text:
Is it possible to give a texture thickness?
I have a plane with a texture with both transparent and opaque elements. I would like to give that texture thickness. If I solidify the plane, the texture is only on the faces, not 'through' the solidified plane. I could apply array modifier in very tiny increments to build the thickness, but that's not optimal and seems not really smart either.
UPDATE: More details:
My initial request for this project:
Is it possible to convert image texture's black color to transparent?
I am trying to recreate series of confocal microscopic images into 3D structures. Each image is flat, I tried to give them thickness by adding array of 6 planes but it looks awful. If I could give each plane thickness, they would stack in nice 3D shapes.

UPDATE 2
David - I tried your suggestion, but I'm getting no effect after displacement. I added solidify modifier on top of that, but I only get fill on edges / rims:

FINAL UPDATE:
I followed atomicbezierslinger method - it gave me pretty decent results with very good 3D reconstruction. I used 100x100 cubes per picture, resized z-size to 0.2. Attached is a render of 13 z-stacks from confocal. I need to tweak noise a bit, but I guess there's no better way to go.
Now I need to write a Python code to automate it - each data set is 100 z-stacks - too much to do it by hand.
I appreciate all suggestions and your help.

FOLLOW UP:
I probably was unclear asking initial question and didn't explain my goal well. Confocal microscope uses laser to scan fluorescent-labeled animal tissue. Each laser pass reads a plane of ~1 micron thickness then, the next scan goes deeper and deeper. This way z-stacks are created. There is a software for 3D reconstruction of z-stacks (e.g. ImageJ) but I am exploring possibilities and limitations of Blender in this application. Please see below image for the explanation.
Picture source: Hammad et al., Arch Toxicol (2014) 88:1161–1183

Cycles Render or Blender Render?

Are you using volumetrics? How would the texture be visualized "through" the plane?

Related: http://blender.stackexchange.com/q/5849/599

Cycles. No volumetrics.

In that case I think you are better off tracing around the shapes with a mesh or curve object and extruding that.

Suggestion. Pose an entirely new question.  Show the best approximation you have to you desired solution.  You might ask what Blender technique would improve this image? (First Approximation to question).  Include hi res micro photo if that suits you.  I did not understand your desired image until now. Now that I see it I understand more. Voxels. This is Blender Stack Exchange.  Why stop here? This is not the final image on this topic.

Voxels
Consider some images where the planes (rectangles) are either parallel or pependicular .. based on cubes.  Flat Surface on Top.

Small Sample of Color Transparency Threshold

Small Sample of High Density Mesh from distorted image from user provided image from natural light camera. Image below.

Sample from artificial image with more precise edges. Image below.

Steps

Create a high density mesh with cubes.  Simple Cube (6 sides) with the 2 array modifiers, vertical Z (1) and horizontal X (1), repeat 40 or more on both, then apply both. (I suggest user use a high number 500 or more if possible)Vertex Remove Doubles. See image above.   The number 40 was for a quick test.
UV Project . Turn specularity to zero. Add your texture. Affect color and transparency.
Render

Observations

High Density Mesh. Sheet of cubes. Geometry modified. One mesh of many cubes internally. High Density Mesh is the same requirement for Displacement in texture panel. See below.
Please Improve. I used a visible margin for each cube in the original array modifier, in the example below.
You can have zero margin.  Thus some lines in interior.
The more intricate the transparency the more need for density with this technique.
The texture below has .png transparency.  Careful image processing is necessary and the best image, or least offensive image, here can be improved.

The perceived thickness is determined by the alpha of the channel. Your can change transparent image or image sequence. with no further work. No particular modelling.  There are other ways to do this.  Quick example.  I have added an array modifier only to show you two views at once. Front and Side. Any undesirable details have not been investigated.

Displacement method.  Dense mesh from a plane subdivided. Texture affecting displacement.  There is no flat surface.  This technique is documented many places.  This may be the least suited to your purposes. Consider Subdivision Modifier. The image also shows the triangulated surface just for discussion purposes.

All the above should be adjusted to you tastes.
Optionally consider a particle system with the

Texture determining [density].
Texture determining [color] in emitter.

Displacement is not an option - 3D reconstrucion comes from series of z-stacks, not single image. Good use of displacement anyway!

Thanks for leading me into this little sporadic spelunking.  Its entertaining in the free time. Please clarify your problem statement in your original question.  All clarifications should go there.  It is grand when you help us to understand.  Close to zero people will read it here. Please clarify and be complete.

Here's a brutal version of the voxel solution some people have suggested: http://web.purplefrog.com/~thoth/blender/python-cookbook/thicken-texture.html.  Performance is going to be horrible, but it seems to work when I use the sapling_jungle.png from minecraft.
Here's a copy in-line in case the hyperlink isn't working:
import bpy
import bmesh

class VertexAccumulator:
    # use this class when you can't come up with a good deterministic numbering scheme for your vertices.

    def __init__(self):
        self.verts_ = []
        self.vertIdxs = {}

    def keyFor(v):
        return "%f,%f,%f"%(v[0], v[1], v[2])

    def idxFor(self, v):
        key = VertexAccumulator.keyFor(v)
        rval = self.vertIdxs.get(key)
        if None==rval:
            rval = len(self.verts_)
            self.vertIdxs[key] = rval
            self.verts_.append(v)
        return rval

    def verts(self):
        return self.verts_

def getAlpha(img, x, y):
    w,h = img.size
    if x<0 or x>= w or y<0 or y>=h:
        return 0
    o = x + y * w
    return img.pixels[o*4+3]

def addFaceAndUV(verts, faces, uvs, va, width, height, uv_adj_x=0, uv_adj_y=0):

    faces.append([ va.idxFor(v) for v in verts])

    uvForFace = [ [(v[0]+uv_adj_x)/width, (v[1]+uv_adj_y)/height] for v in verts ]
    uvs.append(uvForFace)

def addFaces(x, y, width, height, faces, img, uvs, va):
    a = getAlpha(img, x, y)
    if (a > 0):
        addFaceAndUV([[x, y, 0],
            [x + 1, y, 0],
            [x + 1, y + 1, 0],
            [x, y + 1, 0]], faces, uvs, va, width, height)

        addFaceAndUV([ [x, y, -1],
                  [x, y + 1, -1],
                  [x + 1, y + 1, -1],
                  [x + 1, y, -1] ], faces, uvs, va, width, height)

        if getAlpha(img, x - 1, y) <= 0:
            addFaceAndUV([[x, y, 0],
                [x, y +1, 0],
                [x, y +1, -1],
                [x, y, -1],], faces, uvs, va, width, height, 0.01, 0)
        if getAlpha(img, x + 1, y) <= 0:
            addFaceAndUV([[x + 1, y, 0],
                [x + 1, y, -1],
                [x + 1, y + 1, -1],
                [x + 1, y + 1, 0],], faces, uvs, va, width, height, -0.01,0)

        if getAlpha(img, x, y - 1) <= 0:
            addFaceAndUV([[x, y, 0],
                [x, y, -1],
                [x + 1, y, -1],
                [x + 1, y, 0],], faces, uvs, va, width, height, 0, 0.01)

        if getAlpha(img, x, y +1) <= 0:
            addFaceAndUV([[x, y + 1, 0],
                [x + 1, y + 1, 0],
                [x + 1, y + 1, -1],
                [x, y + 1, -1],], faces, uvs, va, width, height, 0, -0.01)

def makeMeshForImage(img, name):
    width,height = img.size
    print (height)

    va = VertexAccumulator()
    faces = []
    uvs = []

    for y in range(height):
        for x in range(width):
            addFaces(x, y, width, height, faces, img, uvs, va)

    mesh = bpy.data.meshes.new(name)
    mesh.from_pydata(va.verts(), [] , faces)

    apply_UVs(mesh, uvs)

    set_preview_tex(mesh, img)

    return mesh

def apply_UVs(mesh, uvs):
    # add a UV layer called "spiral" and make it slanted.
    mesh.uv_textures.new("simple")
    bm = bmesh.new()
    bm.from_mesh(mesh)

    uv_layer = bm.loops.layers.uv[0]

    nFaces = len(bm.faces)
    for fi in range(nFaces):
        x0 = fi*2/nFaces
        x1 = (fi+1)*2/nFaces
        for j in range(len(uvs[fi])):
            bm.faces[fi].loops[j][uv_layer].uv = uvs[fi][j]
    bm.to_mesh(mesh)

# put the image behind the UV layer for the times when you're using the Multitexture shader on the 3D view.
def set_preview_tex(mesh, img):
    bm = bmesh.new()
    bm.from_mesh(mesh)
    tl = bm.faces.layers.tex.active
    if tl:
        for f in bm.faces:
            f[tl].image = img
    bm.to_mesh(mesh)

def material_for(img):
    rval = bpy.data.materials.get(img.name)

    if rval is None:
        tex = bpy.data.textures.new(img.name, 'IMAGE')
        tex.image = img
        tex.use_interpolation=False
        tex.filter_type = 'BOX'

        rval = bpy.data.materials.new(img.name)
        rval.texture_slots.add()
        rval.texture_slots[0].texture = tex
        rval.texture_slots[0].texture_coords = 'UV'
        rval.texture_slots[0].uv_layer = 'simple'

    return rval

def makeObjForImage(img, name):
    mesh = makeMeshForImage(img, name)
    obj = bpy.data.objects.new(name, mesh)
    w,h = img.size
    obj.scale = [1.0/w, 1.0/h, 1.0/w]

    mesh.materials.append(material_for(img))

    return obj

img = bpy.data.images["sapling_jungle.png"]
obj = makeObjForImage(img, img.name)
scn = bpy.context.scene
scn.objects.link(obj)
scn.objects.active = obj

Use the add images as planes add on to add your image.
Subdivide the plane about 30 times. Tab in to edit mode W > Subdivide. Adjust the Number of Cuts in the tool shelf, or by pressing F6.
Add a Subdivision Surface modifier set to Simple.
Add a Displace modifier set the Texture Coordinates to UV and add a new texture. Go to the texture tab, use the same image texture for the displace modifier's texture.

