (disconnected from each other) that rotate about some other axis initially

By array you mean array modifier? Is the complete array is to be rotated or each individual object?

You can add an Empty and Parent them all to it, then you can rotate the Empty.

source: Stack Exchange

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Screen Space Reflections isn't showing in the final render using EEVEE in Blender 2.80
This questions has been asked before, but the solution didn't work for me.
I have a Metallic 1.0 object on a Roughness 1.0 plane with one point light and HDRI. When I switch to render mode, I can see the Screen Space Reflections in the Viewport. But when I render the image, there is no Screen Space Reflections.
The sampling of both Render and Viewport is 16. Following are the Viewport and Rendered images.

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How do I expand my camera distance?
I already know how to expand the distance with a normal camera view. But how do I expand it, with the work camera? Or whatever it's called.

To expand the render distance in your viewport, increase the End field in the view properties panel.

Show the properties panel by pressing N, then go into the view tab to change the setting.


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Resetting Transforms of an Object Changes Pivot of Object
Simple question, why is it that when I go to Object --> Apply --> Location to clear the location transform (or, reset it), that the pivot of the object then gets moved to the center of the grid in my scene?  And then when I set the pivot point back to it's origin by doing this: Object --> Set Origin --> Origin to Geometry, the pivot moves back to the center of the object but the location values that I cleared come back.  This is so annoying because when clearing the transforms, the pivot SHOULD NOT be moving back.
That's why some of you might recommend this: Object --> Apply --> All Transforms to Deltas.  But the problem with this is that when it moves all the transforms to the detla transforms, it messes up the rotation when you later go to rotate the object.  This is ridiculous.. it's like there's no way to reset transforms without there being some kind of a problem.
Does anyone have a solution?  Thanks!

why do you need to have the transform be (0,0,0)?

Because of course it simplifies bringing all the character's body parts back to their default pose.  Instead of the default pose of say, the hand, being 5.66 on X, 4.53 on Y, and 2.48 on Z, I could clear the transforms (while keeping the object AND the object's pivot where it is) so that the the default is now a nice clean and easy to remember "0".  Of course this is a common practice in rigging.

You know, in Maya, when you do the equivalent, which is freeze transformations, all the transforms are cleared and the object doesn't move and the object's pivot DOES NOT move at all.  I don't know why Blender has to move the pivot after clearing the transforms.

Okay, so I have a feeling that I have the wrong idea about posing and animating.  So, I'm a Maya user and I am new to Blender.  In Maya, when you pose the character, you move, rotate, and scale the nurb curves where you want, and those nurb curves control the joints (bones in Blender), which control the body.  If you decided not to use joints and just parent the nurb curves directly to the objects of the character (if it's a robot), then all you have to do is move, rotate, and scale the nurb curves to pose and/or animate the parts of your character.

Obviously, there is no animation "mode" in Maya. You just take the nurb curves and animate them by putting keys on them.  And as long as you froze the transforms, you could easily bring your character back to its default pose ("0" for translate and rotate, and "1" for scale).
But in Blender is there an actual animation "mode"?  Is there a mode that lets you pose the character and his curves are already "0" for location and rotation, and "1" for scale?  Is there a pose and/or animation mode that makes those values the default values automatically when animating, without clearing anything?

Actually you sound a little bit confused about clearing and applying transforms. They are completly different.
Clearing transforms means to reset the object transforms. You can do that by Alt+G, Alt+R, Alt+S.
Applying a transform means to make the transforms from object mode apply to the edit mode data and than clear the object mode transform. Thats done with Ctrl+A. If location transform is applied that means the origin (also the pivot point) jumps back to (0, 0, 0) leaving the geometry in place.
If you want to be able to clear your tranforms and have special positions to where they are moved when cleared, you need to have an Armature with bones. Only that will give you the control. Its also much more convenient to work with, when animating. You don't need any Weight Painting for an Armature to work. You can parent your object to the bones directly by selecting your object, then your armature, then go into pose mode and select your bone and press Ctrl+P and select Bone.
I think that is exactly what you want. It is perfect for robots with individual hard objects. I made this robot hand using this method and it is very easy to pose , animate and reset:

If you still want to go without an armature, even though it is handy... Apply All Transforms to Deltas works fine for me. It does exactly what you want too... I don't see how it messes up the rotations.
EDIT:
I suspect you have set your rotations to Quaternions. In that case Rotation to Deltas seems to fail miserably. Set it to Euler and deal with the gimbal lock and you will be fine I think.
EDIT2:
I think you might have found a Bug, otherwise I just found it and will report it right now (EDIT3: done). Rotation to Deltas adds the current quaternion values to the existing values instead of multiplying the normal quaternion way. To get around it you can go into your object transform tab in the properties region and set the delta quaternion to (0, 0, 0, 0) instead of (1, 0, 0, 0) and then apply the Rotation to Deltas, that should work perfectly.

For the Alt+G, Alt+R,  and Alt+S thing, that just resets the object's transforms, as you said.  But I don't want to move the object, I just want to clear it's transforms ("0" for location and rotation, and "1" for scale) without moving the object so that when I want to bring the character's object back to it's default pose, it's easier because it's just "0" for location and rotation, and "1" for scale).

Problem is, Ctrl+A, even though it clears the transforms (which is what I want), it puts the object pivot back to the center of the grid, so if it's a base finger bone, how can I rotate the object around the knuckle of the hand if it will now instead rotate around the center of the grid?
And if I put the pivot back to the center of the object (the knuckle), it will just bring back the transforms.  Why can't I clear the transforms AND keep the pivot of the object in the center of the object (or where I want it, which is the knuckle)?

@Sebastian ohh now I get it! You want to have an Armature. Have a look into Armatures for now. Ich will update my answer later

Armature as in bones?  Normally, yes.  But in this particular case, I felt bones were unnecessary because the character does not need any weight-paints (he is a robot, so he's not fleshy).  I figured since he is a robot with solid parts that I could just skip the bones for weight-painting and just use the curves to control the objects directly without bones.
But is that my problem?  Is it not possible to parent an object directly to a curve (without a bone) and then clear transforms and keep the curve's pivot where I want?  Do I HAVE to use bones?

I did not use quaternions to my knowledge.  Before and after applying transforms to deltas, I saw in the properties tab that underneath the transforms, it showed "Rotation Mode: XYZ Euler".
Also, how do I tag a person, like @(put name here) in an answer?  Because I posted an answer recently and I couldn't figure out how to tag someone, there was no option for it.  Also, take a look at my answer post, it pretty much wraps up our problem here.

"For the Alt+G, Alt+R, and Alt+S thing, that just resets the object's transforms, as you said. But I don't want to move the object, I just want to clear it's transforms." But you explained that you wanted to clear the transforms so that you could easily get the bones back to their default pose, which is exactly what ALT-R and ALT-G do. Don't worry about the fact that the rotation channel values might be oddball after returning to the default pose. Every time you hit ALT-R in Pose Mode, the selected bone returns to its default pose. That's the outcome you wanted, and that's the outcome you get.

You are asking for an impossible thing. Applying location keeps the geometry in the same location but zeros out the transforms.
What you are calling the pivot is the object origin. The origin is what all the transforms are biased off of. Take these images as an illustration.
The cube is at the global origin or scene origin (0,0,0).

Here the cube is moved, simple object mode transform (-4,0,2).

Here the cube's location is still the same as in the image above, but the cube is in a completely different pace. The reason being the geometry was moved in edit mode.

This is essentially what applying the location does. Blender clears the location (moves the origin to 0,0,0) and moves the geometry back to where the object was.

All that is  explaining what is happening to an object when you apply its location.
Modifiers, constraints, parenting, and rigging will effect an objects location and moving the object's origin will likely mess at least one of those up.

It can't be impossible because how am I supposed to rig a character with curves to control the bones (or in this case, curves to control the geometry directly without bones because it's a robot and for my robot I don't need weight-paints)?  How can I use these curves to control the character when after clearing the transforms, the center pivot of the object gets put back in the center of the grid and then the object will rotate around the center of the grid instead of where it should be rotating around on the character.

@David you never used delta transforms? This Question was far more interesting than I first thought. Turns out (propably) he found a bug and thats the whole reason for this question.

I just figured it out.  So, apparently, there is a "pose mode" in Blender, which does not exist in Maya and that's why I was confused.  You see, in Maya, once you attach all your joints (bones) to your nurb curves and you want to animate the nurb curves to move the character, you just animate it... just like that... no pose mode.  Because apparently pose mode in Blender sets your bone location and rotation to "0" and scale to "1" without you having to clear any transforms (only while you're in pose mode).  But because Maya has no pose mode, you have to freeze transformations (or, clear transforms) on the nurb curves and then animate them.
Okay, so good to know about the pose mode in Blender but I don't want to animate the bones directly (if I don't have to), I am used to Maya where you animate the nurb curves which control the joints (bones).  You may ask, "Why use curves?"  Well, I want to use curves because it's cleaner looking.  Does Blender not allow you to do this in a type of "mode"?  Do I HAVE to animate the joints in pose mode if I want no starting transforms?  Because if I animate the curves, their transforms will be a messy value and bringing the character back to its default pose will be a pain (unless I clear transforms but again, it moves the pivot to the center of the grid).
I can only assume that if I want the joints to "look" similar to the curves, I would have to change their shape to something that's not a pyramid.
Anyways, so I guess there's no way to have "0" on location and rotation, and "1" on scale for the curves without the pivot going back to the center of the grid.  And although I could do this with applying the transforms to deltas, those values in delta will mess up the rotation (you'll see situations where, for example, you rotate the curve on the X axis and it will actually rotate on the Y axis).
I guess I have to animate the joints in pose mode.  Okay then, I will.

you should really look into rigging. Everything is possible with rigs/Armatures, Everything. For example take a look at bendy bones and general bone constraints. You should watch some tutorials to get into it.

