text:
How to make Blender recognize RX5700XT
On a factory startup, Blender does not recognize my RX5700XT (RDNA1) even though I'm on 22.40 AMD drivers. (HIP)
Is there documentation on how I should setup blender to get my GPU to work?
System Information
Operating system: Linux-5.15.0-56-generic-x86_64-with-glibc2.35 64 Bits
Graphics card: AMD Radeon RX 5700 XT (navi10, LLVM 15.0.3, DRM 3.49, 5.15.0-56-generic) AMD 4.6 (Core Profile) Mesa 22.3.0-devel

Blender Version
Broken: version: 3.5.0 Alpha, branch: master, commit date: 2022-11-13 17:24, hash: `rB7419e291e8b8`

Either you don’t have GPU compute set to the right language in Preferences https://docs.blender.org/manual/en/latest/editors/preferences/system.html , your GPU is too old and/or isn’t supported https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html , or this is a bug.

You also didn't state what operating system you have installed, nor what version of Blender you are running, nor what relevant settings in Blender you are using, or how you came to the conclusion Blender is not detecting you GPU

I’m voting to close this question as off topic because it is about troubleshooting temporary issues with unfinished, under development or experimental versions of software, which are expected to be working properly upon stable release. These transitory questions are unlikely to be useful in the future, rendering their long term value low, and making them unappealing for a knowledge database site.


text:
texture not showing up in image used as object, a black object is showing
.
This is my first time doing any project. i have just started learning blender and following a tuitorial from youtube to learn cloth simulation .
selected IMAGE AS PLANE in the beginning.
then did as the tutorial said.
applied force(wind) and played the animation. all worked fine. then when i selected viewport shading in 3d panel to see how it looks with the texture on, the image does not show up as you can see in the screenshot.
this is the tutorial name "Blender Beginner Tutorial: Animated Flag"
NOTE :when i played the animation, the flag is showing up but its too dark unlike in the video.
video link of problem : https://drive.google.com/file/d/1ValeTXFpfvxhbRL7fuWk8P-9cdhdH6Ix/view?usp=sharing

Check that there is a light source in the scene, and double check that the normals are correct....

yes there is light but still . i am following the tutorial step by step

does it come out black when rendered [F12]? What if you rotate the camera around the other side of the flag? Add a Cube, is lit correctly?

yes i see a black rectangle , i hope you saw that video as well. and the cube is just lit from top and rest sides are dark unlike in normal scene.

I did not realise the video included your own footage as well as the tutorial, very good idea for us to use when diagnosing. In your Blender scene there is indeed a light directly above the flag which is the cause of your problem. The tutorial is using Cycles and you are using Blender Internal. I would recommend Cycles and increase the Background colour from dark grey to light grey/white to easily illuminate your scene. But there are lots of ways of getting more/better lighting depending on your requirements. Maybe someone else can chime in on Blender Internal fixes,I have not used it for ages

source: Stack Exchange

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

sort: votes


text:
How do I achieve a bending effect with the collision of two rectangles?
I am trying my best to re-word the problem I am having. I have 3 objects bounded on top of each other. I will call that square 1. I have duplicated square 1. The duplicated object is named square 2. How can I animate the collision of the two squares such that it looks like the image in step 2?

Please add some images (hand drawn if necessary) to illustrate the result you’re trying for.

It really depends on the object, the level of realism you want, etc... you could simply use a Lattice modifier or Mesh Deform modifier.

Here is a way to do it with the Mesh Deform modifier:

Create your block A, subdivide it, give it a Subdivision Surface modifier.
Create a second block, B, with the same kind of subdivision, and that contains A. No modifier for this one, but in the Properties panel > Object > Display > Choose Draw All Edges and Maximum Display > Wire. Now B should only show its wire.
Also, for B, in Object mode, in the Properties panel > Data > Shape Keys, create a first one, called Basis by default, then create a second one.
Give A a Mesh Deform modifier, put it above the Subdivision Surface modifier, choose B as the Object, and click Bind.
Select B, make sure that the second Shape Key is selected, go in Edit mode, and change the shape of the mesh as you want. A should be deformed.
Now animate as you want (study how the Shape Keys are running if you don't know enough about it).

I have followed all of the steps listed however when I modify the shape of B, A does not follow. Are there any common mistake that I might have made in the process that is causing this edit not to work?

in the Mesh Deform modifier, did you choose B as the Object, and did you click Bind?

Yes I did. When you mention that B must contain A, that means I would need to make B the parent of A correct?

no, B must be bigger and must encompass A

But when I meant "follow" I didn't mean "when B moves its location", I meant when you move the vertices of B, A is deformed as well.

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


text:
Problem with shadows when filling faces in edit mode
I've been working in blender in edit mode and I think I've accidentally activated some sort of feature with a shortcut or something.
Now every time I create a new face in edit mode, it gives that face a smudgy lightish-blackish shadow that I can't get rid off. Anyone might know what's causing it? I'm a bit lost here.

It looks like you have smooth shading on, right click on it (in object mode) and select "shade flat". EDIT - I just saw you're using 2.78, so that would be a left click.

That was it. Thank you!


text:
Blender beginner with Bone Problem
I recently created an armor with various bones. But when I go to connect them it starts to rotate in all directions for no reason. I have constrained the bone of the lower arm with the inverse kinematics command ... When I go to select the second bone after the objective pole it starts to rotate, even if I change the angle pole it doesn't fix.
How do I solve this?

ok, i'm very stupid ... i didn't add the chain length. For all those who don't understand I mean the length that the movement has to influence: this right here


text:
How can I add random color to faces?
I've created this complex mesh, but I don't know how to assign colors to the single faces of the mesh. One face is blue, another red and another green etc. I've seen people using the color ramp, but it doesn't work. How can I make it work?

There are many ways to go about it, depending on your project's needs, but here's one simple trick:
Enter into Edit Mode, select all with A, unwrap your geometry with U > Lightmap Pack. Then, make the shader below. To get the "rainbow" look of the ColorRamp in my example, you can set both colors to something red-ish, and choose the HSV/Far mode. Or you can prepare a ramp with colors you want.

This tends to clump similar colors into relatively large groups, but you can play with the UVs as you wish:

Thank you very much, i was searching this method for days...

This is a neat trick!

Here is a solution that uses Geometry Nodes (requires Blender 3.0).

In the Geometry Nodes Editor, a random value is assigned to each face. It's a custom attribute named face_random in this example. In the side panel (N) of the Geometry Nodes Editor, you need to switch the Attribute Domain to Face to assign the value to the faces. The Name value here (Face RNG) is just the label for the attribute as shown in the Geometry Nodes modifier settings.
In the Geometry Nodes modifier settings, you specify the actual name of the random value attribute. Set Output Attributes > Face RNG to face_random. This value here should also appear as a column in the Spreadsheet. Usually, it's the last one.
In the Shader Editor, enter this value (face_random) for the Attribute node to get each face's random number. With a ColorRamp node you can convert the random value to a color.

This is gold, thank you so much! Is there a way to randomize duplicate objects so they don't have the same random patterns?

You're welcome :) For different objects, just create a group input slot for the Seed of the Random Value node (drag the input to the empty group input slot). Then you can assign every object a different Seed value in the modifier settings that will create different random values.


text:
Where Is Micro Displacement Setting Both/True/Bump In Blender 2.8
I'm currently following a Blender Guru tutorial for creating ropes. And in the tutorial, after adding a displacement texture, he continues to change the displacement setting under the material tab from "bump" to "true". However it seems that in Blender 2.8 this setting has been removed/relocated and I cant find it.
Researching on other websites hasn't given me the results I've been asking for. Does anybody know where this setting has been moved to?
Here is a picture of my material tab from Blender 2.8:

Here is also how I expect it to look after I have done everything correctly:

And here is how it Looks now:

maybe switch from Eevee to Cycles?

Hello and welcome to BSE! Displacement works for Cycles render engine. Additionally should add a "displacement" node between the texture and the output.

Thank you for pointing out my render engine issue. I changed it to Cycles now. However the main Problem still remains as adding a displacement node didnt physically change the tube as it should have given the tutorial I am watching. It still is the same low poly 8-sided tube it used to be which I want to change

Need to add subdivision (modifier, with simple option, not catmul) to make it work. You also have an experimental feature (see in Cycles panel) so that the subdiv can be dynamical.

Ah thank you. With this I found the Setting. Buuuuuuuuuut, it still doesnt geometrically change the mesh… I get the Feeling that I missed something fundamental, but even after thoroughly rewatching the tutorial multiple times and applying all of the Feedback I got from here, I still cant achieve the desired result. With your reccomendations, it improved the texturing so that now the Illusion of depth actually works fine, but the mesh remains to be a smooth, yet simple tube instead of the actual rope. I will add a picture of how I expect it to be in the original post for you to see.

@PauloWeissheimer, added the blend file as example for this question: https://blender.stackexchange.com/questions/144897/problem-using-voronoi-texture-as-cycles-displacement-2-8/144917#144917 tell if doesn't help enough

Using your provided example and applying the changes, it actually did Change the shape of the mesh. Though not really in a way I would have predicted. I cant really describe what it changed, so I will post another picture of my rope in the post for you to see.

@PauloWeissheimer, should be "displacement" not "vector displcament" as I imagine you are using a height map. If still not good you should upload your file with textures included.

Okay so after changing that it again changed the geometry of the rope, but not in the desired way. The rope now has really sharp edges and the individual Strands dont really pop out. If you would maybe just shortly tell me how I can send you the Blender file, then I would gladly do so.

I had a similar problem and found a solution that may help you.