It is not really possible to give a texture thickness.  Geometry is basically a collection of points (vertices) in space, vertices are connected with edges, and edges are filled with.  Faces have no thickness, they simply reflect photons (rays).  Textures are for modifying the color (or direction) of rays that hit the face.  To create a solid object you have to model it.  I would use your texture as a background image and model the object using the texture as a reference.


text:
How do I delete a mesh/object in the middle of my animation?
I'm an MC animator, and I am a noob. I want to create an animation where the world deletes, and the character falls into the main grid thing.
I use a MAC, and Blender 2.79b.

Hello, thanks for asking questions! But you're going to have to clarify with images, file, or details. Technical software is a precise art. The "World" could refer to a scene, everything on screen, an earth model, etc. So, please show an example, video, or screenshot. Or you can describe it using Blender terms. There will be less confusion and you will get a very accurate answer. PS- if you're using Cycles, go to Properties>Object. Scroll down to Cycles Settings>Ray Visibility>Settings>Camera. Right click>Insert Keyframe. You can keyframe any object to visible to the camera, then invisible.

I think that one way to achieve what you want is to scale to 0 and very fast your world in order to create the illusion of disappearing. Like in the GIF below.

If you need more details about how i have made the animation please let me know.

The other answer (by @FranciscoArleo) assumes you are using physics to animate the fall, and is the simplest solution if this is the case.
If you are hand animating then the scaling trick is not necessary, instead you can keyframe render visibility in the outliner by toggling the camera icon next to the object, and then right-clicking the camera icon and selecting insert keyframe.

source: Stack Exchange

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

sort: votes


text:
How to tweak the radius scale of Sapling tree Gen add-on in blender v2.79?
I'm following a Youtube tutorial on how to create a tree. The person in the tutorial is using Blender v2.75 while I'm using v2.79. He decreased the tree's radius scale to make it look more realistic, but I cannot find the same thing in my toolbar. I played with the custom shape settings but none of them seems to be right. Googled and found nothing helpful for this. Does anyone know where to find it in v2.79? Thank you!

Here's a link to the Youtube tutorial if that's helpful: https://youtu.be/gF6qkByl-_M?t=1037

2.79 has all 2.75 had and more. For this reason, some things got moved around/added and it can be more confusing. Allow me to help, then.
I think what you're looking for is this:

Yes that's exactly what I'm looking for! Thank you so much! I'm very new to Blender so yeah the interface is a bit confusing from time to time. The gif is very helpful <3

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


text:
Selected wrong keymap, how do I change it?
I had just gotten Blender 2.8 Beta and I clicked the button to continue using the Blender 2.79 shortcuts by mistake. I want to undo that. Load Factory Settings does not work. How do I do it?

Go to Edit >>>> Preferences >>> Keymap
In the center you will see a dropdown menu that says Blender 27x, Change that to Blender.

Hope that helps
Good Luck

Thank you, but the Keymap is blank.

If you are using windows, put this in your file browser :
%APPDATA%\Blender Foundation\Blender
Once there, find the userpref and delete it or just cut it , and then, open blender again


text:
Painting onto textures - cycles
I'm on the road to modeling and texturing a old castle ruin near from home, I scanned the ruins to have some blueprints and realistic texture patterns. The project is modeling the missing parts of the castle according to archaeological and historical research.
I finished modeling and wood texturing, now I'm doing the stone and wall texturing and it's not so easy.
My walls look too flat and too perfect.
Like this :
What I'm looking for is something like this:

As you can see on the foreground wall, there are some water infiltrations on the bottom, some of the bricks looks broken, the plaster touchs ... everything looks irregular, its realistic.
Or on this one
It's what I want to do on my wall and I want to know the best way.
Is there any solution to mix a repetitive texture pattern (e.g. the wall texture) and painted parts in multiple layers?
If it's no, what is the best way to have these kind of effects?

Can you show some screen shots that explain what your mesh wireframe looks like, how you are using the textures so far and how the UV map looks? I would suggest some things but I can't tell from the first picture how you have the texture mapped and if you are just tiling an image. I would suggest looking at using more than one UV mapping so that you can tile a texture and also have another image texture for each wall that can add effects like grunge and broken area. If no one else can, I will make an example this evening.

Hi Craig and Thanks
Actually, my wall are pretty simple, just a shape, a material and a normal map, but, when it will be ok with this problem, it will have a displacement map and probably some additionnal node ( noise, glossy parts, ... ) to improve all of this.
My Unwraping method is the patern is not repeated on Z axis but it is on X and Y as you can see on this pic.
https://ibb.co/b6b1f9p
i've no particular method because i'm looking for the best one, the only thing I want is to make those effects in blender not in postprod
Thanks again

Also, on your actual model maybe experiment with adding a bevel modifier to the walls so that you don't have such a sharp edge.

I will explain how I use stencil images to make use of tiled textures. I paint the stencils using different brush and brush mask textures.
We want to set up our uv mapping to make the best use of the tiled texture to make it spread across our object.

So we need to use the UV layer and rename it to tiled, and we want to arrange the uvs so that we get a nice texel size - stretching outside the constrains of the uv window is fine, as the texture just repeats past it and scaling way past just means we can see the texture decreasing in relationship to the actual face size.

We now want a second uv mapping layer for our stencil , and we will use Smart UV Project here so that we will be able to paint on a stencil over the whole object.

We will set up an initial node tree that mixes two tiled brick textures, even thoguh they aren't exactly the same scale we can use the same UV map to control how it lines up. We only see one brick texture without having painted the first stencil yet.

With the Stencil for the bricks in place, we can paint into small patches with a hard curve brush with white and reveal the second brick - I like to try to keep the paint inside the brick shapes from the first image, making it easier to blend them together.

We repeat the process, adding a stencil and a tiled image for the plaster.

I use a combination of procedural textures here, one set to 3d mapping on the brush at a small scale and another set to tiled at a large scale on the brush mask texture - procedurals are your friend here, allowing you to get interesting effects rather quickly.

We then can add another stencil and a tiled moss image texture.

If you make a new texbrush, you can set it to use jitter and wide spacing on the stroke, and set the radius to use pressure, painting in the moss where you want it.

I hope that helps - once you paint your object the way you want, you can use the same method to paint other objects in the scene. How you apply it is up to you, and you can use this same technique applied to mixing shader node groups with the matching tiled normal maps, and you can go so far as to also paint in dirt and cracks on another image multiplied - if you do that, start that one with a white image and paint with black.
Good luck!

Hi Craig and really thank you for your long and complete answer.
It seams to work until the step 5 ( painting mask ). when i'm on material view mode its ok, i can see the mix with my drawing as limit ( my second image is my normal image, so its easily viewable ) but not in rendered and on scene render ...
If i disconnect the masking image and move " fac " cursor, i can see both, so it's just a mask problem.
I created a black bg picture and then white paint on it in paint mode. and i can see the patern in material mode.
What I did wrong ?
Thanks again !!! great trick !

Are you using 2.79b or 2.80?

If using Cycles in 2.79b, you may need to save the image paint as you go before seeing it in Render view - this is not an issue in 2.80.

Hi Again,
Yes my mistake i didn't save my painted image ... !
Really thanks again ;)


text:
Where are the rigid body tool buttons in Blender 2.80?

Due to changes in 3d view port interface it's hard to find tool shelf menus in Blender 2.80. I do not want a shortcut for the Rigid Body Tools -> Copy From Active button, but instead the new position in the 3d view port in 2.80. I want this because I think that keyboard shortcut may be harder to remember than a button position after a long time.

You can either press space to pull up the list of commands you can input and type in rigid body, which will give you the option to copy rigid body settings, or you can follow the instructions on the screenshot.


text:
bpy.types.PropertyGroup properties not updating when changed in Redo Panel
EDIT
So after some more reading I now have the following, but still cannot modify any of the values...
class ADDHOLE_PT_redo_panel(bpy.types.Panel):
bl_label = "Add Hole Panel"
bl_idname = "ADDHOLE_PT_redo_panel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Tools"
bl_context = "objectmode"

def draw(self, context):
    custom_props = context.scene.custom_props
    layout = self.layout
    row = layout.row()
    row.prop(custom_props, 'holeSize')
    row = layout.row()
    row.prop(custom_props, 'holeType')
    row = layout.row()
    row.prop(custom_props, 'holeDepth')
    row = layout.row()
    row.prop(custom_props, 'holeDiaCustom')
    row = layout.row()
    row.prop(custom_props, 'isPrinting')
    row = layout.row()
    row.prop(custom_props, 'subsurfMod')
    row = layout.row()
    row.prop(custom_props, 'subsurfModLevels')
    row = layout.row()
    row.prop(custom_props, 'segmentsNum')
    row = layout.row()
    row.prop(custom_props, 'align')
    row = layout.row()
    row.prop(custom_props, 'location')
    row = layout.row()
    row.prop(custom_props, 'rotation')
    row = layout.row()
    layout.separator()

But, if I create a separate class for the panel and put it in the N-panel, I can modify the values but they have no effect on the part unless it's run again.
It seams like the properties are readonly when accessing them from the redo panel...
EDIT
I have a bunch of custom properties in a class CustomPropertyGroup(bpy.types.PropertyGroup):
I'm using the following as the main class which also populates the Redo Panel:
class MESH_OT_add_object(Operator, AddObjectHelper):
"""Create a new Mesh Object"""
bl_idname = "mesh.primitive_add_hole"
bl_label = "Add Hole"
bl_options = {'REGISTER', 'UNDO'}

def draw(self, context):
    layout = self.layout
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeSize')
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeType')
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeDepth')
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeDiaCustom')
    row = layout.row()
    row.prop(context.scene.custom_props, 'isPrinting')
    row = layout.row()
    row.prop(context.scene.custom_props, 'subsurfMod')
    row = layout.row()
    row.prop(context.scene.custom_props, 'subsurfModLevels')
    row = layout.row()
    row.prop(context.scene.custom_props, 'segmentsNum')
    row = layout.row()
    row.prop(context.scene.custom_props, 'align')
    row = layout.row()
    row.prop(context.scene.custom_props, 'location')
    row = layout.row()
    row.prop(context.scene.custom_props, 'rotation')
    row = layout.row()
    layout.separator()

def execute(self, context):
    custom_props = context.scene.custom_props

    object_data_add(
            context,
            AddHole(self, context), # This calls a def to built an object and return a mesh
            operator=self)

    if custom_props.subsurfMod == True:
        objMod = bpy.context.selected_objects[0]
        subsurfMod = objMod.modifiers.new(name="Subsurf", type='SUBSURF')
        subsurfMod.levels = custom_props.subsurfModLevels

    return {'FINISHED'}

all registered like so:
def register():
    bpy.utils.register_class(MESH_OT_add_object)
    bpy.utils.register_class(CustomPropertyGroup)
    bpy.types.Scene.custom_props = bpy.props.PointerProperty(type=CustomPropertyGroup)
    bpy.types.VIEW3D_MT_mesh_add.append(menu_func)

but when I change any value in the Redo Panel it immediately returns to it's default value. I'm assuming it's simply re-initializing the properties.
With all the code in one long def execute the Redo Panel works as expected but I cannot organize the panel to my liking (AFAIK)
How can I make the Redo Panel update upon user input but can also have a custom layout?