Yes but there are software limitations so what you want to do must be accomplished in a manner that the software allows.  Thank you for your help!  I really appreciate it!


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Make rigid body collide with hair particles
I have a ground plane set up with a hair particle system, it is set as a passive rigid body.
Now I want to be able to drop my Active rigid bodies, and have them collide and lay on top of the hair.
Further more I'm trying to find a way to make the hair particles mat down where the rigid bodies hit them.

There is not really any way to do this properly (yet), but you can make the rigid-bodies affect the hair by enabling Collision on the rigid-bodies and Hair Dynamics on the particles.

As gandalf3 said, you can enable Collision on the rigid bodies, and set Hair Dynamics in the hair particle setting. (demo file)
You can also add Force Field to the Active rigid bodies to simulate the collision, since Hair particles react directly to force fields:

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


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Creating a driver on a constraint with python?
I have the following code and want to add a driver to the rest length of the stretch to constraint (bone constraint), but the console says that the property path is invalid. What am I doing wrong?
armature = Name of my armature
str(GrpName)+"_bone" = Name of the armatures bone

BaseLenghtDrv = bpy.data.objects[armature].pose.bones[str(GrpName)+"_bone"].driver_add('pose.bones["'+str(GrpName)+'_bone"].constraints["Stretch To"].rest_length').driver

The code before the driver_add parentheses is definitely correct, I tested it with the rotation quaternion of the bone and it worked. But it doesn't work with the bone constraint.

Add the driver to the object, the data path is relative to that:
# We want Object.pose.bones[...].constraints[...].rest_length
# So use an object and the data_path 'pose.bones[...].constraints[...].rest_length'

BaseLenghtDrv = bpy.data.objects[armature].driver_add('pose.bones["'+str(GrpName)+'_bone"].constraints["Stretch To"].rest_length').driver

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


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How to show Point Density data in 3D viewport the same way a smoke simulation is visualised?
I'd like to visualize Point Density cycles node in 3D view with python. Something basic - iterate through all vertices or particles and draw a (voxel?) sphere for each of them.
How is smoke visualization done in real time in the viewport? Is that accessible from python?


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How to create a shadows pass in cycles?
Everytime I am doing one thing another problem comes up, and I have a deadline to follow unless there is a way to create shadows using another software (after effects)? I want to composite this thing in after effects but I cannot do something simple like a shadows pass. I followed the shadows pass tutorials but of course nothing works. Here is my node setup:

here are other settings

Is there anything I am doing wrong?
an update to my node setup:

any more answers

Related: http://blender.stackexchange.com/q/3002/599

Note that if all you want is a shadow pass that includes everything in the scene, you don't need a second renderlayer. You can just enable the shadow pass on the character layer.

I tried that and nothing worked. Maybe I should continue this without shadow. But it will look weird.

Hmm. What precisely didn't work? Could you upload your .blend?

the shadow finally appeared but now the background image is not showing even when I render it, it is transparent. here is a larger image https://i.sstatic.net/55HVu.png

Try using an Alpha Over node in place of the Overlay node

shadow still doesn't show up

Here is a simple example for using Shadow pass in your case:

I personally prefer combining shadow with other passes like AO, for better result.

it still didn't work. I see the background but not the character and the shadow.

@user2883800 Would you like to share with the .blend file? You needn't pack all source data, but should be with same settings.

it worked. I needed to ad an extra node that was used in another tutorial. I just placed it on there randomly and the shadow appeared. thank you.

Please help future users by telling us what node you added and where you put it. (If you just randomly put it somewhere and it worked, then it was probably a viewer node, which is not required for the final compositing).

I used the image scale node and connected to the image node.


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Orthographic view graphical artifacts
I'm having some problems with orthographic view which I don't know how to solve. Regardless of what mode I'm in (object or edit), I can see through my meshes as if x-ray was on. Rotating my view also causes strange artifacts on my meshes, like in the picture below, and they sometimes disappear entirely until I rotate the view again.
It makes it very hard to work with my meshes in orthographic view, and perspective view does not always satisfy my needs. Is there a way to fix this?

What are your clipping settings? Do the artifacts go away if you increase the start clip value?

@gandalf3 It was actually my end clip value! It works great now! Thanks a lot!

Related: http://blender.stackexchange.com/q/1385/599

Thanks to gandalf3, I found out it was my clipping distance settings for the viewport. The ending distance was set too high. I've set it to 5000 and it's perfect now.


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Fake Motion Blur on Video Footage using Compositor
I have a stop-motion video I am working on, and I want to add motion blur to the character of the video. The character is the only thing that moves, yet if I use the Vector Blur node in the compositor, it applies a blur to every object. If I set min-blur up too high, it doesn't allow the character to have motion-blur, but it I have it too low, it makes everything blurry. Is there a way to fix this or do I need to use another node to add motion blur? I am trying to simulate what After Effects does when you add the Motion Blur effect to footage. Here's an image of my trouble. I have used a split-viewer so you can see the difference between original and current motion blur settings. (You'll have to view the image larger, you can barely see it in the small preview)

The vector blur node is designed to use speed and directional data which is only available when the rendering is of an animation inside blender. You could try to fake it by mixing multiple image sequence nodes with  slightly different offsets.

Wouldn't the object need to be on a diferent layer to be able to do that without afecting the rest of the image?

Not if the rest of the image is still, then it will only apply motion blur to the moving parts. The problem is, Vector Blur applies a blur to everything. I'm looking into another node setup.

@gandalf3 I tried the separate offsets, but it adds an annoying sort of interlaced frames look. I'll keep researching and see if I can get an answer if nobody else can get one fist. ;)

I am afraid that there is no optical flow available in Blender at this time. Optical flow technology uses motion vectors to estimate motion vectors across an image.
To simulate something similar try animating a pseudo mask object that follows the moving 2D image. You can animate it manually or you could use the tracker to follow elements of the animation then hook an object to it in 3D view. Take these actual object movements to use as vectors for the compositor.
For a better result, you can separate the character from the background if you have a clean plate of the background using a Difference Key node.

Even if there was an optical flow method implemented in Blender I doubt that it would get good results from stop motion films. The objects here usualy jump quite a bit between two frames.

@maddin45, you are quite wrong. Stop-motion films can be very smooth and not jumpy. Amatuer stop-motion film makers have a tendency to have jumpy footage. (But that's off topic. ;) ) This motion blur question could apply to anything. I used stop-motion because it doesn't already have motion blur, so it would be the best thing to apply it on. You could also used rendered footage without a speed or Z pass.

@maddin45 Patrick Boivin's stop motion videos can show how well this technique works ;)


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subdivision surface acting strange
so i'm working on a model and it comes time to clean up the head and when i use sub-surf it works in some places but in others it seems bound to the vertices making it difficult to get a smooth product, there are also no overlapping vertices and when the vertices is deleted it seem to fix the problem until it is recreated either with extrusion or merging.
EX :

Maybe something similar to this: https://blender.stackexchange.com/questions/148479/mesh-sticking-to-edges-when-using-subdivision-surface/148499#148499

There could be (1) internal faces [hidden] (2) extra extruded vertices [hidden] (3) ripped edges (4) ripped edges caused by not merging the mirror axis vertices of the mirror modifier.


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Why does Grease Pencil ignore the particle system in Eevee? (2.82)
I'm making a animation, combining grease pencil objects with 3D objects. This looks very cool. But there's one problem. Grease Pencil and the particles system don't play nice in Eevee.
This is an example:

A grease pencil object, a white blob, is placed between two 3D cubes. Then a 3D stylized conifer (a type of bush) is added.

So far, so good. The white blob is covered by the conifer. But then I add a particle system to the 3D conifer. And that's when it falls apart. Rendered in Eevee, the white blob (= Grease Pencil object) hides behind the 3D conifer, but appears above the generated leaves (particle system).

That this set-up can work, is demonstrated when I render it in Cycles:

Am I missing something here? Have I forgot to check a box or is this just a quirk of Eevee.
I use Blender 2.82 (on a Mac)
Hope somebody can shed some light on this matter.

I found the possible culprit of the problem and the solution:
In the material properties-tab of the material (in this case the leaves) I found the solution.

Because I used a png-file of the leaves with transparency I opted for the Alpha Blend. But somehow the 'backface Culling' was ticked.
This was NOT a good idea. When unchecking the box it worked.

Although I got better results with the hashed option in the Blend mode.


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Setting/overriding context for rigid body bake
I have a script that generates a tower of blocks, and I want to simulate this tower's collapse, tracking the position of each block as the tower collapses. (And then do this again and again for thousands of arbitrary towers.) I can do this for a given tower in the GUI by setting the current frame to some late frame, baking to the current frame, and then calling object.matrix_world.translation in the console to get a given object's location at the current frame. (If I don't bake first, then object.matrix_world.translation just gives me the initial location of each object.)
However, when I try to do this with scripting, bpy.ops.ptcache.bake(bake=False) gives me the error Operator bpy.ops.ptcache.bake.poll() failed, context is incorrect. The solution seems to be to "override the context" (e.g. Setting the context for cloth bake), but I couldn't figure out how to do that in my case (which should be even simpler, since I'm just doing a rigid body simulation).
Any idea how to make bpy.ops.ptcache.bake(bake=False) work?
(I included some background on what I'm trying to do in case there's a simpler way to get each rigid body's location at a given frame of the animation. This seemed relevant [ Getting the location of rigid body object at current keyframe ] but, as I said earlier, if I don't bake first, then object.matrix_world.translation just gives me the initial location of each object, not its simulated location at the current frame.)

bpy.ops.ptcache.bake(bake=False) for Rigid Body doesn't work, because it needs the point cache and scene passed explicitly as context, so:
# override operator context
with bpy.context.temp_override(
    scene = bpy.context.scene,
    point_cache = bpy.context.scene.rigidbody_world.point_cache
):
    # bake to current frame under custom ops context
    bpy.ops.ptcache.bake(bake=False)

Thank you! Worked like a charm. (I get a bunch of PyContext warnings now, but I guess that's the point.)

