Good AMD GC but only find "SCRAPPER" where there should be a compute drop down menu I have been trying to get my AMD Radeon card to finally be recognized by Blender. It was working beautifully then I installed the Sensei Format and all of a sudden I lose my ability to render with GPU.

I was using Blender 2.79 and had to downgrade to 2.78c to get the OpenCL option to enable but now Under it all I get is Scrapper.....

I have GPU selected in the settings to the right. It used to be grayed out even before. Now it is not. But where did all my card options go in the drop-down window. It was replaced with Scrapper.... when I turn scrapper on, and hit render whilst using GPU, Blender crashes

Here is My DXDiag:

Windows 7 Professional 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_ldr.170512-0600)
           Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
       System Model: HP Compaq Pro 6305 SFF
               BIOS: Default System BIOS
          Processor: AMD A4-5300B APU with Radeon(tm) HD Graphics    (2 CPUs), ~3.4GHz
             Memory: 8192MB RAM
Available OS Memory: 7630MB RAM
          Page File: 3577MB used, 11681MB available
        Windows Dir: C:\Windows
    DirectX Version: DirectX 11
DX Setup Parameters: Not found
   User DPI Setting: Using System DPI
 System DPI Setting: 96 DPI (100 percent)
    DWM DPI Scaling: Disabled
     DxDiag Version: 6.01.7601.17514 32bit Unicode

Here is my UP...

The answer is simple. Scrapper is the code name for the GPU Device used on my card. The reason Blender crashes when it begins to load the Kernels, is because my graphics card only has 512MB Memory. So when the loading starts, It uses up the entire 512MB of memory, then crashes when it realizes it needs more and can't get it (so-to-speak). My card is supported, I just need to get  one with more memory. :D


GPU Rendering Slower? After looking around the web for a while, I've gathered that GPU rendering in Blender is supposed to be much faster than CPU rendering, but on my machine, the CPU is actually slightly faster? My GPU is a GTX 1070ti with a 200mhz OC and my CPU is an i5-8400. Rendering a simple image takes around 45 seconds on the CPU and 50 seconds on the GPU even with the 200mhz OC. Is there something I messed up in the settings? Or is it supposed to be like this?

use the CPU
she will be faster,
leave the video card just for video,
blender works best with CPU


Create animated textures in time with the music in blender 2.81 Is it possible to create an animated texture to the rhythm of music, whether they are animations of lights or texture evolutions, which follow the musical rhythm?
I have seen several tutorials on this, but I would like to adopt this method to be able to visually animate part or all of the texture, following for example the bass of a song. the texture and not the 3d object

Check HERE or HERE Animation Nodes Scripter


Why won't my model unwrap? For some reason, my model won't unwrap.
I have uploaded the model here: http://www.pasteall.org/blend/37735

One thing that surprises me is that if I try to select a ring, the ring stops at a certain vertex:

I have extended the ring manually, then clicked "Mark Seam", then I selected the upper lid and the lower lid of the barrel and also clicked "Mark Seam" for each of them.

When I now click 'u' and then 'Unwrap', nothing happens. I have been able to unwrap other models, but not this one.

Does anybody see where I might have missed something? Blender does not show any error message, it just doesn't unwrap.

Thank you for the help.

Edit: I have uploaded a new model here to reflect the suggested changes: I removed all doubles, I applied rotation & scale, and I put the same in a location where Blender could select a whole ring automatically.
But it still won't unwrap:

http://www.pasteall.org/blend/37739

Edit 2: Now here is a simpler model without the handles. It is really absolutely simple geometry (I think), but it still won't unwrap:
http://www.pasteall.org/blend/37741

Could anybody have a look again? Thank you!

I think it is impossible to select the whole edge using Alt+RMB. It is a matter of geometry you've got there.
 What you can do is select the upper edge/vertex and then (while holding the Ctrl button) the bottom one.

You may also select the upper vertex/edge, then (holding Shift) the bottom one and then go to Select-->Shortest Path.

QUICK TIP: I figured out that your origin point is located outside the mesh. It is a good habit to keep it inside. Being in Edit Mode select the whole mesh (A), press Shift+S-->Cursor to Selected and then (being in Object Mode) Shift+Ctrl+Alt+C-->Origin to 3D Cursor to place an origin point inside a mesh.

Note: You'll probably have to delete the top and bottom ngons to make a proper unwrap. And make sure to remove the doubles (being in Edit mode select the whole mesh [A]), then press W-->Remove Doubles).

EDIT: I've unwrapped a mesh and the UV islands look like this:

Here's the .blend to download:
http://www.pasteall.org/blend/37742

maybe you have accidentally PINNED your vertices in UV Editor... unpin those vertices (select vertices, then ALT+P)


Distorted highlights when rendering microscratches (bump map) I'm trying to create a 'spiderwebbing' / 'swirl' effect caused by microscratches around highlights, but for some reason get triangular rays instead of a round halo. I've tried loads of scratch textures and they all have the same problem, even with different sizes/strengths.
The only solution I've found is to use a normal map instead of bump, which isn't ideal as I would need UVs for 100+ objects (or find a way for triplanar normal maps). I've seen other people create this effect with just a bump map, in cycles as well as some other render engines. One solution I've seen for 3dsMax/Vray was to change the "bitmap filtering to Pyramidal or Summed area", but changing Blender's texture filtering doesn't do much (it fixes for eevee, but not cycles).
(The screenshot is slightly exaggerated, but the rays appear with any bump value or texture size. From 2.92 cycles viewport)
EDIT: New images to show difference between normal and bump map. Both use the same texture and mapping setup:
Thanks for any help or tips you can offer
Using bump map:

Using normal map:

Nodes:

I would reccomend trying to change your bump node settings. Set the strenght to 1 and the distance to 0.01 or anything sutable. Try to mix the displacement with the normals also. Attached below is an example low strength vs low distance.