Navigate to the Material Properties tab.
Within the Material Properties scroll down to a sub-setting titled Settings.
In settings change the displacement type from Bump to Displacement and Bump.

This seems to be the Blender 2.8 equivalent of the "True" setting.

Where is Displacement and bump in 2.83.2?

Your 3rd step is the problem:
there is no displacement setting at all (see screenshot) !!!

Go to Scene Tab, change render engine to Cycles then Displacement in setting property appears.

Change render engine to cycles here on the second tab from the top.


text:
auto rig pro ; Blender to Unreal (Bones hierarchy problem)
i'm using autorigpro to create a long neck head. So i'm using spline ik as the neck, connect to head bones.
While in blender, the head is parented to spline ,as the head correctly follows where the neck moves, but the problem comes up when i export to unreal.
When i export to Unreal, the head bones won't go join/under the spline hierarchy. Does anyone knows how to properly make the spline ik and head bones under same hierarchy?
Below is the example picture of blender's rig on the left, and the unreal bones hierarchy on the right. Thank you.

Fixed the problem. Just simple script typing.
1.Open text editor and i typed
import bpy
bpy.ops.object.mode_set(mode='EDIT')
neck = bpy.context.active_object.data.edit_bones.get('neck.x')
c_spline_04 = bpy.context.active_object.data.edit_bones.get('c_spline_04.x')
neck.parent = c_spline_04
bpy.ops.object.mode_set(mode='POSE')

Bone names in the script is relative to name bones in your rig.
2.Next, to force the neck parent export, save the script as postscript.py then set the file path in "Custom Export Script"(inside Auto rig pro menu) and export. it should be fixed.


text:
Auto rig pro Shape keys tutorial
Is there any good tutorial for basic shape keys related to Auto Rig pro for recommendation?
I watched a video and tries to make my own but somehow i have 2 problems,

It doesn't create a range shape change from 0 to 1 in the animation.It just keep at the same number when the animation plays.

So instead i tried a non auto rig pro rig. In the end, i found another problem, i can't change the numbers in the shape keys windows to set any from 0 to 1.
I tried watching another video, mention to set the keys, that i need to click the DIAMOND SHAPE to set the keys but somehow on my blender there is only this arrow symbol and i can't click it. Thank you

I've solved it. By deleting the driver, it solves my 1st and 2nd problem. It was the only thing that stops me from keying the shape keys.

If there's a driver attached to a field (shown in purple), you won't be able to manually adjust it because the driver controls its value!


text:
Making a bone hides using a switch?
Is it possible to make certain bone disappears/switch looks, using a switch or some sort? I had this assumption after seeing auto rig pro's rig ,where if i switch fk to ik , vice versa, i see the bone changes shape. Thank you.

There's multiple ways to make an FK/IK Switch in Blender. Here's the blend file of
the method I use :

And here are the steps I go through to make it :

Create a separate bone, visible at all times
Add a custom property on this bone

Type : Integer
Name : "FK/IK Switch"
Default : 0
Min : 0
Max : 1

Right-click on the custom property > Copy as New Driver
In the outliner, paste the driver onto the visibility switch of the
desired bones :

Change the expression on the FK bones to 1 - custom_property
Done !


text:
rig control movement not moving along axis
how do we solve this where the movement of a ctrl from a rig moves along axis ( Z go up, X go left, etc). Right now, when i adjust through graph editor , going Z isn't going up but going up left, as shown in picture. Is the the pose of the rig itself is at fault ? do i need to make all my characters on T pose?
thank you.

Is the the pose of the rig itself is at fault ? do i need to make all my characters on T pose?

Well, the reason that the bone's Z axis points the way it does is because of the pose; and potentially, in a T pose, it would point straight up rather than diagonally up and out.
But this isn't a fault, and no, you don't need to make your characters T-posed.  This is just the way that bones (and objects, for that matter) work, and it's not a problem for animators.
Transforms, including keyframed transforms, are stored in the local space of the bone/object.  They are not world space or pose space.  If you have a bone oriented at a diagonal, its space will be rotated in relationship to world space or pose space.
That's okay.  How can we move the bone up in world Z?  In the viewport, with default global orientation, g z move mouse confirm; then keyframe location.
Would it be possible to have a bone that was both rotated (as an A-pose IK hand control) and which was aligned with pose space?  It would be.  We could create a new bone, aligned with world axes, parent our IK control to it, and then animate the new parent rather than our original control:

newParent's axes are aligned with the armature, so its local space is the same as its pose space, and if we adjust its Z location keyframes, we'll be moving it straight up and down.  oldControl will follow because of parenting.  (And so long as we don't rotate the armature, pose space will be in the same axes as world space.)

Maybe I'm wrong but I think the problem is that you rigs bone normal/pole is facing the wrong direction heres an example of what I'm talking about

you just need to look for the bone thats causing the problem and change its roll factor

or modify the IK Pole angle in the bone constrant tab.


text:
Merge spheres smoothly
I have a reference image included below, I am trying to replicate the sphere effect where it not only deforms with the cube but also has a smooth and consistent blend between each sphere, including the deformation around the cube. I suppose if I could just get the spheres to combine as a single mesh I could bool out the cube and bevel the subsequent edge. Is there a way to union two objects but control the "smoothness" of the intersection?
I have tried metaballs, and also running a physics simulation with soft bodies but it isn't the same. I'm sure this is quite simple, but I can't find how to do it anywhere. Any help would be greatly appreciated.

I would also try with metaballs then cut the mesh with a boolean?

@moonboots Metaballs just don't seem to be able to get the consistent gap between them. I did manage to get something looks okay with the metaballs, but I had the problem that the edge created on the metaball mesh by the boolean operation can't be bevelled without the faces going crazy - I tried merging the edge vertices by distance to clean up and it didn't work. Any tips?

instead of boolean you can cut in Sculpt mode but yes there's still the bevel to fix... Maybe do it with half sphere that you agglomerate, then remesh and sculpt to smooth the joints?

here is what it gives: https://zupimages.net/up/22/28/002q.jpg


text:
Renderman 21.2 crashes on render
I tried the 21.2 version of PRman for blender, the previous worked fine, but this one crashes when I try to render.
Windows 10
Blender 2.78
render within blender:

render within IT:

I tried PRman materials on a cube on default scene, an empty scene. I always get these errors.
Has anybody tried the latest version of PRman for blender?
edit
I don't know if this is off topic.
Nevermind, I have a clue on what is happening if it can help.
Le line in the exported file raising an error is:
Option "searchpath" "string shader" ["./shaders:C:\\Users\\CharlesH\377\377tier\\AppData\\Roaming\\Blender Foundation\\
My user folder name is "CharlesHétier". It seems that the problem is on the "é"...
thanks for those who read and tested, sorry for those who found my question irrelevant here.

I'm voting to close this question as off-topic because it's not about an official Blender addon.

I could render with the newest 21.2. I have no idea about your crash.

Report it to the addon author if its an issue with the addon, or to Renderman if it is an issue with the render engine, or to Blender bug tacker if it is an issue with Blender iself. From where I stand seems to be the first case

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


text:
Create a Button with a Large Icon
How would I add a button with a large icon in the Blender interface in my menu for an addon?
I figured out how to make a button with a small icon on the left side, but if I want an image to be the majority of the button space, how would I do this?
Thanks!

I'm not sure I understand your question.  Are you modeling a large button mesh?  Are you referring to the Blender interface?

Editing my question to clarify!

Are you certain that feature exists in Blender python api? I've check the interface and some of my addons and cannot find any large buttons. Maybe there aren't any other button styles.

Maybe the feature doesn't exist :-/.  In which case it sounds like I have a hell of a programming task ahead of me.  I'd be really, really surprised though if in all of Blender's years nobody has wanted to create a button with a larger icon.

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


text:
How to apply (make real) a curve generated by modifier in Graph Editor?
I need to apply (or make real) modifier used on IPO curve for next adjustment.
In my case I have curve with three keyframes plus Modifier (type Cycles) that repeats eight times this step.
I have many similar animated objects with modifier. And I need to edit each curve individually later (after applying modifier).
Does exist function in blender that make this modifier real?
Thank you for help

Select object, hit SPACE BAR, write Bake Action and Enter.
In pop-up properties window you can keep default setup for this purpose.
Confirm, that's it.

This only works if you're on a SRT curve. Not on shape animated curves.

IPO is the old call for the current Graph Editor. I suppose you are using Blender 2.6x:
When in Graph Editor, go to the editor menu Key > Bake Curve (AltC), to bake/apply the modified result and overwrite the existing curve. However, The modifiers are still there unless you manually remove them.
CAUTION: you CANNOT re-edit that curve anymore after that. So, make sure that's what you can really afford.

Sorry if I didn't write it clearly. I edited my question a bit - because that's what I need - edit curve after modifier is applied. I can't believe there is not an option for that. I don't want to mess this topic, but for does it good for baked curve that can't be edited? Thank you for help.

Should I change title to something relevant. So others can find it easier? Like "How to apply (make real) curve generated by modifier in Graph Editor?"

Perhaps. Another idea: try Bake Action (you can find it in Spacebar list), then simplify the result curve, which may work in some cases. I don't think there currently is any straight operator for you other than that.

Btw, there is an addon called Simplify Curves that is much useful in this case, and very easy to use.

OK, thank you for your help. Bake action is quite good tip :) Simplify Curve - I know it, one of my favorite :) But in this case I need precise position and when I simplify curve to a level of control points that I need for edit, I loose precise position. Shame, my "Q" seems to me as simple function for blender :(


text:
How to keep procedural texture proportion automatically
If I add a procedural texture into node Compositor, it became oval, because of Render's aspect ration.
Does exist a way to math a value for Texture > Scale input socket, that take Render aspect ratio into account to correct deformed proportion of texture?
I was able to manually stretch it back with Scale node > Absolute, but it doesn't seem to be the best way for texture quality.