Could this answer be updated, now that this was deprecated and context.temp_override(...) and non-dictionary forms are the way forward?


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Why is the VSE editor ultra Slow when a scene strip is loaded?
I need to set up scenes directly in the VSE as a scene Strip. It is possible to visualise the ideas created with Grease Pencil and simple animations of 3-4 planes.That gives me 1 or 2 Fps in the the backdrop of the VSE.
The planes are white. That's it, nothing fancy but the memory go near 700 mb usage.
For one scene strip that shows scene 1 with 3 planes, 30 seconds long and the quadcore Cpu is at 100 % fullpower, blender is nearly a colapsing and ultra slow.
How can I use the scene  strips of blender VSE and what is happening in Blender that makes it so laggy?

For the scene strip, are you using the OpenGL Preview render? That should speed it up quite a bit. (Although that is the default option already)

i will try it but its so terrible Slow ?

in the vSE I try the option Open GL but this bring's only a Frey Screen is the VSE.

A grey Screen I mean sry ,so next I set the  Open GL option off and that bring's the Standard camera 3D view in the vSE scenestrip  back so i can see the Scene. In the VSE but only with 1 frame/sec .

Is that open gl. only for blender intern render  ?

i have 3 face in my scene and a Emission material and a camera that it.

Nothing is animated a camera show the 3 white faces.So this is send to to VSE as a scenestrip and only viewable when the Open gL is deaktivated .when not always a grey screen appears ...Open gl means that I must pre render this simple looking  scene without movement in Open gL format and then saving it on Disk and reload  the Open GL in the vsE as a picture sequence.or need I the Gameengine for OpenGL in the VSE? I have read the full wiki s theme about VSE but no solution .blender runs so bad Slow with 1 near empty scene (3faces) in VSe as scenestrip 001 I have it Never espected ?

What a  Monster PC can rum this with 24 frame/sec. I have a good  SSD SYSTEM GOOD ATI 7970  gPU but ONe strip One Scene with 3 faces to kill this PC and bring's the CPU to 100 %.after a try in blender Looks like a joke .I hope this is a BuG.

Oh and the RAM is near 1 Gb ? The scene strip is 40 sec Long . I dont know unbelievable .how paint a storyborad and show it as scnestrip pre assembled in the VSe.looks impossible.

I assume you are using Cycles, correct? May I ask for a screenshot of your issue? It's very hard to understand what you are saying (partly because you just keep mentioning your computer specs which won't help us help you).

You may want to look at setting up proxies


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Apply Opaque blend mode to all object at once
I'm using Blender 2.8, I don't know how to apply blend mode opaque to all object, which I got from another source.
Since it has so many object it's kinda tiring to apply it one by one. I've tried to select all objects in the viewport and/or in the outline (layer) and try to change them to opaque, but it doesn't work. Help :'(

I just learned how to do this when trying to figure out an answer for you. Paste and run the code in the text editor after selecting all the objects you want to change.
import bpy

context = bpy.context

for o in context.selected_objects:

    o.active_material.blend_method = 'OPAQUE'

I made a little add-on to make a helper panel to do this, not very fancy but if it is useful then that is great. https://github.com/artistCDMJ/opacity_helper/archive/master.zip

I've using both, this code and the link you gave. the short one showing error msg "python script failed, see console", the link doesn't give any different.

Looks like the formatting changed with the website, let me fix - the second and
third lines need to be to the left under Import.Select all the objects, run the code and it should cycle through each and change the Blend mode to Opaque. If you install the addon, you need to install it as the zip file from the preferences panel and then look for the panel when in the 3d view when pressing N to bring up the sidebar. There I put options for each of the blend modes.

Also, you did a good job for making that :D


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My Unwrapped Baked texture is mostly bugged

As you can see from this image, every time I try and bake the diffuse for this object, with the indirect and direct influence turned off, the results turn out to be this weird mess of a texture file.
Haven't encountered this problem before and I tried several solutions like uv unwrapping again, chaging the normals, checking if the correct image file is selected in the node editor etc.
Here's the .blend file if it helps in any way.
https://drive.google.com/open?id=1OW6g5rU7EVIK8NZCmWU3AzuB9YSacIdy

Hi and welcome to Blender Stackexchange. Please use blend-exchange to upload .blend files. Files on other services tend to "vanish", thus rendering your question and possible answers practically useless in the future.

Everything is correct, but before baking you have to make sure you need to create a new image say "untitled.png" in "UV Editor" to bake and add image texture to all the material files that the object have.
In your case you have 2 materials i.e. green one, and yellow one.
Add Image texture with the created image "untitled.png" selected in both the materials and bake diffuse texture with just "color" selected.
Solution gif file --> here (its over 12mb but 2mb limit. so can't upload directly)
Follow the gif file and
After the baking completes you'll have something like this. Just need to save this to local disk.

Thanks for that, I totally forgot to add and select an image texture for the second material, that may have been my problem.
Really appreciate your help.


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Active object set, object mode set, but still "RuntimeError: Error: Modifiers cannot be applied in edit mode"?
I'm trying to apply my modifier to object with Python. I've set the object of interest as the active object and ensured its mode to be object. However, I still receive this error.
Here's the relevant code.
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.ops.object.modifier_apply(modifier='Subsurf', apply_as='DATA')

RuntimeError: Error: Modifiers cannot be applied in edit mode

I saved the .blend file right before the error and opened this file in GUI. Then, I ran
bpy.ops.object.modifier_apply(modifier='Subsurf', apply_as='DATA')

that used to cause errors in the command pane, and weirdly it ran without errors!

I checked the object of interest, obj, is indeed in object mode, but there was one object, which was neither active nor selected, in edit mode. When I made all objects be in object mode, the error was gone.
for o in bpy.data.objects:
    bpy.context.scene.objects.active = o
    bpy.ops.object.mode_set(mode='OBJECT')
    o.select = False
obj.select = True
bpy.context.scene.objects.active = obj

bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.ops.object.modifier_apply(modifier='Subsurf', apply_as='DATA')

Could someone confirm if this is a bug in Blender? Two reasons:

I don't see why other objects are required to be also in object mode for us to apply modifiers to the object of interest.
GUI behavior doesn't match commandline behaviors.


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How can i add unlimited undo on blender?
In Maya i used to have undo limit to infinite here it is restricted to 256 steps. Is there a way to increase that?

I think infinite steps are not possible (unless modifying the blender source and recompiling), atm. Unlimited memory used is possible, setting the "memory limit" to 0 (zero)

I changed the memory limit to maximum..It was 0 before. What does it change?. please explain me clearly

citing the manual (https://docs.blender.org/manual/en/dev/preferences/editing.html)>: "Steps: Number of Undo steps available., Memory Limit: Maximum memory usage in Mb (0 is unlimited)." ie: zero means "unlimited" (thus, I guess it's only limited by the system available memory)

Under user preferences-> Editing -> Global Undo -> increase steps -> from 32 default to maybe 999

@ateks that does not work! it gets reset to the real maximum (256)...

How to modify and  recompile blender source for unlimited Undo?


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Associate one emitter with a specific curve
Is there any way to make an emitter follow a specific curve path and be affected by other curves that are on the same layer?
The Idea is to simulate air flowing through a group of openings in a model: so far the only way I could do that is by moving every emitter and its curve to a dedicated layer but that is a nightmare, because the number of curves I need is not small.
Any help would be appreciated.
Regards to all
Hani

Hi! tbh, I can't properly understand what you are trying to achieve, and how. Can you perhaps show better the issue with an example, an image? Are you using this https://www.blender.org/manual/ru/physics/force_fields/types/curve_guide.html#curve-guide ?

If I'm getting this correctly, you are trying to emit particles that you should follow several different paths, yes? - have you tried a curve guide force field on the paths (physics tab)? The field 'catches' particles and forces them to follow a path.

Hi @squarespiral, you are correct. I'm in fact using curves but they result in particles flowing between the curves rather than on the curves. if I place the emitter and the curve on separate layers they function as I want but that is time-consuming due to the number of curves I need hence my question about a way to associate a curve to a specific emitter so that the particles would flow from the emitter on the associated curve without being affected the force field of nearby curves.

To ensure that particles from an emitter are following a curve guide force field do the following:

Make a simple emittor object e.g. a cube
Change to edit mode, select one vertex and add this single vertex to a vertex group
In the particle systems tab, scroll down to Vertex Groups and select the vertex group with the single emitter vertex - this will cause the particles to be emitted from just this one vertex
Place the emitter vertex close to the curve guide path
(Optional) Adjust the force field settings to control the effective distance of the field (to avoid overlaps with other fields)
If you need multiple emitters and paths you can parent the emitter to the path and duplicate as needed.

Setting this up, can be a bit tricky sometimes, since it can happen, that particles drop out of the force field, but with a bit of fiddling it can be done.

