text:
Can not run Blender with optirun. [Manjaro 18.1.5]
Good Morning all,
I am not able to run Blender with optirun. However I do have all drivers installed, bumblebee etc.. I am able to run optirun with all the other applications, glxgears, firefox or even Gimp.
Here are some outputs about my config :
mhwd -lh -d

06: PCI 300.0: ff00 Unclassified device
  SysFS ID: /devices/pci0000:00/0000:00:1c.2/0000:03:00.0
  SysFS BusID: 0000:03:00.0
  Hardware Class: unknown
  Model: "Realtek RTS5249 PCI Express Card Reader"
  Vendor: pci 0x10ec "Realtek Semiconductor Co., Ltd."
  Device: pci 0x5249 "RTS5249 PCI Express Card Reader"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x01
  Driver: "rtsx_pci"
  Driver Modules: "rtsx_pci"
  Memory Range: 0xdd600000-0xdd600fff (rw,non-prefetchable)
  IRQ: 126 (30 events)
  Module Alias: "pci:v000010ECd00005249sv00001462sd0000116BbcFFsc00i00"
  Driver Info #0:
    Driver Status: rtsx_pci is active
    Driver Activation Cmd: "modprobe rtsx_pci"
  Attached to: #26 (PCI bridge)

07: PCI 17.0: 0106 SATA controller (AHCI 1.0)
  SysFS ID: /devices/pci0000:00/0000:00:17.0
  SysFS BusID: 0000:00:17.0
  Hardware Class: storage
  Model: "Intel HM170/QM170 Chipset SATA Controller [AHCI Mode]"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa103 "HM170/QM170 Chipset SATA Controller [AHCI Mode]"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Driver: "ahci"
  Driver Modules: "ahci"
  Memory Range: 0xdd128000-0xdd129fff (rw,non-prefetchable)
  Memory Range: 0xdd12c000-0xdd12c0ff (rw,non-prefetchable)
  I/O Ports: 0xf090-0xf097 (rw)
  I/O Ports: 0xf080-0xf083 (rw)
  I/O Ports: 0xf060-0xf07f (rw)
  Memory Range: 0xdd12b000-0xdd12b7ff (rw,non-prefetchable)
  IRQ: 127 (17784 events)
  Module Alias: "pci:v00008086d0000A103sv00001462sd0000116Bbc01sc06i01"
  Driver Info #0:
    Driver Status: ahci is active
    Driver Activation Cmd: "modprobe ahci"

08: PCI 1f.2: 0580 Memory controller
  SysFS ID: /devices/pci0000:00/0000:00:1f.2
  SysFS BusID: 0000:00:1f.2
  Hardware Class: unknown
  Model: "Intel 100 Series/C230 Series Chipset Family Power Management Controller"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa121 "100 Series/C230 Series Chipset Family Power Management Controller"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Memory Range: 0xdd124000-0xdd127fff (rw,non-prefetchable,disabled)
  Module Alias: "pci:v00008086d0000A121sv00001462sd0000116Bbc05sc80i00"

09: PCI 1c.0: 0604 PCI bridge (Normal decode)
  SysFS ID: /devices/pci0000:00/0000:00:1c.0
  SysFS BusID: 0000:00:1c.0
  Hardware Class: bridge
  Model: "Intel 100 Series/C230 Series Chipset Family PCI Express Root Port #1"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa110 "100 Series/C230 Series Chipset Family PCI Express Root Port #1"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0xf1
  Driver: "pcieport"
  IRQ: 16 (no events)
  Module Alias: "pci:v00008086d0000A110sv00001462sd0000116Bbc06sc04i00"

10: PCI 1f.0: 0601 ISA bridge
  SysFS ID: /devices/pci0000:00/0000:00:1f.0
  SysFS BusID: 0000:00:1f.0
  Hardware Class: bridge
  Model: "Intel HM170 Chipset LPC/eSPI Controller"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa14e "HM170 Chipset LPC/eSPI Controller"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Module Alias: "pci:v00008086d0000A14Esv00001462sd0000116Bbc06sc01i00"

11: PCI 200.0: 0200 Ethernet controller
  SysFS ID: /devices/pci0000:00/0000:00:1c.0/0000:02:00.0
  SysFS BusID: 0000:02:00.0
  Hardware Class: network
  Model: "Bigfoot Networks Killer N1525 Wireless-AC"
  Vendor: pci 0x168c "Qualcomm Atheros"
  Device: pci 0x003e "QCA6174 802.11ac Wireless Network Adapter"
  SubVendor: pci 0x1a56 "Bigfoot Networks, Inc."
  SubDevice: pci 0x1525 "Killer N1525 Wireless-AC"
  Revision: 0x20
  Driver: "ath10k_pci"
  Driver Modules: "ath10k_pci"
  Device File: wlp2s0
  Memory Range: 0xdd200000-0xdd3fffff (rw,non-prefetchable)
  IRQ: 130 (22509 events)
  HW Address: c4:8e:8f:9d:35:07
  Permanent HW Address: c4:8e:8f:9d:35:07
  Link detected: yes
  Module Alias: "pci:v0000168Cd0000003Esv00001A56sd00001525bc02sc80i00"
  Driver Info #0:
    Driver Status: ath10k_pci is active
    Driver Activation Cmd: "modprobe ath10k_pci"
  Attached to: #9 (PCI bridge)

12: PCI 01.0: 0604 PCI bridge (Normal decode)
  SysFS ID: /devices/pci0000:00/0000:00:01.0
  SysFS BusID: 0000:00:01.0
  Hardware Class: bridge
  Model: "Intel Xeon E3-1200 v5/E3-1500 v5/6th Gen Core Processor PCIe Controller (x16)"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0x1901 "Xeon E3-1200 v5/E3-1500 v5/6th Gen Core Processor PCIe Controller (x16)"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x07
  Driver: "pcieport"
  IRQ: 16 (no events)
  Module Alias: "pci:v00008086d00001901sv00001462sd0000116Bbc06sc04i00"

13: PCI 16.0: 0780 Communication controller
  SysFS ID: /devices/pci0000:00/0000:00:16.0
  SysFS BusID: 0000:00:16.0
  Hardware Class: unknown
  Model: "Intel 100 Series/C230 Series Chipset Family MEI Controller #1"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa13a "100 Series/C230 Series Chipset Family MEI Controller #1"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Driver: "mei_me"
  Driver Modules: "mei_me"
  Memory Range: 0xdd12d000-0xdd12dfff (rw,non-prefetchable)
  IRQ: 128 (39 events)
  Module Alias: "pci:v00008086d0000A13Asv00001462sd0000116Bbc07sc80i00"
  Driver Info #0:
    Driver Status: mei_me is active
    Driver Activation Cmd: "modprobe mei_me"

14: PCI 100.0: 0302 3D controller
  SysFS ID: /devices/pci0000:00/0000:00:01.0/0000:01:00.0
  SysFS BusID: 0000:01:00.0
  Hardware Class: graphics card
  Model: "nVidia GM107M [GeForce GTX 960M]"
  Vendor: pci 0x10de "nVidia Corporation"
  Device: pci 0x139b "GM107M [GeForce GTX 960M]"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0xff
  Memory Range: 0xdc000000-0xdcffffff (rw,non-prefetchable)
  Memory Range: 0xb0000000-0xbfffffff (ro,non-prefetchable)
  Memory Range: 0xc0000000-0xc1ffffff (ro,non-prefetchable)
  I/O Ports: 0xe000-0xe07f (rw)
  Memory Range: 0xdd000000-0xdd07ffff (ro,non-prefetchable)
  IRQ: 16 (no events)
  Module Alias: "pci:v000010DEd0000139Bsv00001462sd0000116Bbc03sc02i00"
  Driver Info #0:
    Driver Status: nouveau is not active
    Driver Activation Cmd: "modprobe nouveau"
  Driver Info #1:
    Driver Status: nvidia_drm is not active
    Driver Activation Cmd: "modprobe nvidia_drm"
  Driver Info #2:
    Driver Status: nvidia is not active
    Driver Activation Cmd: "modprobe nvidia"
  Attached to: #12 (PCI bridge)

15: PCI 1c.3: 0604 PCI bridge (Normal decode)
  SysFS ID: /devices/pci0000:00/0000:00:1c.3
  SysFS BusID: 0000:00:1c.3
  Hardware Class: bridge
  Model: "Intel 100 Series/C230 Series Chipset Family PCI Express Root Port #4"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa113 "100 Series/C230 Series Chipset Family PCI Express Root Port #4"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0xf1
  Driver: "pcieport"
  IRQ: 19 (no events)
  Module Alias: "pci:v00008086d0000A113sv00001462sd0000116Bbc06sc04i00"

16: PCI 1f.3: 0403 Audio device
  SysFS ID: /devices/pci0000:00/0000:00:1f.3
  SysFS BusID: 0000:00:1f.3
  Hardware Class: sound
  Model: "Intel 100 Series/C230 Series Chipset Family HD Audio Controller"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa170 "100 Series/C230 Series Chipset Family HD Audio Controller"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Driver: "snd_hda_intel"
  Driver Modules: "snd_hda_intel"
  Memory Range: 0xdd120000-0xdd123fff (rw,non-prefetchable)
  Memory Range: 0xdd100000-0xdd10ffff (rw,non-prefetchable)
  IRQ: 131 (726 events)
  Module Alias: "pci:v00008086d0000A170sv00001462sd0000116Bbc04sc03i00"
  Driver Info #0:
    Driver Status: snd_hda_intel is active
    Driver Activation Cmd: "modprobe snd_hda_intel"

17: PCI 00.0: 0600 Host bridge
  SysFS ID: /devices/pci0000:00/0000:00:00.0
  SysFS BusID: 0000:00:00.0
  Hardware Class: bridge
  Model: "Intel Xeon E3-1200 v5/E3-1500 v5/6th Gen Core Processor Host Bridge/DRAM Registers"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0x1910 "Xeon E3-1200 v5/E3-1500 v5/6th Gen Core Processor Host Bridge/DRAM Registers"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x07
  Driver: "skl_uncore"
  Driver Modules: "intel_uncore"
  Module Alias: "pci:v00008086d00001910sv00001462sd0000116Bbc06sc00i00"

18: PCI 3e00.0: 0108 Non-Volatile memory controller (NVM Express)
  SysFS ID: /devices/pci0000:00/0000:00:1d.0/0000:3e:00.0
  SysFS BusID: 0000:3e:00.0
  Hardware Class: storage
  Model: "Toshiba America Info NVMe Controller"
  Vendor: pci 0x1179 "Toshiba America Info Systems"
  Device: pci 0x010f "NVMe Controller"
  SubVendor: pci 0x1179 "Toshiba America Info Systems"
  SubDevice: pci 0x0001
  Revision: 0x01
  Driver: "nvme"
  Driver Modules: "nvme"
  Memory Range: 0xdd400000-0xdd403fff (rw,non-prefetchable)
  IRQ: 16 (no events)
  Module Alias: "pci:v00001179d0000010Fsv00001179sd00000001bc01sc08i02"
  Attached to: #19 (PCI bridge)