Did you invoke any Blender operator inside object_data_add and AddHole?

@HikariTW object_data_add is imported from bpy_extras.object_utils so I don't actually run anything "inside" it. AddHole does all the heavy lifting using bmesh commands to build a part. It references all the parameters created in CustomPropertyGroup then ends by converting to a mesh, bm.to_mesh(mesh) and mesh.update() then return mesh
Even if I comment out the object_data_add command the Redo Panel still does not update its values as I change them

How about change your bl_option from UNDO to UNDO_GROUPED?

Nope, that caused the Redo Panel to not show up at all. Even F6 did nothing :(

What works for me is to do something like this:
properties : bpy.props.PointerProperty(type=CustomPropertyGroup)
right under bl_info = ..., then everytime you need the properties you can say custom_props = self.properties. This doesn't use the custom properties set in the scene.

Blender can repeat arguments that can be passed to operator as key word arguments. Those arguments must be defined in operator. Non default arguments will be seen in Info editor.
This happens probably due to the way blender handles operator context overrides but it requires deep dive into source code to confirm.
See example:
import bpy

class MESH_OT_add_object(bpy.types.Operator):
    """Create a new Mesh Object"""
    bl_idname = "mesh.primitive_add_hole"
    bl_label = "Add Hole"
    bl_options = {'REGISTER', 'UNDO'}

    i: bpy.props.IntProperty()

    def draw(self, context):
        # spams a lot of text:
        # print(f'draw: {context}, {context.scene}, {context.scene.my_int}')
        # print(f'i: {self.i}')
        # print(f'my_int: {context.scene.my_int}')
        # print(f'frame_current: {context.scene.frame_current}')
        layout = self.layout
        row = layout.row()
        layout.prop(self, 'i')
        layout.prop(context.scene, 'frame_current')
        # context.scene.frame_current = 100  # remember, it is illegal to edit properties in drawing code, errors like crazy, will freeze your blender
        layout.prop(context.scene, 'my_int')

    def execute(self, context):
        print(f'execute: {context}, {context.scene}, {context.scene.my_int}')
        print(f'i: {self.i}')
        print(f'my_int: {context.scene.my_int}')
        print(f'frame_current: {context.scene.frame_current}')
        return {'FINISHED'}

def print_me(self, context):
    print(f'update my_int: {self}, {self.my_int}, {context}, {context.scene.my_int}')

def register():
    bpy.types.Scene.my_int = bpy.props.IntProperty(update=print_me)
    bpy.utils.register_class(MESH_OT_add_object)

register()

Please remember to provide minimal working example it will make things easier. Your example is very hard to follow. It seems in your case operator should hold a copy of properties. This can be done as shown below. Watch out for handling collection copying.
import bpy

def copy_property_group(src: bpy.types.PropertyGroup, dst: bpy.types.PropertyGroup):
    """Copy property group. Can be nested, can have collections. All collections in dst should be empty!! """
    for name, prop in src.rna_type.properties.items():
        if name == 'rna_type':
            continue
        value_src = getattr(src, name)
        value_dst = getattr(dst, name)
        if isinstance(prop, bpy.types.CollectionProperty):
            for iname, i in value_src.items():
                item = value_dst.add()
                item.name = iname
                copy_property_group(i, item)
            assert len(value_src) == len(value_dst), (value_src, value_dst)
        elif isinstance(prop, bpy.types.PointerProperty):
            copy_property_group(value_src, value_dst)
        else:
            setattr(dst, name, value_src)

class MyComplexProps(bpy.types.PropertyGroup):
    id: bpy.props.StringProperty()

def draw_my_complex_props_template(layout: bpy.types.UILayout, props: 'MyComplexProps'):
    layout.prop(props, 'id')

class MESH_OT_add_object(bpy.types.Operator):
    """Create a new Mesh Object"""
    bl_idname = "mesh.primitive_add_hole"
    bl_label = "Add Hole"
    bl_options = {'REGISTER', 'UNDO'}

    props: bpy.props.PointerProperty(type=MyComplexProps)

    def draw(self, context):
        draw_my_complex_props_template(self.layout, self.props)

    def execute(self, context):
        copy_property_group(self.props, context.scene.my_props)
        return {'FINISHED'}

def register():
    bpy.utils.register_class(MyComplexProps)
    bpy.types.Scene.my_props = bpy.props.PointerProperty(type=MyComplexProps)
    bpy.utils.register_class(MESH_OT_add_object)

register()


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Blender Compositing not working
As stated in the title, my blender compositor is not working.
I have followed this tutorial (https://www.youtube.com/watch?v=fWcCkQ3943Y) but the compositor effects do not show up, even after rendering the image completely. What could I have missed?
Thanks in advance.

Sorry typo, I meant not rather than now in the title question.

First thing to check : is the rendered view in render layer or composite layer ?

If you need to add additional information you can click the [edit] link below the question to edit it.

In the header of the node editor check that "Use nodes" is enabled.

I already have checked the use nodes button, it doesn't fix the problem. I have checked and it looks like i'm in render layer. Any way to change it and see if it does something?

Yes I did run the compositing again, I also checked that the post-processing compositor box was checked, it was.

Where are you previewing results of the compositing - in the Node Editor or UV/Image editor ? Are there Composite and Viewer nodes in the nodetree, both connected to the output of the tree ? Can you edit your question with a screenshot ? If they are present and connected and no result neither in Viewer nor in UV/Image edtior please upload the blend

Sorry, i'm a newbie to blender stack exchange. How can I upload a screenshot to blender?

The screenshot is what a immediately loaded up node editor blender section looks like. I already have set up use nodes and the other things as you can see.

Yes, I have rendered it and enabled post-processing but still nothing.

UV/Image editor is not opened but Composite node will show results only there. Split the window, choose UV/Image editor from editor's list to open editor and try running compositing again. To preview compositing results in the Node Editor add Viewer node.

Looks like that fixed it. Haven't had any more problems after repeatedly trying different things. Thanks a bunch for all the help everyone, its solved!

Looks like that fixed it. Haven't had any more problems after repeatedly trying different things. Thanks a bunch for all the help everyone, its solved.
-Edit for those who are confused: The viewer node didn't fix it but Mr Zak's comment did:

UV/Image editor is not opened but Composite node will show results only there. Split the window, choose UV/Image editor from editor's list to open editor and try running compositing again. To preview compositing results in the Node Editor add Viewer node.

Sorry, I'm very new to posting things in forums in general so I wasn't and still am not extremely confident in my ability to post questions and answers

No worries, stack exchange works a bit differently from a lot of forums. You might want to take a second to check out the [tour] if you haven't already.

In the Composite tab on the upper left there's a check box that reads Use nodes. Check it and you will se the nodes

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


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Problem with applying image on a displacement map, displacement apply on top and bottom but not on sides
I tried to search over the net but it seems nobody as the same problem...
I try to apply a displacement map from an image and it seems that whatever option I choose from Image Mapping, Texture Coordinates, Direction .etc, it is always like if the image has been projected from top and bottom, streching texture on the sides...

Does anyone have the solution ?
EDIT: image of my settings

You probably need to unwrap your mesh and use a UV Map

In the displace modifier is the Direction set to Normal?

I am using Normal direction and Local Object coordinates, but I tried all of them and nothing seems to work...
@DuarteFarrajotaRamos Can you explain further please ? I'm new to blender :p
Also, everything is ok when I use predefined textures...

Blender Unwrap tutorials

Try generated coordinates with Sphere projection. You do not need to UV unwrap for this.
Updated (after review file):
The question is related to applying an image texture to the Displace modifier in Blender Render. In Blender Render you can do a few more things with 'normal' textures like Sphere projection that are not available with the Displace modifier image texture - as far as I know. The distortion has to do with the way the square textures are tiled around the sphere.
The issue is further exaggerated by the scale not having being applied.

Left is the original sphere, and right with CTRL A and having scale applied. The texture was set to extend, but has been set here to repeat to avoid distortion after the scale was applied.
Some options would be to consider UV unwrapping, as Duarte suggested. This would cause seams that might be hidden by a procedural texture over this like Clouds.
The Displace modifier has been somewhat eclipsed by True Displacement which is available in Cycles Render - not Blender Render. It has the advantage that it can be used in combination with Adaptive Subdivision which also makes it less intense for your computer.
The Cycles material node system also has some versatile tools tools for achieving much of what I think you want to do. Some prefer old school Blender and I'm not judging.
I've attached the simplified file I tested - pictured above - in case someone has more solutions to offer...

Thanks, but I cant find Mapping below Image mapping in my texture tab...

You are using Blender Render right? Can't match your screen in Cycles...

Sorry, I m using texture tab...just after materials (the icon with the Checkerboard), I use two modifiers : subsurface and Displace. There is a sub tab for displacement map in texture tab (that's where i am).

Look again - Mapping should be under the Texture tab - it may be collapsed but just click on the triangle. If you want you can load your file here to check for you. Upload instruction here http://blend-exchange.giantcowfilms.com/help/

There is only Custom Properties tab under :( Thanks a lot for your help brother! Here is the file --> http://blend-exchange.giantcowfilms.com/b/2730/

Sorry also, I'm using blender render, I didin't know what you meaned :)

Okay - the file is not what I expected - will have a look during lunch today. When you send textures you should pack them - File > External data > Pack all into blend file. That said hopefully your image files are not too big. Will try put together a simplified version...

ok, thanks a lot, if you want i can pack the texture, but is a simple seamless tile...