I used this technique to create the arrows in this video: http://rheologic.net/en/urban-wind-assessment#wind-effects


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UV Texture not rendering
I know this is such a simple issue, but I've tried the solutions stated in related posts to no avail. The texture is attached to a material and it's unwrapped (I think) but it's still not showing up in the render (just black).
I've attached a screenshot and the blend file.
Thank you very much!!
https://drive.google.com/file/d/0Bw_3PfctyK8jYldFLU5SY1dYWkk/view?usp=sharing

please, to benefit all present and future users, use provided tools to share .blend files: after uploading the .blend to http://blend-exchange.giantcowfilms.com/ you can append the provided link editing your question, thanks!

I deleted the black "material" and made sure the "005" was associated with the mesh. Still no good!

The template had no light! All I had to do was make the mesh "emission" and it worked!
Thank you for the help!


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Remove geometry on "inside"
I have a mesh that has a internal geometry but not like vertices inside of a closed geometry but rather the faces that are not visible from the outside let me explain with an image:

as you can see the red area indicates the faces on the "inside" how would I go about removing these?
I want to remove the internals to reduce the vertex count! since I won't ever see them anyway.
If my question is unclear  or needs extra info let me know so I can clarify!

WIll depend on mesh. Would try select all verts on "red" inner loop. Delete them. Select a vert on inner surface, grow selection, delete.  If there are other edges faces connecting inner with outer will fail.

sounds like a good option! what exactly do you mean with grow the selection? do i need to do that manual or is there a function that selects adjecent vertices with in a specified distance?

ctrl + grows a selection.

[ctrl]+[Numpad +] grows selection,
[ctrl]+[+] zooms in

if youre using 2.92+ try using a boolean modifier over your mesh and in "operand type" click "collection" without adding a collection
this has the nice hidden feature of eliminating all inside faces

gif example below

also if it doesnt solve your problem try Ben's aproach in the other answer as this boolean operation will close the mesh and merge 3D sahpes but will leave 2D planes inside still

sure thing,  added example

Ah I see now, apparently it only works if the inside and outside intersect.

Interesting, it did remove all inside faces, it also nearly quadrupled the tris count of my model 0_0

Try the select Interior Faces Command and see how close it gets you.

That probably won't do it, since the faces in OP's image aren't really on the inside. You need a closed mesh for "Select Interior Faces".

Select everything you can see from the outside (with limit selection to visible on) then press H to hide them. If you've selected everything correctly, there should only be internal vertices left which you can then delete. Press alt-H to bring them back when you are done.
Depending on how complicated the structure, getting all the right vertices hidden could be a pain, but this should work.

This is a pretty rough way to do this, and it works! Though to avoid borked faces I found that only using delete faces only to be the only option. It leaves lots of edges & verts behind, but doesn't seem to risk problems you have to go back and fix.


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Edit mode edges
I'm quite new to sculpting in Blender and I have just finished making a human head.
I'm now trying to do skin texturing but every time I switch the edit mode I see a triangle edged wire which doesn't seem because it makes it hard to select edges smoothly and the edges are not straight.
Could anyone please tell me how I can fix this, I'm guessing its because I applied too much smoothing to the model but I've seen video tutorials on youtube and they used just as much smooth shading as i did.
Here is an image of the head in edit mode.

doesn't seem right**

What do you mean by "skin texturing"? I'm assuming that you want to UV Unwrap your model, to do so you should first retoplogize it.

Sculpted meshes are rarely suitable as final product because of bad topology, one of the reasons is UV mapping the other is rigging and animation. as cgslav mentions you probably need to retopologize first. See https://blender.stackexchange.com/questions/98032/modeling-vs-sculpting-when-to-use

Yes, UV unwrapping is exactly what I wanted to do before adding textures to the model. I've never had to retopologise a mesh, could you please explain how i can do it or perhaps give me some links to websites or related articles that could be of any use.


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Rough edges on mesh in final render[cycles]
I made a car in blender and added some materials to it. I also downloaded a background image and set it as a background along with some node editing. But in my final render, the car has rough and jaggy edges, mainly in the top right area. Is there a problem with my nodesettings, or on my mesh?

The node which is not fully visible (see on the top of the picture) is a mix node.

Can you upload your .blend file to Blend Exchange and edit your question with the provided link?

can you plz upload an image of the node copositor?
is this blender render? or cycles?

...you could start by clicking anti-alias in both the ID Masks....


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Can Eevee utilise one than one GPU when rendering?
Can Eevee utilise one than one GPU when rendering?
I've got a Mac pro 5.1 (Mojave) & have connected up 3xRX580 8GB GPU. Blender only uses one GPU when rendering, but DaVinci Resolve uses all 3 GPU to 100% (300%!) capacity.
Is there anything I can do to 'make' Blender 2.8 use the available GPUs?

Well, are they all selected in Blender's Parameters?

You can't. Eevee doesn't support multi GPU rendering (yet). Cycles can use multiple GPUs, but OpenCL has been deprecated by Apple, therefore GPU rendering with AMD graphics cards isn't supported on macOS. Blender currently doesn't use Metal or MoltenVK.


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When I render, I do not get the view from the camera
When I render, I do not get the view from the camera, before I tried to render, when I pressed numpad 0 the view was from inside my model. After searching I found that the problem was that the camera was not activated, and pressed ctrl + numpad 0 to fix it and it worked, but when i rendered it the final image was taken from inside my model. I would realy appreciate some help

Is this on Blender 2.80? And is the triangle above the camera definitely filled in solid (black when deselected, orange when selected) rather than empty/outline-only?

@acro Yes, it is on 2.8 and the triangle is solid

Is the camera the Camera in the Scene Properties? https://blender.stackexchange.com/questions/149987/whatever-i-do-i-cant-change-camera-view/149992#149992

@FFeller yes, and when I rendered it I got the view from inside the model, when I came to 3D view it had automaticaly changed back to the view from the model. I thought that it is a kind of bug with my model (I don't know) so I duplicated it, delete the original and replaced it, pressed ctrl 0 on camera and it worked. Thanks for your time and help


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Coordinates of resolution points of a Bezier Curve
How can I print the coordinates of resolution points of a Bezier Curve?

Related http://blender.stackexchange.com/q/688/12


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My arrayed object is not following the curve I've assigned to it using the Curve Modifier
I know there's probably been a million questions like this one, but can somebody help me sort this out? I'm making a zipper with the array modifier and trying to get it to follow a Curve I've assigned using the Curve Modifier, but it just isn't working properly. Here's a few pics of what I mean.
(Pic of the zipper and the curve object)

(Pic of my attempt to use the curve modifier on the zipper)

In what order do you have your modifiers?

Also could be a case of needing the object origins of both objects in the same place.

If it helps, my array modifier is first and my curve modifier is last. And both objects have their origins in the same place.

Then I suggest uploading the blend file here so we can try and diagnose the issue.

Could you make a screen capture of the modifier settings?


text:
Does blender release the memory when a render is finished?
I use Blender basically for rendering. and often I need to continue working in Blender (modelling - Graphics, CAD) while Blender is rendering.
My assumption is that after blender renders it does not release the memory used, is this true?
Should I close Blender after every render to release the memory?
Any comment, clue will be great.

Are you rendering with CPU or GPU?

OSX has a program called Activity Monitor and Windows has the task manager.  Not sure about Linux.  You can use them to monitor how much RAM is being used and whether or not it's being freed.

I'm not sure if it releases it to the OS, but I'm pretty sure it releases it to the rest of the program or at least future renders since multiple renders does not cause runaway memory leaks. I've certainly never bothered to close the program after a render.

Certain things like image textures are cached after a render, so they don't have to loaded from disk if you render again. That can be disabled in the Render Properties panel(But i wouldn't recommend it unless you are really low on RAM):

As previously mentioned, after a rendering, the system memory usage is definitely higher, but there is no runaway memory leaks, so you can just keep rendering again and again without having to worry about Blender running out of memory.
For the GPU renderer, data on the GPU RAM are freed as soon as the render is done.
"Free RAM is wasted RAM". As long as your system has enough RAM that it's not swapping to disk, I wouldn't worry too much about it.


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How do I use refraction to make underwater shadows look better?
I'm using Cycles.
I've been messing around, trying to have fun with Minecraft Blocks in Blender. I also made water, using just a square - one face of a cube. I tried mixing transparent with diffuse BSDF, everything looks really cool, but I would like to have some refraction cause the shadows look unnatural.
I'll attach a photo so you know what I mean.
I don't know what to do. When I use Glass BSDF it looks like it's almost black.
Cheers.

Maybe you have too less bounces for glass. Also, you should fit the glass to gorund, not use cubes(not use faces where they touch other faces). I think that would solve it...

Give the plane a single Refraction BSDF shader with blue color and IOR > 1.
Under Properties > Object > Ray Visibility uncheck shadow so the water does not produce shadow (that's why its almost black)


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Movie clip node in cycles
I'm compositing a 3d creature onto a live action plate that I wish you use with the movie clip node, which has worked fine for one movie clip, but when I try to change the clip it doesn't appear. Does anybody know why blender only seems to recognise the first video clip I added and no others. (In cycles and video clips are the same format)


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Bake won't look same as render
I have an object that is given colour with a lot of sun lamps, then I did some compositing to my liking.
Here is what I have:

Now I want to add another object below it to be render with the banana but the sun lamps will affect the colour of the second object which is why I wanted to bake it so I can remove the sun lamps and still have the same colour but on a uv and have one plain lighting that will show both objects and its textures.
Now when I bake it I don't get the same effect I would in render. When its baked it looks much darker and when rendered the colour is gone could someone explain why as well as is there a way to bake everything on a object including there compositing as well. Thank you in advance.
Here is the baked texture:

Here's a quick image:

This is partially because of the world color(bright yellow? really?) try changing it to black, or the default grey and re-adjust your lamps as needed.

I have multiple sun lamps for first image giving it the yellow colour. I am trying to bake it so I won't need the sun lamps to give it the colour it will be on a uv. Otherwise if i reajusted the lamp as needed the objects will be affected aswell.