I would prefer correct "Scale" on texture node input socket automatically when Render size is changed. (Sorry for different texture type here, I hope its not confusing.)

It would be best to perform the scale at the texture node, this way the quality will be better than doing it after the texture is generated.

For best quality Scale the texture via texture node the input vector. Use a Combine RGB node to send the correct values. Assuming that the width =1.0. Divide the height by the width for the width factor. e.g. (1080/1920), this will reset the aspect. Use a color curve to scale the vector.

To save you having to type in the current scene dimensions you can set them as a driver in a Value node.
First, here is the wrong aspect which Blender simply "fits" to the current aspect, in this example the scene is 16:9 while the texture is 1:1.

Add 2 Value nodes

Right click in each node value window and select Add Driver > single from target.

Use the proper to choose the scene dimensions.

Add a Math Node and set it to divide, then divide the width by the height.

The X aspect is sent to the vector input via the green register, correcting the distortion of the texture.

You can add another Math node set to multiply and a Value node to scale the texture after correction.

Result

UPDATE
To re-use the aspect correction you can collect them into a Group Node. Beware that the drivers (in groups) fail if you change dimensions of the scene. If you need them to be dynamic then I suggest just copy and pasting the collected set of nodes, excluding the texture node of course.
Select the Value, Math and Combine RGB nodes and press Ctrl G to set them as a group.

Press the Tab key to step out of the group node and label it so that you can locate it later.

To add the group elsewhere in your nodes, Add a node and choose node group > (your node group name)

Attach it to your texture.

Remember that drivers will fail inside a group node, so they cannot change dynamically.

Thank you, scale texture with RGB is cool - its directly updated, changing texture size in texture prop. panel I need to go frame +/-. BUT ... anytime i change aspect ration of render I need to divide size again. I want to let nodes math it automatically. I want to save a node group with Vignette. Anytime I append the group I want to connect it without care what current aspect ratio render use. SO ... Is there a way to let some nodes read size of render from render properties panel?

Just stick math in front of the RGB combine node. I didn't, just for speed of reply. EDIT: Oh I see... you might be able to access the scene dimensions as a driver value but drivers in Nodes are notoriously flaky. You might have to set a scene variable as a Value node at the start, sorry.


text:
Curve Object Deformed by Curve - Distortions (Artefacts)
Shaping curve object by curve (modifier) results in a terrible shape with cracked surface. Here is an extreme situation, but good visible issue.
Perspective

Top

How can I curve it smootly without adding more control points or remeshing?

switch to Edit mode, rotate text 90° in Z axis, so the text alongs Local Y axis (don't ask me why)

all control points set to Handle type (V) > Free

switch to Object mode and rotate along X axis 90°
add Curve Modifier > Deformed by Circle, Deformation Axis > -Z

Essential parts of successful deformation and avoiding other issues are

keep origins of both objects at the same place
align text direction to local Y axis
set handles type to Free

If a surface or shape isn't smooth enough increase Resolution U (Properties Editor > Object Data Properties > Resolution U). But first try increase deformation Curve, than Curve Object.

I like the "Rotate 90 degrees (don't ask me why)" :). Looks like my typical day with the curve modifier.

Yeah ... Even after 20 years I still don't know ... why it can't be more expected X axis ... same for object as particles. You have a tree and you have to "cut" it down before you you let him "grow" in a particle forest :) What a strange world we live in.


text:
Motion capture animations to IK rig
I have .bvh (sometimes even .fbx) files with motion capture data that I want to retarget onto my own custom IK rig (or even a rigify one would be better).
The question is: How do I go about it?
The final product is supposed to be an IK rig that has a retargeted animation from .bvh.
I know of retargeting tools in Blender. Problem is: I can't get my head around the workflow. Can I retarget animations to IK rig? If no, how do I add IK after?

Actually, the bvh file contains all the information to drive IK bones. There is the MakeWalk tool from MakeHuman project, which does the trick automatically. But for such FK to IK transfer it supports the MH rig only.
What I'd try in this situation, I'd simply add some extra control bones (FK, of course) to my rig , and make them control my IK endpoints. With such setup I'll be able to retarget mocap data to those extra bones with MakeWalk, and it wil drive my actual IK controls with some constraints.

Most of the retargeting tools copy the bone rotations from the .bvh motion capture into FK bones of the rig. After that the animation can be copied to IK bones through FK/IK snapping scripts. When doing this manually from .bvh to a simple IK rig, you will encounter 2 difficulties:
Problem 1: The IK rig has extra control bones that the .bvh does not have. The rig structures differ. You need to add these bones to the .bvh rig and drive them with constrains from the motion captured bones. You have to usually add IK Pole bones, Hip location,.. (depends on the complexity of IK rig what you need to add) so you have all the bone locations and rotations to drive all the control bones of the IK rig:

Here the yellow bone tracks head of a bone up the chain and tail of a bone down the chain with 50% influence to stay right in between them. The green bones are just parented to yellow ones.
Problem 2: Usually the source .bvh armature has different proportions than the rig we need to transfer the capture to. When copying from FK to FK, there are not so many issues with proportions, because only the rotations get copied. IK rig on the other hand also relies on position of its controls. So before copying those, the .bvh source rig's bones have to be edited to proportion.


text:
How to loop a confined particle system setup up with collisions and zero deaths
In a particle simulation where no particles die, is there a way to get the initial particle position to match the end position so that the simulation forms a loop? I have a particle simulation where the particles collide with the inner walls of a cube. I have searched for techniques for looping particles but only found techniques that loop particles that at some moment die off. In this particular case no particles die. The only way I imagine that the loop can work in this case is if each particle's initial position matches its final position. I am not sure but maybe one of the possible solutions would be to use the Sverchok addon to cache the particle's positions at the beginning of the simulation (frame 1) and then somehow interpolate frame 1's location values with the simulation's final frame's (frame 100) position values. I still haven't figured out how to do this and I am guessing that this would have to be done over a range of frames so that the initial and final positions "blend". Attached is an image illustrating the setup.

The following is my first attempt at a solution using Sverchok. It only works for a very small count of particles. For a count of 10 particles I am getting choppy motion and crashes. I still don't know why.

did u search here for looping particles? there are several good answers....https://blender.stackexchange.com/questions/27665/how-to-loop-the-particle-simulation-indefinitely https://blender.stackexchange.com/questions/268586/looping-animation-of-falling-particles-in-geometry-nodes https://blender.stackexchange.com/questions/8715/how-can-i-make-a-looping-animation-when-dealing-with-random-particles ok, not particles, but great answer: https://blender.stackexchange.com/questions/233531/looping-rain-on-window-effect

The solution I found for this was to bake the cyclic polylines generated from the particles and then pass those baked geometries' data to a curve zero-twist frame node. For looping the particles, the curve's T parameter was randomly offset for each particle and controlled by the scene's frame count. This is the result: https://sketchfab.com/3d-models/simple-density-explainer-animation-8a73b2d51f7747ef8701bf3056a827c2


text:
BGE - Model is white instead of it's given textures
I am trying to make a game in BGE, but when I play, the models are all bright white.
I read on a forum that you have to change the shading to GLSL, but it stayed white.
.blend file:

Possible duplicate of BGE everything white in playmode

I can guess only, but maybe the 3D view is in solid shading mode. Try to switch to textured mode, you should see textures then.
So, change the mode from

which results in:

to:

which results in:

EDIT: After seeing your file, I think the behavior you described comes from another few problems:

The ground material's Emit setting is set to 2, which makes the material emissive and therefore it's not interacting with lamps.
There are no lamps in the scene.
The texture on the ground plane is just plain white, you can just use the material color for that. The player object has that texture too.

I added my file to the post, maybe you could give instructions with screenshots, it would be very well appreciated.

@Angyeet I've updated my answer, I hope it's better now


text:
How to add a certain number to an object's coordinates
I'm currently making a first person game in BGE. I animated an action for the camera of slowly going up and down to make the walking more realistic. I added it to the player's logic, but instead of moving forward, the player moves a small distance from the spawn point, and then immediately goes back.
I thought that maybe this happened because I added a keyframe for all the axes, and I could just add a keyframe for the Z axis. But then I thought that this could malfunction if I was on a different height level, because it would just bring me back to the original level.
So a way to do this would be to just add a number to the coordinates of the player, but I couldn't find anything on how to do that, and don't even know if it's possible.
How will I add a number to coordinates, no matter what they are, and how do I make it a keyframe?
.blend file:

Why not just add +1 behind the value? Inserting a Keyframe can be done by hovering over and pressing I.

@quiliup would you mind writing an answer with instructions?

@quiliup I added my file to the post, maybe you can take a look at it.

Thank you for the file. Unfortunaltely I cannot detect any problem you mentioned ("moving forward, the player moves a small distance from the spawn point, but then immediately goes back"). You also declared you "animated an action for the camera", but I could not find a single keyframe in your whole scene.

@quiliup I made a mistake and uploaded a file without the actions. I will try again and let you know when I put when I put it on my post.

@quiliup Alright, I put the file on the post.


text:
When IK bone moved wrong part of mesh deforms
I am pretty new to blender, but I've been digesting as many tutorials and reading as I can get my hands on. I've run into a problem and I can't quite form the question properly for Google to handle so I've come here for help.
When I manipulate the arm IK bone most of the mesh behaves normally. However, when I do manipulate say the left arm IK, there ends up some twisting and deformation on the right breast of the mesh. I've checked the weight painting and nothing on the left side is connected over there.
I'm not entirely certain what else it could be.  I've checked the parenting. I checked the weights and made sure to subtract everything that needed it.  I'm stumped.  I have before and after pics and I will certainly make the .blend file available if anyone needs to look more closely.
Thank you.
[![Before][1]][1]

*Here is the blend file.