GPU not showing up in Blender? Just installed Zorin OS (a Linux distrubution) and installed Blender. I am running this Linux alongside Windows 10. So I go to the system tab in Blender and see that my GPU is not listed!

Why is my Nvidia GTX 1050 not showing up in the system tab? Also Blender is super laggy for some reason, could it be connected?

You need to install nvidia-cuda-toolkit because blender uses this toolkit in order to drive your nvidia card.

apt-get install nvidia-cuda-toolkit

You should also make sure that your nvidia card is cuda compatible.

blender docs related to GPU.

list of nvidia graphics cards compatible with CUDA

The GTX 1050 mobile series lack a feature called "cuda".

If you have a laptop with a 1050, it will not work.

If you have a desktop with a 1050, it should work, but you have a different problem.


How could I find the intersection between a face and an edge? The Dynamic Content Menu add-on for the 3D View is very useful most of the time. But, on a project I'm working on, I need to find the intersection between a face and an edge and I can't figure out how to do this through the add-on's menu. How am able to find said intersection?

Not sure if this is what you mean, but the TinyCAD extension might be able to do this.

It doesn't have an "intersect face with edge" operator, but as a workaround it can extend an edge to a face, so you might be able to do this by shortening your edge enough that it no longer intersects said face, then extend it.

Snap the 3D cursor at the end of said edge, set pivot to 3D cursor and scale the opposite vertex towards it.

You can then press W Specials > TinyCAD > Extend Edge to Face

Unfortunately, I'm not quite sure what you mean by "find the intersection between a face and an edge". If you could specify further then I might be able to help you. Pictured below is a subdivided cube in face-select edit mode. Pressing the tab key takes will take you into edit mode. As you can see, the edges define the faces. If an edge were to intersect a face, then it would create a new face. Before this cube was subdivided, the top four faces of the cube were a single face.


Why is Blender's IK pole target system so difficult? Am I missing something? I'm accustomed to doing my rigging in Maya. I enjoy the precision and the constraint system is excellent.

I decided to broaden my horizons. Now the rage:

Over the past day and a half i've been messing with Blender's IK system and found it to be terribly bad. The pole target system flips my IK unless I make some pole angle adjustment. I already know how to set up the pole target so my rig doesn't twitch, that's not the problem. The problem is aiming my IK at the pole target WITHOUT having to touch the pole angle. The only way to achieve this is with a bone roll setup that hasn't been adjusted at all.

How in the hell do you guys do this? Is there some addon i'm missing?

You are trying to do impossible. Check this out how Pole target angle is exactly computed and how the IK works with it.

You either setup the pole angle or the IK base bone roll.

Adjusting the pole angle is lesser evil, that's how it should be done. Adjusting bone roll ends up in re-binding skin.

Maybe the iTaSC IK solver would suit better your application than the blender's legacy one, try it out.

Cant say for certain if it applies in this situation, but I have seen a rigging video that showed needing a slight bend needed in your base pose. If its perfectly straight, it gets wonky. Give it a try.


World shaders disapearing in Blender File In shading tab I created two settings for the world. One for a night, one for a day,
but one is always disappearing after I reopen the file.

Is there a way to keep them both? I tried solving it this way:

However settings are suppose to be linked to 21 files. When I change something in the settings I have to append it in 21 files and I'm sick of that.

Blender By default purges most unused data blocks. (this happens when you save and reopen the file)
Just add a fake user and it should remain in the file until it has no user (be it fake or not) and you save it or manually delete it.

file> external data> automatically pack into .blend


"Object has no attribute" in Blender Game Engine i have a problem with this code,i want to create a custom mouse cursor in bge
i use blender 2.77
but i have something wrong like this

can't anyone can solve this code?

cont.sensors["mouse"] instead of cont.sensor["mouse"]


Why should I never ever use "Convert Premul" on Cycles renders? On this question, When trying to overlay images using Alpha Over for green screen work , I used premultiply Alpha, it was the only option that would give me clean key without the background bleeding over. A comment states Never use that "Convert Premul" option on Cycles renders. Ever.

Why?

You misread the answer, and my suggestion wasn't terribly clear. Any imager should be "pro" associated (aka crap term "premultiplied") alpha.
There is a good reason, and I will expand this answer when I find some time later.
The bottom line is that only associated alpha models a real-world correlation, where unassociated doesn't.
Only associated alpha manages to model both occlusion and emission. Glows, convolutions,  motion blurs, and a plethora of other transparent / translucent effects can only be modeled with associated alpha.
Think of alpha as selecting the over operation. The Alpha over node actually assumes associated alpha and performs the correct over operation, which is FG+(1-FG.a)BG.RGB.
Unassociated alpha can do none of these things. This is at least one of the reasons that PNGs are never used in a post production pipeline as they are incapable of using associated alpha. From the EXR Technical Introduction:

Calling the color channels “premultiplied” does not mean that the
color values in an image have actually been multiplied by alpha at
some  point  during the creation of the image, or that pixels with
zero alpha and non-zero color channels are  illegal. Non-zero color
with zero alpha is legal; such a pixel represents an object that emits
light even though it is completely transparent, for example, a candle
flame or a lens flare.
In  the  visual  effects  industry  premultiplied  color  channels
are  the norm, and  application  software packages typically use
internal image representations that are also premultiplied.

http://www.openexr.com/TechnicalIntroduction.pdf
From the actual TIFF specification, regarding TIFFTAG_EXTRASAMPLES tag that denotes what type of samples are stored:

The difference between associated alpha and unassociated alpha is not just a matter of taste or a matter of maths.