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Problem setting parent with automatic weights
I've been following this tutorial here and around 10:16 he presses CtrP to set the parent to armature with automatic weights. When I try to follow I don't get that same menu. I've checked that I'm in the correct mode and the correct objects are highlighted. What am I doing wrong?

Select the object and the armature in this order; mesh, then armature. The armature must be the active object to get the options you are looking for. You have the mesh as the active object.
(lighter orange color is the active object)

If you are trying to parent your armature to a curve, it wont work. At first you have to convert the curve to a mesh.
For that select the curve in Object Mode, Object (at the top left) > Convert > Mesh.
Now your curve isn't a curve any more, and you are able to parent it to the armature by automatic weights.

I found that problem too and what I would do is select the armature first then select the mesh second, so both should be highlighted/selected now. Then press ctrl P and you should get the same menu that you saw in the video
(this had me stumped too)


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Attaching a curve by its endpoints to two spheres
Is it possible to attach the endpoints of a curve to two spheres, so that the endpoints would always move with the spheres even when moving the spheres independently of each other? Optimally it should also stretch and compress as the spheres move further apart and closer to each other. I'm doing animations of chemical reactions where I'm depicting the bonds between atoms with a curve which should stay attached to the animated atoms and I'd rather not calculate the transformations for the bonds separately.

Thanks a million--that's perfect!! How would I do that in python?

This is a great case for hooks.
Position your two spheres where you want. Then add the curve between then with the two ends where you want them to touch on the spheres.
In object mode select one of the spheres then select the curve; hit Tab to go in to edit mode. In the curve's edit mode select the end point of the curve on the same end as the selected sphere, then press ctrl H. Choose hook to selected object.
Repeat for the other end of the curve on the other sphere.

Use hooks to attach each end of the curve to a sphere. You will most likely want to set the curve handles to vector so the curve stays straight between the two points.
I would then add a driver to the curve's bevel depth to have it change size based on the distance between the two spheres.

This is perfect! Any idea how to do this in python?

One modification you could do since that scripted expression is a simple linear expression, you could replace it: Add Modifier to the driver (using the normally-hidden N panel) of a Generator with poly order 1, then set the coefficients.  There is a python example in the addDrivers() method at http://web.purplefrog.com/~thoth/blender/python-cookbook/driver-multi-chain.html

Using hooks is a good idea.  I'll add that the laplacian deform modifier works well with hooks for creating deformation effects that resemble natural tug.
This short video shows the effect of the modifier and how to apply it using hooks.
https://www.youtube.com/watch?v=VgiekNOK0Vw
I created a simple example to demonstrate how this could be useful for this particular problem.
https://www.dropbox.com/s/9dpgvb9ht0bh9vj/laplacian_deform_test.blend

Your answer is being flagged as low quality due to it's length. Could you add a bit more detail and maybe some examples?


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Does the setting for domain size make a difference if the units are set to something other than None?
I've been trouble-shooting a fluid simulation and something that kept sticking in my throat was that my Fluid World scene size was set to 0.5 meters when my domain was actually much larger than that.  It's my understanding that that domain size controls the displacements and iterations but the control was deactivated so I couldn't increase the setting.

I figured out that if I set the Scene units to NONE that I could go back and change the setting.  A test bake with units on NONE and the domain size set to 7.5 appeared similar to the one with the units set to Meters reporting a domain size of 0.5.  Do I need to manually set that value in order to get an accurate fluid simulation or is the size calculated automatically with the units set?

I would think that would be the reason for graying the slider out, but I haven't tested this.

That's my assumption as well.

If you go into edit mode and press "n" look in the mesh display area and you'll see an option for displaying the lenths of the edges.  If you scale in object mode the values of the edges don't change. If you scale in edit mode they do. If you scale in object mode, hit Ctrl+A and accept the scale. Now your edge lengths reflects the new dimension. This may be why you see no change when you scale the domain. Just guessing, but I think it may help.

Thanks for the reply, William.  I did check to make sure the scale of my domain was applied before running my simulation.


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How do I offset animation start in a linked blend?
I have a resource file containing a model with materials and animation tracks (NLA action strips) that I want to re-use in another Blend file.
In the resource file I created a group containing the objects I wanted to re-use (excluding a ground plane, lights, cameras etc)
In my set file, I linked the resource file group to the scene as a group instance.  I've added other objects to the scene and created additional animation tracks.
When I play back the animation, the linked object starts playing its animation track at frame zero.
I'm looking for a way to offset or stall playback of the linked files animation track in the set files timeline.  Is that possible?
If not, is there another way I could re-use my resource file objects and animation in a way that allows me to update the set file if the resource file changes?
I've attached links to files that can serve as an example in this case:
https://www.dropbox.com/s/qdkqh6fgu80hxiv/linked_ani_set_file.blend
https://www.dropbox.com/s/oh3wirvbh02znrt/linked_ani_resource_file.blend

I liked Mutant Bob's suggestion but since it's still early in production, I wanted to maintain a link to the original file so that when I texture it and add more practical effects to it, the master scene will update with those changes.
The solution I came up with isn't perfect and might have unintended side effects, but it achieves my basic goals
Using Pablo Vazquez' tutorial "Modifying Properties on Linked/Proxy Objects" as a guide, I was able to wade into python scripting and in the scene file, adjust the start/end times of the NLA tracks in the linked files.   The adjusted tracks don't show in the NLA editor and I'm not sure what the effect will be with multiple instances of the linked groups but it's a start.
Python also gave me the ability to hide specific linked objects so that the proxy objects that I wanted to include in a fluid simulation wouldn't appear to have duplicates under them.
For anyone who wants to get started in python scripting, I found these links useful Blender Python API quick start guide -and this primer tutorial on python
 It contains explanations and 'how to's of python syntax and functions.

Hey dude, I propably have the same problem like u, but I have multiple linked armatures in my scene file. I made the armatures proxy objects, so I can move them arround. In action editor I picked their specific actions. Is it possible to make an offset via python console in action playback as well, or do I have to use nla strips?

I don't know if you have solved your problem, but, I had the same situation of  your.
I would like to offset the entire linked objects animation, but it don't appear in the NLA panel without make proxies. In my case, my rosource file has more than 50 animated objects, it's impracticable to make proxies of each one and then offset each nla strip.
My solutions was:
When you thing in animation in Blender, think in armatures! Do not animate objects, animate bones! I've changed my resources files and add one armature to each one. Each object is child of one bone, and the animation is made on the bone. Therefore, when you link your resource, you make only one proxy (the armature) and only one nla offset (the armature's nla).
I hope that I've helped

My first instinct is that you're going to have to "make local" on the object.  At that point you can add an NLA track and a strip referencing the relevant action.  Once it is an NLA strip you can control how much of the source action's timeline is used, and what its time extents in the scene will be.
If the freshly-local object already has actions and NLAs, you might have to remove them (or maybe just adjust their parameters if some of them are almost right).

Thanks, Mutant Bob.  That's a viable fallback.  I'm investigating linking the individual scene objects and then using proxies to manipulate them in my set scene.
Taking that approach, it appears I can adjust the NLA strips to set my start time.  I just can't position the linked geometry yet.


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How do I fix the 'Texface Conversion Problem' message when importing Yo-Frankie files into 2.72
Whenever I open 2.49b - Yo Frankie game level files using an up-to-date 2.72 Blender build I see a message popup that says 'Texface Conversion Problem(see error in console)'
How can I clear this up so I can get to work on getting the rest of it working?
Here's a screen render of the error message.

In short, the game material system between Blender 2.49 and 2.6 has changed a lot: http://code.blender.org/index.php/2011/09/bge-material-texface-changes/
This requires a automated conversion process, which sometimes fails for complex projects like Yo Frankie. You should check the console to see exactly what the problem is.

yeah, I was way off here.  Texface rhymes with Tessface and this had me convinced this was a mesh error.  That's good, materials are way easier to fix.

I'm not at all sure that this actually fixes any mesh problems but it does clear up the error message that shows when the .blend is loaded again.
Save the file using Blender 2.7x and then reopen it and now the Texface error message should no longer be there.
Here is a 2.49b Yo-Frankie mini-level running in 2.72's Game Engine Render mode p.  Nothing else had to be done to this level to get it rendering properly so it's actually in pretty good shape.

What's really interesting ere is that the physics works without any needed repairs.  Just press p and both characters drop to the ground

The operator to handle the corner-cases material conversions was removed from the Blender 2.70 series. In order to use it open Blender 2.69 or an earlier one and access the option from the help menu:


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I'm stuck. Help (I don't know what happened)
I was modelling for an hour, then this happened. I saved, closed it and came back but the same thing was still there.... help....

Its sort of stuck seeing a narrow view of everything, which is a character model.

Thankfully i fixed it by switching to a different tab... apparently I was modelling in the sculpting tab... oh well. In case anyone has the same issue, just switch tabs.

Just switch tabs. You guys should be good.


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Making vertex paints visible in edit mode?
Using Blender 2.78.
When working, I'll often flip between edit mode and vertex paint mode, painting as I go. How do I go about seeing non-baked vertex paints on my mesh when in edit mode?
I am not asking how to apply vertex paints or use vertex paint mode
I have done this before without baking the textures first
I have done this before without use of nodes and would prefer that a solution either doesn't use nodes, or if it does, has a quick explanation of nodes for dummies.
Thanks!

In 2.8 there is a vertex button in the shading menu (little triangle next to the 3 little ball in the right upper corner). In 2.7x if you in Blender Render, then you can see it in texture view even if you have texture.