19: PCI 1d.0: 0604 PCI bridge (Normal decode)
  SysFS ID: /devices/pci0000:00/0000:00:1d.0
  SysFS BusID: 0000:00:1d.0
  Hardware Class: bridge
  Model: "Intel 100 Series/C230 Series Chipset Family PCI Express Root Port #9"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa118 "100 Series/C230 Series Chipset Family PCI Express Root Port #9"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0xf1
  Driver: "pcieport"
  IRQ: 16 (no events)
  Module Alias: "pci:v00008086d0000A118sv00001462sd0000116Bbc06sc04i00"

20: PCI 14.2: 1180 Signal processing controller
  SysFS ID: /devices/pci0000:00/0000:00:14.2
  SysFS BusID: 0000:00:14.2
  Hardware Class: unknown
  Model: "Intel 100 Series/C230 Series Chipset Family Thermal Subsystem"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa131 "100 Series/C230 Series Chipset Family Thermal Subsystem"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Driver: "intel_pch_thermal"
  Driver Modules: "intel_pch_thermal"
  Memory Range: 0xdd12e000-0xdd12efff (rw,non-prefetchable)
  IRQ: 18 (no events)
  Module Alias: "pci:v00008086d0000A131sv00001462sd0000116Bbc11sc80i00"
  Driver Info #0:
    Driver Status: intel_pch_thermal is active
    Driver Activation Cmd: "modprobe intel_pch_thermal"

21: PCI 1c.4: 0604 PCI bridge (Normal decode)
  SysFS ID: /devices/pci0000:00/0000:00:1c.4
  SysFS BusID: 0000:00:1c.4
  Hardware Class: bridge
  Model: "Intel 100 Series/C230 Series Chipset Family PCI Express Root Port #5"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa114 "100 Series/C230 Series Chipset Family PCI Express Root Port #5"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0xf1
  Driver: "pcieport"
  IRQ: 16 (no events)
  Module Alias: "pci:v00008086d0000A114sv00001462sd0000116Bbc06sc04i00"

22: PCI 400.0: 0200 Ethernet controller
  SysFS ID: /devices/pci0000:00/0000:00:1c.3/0000:04:00.0
  SysFS BusID: 0000:04:00.0
  Hardware Class: network
  Model: "Qualcomm Atheros Killer E2400 Gigabit Ethernet Controller"
  Vendor: pci 0x1969 "Qualcomm Atheros"
  Device: pci 0xe0a1 "Killer E2400 Gigabit Ethernet Controller"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x10
  Driver: "alx"
  Driver Modules: "alx"
  Device File: enp4s0
  Memory Range: 0xdd500000-0xdd53ffff (rw,non-prefetchable)
  I/O Ports: 0xd000-0xd07f (rw)
  IRQ: 19 (no events)
  HW Address: d8:cb:8a:ef:70:75
  Permanent HW Address: d8:cb:8a:ef:70:75
  Link detected: no
  Module Alias: "pci:v00001969d0000E0A1sv00001462sd0000116Bbc02sc00i00"
  Driver Info #0:
    Driver Status: alx is active
    Driver Activation Cmd: "modprobe alx"
  Attached to: #15 (PCI bridge)

23: PCI 02.0: 0300 VGA compatible controller (VGA)
  SysFS ID: /devices/pci0000:00/0000:00:02.0
  SysFS BusID: 0000:00:02.0
  Hardware Class: graphics card
  Device Name: "Onboard IGD"
  Model: "Intel HD Graphics 530"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0x191b "HD Graphics 530"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x06
  Driver: "i915"
  Driver Modules: "i915"
  Memory Range: 0xdb000000-0xdbffffff (rw,non-prefetchable)
  Memory Range: 0x70000000-0x7fffffff (ro,non-prefetchable)
  I/O Ports: 0xf000-0xf03f (rw)
  Memory Range: 0x000c0000-0x000dffff (rw,non-prefetchable,disabled)
  IRQ: 129 (88507 events)
  Module Alias: "pci:v00008086d0000191Bsv00001462sd0000116Bbc03sc00i00"
  Driver Info #0:
    Driver Status: i915 is active
    Driver Activation Cmd: "modprobe i915"

24: PCI 14.0: 0c03 USB Controller (XHCI)
  SysFS ID: /devices/pci0000:00/0000:00:14.0
  SysFS BusID: 0000:00:14.0
  Hardware Class: usb controller
  Model: "Intel 100 Series/C230 Series Chipset Family USB 3.0 xHCI Controller"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa12f "100 Series/C230 Series Chipset Family USB 3.0 xHCI Controller"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Driver: "xhci_hcd"
  Driver Modules: "xhci_pci"
  Memory Range: 0xdd110000-0xdd11ffff (rw,non-prefetchable)
  IRQ: 125 (155 events)
  Module Alias: "pci:v00008086d0000A12Fsv00001462sd0000116Bbc0Csc03i30"
  Driver Info #0:
    Driver Status: xhci_pci is active
    Driver Activation Cmd: "modprobe xhci_pci"

25: PCI 1f.4: 0c05 SMBus
  SysFS ID: /devices/pci0000:00/0000:00:1f.4
  SysFS BusID: 0000:00:1f.4
  Hardware Class: unknown
  Model: "Intel 100 Series/C230 Series Chipset Family SMBus"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa123 "100 Series/C230 Series Chipset Family SMBus"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0x31
  Driver: "i801_smbus"
  Driver Modules: "i2c_i801"
  Memory Range: 0xdd12a000-0xdd12a0ff (rw,non-prefetchable)
  I/O Ports: 0xf040-0xf05f (rw)
  IRQ: 16 (no events)
  Module Alias: "pci:v00008086d0000A123sv00001462sd0000116Bbc0Csc05i00"
  Driver Info #0:
    Driver Status: i2c_i801 is active
    Driver Activation Cmd: "modprobe i2c_i801"

26: PCI 1c.2: 0604 PCI bridge (Normal decode)
  SysFS ID: /devices/pci0000:00/0000:00:1c.2
  SysFS BusID: 0000:00:1c.2
  Hardware Class: bridge
  Model: "Intel 100 Series/C230 Series Chipset Family PCI Express Root Port #3"
  Vendor: pci 0x8086 "Intel Corporation"
  Device: pci 0xa112 "100 Series/C230 Series Chipset Family PCI Express Root Port #3"
  SubVendor: pci 0x1462 "Micro-Star International Co., Ltd. [MSI]"
  SubDevice: pci 0x116b
  Revision: 0xf1
  Driver: "pcieport"
  IRQ: 18 (no events)
  Module Alias: "pci:v00008086d0000A112sv00001462sd0000116Bbc06sc04i00"
03: USB 00.0: 11500 Bluetooth Device
  SysFS ID: /devices/pci0000:00/0000:00:14.0/usb1/1-10/1-10:1.0
  SysFS BusID: 1-10:1.0
  Hardware Class: bluetooth
  Model: "Qualcomm Atheros AR3012 Bluetooth 4.0"
  Hotplug: USB
  Vendor: usb 0x0cf3 "Qualcomm Atheros Communications"
  Device: usb 0x3004 "AR3012 Bluetooth 4.0"
  Revision: "0.01"
  Driver: "btusb"
  Driver Modules: "btusb"
  Speed: 12 Mbps
  Module Alias: "usb:v0CF3p3004d0001dcE0dsc01dp01icE0isc01ip01in00"
  Driver Info #0:
    Driver Status: ath3k is active
    Driver Activation Cmd: "modprobe ath3k"
  Driver Info #1:
    Driver Status: btusb is active
    Driver Activation Cmd: "modprobe btusb"
  Attached to: #6 (Hub)

04: USB 00.0: 0000 Unclassified device
  SysFS ID: /devices/pci0000:00/0000:00:14.0/usb1/1-7/1-7:1.0
  SysFS BusID: 1-7:1.0
  Hardware Class: unknown
  Model: "MSI EPF USB"
  Hotplug: USB
  Vendor: usb 0x1770 "MSI EPF USB"
  Device: usb 0xff00 "MSI EPF USB"
  Revision: "1.10"
  Serial ID: "MSI EPF USB"
  Driver: "usbhid"
  Driver Modules: "usbhid"
  Speed: 12 Mbps
  Module Alias: "usb:v1770pFF00d0110dc00dsc00dp00ic03isc00ip00in00"
  Driver Info #0:
    Driver Status: usbhid is active
    Driver Activation Cmd: "modprobe usbhid"
  Attached to: #6 (Hub)

06: USB 00.0: 10a00 Hub
  SysFS ID: /devices/pci0000:00/0000:00:14.0/usb1/1-0:1.0
  SysFS BusID: 1-0:1.0
  Hardware Class: hub
  Model: "Linux Foundation 2.0 root hub"
  Hotplug: USB
  Vendor: usb 0x1d6b "Linux Foundation"
  Device: usb 0x0002 "2.0 root hub"
  Revision: "4.19"
  Serial ID: "0000:00:14.0"
  Driver: "hub"
  Driver Modules: "usbcore"
  Speed: 480 Mbps
  Module Alias: "usb:v1D6Bp0002d0419dc09dsc00dp01ic09isc00ip00in00"

07: USB 00.0: 10a00 Hub
  SysFS ID: /devices/pci0000:00/0000:00:14.0/usb2/2-0:1.0
  SysFS BusID: 2-0:1.0
  Hardware Class: hub
  Model: "Linux Foundation 3.0 root hub"
  Hotplug: USB
  Vendor: usb 0x1d6b "Linux Foundation"
  Device: usb 0x0003 "3.0 root hub"
  Revision: "4.19"
  Serial ID: "0000:00:14.0"
  Driver: "hub"
  Driver Modules: "usbcore"
  Module Alias: "usb:v1D6Bp0003d0419dc09dsc00dp03ic09isc00ip00in00"

An other output:
mhwd -li -d

   NAME:    video-hybrid-intel-nvidia-430xx-bumblebee
   ATTACHED:    PCI
   VERSION: 2019.10.25
   INFO:    Hybrid bumblebee solution for NVIDIA Optimus Technology - Closed source NVIDIA driver & open source intel driver.
   PRIORITY:    12
   FREEDRIVER:  false
   DEPENDS: -
   CONFLICTS:   video-intel video-nvidia-440xx video-nvidia-435xx video-nvidia-430xx video-nvidia-418xx video-nvidia-390xx video-nvidia-340xx video-hybrid-intel-nvidia-418xx-bumblebee video-hybrid-intel-nvidia-390xx-bumblebee video-hybrid-intel-nvidia-340xx-bumblebee video-hybrid-intel-nouveau-bumblebee
   CLASSIDS:    0300 0302 0300
   VENDORIDS:   10de 8086

And here is the output when I run Blender with optirun :
~/blender-2.81a-linux-glibc217-x86_64 >>> sudo optirun ./blender
Writing: /tmp/blender.crash.txt