Associated alpha is generally interpreted as true transparency information.

http://www.awaresystems.be/imaging/tiff/tifftags/extrasamples.html
Again, never, ever, use unassociated (crap term "straight" or "key") alpha, and instead associate it. This is what the unfortunately named "Convert Premul" does in the Alpha Over node. However, on direct Cycles renders, it is already associated and is never needed.
There is exactly one edge case that you must unassociate alpha before processing, and that is on colour corrections. To do so, you must be careful and skip on zero alpha. An alpha value of zero with nonzero RGB is entirely valid, and represents an emission without occlusion. Examples include reflections, glows, glares, flares, fires, etc.
The only time "Convert Premul" should ever be used is if the imager knows she is feeding it unassociated alpha, but like a good imager, she would never be using anything except the One True Alpha, associated alpha.
Further reading:
Zap Anderssen of Autodesk now:
http://forums.cgsociety.org/archive/index.php?t-278718.html
Larry Gritz of OpenImageIO and Sony Pictures imaging team:
http://oiio-dev.openimageio.narkive.com/aaTdld9U/handling-unassociated-alpha#post2
Jeremy Selan, two time Academy Award winning imager behind OpenColorIO, now at Valve:
https://groups.google.com/forum/m/#!topic/ocio-dev/ZehKhUFqhjc
The Infamous Adobe Photoshop thread. Pay key attention to the names, as there are many imaging legends in it, including Zap Anderssen dismantling one of the head developers of Photoshop, only to have Florian Kainz of ILM back up Zap's take on it:
http://forums.adobe.com/thread/369637
EXR Technical Introduction:
http://www.openexr.com/TechnicalIntroduction.pdf
I likely misspoke in the original question as, from memory, I can't remember exactly what that goofy keying node delivers in terms of alpha. I suspect it is unassociated, which makes the "Convert Premul" option work. Generally however, to avoid oopsies in the code etc., it is prudent to manually associate your alpha and control the merging to prevent data loss in the RGB channels. I still stand by the advice, however; always try to maintain a consistent state of alpha, and when you deviate, do so under scrutiny.
Additional information for implementation via nodes or software
There are three states for imagery with emission values encoded in the RGB channel, and an additional occlusion channel.

Associated. The RGB emissions are “as is” and represent the final emissions required. This may include zero alpha with nonzero RGB, such as the aforementioned case of reflections, fire, etc. To disassociate the emissions from the degree of occlusion, use a divide skip zero alpha. Leave any RGB emissions in the zero alpha case, as they could be glares, flares, fire, or reflections.
Unassociated. Here the alpha is not encoded. That is, the RGB represents the emissions without occlusion taken into account. To associate in the case of Unassociated alpha, use a simple multiply which will scale the RGB emissions by the linear degree of occlusion.
Disassociated. Here the alpha started life properly encoded as associated alpha, but has been disassociated to conduct colour transforms. To properly reassociate the data, multiply but skip zero alpha. That is, leave any emissions in the RGB channel as is.

I believe it's that Cycles renders have straight alpha. Straight means that, even though the pixel is transparent, it still has pure, unaltered color information. Like R255 G35 B48 A10.

Converting straight alpha to premultiplied is essentially multiplying the color info with the alpha, so R255*(10/255) G35*(10/255) B48*(10/255) A10 becomes R25 G3 B5 A10.

If you tick 'Convert Premul' you're implying the Cycles render has already been premultiplied (which it hasn't) and Blender will try to readjust color values to accommodate that. The alpha rim gets wonky.

It's not that straight alpha is technically 'better' than premultiplied alpha. Premul alpha saves disk space so it's the preferred option for real-time 3D and like. It's just that the algorithms for combining straight and premul pictures are not compatible. My guess is that Blender prefers the straight variant, so you have the option to convert premul to straight if needed.


Having trouble with texturing I'm relatively new to blender and 3D modelling. I've just started creating a game with ue4 and decided that I would like to create my own static meshes for world objects and floor tiles. Anyway! I modelled my different floor tiles got them all as I'd hope for but when it came to texturing, I seem to have hit a brick wall. I started with a cube and extruded the walls. I used the subdivide tool to round the edges and the loop and cut to square the floor and walls. I did an a smart uv unwrap and applied a simple grass texture to the whole mesh. I keep getting these solid colours bordering each square and I cant find a way to remove them. I also tried a manual unwrap and still no joy. If anyway can suggest a solution I would be most grateful.

Cheers

Pete

Have you tried applying the SubSurf Modifier? If not, make a copy of the object and apply the Subsurf to the copy, then remap it. If that doesn't work, can you show us the UV map with texture?