Thank you!
It didn't work at first, but it turned out I had a mirror modifier on without realizing. After applying the modifier, texture view worked perfectly. Thank you!


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How to save 2 image per frame?
I'm very noob, i don't know how to save 2 diferent image for the same render animation to save time.
i want to save this both image per frame automatically:

like: frame1_0.png & frame1_1.png, frame2_0.png & frame2_1.png etc...

You can add multiply File Output node in the Compositor Editor. https://docs.blender.org/manual/en/latest/compositing/types/output/file.html

Using compositor you can easily output passes you want.


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3D printing errors
From the looks of it, my blender file to me looks fine. And When I export as an .stl is shows up fine. But when I try to preview the print, it shows up hollowed in some parts.

If I do print, will it come out hollowed? or will it be different? How can I change the model so that when printing it comes out right?

What program are you using to 3d print?

I am using MakerBot Print

hmm. Could you send the blend file of the object?

https://gofile.io/?c=uQuOlV I don't know if the link works but it should be there. Please let me know if it doesn't @caleblee


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Why are there holes in the icing?
I tried to follow the new Blender 2.8 tutorial from Blender Guru.
https://www.youtube.com/watch?v=6OTX3ZdYvEA
When entering "Sculpting" with the icing there were suddenly alot of holes in it. Why is this?

does scaling down the donut help?

I think you might want to upload your blend file.

So glad you asked this question!

Alt + H  in Edit Mode before apply modifier and you can solve this problem.

I'm so sorry about that T_T

This is my explanation: We hide some points of icing before and we have to unhide these points. But that wasn't showed in video.

It's mentioned at around 8:40 in the video, but only very briefly (and doesn't mention the holes specifically) https://youtu.be/6OTX3ZdYvEA?t=517
Unhide the rest of the mesh before applying the subdivision modifier, as mentioned above. Otherwise, the subdivision won't be applied everywhere/evenly I'm guessing?
I had the same problem and found the answer here, but thought it'd be good to point out that the step is in the tut, but is only very briefly mentioned and easily missed.


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Extracting parallax data from only two photos to help reconstruct a 3D scene
In terms of integrating Blender renders with existing photographs, is there a way to create a set of Blender mesh points using the parallax info between just a pair of stereo photographs?
I've gotten good at regular camera tracking with video, and also using BLAM for static images, but what I'd really like to do is take two very clear and stable stereo images and extract as many good 3D points from them as possible, without resorting to also videoing in order to reconstruct the scene.

Your question make me remind this article I saw wich somebody recreate a lightning in 3D from two picture: http://calculatedimages.blogspot.co.uk/2013/05/3d-lightning.html hope it can help

You could use external software and then import it into blender. This is one a quick google search brought up that doesn't look too bad.

Why not just use the BLAM add-on both separate photos and combine the 3D data? Or am I not correctly understanding what you want to do?

BLAM, being vanishing-point based, requires lines - specifically, edges of objects to share common X,Y, and Z axes. Parallax-based methods require only points.

You may be interested in learning camera mapping from blender guru aka
Andrew price's tutorial here on the Youtube

Or you could try point cloud reconstruction software which are free to download using Visual SFM and Meshlab. There are a few tutorials on the subject on youtube. As the question you are asking will require substantial write up, it's best to point you to some tutorials.
I learn this in 3 hours last night. However you may need more than 2 images.
https://www.youtube.com/watch?v=D6eqW6yk50k

Yes, there is a way, because there is an image processing package called Hugin (available for free), with tutorials from http://hugin.sourceforge.net/ which does exactly what you want.
I have downloaded it and tried to do exactly what you wish, but I've not yet mastered Hugin. I do perceive that it might be more doable with some images than with others. I have it, I'm trying to learn it, but I have to say that for me, it's been more difficult than Blender. .
Tutorial link: http://hugin.sourceforge.net/tutorials/perspective/

Perhaps you could link to a tutorial on how to do this with hugin?

This tutorial is focused on removing perspective from the image, not creating a 3d model from it.  As hugin is for 2d stitching of panoramas, I would be very surprised if it can export 3d models.

Thanks for the reply - problem is, in my experience with Hugin (which i think is an awesome program), it is sort of the opposite of the principle i'm looking for. Put simply, Hugin really wants zero parallax info; even as little as the offset of the camera-body on a tripod gives it a hard time for any sort of foreground-background setting.


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animate the material node (image)
I wonder if there's any possibility to animate frame "17" as picture show to frame "19".
I just need to key those frames that I need.
Any help would be grateful.
Thanks

...I don't understand well the question: what does " animate frame "17" as picture show to frame "19"." mean? And how the bottom image node relates to the upper ones?


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Is there a way to set particle size equal to a texture or vertex map?
Is there a way I can set particle size equal to a texture map in Blender? I can't find any setting to do it in the particles tab. Maybe this is a feature that could be added to Blender?

There's a way with texture for Particle system, related - http://blender.stackexchange.com/questions/29221/is-it-possible-to-drive-the-length-of-hair-particles-via-texture-using-cycles. However you'll need to find appropriate coordinates for that texture.


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Convert sequence of 3D points into a BVH file
[I reformulate the question to something more concrete]
I have 2 different .bvh files with 2 poses. From one pose I want to find the transform to get the second pose.
If I compute the rotation to align one bone to the other bone (see Figure  1)

I get that I should rotate Z axis 45º, and if I put this rotation in Pose mode I can align the 2 bones (see Figure 2)

However, if I write 45º in the .bvh file the alignment goes completely wrong (see Figure 3)

I think probably rotation should be expressed in armature coordinates but I can't find how to do that in the .bvh files.

The bvh importer exporter bundled with blender, both imports to and exports from joint empties.  Suggest posting code if you want help with what you have.

I can share a couple of bvh files I'm trying as example. To compute rotation angles I use Matlab. What I want to do is to compute a bvh file that contains all skeleton positions. bvh1 bvh2 . In the second frame, I should find the rotations to get to the bvh target.

Retarget animation
of one rig to another which differs only by rest pose
Given your two example bvh files produced rigs, toy_example_source and toy_example_target It looks like you want to do same as this qanda
Since your two rigs only differ by rest pose can snap target to source using a global copy transforms constraint. The new transforms of the snapped bone can be grabbed from the pose bones matrix. The local coordinates of the new transform using Object.convert_space(...)
Edit the name of source and target rigs to suit.
import bpy
from bpy import context

remove_constraints = True
scene = context.scene
rig1 = scene.objects["toy_example_source"]

rig2 = scene.objects["toy_example_target"]
if not rig2.animation_data:
    rig2.animation_data_create()
rig2.animation_data.action = None

# add copy transform constraint to each bone
for pb in rig2.pose.bones:
    ct = pb.constraints.get(pb.name)
    if ct is not None:
        ct.influence = 1
        continue
    ct = pb.constraints.new('COPY_TRANSFORMS')
    ct.name = pb.name
    ct.target = rig1
    ct.subtarget = pb.name

action = rig1.animation_data.action

f = action.frame_range.x
# add a keyframe to each frame of new rig
while f < action.frame_range.y:
    scene.frame_set(f)
    for pb in rig2.pose.bones:
        #pb2 = rig1.pose.bones.get(pb.name)
        m = rig2.convert_space(pb, pb.matrix, to_space='LOCAL')
        if pb.rotation_mode == 'QUATERNION':
            pb.rotation_quaternion = m.to_quaternion()
            pb.keyframe_insert("rotation_quaternion", frame=f)
        else:

        # add rot mode checking
            pb.rotation_euler = m.to_euler(pb.rotation_mode)
            pb.keyframe_insert("rotation_euler", frame=f)
        pb.location = m.to_translation()

        pb.keyframe_insert("location", frame=f)
    f += 1

# set constraints to zero or remove entirely.
for pb in rig2.pose.bones:
    ct = pb.constraints.get(pb.name)
    if ct is not None:
        if remove_constraints:
            pb.constraints.remove(ct)
        else:
            ct.influence = 0

Somehow this puts me in the way of solving my problem, but still is not enough for what I need to do. The approach I'm following is, 1) convert all my 3d points from skeleton to .bvh file with 1 frame, 2) align 1.bvh, with all other converted .bvh, 3) export .bvh with blender. However, this .bvh I want to use with MakeHuman, and blender .bvh exports 6 channels which makes it not compatible with MH. My problem still is how I convert these rotations of bones to world coordinates. convert_space(..) give me always same values no matter what I put in to_space


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How to model the hilt of a sword?
I'm kind of new to blender, I've started trying to make some swords, I'm not too bad but I need help with modeling some objects such as:

I just don't know how I should go about making them or how to give them the desired form without making them look absolutely horrible.

Your image is too small not not very elucidative of the desired object. It also seems to be a 2D illustration which doesn't really translate unequivocally to a 3D object. Could you maybe post a screenshot of what you have so far and where you failed.

I just don't really know how I should try to make it, I don't know where to start or what to do after that.

Your problem is the curved, tapered and twisted hand protection part? This may be modeled using Bezier or NURBS curves. One curve defines the general curvy outline of the hand protector, a second the cross section (which looks a bit flower-like). This shape can be beveled along the first curve. Moreover it can be tapered and also drilled (tilted) to get the desired shape. Please look it up in tutorials on curve modelling; there are also some basics in the Blender manual (Curves, Beveling, Tapering, Tilt). - Greetings from Suthern Germany, Tschöbbel


text:
Why can I not use the Make Segments command on my Surface NURBS Curves?
I followed the tutorial on the Modeling/Surfaces/Skinning wiki page, and then I created a simple test. I created a Surface NURBS curve, made 3 copies with space between them, selected all, and hit F, but nothing happened. No error or any indication that F is supposed to do anything was displayed. I am new to Blender and am using version 2.70, so not sure what I am doing wrong. Any ideas?