That's it, nothing more ! And here is the crash.txt :
cat /tmp/blender.crash.txt                                                           [139]
# Blender 2.81 (sub 16), Commit date: 2019-12-04 11:32, Hash f1aa4d18d49d

# backtrace
./blender(BLI_system_backtrace+0x1d) [0x14ee84d]
./blender() [0x12cbb79]
/usr/lib/libc.so.6(+0x3bfb0) [0x7f21fdaf1fb0]
./blender(_ZN16GHOST_ContextGLX24initializeDrawingContextEv+0x2d4) [0x322d6e4]
./blender(_ZN15GHOST_WindowX1117newDrawingContextE25GHOST_TDrawingContextType+0x8b) [0x322cb5b]
./blender(_ZN12GHOST_Window21setDrawingContextTypeE25GHOST_TDrawingContextType+0x7e) [0x322f52e]
./blender(_ZN15GHOST_WindowX11C1EP15GHOST_SystemX11P9_XDisplayRK10STR_Stringiijj18GHOST_TWindowStatePS_25GHOST_TDrawingContextTypebbbbb+0x5f1) [0x322c201]
./blender(_ZN15GHOST_SystemX1112createWindowERK10STR_Stringiijj18GHOST_TWindowState25GHOST_TDrawingContextType16GHOST_GLSettingsbbPK13GHOST_IWindow+0xa6) [0x3229996]
./blender(GHOST_CreateWindow+0x61) [0x3224351]
./blender() [0x16c83cd]
./blender(wm_window_ghostwindows_ensure+0x2d) [0x16c84ed]
./blender(WM_check+0x4a) [0x169d91a]
./blender(wm_homefile_read+0x316) [0x16acbb6]
./blender(WM_init+0x138) [0x16b2798]
./blender(main+0x280) [0x1237f00]
/usr/lib/libc.so.6(__libc_start_main+0xf3) [0x7f21fdadd153]
./blender() [0x12c849c]

I hope that I provided enough information, please feel free to ask me the output of other commands !
Cordially,
Joni.
Ohh, and Happy New Year ! :)

What is optirun? Is this a custom Blender Build or a question about compiling Blender?

optirun is the command that enable you to run application with the discrete graphic card, it's for computers having hybrid gpu, in my case intel/nvidia. it comes with bumblebee. https://wiki.archlinux.org/index.php/Bumblebee


text:
Displace modifier doesn't work as intender in blender 2.82
i've been folowing this tutorial https://www.youtube.com/watch?v=4EqLyGsu3AA doing things exactly as he does.
but on the 10th second my model looks entirely diferent.
It looks like this
http://puu.sh/FhMoz/d426fbb061.jpg
And it only after i crank the strength of the displace way up, before that i just like a smooth ball. I am doing that in blender 2.82.
When i try to do it in older versions like 2.8 it work just fine there.
How do i fix it?

source: Stack Exchange

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

sort: votes


text:
Animating MagicaVoxel model with separate parts in Blender
I'm a beginner on Blender and I'm trying to animate a model from MagicaVoxel on Blender but I'm having problems with the skeleton and weight painting.
I imported the obj file I got from MagicaVoxel and added a skeleton, but I got a problem, some faces of the model are getting deformed too much when rotating a part.

The bottom of the character is deformed when moving the foot and it looks weird. I tried reducing the weight paint on the body so it wouldn't deform but I always have a small part of the body that is deforming.
Is there an easier way to animate characters like this? Should I really use a skeleton for a simple character like that? I'm gonna use the model on Unity after making the animations, is there a better workflow than MagicaVoxel -> Blender -> Unity?

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


text:
Is it possible to save depth values and rendered image in different formats?
I render rgb images and depth maps for a series of frames in blender.  For depth, I actually need to store the float values as such, so that I can read them off directly in a python file later.  For that, I wish to use the exr format ( tried png earlier, but the normalization messed up the depth values)
However, I would like to store the rgb images as png.
I have noticed that the output format that is set in output properties is maintained for storing the Z-pass and images as well.
Is there anyway I can have different formats for the two? A solution involving blender's python API is also fine.

By default blender will not apply any color transforms on the images saved as EXR, to keep the information linear, in scene referred values. To generate images in other formats  simultaneously, use a file output node in the compositor, those images will be saved using the color transforms set in the color management section.

But looks like the color transforms property set will be common for both depth and image.  'Raw' may work for depth, but for the images?

when you export as EXR you are bypassing the color transforms. Whatever other format you set the image as will use the color management settings.

The Composite output node in the compositor will use the File Format and Color Management set in the properties window.
If you add a file output node it will allow you to save the image as an additional file with a different format or in a different path.
Set the file type to OpenEXR multilayer. Whenever you save as EXR the file will bypass the color management transforms, and remain linear float. You can add inputs/layers using the + Add Input button for depth or whatever other passes you need.

This worked perfectly and your explanation of the pipeline is very clear.  I would like to add something I tried on top of this.  After creating the File output node, in the properties section I renamed the existing layer 'Image' to 'depth' and chose openEXR (not multilayer) as file type to save depth maps. I connected 'Image' to composite node, so it gets saved as png itself.  On rendering, I had to read exr file only for the depth values.


text:
Can I import characters?
I’m just getting started with Blender, and I’d like to know something in advance: can I import a character from Reallusion Character Creator?

To import models from another program, you basically must find a “common language” format that has all the data you need, such as armatures and texture maps, and is writable/readable by both programs. Blender has many default-enabled import addons, and a few more which are not enabled by default but come with blender, and still more third-party addons around the web. You can usually see what can be imported in the File -> Import menu.
So, what formats can Reallusion Character Creator export to? I recommend Collada .DAE if that’s available as it is Blender’s preferred import/export format.

I tested out the pipeline between cc3 and blender recently.  Unfortunately, there isn't an option for automatically generating a rig for the weighted skeleton that cc exports.
A  MakeHuman addon  can set up a rigify rig automatically on import, but MH models are not as appealing.  The same feature from CharacterCreator would be a real timesaver.


text:
Moving bones out from a center point
I am trying to move these bones out from a center point (the center platform). I'd like to animate them moving out from the center platform (center platform doesn't move. All of the squares are separate objects and the bones are connected to their respective platform. I also parented all of the bones to the center one.
I'm currently stuck trying to figure out how to move all of them out in pose mode. I tried searching and found a couple things to try involving the pivot point, but they don't seem to work. I just end up scaling up the platforms instead of actually moving them away from the center point.
Any help is greatly appreciated! Thanks bros

there are 3 steps to this:

scale with all selected and center one being the active element


text:
Edge loop select in linux
In Linux Mint pressing the Alt+LMB moves windows. How would I select an edge loop in this situation?

you can change the shortcut preferences in the Preferences > Keymap, in the search field type "lasso", then 3D View > Lasso Select, unfold the first one and choose the shortcut. Maybe you can change the shortcut in Linux instead?

Or you can go into the linux settings and change the alt button to be the windows flag button instead.

Thanks. I'll try both. Sure one of them will work, or both, maybe.

moonboots suggestion got me on the right track. However, I had to go to 3D View > Loop Select where I could change it to Ctrl+LMB.

So, open your applications "start" menu, search for 'window manager tweaks', under the accessibility tab you should see a drop down to change the button that grabs and moves windows.

I agree with Svensson and Dsharp90, it is better to change the shortcut of the window manager.  I had the same problem in Mate.


text:
Left Click doesn't work at all on Mac, even after reinstallation
https://i.sstatic.net/qBpYz.jpg
For some reason, I can't use my left mouse button at all, as shown in the screen capture, it only works after I restore everything to factory defaults but it doesn't stay that way after I reopen blender.
I am using MacBook Pro (Retina, 15-inch, Mid 2015), 2.2 GHz Quad-Core Intel Core i7, 16 GB 1600 MHz DDR3, Intel Iris Pro 1536 MB. I deleted completely and reinstalled blender twice and I am using the most recent version as of yesterday.

Alright after a long battle I managed to delete every single file related to blender on the computer and reinstalled and now it works. Considered the question solved.


text:
How to make array of spheres float on a wave?
I need something like on this PS5 presentation
https://www.youtube.com/watch?v=RkC0l4iekYo
Array of spheres floating on a way. I'm actually using 3ds max, but couldn't find a respective site. But since all 3d software is somewhat similar, I hope I'll be able to replicate blender tutors in 3dsmax

the first thing that comes to mind is particles on surfaces that moves with a Displace modifier, but it seems a bit more complicated than that

maybe the molecular addon will work for you: https://www.youtube.com/watch?v=2HVJzdROIs0


text:
Eevee lighting scene issues
I just made a spaceship scene where I set just one light (sun) from behind the spaceship as shown

but when I render it, it seems as if there are other lights in the scene as well, which isn't the case. The whole scene lights up

How do I alter the settings so as to achieve the above results in a render?

Any chance you added lights to your scene, but hid them? Hidden objects (including lights) still show in renders.

Have you baked your lighting?

@ChristopherBennett Yes, I had a few hidden light sources. I got the right lighting done after deleting them. Thanks man.

@Nxdhin2005 I'm very new to blender. I gotta check out what baking is.

See this - https://blender.stackexchange.com/questions/128162/how-do-the-new-light-probes-in-eevee-work/128164#128164

Related -https://blender.stackexchange.com/questions/186487/what-is-indirect-lighting-and-why-do-i-have-to-bake-it-in-eevee


text:
Weird red dotted rectangle appearing in blender, how do I delete it?

I'm not even able to select it, also don't think its an object. Please help.

You tapped on CTRL+B.
Try tapping CTRL+ALT+B to clear the region.
Preferences > Keymap > 3d View:

For more info see Borders

Thanks! That fixed it.

You are welcome. I made that mistake as bloody beginner a few times...and was lost too. my advice: do not tap any keys just because you want to find the right one, because nearly every key combination "does" something in blender.  So only use key shortcuts from which you are sure what they do! ;)

That one in particular does something in object mode and something different in edit mode.  Something else to watch out for.

@Allen: you are totally right. You also have to check where, and in which modes you are. Even in another window it means something different e.g. in outliner or in 3d View. And i tried as beginner to find my keys....and got lost so many times... :( but nobody said: don't try out short-cuts :(


text:
How to keep only Reflections and Shadows but object itself invisible
I want to render only:

Object On the white table
Table surface reflections
Object Shadows on table
Emission particles reflections & gloss on table

I want White Table is to disappear totally
It should be kind of Shadow Catcher but with gloss and reflections included. :)
I managed to create attached photo node setup but table now is BLACK color and i can't make it Alpha Channel.
Thanks a lot!


text:
Baking several materials
So basically I'm really new to blender, and I made this

And now I'm trying to make a texture image so that I can use it in Roblox, as I am a roblox modeller.
How do I go about doing this? I'm completely new so please break it down as simple as possible

I don't think many Blenderers know what Roblox is. What are you using the textures for?