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


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Python script to make all adjacent keyframes have constant interpolation

I made a Cycles animation with motion blur enabled. Whenever the camera (and scene objects) "cuts/jumps" the render is a big, blurred sweep. How do I write a Python script that changes the interpolation mode of all adjacent keyframes to "constant"?
I have a lot of keyframes on numerous objects, and it would take a long time to manually set all of the cuts/jumps to constant.

The existing answer is good. I would like to stress that you have to consider the [time] spent creating the script. If it takes you 1h to automate the process, but selecting 50~ keyframes and setting them to constant only takes two minutes, it would only be worth it if this happens everyday for 30 days in a row.

I don't think you need to write a script for that... If you want to set them to constant, just select them, press T and select "constant".
However, when you work with motion blur (and multiple shots overall), you should always create multiple cameras and switch between them: to do so, duplicate you active camera and place it in the spot you  want, in the timeline select the frame you want your cut to occur, press M to create a new marker (you can rename the marker if you like), then select the second camera and press CTRL-B, so that from that marker ahead the second camera will be the active one.
This way you can have different settings between the 2 cameras without having to create useless keyframes and you won't have motion blur, because the camera doesn't jump in space to reach the new location (the blur you see is linked to the camera velocity, so even if the interpolation is constant you will always have some blurred frames when the camera jumps)

Here is a script I use in 3.6. Select all the objects and run it.
x is the interval between keyframes. Adjacent keyframes means x=1.
import bpy

def set_constant_interpolation(x):
    selected_objects = bpy.context.selected_objects
    if not selected_objects:
        return

    for obj in selected_objects:
        if obj.animation_data is None or obj.animation_data.action is None:
            continue

        action = obj.animation_data.action
        fcurves = action.fcurves

        for fcurve in fcurves:
            keyframes = fcurve.keyframe_points
            selected_keyframes = [kf for kf in keyframes if kf.select_control_point]

            if len(selected_keyframes) < 2:
                continue

            selected_keyframes.sort(key=lambda kf: kf.co.x)

            for i in range(len(selected_keyframes) - 1):
                current_frame = selected_keyframes[i].co.x
                next_frame = selected_keyframes[i + 1].co.x

                if next_frame - current_frame == x:
                    selected_keyframes[i].interpolation = 'CONSTANT'

    bpy.context.scene.frame_set(bpy.context.scene.frame_current)