Did this answer solve your problem?

If the answer below solved your problem, don't forget to click the "Solved" checkmark to let everyone know the question has been solved. :)

After reading the tutorial, here are a few points you can check in your workflow:
Point #1
Make sure you add a Surface NURB Curve, not any other kind of object. A "Surface" is different from a "Mesh" or a "Curve", as you can see here in the Add menu:

Notice there are other objects that have NURB or Curve in their name, but these are not what the tutorial is describing:

So, when adding a new object, go by the first level of names, as shown here:

Point #2
After Adding the first Surface NURB Curve, you must be in Edit mode when you duplicate it
(SHIFTD), because the Make Segments command (F) will only work in Edit mode.

If you were not in Edit mode when you made the duplicates, each one would be it's own separate object and the F command would not work.
By duplicating the surfaces while in Edit mode, all of the duplicates are considered one object,
even if they are not connected (which they aren't until you use F)
Point #3
After duplicating the Surfaces, stay in Edit mode, then select All with A, and then press F to Make Segments (connect them all together):

Just to explain the name of the command, when you use "Make Segments" (F), the "segments" that are made are the ones connecting the vertices together, shown here in yellow on the right:

Thanks, I will try when I get home later.  But I see I was not doing point #2 or #3, as I didn't get that I needed to be in edit mode.


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Why does my final render image have white particles all over the lighting area?

How can I get rid of those little white dots? I am using Blender 2.70a.

I know this is very late but I found this article and thought it was very useful for this topic https://www.blenderguru.com/articles/7-ways-get-rid-fireflies

This is noise, which will happen in complex scenes without enough samples.
Aside from increasing the number of samples, here are some other things you can try:

Enable Multiple Importance Sample for the lamp in Properties > Object Data > Lamp:

Adjust the Clamp in Properties > Render > Sampling. Note that as of 2.70 indirect samples can be clamped separately from direct samples.

Increase the filter glossy option (also in Render > Light Paths) if you have rough glossy materials.

There are also some tricks you might be able to do with your materials, but it's hard to say what without looking at your file.

Also see these related questions:

How to avoid noisy renders in Cycles?

What is the Reason Cycles Creates Incorrectly Colored/Firefly Artifact Pixels?

What is multiple importance sample option

And the wiki page on reducing noise.

I have a slightly diffuse mirror in my current scene that was causing white dots. Even at 1000 samples it was awful. Filter glossy fixed the problem even at 100 samples. (v2.74)

Actually, disabling Multiple Importance Sample's fixed it for me. I wonder why?

Increase Render Samples
If you are using Blender Internal in an older version of Blender, the Render Sample settings are found in the Render panel in the Integrator section:

If you use Cycles, you can simply increase the Samples in the Samples section of the Render panel:

Experiment with settings of 50, 100, 200 etc. and see which produces the best effect for you.

no matter what number I used it always shows up

Correct me if I'm wrong, but that top screenshot looks like cycles to me..

If neither of the other answers work, go to whatever your light source is in object mode.
Then, under the properties tab, there will be a little sun-like symbol with arrows. Click on it, and adjust the size under "lamp".
I found that if I increased it, it completely fixed the problem.
You should not need to do any of the other answers here for it to work.
I put my size to 5 when it was down low at 0.0 something.
Hope this helps. I am a newbie and am sorry that my explanation does not have technical terms :).
Also, I am using v. 2.77.3 and rendering with a GPU, though that should not affect it.
Good luck!
Note: This applies to lamps and objects that have an emission shader. If it is an object, you will need to scale it up literally by using scale in object or edit mode.
Because your scene is not enclosed, adjusting the size of the light might not matter to you. However, if this was inside an enclosed room, and your light had to be constrained to a certain size, I am not sure how to fix it. The above methods should be tried.
IMPORTANT: Under the render tab, go to Light Paths, and look at the Filter Glossy tab as the other methods suggest. Adjusting this will definitely help, even though it will decrease the accuracy of the glossy shader...


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Why is the texture section empty
I'm following this tutorial, and at 35:05 when he moves from the materials to the textures section there's loads of stuff in there, but on my screen there's nothing, it's completely empty.
What am I doing wrong? I can't find any manuals or tutorials in Blender 2.70a (what I'm using) cause it's really new, so is this a difference between versions? He's obviously using something older than 2.7 in the tutorial, but it doesn't look that different and I've been able to work out any problems until now. So how do I fix this?
Link to blend file

Could you add some screenshots (or even a .blend)? As far as I know there aren't any relevant differences between 2.57 (the version used in the video) and 2.70, and it works fine for me in 2.70..

@gandalf3 If you can upload files here I don't know how, so here's a link to my .blend on Dropbox https://www.dropbox.com/s/yse3n1d3tywc02f/RSKBS%20Intro%20v2.blend

You had the properties panel pinned.
Pinning will make the panel display the properties of a specific object (the active object when the pin icon was pressed), instead of displaying the properties of the currently active object.
Click the little pin icon, and it should appear as expected:


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Python - 3DView Border Select
I am scripting a plugin in Blender Python (using the newest Blender version, 2.69) and I want to select a region with the Border Select tool in the 3DViewport. I have looked this up in the documentation, and it is extremely confusing.
http://www.blender.org/documentation/blender_python_api_2_69_release/bpy.ops.view3d.html?highlight=select_border#bpy.ops.view3d.select_border
I need an example on how this is supposed to work. Every time I just put the following in my script, it gives this error.

bpy.ops.view3d.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True)

(Note, the large black spots in the picture are where I took out my folder structure ;) )
Thanks in Advance!

The first problem is the context view3d.select_border() should be called inside the 3D_VIEW region,
the second problem is the gesture mode which should be 3 for the function to work.
A minimal code example will be :
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override = bpy.context.copy()
        override['area'] = area
        override['region'] = area.regions[4]
        bpy.ops.view3d.select_border(override, gesture_mode=3, xmin=0, xmax=600, ymin=0, ymax=600, extend=True)
        break

And this is more extended example which implement the border selection tool ( when you press B ) the following script is a modal operator with bgl drawing function to draw the box of selection.

run the script
in the 3d view hit Space and type Simple Box
start selecting by holding the LMB and end selection by releasing it

import bpy
import bgl
from mathutils import Vector
from bpy.props import IntProperty, BoolProperty

def draw_callback_px(self, context):

    bgl.glEnable(bgl.GL_BLEND)
    bgl.glColor4f(1.0, 1.0, 1.0, 0.5)
    bgl.glLineWidth(2)

    if self.selecting :
        # when selecting draw dashed line box
        bgl.glEnable(bgl.GL_LINE_STIPPLE)
        bgl.glLineStipple(2, 0x3333)
        bgl.glBegin(bgl.GL_LINE_LOOP)

        bgl.glVertex2i(self.min_x, self.min_y)
        bgl.glVertex2i(self.min_x, self.max_y)
        bgl.glVertex2i(self.max_x, self.max_y)
        bgl.glVertex2i(self.max_x, self.min_y)

        bgl.glEnd()

        bgl.glDisable(bgl.GL_LINE_STIPPLE)
    else :
        # before selection starts draw infinite cross
        bgl.glBegin(bgl.GL_LINES)

        bgl.glVertex2i(0, self.max_y)
        bgl.glVertex2i(context.area.width, self.max_y)

        bgl.glVertex2i(self.max_x, 0)
        bgl.glVertex2i(self.max_x, context.area.height)

        bgl.glEnd()

    # restore opengl defaults
    bgl.glLineWidth(1)
    bgl.glDisable(bgl.GL_BLEND)
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

class SelectOperator(bpy.types.Operator):
    """simple box selection """
    bl_idname = "view3d.box_select"
    bl_label = "Simple Box Select Operator"

    min_x = IntProperty(default = 0)
    min_y = IntProperty(default = 0)
    max_x = IntProperty()
    max_y = IntProperty()

    selecting = BoolProperty(default = False) # just for drawing in bgl

    def modal(self, context, event):
        context.area.tag_redraw()
        if event.type == 'MOUSEMOVE': # just for drawing the box
            self.max_x = event.mouse_region_x
            self.max_y = event.mouse_region_y

        elif event.type == 'LEFTMOUSE':
            if event.value == 'PRESS': # start selection
                self.selecting = True
                self.min_x = event.mouse_region_x
                self.min_y = event.mouse_region_y

            if event.value == 'RELEASE': # end of selection
                #we have to sort the coordinates before passing them to select_border()
                self.max_x = max(event.mouse_region_x, self.min_x)
                self.max_y = max(event.mouse_region_y, self.min_y)
                self.min_x = min(event.mouse_region_x, self.min_x)
                self.min_y = min(event.mouse_region_y, self.min_y)

                bpy.ops.view3d.select_border(gesture_mode=3, xmin=self.min_x, xmax=self.max_x, ymin=self.min_y, ymax=self.max_y, extend=True)
                bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
                return {'FINISHED'}

        elif event.type in {'RIGHTMOUSE', 'ESC'}:
            bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
            return {'CANCELLED'}

        return {'RUNNING_MODAL'}

    def invoke(self, context, event):

        if context.space_data.type == 'VIEW_3D':
            args = (self, context)
            self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
        else:
            self.report({'WARNING'}, "Active space must be a View3d")
            return {'CANCELLED'}

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

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

if __name__ == "__main__":
    register()

Great - I have to learn more about bgl :)

@poor this is my first bgl and it was an exciting experience


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How to start out in blender?
I am new to this amazing world of 3D modeling. I wanted to know how can I start 3D modeling from scratch? I am very new to this,I googled up and found that blender is a nice software for 3D modeling and its free too, so I decided to work onto this.
I wanna know is there any background required for learning 3D modeling or anyone(having some prior interest) can start up with this.
well I have some programming experience in C, C++, C#, and python, so am I set with that to learn 3D modeling or do i need to gather some more knowledge or experience in any other field.
From where should I start?