I guess sharing the file could let anyone else check also what you already checked. http://blend-exchange.giantcowfilms.com/ is an option.

@m.ardito I went ahead and did that.  Hopefully this will get me some help.

By inspecting your file I discovered your weight-painting is messy. All the artifacts are caused with some leftover rogue weights. They are hard to see because they are just shades of blue.

Yes, I checked the file, there are still subtle weight painting errors... I know they're subtle because it's difficult to see because they are just drawn in a slightly lighter blue colour, and some weighted vertex somewhat hidden into the folds of the suit of the character. but trust me, that is the problem. I can show you where they are some, in an image:

I removed all of them from the right IK arm, and now it moves just the supposed geometry.
There is a way to help you spot those subtle areas, and you can use it temporarily just to fix your weights: in the user preferences, activate the "custom weight paint range", and setup one that will help you, like did here:

Here I setup 2 control points in the colorramp:

the first is at 0 exactly (vertices with zero weight): black
the second, at 0.002, white (vertices with weight 0.002)

you cannot even see the black (zero) point, because it's very, very near to the white, but it's there.
in this way it's very easy to see where the bad paints are... when finished, just disable this feature, and get back to the default rainbow scheme...

Thanks so much I never noticed those real light paints. I will try out your advice and clean it up. Thanks again!

Worked great. Cleaned up the sneaky spots and it works as intended for a simplementation rig. Thanks much!


text:
Light from smoke simulator doesn't travel outside domain
Light emitted from the smoke simulator behaves normally inside of the domain but wont go outside it. Is there any way I can fix this or is it a bug?
Picture 1 is with light from fire and 2nd is with a point light.

@icYou520 that is untrue. You made that up without much thinking about it, didn't you..

@JaroslavJerrynoNovotny I guess I read it to quick. I was thinking smoke not light. Erased previous comment. Although I think it had a different title when I first saw this weeks ago.

I had the same problem. But after playing with the "Sampling"-settings of Cycle-renderer, I have by accident found the solution. Make sure that the number of "Diffuse" bounces is set to a minimum of 1. If it is 0, the light can´t pass through the domain.


text:
Boolean modifier "Cannot execute boolean operation"
I'm currently making a Rook chess piece on Blender. I've been trying to use the boolean modifier to subtract a part of the chess piece. The first application of the boolean modifier worked. However, as I was on my second attempt, I got the message "Cannot execute boolean operation".

I've already searched online for any possible solutions, but nothing seemed to have worked with mine. Could anyone help me with this?

Thanks in advance.

It is pretty difficult to say without having the .blend to play with. Could you upload it? Also, this could be of some help to you: http://blender.stackexchange.com/questions/5140/cannot-execute-boolean-operation-when-subtracting-several-spheres-and-cylinder

can you use this link to upload so that no one need to register somewhere else ? thanks http://blend-exchange.giantcowfilms.com/

You have a ring of faces which have no surface on the top of the tower. If you 'remove doubles' it will work... of course the creases are lost... but you can add an edge split modifier at the end

related http://blender.stackexchange.com/questions/34781/boolean-modifier-not-working?rq=1

authors: Кирилл Селезнев


text:
How to evenly distribute edge loops
I created a mesh with some Edgeloops, which happen to be at different distances from each other (see pic). But i want them to have the same distance between each other. how could one achieve that without remodel the mesh(or positioning them manually)? I do not mean to distribute the vertices on a single edgeloop. I would like to have something like: select X edgeloops, press "wonderous button to do the dreamed task" -> create same distance between the loops. something like this.

No. Do i asking this wrong? I only found this kind of answer in google. But i want the edgeloops to be in even distances. Not the Vertices on them.

But the vertices are what make the edge loops...

the Answer you posted, shows how to evenly distribute vertices on one edgeloop. you think it would be possible to do something similar with multiple edgeloops?

Yes, you just select all the edge loops you want to even out and then use the 'space' tool as described.

Success! At first it didnt work and i just got strange results. But if you select Looptools->space->input: parallel, it works fine. Thanks!

It is basically answered here:
How to evenly space vertices?
But for parallel edgeloops you need to set "Input" in Looptools-Space to parallel(not selected) in order to function.
Thanks to Ray Mairlot for clarification.


text:
texture not showing on new rearranged UV maps
i used a mesh from character creator 3. I noticed the UV maps on his single body mesh consisted of multiple UVs  (head, body, arm, leg)
My main intention was to combine all the meshes into 1 uv map by rearranging them (refer picture)
.Somehow i realized that even though i rearranged the uvs, but the projection still follows the old uv separated body parts, resulting the texture don't show up on the 3d panel. Do i need to do retarget function , so the UV will follow the new repositioned uv meshes? Thank you

in the Object Data panel do you have several UV Maps and have you chosen the right one in the list?

Ahh thank you so much on pointing on the right direction! Yes i still used old uvmaps :D

In the Object Data panel > UV Maps, make sure that you're using the good UV map:


text:
How to put rounded dome on non-circular surface (Modeling rounded shoes)?
I'm modeling the shoes/boots of a character's ability from Hunter X Hunter. They're like clown shoes, in particular they have a bulbous front section that's like if they were molded around a ball. The core problem is I'm trying to build a symmetrical, rounded dome on a non-circular base that connects to the edges of the base.

I have the base sole of the shoe built in Blender, but I can't find a satisfactory way to make the shape of the top of the boot in the front. My biggest problem is after finding a way to make the dome, I have to attach it all around the edge of the sole without destroying a smooth/round shape.
I've tried several different approaches:

Using proportional editing to pull up the roof of the sole
Shrink wrapping over balls or ellipsoid
Using the warp modifier on a plane
Trying to create a Nurbs curve and use the curve modifier to fit the shape
Manually snapping the points of a ball or ellipsoid to the edge of the sole
Sculpting the top of the shoe from a metaball

The sole base seen from an angle:

Sole base seen from the top (wider end is the front):

Does anyone have suggestions/examples for how I could essentially make a dome from something non-circular? Maybe an extrusion of some sort that tapers/smooths off at the top? I'm new to Blender and I'm trying to build this model for 3D printing for a cosplay.

Maybe begin with this kind of topology?

Could you give some more information on how you made that topology?
Also, how would you go about smoothing it out starting from this? Are there any particular tools or methods you think would be best? Thank you for the help!

cut the half of a cube, mirror it, extrude, move some edges, etc, as for the the smoothing, when you're glad with the general shape, add a Subidivision Surface, don't apply it if you don't need to (and if you do, make sure that you always keep a non-applied copy), put some support edges along the edges that are supposed to stay sharp

Marking this as the solution! I was able to use subdivision surface + a smooth modifier, tweak the edges a bit manually, and then use the loop tools curve to round out the sole. Thank you!


text:
Smart UV Project Distorts Color Map
I'm new to Blender and I recently asked on my last post/question that I was having problems with baking textures. I have fixed that problem, however, I have a new problem now. Every time I Smart UV Project the Image Texture seems to distort.
Before I UV Project:

After (You can see that it is slightly distorted):

Here is a download to the .blend file: https://www.mediafire.com/file/f7rhz3i5vewqg66/SeweragePothole2.blend/file

Smart UV Project will cut all the faces that have an angle over the set Angle, so it tends to create separate islands, and it will organize the islands the way it wants. It's not the best way to project an image onto the surface in the UV Editor (but it's typically the best way to unwrap when you want to texture paint on your 3D view because in that case you don't care a lot about how the islands are organized in the UV Editor).
A good solution in your case is to use the Cube Projection mode, as it will consider the orientation of your faces, and project the texture on both the front and sides.
Result:

Thank you once again


text:
Knee of my Character doesn´t bend
I am pretty new to rigging so this might be a stupid question. I rigged my simple character including IK constraints and have the problem that the knee isn`t bending when i move the torso down.

hello, have you parented With Automatic Weights? Please share your file so that we can test: https://blend-exchange.com/

Here is the link to the Blend file:

It has to do with your topology, first make the Mirror invisible, you'll see that you have inner faces, select one and press ShiftG (Select Similar) > Normal, and delete the selected faces:

Also remove all the faces that are close to the mirror axis, it looks like the topology is very dense here:

Once done, activate the Mirror again, enable its Clipping option, move the mesh towards the axis to stick the vertices:

Parent With Automatic Weights, it works:

Ok thank you very much !!!


text:
How to build Blender with edited blender_icons?
SVG
If I do changes on SVG file located in ~/blender-build/blender/release/datafiles folder, save it and run commands
cd ~/blender-build/blender
make icons
it ends with
FileNotFoundError: [Errno 2] No such file or directory: 'blender': 'blender'
make: *** [icons] Error 1
Wiki has a note which I don't understand: "... both inkscape and blender must be in the system PATH for this command to execute properly."
Official Blender build and Inkscape are located in /Applications folder, but only Blender arised as error.

What is that system PATH?
How can I recognise if PATHs are set right?
(how they should looks like?)