set_constant_interpolation(1)
```


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How to animate random turbulence on a mesh surface?
I'm trying to create a 3d object that behaves similarly to what you see in the background of this website ( not interactively, and only on one mesh ).
The idea is to take a sphere, maybe cut away a few parts so it looks like a piece of broken egg-shell, - or even just a flat plane, and then perturb the vertices randomly over time.
I started looking at a displacement modifier with some noise/cloud textures, but found that it would only distort the verts directly along their normals. Also, noise/cloud textures appear to be kind of hard to animate. I've started looking at forces and physics, maybe a cloth simulation? But here's where my Blender-specific experience falls short.
I've done a fair amount of work like this in max and maya, so I can probably find my way if pointed in the right direction. I'm just fairly new to blender.
Note: I did find this very promising answer, but I'm thinking this will still only move the verts directly along their normals.
Thanks!
PS I only plan to render the wireframe, so texturing isn't likely an important factor.

For a mesh, you can also use the "select random" command  then  transform them w/ or w/o proportional editing. But I cant imagine a way to have the strands connect/disconnect automatically within a given distance.

Another way, I imagine you make a particle simulation with each particle being a dupliverted object. Then you make the dupliverted objects real (so they arent particles anymore but simply moving objects, and make the objects invisible). Then attach "hooks" to the objects with a "copy transformation constraint". And have the hooks effect the mesh.

I would look at the Animation Nodes addon as you can define many objects then displace them randomly while connecting them to each other.

You can achieve this effect in many different ways. It will involve:
1) Particles / points that is wiggling around
2) Some kind of edge creations when points are closer together (KDtree).
3) Shaders to make it nice
4) Instancing
But I think the easiest and more elegant is using something like Animation Nodes Add-On or Sverchok.

Search: Plexus effect, Blender, kd-tree.
You might even found plug in that does this already.
Actually Animation Nodes has a template that does this kind of noise "plexus" effect or random points and network connection already. All you need to do is just make it pretty by adjusting the shader, transparency, etc.
And Sverchok has one node that generate KDTree edges...
Enjoy!


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How do I change the shape of an object while keeping all of its data?
This is my first time making a game in Blender and I've been using the cube that is the first thing on your screen as my player. The player has a bunch of code in it now and I want it to be a different shape, not a cube. How do I change it without having to rewrite all of its insides?

You can use two different methods.
Switch the meshes
Select your cube. In the Data panel, the first field allows you to select another mesh :

The object data will be preserved (logic bricks, modifiers, etc). Only the mesh data will be affected (vertex groups, materials slots, etc)
Use parenting
This method is preferable if your character already has an armature, and allows to keep the cube Physics settings.
Parent the character to the cube : select the character (or its armature if it has one), keep Shift pressed, then select the cube, hit Ctrl+P, select Object.
Make the cube invisible : in its Physics panel, tick Invisible.
To "hide" the cube in the 3d view but keep it selectable and usable, you can set Maximum draw type : Wire in its Object panel.

(And I might precise that the first solution is the best one. Use that one as long as possible.)


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Is this expected behaviour for 'remove from all unlinked collections'?

I executed 'remove from all unlinked collections' command on a cube and the active object disappeared in viewport and I found it in orphan data. I tried to move the orphan object to scene collection but failed. Does this command have a bug?

Did you try dragging the orphaned object from the Outliner back into the 3D View?

sorry for the low quality


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edit mode show a bunch of weird vertices after loading
I was working on my mesh earlier today and after loading it tonight, I can't work on it anymore. While Object Mode show my mesh as I saved it, Edit Mode does really weird things that I can't even describe, so here are the screenshots:
I probably did something accidentally, but I have no idea what I did.

You have a Shapekey selected, so when you try to edit, you are editing that key. The key itself has most likely been messed up due to changes in model topology or vertex ordering.
If you select the Shapekey called basis, then you will be able to edit the underlying shape.

Thanks, i probably put a shape key on that mesh by mistake. I deleted it and everything was back to normal.
=)


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Eevee output low res
When I render animation and output to mpeg4 it's a very very low res file and quality. How do I fix this? I'm using Blender 2.8 and I'm new. 1920 1080 is what I have entered, I have also selected ff and h.264. I've also noticed it outputs it to an mkv file and not mp4.
Thanks

For .mp4 output you need to select the MPEG-4 container. The output quality can be changed by setting the "Ouput Quality".

Can you define output quality please?

@KamranAli Check the field marked red that currently says "Medium quality". You can select whatever suits your needs, it's always a trade off between quality and file size. Lossless is obviously best for quality, but the file size will be huge.


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How can I obtain similar black plastic color

Can you tell me, how can I obtain a similar black plastic color?
Thank you

like this, but you make the diffuse shader black: https://blender.stackexchange.com/a/62573/7777

Which render engine are you using?


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The mesh of my model is distorting when I try to pose it. Help!
I'm a major beginner at blender, but I tried following a few tutorials and ended up being able to make a low-poly base model and rig it, or so I thought. When I tried to pose the model it got super distorted.  If anyone has any advice, I would appreciate it.  Thanks.
The model after I just rigged it:

The model after trying to pose it:

Try unparenting the mesh from the armature, select the mesh and in edit mode select all the vertices and choose "Recalculate normals". Then in object mode Apply (Ctrl A) rot and scale to both mesh and armature, then redo the armature parenting. If this doesn't solve, please upload your file.

That fixed the problem.  Thank you so much!


text:
I want to paint an already made texture
I want to edit a texture that I already made using Blender's texture painting, but I can't figure out how I do that.

Connect the uv mapped image texture to your material first, possibly in the node editor, so that it shows up as a texture paint slot. It looks like right now the image in the UV Image Editor is not present in your material.


text:
Bevel does not work after solidify
I'm applying a bevel to a plane, solidify and bevel after solidify, but the bevel doesn't work. Can anyone tell me what I'm doing wrong?

What I'm trying to do is this:

What I want to do is to transform the plane into a cylinder through the modifiers and with that make an insert. Would this be logical or is it better to use a cylinder?
But look what happens when I increase the amount of bevel:

I'm trying to make a speaker, following what I'm learning in a course.

The problem is not the Solidify Modifier but the fact that you're beveling the vertices at first. And how large is your object? The vertices are beveled 1.166 m with 20 segments... that sounds like overkill to me.

Plug a weld modifier after the 1 st bevel and before the solidify. The first bevel creates duplicate vertices on the same spot

Is there anything else you've done to the mesh? Even if the Solifdify would keep the second Bevel from working, the object doesn't even seem to have the vertices beveled - and that can't be the fault of the Solidify.

Now that I looked closer, your second screenshot suggests you want to bevel the cylinder object - but the first screenshot shows you've selected an object called "Plane.001", and this has the mdifiers. Is Plane.001 the cylinder (it doesn't look selected in the 3D viewport)?

if the above comments doesn't help you, please provide your blend file


text:
How do I move origin and apply transform?
Full disclosure, I am newb and dumb.
So long story short, I got a model someone else made and chopped it up into multiple meshes for exporting to Unity and animation. When I got to Unity I found that things were off and I think it's because all the origins for my individual meshes are still at the center of the original model. So I tried moving all the origins to the center of their respective mesh but this changes the location. There is also a black line connected to the previous origin location when I move it no matter what method I use. So I try to apply the location to zero everything out because that what people say to do and the origin jumps back to where it was before. The black lines lead me to assume this is due to some sort of parenting hierarchy so I press all the clear parent buttons I can find, delete all my armatures, and still nothing works. Can't even get rid of the black lines.
I give up. What the hell is going on? How do I move the origin of a mesh and zero out the transform? Everything I can find on the subject makes it so simple. Like I'm the only person who failed Blender 101. I can move the origin. I can apply the transforms. I can't seem to do both at the same time. Also, why am I getting black lines when I move the origin? I don't see this happen when other people do it. Help me.

EDIT: So I got rid of the black lines by clearing the parents of the meshes' children, but this did not solve my problem of applying the location with out the origin moving back. I guess I should ask if I even need to zero out the location. What is the reason to do so and will I run into more problems if I don't?

Origins can be tricky, especially when exporting to other programs. I'm not sure about this, but I think you're better off leaving them where they were (even after separating) instead of resetting them back to 0,0,0. One thing to consider is that blender operates with Z-up and Unity operates with Y-up - you can specify this in the export options I believe, to compensate.  Have you done this?

Keep the origin where I want, here, in the center of each mesh

Make sure your 3D cursor, is at the center of the world (Shift+S => Cursor to world origin)

Select one mesh, ⇧ Shift +  S > Selected to cursor

Do this for all the parts, then export it

Press Ctrl +  Z multiple times to make everything return back to normal position

When you import it into unity, you'll have what you need, but then again, you'll have to rearrange your skateboard to make it look like a skateboard

Go back to Blender, copy the location (rotation if needed), of each object and paste it into unity's coordinates.

Again, this is what I used to do way back then, now if there are any other easier ways, somebody pls help him out, but if you can't find any help, and since this is a small object, I think this should work out


text:
How can I prevent silhouette changing when modeling in orthographic
I am modeling a head using a reference image and have realized that the silhouette of the character in perspective is completely different from the silhouette of the character's front orthographic view which matches my reference. This almost seems to make my reference image useless since my model will never look the way I intended it to from the front. My project won't allow for rendering in orthographic, but I wonder how I can make my character look like the reference image if I have my perspective camera at a similar angle. (Do I have to just ditch the reference completely?)

Why is it suddenly so thin, I specifically want the head wider but if I make it so, I wont be able to use my front and side shots whatsoever since they don't match the perspective camera. Is there like a magic focal length I can use?

try to use a focal length close to the one used in your reference image?

@moonboots If the focal length is known, this would be best. But then it still depends on looking from the same distance to the object as the camera's distance to the face. Maybe if you're working on something in viewport you change the viewing distances.

Yes I guess there's no perfect solution, you need to correct the shape using your own instinct

To match model with reference image you have to replicate real camera setup with Camera  object setup. It can be taken from image meta data (partly) or try to reconstruct from perspective (it there is any) with fSpy app. The best is to take those parametrs from real camera when you shoot images.

In principle, it should be possible to lock each vertex's position to a line going from the camera to that vertex, right? But I doubt this actually would be useful.

No, there is no "magical focal length". And although it might look strange that's how perspective works... it distorts objects in 3d space perspectively.
However - and that's how you can do it with a real life camera for example - to minimize the perspective distortion you just have to go further away from the object and use a higher focal length. For the camera view you can change that in the camera's settings, but if you want it while you're navigating freely in the 3D Viewport set to User Perspective, you can change the Focal Length for the viewport in the sidebar settings (bring the sidebar up with N if it's not displayed).
The default setting is 50 mm, but you can try with 150 mm or 200 mm. This makes the view zoom in on the objects, which lets you view them from further away and thus results in less perspective distortion.
EDIT: Like @moonboots said in the comments, it might really help if you knew the focal length of the reference images, though the distortion still depends on the distance to the object. Typical focal lengths for portrait photography are between 70 mm and 200 mm, the most popular (if one can generally say so) are 85 mm as well as 100 mm, 105 mm and 135 mm.

Why do you navigate OP to setup 3D view. I would say you correctly spotted "Camera distance" has to match (not only Focal Lenght). So to match reference view through Camera object has to be set (also to be able use reference). By viewing out of camera you can't control view distance.

I guess I misread the question, I thought he wanted to navigate in the 3D viewport with a perspective view while he's working on the character. In this case you cannot always keep the camera distance the same, because working on details might require zooming in on those parts.

Thank you! This is exactly the kind of info I was looking for. I know that perspective is what it is and with other projects I just accepted it, but for this instance I want to stick to the reference until I'm done with it then compensate after. So changing the focal length temporarily while I model is what I'm going with for now.