StackExchange is more for specific questions which have specific answers, I suggest you rather ask on blenderartists.org to get a better response.

And why do I get a -1 for answering it?

We have a collection of beginner resources here: http://meta.blender.stackexchange.com/questions/40/beginners-reference

As someonewithpc said BlenderGuru.com is a really good place to start. That's where I learned most of Blender.
There are a bunch of tutorials and videos out there: BlenderCookie, BlenderDiplom, BlenderArtist(forum), etc.
Hope that will at least get you started.

You could go to Blender Guru for some tutorials; Also there's CG Cookie.

There are no prerequisites to learning blender. There are other things you will want to learn in the future, but to just start out in blender no previous experience is required.
Since you are brand new to blender, I would recommend cg cookies' blender basics.


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Custom Pie Menu B3D 2.72b
I have the following code which is a modified version of the template for new pie menus however it doesn't function properly.
pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'

should change the orientation to Local. However it doesn't, it opens a menu instead. Why is this?
import bpy
from bpy.types import Menu

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

class VIEW3D_PIE_template(Menu):
    #label is displayed at the center of the pie menu.
    bl_label = "Select Mode"

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

        pie = layout.menu_pie()
        pie.operator("transform.select_orientation", text="Global").orientation='GLOBAL'
        pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'
addon_keymaps = []
def register():
    bpy.utils.register_class(VIEW3D_PIE_template)
    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        km = wm.keyconfigs.addon.keymaps.new(name='Object Non-modal')
        kmi = km.keymap_items.new('wm.call_menu_pie', 'D', 'PRESS', ctrl=True,)
        addon_keymaps.append(km)

def unregister():
    bpy.utils.unregister_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager

    if wm.keyconfigs.addon:
        for km in addon_keymaps:
            for kmi in km.keymap_items:
                km.keymap_items.remove(kmi)

        wm.keyconfigs.addon.keymaps.remove(km)

    # clear the list
    del addon_keymaps[:]

if __name__ == "__main__":
    register()
    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")

The invoke method of the operator is called which shows the menu.
You might set the operator's context using UILayout.operator_context to EXEC_DEFAULT to directly call the operators execute method with the argument given:
pie.operator_context = 'EXEC_DEFAULT'
pie.operator("transform.select_orientation", text="Local").orientation='LOCAL'

You can also use the generic wm.context_set_enum operator to change the transform orientation:
op_props = pie.operator("wm.context_set_enum")
op_props.data_path = "space_data.transform_orientation"
op_props.value = 'LOCAL'


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Extract x,y,z coordinates of different bones using .bvh?
I have .bvh file and I want to write the x,y,z coordinates of different bones in different frames in a separate file. Is it possible to do this using blender?

You should be able to extract the information you want without Blender, only using Python. You may use Blender's integrated Python and the text editor as some kind of IDE if you want however. Have a look at the BVH import script to get an idea how to parse the BVH file format.

@CoDEmanX How can we look at import script?

Well, go to your Blender folder and locate the addons sub-folder with the BVH import script, e.g. Blender\2.73\scripts\addons\io_anim_bvh and open them in a code editor like Notepad++.


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My 3D object looks different when exporting it to Unity?
I'm new to blender and Unity so my Question is simple , My Design lost some materials like some colors after Importing it to Unity , I exported it as .fbx file and Imported it to unity.
Here is The design from Blender :

and here is it after importing it to Unity and lost some colors , and looks bad not like in blender (note I didn't use textures in Blender just colors from Blender itself) :

Any help is Appreciated .

It sort of looks like you have a subsurf modifier on the object. Unity doesn't actually take the raw blender file when you import it as an asset. It actually exports the blender model as an fbx and then imports that into Unity. Exporters tend to apply modifiers before they export. What Unity is allowing you to do is sit back while it does all of the export/import work for you. It's also going to have some wonkiness when it comes to translating the materials so you should always use a UV texture even if you're just talking about a flat color on the object just so you have some predictability and control.

thanks for replying, so the to avoid that I shall add textures to unity and the mesh ?
I heard something about the Normals can it be the case ?
if so how to do it please ?

You can add textures to shaders in Unity. It is true though that you should make sure your normals are correct before trying to import them into Unity.
To check the normal go into Edit mode and open the mesh properties menu by pressing 'N'. Scroll down to "Mesh Display" and go to "Normals". The buttons will display the normals and what direction they're facing. Quickest way to fix them is press 'T' for the tools panel and the "Shading/UVs" tab. Select the whole mesh and under 'Normals' click 'Recalculate'.

I tried it and It didn't work even though the materials are recognized in Unity(the colors that are not showing ) , Maybe I did something wrong ?
Thanks for your help :)


text:
How to copy/paste rigid-body-constraints in 2.73 rc1?
How do I copy/paste rigid-body constraints in 2.73 rc1? (I Have a lot of objects)

Not a duplicate.

You can use Copy from Active. To do this, first select all your objects that will receive the Rigid Body physics, and then the one which already as it; This is so that the object which has the Rigid Body physics becomes the Active object.
Then, open the Toolbar (press T) and switch to the Physics tab; There, you can press Copy from Active to copy all the physics to the new objects.

Thanks, but NOT working for me.

Why?  What happens; is there any error message?

Rigid body constrains will not activate at all, no errors as far as I can tell.

That seems like a bug, try using 2.73 (the stable version).

Allready at 2.73 stable.

If you're sure you've followed the steps properly, report it as a bug

For me, this procedure copy rigid body properties from one object to the others, but:
Can't see in physics tab when the others objects are selected.
Can't copy the Rigid Body Collisions > Shape settings.
(Blender 2.72b)


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Re-order quick favorites in blender
How can I re-order my quick favorites (accessed by pressing the Q key) in Blender 2.83?
I looked at How to change the Quick Favorites key in Blender 2.80 Beta?
But I don't have them bound to any keys?

Sadly it doesn't seem to be possible. You can remove and add items to the quick favorites to somewhat reorder them but that seems to be the most you can do for now.

WTH Why can’t they be reordered? That is a serious limitation. :(

@DolphinDream There is an addon called SIMPLE TABS that allows you to reorder them. It's a god send. NVM I thought this was about tabs not quick favorites


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why won’t the hsv v scale go any higher than 1
When using a color ramp to make something glow, and I had planned to use the the bloom function. But when I turned up the v scale it went back to 1.000 and wouldn’t go any higher. And when I turned on bloom it didn't glow. Pls send help.

HSV is a color description system, where v stand for value. They all stay in 0~1 for manipulating. You can't change the color space definition by changing the hsv value outside it's scope. Could you provide more information on what you want hsv and color ramp for?

Values in HSV nodes in both the Compositor and Shader Editor can go above 1:

1 means 100%. If we are talking about color information in an image 1 represents 100% of some color channel - the most it can be so it cannot go any higher, however color in Blender is 32bit so it can be pretty much any value. The dynamic range of colors can be a lot greater than it can be displayed in an image inside Blender. Colors of a render can be adjusted the way you want them to fit into an image - that's color grading. Anyway, you can definitely go above 100% or 1 in Blender in value of HSV nodes. It is not a good idea in some cases though as it might make your renders unrealistic.


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Problem scaling along one axis
When scaling on one axis it doesn't scale only at that axis. Only if I apply the object rotation (as seen on the gif).
I'm sure it's something simple, but I already reset all settings and it didn't solve it.

I don't know why it's working like that, but all my 3 Blender versions from old to new are doing it the same way, so I don't believe it has something to do with settings - or at least it seems to be the default method, so resetting won't help. Maybe you changed some settings if it ever worked different for you.

This is really an interesting question, I tried to figure an explanation but I can't.

Actually I'm right now sitting here doing different rotations and comparing the size changes to find out how this method works, I was thinking of things like multiplying the Y measurements to adjust to the scale while at the same time keeping all angles perpendicular... but I haven't come to any conclusion yet. As I said for the question, this seems to be the default method (to keep it perpendicular) as long as the rotation is not applied, so nothing to fix here. But I'm really interested how this conversion from Global Y scaling to scaling different on all axis is calculated.

I asked users from other softwares and it seems that it also happens in 3DS Max so may be there is some kind of logic behind it? There is one explanation here https://blender.stackexchange.com/a/28783/115533 but it lacks clarity and I don't understand. It has also been reported as a bug https://developer.blender.org/T42834 but it was closed because it is stated to be the expected behaviour.

I get why this is done like that, however: in Object Mode, scaling is supposed to be reversible. If you would distort the model like that and the scale would show X/Y/Z to be 1/5/1, than setting the Y value back to 1 should restore the original object in original dimensions. However, if you have a distorted cube like that and just reset the value to 1, it stays distorted - only shorter on the Y axis. Because the scale shown in there is no global scale, but local object scale. It's simply not possible to scale in object mode and keeping the original angles while distorting on a global axis.

@GordonBrinkmann It seems you are not allowed to shear the object-space basis vectors. I'm still intrigued to know whether this is  a constraint imposed by the application, or a natural consequence of the maths.

@RobinBetts I guess since other software like 3DS Max works the same it must be some kind of mathematical reason or at least common practice that scaling in Object Mode could or should not alter the object's proportions other than given factors in their local orientation.

There is a workaround: parent your object to an empty and scale the empty

Nice Move! I so hoped this would work .. but I haven't found a way to clear the parent withhout the object snapping back... :(