I want to export the textures so I can apply them on the object in the game

Export? Go to the image editor, load the texture, press ALT S, save the file.


text:
Shade smooth not working
I tried everything, it isn't marked as sharp and topology is okay

hello could you please share this part of your mesh? https://blend-exchange.com/

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.

done

The normals are backwards on circled areas. Recalculate normals.

Check if you have custom normals or autosmooth enabled. And the usual things: flipped normals, double vertices.

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and procedure. One liners and short tips rarely make for a good answer. If you can, please [edit] your post and provide some more details about the workflow and how it works. Perhaps add a few images illustrating some steps and final result. See How to write a good answer?

authors: Николай Пильчук


text:
Some kind of artifacts

Used boolean tool to create this dents on door, and when i use shade smooth some kind of lines appears.

can you pls upload the blend file without having the boolean applied? thanks

Just marked the circle as sharp and now everything is ok

authors: Николай Пильчук


text:
getting reference images/videos
I DO find it hard to animate with out reference videos or images.
well I am a noob at blender and I usually feel stumped and feels like writers block but for anything 3d in blender.
well can you all like help me find or create reference images and or videos.
I don't have a stand to prop my phone up on.
can yells give me some tips on getting or creative reference videos and or images please?

Are you trying to use a reference video in blender (for this site), or find reference material (for duckduckgo.com rather than this site)?

Yes i want to use it i blender, like record my self doing an action

Not sure if this is what you're looking for but https://figurosity.com has a lot of poses for reference, short animations you can find at https://www.mixamo.com, motion caption data with preview in the browser you can find here: https://mocap.web.th-koeln.de/webgl-search.php

Thanks Blunder, I guess


text:
Question regarding Frame and Frame Rate
Good day.
If rendering at 30 fps from 0 frame to 300 frame, will it render 10 seconds worth of animation or would it be 10:01 seconds? Thanks.

That's 301 frames @ 1/30 of a second each : 10.0333 seconds

I see, the thing is i'm timing my scene to a specific music or sound. Regarding the mp3 file, the music starts at 0.. so 0 is counted as 1 second then, eh?

If the mp3 duration is measured in time, then its 0s marks the beginning of frame 1, and its 10s marks the end of frame 300. Hence the confusion? Think fence-posts and the gaps between them. Blender, by default, considers frame 1 to go from 0s > 1/30s, but you could make that frame 0, if you liked. Just remember that would be 0 > 299, with the time-points marking the beginning of each frame.

Thank you for clarifying that one, cheers. It's just I noticed that when I play the music via vlc or whatever, the music starts at 0s. and I'm timing my scenes based on the seconds of the music with respect to blender video editor. So if I count 1 second on the mp3 as 1 second on blender, then I'm off by 1 second, cuz the music starts at 0s. That's why I needed clarification on blender's start frame and end frame to match the music.


text:
Can't export particles as 1 object
I have followed this tutorial and finished creating a 3D donut object:
https://www.youtube.com/watch?v=rKPSB8tcXhQ
I'm trying to export the donut as an FBX to import it into a Davinci Resolve fusion clip but every sprinkle shows up as an invidivual 3D object node and the donut is transparent (in Davinci Resolve). The sprinkles were created by making 4 slightly differently shaped sprinkle objects in a collection and then attaching them to the icing by weight painting the icing object and using the particle emission hair effect.
I tried to follow this post: Convert Particle System to Mesh (Collection NOT Object)?
and use a modifier to make all of the particles seperate objects and then join them with Ctrl J. That made the sprinkles look like a single object in Blender but they still gets split into a million sprinkle object nodes in Davinci Resolve.
So in total I have 2 questions:

How do you get the sprinkles to be exported as 1 mesh instead of a million 3D objects (as it appears in Davinci Resolve)?
how do I get the donut to not export transparent?

P.S. I'm much more concerned with the first question. The second one is not as big of a deal.

What happens if you join all the sprinkles with Ctrl+J, as you did, but then join it with the rest of the donut as well, so it's all one single object? Does that still import as multiple objects?


text:
Strange artifacts in triangle low poly mesh
here's the problem I have. I triangulated my mesh for better low poly look, extruded some faces to have a little hill and got pretty bad result. My mesh when render has some strange artifacts and I cant figure out why. Can somebody help?

maybe share your file? https://blend-exchange.giantcowfilms.com/


text:
How to fix issues with rigging in Blender 2.79

Hi there all, been tooling around with this for two days... Honestly went through dozens of videos, forums posts, and document/articles about rigging in Blender 2.79. So far I have:

Deleted my original armature and created a new armature from scratch.
Fiddled with parenting properties
Joined my segmented mesh into a single solid object
Re-reparented mesh with armature (making sure mesh was child)
Deleted original mesh and reimported original pre-joined mesh and rejoined it, and then re-re-reparented the mesh to a clean armature
Fiddled with different parenting options
Fiddled with weight painting
Reduced all weight paint to 0 with mesh and armature selected
Used clean option in weight paint
I've selected each bone individually and then weight painted over the whole mesh using subtract until everything was solid dark blue... a couple times
A few other things I cannot recall everything now...

Still, what is occurring in the image, continues to occur. There are several points on the mesh where things like this are happening. I am getting areas influenced by bones that should not be (I.E. finger tips obviously connected to the pelvic/leg bone and pants connected to the wrist bone, shoe sole connected to the non-existent ground, hat brim connected to chest or neck, etc.), and some things seem to be influenced by something not even present.
I am assuming that some internal vertices were included in the automatic weight assignment when parenting the armature, but I am unsure about that, since I have removed all connected values, and reconnected them clean, but it is still occurring. I have also tried parenting without weight assignments and the exact thing is occurring in the exact places. Not sure what the deal is. I am assuming that duplicating then deleting the mesh and armature then re-parenting them would clear previously assigned conflicts, am I correct in this logic?
I'm not new to Blender 2.X or 3D modelling at all (I have about 10-12 years in the field as a hobbyist, but have produced some professional work), but recently updated to 2.8 and then dialed it back to 2.79 since 2.8 seemed funky in it's controls and where everything was hidden. However, I keep ending up with little quirks like this whenever I do custom work anymore. Usually I find my own workaround or some post on the interwebs that fixes my dilemma. However, with this issue I've come up empty on everything I've tried.
Any/all help/ideas will be immensely appreciated...
Using v2.79, on a CyberPower Fang III Black Mamba with Windows 10 64bit, Asus Cerberus GeForce 1050Ti, using Nvidia Cuda Drivers, and Blender Cycles plugin. (just in case the conflict lies in any of that)

NOTE: Also saved, deleted the scene, opened a new scene, imported the mesh and armature separately. Parented choosing "Armature Deform" then entered weight paint with mesh object selected and went into the "Weights" menu and selected "Assign Automatic from Bones." No changes... Same exact problem exists in the same exact locations...

could you please share your file, at least the part with the problem?


text:
Put part of 3D-Model in another file
I'm very new to blender and the most recent project I was working on was my first.
I wanted to model a headset stand for my self and then send the file to a friend, so he can print it.
Since I didn't know, he would need to have separate files for him to be able to print it, I just modelled it all in one file. So now my question is, if it's possible to take one part of my model and export it into another one.
I hope someone can help me.

So if I know what you mean, this should work.
So I just quickly modeled this headphone stand (Sorry for it being terrible lol I spent like 5 seconds on it):

And in edit mode, you will need to press "P" and this menu will pop up:

There are 3 different options:
Option 1 (Separate from "Selection"):
This means that if I select a part of the shape in Edit Mode, I can bring those selected parts into another mesh.
For example, if I selected this:

I could press "P", and select "Selection", and it would turn into 2 different meshes:

Option 2 (By material):
This one is pretty easy to understand out of context. If you have a mesh with 2 different materials:

If I selected Separate by "Materials" the blue color would be separated from the Orange color.
Option 3 (Separate from Loose Parts)
If you have multiple meshes in edit mode, you can select "Seperate from "Loose Parts"" and it will separate the loose parts:

Let me know if this helps!


text:
Is it possible to make blender accept positive tetrahedral meshes?
I would like to know if blender can accept tetrahedral meshes.
The obj file uses 3 points to define a face. This works for me. One way to accept a tetrahedral mesh is to enter the tetrahedra as 4 faces.
But I would like to know if blender can accept tetrahedral meshes directly? For example if I use five points to determine a body?

Do some science and try it out yourself. It’s not like your computer is going to poison you with neurotoxin if it doesn’t work.

I don't see why it wouldn't accept the mesh. But as Zargul said, you just have to test to find out. Tell us what you find out, now I'm curious.

maybe he just has no time... ;)

I don't know what you mean by "accept tetrahedral meshes directly"...


text:
When applying a bevel on 3 faces, converging at 1 point, the angle is pressed inward
When applying a bevel on 3 faces, converging at 1 point, the angle is pressed inward

Hi :). Yes, this is how the bevel "profile" value works.

Given that my answer didn't solve your problem, can you please add your blend file to your question? (Grab the URL of the question.
Go to https://blend-exchange.com/.
Select the blend file.
Add the url of the question.
Grab the url that results.
Go back to the question and edit it.
Add the new url to the bottom of the post.)

Please edit your question and add a screenshot of your bevel settings or share your file by following @MartyFouts suggestion.

The shape the bevel takes is controlled by the Shape parameter of the Bevel options.  If Shape is < .5 you get an inward (concave) bevel.  If Shape is > .5 you get an outward (convex) bevel.
When you finish the bevel operation there will be a little box in the lower corner of the 3D window. (This will disappear as soon as you do any other operation.)

If you click the triangle it it will expand to something like this:

I suspect that if you look at the Shape field in your options will have a value less than .5.  To get the usual rounded profile, just set the value to .5
Here are a couple of examples with a simple bevel:
.1:

.5:

.9:

When you set the Shape value, blender remembers it and uses the same value the next time you bevel.
Note:  This does depend on your face normals being correct.  You should select all of your faces and compute normals. (SHIFT-N).  Also, if you have bad geometry it won't work, so make sure that there are no duplicate vertices.  (Select all vertices and merge by distance.)

Thanks for the answer but the shape parameter is 0.5 and
increasing or decreasing this parameter doesn't change anything in the object..


text:
Change material preview default render
How can I change the default material render for example to cycles?
I understand that the standard render for materials is Eevee?

How do you mean by “material render?” Do you mean the file render engine, or do you mean the material preview viewport?

I didn't completely understand your question but by what I understood you want to change the render engine to be set to cycles by default if so here's how to do it

Open Blender

Change the options you want in this case the render engine

3.Go to File>Defaults then press save startup file

4.Reopen blender and make sure it works and then enjoy!


text:
Render from -100 frame
I baked a very heavy simulation that toke like 1 and an half hour, but I forgot that simulation had to start from frame 100 because, before starting, there should be some camera movements, but I forgot it and now simulation starts from frame 0 and I haven't time. Should I bake it again from frame 100 or is there a way I can start the animation from frame -100?