I don't think you can model a photo that has a perspective quality in orthographic view. I mean, you can, but then you will have the result that you do. You should probably hit the key for orthographic front view (normally Numpad1) and then change the view to perspective (Numpad5) and model from that.


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What's the physically correct way to mix an emission shader with a non-emissive cover material?
How do I make a PBR emissive dielectric material such as: a computer screen, a glow stick, or the white tube of a CFL light?
Do I MIX or ADD the Emission with the Principled BSDF?
Should I mix it with Fresnel?

Well technically speaking, if you are looking for photo realism and want a physically accurate representation, those should be two separate surfaces all together with different geometry. One for the glass, one for the actual emissive surface

See https://blender.stackexchange.com/questions/63505/make-an-old-tv-screen-material


text:
How can I simulate metamerism in Cycles?
Different combinations of spectral wavelengths can produce the same apparent color. For instance, true yellow is 570nm-590nm, but computer screens produce it by mixing red and green. Both yellows look the same, but they are not really the same!
It's easy to demonstrate this effect in Blender. Cycles operates in RGB-only mode. It cannot simulate any colors in the visible light spectrum except for red, green, and blue. Secondary colors are combinations of the 3 RGB primaries.

To Cycles, yellow = red + green and cyan = green + blue. When you layer 2 planes with yellow and cyan glass shaders above a white emission plane, green light passes through. Each plane lets 2 wavelengths of light pass through it.
To Cycles, red and blue are pure primary colors. When you layer 2 planes with red and blue glass shaders above a white emission plane, what you see is black (not purple!) Each plane lets just 1 wavelength of light pass through it, and all light is blocked since the wavelengths are different.
Is it possible to make colors in Blender act as their own true wavelengths/spectral distributions instead of a mixture of red, green, and blue? If you do that, layering translucent yellow and cyan planes will result in black, just like layering red and blue. If you make 2 different colors that respond to a range of overlapping spectra, layering them will allow some light to pass through (resulting in a non-black color).
Can blender render colors with custom/non-RGB spectral distributions?
https://www.youtube.com/watch?v=uYbdx4I7STg

As far as I know you need a spectral render engine to do this sort of thing, which Cycles is not.

@DuarteFarrajotaRamos's answer is absolutely correct. With any tri light rendering engine, you have three discrete colours that are determined by the colour management system and application. Given it is a three axis model, it is impossible to derive a unique combination that references the same point in a Cartesian space. Hence no metamerism. Add a single channel, and it would be possible.

@cegaton In real life if you use a pure cyan (500nm) filter in front of a pure yellow (580nm) filter you will effectively get no light either.

@cegaton Only if cyan = green + blue and yellow = red + green. No light would get through if the filters absorb all light except for the real cyan and yellow frequencies. A filter that subtracts red is different from a filter that subtracts everything but cyan.

@cegaton Why does the cyan filter have to transmit green and blue? Why can't it only transmit cyan?

https://computergraphics.stackexchange.com/questions/203/are-there-common-materials-that-arent-represented-well-by-rgb?noredirect=1&lq=1

It's easy to demonstrate this effect in Blender. Cycles operates in RGB-only mode. It cannot simulate any colors in the visible light spectrum except for red, green, and blue.

This isn't correct.
The reference space primaries are determined by the colour management system. In theory, any reference space primaries within, or even beyond, the spectral locus can be selected. More specifically, any three light rendering engine can cover any area of the spectral locus, including imaginary coordinates beyond it, depending on the coordinates for each of the three lights.

Is it possible to make colors in Blender act as their own true wavelengths/spectral distributions instead of a mixture of red, green, and blue? If you do that, layering translucent yellow and cyan planes will result in black, just like layering red and green.

This has nothing to do with spectral, and rather a difference between additive light and subtractive (multiplicative) light systems.

Can blender render colors with custom/non-RGB spectral distributions?

If you mean "greater than three light" models, no. With that said, architecturally, a three light rendering engine isn't terribly far off from a spectral n-light rendering system; they crunch numbers in more or less the same way. The differences come in with respect to how the values are defined.
RGB however, isn't what it seems you think it is. RGB is literally any arbitrary set of three coloured lights, which are determined as a protocol layer in most instances in an raytracing engine. That is, the raytracing engine typically will just crunch numbers as though they were energy, and not care what colours are indicated by the intensities of the three lights. In this respect, RGB doesn't imply any specific colours of reddish, greenish, or blueish light, nor even that the labels represent reddish, greenish, or blueish lights but potentially something altogether of a different hue to what the somewhat arbitrary labels suggest.
There is nothing stopping someone from using spectral based primaries, such as those found in REC.2020, in Cycles for example. This is aside from the fact that Cycles and Eevee aren't properly colour managed, making the usage and interaction a bit tricky.


text:
Make emission shader emit straight rays
Area lamps and emissive materials emit light rays that spread out. How do I make an emission shader that only emits light rays exactly perpendicular to the object's face normals? Is it also possible to adjust the amount of light spread?

A variation on the answer here https://blender.stackexchange.com/questions/53548/using-nodes-for-laser-line might work, with an area light instead of a point light, and the plane in which emission is turned on rotated so it's not edge - on to the scene?

That's not something you can do AFAIK. You could try to block out the feathering of the light with a shadow created by another mesh aperture, but even then you have to deal with diffraction of light around the corners. That just isn't how light works.
For example, see this monochromatic light that diffracts when passing through a small aperture:

I'd suggest you look at the rest of the Wikipedia article where that image came from.
The Cycles behavior is relatively consistent (although it appears to only have the central diffraction maxima):

As far as the amount of light spread, you may be interested in the lamp size property. From the Blender manual:

Size of the lamp in Blender Units; increasing this will result in softer shadows and shading.


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How to select linked without delimiting?
When I use L to select linked vertices, there's a delimit option in the sidebar that I can't deselect. I want to select all linked vertices without a delimiter. How do I do that?
EDIT: This wasn't possible in v2.78. Selecting linked vertices without selecting a delimiter has been implemented in v2.79b!

One option must be enabled. I don't see the normal option making a difference, while material only effects face and edge select modes.

In 2.79b at least, you can select multiple delimiters or deselect delimiters by shift LMB on the appropriate button.  With no delimiters enabled, it will only limit select linked by mesh connections.


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Physically accurate glass surface touching diffuse surface
I have a solid glass block with a diffuse sphere inside. To keep the geometry simple, the glass has no hollow portion to fit the sphere inside. This means that I must "fake" the contact surface between the glass and the diffuse sphere.

The contact surface is just a diffuse shader.

The contact surface is diffuse with a clearcoat on it. Clearcoat because the ball is surrounded by glass, and glass is reflective.

What's the physically correct way?

3D graphics are not physically correct, ever, period.  Diffuse surfaces are not physically correct.  Borderless transitions are not physically correct.  If you want to improve the realism of your image, make an interior border between the glass and the diffuse sphere.

Nathan, this is not going to improve realism of the image at all. You are mistaken. One surface is enough to mark the end of one material and the start of another. 2 surfaces will only cause so called z fighting rendering errors or if a gap between them is left to avoid that, it will render it precisely as it sounds - as a gap of air in between glass and the object. If the gap is not intended then making interior surface of glass will in fact make the render a lot less realistic.

If an object is diffuse it will be diffuse in glass same as in the air or in water. If you drop something diffuse into water it does not become reflective because water is reflective it stays diffuse unless there is some other material in between it and water like for example air bubbles stuck in surface imperfections, dirt or oil, or something else or if the materials react chemically. If the object is fully submerged in another material, the way it reflects light will not change. The type of light that can reach the object or the amount of it can change because of the material it is in, but not it's reflectivity. If there is no interface of two transparent materials there will not be any change in the direction light travels as well, so there is no need to do anything at all for it to be accurate if an opaque object is fully submerged in a transparent material.
The first image is physically correct if there is nothing inbetween the object and the glass and if the object is diffuse. Volumetric effects should work correctly as well, since all that is needed to calculate them is the depth from the surface of the glass to the surface of the object.

As I understand it, though, the problem in Cycles is that the glass shader, or the primcipled shader with transmission set to 1, require that the transparent object be solid. I think this applies here because I get a different render when I simply place the sphere in the cube than I get when I use the technique in my second answer.

You would get different results if the object was in glass and if there was a gap of air inbetween the glass and the object.

Surely the ray is deflected appropriately by the front-facing face of the refractive material, and then, if scattered by the diffuse material, is deflected appropriately again by the back-facing face on the way out? This is not the same problem as might arise at the boundary between two refractive materials, where the relative IOR has to be calculated

That's right. So this is 'physically accurate'. Of course ray scattering functions and the way light is reflected off the diffuse surface and many other things are not exactly what happens in reality, but this is as physically accurate as it is intended to be.

The way I see it this answer is almost complete with the difference being that the fresnel on the embedded object would be affected by being embedded in a material with a different refractive index. However, I don’t know enough about the physics of this to be able to add any justification to this or suggest exactly how the fresnel should be adjusted to compensate, only that intuitively it would be affected.

IOR is ignored in Cycles like in most renderers when calculating light reflections for opaque materials. Notice how no opaque shaders have inputs for IOR except Principled BSDF, but if you tried to enter an IOR of 500 or 0 it does not make a difference unless the material is transparent. Differences in Fresnel curves are minimal and are not usually perceivable and/or make a difference. There is no exact way to determine how Fresnel curves depend on IOR as well - they are only aproximations even if considered. We say 'physically accurate' meaning that it is physically acurate ENOUGH.

Principled BSDF has a glossy component, and because of that we need the IOR. The Diffuse BSDF just calculates the diffuse component, and for all dieletric materials there's the need to mix it with a Glossy BSDF. Now for submerged materials, the final IOR for the dieletric material will drop to almost 1, which means almost none reflection, thought still some. IOR_final=IOR_init/IOR_glass.

IOR does not seem to have any effect on Principled BSDF's reflectivity when I try it. Who knows what it does... I suspect it has some random values hardcoded in whatever function used to calculate for Fresnel's curves.


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Bmesh code from 3D object
Does anyone know of an addon or script that can take a 3D object that was modeled in Blender and turn it into Bmesh based code?
Would be super handy.
I can't seem to find anything, but hopefully one of you fine folk will know of something.

In the Scripting workspace under Templates > Python there are two templates, Bmesh Simple and Bmesh Editmode. You can also check this page out for examples of how to do Bmesh operations.

Thanks @Jakemoyo, my proficancy with bmesh is fairly good, what I'm looking for is an addon that takes a 3D object and spits out bmesh based code that would build the object, so I can model something and not have to write the code for it... Get tedious writing 3 hours of code for something that takes 5 mins to model XD

I found something good enough from here:
https://b3d.interplanety.org/en/how-to-save-mesh-data-to-text/
It takes the active object and spits out the verticies and faces that can then be used with from_pydata(verts, [], faces) to create that object.
This is new to me and wanted to share.

That's good, I would recommend writing it to a json file, that way when you read it in, it can already be in dictionary format.


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Allow viewport manipulation during move command via script
EDIT
I've moved a different way. Using ray_cast to get face location and normal. Applying the normal to the empty vector is now my challenge :)
EDIT
I'm writing an addon that I need to interactively move an empty and have it snap and align to any face the mouse runs over, exactly like the move command with snapping active, I'd also like the user to be able to manipulate the viewport during this but bpy.ops.transform.translate("INVOKE_DEFAULT") does not allow this behavior.
I thought I could run bpy.ops.transform.translate("INVOKE_DEFAULT") then kill it on a MIDDLEMOUSE PRESS event in my modal (like when pressing ESC), then start it again on a MIDDLEMOUSE RELEASE event. 2 problems with this, I can't find a way to terminate the translate operator from code (despite many hours searching) and if it's started from within my modal the events don't seem to get passed through anymore, I'm assuming because it runs as a modal and running modals from modals is not a good idea.
Is there a way to force bpy.ops.transform.translate("INVOKE_DEFAULT") to allow viewport manipulation explicitly? Or would I have to make my own operator? (no idea even where to start with the snapping bit)