I think that wiki page is talking about blender 2.5. IIRC blender now generates the png versions from uncompressed pixmaps at build time.

system PATH
On command
echo $PATH are displayed these paths by default. Each path is separated by colon and specificaly these are stored in etc/paths file:
/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin
add PATH
export PATH="/Applications/Blender/Blender.app/Contents/MacOS":"$PATH"
echo PATH="/Applications/Blender/Blender.app/Contents/MacOS":"\$PATH" >> ~/.profile

It creates a new line with PATH into .profile file.
... to be sure
If I'm right you should have listed Blender, Inkscape and CMake in this file to be able regenerate new blender icons and compile Blender. If you open hidden .profile file (located in home directory) via mac TextEdit or via Terminal's editor sudo nano ~/.profile it should consist from this text:
PATH=/Applications/Blender/Blender.app/Contents/MacOS:$PATH
PATH=/Applications/Inkscape.app/Contents/MacOS:$PATH
PATH=/Applications/CMake.app/Contents/bin:$PATH

On echo $PATH you should see now:
/Applications/CMake.app/Contents/bin:/Applications/Inkscape.app/Contents/MacOS:/Applications/Blender/blender.app/Contents/MacOS:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/opt/X11/bin

Note 1: After XQuartz installation (needed to run Inkscape) you can see on echo $PATH also /opt/X11/bin path that is located in etc/paths.d/40XQuartz file. So, if you close and open a new Shell (Terminal window) you should see these path on echo $PATH command like this
/Applications/Blender/blender.app/Contents/MacOS:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin:/opt/X11/bin
Note 2: You can add PATH also by editing ".profile" file from Finder. Let "Show hidden files" with Cmd+Shift+. Go to Macintosh HD > Users > "youraccount" folder and open ".profile" file in TextEdit and copy paste
PATH=/Applications/Blender/blender.app/Contents/MacOS:$PATH and save it. If you open a new Shell you can see the path on echo $PATH command.
Note 3: I saw paths can be stored in other files like ".bash_profile" if any, but since I already created alias for blender, it make sence to me store also this PATH in one file. Also other app generated the path to this .profile file, so I hope it's correct :)
Note 4: path /Applications/Blender/blender.app/Contents/MacOS works only in case your blender.app is in "Applications" directory. If you placed your app somewhere else edit the text acording to your path. You can get the path by drag&drop "MacOS" folder into Terminal window. To get such deep directory click on blender app icon with RMB and choose "Show package content".
Note 5: Be carefull with quotation marks. They has to be traight "abc" Pasting them from text editor they can be also 6-9 type, looks like angeled “abc”. These are not working!

Blender uses uncompress bitmaps for the icons, which are generated from the svg with a python script which depends on inkscape and blender. See this for details.
The basic workflow should be something like:

Edit svg
Run the python script in
blender/release/datafiles/blender_icons_update.py

If you are on linux, you can also run make icons instead.
Compile

@vklidu It generates .dat files from the png files using blender, then deletes the pngs. The system path bit means that running "blender" or "inkscape" at the CLI should start blender or inkscape, without the full path to the executables.

@vklidu If it's still not working, could you post the output of the python script?

OK, I put outputs as a more drastic changes in my Q. It's result of yesterday search. Seems like the understanding of the "PATH" is key. Thanks for patience. I can erase parts "PATH" and "BUILD" that are my messy tries. And I will keep only first part with questions if it will be solved in answer.

@vklidu I don't have a mac to test on, but I don't see anything obviously wrong with your PATH adjustment. You could try setting the path to blender directly in the icon script (see lines 34 and 49) and running it manually. Re: cmake, is cmake installed?

In my "blender_icons_update.py" I don't think I can do that on lines 34,49. See http://pasteall.org/blend/index.php?id=49271
Re: cmake, yes installed. Via cmake I generated Xcode project and compile blender with Xcode as described on wiki.

Blender needs to be installed. It does the job of slicing the iconsheet in the background. Under windows there is a place for the system variables. Google search for Path and environment variables in Windows. Both, Blender and Inkscape needs to have an entry in the path item. Normally this happens automatically at installing both software.

@vklidu Your file is different from mine; in your case it looks like you want line 15

@gandalf3: thanks, works! There should be a note on wiki. It was a pain. Quite interesting is that Inkscape has written whole path in script, so if I would install app somewhere else, script would be broken again, right? Also I set alias for blender to be executable by word "blender" (and it works), so isnt this line 15 for that? - execute blender by word? So it should work witout full path, right?

@vklidu It only uses that if a file exists at that location. If it doesn't, it falls back to just calling "inkscape", hoping it's in the PATH. Perhaps the reason for that being done was to workaround the same kind of situation you're running into with blender now..

@vklidu Aliases only work in the shell they are defined in. Python will create a new shell (which knows nothing about other shell's aliases) and run "blender" there. If "blender" isn't found in the PATH environment variable, then it's "command not found". Environment variables are inherited from process to process, so if you set PATH in your shell and then run python (which then runs it's own shell in order to call "blender"), the PATH you set should be carried down the chain and also be set for python's subshell. Try running python -c 'import os;os.system("echo $PATH")' to test it.

Output is the same as for echo $PATH in my answer (Note 1) -path to blender is there, I set permanent PATH to blender already. I just expected that alias and PATH is created for a reason - to be accesible for any new Shell. If you say alias is not visible for new shell created by Python, OK its enough to know for me :) thanks


text:
How to import recorded iPhone gyro data into blender?
I recorded iPhone's rotation and now I want to import these data as x,y,z for object rotation in blender.
How can I convert OSC or CSV formats into F-Curves?
Thank you for help.

I found add-on csv_fcurve_importer that I can't activate even in 2.57, that was written for. http://blenderartists.org/forum/showthread.php?209181-A-Script-to-Import-a-CSV-File-and-Create-F-Curves-(for-Blender-2-5x-or-later)

if you provide a sample of the CSV file it would be easy to see what can be done with the data. maybe a custom importer. OSC messages are easy to deal with but unless they include time stamps they can be less accurate depending on what is used to transport the data UDP or whatever. I recommend a CSV file.

I used app SensorLog https://itunes.apple.com/us/app/sensorlog/id388014573?mt=8 that gives me this output file https://dl.dropboxusercontent.com/u/55113627/%3E%20Blender/2015-04-20_16-16-10.csv This is just sample, in my case I need synchronized live footage with CG - finger that rotate with circle in z axis. But it would be awesome to be able convert any CSV data to f-curves.

The autthor of that CSV importer responded to you on BA, with any luck he can sort it out.

Download SensorLog app for your mobile device (free) and record some motion. Data can be send from device via mail or you can connect to local network. Output format is CSV.
Download add-on csv_fcurve_importer to import csv data.
Addon appear in Scene properties window.
(Works for blender 2.74)

Thanks to zeffii's comment about OSC vs. CSV formats.


text:
Load DNG/CR2 RAW Images within VSE
Is it possible to load RAW DNG and/or CR2 Image sequences within Blender VSE? Might there be an addon available?
Update:
Link

Welcome to the site, Chris. You might want to take the tour and review the help center. Meantime, this page lists the file format types supported to Blender. One cannot say that there will not be, at some point, support for Canon (~.cr2) or Adobe negative (~.dng) files added, but they don't seem to be supported at this time.

DNG + CR2 does work - see how!

@ brasshat - do you think we can add this to the actual feature list?
[sambler's git patch] (https://gist.github.com/sambler/05afb5d61f8a16b5a58dd35cea0ca927)

Although you can be tricked into thinking that Blender is seeing an image in the DNG as they can be created with embedded jpegs. Which Blender can find and read. Of course they are no use to you for wide DR work.

Thanks 3pointedit for pointing this out. Sambler already talked about it on the other thread.. http://blender.stackexchange.com/questions/57208/how-to-develop-a-vse-file-format-importer-for-dng-cr2-image-files/57245#57245

Chris, adding anything to the feature list is above my paygrade.

Hi brasshat, thanks :) don't worry; I was more thinking of the feature request list... For now I'm stuck at building blender from source; so this is a little problem i need to overcome first. After that I'll try Sambler's advice.
So, for me it will work out this way; at least with cr2 files. DNG I have to find a way of simple removing the thumbs (if there are any)

No, DNG is not supported. Decode first.

Any clue where to start developing these? So, if it is not available yet; maybe we can make it happen ... What do you think, is that even possible?

DCraw probably would be my advice. But I would also encourage an offline editing process as well.

Thanks, will look into DCraw. This is just about getting files into Blender; using proxies for offline editing. But without converting the dng/cr2 into another readable format for blender.

DCraw does DNG, and should handle it.

What properties do DNG or CR2 have that you want to make use of, that are not available through other image formats  already supported Blender?

@brasshat - it is not a feature of the file format I'm after; it is more about removing an unnecessary step = converting to a format with the same "feature-set" just to be readable by blender. This step produces a lot of unwanted data; which only purpose is to be "readable" by the software.

update: I sent a mail to David; the developer of DCraw. So, If anyone has a clue where to start at implementing DCraw into Blender.

Just write a script to batch your offlines. No need for it to be in Blender.

@troy_s - thanks. So, this question isn't about creating offlines. I'm aware of these workflows. I'm more after a new solution. Please understand my point, even if you don't :)

I understand the point very well. As I said, I am unsure why you need anything more than batching your footage to a suitable format.

It is really just about spending less time + performance on nonsense tasks.
Example: If you are shooting image sequences with a canon you'll have  cr2 files; when you are shooting video "raw" with a blackmagic you will end up with dng files. Now think about how much time + resources are wasted during these batch converts; before even the real work begins ...

Done plenty of it. You are always batching. Very little difference if you write a Python script that does the exact same thing. As in you can't escape it and it is precisely the same operation in both instances. Did you check if dcraw can decode your particular flavours of DNG?

Looks like DCraw isn't what I'm after. So I don't want to decode anything; instead I'd like to load the RAW directly, without any processing what-so-ever.

Sorry guys; you don't seem to understand ... this isn't about any feature set; this is about saving resources and time!