Does this answer your question? Selecting Negetive frames in timeline

It does something similar, but I mean rendering from frame -100, not executing physics from -100

Sorry, I thought you actually could render from negative frame, but you only can preview from negative frames by clicking the clock button left to the start frame field. What you can do is render a still image, so you actually could write a Python script to render negative frames

@MarkusvonBroady I think there is an option somewhere to allow negative frames, but meanwhile, why not try and move the cache forward instead? I’m pretty sure there is a way to do that.

@ZargulTheWizard according to this, you can't render multiple negative frames at once, using Blender's vanilla interface: https://developer.blender.org/T42151

@MarkusvonBroady You are right. Oh well.

What kind of simulation is it? Rigid body, Particles, Fluid?

It's a soft body simulation

Anyway, I fixed rendering 2 different scenes, one that starts from 0 and the other one with no physics

Update: the previous version actually didn't work (because I forgot the most important part, frame_set()), sorry for any confusions caused.
Enable negative frames in your project: Selecting Negative frames in timeline, then click on the stopwatch ⏱ icon to be able to preview those frames in viewport: , then add necessary animations and use the script below.
import bpy

start = bpy.context.scene.frame_preview_start  # or just input the starting frame manually here
end = -1  # or maybe you want bpy.context.scene.frame_end or frame_preview_end
renders_path = "/tmp/"
filename = "{}.png"
negative_char = "_"  # minus sign sorts poorly together with positive numbers

class Negative_Render(bpy.types.Operator):
    """Render negative frames without hanging the interface
    adapted code from https://blender.stackexchange.com/q/71454/60486 """
    bl_idname = "render.negative"
    bl_label = "Render negative frames"

    # Define some variables to register
    _timer = None
    current_frame = start
    last_frame = end
    stop = None
    rendering = None

    # Define the handler functions. I use pre and post to know if Blender "is rendering"
    def pre(self, scene, context=None):
        self.rendering = True

    def post(self, scene, context=None):
        self.current_frame += 1
        self.rendering = False

    def cancelled(self, scene, context=None):
        self.stop = True

    def add_handlers(self, context):
        bpy.app.handlers.render_pre.append(self.pre)
        bpy.app.handlers.render_post.append(self.post)
        bpy.app.handlers.render_cancel.append(self.cancelled)

        # The timer gets created and the modal handler is added to the window manager
        self._timer = context.window_manager.event_timer_add(0.1, window=context.window)
        context.window_manager.modal_handler_add(self)

    def remove_handlers(self, context):
        bpy.app.handlers.render_pre.remove(self.pre)
        bpy.app.handlers.render_post.remove(self.post)
        bpy.app.handlers.render_cancel.remove(self.cancelled)
        context.window_manager.event_timer_remove(self._timer)

    def execute(self, context):
        # Define the variables during execution. This allows
        # to define when called from a button
        self.stop = False
        self.rendering = False
        self.add_handlers(context)
        return {"RUNNING_MODAL"}

    def modal(self, context, event):
        if event.type == 'TIMER': # This event is signaled every 100 ms
                                  # and will start the render if available
            if self.stop:
                # Cancelled:
                self.remove_handlers(context)
                return {"CANCELLED"}
            if self.current_frame > end:
                # Finished:
                self.remove_handlers(context)
                return {"FINISHED"}
            if self.rendering is False: # Nothing is currently rendering.
                                          # Proceed to render.
                sc = context.scene
                name = negative_char if self.current_frame < 0 else ""
                name += f"{abs(self.current_frame):03d}"
                sc.render.filepath = renders_path + filename.format(name)
                sc.frame_set(self.current_frame)
                bpy.ops.render.render("INVOKE_DEFAULT", write_still=True)

        return {"PASS_THROUGH"}
        # This is very important! If we used "RUNNING_MODAL", this new modal function
        # would prevent the use of the X button to cancel rendering, because this
        # button is managed by the modal function of the render operator,
        # not this new operator!

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

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

if __name__ == "__main__":
    register()
    bpy.ops.render.negative() # Test call

I adapted the script from:
Is it possible to make a sequence of renders and give the user the option to cancel the process through the UI at any given time?


text:
Using Displace Modifier Textures on shading nodes
It may be a stupid question but I cannot figure out how to do it: I like a texture that is specifically in the texture tab of the Displace Modifier (Modifier only) but I'd like to use that texture in my shading nodes set-up to speed up and simplify my work but I really don't know how to do it, and if it is possible to of course.

I think it's not possible, but maybe you could try to do the same with the textures. You could also bake a displace modifier texture but it's a bit painful

Yeah, I don’t think one really can do that, but you can effectively duplicate it by mimicking its coordinate system.

Here is the best you can do in 2.9 as far as I know:

In texture properties, switch the mode to Brush and make the texture.  Give it a name, or not.

In the shader editor, create a material.  Don't do anything to it yet.

In the 3D ViewPort switch to Texture Paint

In the side bar, in the Tool tab, select mode Material

Add a texture with the + button

If you look at your material in the shader editor you will see that this material has been hooked up to the color input of the principled shader node.

Paint away.
Remember to save all images.

I don't think that will simplify your work, alas.

It helped! Thanks :)


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How to add movie to timeline and start in middle of movie
I am a complete newb with Blender, so please bear with me. I am trying to do some basic color correction/grading on drone footage, but in some cases I want to be able to insert a movie and start at, for example, 60 frames in. How do I do that? When I change the start frame for the movie, it just moves it forward in the timeline. Any ideas?

Below the Edit Strip tab, where you had set the Start Frame, there is the Strip Input tab.
If you want the strip to actually display a later frame on your frame 1, change the Start property below Trim Duration (hard) to your desired start frame of the clip.

Another more manual way of doing this.

Scrub forward to or pause on your desired start frame.
Press Shift + K to cut the clip into two.
Select the first (now redundant) clip and delete it by pressing X.
Select the clip which now starts on your desired frame and move it backwards to the start of the scene by pressing G and then dragging the mouse. Once in grab mode, you can also enter an offset (like "-60") with the keyboard.

Reference: Blender Manual Entry

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


text:
Empty controlled light grid
I'm still not an animator in any way but I have to find a way to animate something...
In a way resembling to what is achieved in this video, I have to create a grid of light bulbs which intensity and color will depend on the position of an empty.
https://www.youtube.com/watch?v=nsHQuAaL8d0
This post (Use an Empty to control a property) enabled me to set up the intensity of all the lights depending of an empty's Z position.
But I wish the empty would define the intensity and color of the lights around itself... I wonder if it's clear? :s
Anyway, if anyone can understand the goal of this and help me, I would be immensely grateful!
Thank you for reading and have a nice day!
Nicolas

Consider the answers to this question.. where all the lights share a material partially controlled by a gradient texture in the object space of your empty. It gets a bit more tricky if you want no gradation within the diameter of your lights...

If you want each light to be a single color, and respond to the distance between itself and an Empty, one option is to create your lights as a particle system.

In this example, the particle system is static (there is no
physics, all the particles are emitted on frame 1).
Here, the particles are randomly scattered, but you could arrange them geometrically, per face of the emitter
Set up an input to your shader for the dupli object used to render the particles, (the Combine XYZ,) driven by the location of your empty. ( This means assigning drivers to its X,Y and Z entries)
Add a Particle Info node, using its 'Location' field, and a group of nodes to return the distance between particles and the empty.

Here, the distance is used as an input to a Color Ramp node
This is the scene, with an empty:

This is the result:

Hi,
First, I want to thank you a lot for your help: I'm still amazed that someone on Earth would be empathic and competent to help a complete stranger...
Thanks a million times for that!
Then, I downloaded your file with passion (I doubt any piece of digital information ever produced more feelings than your . blend... :).
I must admit I doubt I can ever come up  with the material node tree you created.
But my main remaining issue is I can't find the driver setup for the empty in the Graph editor with the drivers option selected in the dropdown menu. Can you tell me where to find it?

@leminilab  My apologies. I didn't  put too much detail in the written answer, I thought it would be too long... Open a Graph Editor window, switch its mode  to 'Drivers' from 'F-Curve'. Hit 'N' to open the properties region on its right. Select the region's 'Drivers' tab. There is an object 'Icosphere', from which all the particles are instanced, just to the +X of the emitter plane. Select it, and you should see the 'DistanceFromEmpty' drivers displayed on the left, to be selected. Could I have left that window open for you? ..  Probably .. I'll go back and fix when I can get to it.

Please also recommend any ways I can change the file to make it clearer.

Hi,
This project is going in so many directions I couldn't take the time to reply to you...
I noticed you have to select the coordinates node in order to see the driver attached to it. I don't know if it's a common behavior or if it's specific to 2.8 though...

Ahh... I'm not using 2.8 in anger yet .. I would have difficulty finding everything.. I'm surprised that file runs at all


text:
How to make instanced collection local/editable?
I'm using Blender 4.2.1.
I assembled these arches from 2 different rock models. I have transformed the instances (scale, position, rotation).
I would like to make my composition local and editable.
Though I tried library override/Make/Selected and content or Objects/Relations/Make local/All, I can't find a way to do it.
Can anybody help me understand?
Thank you for reading. Have a nice day.
Nicolas

Maybe https://blender.stackexchange.com/questions/195345/blender-how-do-i-unpack-a-linked-instance-to-make-changes-to-it?rq=1 ?

Oh, this is the answer:
Blender: How do I unpack a linked instance to make changes to it?
I had no idea this Ctrl+A > Make Instances Real action existed...
Thank you very much for your help!
Nicolas

No problem. You're welcome!


text:
Glossy with 0 roughness gives dark reflections
I'm confused as to how to obtain mirror-like reflections in Cycles.
I made my planes 100% glossy (color value:1, 0% roughness) but the reflections are very (very) dark.
The planes are simple extruded squares with no double vertices and normal pointing in the right direction. I applied a bevel and an edge split modifier.
I must be missing something and suspected it would be in the render settings tab, hence my screenshot below.
I thank you for reading that long and thank you again in advance for the help you may give me.
Have a nice day!
NIcolas

Try increasing  Clamp Indirect (Properties editor > Render tab > Sampling*) and Diffuse bounces (same window, same tab, Light Paths rollout). For testing turn Clamp Indirect off, and Diffuse bounces set to 8 or 10.They may cut caustics of the scene quite much, especially Clamp.

That's the thing!
The first Clamp Indirect step when moving the slider is 0.03.
I never imagined it could be increased to 10!
Thank you very much!
One more thing: how can I mark the topic as solved?

You have set too low values for clamping and amount of light bounces.

In Properties editor > Render tab > Sampling rollout set Clamp Indirect to 0 (you can set it to something around 2 or 3, but test those values while changing). This will turn off clamping the values and return back to default. With that much clamping there won't be almost any reflection and light of higher values than clamping maximum.
See more related:

Why does this mirror, made using a glossy material, not fully reflect all the incomming light?
Cycles: Emission Shader does not bring enough light
Why are lamps and mesh lights not illuminating anything?