How do you terminate a bpy.ops (that's running as a modal) from code?
Is there another way?

The common idea is return {'PASS_THROUGH'} in operator when pan/rotate/scale viewport, otherwise return {'RUNNING_MODAL'}   https://blender.stackexchange.com/questions/259016/how-to-detect-events-in-modal-by-keymap/259472#259472

Thanks @XY
This is how I have my modal set up. The problem is if I start bpy.ops.transform.translate("INVOKE_DEFAULT") from within my modal, the events stop being passed through

If bpy.ops.transform.translate modal is running, it can't run another operator modal until it finish. Also should be avoid to use ops in operator.

Yep, this is my problem. Do you know how to force an ops to terminate via code?

No, it can't force an ops to terminate as it will cause issue/bugs in some cases unless the ops has this capability. I don't think most build-in ops have this feature.


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Why curve bevel not in shape
I have a curve profile and circle curve. I want to bevel or spin around the circle to make that profile shape but im getting different result
This is my profile and curve
This the result im getting with that profile which is different

May i know how can i fix and where im going wrong.

Bevel placement uses the object origin as center, check your bevel object local origin and place it accordingly where desired, like at one of the ends, for example.
Both your curves need serious cleanup, and require several steps to achieve good bevel.
First you need to set the center of the bevel object correctly using the 3D cursor. Enter edit mode on the bevel object, select the desired vertex for center, then use the snap menu Shift+S > Cursor to Selected
Exit edit mode and press Shift+Ctrl+Alt+C > Center to Cursor
Your bevel will come out inverted, so you will need to scale the bevel object by a factor of -1 in the X axis
It will also seem out of scale because the circle is not uniformly scaled. Apply the scale to the circle with Ctrl+A > Apply > Scale*, then enter Edit Mode, select all vertex and in the properties shelf use the Radius property to set the radius of all vertex to 1.0
You may also need to invert the bevel object curve direction in Edit Mode using the Switch Direction button under the tool shelf.

not getting exactly can u plz make a .gif and help me out the blend file attached

I can but I will only be able to do it later tonight, not currently at the computer

If anyone else beats me to it, or wants to post an answer or edit mine in the meant time feel free to do so

i have ask a question yesterday and i got link from the answer and u have created the center line to bevel from it plz may i know in detail how is created http://blender.stackexchange.com/questions/58457/how-to-make-a-bevel-on-text

Press Ctrl +R to loop cut. Answer updated above

Thanks for the .gif after bevel object by a factor of -1 in the X axis then as mention apply scale to circle. going the edit mode and selecting the circle the next step i did not get whats did u press the pop came set curve radius

Thanks i found and got it smooth shape. May i know what wrong i did to make so long process to get that shape. Normal bevel we just make the shape and bevel

You did nothing wrong per-se, Blender bevel workflow is a bit unpredictable and can take a bit of guessing to get right


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How can my wheel gear and slider run

With the help of physics motor and slider I want to rotate and slide my model.
With the reference image I want to rotate my gear and a red cube I want to slide or move with direction in the image.

What do you mean by "physics motor and slider", there is no such thing in Blender.

To the left hand panel physics rigid body tools when we click add active and connect we get a bunch of options motor, hinge, point, slider, piston, etc

Now it's clear. Consider adding this detail to your question description.Other then that. I found excellent tutorials on the topic on Youtube, but writing "blender rigid body slider" and "bleder rigid body motor" and I recommend you to do the same.Cheers

Related: http://blender.stackexchange.com/q/51571/599

This appears to be a re-post of http://blender.stackexchange.com/q/66456/599. Please avoid re-posting questions in the future. Thanks

The main trick with many rigidbody constraints is getting the constraint's empty aligned the way you want. Though before aligning anything, me must first create something to align:
Create a constraint

If you haven't already, add rigid body physics to your objects via 3D view > Tool Shelf (N) > Physics. Active objects will move, Passive objects won't.
Create a constraint between the objects by selecting them and clicking 3D view > Tool Shelf (T) > Physics > Constraints > Connect. This will create an empty with a rigid body constraint connecting the selected objects (for more advanced applications, this can be used on more than two objects at once).
In the redo menu, select Motor as the constraint type.
Select the newly created empty, and rotate it so its local X axis is aligned with the axis you want the motor to rotate around.
Enable Angular Motor in Properties > Physics

Now our the gear should rotate when we play the simulation:

Well, it did rotate, but it also fell down. To prevent that, we'll have to use a second constraint to actually attach it to the cylinder.
Use multiple constraints together
Add a second constraint by again following the steps above, but this time pick Hinge for the constraint type and rotate the hinge empty so that its local Z axis is aligned with the axis of rotation.
don't ask me why one is X and one is Z..
Once you get the correct empties oriented the right ways, your gear should now behave like this:

Apply the same process for a slider
The process for a motorized slider is very similar, but this time you'll want a Motor constraint set to Linear Motor instead of Angular Motor, and a Slider constraint instead of a Hinge constraint. This time both constraint empties should have their local X axes aligned with the axis along which the cube should slide.
Once you have this set up, try enabling and adjusting the Lower Upper limits on the hinge constraint. These control how far the cube is allowed to slide (in blender units).
If you want the cube to slide back and forth (or do anything besides move in one direction at a constant rate), you can drive or animate the Target Velocity of the linear motor constraint:

Thats the perfect answer with the description. Thanks thats what i needed. A question. As soon as we get the axis in the motor which direction i have to rotate so that gear rotate. I have rotate every where but the gear did not rotate. Whats the basic i mean which axis to be on top or which axis pointed the rotation is taken

@atek For the motor constraint, the empty's local X axis should be pointing through the middle of the gear (i.e. aligned with the desired axis of rotation).


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How to make a smooth mesh
 Im making a twisted iron bar. I have added array modifier and with the help of empty i have twisted. After adding array modifier the edges been seen. How can i remove that edges of the array to look a continious mesh. After adding the sub division modifier the mesh look odd. How can i make a smooth mesh and plz suggest me is this method right or can i go with other method

Couldn't you use a straight cylinder mesh and another using a screw modifier to add the twisted surface bars around it?

can u have a example for it plz

Atek, I try here to describe what you could do as an altenative.
1) I suppose you have 7 revolving bars around your cylinder, so in front view I add a 28 vertex simple circle, then I take a 2 vertex segment, duplicate and separate it. Then I extrude it along normal Z (press ZZ), here I extruded using 0.2 value.
Then I also added to the extruded "square" a screw modifier, with the settings below.

In the picture above I also extruded the original 28 vertex circle to get the cylinder: you can obviously smooth/subdivide/bevel the cylinder as you want to make it look "perfect". To smooth/subdivide/bevel the "bar", though, you could need "real geometry", so you could need to apply the screw modifier first.
2) then, to get the other "bars", set the pivot for rotating/scaling around the cursor, put the cursor at circle center, activate snapping to vertices, as you see below, then duplicate the first "bar", and rotate it around the circle centre, and snap it to the fourth vertices you have clockwise on the circle.

As you see in the picture, your "bar" is duplicated and fits nicely around the "cylinder".
3) to get all the bars, you need to repeat the "bar duplication" step other 5 times, to get this:

This is what I had in mind, I hope it is explained simply enough, and gives you another idea.

Thanks for ur reply i have done with ur method but the problem is the joint or the array finish and start of the new mesh between that there is edge seen. From a distance the edge cannot bee seen and when we zoom or near its seen there are section or copies. To the single mesh there are no edges. But when we add array modifier they are seen

I do not understand your comment above... there is no array at all in my method... and using subsurf modifier you can smooth the resulting mesh completely. Don't use arrays, use screw modifier and apply it, then you can also subsurf (with some edge creasing) and bevel, if you wish... the resulting mesh is completely smooth, no "joint" can be seen, because it's simpy not there (no arrays).

After making a mesh part i have used the array modifier to elongate. The basic or single mesh i have made with ur method but to elongate i have used the array. And how to elongate to make it long rod.

The best is to use screw modifier options to create a desired loop and iterate it as long as you wish. I would do that. More roughly, you can also duplicate the whole "base" shape and merge them along the bar axis Y, although some manual rotation on Y can be necessary, if the different revolving rods are not aligned...

You need to delete all faces that are going to be hidden by the Array modifier (selected on the screenshot, delete them on both sides of the object). Then enable the "merge" option in the modifier settings.
Normally, this is the way I'd be going for. Sadly, I can't tell you why the subsurf modifier messes up in this mesh. But if you put a fairly high Crease amount on most of the edges (except those that should be smoothed) it works fine.
If you are looking from your object from a distance, the Edge split modifier will do the trick. If you have some spare render time, go for a Subsurf and eventually then a Bevel modifier.


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How to invert texture images
I have model and texture many buildings.

Im making a night screen and all im doing is saving the image and opening the image paying with photoshop hue and contrast making the night view

Then accessing the image. Is there any quick or way to make the image night view image other than jumping to photoshop and blender. Any suggestion or help. Thanks


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Difference between same material
I have download a Rust Material from free website. I just copied the object and paste in new file. Add a default sphere and applied the same rust material on it. Will i get much difference between both the material.

Original material look much solid and some few rust spots on it. With compare to my sphere its having much rust and not a solid look transparent in between. May i know the reason why the difference between same material show difference on my object.

If you look at the material node setup it's making use of some geometry data. If you make extrudes in the sphere you get those spots as well.

@Sidar what about the transparency my sphere is to transparent then the original mesh

It's using a transparency shader to achieve those holes. If you don't want that you can probably just kill the transparency connection. It seems like transparency happens when it's full on rust. If you turn off the subsurf on that model transparency will appear also. Seems like you need some good density to prevent transparency

Made a new sphere made sure it had more density : https://i.imgur.com/Opl1XJl.png

Im not entirely sure how it exactly works but it's mostly affected by the following I believe:

Based on the geometry information the value for rust and holes ( transparency ) is calculated. I've noticed that if the density is lower it tends to be more rusty/transparent.

Here is some info on the pontiness: the Pointiness value, dissected


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Does anyone know how to fix the blocks turning purple when I import my minecraft world (.obj)?

I would appreciate any help, thank you!

Can you check that the paths in the .mtl file match where the textures are on your computer?

https://imgur.com/a/2IX1cx4 Right here

Go to file → External Data → Find missing Files

Then navigate to the folder containing all your texture files and click the top right Find missing files button.
It should rebuild the paths of your files. A message in the info bar should indicate how much files have been found or are still missing.
If all your textures have been found but still display purple, then it might be that you need to reassign the textures to the corresponding materials.
You can do that in Cycles using the node editor.

Purple color (instead of expected shading) = missing texture. Meaning, you have to locate the texture and reapply it to your mesh manually.


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Export model with texture files included to external site
Ok so there's a website I have to use for school to view 3D models that I have made. When I put my model in without the textures it says that it isn't missing any files, but when I use a model I downloaded without the textures, it says it's missing files. How do I fix that? Also this isn't just limited to the website, my model just won't let me add textures to it in any other program.
As you can see in the top left here, it says missing files and then the name of the texture

And here, it doesn't say that there's any missing files.
Sorry I'm really new to blender and I would really appreciate a bit of help because I just spent 3 hours trying to figure out how to export the texture and I would literally cry myself to sleep knowing all that had gone to waste.
Also the website is 3dviewer.net

Can you explain a bit more what you are doing actually with blender?

3dviewer.net says it only supports 3ds, obj, stl and off. Which one/s are you using and what are the settings in the export (screenshots please)?

found a discussion here about that site and mtl files and how to view errors in the browser console https://forum.babylonjs.com/t/help-with-3d-viewer-babylon/1275

I managed to upload a model with working texture by doing the following : -create a BLENDER INTERNAL material with a texture ; -export it in .obj (with default settings) ; -drag and drop these 3 files into the viewer : .obj, .mtl and texture (.png in my case). I hope it helps.

@rob it's an obj file, and my settings are default

@Sazerac I'm making a 3d model for my school project and I just made a texture for it, and we have to present it so I found a website to view 3d models, but when I upload the .obj, the .mtl, and the texture (png), the whole thing is gray.