I understand very well. Shot a few things. I answered you in the original post, “No, it can't.” No there is no way currently. Use Resolve. It is free.

Thanks, Resolve won't work on Linux ;/ And they might not release a resolve-lite for linux. so, this doesn't help :) ... nevermind.

@cegaton - this is exactly what I want to do, loading RAW - create proxies (offline's) with blender; edit; and go back online for final output. just without the extra step of converting to another format (the step you don't see as time waster)

It does work - answered by another stackexchange member

(Dave Coffin, author of dcraw)
The only resource "wasted" is the disk space occupied by the PPM or TIFF files generated by dcraw, and the time to write and read them. This could be avoided by doing, in the Blender code:
ifp = popen ("dcraw -c (other options) somefile.cr2", "r");
and then reading the PPM or TIFF file from ifp. This would however require Blender to keep track of and allow you to set dcraw options, of which there are many, and they might not be the same for all your photos.
I don't blame the Blender developers for not wanting to get involved with raw photos. Just process them with dcraw.

Hi Dave,
thanks for the note. CR2 work straight out of the box. Just need to disable "filters" (VSE) - thanks to Sambler.
I don't blame them either - I wasn't aware of the fact that it is such deep down the rabbit hole - Thanks to all trying to help


text:
Setting all default_values of nodes to 0 does not result in expected black output
What I am trying to accomplish?
I am iterating over all nodes of one named material from the output node and going backwards and want to set all inputs.default_value to 0.
I use the Code from sambler on blender.stackoverflow to iterate.

Why does it has no impact if I just set the input.default_values on the outermost level. There is a "Node Group" and I do have to set the default_values for it's child nodes to get any change at all. I would have expected the outer two RGB inputs "Paint Color" and "Specular Color" to be the input for the "Node Group" and therefore affect the rendering. This would be the behaviour of the blender UI and I expected the API model behind it to behave the same.
What node attributes beside "default_value" am I missing, as clearly default_value and in case of default_values of multiple dimensions like RGBA default_value[0..3] are not the only possible input values in the node_tree, otherwise I would expect a black output again (the outer spherelike object has only assigned this one material!)

Which scene am I using?
Scene: Metallic Paint by elbrujodelatribu on blendswap
What output do I expect
The object to be black as the material has only two RGB inputs for the "Paint Color" as well as the "Specular Color" and both the volume as well as the displacement input should not matter.
What do I get

This is the image with all inputs.default_values set to 0. The red outer object should actually be black but it still has a huge red component as well as a strong reflection.

The reason that I did neither add a screenshot for the result without changing the material inputs to 0 as well as screenshot of the node setup is that blender.stackoverflow does not allow more than 2 links as long as the reputation is below 10.

Some nodes like the RGB nodes have only outputs and they have to be processed as well if one wants to controll all possible inputs using the API. Also some nodes could have additional variables like "operation" mode or "use_clamp" in the Multiply node.

To gain complete control it is necessary to look at inputs as well as outputs. In the node setup above the RGB nodes are the main expected user input/control. These nodes do not have any input-(sockets) only one output(-socket). In the node editor this is obvious as the RGB node has no input socket. Working with the autocompletion in the blender python console does not reveal this information as easily.

If we expand the metallic paint material in this blendswap scene by elbrujodealtribu we see that there are even more cases to consider. The Multiply node has also a boolean use_clamp this will require special treatment. The second value of the multiply node is not linked and therefore would require to be set while the first value of the Multiply node is linked and therefore does not require to be set. Therefore each type of node (node.type) will likely require special treatment

Could you please add some more details?

@PGmath, is this more helpful now?


text:
Blender 2.8+, How to execute an operator in another window?
Some operators are global. Some are not. Transform for example is bound to the window where it gets executed in. As an example let's say i want to perform the transform.rotate from the UV Editor in the UV menu of the 3D view?
All I found so far was some advice in the manual regarding execution context. This example maximizes the screen in all open 3D Views, from: https://docs.blender.org/api/current/bpy.ops.html
# maximize 3d view in all windows
import bpy

for window in bpy.context.window_manager.windows:
    screen = window.screen

    for area in screen.areas:
        if area.type == 'VIEW_3D':
            override = {'window': window, 'screen': screen, 'area': area}
            bpy.ops.screen.screen_full_area(override)
            break

But how would transform.translate fit in here? I'd like to get a button in 3D View .
To make it a bit more complicated, I don't only want to transform actually, I'd like to add back the old transform by 90 degrees back into its location. Which was:
layout.operator("transform.rotate", text="Rotate Minus 90").value = math.pi / -2

Do I still would have to write my own operator here? Or is there an easier way meanwhile?

You can also change the area temporarily: https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add or just rotate using low-level functions: https://blender.stackexchange.com/a/28931/31447 and https://blender.stackexchange.com/a/111307/31447

Thanks brockman. This is what i was looking for. The Change Area.type looks interesting. Will investigate into the possibilities :)

Hm, no. Seems that i have to create a own class for every operator.

No need for a class. Select the default cube and run the script from: https://blender.stackexchange.com/questions/28929/rotate-uv-by-specific-angle-e-g-30deg-in-python-script-in-backgroud-mode/28931#28931

The rotate was just an example. There is much more. It's around half of the operators that needs to run in correct area when i remember right. But thanks for the hint :)

No problem. But hard to help otherwise, since each operator is different and you'd have to pass specific context members depending on the operator.

I see. Was worth a try.

The method from brockman. It shows one of the operator buttons. For the other direction simply use bpy.ops.object.simple_operator(val=math.pi/-2)
import bpy
import math

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"
    bl_options = {'REGISTER', 'UNDO'}

    val: bpy.props.FloatProperty()

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    @classmethod
    def description(cls, context, properties):
        return properties.arg

    def execute(self, context):
        for area in bpy.context.screen.areas:
            if area.type == 'IMAGE_EDITOR':
                override = bpy.context.copy()
                override['area'] = area
                bpy.ops.transform.rotate(override, value = self.val)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.simple_operator(val=math.pi/2)

Buttons:
    #buttons with separated tooltips. Put it in a menu or a panel
    myvar = layout.operator(SimpleOperator.bl_idname, text="Rotate Counter Clockwise").arg = 'Tooltip for Rotate Counter Clockwise'
    myvar.val=math.pi/2

    myvar = layout.operator(SimpleOperator.bl_idname, text="Rotate Clockwise").arg = 'Tooltip for Rotate Clockwise'
    myvar.val=math.pi/-2

Just wanted to add, this method has then just one tooltip though for two tools.

"Operators can now have a dynamic tooltip that changes based on the context and operator parameters." -> https://wiki.blender.org/wiki/Reference/Release_Notes/2.81/Python_API#Operators

Ah, that's cool. But how does this work with two buttons then?

As stated in the release notes: op = layout.operator(SimpleOperator.bl_idname).arg = 'FOO' \ op.val=math.pi/2, see: https://blender.stackexchange.com/a/2516/31447

Thanks. I don't mean how you pass the argument, but how you distinguish the two operator cases. Sorry if i nag you too much ^^

I mean you provided a way to pass the tooltip. But how do you  know what tooltip to use? Where is the if?

Still don't get the question... you can specify that in your layout: layout.operator(SimpleOperator.bl_idname, text="FOO").arg = 'FOO', layout.operator(SimpleOperator.bl_idname, text="BAR").arg = 'BAR'

Ah, now i get it. Thanks :)

Do you mind updating the script?

Will do. Let's see if i got it right ^^

Change is untested. I miss the time at the moment. Will come back to it once tested ...

To have an aswer here for peopel that searches for a solution, I ended in writing my own class. When somebody has a more elegant solution, everything is welcome :)
The classes:
class TOOLBAR_MT_image_uv_rotate_clockwise(bpy.types.Operator):
    """Rotate selected UV geometry clockwise by 90 degrees"""
    bl_idname = "image.uv_rotate_clockwise"
    bl_label = "Rotate UV by 90"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        for area in bpy.context.screen.areas:
            if area.type == 'IMAGE_EDITOR':
                override = bpy.context.copy()
                override['area'] = area
                bpy.ops.transform.rotate(override, value = math.pi/-2 )
        return {'FINISHED'}

class TOOLBAR_MT_image_uv_rotate_counterclockwise(bpy.types.Operator):
    """Rotate selected UV geometry counter clockwise by 90 degrees"""
    bl_idname = "image.uv_rotate_counterclockwise"
    bl_label = "Rotate UV by minus 90"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        for area in bpy.context.screen.areas:
            if area.type == 'IMAGE_EDITOR':
                override = bpy.context.copy()
                override['area'] = area
                bpy.ops.transform.rotate(override, value = math.pi/2 )
        return {'FINISHED'}

The operators:
layout.operator("image.uv_rotate_clockwise", text="Rotate clockwise")
layout.operator("image.uv_rotate_counterclockwise", text="Rotate counter clockwise")

The register part:
TOOLBAR_MT_image_uv_rotate_clockwise,
TOOLBAR_MT_image_uv_rotate_counterclockwise,

The "more elegant" solution would be adding an operator float property for the rotation, which allows to pass your rotation value, that way you can also get rid of the second class.

Could you provide an example please?

Sure: https://pasteall.org/YUho Consider adding a proper poll method.

Thanks. Pasteall is nothing permanent, so i will add it as a second answer here. Or you do. Then i will remove mine.


text:
How to model Harry Potter's Firebolt?
I'm trying to recreate a broom from Harry Potter, the firebolt specifically, and got as far as the general shape. My question now is how would I go about making the white growth on the handle?
It looks like the sculpting tools would be the best bet, but before I dig into that I was wondering if there was a better route.
If someone can point me to another post or get me going in the right direction I'd appreciate it! Thanks!

why don't you subdivide the mesh and use a wood bump map or normal texture and increase the strength accordingly?