In Properties editor > Render tab > Light Paths rollout set Diffuse Bounces back to 4 (default) or even higher. It will allow light bouncing from diffuse surface to be bounced more times and make diffuse surface a bit brighter.
With current settings the reflection and diffuse surface look quite dark:

With default settings for Clamp Indirect and Diffuse light paths:

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


text:
Armature vertex slide constraint
I know how to vertex slide vertices in edit mode using "gg", but if I attach an armature bone to those vertices, is there any way to constrain the bone to slide those vertices along the edge, since currently I can't seem to find a constraint that will do that.

I don't think so, as edge sliding is a modeling feature (I didn't know about "gg", thanks), but if you need your mesh to be modified by an animation tool, I would try some shape key setup. Then you could make the bone movements drive the shape key animation, perhaps.

Hmm, I'll look into that, the problem is I need to export it to Unity and didn't think shape keys worked for exporting.


text:
Object rotates when Copy Location Constraint enabled
Blend file

I have a character that picks up an object using the Child Of Constraint, turns and then releases the object at an Empty using the Copy Location Constraint. When the Copy Location is enabled the object rotates. I'm trying to keep the object at the same orientation as when the character releases the object. Thank you for any help on this.

So let me make sure I understand what's happening: through frame 100 (ish, can't see really well) you're using a child-of constraint, then at frame 101 you set the influence to 0 of the child-of, and set the influence of the copy location constraint to 1.0?
It's not the copy location constraint that is rotating the object.  It's the fact that the object is no longer under the influence of the child-of constraint.  At frame 100, that child of constraint is creating rotation on the object, inherited from the target of the child of.  At frame 101, that constraint becomes inactive, and it loses that rotation all at once.
How to fix? If you haven't already, start by keyframing rotation for the object on frame 100.  Then, go to frame 101.  Set the influence of the child-of constraint to 1.0.  In the 3D window, apply visual transform (from ctrl-a menu for me) and keyframe rotation.  The object will jump momentarily; don't worry about it.  Then set the influence of the child-of constraint back to 0.0.  The object will have the same rotation it would have as if it were a child-of, but without needing the child-of to get it.

I'm no expert in this area.. is it more typical / expected, to hand over from one child-of to another child-of?

@Robin Betts I wouldn't say more typical, although yes, you can do that.  Copy transforms (and others) can be useful, because they actually can interpolate properly through the 0-1 influence over multiple frames, whereas a child-of basically never will, so there are reasons to use different kinds of constraints.

Ahhh! Thanks! Exactly what I needed, a reason to do one rather than the other.

@Nathan - Thank you for the explanation. That makes more sense. I followed your fix and got the animation to work properly for the release at the end, but now when the object is unconstrained at the beginning of the animation (frames 0-15) my object is not in the pickup position anymore. It's in the release position until the Child Of is enabled at frame 16. Then the animation works great. Not sure where I went wrong.

Quite simply, the copy location constraint does not copy the rotation of the person. I would recommend using the child of constraint instead.

I actually am using the Child Of Constraint and then releasing it when the character arrives in its final position. The object does rotate correctly with the character, but when I release the Child Of and use the Copy Location (of the Empty) Constraint to keep the object in its place, I get a shift in its rotation.

In the end the best solution for my situation was to add a Copy Rotation Constraint to my object in addition to the Copy Location Constraint and then I rotated my target Empty to match my object's intended resting orientation.


text:
Primitive shapes whose parameters are dependent on their relative postiton
Fist time posting. I love Blender (a hobbyist new user making stills and stuff) but if it is not the right software, feel free to send me off.
I'd like to have a sphere and a cone whose base is formed of the tangent points of the rays cast from the cone's tip to the sphere, depending on how far the cone's tip is from the surface of the sphere. In other words, the cone would always depict a visual horizon of the sphere: approaching it's half and an infinitesimal angle as the distance goes to infinity, and an infinitesimal radius and a 180 degree angle as the distance approaches zero. I would then be able to keyframe the distance to create an animation of how the shape of the cone changes depending on it.

What is the formula for the radius of the base of the cone, and can you express it without using transcendental functions?

Are you envisioning the cone's height changing so it always intercepts the sphere like an ice cream cone, or being fixed in length?

Here is one workflow that might get you where you want to go:
Set the 3D cursor to world origin Shift+s, 1
Create a "unit cone" with radius 1 and depth 1:

Notice Location Z is set to -0.5. This places the vertex of the cone on the origin.
Use the object menu to set the object origin to 3D cursor. Now the cone's origin is at the vertex. All scaling and rotating we will do is reference to the vertex.
Add in a UV Sphere, leave the radius at 1 for simplicity, then move it away from the cone. While you've still got the Sphere selected, add a "Limit Distance" object constraint, set the Target to the Cone, Distance to 1.1 (a little more than the Sphere radius) and "Clamp Region" to outside. This prevents the Sphere from moving too close to the Cone's Vertex. Its hard to calculate the tangent of a point inside the Sphere!

Now we need to point the Cone at the Sphere, to do that select the Cone, and press r, y, -90 to rotate it 90 degrees on the y axis. Then apply rotation. The add a "Track to" object constraint to the Cone. Set the Target to the Sphere, and Axis to x. The Cone's base should now point to the Sphere as you move the Sphere around the scene, and you should not be able to move the Sphere too close to the Cone.

Now we need to add some Drivers to the Cone: Open the Cone's Transform panel, right click on Scale X and choose "Add Driver", on the Driven Property panel, set the "Expression" to var, and under Input Variable set the type to "Distance" and the Targets to Sphere and Cone. This should make the Cone stretch to always intersect the origin of the Sphere. You can experiment with the expression to get the effect you want.

Finally, add drivers to the Cone's Scale:Y and Scale:Z properties.
The expression is
tan(asin(1/dist)) * var

Where dist is a distance variable as setup previously, and var is height of the cone, taken from "Scale:X"


text:
Can I get the computed shader's colors at specific points?
I have a mesh with a shader on it, as well as a particle system. The particles are emitted for only one frame, from the surface of the mesh, and are set to render None (I just want the 3d positions of the particles)
Is there any way (shader, animation nodes, python script) to get the rendered color of the mesh at the particles' positions? I can get the 3d positions via animation nodes, and can convert those to UV coordinates from the camera's POV, but I want the rendered image's pixel color at those coordinates.
Thanks in advance

You can try to write UV positions as pixels with python, https://blender.stackexchange.com/questions/643/is-it-possible-to-create-image-data-and-save-to-a-file-from-a-script


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Cant seem to shrink fatten this the way I want

So this root system as you can see have a very thick volume. As -i try scaling it just goes into a smaller rubble, or if I shrink fatten it doesnt respond the way I wish it to do either? Or am I just using the tools incorrectly?

Use Ctrl+A to shrink and fatten vertices/nodes when using skin modifier


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How do you place a cut at a specific measurement?
I am learning Blender and come across this instance often yet still can't figure out how to solve it. If I have a wall and I want to cut a hole out using boolean difference, how do I place the object to do the cutting at a specific measurement from the edge of the wall? Say for example, .880m from the edge. (I have my units set to metric)

You can place the door along the edge and move it the distance you want.

Ok thank you! Though I am going to clarify what you said a bit more for anyone else who may come across this problem as it took me a couple of minutes and a bit of fiddling around to realise what you meant (I thought you meant the edge I was on. Doh). Snapping my door to the LEFT hand edge (the short edge that runs along the x-axis in the photo) and pressing enter then allowed me to move the door object back again on the y-axis but now I can enter the numerical value/see the correct value in the top left because I am moving from the right place of origin.

.. and if your measurements are repetitive, you can think like a carpenter, and keep your own collection of home-made measuring-rods and wedges, which exist only to snap, and be snapped to.

You can use snap to attach the face to the wall edge:

Then use typing move to manage your door to the desired position:


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Interactive fluid simulation
I have been a Max user for years but I am trying to learn blender now. I am working on a fluid simulation at the moment. I am using eeve as a render engine. The simulation itself is quite simple: a square domain (3x3 meters and just 5 cm high) filled with a mercury-like fluid. I got 3 cubes that I want to move around the liquid so they can interact with it.
My question is: is it possible to make those interactions in real-time, so I can see how the cubes displace the liquid around, all rendered in eeve? So far I have found that you can bake the simulation but any changes to it require to bake it again. Any help would be much appreciated


text:
Best solution for particle collision simulation

Hello everybody,
I am working on recreating the model you can see in the picture. The model is wearing a "helmet" cover in leaves. Although the 3d model will not be moving, I want the leaves to be affected by a soft wind or turbulence, so they will move slightly.
I am using blende 3.4. So far I have tried the old hair system. I render the strands as objects (I use a simple leaf model) but there is no autocollision between the strands. It does not look realistic. I have been taking a look to the new hair system but it looks like autocollision isn´t implemented either.
Which would be the best way to go about this?Maybe using "standard" particle system so the leaves can interact with each other?I would appreciate any help on this. I have been using Max for the last 10 years but I am new to blender. Thank you for your time!

There's no collision with the particles so I guess you'll need to move them together or move them slightly enough that they don't intersect?

In this particular case, you could convert the particles into a mesh, create a pin group for the roots and add a Cloth simulation for it which has self-collision. It is also affected by force fields like Wind. You need a high strength value like 40 to 120. Here is a quick test: https://i.sstatic.net/NlA8q.gif

Thank you guys for your help! I am definitely going to give it a try to the cloth solution. It could be potentially faster than having to animate every leaf individually


text:
Knife Tool not working in a scene
Strange thing: The knife tool does not work in one scene (meaning I am not able to click anything, the knife just hovers over the mesh). But... it works fine if I am opening another scene and apply it there. Coming back to the scene in question once again nothing. Ideas? I am using Blender 2.83.4


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When lots of View Layers = Way too small text in Compositing Tab
I currently have a Blender scene where I have TONS of View Layers.
Now, when I go in the Compositing Tab, and try to assign a View Layer to an Output Node, there's so many View Layers that if I want to chose the latest, I have to zoom out too much and I can't read the View Layer names anymore.
Is there another way to do this? A way I could see the text bigger and maybe scroll through them?
Thank you!

Would be helpful for you have them named (even in a way where name collects some group of layers ... Or use preffix or suffix) ... Like that you can click and type few letters of name to filter such long list. I'm on tablet so I can't confirm if Batch Rename could save you from manual tedious work.

Hey vklidu! thanks for answering. Actually, i named them already. But someone over at blenderartist.com gave me the answer: you can Ctrl+Mouse wheel on the dropdown of viewlayers, that way i don't even have to open that huuuge window!