Get out of "orange selection" mode All the objects in my scene are suddenly circled with a dark orange stroke.
I can't seem to modify, delete or even select some of them...

Just a beginner at Blender, but I couldn't get an answer anywhere I looked.

The reason you can't select other objects is because you are in Edit Mode.
The reason for the orange outlines is likely due to having entered edit mode (↹ Tab) while all objects were selected (A):

While in edit mode, you can edit the mesh of the Active object, but cannot move any other objects. To select a different active object for editing, you'll have to first toggle back to Object Mode (↹ Tab) before clicking an object with  RMB.

Also see the blender manual.

While in object mode, you need to select all the objects and click Object > Join or ctrl + J


How to connect armature to mesh? I created a simple armature, parented all the bones properly, named them and made sure they import to Unity perfectly. The armature seems to be working great. I also have a collection of Meshes, under one object, a humanoid. It's basically just a 3D model with hair, teeth, a dress, etc.

Here's an image:

I am trying to parent them together, with automatic weights (And I tried all the other options as well). They do parent in the hierarchy but other than that, they're not connected in any way. Moving the bones doesn't move any parts of the model. What am I doing wrong?

https://www.youtube.com/watch?v=V9hNLLWHRcw

Looking at this tutorial I'm doing exactly what the person does at 6:07, but in my case the character doesn't move.

As you are performing the parenting, look at the top of your window, towards the middle. I am willing to bet that you will see an error message of some kind when you do so. The proper solution to your problem almost definitely depends upon what that message says. If it happens to be the trusty Bone Weight error, good luck... I have been trying to solve that particular issue through DAYS of research, but perhaps you will have better luck.


Growing Grass from Color Ramp? I have added a plane with a color-ramp as texture and added a particle system (grass) as seen below.

what I need to do is make the grass grow from the green area, not the blue area and not from faces or vertex

Is there a way to do that?

thanks.

You need to bake a copy of the node in a grayscale (where the value correspondes to the density of your grass), and use it in your particles' textures with the option to influence the density.

it's not possible your only options for growing are by using; vertex weights, textures, grooming(particle edit) or by simply by object.


File format changes from MPEG to .DVD I have an issue with rendering an animation. I set the file format to mpeg but when it finishes rendering the output file that it gives me is '.dvd'. How do I solve this problem?

Here some steps that you can follow:

Set the video format to FFMPEG
Go in the Encoding drop-down just below the color settings in the bottom-left corner of the drop-down
In the Video drop-down, in the Video Codec settings, choose the H.264 settings
( I think your problem is that there might be a default setting in Blender)
Just to be safe Double-Check the Steps.
Check if there is any bug, or consult a video tutorial on how to report one

I know I'm a little late to the party, but this is more for anybody else that has this problem and stumbles upon this in the future. I am also new to blender and tried to render as an .mpeg file. I also got the .dvd file problem. Here's what I did (there may be better ways, but this is just what I came up with on the spot(it worked)). I'm using a Windows 10 computer.

https://www.youtube.com/watch?v=CC1rLDwHaY0
(shows how to change file type, pretty sure there are tutorials for any other OS you might have to do this) If this works, skip to: step 5.
If changing to mp4 doesn't work, load the original file into Movie Maker.
Add any audio you may have had when rendering.
Then follow this vid: https://www.youtube.com/watch?v=8QWbiTtaK_E (now it should show up as an mp4 file)
Now use this converter and it should be done: http://www.convertfiles.com/convert/video/MP4-to-MPEG.html

I know it's not fun, but this is how I did it for a small competition project. Hope it helps.


Need help making the nodules on buddhas head hey guys im working on a buddha statue for our server in conan exiles and i need help understanding how to make the details on buddhas head. I want to sculpt one of the spherical nodules you see on his head and then essentially be able to copy and paste them so im not sitting here doing one by one when he has 100+ of them on his head. Just as a forewarning i am using dynamic topology for sculpting with mirroring on incase that changes anything.

Model the detail and array it along the curve. Place many curves with the arrayed meshes around the head.

Add a curve and wrap it around the head. Select your mesh (detail), add an array modifier to it and increase its count. Adjust its offset also. Make sure that the curve and mesh have the origins point set in the same position. Next add a curve modifier to your mesh. Now when you translate the curve's segments the mesh follows it.

answered above

I figured it out, making spheres and torus's to make the single model then I've been using Shift+D to duplicate it and place them and then mirroring it on the other side.

So from sculpting mode I went back into object mode, once in object mode I made a sphere under the create tab.

I scaled the object down using the tools, next I created a torus under the create menu.

I scaled the torus down and placed it into the sphere, then hit Shift+D to duplicate the torus and moved it outwards along the z axis.

Then used the scale tool to shrink the second one down, and continued this til I got 4 rings.

Upon the last ring i selected the sphere to drag it out more and sized it down so the center would protrude more.

Once the bead or nodule was to my liking i selected the base ring along with the other rings and then selected the sphere last (to make sure it'd be the parent), press Ctrp+P and selected object, to parent them all together.

After parenting them I could Shift+D and duplicate the entire bead/nodule.


Blender resources for architects? My interest in Blender comes from wanting to use it to model physical structures and produce architectural drawings; what I have so far is really impressive, but there doesn't seem to be too much information about my particular interest.

Are there any (Blender-) resources that would be particularly useful for architects? E.g. packages of standard 'elements' like windows, doors, roofs or whatever, or perhaps a discussion group specifically for architects?

Some resources

Add-ons

Archimesh for creating architecture elements

Download

Window Generator
Chimney Generator
Jamb Generator
Balcony Generator

Sites:

Blender 3D Architect

Video Tutorials:

Blenderguru: The complete architecture series
 Edit:This tutorial dates back to 2010, the rendering lessons use an external render engine since Cycles wasn't available. (Edited May 3rd 2016).
Cgcookie: Interior 3d architectural visualization
Edit:CGcookie are no longer streaming this tutorial as " it's time for it to be put to rest" yet ZIP files are available to download the lessons.(Edited May 3rd 2016).

Related questions:

How to model effectively using exact measurements?
How do blender units and meters, feet, or yards correlate?
Is there any way to measure angle between edges/faces, or change the angle so that the mesh changes according to the angle we input?

I suggest Yobi3D - 3D model search engine to look for 3D models on the internet.  There are tons of windows, chairs, and architecture related 3D models.  The site provides a 3D viewer, so that you can see the models in 3D on browser.

I'm the founder of Yobi3D.com


Interpolation of animation cycle extremes I'm working on a cyclic animation. I applied the F-Curve modifier Make Cyclic for better seeing what I'm doing. In the image you can see the f-curve for an specific bone. My question is, is there a way of interpolate the beginning and end of a cyclic f-curve?

I mean. Blender interpolates automatically the f-curve between 'START' and 'P', and between 'P' and 'END'. In the image, the interpolation in the interval 'i1' between 'START' and 'P' is made taking into account 'START', 'P' and 'END'. Nevertheless, the interpolation does not take into account the virtual 'P' that lies before 'START'.
I myself have tuned dozens of times the START and END points of every cyclic animation I have done because I haven't find any obvious way to do this. But this tuning is made on the fly, manually, by tweaking the handlers for the extreme keys of the animation. Is there a way to force Blender into interpolate the f-curve between P, START, and END treating 'START' and 'END' like if there were the same keyframe?
I have only found this post about the very same topic 4 years ago, but there were no solution and I don't know if any plugin, addon or functionality has been added since then (2012): http://blenderartists.org/forum/showthread.php?257538-Looping-an-animation-smoothly
Thanks in advance.
Edit:
I know one feasible workaround for this issue, as stated in the link above. I could make two copies of P and place them in the exact position the "Make Cyclic" transform calculates. It then would interpolate correctly. But I don't want this. It is a workaround that, applied to all the curves for all the bones for all my cyclic animations, is a real PITA. As also stated in the link above, I tweak here and there almost every keyframe in my animations, but I want to have the basis of a well done interpolation and not to lose hours tweaking start and end keyframes of every looping animation to make them look finely interpolated. I have read that 3DS has this feature. Is not an automagically feature like they say in the link. I just want the interpolation Blender does in every frame in every animation, but taking into account the cyclic nature of it.
Edit 2:
This is the page that describes the function 3DS that I talked about. Just for reference.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-8D3FF404-082E-44D5-99B1-68F960A45D0D-htm.html

Anyway, I have just created the solution (solution or workaround, others may judge). If you have encountered this page by looking for a solution, congratulations.

I created a script that solves this situation by copying the second and next-to-last keyframes before and after the first and last keyframes, forcing the curve to interpolate and removing those keyframes leaving the interpolation untouched.

Here it is:
https://github.com/aravergar/cyclic-animation-interpolation

You have to set the end of the loop 1 keyframe before the very end of your animation, if the first and last Keys are the same then there will be a loop.


how can i fill these boundaries by quad topology? I am currently modelling a Audi R8(2016). I am doing the part behind the door. However i have a problem in filling up these faces

I have tried using the grid fill tool but it doesn't work out well. It creates a weird seam in the middle part.

I want a topology somewhat like this.

Any help would be appreciated.Thank You In Advance.

I saw this pop up and even though it is an old question thought it worthwhile putting forward an answer. The original image is not great but here is a mesh that will work and is adaptable.

With matcap in object mode and a subdivison surface x 2

A simple bend deformer applied shows the deformation without any artifacts/creasing/lighting issues.

Extruded with bend modifier

The following will make all of the vertices one big face.

Select all of the vertices of what you want to fill
Press F to fill the vertices


Cycles not producing alpha transparency color change I'm very new to Blender Cycles Render and I'm trying to have my character's irises have a white background where the image texture is transparent.

So far, I've come up with this

When displayed in material mode, it seems to be working, but when rendered, it's not.

Any ideas why this isn't working?

Similarly, for my character's hair, I've done the same thing and the result is somewhat different.

Could these problems possibly be related?

So I fixed my problem, turns out using a diffuse BSDF rather than a transparent one works


background clip not rendered in cycles anymore Good day.

I think this is the right place for my problem, since I read something similar to this here. Maybe a bit more confusing.

After a bit more than eight hours of trying to figure out it by myself I'm really in desperation.

I tried to learn about camera tracking with the help of a YT tutorial from Blender Guru (https://www.youtube.com/watch?v=CVPcT0dJmoY). Everything went fine till this one point when I again tried to render the scene to check the results. The problem: my background clip disappeared. So far - nothing special. I was sure that I did something wrong and just tried to figure out what it was.

Thankfully I safed a working copy before I started to refine my "hole in the street". A copy, where I just put a cubic hole in the street instead of a more complex shape.

This copy is still working. But the more advanced version doesn't. I spent a whole day of searching and comparing the two versions. And I'm pretty sure I am overlooking something. But I still can not find the mistake I certainly made.

One weird thing I need to mention: after the rendering the background sometimes "blinks" and shows up for a millisecond. But thats all.

I attached the picture of the failed version, since I am not allowed to add two pics in my post. But there is a successfull rendered simple "cubic hole" version.

I checked all the nodes, the scene settings and what not. I really hope someone in this great community is able to help!

I suggest going over the tutorial again in very precise detail. I did the tutorial a few months back (i think still november) and it worked fine. You have probably caused the problem to occur somehow.


Area Light being super weak The tutorial that I am following sets the power of a Area Light object to 500W and even turns down the distance. When I do this, the light barely shows, I have to crank it up to like 5000-50,000 for it to be noticeable. Is there any reason for this? Again, I am a beginner so this might be a bad question. Also I am in render view so the light should show. And I have made sure to apply the texture cause when I really crank it up there is a light.

The long and short of it is that the values for lights in cycles don't directly correspond to values you'd use in everyday life.  Sun lamps are expressed in irradiance, for example.  Things in blender also have default values that are often set to meet the needs/expectations of the greatest number of people and may not necessarily be what you need.
You can read a little more in the documentation.

I'd recommend you use a sunlamp with a small brightness (maybe around 0.1-0.9), with the area lamp so that you get a more noticeable light source. Sun lamps emit light as if a 'sun' is shining infinitely far away with a same brightness from whichever direction you have the sun lamp pointing towards. An area lamp is basically a 'plane' which emits light in the direction it is pointing. Blender's standard increment is meters, so if you have an area lamp in a scene which represents a street light, and the lamp is about 10-15 units from the ground, then it would be as if a lamp was 30-50 feet off the ground in real life. (The average in real life). However, if you are thinking in terms of feet, then if you put an area light 40 units off the ground, then you are actually simulating it 120+ feet off the ground.
Try this method, I hope it works!


How to start a cycle at frame 100 using modifiers? I want to cycle an animation that doesn't start until frame 100. I want the animation range to loop from
100-130 for the remainder of the animation. Anytime I try to restrict the f-curve to frames 100 onward it only allows me to do it a single keyframe at a time. Obviously I wouldn't want to do this for an entire cycle piece by piece.
When I select multiple keyframes in the graph editor the f-curve options are no longer visible.

Consider the Cycles Modifier ... with the setting [Before Cycles] as -1.
Move the left most keyframe to 100.  Of course you can move multiple keyframes at once.


Help with putting liquid in glass in blender I'm trying to make a beer in a glass in blender, and I am having an issue. I went to render it after I put the liquid in the glass to see how it looked, and the beer part (which is a separate object) is showing up in the bottom of the glass where it shouldn't. Can anyone help? By the way, I am very new to blender. If it helps, I was following the tutorial on blenderguru.com.
http://www.blenderguru.com/tutorials/make-beer-blender/

In your file the liquid object and the glass object both have the same material. If you give the glass object a separate material without any absorption, it works as expected.

With the glass selected, make a copy of the beer material by clicking the 2 icon:

Remove the absorption node (⌦ Delete):

One of the way to do this is to make sure the liquid object is inside the glass object ever so slightly. Meaning the liquid object is a little larger than the internal surface of the glass object. So SCALE UP your liquid object by say "1.001" or "1.01"

This should be the result you get.

BLEND FILE EXAMINATION

Examined your blend file and found gaps between the glass and the liquid object. My suggestion is that you should apply the sub surf modifier on the glass and create the liquid beer object from the interior polygon surface of the glass object. Remember to flip your normals on the beer liquid object using CtrlN. Then scale it up so that you do not have 2 sub surf modifier on 2 separate mesh which you may have accidentally changed and mismatching their geometry.


Why is my camera stuck In the torso of my character? I began trying to position the camera by going into camera view.  The camera view was in the torso of my character for some reason.

I had a camera in the scene, but as far as I know the camera is not a child of the rig.  I also tried removing the camera and adding it again but that still didn't help.

There is no camera object in your scene, and the cube object is set as the scene camera (yes, you can have non-camera objects set as the camera):

Add a real camera object by pressing ⇧ ShiftA> Camera in object mode, then make it the active scene camera by setting it in Properties editor > Scene > Scene > Camera, or by pressing ⎈ CtrlNumpad 0 with it selected:

This way you can move the camera object around as you like, and set camera options such as focal length, DoF, lens type, etc.

click on the camera ( choose camera ) then click ctrl 0 ( 0 from numpad )


How to output ID masks as seperate files for compositing? When I click 'Render' or hit F12 and select IndexOB pass in the viewer I'm able to see a mask (white on black) as expected, but when I click 'Animation' to output a series of these masks as '.png' files. What I get is a normal color 'Combined' pass.

My blender file is set up to create a masks of several objects. Each object has a pass index of '1' and Object Index is enabled.

How do I output a series of '.png' files in order to get all the masks as seperate files?

Object ID passes

Assign a unique 'Pass Index' value to each object
Enable Object Index pass (Properties > Render Layers > Passes > Object Index)
Create a 'File Output' node in the compositor via Add > Output > File Output
Create 'ID Mask' nodes via Add > Converter > ID Mask per object
Create the desired output sockets to connect the 'ID Masks' and the 'Beauty Pass'
Make sure your File Path of the 'File Output' node is correct

Click to enlarge

Result:

Material ID passes

It's basically the same for 'Material ID passes'. Assign a unique 'Pass Index' value to each material and enable Material Index pass (Properties > Render Layers > Passes > Material Index):

Click to enlarge

Related Questions

How to use index passes in other compositing packages?
Accurate IndexOB and IndexMA passes

Creating a single mask of multiple objects.

For each object go to Properties>>Object>>Relations

set Pass Index to the same number (1) -arbitrary number, but same for all objects

go to Render Layers >> Passes

enable Object Index   (can delete all others)

Change to COMPOSITING set-up.
In node window
Enable Use Nodes

The Render Layer node should appear with just one output INDEXOB

Add>>Converter>>IDMask

Connect RenderLayer IndexOb to IDMask

Add>>Output>>File Output

Connect IDMask to File Ouput

Set the folder (path address) in File Output to be where you want to send the masks.

Back at

PROPERTIES>>Camera(RenderSettings)>>Post Processing

enable COMPOSITING
(so that when you click render or animation it uses the output from the compositor and not the 3d scene or video editor.)

Click ANIMATION in Properties>>Camera

The output is in openEXR (This can be loaded and viewed in Blender, but my Windows10 doesn't offer anything else capable of displaying it.)


Master bone not moving rig properly I have parented all controller bones and IK bones in my IK rig to a master bone. When I select all controller and IK bones I can move the rig fine. However, when I try to move the rig with the master bone the rig acts like it's being dragged around and ends up leaning in all sorts of strange directions. I'm not sure how to describe it. The image here shows kinda what's going on. The instant I parented everything to the master bone, stuff went wrong.

Here you can see how I can move it just fine without master bone. Does anyone have any ideas why this may be happening? I've been searching everywhere but every question I find talks about bones not moving the mesh properly.

So I found out that I had to set the constraints on one of my bones to a number greater than 0.


Bevel vertices on a flat plane I imagine there’s an easy fix but at the moment I just don’t have any idea how to do that.

I made a flat plane, made some loopcuts to divide it and now want the corners to be round. It works for the corners which are "outside" but for the corners which lie "inside" the form it does not work. My aim is that the bevel looks like the red marked curve in my example.

How can I solve that?

Edit:
To make it more clear: when I try to bevel the "inside" vertex I get something like that, but not a curve.

It's dependent on the internal edges.

Starting as shown
X > Limited Dissolve (selected) internal edges
CtrlShiftB Bevel (selected) corner vertices

It's pretty hard to get a shape like that. But with a little work around you can do something like this:

First, I just created something like you did. Just a plane with some extrusions:

Next I just beveled the outer edges with ctrl shift b

Select the respective vertices and duplicate them. Move them to the required location.

rotate them on the z axis 180 degrees

move them to the required location
subdivide the connecting edges

Now merge the end vertices of the duplicate with the subdivided vertices

now select these vertices and fill them with f

Getting out of object mode will now provide you with this:

There is probably another way but at the moment this is the one I came up with. Took a lot of time to do all the images. Thanks for asking.


How to generate smooth vertex weights from edge/face selection? I am rigging a character for animation and am sick of manually "painting" the vertex weight corrections because I always get bad results. Is there a way to auto-generate weights based on a selected edge loop or face loop?

I have a problem transfering the vertex weights to the shirt, so now I have to touch it up again, and it is very difficult to do with the brush. Notice how the hem of the shirt doesn't have nearly enough weight (if any) applied to it (note: this goes for the ends of the sleeves and the collar too). I have to paint these weights in by hand, but if I do, it's going to look splotchy and I will not get a clean result.

What I would like to do, is just select all those faces and say "based on this face loop, generate new vertex weights with Smooth Falloff and an intensity of 1.00 (or whatever). Can this be done?

This could be it: Gradient fill. Blender's best-kept secret.

https://youtu.be/bQBlMTt8SrU


Glass material becomes white (Cycles) I made some glasses for my character, and gave the lenses a glass material, which works fine, except for the fact that at some angles, when rendered, the lenses turn completely white. I don't think this is reflection, because it does not gradually turn white. One angle it's fine, and turn it ever so slightly and it goes completely white.

I have no clue what could be causing this.

EDIT: I have posted the Blend file on the Blend Exchange so you guys can check it out!

@EVERYONE I messed with the IOR slider on the glass material and now it doesn't happen anymore... I will still post the blend file in case but I think it's fixed!


Move Render Region With Animation I am exporting my animation as single frames (.png) I need the contents of the exported frame to only be of the animated object. I am using Render Regions in conjunction with the Crop to Render Region checkbox checked.

This works great but as my object animates it moves outside the region of my Render Region.
Is there a way to get the Render Region to follow the animation? Or is there an alternative way to only render a particular area of your scene and keep it in sync with your object's movement during animation?
Here is an example of my current output where my cube leaves the Render Region:

I would like to see the cube in each frame exported.

It's not possible to have the render region track an object by default, however, I did make an add-on for this exact purpose: 'Animated Render Border',
available on the Blender Market here.

(Gif is from 2.79, but the add-on works with 2.8+.)
The add-on can track an object by looking at the object's bounding box, or more precisely, using its vertices (if it is a mesh, curve, armature (uses bones) or lattice). It can track collections of objects and it also has a mode to allow a more manual fine tuning ('Keyframe' mode).

Move your camera. (ctrl+ alt+ 0) / select your camera
https://docs.blender.org/manual/en/latest/render/cameras.html
If you need your camera to follow your animation , either parent the camera (ctrl+p) to the cube or put a track-to constraint on it.
If you need a secondary camera, add a camera and then ctrl + 0 that camera for this animation close up.


How do I “group” objects so they all move together? (Version 2.8) In other drawing programs, I can draw separate things and then “Group” them so they behave as one.  In particular, moving, rotating, and scaling automatically applies to everything rigidly.

The “Collections” in Blender 2.8 doesn’t do this.

Assigning parts to other parts as “Parent” causes it to re-interpret the position and scale relative to the new parent, rather than just making it follow the parent from now on.

Parent

You can select many objects first, choose the candidate parent last and then parent.

Please note Blender always has many options to achieve similar goals.  There is the concept of Join and Blender Armature.  This proposed answer will focus on Parent.

Parent menu has many options Control-P. Use the keystroke because Blender will give you more options this way

To remove the Parent with options press Alt-P

Those options may keep your original transformation.  I believe the parent feature is able to do what you want.  Object Keep Transform.

Parent and Group are two distinct concepts in Blender.  So you may want to use Blender terminology.

Here is a video tutorial for creating a group and parenting. It may or may not be the same version of Blender you are using. You may choose a different tutorial on the topic of [Parent] which you like better. I just did a quick search.

https://www.youtube.com/watch?v=R2Q6KcSho48

or the manual

Parent Concept

https://docs.blender.org/manual/en/latest/editors/3dview/object/properties/relations/parents.html

Group Concept

https://docs.blender.org/manual/en/latest/editors/3dview/object/properties/relations/groups.html

Same problem: How to group objects in blender so they behave like am used to in coreldraw(the usuals scaling,translation and ...)? turned out parenting was the apparent solution after jumping on a googling adventure. So I decided parenting wasn't the solution well because  I wanted to, sadly it meant I always needed to select one object before all others start misbehaving according to my wishes(scaling,transla...).

MISSION ACCOMPLISHED: After grouping a set of objects with Ctrl +G I selected one object in the group and then  Shift + G -> Group -> my_group_name to select all the other objects in the group and you wouldn't believe it, I discovered my purpose. I finally realised my destiny was to group objects in blender, the universe always finds a way to put things in place at the right moment.

last night  I sardined 1,000 sceptres(meshes) and you wouldn't believe it they grouped like magic. today I hope to make 3000 if nobody stops me... The sky is the limit


Python rendering animation saves frame twice So I have a fairly simple method in my blender python script that either renders and saves an individual frame or renders an animation given a frame range. Now the former option works perfectly, the frame lands where it should be in the newly created folder and everything is fine. The latter, not so much:
For some reason, Blender saves the animation frames twice, once in the newly created folder with the name specified by output_path as it should and once, for some damn reason, in the parent folder above WITHOUT the frame name (just the usual 000X.exr). I should mention that I have just one output node with multi-layered OpenEXR that has an Image channel and a depth channel. I've tried different combinations for the parameters of bpy.ops.render.render and also confirmed it is only this line causing this since it doesn't render or save anything if I comment it out. Obviously I call this method with animation=True when this problem occurs.

I'd appreciate it if you could explain to me why it does that or where the source code for this damn function is.

def render_frame_and_save(output_name, animation=False, start=0,end=240):
    #Determine incremental output path
    i = 0
    while os.path.exists(output_path + '{:03d}'.format(i)):
        i +=1
    path = output_path + '{:03d}'.format(i)
    os.makedirs(path )

    bpy.context.scene.render.filepath = path + "/" + output_name
    if animation:
        bpy.context.scene.frame_start = start
        bpy.context.scene.frame_end = end
        bpy.ops.render.render(animation=True)
    else:
        bpy.ops.render.render(write_still = True)

    #Dump config
    cfg_file = open(path + '/samples.cfg', 'w')
    cfg_file.write('time: ' + datetime_str) #TODO Add config
    cfg_file.close()

So if anyone stumbles over this: I did find out what caused it

A bit unintuitively, Blender automatically saves animation but not single frames. I assumed that after I removed the default composite node (after activation nodes) in the Composition View, Blender would not save anything out of my designated output nodes. But well, it still does (but again, only when you render animations).

Edit (27-03-2020): To make it a bit clearer, the problem is that while you can choose not to save the output when rendering frames, Blender WILL saved rendered animations regardless of your dedicated output nodes. The option not to save this animation output (in addition to your output nodes) seems to be missing.

There also doesn't seem an obvious way of preventing Blender from doing so which is quite annoying.


Fluid sim problrms :C Ok guys,  Im not sure, if i understanded  the basic system of fluid simulations in blender. So to my case, this hemisphere is assigned as fluid, the bowl as obstacle. Now I would assign the box as domain, but when i dont do that, the fluid flows only at the ground not in the bowl (only around it) If someone could help, I would extremely enjoy it.

You would really want to consider changing the file location that your simulation bakes to. This could be another simulation you tested that didn't work. Try changing the location to a file on your computer (not "//cache fluid") because that is a .tmp location.