Use Ctrl+R to loop cut. This is useful for making new edges/verts around an object. Do this and select the part of the handle, then press S to scale everything up so it matches. All in Edit Mode of course.
Additional tip:
For the tip of the broom, you can either make "hair" strands (Look up hair/grass/fur tutorials), or you can extrude the broom staff all the way back, scale it up a bit, and add transparent textures with the strands. The last one is most useful if you're going to use this in a game though.
You can also subdivide your object and enter sculpt mode to make the patterns on the broom handle.

Thanks, the plan is to break this into pieces when I'm done and print it so the strands will need to be made of something natural (plastic will break for sure). Thank you for the tips though, should help me get going.

@ColebyConner Don't just thank in the comments, that is not how this site works. If an answer helped you upvote it, and if it solved your problem consider marking it as accepted.

I did upvote, this is a new account so it isn't shown. I did not accept it yet as I would like to see what other recommend as well and marking it as answered will deter that. I know how stack exchange works, I've used other exchanges on different accounts. http://puu.sh/wVw3L/98d9ce97a2.png

@ColebyConner if you want a simple and accurate way of doing this, you could use bump maps. This requires some work though, but once you've done it it yields some good results depending on what you are going to use your model for.


text:
error: return super().__getattribute__(attr)
I try to run the following script from the tutorial (https://youtu.be/bZUTiAJ1Tuc). While I try to execute a grid by clicking on a respective button panel I get the following error message

"...line 48
C/....Blender Foundation/...Modules/bpy.types.py line 721 return super().getattribute(attr).

MESH_OT_monkey_grid has not attribute count_x

I basically copied the script in the tutorial... and looked for some info about the getattribute function, didn't help much
Any input, tip on how to overcome this issue?
bl_info = {
    "name": "Monkeys Add-on",
    "author": "Yariv Friedman",
    "version": (1, 0),
    "blender": (2, 91, 0),
    "location": "Operator Search",
    "description": "Monkey Exemple Add-on",
    "warning": "",
    "doc_url": "",
    "category": "Mesh"
}

import bpy

class MESH_OT_monkey_grid(bpy.types.Operator):

    """Let's spread some joy"""
    bl_idname = "mesh.monkey_grid"
    bl_label = "Monkey Grid"
    bl_options = {'REGISTER', 'UNDO'}

    count_x: bpy.props.IntProperty(
        name="X",
        description="number of Monkeys in the X direction",
        default=3,
        min=1, soft_max=9,
    )
    count_y: bpy.props.IntProperty(
        name="Y",
        description="number of Monkeys in the Y direction",
        default=2,
        min=1, soft_max=10,
    )
    size: bpy.props.FloatProperty(
        name="Size",
        description="Size of each monkey",
        default=0.5,
        min=0, soft_max=1,
    )

    def execute(self, context):
        for idx in range(self.count_x * self.count_y):
            x = idx%self.count_X
            y = idx//self.count_y
            bpy.ops.mesh.primitive_monkey_add(
                size=self.size,
                location=(x, y, 1))

        return {'FINISHED'}

class VIEW3D_PT_monkey_grid(bpy.types.Panel):

    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Monkeys"
    bl_label = "Grid"

    def draw(self, context):
        self.layout.operator('mesh.monkey_grid',
            text='Default Grid',
            icon='MONKEY')
        props = self.layout.operator('mesh.monkey_grid',
            text='Big Grid',
            icon='MONKEY')
        props.count_x = 10
        props.count_y = 10
        props.size = 0.8

def register():

    bpy.utils.register_class(MESH_OT_monkey_grid)
    bpy.utils.register_class(VIEW3D_PT_monkey_grid)

def unregister():

    bpy.utils.unregister_class(MESH_OT_monkey_grid)
    bpy.utils.unregister_class(VIEW3D_PT_monkey_grid)

if __name__ == "__main__":
    register()

There is a small typo -> x = idx%self.count_X should be x = idx%self.count_x (line 43)

..or to be PEP8 pedantic  idx % self.count_x  always wrap operators with spaces. a + b

I’m voting to close this question because it is a basic python syntax error  (resolved in comments.)

Thanks, for both clarifications. The problem was resolved. I don't have enough credits to close this question.


text:
Multiple addons using the same name (OS X)
I got an error message in User Preferences > Addons tab
Multiple addons using the same name found!
likely a problem with the script search path.
(see console details)

But under OS X I don't see "Console" item on the list as Window users.
How can I found duplicated add ons on mac?

To see what Blender thinks, you need to run Blender from command line.

Open Terminal application
Write cd then hit spacebar and drag&drop your folder with Blender into Terminal window
Enter
In Terminal window write ./blender.app/Contents/MacOS/blender
Enter

Then if you open Blender's "User Preferences" tab "Add-ons", Terminal displays all conflict add-ons.
(There is also patch to show these add ons directly in User Preferences window https://developer.blender.org/D791 for better future)


text:
NODE – exclude from tree (Node Wrangler)
In Blender I can simply exclude node from a node tree with Alt+RMB, but with "Node Wrangler" addon the "Alt" key is used for Mix node.
How can I exclude node from tree with "Node Wrangler" enabled?
Thanks

Another example – that I can't do with Wrangler enabled.

I use Ctrl + LMB and draw a circle around the node.

... but you loose a string. You have to reconnect it manually.

Alt+D - detach node from all inputs and outputs

(Works in blender 2.79 or 2.8x as default function, no conflict with Node Wrangler if enabled.)

There is Detach From Outputs function which does that, also leaving inputs of the node you moved out from the tree attached. Press Shift+Alt+D with node to detach:

Or from the Node Wrangler toolshelf (N in the UV editor, Node Wrangler tab):

Thank you for help. If this is the addons way I will try to remap shortcuts.


text:
Particles - Objects Order
What criterium blender uses for order of items on a "Dupli Group" list ?
Thank you for help.

Please make your goal clearer.  Perhaps if you state your larger goal people can help you.  Are you trying to created an animated text sequence?  Your question [What is the solver for list creation?] is difficult to understand to me. Some interpretations follow.  What is a [technique/script/addon] to get an animated text list?  What is the [algorithm] built into Blender for particle creation?  How can I create a list of text which appears on the screen line by line?  Please show the desired stages of animation in an image if possible.

I tried my best, sorry. Edited ...

Use these arrows to reorder them to your liking. They will spawn in that order (if pick random is not checked ofc):

If you need to do this on hundreds of objects do it witch python:
import bpy

# change the active item to be moved (the blue highlighted row in upper image)
bpy.data.particles["ParticleSettings"].active_dupliweight_index = 1

# move it up or down:
bpy.ops.particle.dupliob_move_up()
bpy.ops.particle.dupliob_move_down()

That is not my question. Please see highlighted text in my post. I'm not looking for solution here, I would like to understand the system. Anyway as i wrote, I have a lot of text objects. Try to reverse order of 100 manually ... And this is not a final version of text. Later I will have to do it again with finalised version.

@vklidu The highlighted text doesn't make much sense, and the rest of the text is about your need to change emitting order. If you need to do this on hundreds of objects you probably need python. Also the initial order is alphabetical, same as in Outliner. If this is what you need pls adjust the question so other people will answer what you want. I'll add the python part.

I don't think you are right with alphabetical order. It seems to me like it has something to do with order of adding objects into scene.

@vklidu you might be right, just did another different test and it is reverse order of adding into scene. But I am not still sure if this is always like this.


text:
How to dissolve faces after joining objects
How to dissolve faces after joining objects,I mean How to remove edges between two faces after joining their objects?

tab into edit mode then press a then press m > merge by distance

That doesn't work!

can you please provide more details or screenshots to clarify your problem?


text:
Rig created after character was rigged with metarig can´t drive the metarig animation
My rig generated form my metarig does not drive the bones. if I rig my mesh the bones move it, but the rig does not move the bones. how to fix this ?

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

I managed to parent the rig to the metarig. now my problem is that when I try to load a mixamo animation to the rig, using Expy kit, the arms of the character get crossed in opposite directions.  How to fix it ?

Rigify rigs are used like this: 1) The metarig is positioned to match the character mesh. 2) The rig is generated.  3) The character mesh is parented to the rig.  The rig is not parented to the metarig. Please add your blend file to your question and edit the post to match your current problem. (How to add a blend file)


text:
How can I get a position (a 3d coordinate) on a curve via curve length via python?
If there is a curve selected, I want to get the 3d position on the curve via the percentage.
For example:
get the 3d postion on the curve at 1/5 of the curve length.
get the 3d postion on the curve at 2/5 of the curve length.

what is the type of the curve in [‘RESOLUTION’, ‘SEGMENTS’, ‘SPLINE’]?

bezier curve. I want to get uniform positions along curve, then put mesh vertices to the positions. The 3d coordinates should be in global space.

Get position of n% length of curve
import bpy

# create curve and empty
bpy.ops.curve.primitive_bezier_curve_add(enter_editmode=False, align='WORLD', location=(2, 0, 0), scale=(1, 1, 1))
curve = bpy.context.object
curve.data.resolution_u = 64
bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
empty = bpy.context.object

# make constraint
bpy.ops.object.constraint_add(type='FOLLOW_PATH')
empty.constraints["Follow Path"].target = curve
bpy.ops.constraint.followpath_path_animate(constraint="Follow Path", owner='OBJECT')
curve.data.path_duration = 100

# get position of 50% length
curve.data.eval_time = 50
bpy.context.view_layer.update()
matrix = empty.matrix_local
print(matrix[0][3], matrix[1][3], matrix[2][3])

awesome! It works well. But is there no direct API to access the positions on curve?

It seems not. But you can access splines[0].bezier_points to get the control points to calculate the position, but the math is not easy.


text:
VSE Image doesn't show in final render
I'm relatively new to VSE, and I'm trying to place an image in my video, but when I render it the image doesn't show at the designated time.

How can I make blender display the image in my final render?

There could be quite a few reasons as to why. Can you snapshot your video sequence editor view-ports in full so we know what the scene looks like and what your settings are? We need clarification on what is in the video. The screenshot indicates that you simply f12'd the frame at the time shown. You said you are making a video though, is it just from 0-5s with the image sequence and that's it? For example if you render out a video and stick it back in your timeline and try to line things up, things can be off if you don't assign a timecode under the proxy settings of the strip (use record run)

Based on the screenshot you showed you are creating a video from 0-4.~ seconds. Your image strip (is it a single still image or a number of them?) will start showing up at 1.5s or so in the video you create. But that's only if the start and end settings are set to what they are in the timeline, it's possible you clicked an option make them different values.

@kite it's a single image

@kite I added a new image

Sorry I'm still not understanding the full picture here. The vse and 3d viewport are two separate entities, and you show both of them in the same image here. The problem could be you are assuming entries in one automatically translate into the other. If you wish to import from the 3d viewport into the vse timeline you must use a scene strip, or render out and re-insert as an image/video strip. If you wish to have things from the vse showup in the 3d viewport....you'll have to render out from the vse and re-insert as an image strip directly into the 3d viewport via nodes or applying to a mesh

If that isn't the case please do a few test renders using just the vse to confirm any problems (render out a series of colour strips for example in the vse: shift+a->effect strip->colour (while cursor in the timeline)). Then please check things like framerate of the video created and make sure it matches with the assigned fps, 24 fps u have here. I'm not familiar with avi jpeg. I would say try using ffmpeg avi h.264 just to confirm that you 'can' render out of the vse properly. Isolate the problem based on that. If you toss ur video back in, assign a timecode to confirm things lineuep


text:
Texturing Scalable Vector Graphics
I am trying to make an extruded version of this image of Gary Smith,

so I used GIMP to cut him out of the picture and exported the path as an SVG file, and imported it to blender and set it as 2D. But when I try to texture it, I get a completely black model.

How do I texture it?
Edit Mode:

Have you UV Unwrapped it?

@AshutoshBudhdeo  I tried selecting all the vertices and pressing U, but nothing happened. I'll edit my question to contain a screenshot of edit mode

Can you see the Unwrapped model in the UV Editor?

@AshutoshBudhdeo I cannot

@AshutoshBudhdeo Alright, I added a photo of edit mode to the post.

Go to edit mode, switch to top view by pressing 7, select everything by pressing A and press U and select project from view. After this, you should be able to see your model in the UV image editor.

@AshutoshBudhdeo When I press U, nothing happens

I saw your edit mode screenshot and it looks like the model is only made up of unconnected vertices. A 3D model should have it's vertices connected to each other to form faces so that textures can be applied to those faces. Also, the topology of the model is not good at all. If you want to make a 3D model of gary smith, I would suggest you to model it manually. If you want a 2D flat plane, i would suggest you to alpha mask the image in Photoshop or Gimp and Import it in blender with the help of Images As Planes add-on

@AshutoshBudhdeo The Images as Planes add on idea worked out, thank you for your time.

Edit: I misunderstood what you were doing with the path. I think the step you were missing was to convert the path to a mesh before UV unwrapping. I don't know my way around curve objects very well, but you should be able to texture a mesh object as expected. Alt+c (I think) for convert curve to mesh and vice versa.

see if this helps https://blender.stackexchange.com/questions/92317/how-to-make-my-logo-spin-showing-the-front-side-on-both-sides/92331#92331

If i understood the question here are steps follow it

Import the SVG file
Convert the curve to mesh by press Alt + C and select curve from Mesh
Go to edit mode Press U and select Project from view (Bounds)
Make a new window as node editor and connect the image.
Assign the material to the mesh.


text:
Extrude/scale on cylinder
I'm trying to make a window in a tower but the tower is made with a cylinder (32 vertices), set smooth from the left panel (Tools > Transform) and select auto-smoth (30d°) in data panel.
The create a window using another object and a boolean difference operation.
when I extrude and scale to add detail on window the result is not clean (see screenshot 2 -> square things in the mesh).
Does anyone already handle this problem?

what you're trying to do is not clear, you could please show your mesh in wireframe mode, or share your file?

Just a wild guess but you might want to try smoothing the object with the tools panel. Other than that as via comment you'd need to provide more information on what you are doing.

Related: https://blender.stackexchange.com/q/3260/599

Likely the curvature of the cut for the window doesn't correlate with the curvature of the cylinder itself so you see shading artifact even though no Ngons are used. Try going with topology like https://i.sstatic.net/BRO6g.jpg

Made without Booleans, this sort of topology stands up to pretty close scrutiny, (if you don't mind the holding loops around the tower).
The extra vertical loops in the cylinder that help define the curvature of the arch were created by selecting the relevant edge-rings, and using CtrlE > Subdivide Smooth.
The arch can be formed  by selecting its central vertice(s) and in Proportional Edit, GZ, raising it/them in Z.
Then an inset and extrusions to create the holding perimeter and the thickness of the window, and an extra edge loop to hold the sharpness of its bottom corners.


text:
How can I make a part of my mesh more round after it's already made?
I bought this model of a microscope but noticed the eye piece is not perfectly round, you can see its made of sides, how can i make it perfectly round? I tried Subdividing but that only increases the poly count but the shape stays the same! checking smoothing also doesnt affect it. Is it possible?
Thanks.

Can you show the mesh in wireframe mode?  I think you're going to have to remodel it but hard to say without seeing what you've got.

Sure, I added an image of the wireframe above.

You can just add a Subdivision Surface modifier. To avoid it rounding the ends you will have to make additional loops, try and let us know how you get one. Love the render by the way, great dirt/scuff material.

Thanks, Subdivision Surface modifier does the trick. Setting it to 2 gives me a perfectly round eyepiece.


text:
I want to simplify the mesh of the ornamental design on this bench, while still keeping the general look
Making a model of the Titanic. Want people to be able to "walk" around it at some point. I've mentioned this in previous posts.
I've got benches throughout the decks and I wanted to try to get the ornamental detail on the arms, but I worry that it's adding unnecessary geometry to my model. Is it possible to simplify the mesh, while still getting the general look?
Edit: Forgot to mention I've tried the Limited Dissolve and the Decimate modifiers. The current result is what I thought was the happy medium between keeping the shape and simplifying the mesh using those features.


text:
OSL component names for points, colors? (x, y, z, r, g, b)
The Open Shading Language spec says

Color variables may also have their components referenced using “named components” that look like accessing structure fields named r, g, and b, as synonyms for [0], [1], and [2], respectively:
float green = C.g; // get the green component
C.r = 0.5;         // set the red component

It says the same thing about points and x, y, z components. This is not working for me in Blender 2.8. I get errors like:

error: type 'point' does not have a member 'x'

Is this not implemented in Blender?

I'm not trying to use another OSL shader; I'm learning the language so I can write my own. It's not a show-stopper to write p[0], p[1], etc. I just find p.x, p.y to be clearer to read. Maybe I should just report it in the Blender bug tracker and see what they say.

The syntax was introduced in version 1.11 of the Open Shading Language (OSL) specification.

OSL Language and oslc compiler:

New syntax to reference color and point/vector/normal components as named struct components, such as C.r, C.g, C.b, or P.x, P.y, P.z. #1049 (1.11.0)

Blender 2.83 is using OSL 1.10.9 and thus doesn't support this syntax yet.


text:
How to use the stereoscopic 3D Side-By-Side view?
When working with Render Layers/Views turned on for stereoscopic 3D mode, I can preview the 3D in the OpenGL viewport's camera view numpad 0 in anaglyph (red/cyan glasses etc). That works fine.
But I'd like to also be able to use the Side-By-Side (cross-eyed) mode for previewing in the OpenGL viewport.
When I go to Window/Set Stereo 3D I can change to side-by-side cross-eyed, and I get a message saying Stereo 3D mode requires that the window be fullscreen.
But no matter how I switch to fullscreen I never see a Side-By-Side image. I've tried ctrlup arrow, shiftspace, and altF10, all inside and outside of the camera view, but I never see any side-by-side view.
Is it possible to see a cross-eyed side-by-side view in the OpenGL viewport?
If it's not possible in the OpenGL viewport, is it at least possible to see a rendered image in cross-eyed side-by-side in the UV/Image Editor? Not even that works.
I AM able to save a PNG in side-by-side cross-eyed format. The option from the save menu work fine and will produce a side-by-side cross eyed PNG file. But I don't know how to use the option in either OpenGL preview or in render preview in the UV/Image editor.
I am using Blender 2.78a on Xubuntu Linux. Thanks to anyone for any help.
Related questions:
3D render - requested side-by-side but got anaglyphic - how to fix
This question just talks about how to use the Save Image options to get a side-by-side PNG file. That is not my problem; saving a PNG works fine.
How do I use Blender's built-in stereoscopic features? Again, just talking about saving a PNG.

To launch fullscreen mode press AltF11.
In the Info Area, go to Window > Toggle Fullscreen.
A search in the Blender Documentation also display the menu location and keyboard shortcut.

Thank you! I knew there had to be a 4th hotkey for fullscreen!(!!) (I love Blender, but we reached hotkey critical mass years ago)