Sure you can ... I just didnt see this as solution ... to scroll list like yours any time you need to set something? ... Uf :) Anyway, great if you found it as solution.

you can change them here in your preferences (Menu: edit->Preferences):

Thanks Chris! Will look into that!


text:
View layers Material override - Possible in Eevee?
I'm looking to override materials on the same object in Eevee for different View Layers, for example a shirt color that I want multiple versions (same object and animation, but different material in each Layer Pass). This is super easy with Maya with material overrides.
Is there a way to achieve this? I don't want the material override to affect ALL View Layers, I want a different one for each View Layer, to be able to automatically render all view layers (through File Output in Compositor) without having to go and change the material manually for each pass after each render.
Thank you so much!
Carl

There's an very cheap Addon to do this. You can also find in at Github for free, as I know.
I'm not sure if it's working per layer.
https://korchiy.gumroad.com/l/Rpswh


text:
Props Dialog Width Issue
context.window_manager.invoke_props_dialog(self, width=400)
Should be giving me a popup window that is 400 wide, but it isn’t. At least not right away:
https://www.youtube.com/watch?v=wF7U3YWBTvE
I made this toolbar icon viewer to help with my custom pie menu operator. Click the icon, it sets a string to a name that the user can copy-paste into the keymap. This will make the custom pie menu use an icon from the toolbar as well as the usual icon viewer. It’s all functional and good, my issue is the formatting of the popup for the tool icon viewer. I like that it is a floating window, I don’t want it to be like the other icon viewer. When it first pops up, the width is equal to whatever the width of the python console is, instead of 400 like it is supposed to be. If you move the mouse around in the popup window, it will eventually settle down and adjust itself to the correct width, very gradually in steps. How to avoid this awkwardness?
Here’s what I’ve modified in:
\scripts\addons\development_icon_get.py
def draw_console_header(self, context):
    if not prefs().show_header:
        return
    self.layout.operator(IV_OT_icons_show.bl_idname)
    self.layout.operator(IV_OT_tool_icons_show.bl_idname)

class IV_OT_tool_icons_show(bpy.types.Operator):
    bl_idname = "iv.tool_icons_show"
    bl_label = "Toolbar Icon Viewer"

    def draw(self, context):
        layout = self.layout
        from bl_ui.space_toolsystem_common import ToolSelectPanelHelper
        inputs = context.preferences.inputs

        row = layout.row(align=True)
        row.prop(inputs, "tool_icon")
        row.separator_spacer()
        row.separator_spacer()
        row.separator_spacer()
        row.prop(inputs, "tool_section")
        row = layout.row(align=True)
        row.separator(factor=1.5)
        row = layout.row(align=True)

        if inputs.tool_section == 'OBJECT':
            row.operator("icon.generic_select", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.generic.select"), emboss=False)
            row.operator("icon.generic_select_box", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.generic.select_box"), emboss=False)
            row.operator("icon.generic_select_circle", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.generic.select_circle"), emboss=False)
            row.operator("icon.generic_select_lasso", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.generic.select_lasso"), emboss=False)
            row.operator("icon.generic_cursor", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.generic.cursor"), emboss=False)
            row.operator("icon.transform_translate", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.transform.translate"), emboss=False)
            row.operator("icon.transform_rotate", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.transform.rotate"), emboss=False)
            row.operator("icon.transform_resize", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.transform.resize"), emboss=False)
            row.operator("icon.transform_resize_cage", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.transform.resize.cage"), emboss=False)
            row.operator("icon.transform_transform", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.transform.transform"), emboss=False)
            row = layout.row(align=True)
            row.separator(factor=0.25)
            row = layout.row(align=True)
            row.operator("icon.gpencil_draw", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.gpencil.draw"), emboss=False)
            row.operator("icon.gpencil_draw_line", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.gpencil.draw.line"), emboss=False)
            row.operator("icon.gpencil_draw_poly", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.gpencil.draw.poly"), emboss=False)
            row.operator("icon.gpencil_draw_eraser", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.gpencil.draw.eraser"), emboss=False)
            row.operator("icon.view3d_ruler", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.view3d.ruler"), emboss=False)
            row.operator("icon.mesh_primitive_cube_add_gizmo", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.mesh.primitive_cube_add_gizmo"), emboss=False)
            row.operator("icon.mesh_primitive_cone_add_gizmo", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.mesh.primitive_cone_add_gizmo"), emboss=False)
            row.operator("icon.mesh_primitive_cylinder_add_gizmo", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.mesh.primitive_cylinder_add_gizmo"), emboss=False)
            row.operator("icon.mesh_primitive_sphere_add_gizmo", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.mesh.primitive_sphere_add_gizmo"), emboss=False)
            row.operator("icon.mesh_primitive_torus_add_gizmo", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.mesh.primitive_torus_add_gizmo"), emboss=False)
            row = layout.row(align=True)
            row.separator(factor=0.25)
            row = layout.row(align=True)
            row.operator("icon.mesh_primitive_grid_add_gizmo", icon_value=ToolSelectPanelHelper()._icon_value_from_icon_handle("ops.mesh.primitive_grid_add_gizmo"), emboss=False)

        elif inputs.tool_section == 'MESH':

        # and on and on, up to 168 toolbar icons get drawn here

    def close(self):
        bpy.context.window.screen = bpy.context.window.screen

    def cancel(self, context):
        IV_OT_tool_icons_show.instance = None

    def execute(self, context):
        if not IV_OT_tool_icons_show.instance:
            return {'CANCELLED'}
        IV_OT_tool_icons_show.instance = None

        return {'FINISHED'}

    def invoke(self, context, event):
        IV_OT_tool_icons_show.instance = self

        return context.window_manager.invoke_props_dialog(
            self, width=400)

row.separator_spacer() makes it do that weird adjustment thing.
row.separator(factor=5.0) works good for what I needed.
row = layout.row(align=True)
row.prop(inputs, "tool_icon")
row.separator(factor=5.0)
row.prop(inputs, "tool_section")
row = layout.row(align=True)

if inputs.tool_section == 'OBJECT':


text:
Blender crashes when I add HDRI
So I have been using Blender for a couple months now and I'm working on a "big" project but blender keeps crashing when I add a HDRI and render cycles on my GPU.
These are my PC specs:
AMD ryzen 7 3700X
Nvidia GTX 1660 Ti
Is there a fix or am I doing something wrong? The HDRI is 927Mb.

Sounds like you are running out of GPU memory


text:
is the AMD Radeon HD 5700 card supported?
I have a graphic card AMD Radeon HD 5700.
Is this card is supported in Blender 2.81?
I cant find the answer.

https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html#amd

Unfortunately your graphics card doesn't fulfill the minimum requirements for Blender 2.8x. GCN first generation or later is required for AMD GPUs. Your graphics card has the older Terascale architecture.


text:
Duplicated objects not saving their new transformations after reopening blend file
I am using blender 2.8, I made some windows for my house and when I copy paste them into holes and then save->reopen they all go back to position of original window, rotation and scale is reseted too.
Any solution for this?

Have you accidentally set keyframes for the objects?

Ops, that was it.
Never crossed my mind to check timeline, thanks for help.


text:
After selecting a face , the bevel modifier works automatically , and can not quit it
In edit mode, after selecting a face, blender automatically enters Bevel
and can not quit it. So I could not do anything else.
I reinstalled blender 2.81, the problem still happened.
Why?

Is there a possibility you might have changed a hotkey?
To be sure you have the factory settings, you can reset to factory preferences, to reset go to edit-> preferences-> click the 3 rows in the bottom left corner -> load factory preferences.

Thank you very much. It really works.

Thank you very much. It really works.  I wonder why reinstalling blender does not restore the default preference. I did wonder if the preference was set by mistake, so I have reinstalled Blender. Thank you again.

No problem, glad to help, as to why the hotkeys don't reset after a reinstallation, blender saves the config files in a different place, for future reference search: %appdata% in windows -> blender foundation -> blender -> blender version -> config


text:
Make low poly model a bit smoother?
Hi I am a beginner at Blender and I tried to make this pig model.
I think it looks ok, but I would like to make it a bit smoother (the head mainly).

Is this possible?
I tried subdividing but that deforms the model a bit too much.
Thanks for the help in advance :)

You were on the right track with subdivision :).
One way would be to use the Subdivision Modifier
Then just add some loopcuts, to get the shape you want.
Add the Subdivision Modifier.

Add some loopcuts, to get the shape you want.

And you're done.
That is one weird piglet

Thank you will definitely try this as well :)

Wow you made a whole model just to answer? respect!

@MrTheRich I just couldn't miss the chance to make my own ugly piglet :). But you were faster, so have a +1.

you can't make an object smoother without adding more vertices. You can do this automatically with the subdivision modifier, or by hand by adding loop cuts (Ctrl + R) or subdividing certain edges.
There is also a Subdivide Smooth option, that tries to estimate a smoother version. but it doesn't always look great but allows you to manually adjust things afterwards.

Thanks for the fast response :)


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blender + windows remote desktop
we recently bought a windows desktop for archviz modeling and rendering with Blender (AMD Epyc + 2xRTX2080Ti). The pc is placed in a server room and we want to remotely use it, on an iMac with two monitors, using Windows Remote desktop.
Now I discovered Blender doesn't work well in this setup. I managed to install the .bat-solution (auto disconnect, then launch blender remotely en reconnect to the pc). Of course this has a lot of disadvantages, certainly because the pc is not used for rendering only but also for modeling, compositing, etc.
I'm wondering if there's maybe a new solution to this? Or are there any plans to implement a solution into Blender? A lot of other 3d-software don't have this problem, so maybe it's quite easy to solve?
If not, anybody knows a different solution to remotely use the pc? Teamviewer or chrome remote desktop is no solution, it should be smooth enough to work on all day.
Thanks!
Thomas

Hi. Can you clarify what you mean by "Blender doesn't work well"? What happens vs what you want to happen. You can add any extra info by using the [edit] link below the question.


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is there way to hide the start of a light and only show it after it touches an object?
I am doing a render in blender and I wanted to add a dusty old feel to a scene so I added volumetrics but as soon as i added it you could see the source of the lights inside and it looks really bad. Is there a way to only show the light when its touching the object i want it to touch?

you can make other lights invisible to volume scatter. https://blender.stackexchange.com/questions/189589/how-to-create-volume-scattering-material-not-throwing-shadow/189593?noredirect=1#comment317458_189593

It doesnt seem that you are able to do that in the version 2.8 that I failed to mention in the start question. Ray visibility does not exist at least were it is located in that question. Thanks for the comment though!

It does in cycles, please specify what render engine you are using.

would you think there is a way to do it in evee?


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objects not showing up in render 2.9
I have a render scene in blender that is meant to look like this:

however the render looks like this (its abit hard to see but the only thing in that image is the stickman drawring and the background is transparent?:

However its not transparent in the world film options so I have no idea what has happened. I had a similar issue like this in my younger blender days of 2.79 however you cant do "W" "clear all restrict render" anymore... Please help. Also the visibility in the layer settings is all set so it should be seen in render...
Also if you still cant see the stickman this may help you (youll need to enlargen the image potentially to see it and the background has that transparent checker texture as well. Also the compositing has nothing to do with it.:

Related as well: https://blender.stackexchange.com/questions/215459/eevee-render-output-is-black-but-it-appears-in-cycles-what-i-did-incorrectly-d/215467#215467

Sorry - I've overlooked which version of Blender you're using. I'll leave the answer here in case any of it still applies.

You haven't accidentally clicked on those camera icons in the Outliner, and made the objects unrenderable?  If so, click again on the camera icon.
Or made the lights unrenderable? If so, click again on the camera icon. Another possibility with lighting is the lamps could be too far away. Or they could be in another layer to the objects and you might have accidentally clicked "this layer only" on the lights.
Or put materials on the objects while in Blender Render, and then tried to render in Cycles?  If so, stick to Blender Render, or assign materials in Cycles if you want to render in that.


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Full animation 2D/ How to change colours
I am trying to draw on top of the 3D models. When opening 3d model and then selecting " 2D Full Canvas" I can draw well but I can not find how to change colours.
So my question how to change colours in "2D full Canvas mode" ?
Or how to get same template as you get when opening 2D animation from file menu ?

The screen capture doesn't point at a specific parameter. I don't know what are you trying to accomplish. Please re-formulate your question and point to the parameter you wish to appear vs the screen where it is NOT appearing. Thanks.

Also, from the screen, it looks like you're ANNOTATING with the ANNOTATION TOOL. You´re really not drawing as in full grease pencil objects.

You can change the colour under Properties Editor > Material Tab.
In "2D Full Canvas" layout you don't see this editor.

Since you have some material set, you should switch between materials from 3D View > Properties (N) > Brush just press Pin button.

Thank you! This solved the problem :)

In the VIEW TAB, search for ANNOTATIONS. There, open the panel, you can see the colors to switch your drawn strokes:


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Re-import updated CAD model into blender, retain existing surface materials and settings
Good day everyone.
I am an Architect who primarily works in Archicad, Revit and SketchUp. I recently started to learn my way around Blender as I would like to use it as an Architectural visualization tool.
I can export a building from Archicad just fine, import it into blender, apply materials, lights etc. just fine and render it.
The problem I'm running into is that whenever I have to make changes to the Archicad model I don't know how to go about re-importing the updated CAD file to blender without having to redo everything in blender ( materials, lights etc.)
Is there a way to do this in Blender similarly to programs like Lumion and Artlantis?
Regards,
Hanrich

https://blender.stackexchange.com/questions/10709/re-import-obj-and-replace-existing/10715#10715

But by linking the .blend file with the updated geometry it would mean that I won't be able to edit the surfaces and materials.

Not directly, no, only through the source file


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Bake normals map does not work well
I have issue woth baking normals. In some reason bake does not work well. I tried a lot of ways and configs.. But my normal map is incorect.
When I'm trying to use this generated normal map in Unite or Bldender for low model I see edge of low poly model. In some reason Ray distance does not work for case when low poly sticks out a little.
I'm using Blender 2.81.
Do you have any suggestions how to bake normal map without this issue.
See below screenshots:
High model inside in the low. I generated high model from low by smooth

Last baking config

Tring to use this normal

You should make your low poly model smooth shaded and add at least one bevel in this case.
When blender bakes the normals, it ray casts from the low poly surface inwards along the interpolated normal until it hits the high poly (or not).
If you need the low poly to intersect with the high poly then you can make a copy of the low poly and scale (or shrink/fatten) it up and bake with that. It is also possible to use a Displace modifier to raise the surface a bit during the bake.

Hi Jackdaw, Thank you for fast responce. I found tutorial https://www.youtube.com/watch?v=71sPwqs6C_I that use the same approch that you suggested. And now model looks better - http://prntscr.com/qmc20f But this approach really requires additional preparation of the low model. Do you know maybe in some other 3d editors it (baking) will be work without bevel? And low poly will not need additional bevels.

I wouldn't expect a much different result from any other software. Marmoset 3 and Substance Painter has some additional features that might help.
The Smooth shaded model above doesn't have any additional bevels and may work as a small detail.


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How to get a material that looks like led lamp diffuser
I'm a noob in blender, but i'm trying to create a material that looks like the diffuser of a Led light
like those (white part): https://www.amazon.fr/Lightingwill-Aluminium-dextr%C3%A9mit%C3%A9-daluminium-installations/dp/B01DM7EZO4/ref=sr_1_31?__mk_fr_FR=%C3%85M%C3%85%C5%BD%C3%95%C3%91&keywords=profil%C3%A9+led&qid=1578744856&sr=8-31
Can someone could give me advices or send me the material I need.
Don't know where to start, everything I try is not good at all
Thank you
Chris

Could you show your best experiment and point out why you are not satisfied?

You can see on this picture, that the anodized alu looks real (to me) but the diffusor does not at all.
link

this one is another try link

Blender 2.8 has the filmic settings a standard color management. While it does add a nice feel to a scene with a lot of contrast, it does crush the whites.

Where it says filmic switch that to standard or something else.
If you want any glow effects, you'll have to do that in the compositor.
Other than that, I think it looks quite good already.

Why the downvote? imo that's the only thing that's wrong with his current version


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The right way to create a rectangle hole with rounded corners on some surface?
The right way to create a rectangle hole with rounded corners on some surface?
I have this one, but my example working pretty bad with subdiv mod.

Solution like this seems well, but without subdiv mod it haven't rounded corners. I want nice corners with and without subdiv.mod.

Just avoid triangles and Ngons.

If you're working with subdivision, something like this is all you need:

As you can see, you can loosen or tighten the curve by bringing internal holding edges closer to, or further from, the corners, or dispensing with them altogether.


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Opened viewport now project has no colour
I opened a viewport and couldn't close it again so I closed my project. I've loaded it up again and my project has no colour. Can anyone help? Am I still in a viewport? How do I close it because it's the whole screen.

Hello :). Could you please add a screenshot?

No color...? In preview, in render, in Cycles, in Eevee? Is it possible that you opened the project from 2.79?


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how can I cut a sphere by selecting all the faces that intersect a plane?
I have a sphere made of 512*256 faces. I'd like to be able to cut the sphere so that only a thin ring remains.
I attach a picture of the objective, I have manually selected a portion of this ring, the problem is that the sphere is so dense that selecting the faces at the poles is difficult.
My objective is to select only the faces that touch the meridian, so that the ring actually becomes thinner at the poles.
Any suggestion on the workflow? I thought I could add a plane and then select the faces that touch this plane, but I have no idea how.

Hello :). Alt + Left click should work just fine for this. It selects a face loop from top to bottom.

That did it! thanks!

Go into front view 1 on numpad, go into wireframe mode tab and press B. Then you can select all of the faces you want. With the faces selected, press P and Separate by selection.

With this method the selection would not become thinner at the poles, the loop method is still better. Thanks anyways.

It does the same, however instead of selecting loops you select it by yourself. It works exactly the same way. :-)


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open source code development
I want to develop the application engine in the blender but I will improve the open source how to improve it as you will recommend the book , site , lesson , video anything. Please can you help

Hello :). If you want to help with Blender Development, you can check their Development page.


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Can I transfer UV seams between objects?
I have a couple of objects. They have the same geometry (duplicates), but different scales.
Can I transfer the UV seams between them? Linking them via UV's results in a stretched texture.
I know the obvious solution was to mark the seams before doing the duplicates, but that milk has spilled.

Data Transfer modifier to the rescue:

In your case, the mapping sounds as if it should be via Topology

awsome! Thank you :)


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What are some places to get good reference material?
I want a few sites to get good reference images of objects, machines, humans. Anything. I want to model objects more precisely, but in the end, I always end up using my creativity since I don't find good reference material on objects

Do you know any place like the-blueprints.com? Sites like it are what I'm looking for

Hello :). Better furniture brands like Knoll, Fredericia often include blueprints in their catalogues. They want to get their products featured in archviz scenes :))

And to add - the linked thread already contains a "Blueprints" category :)


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Materials not rendering!
I'm pretty new to blender and trying to finish a simple animation of a kaleidoscope that I modeled. It looks fine in the viewport and all of the materials are assigned, but when I render it shows up pink. All of my materials were made by changing settings for the Principled BSDF. This is what the render looks like,  and this is what I'm seeing in the viewport. Here's the top of my materials panel. I don't know what's helpful to show, but I can upload any other screenshots, just let me know! I'm sure I'm just missing something simple but I've tried everything I can think of. Any tips are appreciated! Thanks!

Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post?

You should follow Duarte's advice and upload the images directly in the question. Then you also instantly see that the link you've called "This is what the render looks like" is exactly the same image as "Here's the top of my materials panel". So we can't see what your render looks like, we only see your materials panel twice.

It can be a little confusing at first to figure out how materials are applied and to which objects. Are you sure the object you're rendering is the one to which you've applied the pictured texture? You seem to have a lot of similarly named objects in the animation.
I'd recommend you make sure you don't have duplicate objects in the same space, and then make sure the material is applied to the one visible in the render.
Good luck!


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Make Reference Images Visible in Animation
I would like to make a reference image visible when I render my animation. I have animated the image as well. Is this possible to make visible in a rendered animation?

Why don't you try importing an image as plane and then you can animate it.

You can't make it visible as it is an empty, you need to use it as image texture on a plane or directly use image as plane as Aniruddhsinh says

tap Shift - A -> add image as planes

choose rendered view (right most button)

optional: in shader editor connect the texture directly to the output, so the lighting is always as the original picture/movie

result:


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Copying animation between different rigs
I want to copy the animation from this mixamo rig to the Springtrap rig (after his idle animation and head turn). After copying and pasting the keyframes he just, explodes. I think it is because the rigs are so different. Is there a way to do it?
.blend file download: https://mega.nz/file/ENhymLpA#0_nHX9LX1LLcgXUHyGhLerytJbcLkLDW47k7Lhsl-1s

you can use something like Autorig Pro to retarget the bones. The bones have to be the same or the actions from Mixamo cannot be applied.
If that's not something you can do, you could delete the skeleton from the target model, copy the skeleton from the mixamo rig, and use weight paint to affix your mesh target to the mixamo rig.
Then go into the Actions dropdown in the "Blend" window of the properties tab at the top right, select the mixamo action and paste it into the non-linear animation timeline. Once it's there, you have to "push it down" to turn it into an animation the new target character can use.
I'm not going to lie--this isn't an easy-to-follow process, but it does work.


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Camera won't move to new location when animating
Probably a simple solution. When trying to animate the camera between two keyframes, I'm unable to change its position except from the sliders under object transformations in the dopesheet. For example, when I hit G and drag the camera around, it constantly resets to its position on the previous keyframe.
Here's a short video to better demonstrate what is happening:
None of the transformation sliders are locked, and under tool options the origins, locations, and parents tick boxes are unticked.
Thanks in advance

could you please share your file (share the link it will give you): https://pasteall.org/blend/

I'm having trouble replicating the problem (that was a fresh .blend file in the video). And the project file I'm having the problem in is quite large. I go through exactly the same steps as I did in the video, and sometimes that problem occurs, and sometimes it doesn't.

can't you delete everything except the camera in your file, and share it?

https://pasteall.org/blend/fb34d8590e5a4d1b9c67e8d621d371a1
Deleting everything also removed the problem somehow, so I removed as much as I could while still keeping the problem intact.

yes weird, and if you duplicate it then it works fine

i loaded your file and could not reproduce your problem on 2.91