@thibsert I did that, but my texture just doesn't show up

nevermind, I figured out another strategy.


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How to show out of bounds texture from a modulo operation
Does anyone know how to show the cut parts?
I used a modulo operation with random coordinates and rotation for each cell, but when I try to randomly move them I get some parts of the texture getting cut, but I would prefer them to overlap.

Could you please add an image of your node setup.

The idea is to work at a given scale, so that the pattern will repeat and using a random (noise) at this scale (each cell will correspond to a random color).
Now imagine the result as a grid, the idea is:

For each cell we want to draw
We take all the 8 cells around it
And have a look if we need to draw something from these 8 cells inside the cell we want to draw (the one at the center of the 8 others)

What is done for each of these 8+1 cells is to offset and rotate the pattern with the random values, transfer the result in the central cell and look if it's inside the central cell surface.
Globally, this is some kind of 3x3 convolution and in consequence, the node setting is the repetition of 9 same figures:

If we go into more details:
The inputs are:

Texture coordinates
The scale at which we want to repeat the pattern
A tuning for the random offset
A tuning for the rotation

The final position is calculated by two node groups which multiply the input coordinates by the scale, then take the modulo 1 of it, so that the final result is between 0 and 1 (as the texture coordinates are between 0 and 1).

On the other part, we have 9 node groups on the left, which are here to calculate the randomness. It takes into account the input parameters and incorporate a noise texture.
Also, there is X and Y inputs: each of the 9 nodes has X, Y inside the pairs (-1,-1), (-1,0), (-1,1), (0,-1), (0,0), (0,1), (1,-1), (1,0), (1,1), to go through all the 9 cells we talked about at the beginning.

The goal of this node group is to result in the wanted random value, offset(ed) by the coordinate of the (X, Y) pairs in input.
Inside of it:

We take X and Y at the scale (X/scale and Y/scale)
Add the input coordinates as X/scale and Y/scale is the delta we want
Input that in NoiseDiscretize which is a noise mosaic at the given scale
Then add this random to the input: X and Y are offset(ed) and Z will be considered as the random rotation

The NoiseDiscretize goal is to ouput random value at the scale we want. The result is centered (we want output between -1 and 1).

Back at top level, we now have the random deltas we want + the cell to draw in at the good scale. We now mix that to get the color for each cell from the center cell point of view. PickColor node group does that:

Inside of it, we have:

The calculation of the rotation of the input vector, taking Z from the random input.
Then we input that in the pattern texture
But we'll keep a default color if the resulting coordinates are not between 0 and 1 (as if not this cell must not be drawn in the central cell).

Important: the pattern texture node interpolation is set to closest (if not border lines may appear).

Finally, the nine results are mixed by a mix rgb node using the darken operation at 100%.

Blend file for 2.8:

Note: I feel this kind of setting painful. But the bad is really that we need to duplicate the input pattern texture, as there is no way to have it as a parameter. And so the setting can not be reused easily.
But maybe another answer will solve this problem?


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Materials are staying the same as another object even if changed
I try to change a material in Blender and it stays the same as another object. When I change the material appearance of the other object, it will also change the material that I set for the other one.

You are not setting the material in the correct place. The tab you have set the material is for the material override, which sets all object on the render layer to the same material.
See https://docs.blender.org/manual/en/latest/render/post_process/layers.html
Instead you should clear the material from there and set it on the materials tab (the one with the ball symbol). See https://docs.blender.org/manual/en/latest/editors/properties_editor.html#tabs


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How to create a low poly model from a high poly model
I have a high poly model and I want to shift the resolution down.
I know about baking textures, but I was wondering wheter this is the best solution.
I don't need to capture all the details.
There is a function in zbrush that does this (you can choose how many percent of the polys that you want to keep), that shifts the resolution down but keeps most of the forms. It only tweeks it a little.

Could you please upload your .blend file to be able to help you?

I don't have my computer with me, but I'll send you one if I get to it. - The Idea is (if you have a cube and sibdivide it a thousand times, you still only have 6 sides (to which it can be simplyfied). however if i sculp in dynoscope mode, it'll always create more vertisies that it'd need

dyntopo not dynoscope (you could create a model yourself using a cube and modifiing it a bit) you'll see pretty fast that the model (even simple forms) of you sculpt enough, will become huge (for rendering and animation purposes)

Let me know and tag me when you upload the file.

Manual retopology if it's organic.

The Decimate Modifier is certainly one way, but if you want to create a lower poly version of your sculpt with nice topology this may be of interest to you.

Your best option is to use the Decimate modifier. It allows you to control how much of your mesh your want to reduce.
The Decimate Modifier:


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How to remove/blur the texture seam?
I have unwrapped my mesh (using the seam placed in the center). I have scaled the object and applied transformations (Ctrl+A) . After applying the texture and unwrapping there is a partition edge between the texture. How to remove that edge partition or what wrong am I doing with the unwrap? The texture I've applied is 256x256. Do I need a larger size image? It looks dull and not sharp like the original.

That's just a seam in the texture.. which is visible exactly where seam on the mesh is placed. Make your texture tiled and apply it on the mesh.

You have to use a higher resolution texture (256X256 is really small) and hide the seams using texture paint brushes. Here's the result which uses the higher resolution texture and corrective brushes.

To get rid of the seam use a Clone brush in a Texture Paint mode. Press Ctrl+LMB to place the cursor in the area you want to clone and then LMB to paint.

Use a Smear brush to blur the texture and hide the seams/imperfections.

NOTE: Don't forget to save your painted texture in the UV Editor!
Here's the corrected .blend:

wow amazing potato looks original. Thanks to give a brief explanation that i need. May i know u have use not looks mine. Have u done photoshop and increase the size or some other method

Glad to hear I helped :). I've downloaded the higher res texture from google graphics, used a clone tool and sharpened in photoshop to tweak it a bit.

authors: محمدرضا شاهدی


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Unable to create surface with bsurface addon
I'm using bsurface addon.
With the curve circle I have made some shape.
And add a  normal plane
I click on the curve and then shift selected the plane and press tab to go in edit mode
Then I click on add surface and I'm getting this error
All splines must be bezier
Im unable to create the surface.Any solution

I don't think it's meant to be used this way. Could you add a link/quote to the documentation or the tutorial talking about this feature? I think that "add surface" is expecting to use object's grease pencil strokes. Never seen using another object (a curve) directly for feeding the operator.

@Carlo this is the link https://www.youtube.com/watch?v=UvjQzKMaG-0                  https://www.youtube.com/watch?v=i39NKUJ3GeM

Thanks, never heard of this, I've learnt something new! Well, then you just have to convert your curve to bezier type (now they are poly), and it should works.

Set Bezier spline type for your curves.
As the warning is saying, you need to work with "bezier" spline type. They are currently "poly" type (probably because you created the curves from mesh conversion, and by default poly is the choosen type).
Select all the curves and click the button you can find in the tool shelf under the Curve Tools section. A menu will pop up letting you choose the spline type for the selected curves.

Thanks for the reply did u get what i get the output from it


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Why rig is not generated
I have activated riggify addon. And with armature i have scale and position all the bones. After clicking the generate option i cant find my rig but in the outliner the bones are separated with the names.

I Can't find this rig arrow direction.

Any help or suggestion. Thanks

Have you checked the visibility of the layers in the armature panel?


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can we create andorid app with prototyping way
In this image i have shown what i need is :

When click on menu the menu should drop down (with animation)

When click on date or image or video should open the link page for example on clicking on date it should show the link as shown

When click on any date it should show the link page given

Is it possible with blender or game engine to make a apk file at final export. Any suggestion or help Thanks

Is your question just about being able to export from the blender game engine to an apk or are you asking how to create those interface elements in the game engine? I'm just having trouble understanding the man focus of your question.

@RayMairlot Both. 1st to link the pages or the menu to each other (for example given above if click on date the date list should display and if click on date the next page of date detail should display) click on top forward back button also. 2nd is can we export to apk file. Thanks

Please only ask one question per post. You are welcome to ask as many questions as you need, but separately. I suggest editing your question using the [edit] link below it to remove one of the questions.

@RayMairlot 1st is to link the button menu with the pages to display the as example given above of date

No, it is not. At the current stage (Blender 2.78) following platforms are supported by the BGE:

Windows
MacOS
Linux

Beside of that your request points more to website design rather than a 3D game engine.


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Applying scale and rotation making mesh disturb
I have a normal cube and added subsurface and displace modifier. In the below gif file its notice when press ctrl+A and applied rotation & scale the mesh get disturb and its no more normal shape. Any suggestion or help why its behaving. Thanks
"https://blend-exchange.giantcowfilms.com/embedImage.png?bid=2895" />

Displacement takes object rotation and scale into consideration, if you change or apply those transforms displacement will naturally change. What did you expect to happen?

@DuarteFarrajotaRamos im trying to make dupliframes and make the mesh along the curve so i want to apply rotation and scale. Is there any other way


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Compatibility of AMD Radeon ProRender
Is the AMD Radeon Pro 5300M GPU in my 16” MacBook Pro (with a 2.6 GHz 6-core 9th generation Intel i7 processor), compatible with the AMD Radeon ProRender plug-in for Blender ?
The Blender Developers Blog states “macOS 10.12 or newer is supported” [April 30th, 2019]. While the AMD Radeon website lists MacBook Pro (Mid 2012 or newer) as compatible.
I’ve found several online posts discussing the 8-core i9 processor but I’ve yet to find a discussion about the 6-core i7 processor.
I prefer to err on the side of caution, as you might imagine, I don't want my notoriously expensive shiny new Apple to burst into flames when I hit render.
Thanks, I look forward to your responses.
[PC vs MAC debate free zone ;-)]

You've tagged your question as "eevee-render-engine". Are you aware that AMD Radeon ProRender is an entirely separate render engine and unrelated to Eevee and Cycles?

The answer below also just states that you can run it, but whether or not it will overheat your device will depend on the cooling of the MacBook, placement of the device and ambient temperature.

Computers will not melt or catch fire from rendering. The worst thing that can happen is that the computer will slow down or shut itself off.

Thank you for your replies Robert and susu. It's very reassuring to get a second opinion. In regard to my hashtag, since I'm a newly registered member of StackExchange, I'm not allowed to create new hashtags. It was the closest I could get in my short search for a pithy hashtag. Hopefully as people become familiar with my dry sense of humour, they will catch my subtle hyperbole for effect style of joking. Then again,  perhaps I should just stick to the facts. Thanks again.

TL;DR: Yes, you can use the AMD Radeon Pro 5300M for GPU rendering with the AMD Radeon™ ProRender, if you're using macOS 10.13.3 or later.

There are two relevant requirements:

The minimum requirements for running Blender
The minimum requirements for AMD Radeon™ ProRender for Blender

Minimum requirements for running Blender (2020-08-07)
You will need macOS 10.12 or later for starting Blender 2.8x and macOS 10.13 or later for Blender 2.90. Additionally a GPU is needed that is GCN first generation or later, which is the case for your GPU from the Radeon Pro 5000M series.

Minimum requirements for AMD Radeon™ ProRender for Blender (2020-08-07)
According to AMDs website the following requirements have to be met:

Blender® 2.80, 2.81, 2.82, and 2.83 (experimental builds not supported) for Microsoft Windows®, macOS®, and Linux®

macOS® High Sierra 10.13.3 and up (10.13.4 required for external GPU support)

Runs on both GPUs and CPUs. OpenCL™ 1.2 support required for GPUs on Windows® and Linux®. Metal® 2 support required for GPUs on macOS®

Compatible Apple® Mac® Hardware:

MacBook® (Early 2015 or newer), MacBook Pro® (Mid 2012 or newer), MacBook Air® (Mid 2012 or newer), Mac mini® (Late 2012 or newer), iMac® (Late 2012 or newer), iMac Pro™ (Late 2017 or newer), Mac Pro® (Late 2013 or newer) (Models without discrete AMD Radeon™, Radeon™ Pro, or AMD FirePro™ graphics will be limited to CPU rendering with Radeon™ ProRender)

In summary, if you fulfill the following requirements, you're able to GPU render with the AMD Radeon™ ProRender:

MacBook Pro is from mid 2012 or later
Operating system is macOS 10.13.3 or later
Blender version is 2.80 or later, but not 2.9x yet


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Hair children aren't showing in particle edit mode
Can't display children hair from particle edit mode as it is shown on this famous video at 1:40:
Blender Hair Tutorial Part 1 (styling the hair)

I have to go back to the object mode so the additionals spline appears.
Is there any way to display the extra hair directly while editing?

You have to enable the children option in the top right corner of the window before painting your strands, then the preview is working: