Blender crashes with GPU installed On a recently assembled computer, attempting to run the BMW Benchmark using CPU render causes the screen to flickers after a few minutes and blender crashes, while using GPU render works fine. After removing the GPU and installing Intel Integrated Graphics drivers, the CPU render completes normally. I think that it could be the Nvidia driver version 398.82 which is causing the issue. Does blender recommend a specific driver to use?

Specifications:

i7 8700K stock speed

Gigabyte GTX 1080 Ti

Windows 10

If you had internal GPU and dedicated GPU then something is wrong while detecting the GPU.
Disabling and re-enabling the dedicated GPU would solve the issue.

I hope this helps you

Same problem here. The solution is simple, just reinstall windows. I use i7 6700K, Gigabyte 1080ti (aorus extreme edition), after reinstall everything works fine, with all the fresh drivers.


(How) Can I get rid of these fireflies in the zDepth pass? http://imgur.com/a/5PYwv

How do i fix the firefly type artifacts? None of the leaves have a glossy surface so that shouldn't be causing the problem?

Here's a file of just the front tree. (sorry for the file size)
Updated version.
https://www.dropbox.com/s/5m46lz9vzqehhh7/Toussaint%20-%20Copy.blend?dl=0

Glossy shaders won't affect the z-pass at all. The z-pass is literally a gray-scale of how far away each pixel is.

The answer to this question is exactly the same as any other question dealing with Cycles noise (though it might not seem like it at first). Noise in regular renders is a precision issue, and the noise here is also a precision issue. The way that Cycles improves precision is with more samples.

It's slightly different with the z-pass in that there's not nearly as many contributing factors to "how far away is this pixel" as there are to "what color is this pixel." But there are some. The main contributor is likely anti-aliasing. But even then, the solution should be the same: render more samples.

cegaton's recommendation to adjust the near and far clipping planes, is also a good idea.

If that doesn't help... well, I may just be mistaken... and that's okay.


How To Carve a Design I'm trying to model this sword, and I'm having trouble making the base of the sword (the grip). How would I go about doing this?

I'd suggest modelling the basic shape and then sculpting, then you can retopo a low poly and bake the detail from the sculpted piece to the low poly, if you are planning on it being a game ready asset.

If you aren't, just stopping after the sculpting phase is OK.

sculpting and retopo is the best approach


See through model in BGE I am making a sort of Sonic Game, and I have a rigged sonic model. It looks fine in edit, object, and pose mode

but when I try to test it, it looks like this.

Why does this happen?

Transparency was enabled on the model. It was on the material that had the texture for the whole model. Since it was one big texture, the whole thing was transparent. It was the tab Transparency under the shadow options for the material.


Is there a way to separate an object and keep the same "look" I want to make a separate object from one of the panels, it is an imported OBJ (I'm guessing this is the problem) but when i do this using P > selection the smoothness/roundness has been removed. I would like to know if there's a way to make the panel a separate object but keep it the way it is.

I think that you need this addon

  https://github.com/fedackb/yavne


"'NoneType' object has no attribute 'action'" error when looping over objects with Python I keep getting an error when running this. Without the first for loop it does exactly what I needed, but i need it to work on all selected objects, or objects in scene. I am still very new to python. any help is appreciated.

sel_objs = [obj for obj in bpy.context.selected_objects]
for obj in sel_objs:
    obj.select = True
    ob = bpy.context.active_object
    action = ob.animation_data.action
    keyframes = []
    for fcu in action.fcurves:
        for kp in fcu.keyframe_points:
            if kp.co[0] not in keyframes:
                keyframes.append(kp.co[0])
    with open('blender_data.txt' , 'w') as f:
        for i in range(len(keyframes)):
            k = keyframes[i]
            bpy.context.scene.frame_set(k)
            f.write(ob.name + ', ')
            f.write(str(float(ob.location.x)) + ', ' + str(float(ob.location.y)) + ', ' + str(float(ob.location.z)) + ', ')
            f.write(str(float(ob.scale.x)) + ', ' + str(float(ob.scale.y)) + ', ' + str(float(ob.scale.z)) + ', ')
            f.write('%s \n' % (k))
    obj.select = False

Here is the error I am getting

Traceback (most recent call last):
  File "<blender_console>", line 4, in <module>
AttributeError: 'NoneType' object has no attribute 'action'

I seem to have the same problem as this looping through selected objects one at a time but his solution did not work, or I dont fully understand. appreciate any input or direction.

Add keyframes to all objects.  Keyframes are associated with actions.  Simplified explanation.

You have stated you 4 days of experience with Python, if I understand you correctly.  Thus my answer is based on working with that context.  Keyframes may be more familiar to you than Python. You may prefer to know more about Python slowly.  The choice is yours.

Remember you can pose related [idea questions] here at BSE with a single web page but try to limit it to a reasonable small task.

On the other hand some people actually get lucky and get people to write the entire script for them.

The following search here at Blender Stack Exchange with keywords

animation_data is not none

can you show you different approaches to handling the problem situation via Python.

I do have concern about the Python in the question with regard to file writing.  But you may consider asking that as a separate question.  One file name is used for writing in the Python at this point.  The file seems to be rewritten every time with only the last write being actually being persistent. That seems defective. I imagine you want to have data for all objects in the same file.

I suggest when the file writing is top priority, you pose another question.  The changes needed seem achievable in 88 seconds.  You should consider how many times you open the file.  I believe it should be one file open per invocation.  You know how to use for loops so if you think about it you will find the better placement of existing Python.

The file mode is 'w' which can mean ... delete and create fresh.
I would suggest you change it to 'a' for append. Once the code is more correct you may decide to use 'w' with a different filename everytime. The filename can include the time and date.  blender_data_D20180318_T120037.txt as as example you can improve. D for Date. T for time including seconds. Thus you would have a history to compare file versions.

You can delete parts of the file or the whole file for testing. I have not executed the Python so this is just a computer simulation mental simulation.  Currently the Python seems to write info for the last object only which seems defective.


How to deal with bad contiguous edges for 3d printing I was trying to model my object for 3d-printing and faced this problem. I use 3D Printing Toolbox in Blender v2.79. And checking my object for manifoldness, it shows me that I have Bad Contiguous Edges. I don't know what to do with it.

On this picture, that edges are selected. And 28 Non Manifold Edges are because I haven't used Mirroring yet.

In Edit mode, I pressed A to select all, then Mesh->Normals->Recalculate Inside.
This fixed it for me as my problematic edges were inside a cylinder recess in my object.

Just re-calculate normals(Ctrl+n with everything selected in edit mode). That fixed it for me.


Separating one face into two with an edge I am looking to separate the body of the sword into two faces, so that I can easily make the top half black and the bottom silver.

Simply adding an edge in the middle did not separate the blade into two.

I created the edge by directly connecting the vertex at the tip with the vertex near the handle, shown in the picture.

Any tips appreciated!

I'm guessing you created the edge with F? Try using the Connect Path tool instead (J):

You have to assign two different materials just having separate faces alone will not do the trick


How can i make a blade out of plane like in the tutorial? In the screenshot on the right it's how the blade should look like from the tutorial video. On the left is what i have down so far.

When i select the left bottom corner vertice and then on the left menu click on Translate when i change the x or z i'm not getting nothing even close to this.
In my model it's like extrude it.

This is the tutorial: Tutorial

And he make the blade on minute 22:24

It looks like you should use the bevel tool. Switch to edge selection mode and select the edge you want to add a smooth edge too. Then click cntrl+B, you can change the size by moving your mouse up and down, you can also make it smoother with the scroll wheel.

Is this what you want?


Chrome Remote Desktop to Blender Server I have a setup like this:

Server running Debian + Blender.
Chrome OS connecting to the server via Chrome remote desktop.

I can connect and use Blender fine, but if I scale with the mouse and go outside the 3d view them the scale goes automatically to the farthest end possible. This happens to all mouse related actions (like moving the view in 3d view and nodes editor).

This is obviously a problem in how Chrome remote desktop manages mouse limits in Blender, so since I couldn't find a way to fix it up in that protocol, is there a way to disable mouse related scaling and movement when out of the viewport?

Thanks!

It's true that RDP only presents a standard VGA driver, but Blender will still be able to take advantage of the graphics card to do its rendering, etc.

It won't be the best solution, but it'll be quite a cheap solution.

If you want to take it all a bit more seriously, you'd have to invest either in decent computers with a good graphics card and RAM, etc., or look into setting up Blender as a server, which I understand is also possible.


Add Custom Menu at Specific Location in the Header Blender has a built in template for adding a custom menu to the main header (INFO_HT_header). This can be found by going into the text editor under templates->Python->UI Menu.

Can I relocate this custom menu to be inserted between "Window" and "Help" sub menus? If so, how?

There is probably a more elegant way

Actually there is not. We can only append and prepend. If every stock entry was a draw callback in draw._draw_funcs, it would be possible to insert inbetween. Until then, there are only two hacks, which I wouldn't recommend for everyday use (rather stick to
iKlsR's solution):

Wrapping all UILayout calls - wiki link
Injecting modified layout code the hard way - included in addon code

Note that 1. works for a single addon only at a time, and 2. only works as long as there's just one addon replacing the code object of a certain bpy type.

Content from Blender wiki, by ideasman42:

This page shows how to intercept every draw call in blenders python ui which can be used for some UI tricks.

First heres an example of how to do just that.

Tested to work with Blender 2.70

Intercept UI draw/poll

This is a simple example of how to intercept poll and draw functions, without making any behavioral changes.

classes = ["Panel", "Menu", "Header"]

def draw_override(func_orig, self_real, context):
    print("override draw:", self_real)

    ret = func_orig(self_real, context)
    return ret

def poll_override(func_orig, cls, context):
    print("override poll:", func_orig.__self__)

    ret = func_orig(context)

    return ret

import bpy

for cls_name in classes:
    cls = getattr(bpy.types, cls_name)

    for subcls in cls.__subclasses__():
        if "draw" in subcls.__dict__:  # dont want to get parents draw()

            def replace_draw():
                # function also serves to hold draw_orig in a local namespace
                draw_orig = subcls.draw
                def draw(self, context):
                    return draw_override(draw_orig, self, context)
                subcls.draw = draw

            replace_draw()

        if "poll" in subcls.__dict__:  # dont want to get parents poll()
            def replace_poll():
                # function also serves to hold poll_orig in a local namespace
                poll_orig = subcls.poll
                def poll(cls, context):
                    return poll_override(poll_orig, cls, context)
                subcls.poll = classmethod(poll)

            replace_poll()

Override layout & functions

This is the extended from the above code but extended to subclass the layout type used within draw().

In this example operators and properties are filtered out based on their names, but all sorts of things are possible with this - modifying args to functions, changing text etc.

classes = ["Panel", "Menu", "Header"]

import bpy

UILayout = bpy.types.UILayout

op_blacklist = [
    "render.render",
    "object.modifier_add",
    "object.forcefield_toggle",
    ]

prop_blacklist = [
    "Object.location",
    "Object.scale",
    "Object.rotation_euler",
    "RenderSettings.display_mode",
    ]

def filter_operator(op_id):
    if op_id in op_blacklist:
        return False
    return True

def filter_prop(data, prop):
    prop_id = "%s.%s" % (data.__class__.__name__, prop)
    if prop_id in prop_blacklist:
        return False
    return True

class OperatorProperties_FAKE:
    pass

class UILayout_FAKE(bpy.types.UILayout):
    __slots__ = ()

    def __getattribute__(self, attr):
        # ensure we always pass down UILayout_FAKE instances
        if attr in ("row", "split", "column", "box", "column_flow"):
            real_func = UILayout.__getattribute__(self, attr)

            def dummy_func(*args, **kw):
                print("    wrapped", attr)
                ret = real_func(*args, **kw)
                return UILayout_FAKE(ret)
            return dummy_func

        elif attr in ("operator", "operator_menu_enum", "operator_enum"):
            real_func = UILayout.__getattribute__(self, attr)

            def dummy_func(*args, **kw):
                print("    wrapped", attr)
                if filter_operator(args[0]):
                    ret = real_func(*args, **kw)
                else:
                    # UILayout.__getattribute__(self, "label")()
                    # may need to be set
                    ret = OperatorProperties_FAKE()
                return ret
            return dummy_func
        elif attr in ("prop", "prop_enum"):
            real_func = UILayout.__getattribute__(self, attr)

            def dummy_func(*args, **kw):
                print("    wrapped", attr)
                if filter_prop(args[0], args[1]):
                    ret = real_func(*args, **kw)
                else:
                    ret = None
                return ret
            return dummy_func
        else:
            return UILayout.__getattribute__(self, attr)

        print(self, attr)

    def operator(*args, **kw):
        print("OP")
        return super().operator(*args, **kw)

def draw_override(func_orig, self_real, context):
    if 1:
        class Wrapper(self_real.__class__):
            def __getattribute__(self, attr):
                if attr == "layout":
                    ret = self_real.layout
                    return UILayout_FAKE(ret)
                else:
                    return super().__getattr__(self, attr)

            @property
            def layout(self):
                ret = self_real.layout
                print("wrapped")
                return ret
        print(1)
        self_wrap = Wrapper(self_real)
        ret = func_orig(self_wrap, context)
    else:
        # simple, no wrapping
        ret = func_orig(self_wrap, context)

    return ret

def poll_override(func_orig, context):

    ret = func_orig(context)

    return ret

for cls_name in classes:
    cls = getattr(bpy.types, cls_name)

    for subcls in cls.__subclasses__():
        if "draw" in subcls.__dict__:  # dont want to get parents draw()

            def replace_draw():
                # function also serves to hold draw_old in a local namespace
                draw_orig = subcls.draw

                def draw(self, context):
                    return draw_override(draw_orig, self, context)
                subcls.draw = draw

            replace_draw()

        if "poll" in subcls.__dict__:  # dont want to get parents poll()
            def replace_poll():
                # function also serves to hold draw_old in a local namespace
                poll_orig = subcls.poll

                def poll(context):
                    return poll_override(poll_orig, context)
                subcls.poll = classmethod(poll)

            replace_poll()

Relevant code from my experimental addon to inject an own menu after the Templates menu below.

It essentially determines the path of the file which defines the original layout getattr(bpy.types, "TEXT_HT_header").draw.__code__.co_filename, looks for a hard-coded piece of code row.menu("TEXT_MT_templates") starting from …draw.__code__.co_firstlineno - 1, gets hold of the draw function code and inserts its own piece of code which adds the custom menu (it has to adjust the indention to be valid).

Then it executes the new code (string) in isolation exec("".join(lines), {}, l) with locals backed by an initially empty object l = {}. The compiled draw function can then be accessed by l['draw'] and the original draw function can be substituted: getattr(bpy.types, "TEXT_HT_header").draw = l['draw'].

A reference to the original draw function should be stored so that it can be restored if necessary.

class DrawFuncStore:
    bpy_type = "TEXT_HT_header"
    bpy_type_class = getattr(bpy.types, bpy_type)
    draw = None

def insert_menu():
    insert_after = 'row.menu("TEXT_MT_templates")'
    insert_code  = '        row.menu("TEXT_MT_snippets")\n' \
                   '        from bpy.app.translations import pgettext_iface as iface_\n' # meh...
    DrawFuncStore.draw = DrawFuncStore.bpy_type_class.draw
    #module = bpy_type_class.__module__

    filepath = DrawFuncStore.bpy_type_class.draw.__code__.co_filename
    if filepath == "<string>":
        return
    try:
        file = open(filepath, "r")
        lines = file.readlines()
    except:
        append_menu()
        return

    line_start = DrawFuncStore.bpy_type_class.draw.__code__.co_firstlineno - 1

    for i in range(line_start, len(lines)):
        line = lines[i]
        if not line[0].isspace() and line.lstrip()[0] not in ("#", "\n", "\r"):
            break

    line_end = i

    # Unindent draw func by one level, since it won't sit inside a class
    lines = [l[4:] for l in lines[line_start:line_end]]

    for i, line in enumerate(lines, 1):
        if insert_after in line:
            #print("FOUND INSERT LINE")
            lines.insert(i, insert_code)
            break
    else:
        append_menu()
        return

    # Debug output
    #f = open("D:\\s.txt", "w").writelines(lines)

    l = {}
    exec("".join(lines), {}, l)
    #print(l)

    #bpy_type_class.draw.__code__ = code_object # Doesn't work, since a single func is not a module

    DrawFuncStore.bpy_type_class.draw = l['draw'] # exec defined our custom draw() func!

def append_menu():
    bpy.types.TEXT_MT_templates.prepend(draw_item)

def remove_menu():
    if DrawFuncStore.draw is not None:
        DrawFuncStore.bpy_type_class.draw = DrawFuncStore.draw
        DrawFuncStore.draw = None

    else:
        bpy.types.TEXT_MT_templates.remove(draw_item)

# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>
import bpy
from bpy.types import Header, Menu

class INFO_HT_header(Header):
    bl_space_type = 'INFO'

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

        window = context.window
        scene = context.scene
        rd = scene.render

        row = layout.row(align=True)
        row.template_header()

        INFO_MT_editor_menus.draw_collapsible(context, layout)

        if window.screen.show_fullscreen:
            layout.operator("screen.back_to_previous", icon='SCREEN_BACK', text="Back to Previous")
            layout.separator()
        else:
            layout.template_ID(context.window, "screen", new="screen.new", unlink="screen.delete")
            layout.template_ID(context.screen, "scene", new="scene.new", unlink="scene.delete")

        layout.separator()

        if rd.has_multiple_engines:
            layout.prop(rd, "engine", text="")

        layout.separator()

        layout.template_running_jobs()

        layout.template_reports_banner()

        row = layout.row(align=True)

        if bpy.app.autoexec_fail is True and bpy.app.autoexec_fail_quiet is False:
            row.label("Auto-run disabled", icon='ERROR')
            if bpy.data.is_saved:
                props = row.operator("wm.revert_mainfile", icon='SCREEN_BACK', text="Reload Trusted")
                props.use_scripts = True

            row.operator("script.autoexec_warn_clear", text="Ignore")

            # include last so text doesn't push buttons out of the header
            row.label(bpy.app.autoexec_fail_message)
            return

        row.operator("wm.splash", text="", icon='BLENDER', emboss=False)
        row.label(text=scene.statistics(), translate=False)

class INFO_MT_editor_menus(Menu):
    bl_idname = "INFO_MT_editor_menus"
    bl_label = ""

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

    @staticmethod
    def draw_menus(layout, context):
        scene = context.scene
        rd = scene.render

        layout.menu("INFO_MT_file")

        if rd.use_game_engine:
            layout.menu("INFO_MT_game")
        else:
            layout.menu("INFO_MT_render")

        layout.menu("INFO_MT_window")
        layout.menu("INFO_MT_help")
#this is comment 1 adding our name to header
        layout.menu("INFO_MT_google")

class INFO_MT_file(Menu):
    bl_label = "File"

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

        layout.operator_context = 'INVOKE_AREA'
        layout.operator("wm.read_homefile", text="New", icon='NEW')
        layout.operator("wm.open_mainfile", text="Open...", icon='FILE_FOLDER')
        layout.menu("INFO_MT_file_open_recent", icon='OPEN_RECENT')
        layout.operator("wm.revert_mainfile", icon='FILE_REFRESH')
        layout.operator("wm.recover_last_session", icon='RECOVER_LAST')
        layout.operator("wm.recover_auto_save", text="Recover Auto Save...", icon='RECOVER_AUTO')

        layout.separator()

        layout.operator_context = 'EXEC_AREA' if context.blend_data.is_saved else 'INVOKE_AREA'
        layout.operator("wm.save_mainfile", text="Save", icon='FILE_TICK')

        layout.operator_context = 'INVOKE_AREA'
        layout.operator("wm.save_as_mainfile", text="Save As...", icon='SAVE_AS')
        layout.operator_context = 'INVOKE_AREA'
        layout.operator("wm.save_as_mainfile", text="Save Copy...", icon='SAVE_COPY').copy = True

        layout.separator()

        layout.operator("screen.userpref_show", text="User Preferences...", icon='PREFERENCES')

        layout.operator_context = 'INVOKE_AREA'
        layout.operator("wm.save_homefile", icon='SAVE_PREFS')
        layout.operator("wm.read_factory_settings", icon='LOAD_FACTORY')

        if any(bpy.utils.app_template_paths()):
            app_template = context.user_preferences.app_template
            if app_template:
                layout.operator(
                    "wm.read_factory_settings",
                    text="Load Factory Template Settings",
                    icon='LOAD_FACTORY',
                ).app_template = app_template
            del app_template

        layout.menu("USERPREF_MT_app_templates", icon='FILE_BLEND')

        layout.separator()

        layout.operator_context = 'INVOKE_AREA'
        layout.operator("wm.link", text="Link", icon='LINK_BLEND')
        layout.operator("wm.append", text="Append", icon='APPEND_BLEND')
        layout.menu("INFO_MT_file_previews")

        layout.separator()

        layout.menu("INFO_MT_file_import", icon='IMPORT')
        layout.menu("INFO_MT_file_export", icon='EXPORT')

        layout.separator()

        layout.menu("INFO_MT_file_external_data", icon='EXTERNAL_DATA')

        layout.separator()

        layout.operator_context = 'EXEC_AREA'
        if bpy.data.is_dirty and context.user_preferences.view.use_quit_dialog:
            layout.operator_context = 'INVOKE_SCREEN'  # quit dialog
        layout.operator("wm.quit_blender", text="Quit", icon='QUIT')

class INFO_MT_file_import(Menu):
    bl_idname = "INFO_MT_file_import"
    bl_label = "Import"

    def draw(self, context):
        if bpy.app.build_options.collada:
            self.layout.operator("wm.collada_import", text="Collada (Default) (.dae)")
        if bpy.app.build_options.alembic:
            self.layout.operator("wm.alembic_import", text="Alembic (.abc)")

class INFO_MT_file_export(Menu):
    bl_idname = "INFO_MT_file_export"
    bl_label = "Export"

    def draw(self, context):
        if bpy.app.build_options.collada:
            self.layout.operator("wm.collada_export", text="Collada (Default) (.dae)")
        if bpy.app.build_options.alembic:
            self.layout.operator("wm.alembic_export", text="Alembic (.abc)")

class INFO_MT_file_external_data(Menu):
    bl_label = "External Data"

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

        icon = 'CHECKBOX_HLT' if bpy.data.use_autopack else 'CHECKBOX_DEHLT'
        layout.operator("file.autopack_toggle", icon=icon)

        layout.separator()

        pack_all = layout.row()
        pack_all.operator("file.pack_all")
        pack_all.active = not bpy.data.use_autopack

        unpack_all = layout.row()
        unpack_all.operator("file.unpack_all")
        unpack_all.active = not bpy.data.use_autopack

        layout.separator()

        layout.operator("file.make_paths_relative")
        layout.operator("file.make_paths_absolute")
        layout.operator("file.report_missing_files")
        layout.operator("file.find_missing_files")

class INFO_MT_file_previews(Menu):
    bl_label = "Data Previews"

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

        layout.operator("wm.previews_ensure")
        layout.operator("wm.previews_batch_generate")

        layout.separator()

        layout.operator("wm.previews_clear")
        layout.operator("wm.previews_batch_clear")

class INFO_MT_game(Menu):
    bl_label = "Game"

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

        gs = context.scene.game_settings

        layout.operator("view3d.game_start")

        layout.separator()

        layout.prop(gs, "show_debug_properties")
        layout.prop(gs, "show_framerate_profile")
        layout.prop(gs, "show_physics_visualization")
        layout.prop(gs, "use_deprecation_warnings")
        layout.prop(gs, "use_animation_record")
        layout.separator()
        layout.prop(gs, "use_auto_start")

class INFO_MT_render(Menu):
    bl_label = "Render"

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

        layout.operator("render.render", text="Render Image", icon='RENDER_STILL').use_viewport = True
        props = layout.operator("render.render", text="Render Animation", icon='RENDER_ANIMATION')
        props.animation = True
        props.use_viewport = True

        layout.separator()

        layout.operator("render.opengl", text="OpenGL Render Image")
        layout.operator("render.opengl", text="OpenGL Render Animation").animation = True
        layout.menu("INFO_MT_opengl_render")

        layout.separator()

        layout.operator("render.view_show")
        layout.operator("render.play_rendered_anim", icon='PLAY')

class INFO_MT_opengl_render(Menu):
    bl_label = "OpenGL Render Options"

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

        rd = context.scene.render
        layout.prop(rd, "use_antialiasing")
        layout.prop(rd, "use_full_sample")

        layout.prop_menu_enum(rd, "antialiasing_samples")
        layout.prop_menu_enum(rd, "alpha_mode")

class INFO_MT_window(Menu):
    bl_label = "Window"

    def draw(self, context):
        import sys

        layout = self.layout

        layout.operator("wm.window_duplicate")
        layout.operator("wm.window_fullscreen_toggle", icon='FULLSCREEN_ENTER')

        layout.separator()

        layout.operator("screen.screenshot")
        layout.operator("screen.screencast")

        if sys.platform[:3] == "win":
            layout.separator()
            layout.operator("wm.console_toggle", icon='CONSOLE')

        if context.scene.render.use_multiview:
            layout.separator()
            layout.operator("wm.set_stereo_3d", icon='CAMERA_STEREO')

class INFO_MT_help(Menu):
    bl_label = "Help"

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

        layout.operator(
                "wm.url_open", text="Manual", icon='HELP',
                ).url = "https://docs.blender.org/manual/en/dev/"
        layout.operator(
                "wm.url_open", text="Release Log", icon='URL',
                ).url = "http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/%d.%d" % bpy.app.version[:2]
        layout.separator()

        layout.operator(
                "wm.url_open", text="Blender Website", icon='URL',
                ).url = "https://www.blender.org"
        layout.operator(
                "wm.url_open", text="Blender Store", icon='URL',
                ).url = "https://store.blender.org"
        layout.operator(
                "wm.url_open", text="Developer Community", icon='URL',
                ).url = "https://www.blender.org/get-involved/"
        layout.operator(
                "wm.url_open", text="User Community", icon='URL',
                ).url = "https://www.blender.org/support/user-community"
        layout.separator()
        layout.operator(
                "wm.url_open", text="Report a Bug", icon='URL',
                ).url = "https://developer.blender.org/maniphest/task/edit/form/1"
        layout.separator()

        layout.operator(
                "wm.url_open", text="Python API Reference", icon='URL',
                ).url = bpy.types.WM_OT_doc_view._prefix

        layout.operator("wm.operator_cheat_sheet", icon='TEXT')
        layout.operator("wm.sysinfo", icon='TEXT')
        layout.separator()

        layout.operator("wm.splash", icon='BLENDER')
#this is comment 2 adding our class
class INFO_MT_google(Menu):
    bl_label = "googleweb"

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

        layout.operator(
                "wm.url_open", text="google_on_web", icon='HELP',
                ).url = "https://www.google.com/"

classes = (
    INFO_HT_header,
    INFO_MT_editor_menus,
    INFO_MT_file,
#this is comment 3 calling our class
    INFO_MT_google,
    INFO_MT_file_import,
    INFO_MT_file_export,
    INFO_MT_file_external_data,
    INFO_MT_file_previews,
    INFO_MT_game,
    INFO_MT_render,
    INFO_MT_opengl_render,
    INFO_MT_window,
    INFO_MT_help,
)

if __name__ == "__main__":  # only for live edit.
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)


How to get the effects to follow the object's animation? I'm using MakeHuman, bvh files and the smoke simulator. Just adding fire to the subject, fine tuning the fire, but when I run the animation, the fire does not stay attached to the subject when the bvh file kicks in.

How do I get the Domain to follow along with the moving subject in order to keep it burning like a person on fire moving around?

I made a similar animation of a missile firing, and was struck with the same problem of moving the domain along with the particle effects emitter. I simply gave the domain the same path to follow as the missile. Remember that the larger your domain is, the larger the effects will be. If you keep the domain moving with the human by animating it to move with the human, you should have it fixed.

sounds like you need to do some motion tracking then apply an object solver constraint to the fire domain.


Can I combine my GTX 980Ti with another card like GTX 1660? I have a GTX 980Ti and I'm looking for a lower end card to pair it with (like 1660 or 1070). Is this possible and what kind of AMD motherboard do you suggest for this?

You cannot run two graphics cards on the same tasks unless for Nvidia graphics cards unless they are the same make and you are using an SLI Bridge. You can have them on two seperate tasks if they are different but not the same. I have this motherboard but for Intel unfortunately, I did not know about thread rippers at the time. Could have had 6 more cores on top of ten for what I paid. But, this is the best I think. Works great on dual boot with CentOS. Just do not install gnome on it. Go with a Plasma KDE desktop. Gnome will most likely cause the login screen in CentOS to take along time to load if even at all.

https://www.amazon.com/GIGABYTE-X399-Designare-EX-Motherboard/dp/B07662S766/ref=pd_sbs_147_9?_encoding=UTF8&pd_rd_i=B07662S766&pd_rd_r=540bdb43-7b92-4671-bb17-a62503bac9b1&pd_rd_w=5KI67&pd_rd_wg=yGvMq&pf_rd_p=7c0dad87-8a25-4c4f-9349-026039ea6cb3&pf_rd_r=2039ZHRGX36XF8JRM04J&psc=1&refRID=2039ZHRGX36XF8JRM04J


How to merge vertex groups? I need this vertex group:

additively merged with this vertex group:

into a third new vertex group like this:

You can do this using the 'Vertex Weight Mix' modifier.

Here, I have an object with two vertex groups I would like to mix, one is a patch on the left and the other contains a patch on the right of the object:

'Vertex Group A' is set to the left patch (the vertex group I want to effect) and 'Vertex Group B' is the right patch (the vertex group I want to add into the other one). I then set the 'Mix Mode' to add and the vertex groups are mixed:

Applying the modifier will cause these mixed weights to be permanently written to the 'Left' vertex group.

If you want to preserve the contents of the 'Left' vertex group then you can make a copy of it before applying the modifier:

EDIT: this solution does not work

When copying vertices into another group, it doesn't preserve the vertex weights and it assigns the value set in the Weight slider:

(thanks to @Jerryno)

ORIGINAL ANSWER

In Edit Mode, you can combine the vertices by pressing Select for each group.

Select the first group then press Select in the Vertex Groups Panel.

Repeat the selection with the second group to combine the vertices.

Create a new Vertex Group, then press Assign.


How to change the point about which a rigged object rotates? I am having trouble describing this. If anyone could give me the correct terms I would be happy to edit my post, etc.

Currently, I am rigging a revolver -- during the reload of a revolver the barrel opens -- but the issue is I need it to open along a certain point -- (see comments for pictures) but instead the revolver folds up per se.

Current result when rotating barrel:

Desired result when rotating barrel:

Where it needs to be rotated along:

Would I simply make a bone at the point of rotation and then parent the barrel to that bone, or am I supposed to use constraints?

Thanks.
Here is the .blend file -- https://a.pomf.cat/hqygla.blend


2.8 Solid view turn off transparency? I am trying to figure out how to disable transparency in solid view. I can disable it in LookDev via the node editor, but not sure in Solid...

The transparent surfaces are sitting on top of transparent pixels, but these pixels do have color information (as seen in the image above)...

I like the solid view for ease of Flat shade and other aesthetic preferences, particularly for texture painting...

Appreciate any help!

Press Z then hit 2.
It also has options for LookDev, Rendered, etc.


Why does the water keep escaping in my fluid simulation? I am trying to do a water simulation. I have a small cup that I have created in blender (as an obstacle) and my water source (just an oval). My domain box is large enough to encompass both the glass and the water source:

Here are my settings for my domain:

I am using the default blender renderer. I have the cup setup as a collision for a water simulation and I have the sphere inside of the cup set as a fluid in a fluid simulation. When I bake the scene, here is what I get:

As you can see, the water is going through the cup, but the cup is having an effect on the water. Here is the rendered view:

How can I keep the water in the cup??

As others have mentioned, it's the resolution that's key here. However, I see that you've baked at two separate resolutions: 120 for final and 45 for preview.

You can see from the render view that the "final" quality bake has less "escaping" water. To preview that in your viewport without rendering, change the "Viewport display" dropdown to "Final." The downside of this is that it may slow down your viewport.

If you want even better quality, you could either:

increase the resolution, or:
Alt-D to linked-duplicate the cup object, then scale it down a tad (maybe 95%) and position it inside the real cup. Turn off the viewport and render visibility. Set its parent to the "real" cup, but mark both as collision targets (Physics → Fluid → Obstacle). This will essentially shrink the bounds of your cup and may or may not completely solve the problem.

You should make the cup a collider object so the water respects the walls. If you don't do that water will just pass through. Choose the cup go to physics tab and choose collision.

It should work fine now.

Check here http://wiki.blender.org/index.php/Doc:2.4/Manual/Physics/Fluid

P.S. Agree with CharlesL, but make sure your current pc configuration can handle it.


audio track and video track are not the same length Given that av sync is on and the correct fps is set, why would the audio track and the video track not be of the same length. When the video file is played in a media player, no such problems occur, but when placed into blender's video editor, the total length of the video is longer than that of the audio. this varies from a short 8 second video with a 1 frame difference to a 2 hour long video with several thousand frames of difference. Also the audio does lag behind the video accordingly, but it takes a minute or so to really notice it desyncronising.

When you import a video with audio into the sequencer, the following happens:

The video and audio are split into individual tracks, so they become effectively separate entities.
The audio track is imported into the sequencer while respecting the total play-length of the audio, So there is no pitch shift. (Basically, the audio is never sped up or slowed down, it will always sound right)
The video is imported frame-for-frame at the Frame Rate set in Blender's render panel, this means there is no frame interpolation or frame dropping going on.(Basically, the video will always play frame-by-frame, so it will be sped up or slowed down if the source video does not match the Frame Rate setting in Blender)

This has the unpleasant effect that if you import a 10 second video that is 24fps into Blender's 25fps timeline, the audio will last 10 seconds, but the video track (which has 240frames) will be squeezed into 240/25 = 9.6 seconds, hence the mismatch.

So, if all your source videos are the same FPS, then just set the Blender fps to that number, and you should be fine. If you have source videos of different FPS, then you can use the Speed Control strip to adjust the timing of each.

This may be of interest to those who found this thread searching in a "greater context". I had a similar problem using Avidemux – whose purpose explicitly is editing…

A video file "file.mp4" (from youtube) reported in Avidemux to have a video length of 29 min, but an audio length of over 36 min. No "delay" or prefs value would help, as the delay grew towards the video's end. (Real SH.. !)

Here's a way to work around this "bug":

Having opened "file.mp4" in Quicktime-player-7 export only its "sound -> WAVE" (file.wav)…
next quit Quicktime and open the original "file.mp4" in Avidemux …
where you add "file.wav" via this menu item:

Audio > main track > Audio source (External WAV) > Open "file.wav".
(For audio track settings I chose MP2(lav), 160 bps, reducing WAV's size)

save the lot in any convenient format.

This procedure takes very little time – far less than my previous trials.


Delete all unused textures from Blender using Python With large projects that have hundreds of textures, it can be very difficult to deal with them in the UV image editor using the following little drop-down menu.

The best solution that I've come with so far is to modify the UV Image Editor code using some code from the Sculpt and Texture Paint section which is very helpful but it's still difficult to tell if something is in use and it has to be reopened every time something is selected and deleted.

(It now looks like the following in case anyone is interested.  You can do this by menu-clicking the image icon next to New and Open then selecting edit source and changing the following line in space_image.py

layout.template_ID(sima, "image", new="image.new", open="image.open")

to be

*layout.template_ID_preview(sima, "image", new="image.new", open="image.open", rows=8, cols=16*)

This question deals with deleting textures and it's what I already do.  But it's time consuming and very difficult to find the unused textures when there are a couple hundred of them, especially if the drop down menu has to be reopened and searched for everyone one of them.

So my question is the this:
Is there a way to delete all the unused textures using a Python script?

I have found one script that does not work very well.  Sometimes it does and sometimes it does not.
This gives the impression that there is something going on behind the scenes when it comes to how textures are considered to be in use.

By the way,  I don't use Fake User or pack images so this may simplify things a bit.

Remove all images with zero users from the blendfile:

import bpy

for img in bpy.data.images:
    if not img.users:
        bpy.data.images.remove(img)

fix as 0 use ...press ctrl and delete  " texture , material and others" and after, save your work


Blender 2.8 PNG image is not transparent even with alpha blend and alpha nodes I have a transparent image that I created as a plane and I can't seem to get it to be transparent. I've saved the PNG with the color and alpha data and it still not transparent even with the nodes connected.
I am using Blender 2.81 please help!

You have to change the Blend Mode in the material settings and have to be in Rendered View.

Any of Alpha Clip, Alpha Hashed or Alpha Blend would work for a single image, but for a pixel perfect preview in EEVEE, Alpha Blend is required.

  Alpha Blending
  Use alpha blending to overlay the surface color on top of the previous color.

You need to mix with a transparent shader and use image alpha as the mix factor.


Detect when object is sliding backwards I am working on a skateboarding game and I need to detect when an object is moving backwards so the character can change stance and the controls will swap.
For example after doing a 180, or when coming down after going up a ramp (and not doing a 180).
Ideally this would be a boolean, with an adjustable tolerance. I have been through every object I can think of and I can't figure out how to do this and it's had me banging my head against the wall for weeks. I'm guessing there is an old frame and new frame value to operate on to tell whether the player is moving in the negative y direction. Fairly new to blender and python, terrible at math. Any help is greatly appreciated.

getLinearVelocity() provides you the motion vector you object was travelling since the last frame to reach the position it is now.

The motion vector is the vector from the last position (L) to the current position (C).

With the scalar or dot product you can determine if the previous position was in-front or behind the current position. You can even determine if it was left/right or over/under the object.

Before you can calculate anything you need to define what is front and what is behind. You need an Front/Behind orientation vector. Lets assume the border is the local XZ-plane.

anything that is at the positive Y-axis is front
anything along the negative Y-axis is back.
anything on the XZ-plane is neither back nor front (it is left/right/over/under)

For correct calculation all vectors needs to be in the same space. I suggest to use the scene space (world) You convert the orientation vector to scene space (relative to the objects origin):

from mathutils import Vector

FORWARD_ORIENTATION = Vector([0, 1, 0])
forwardOrientationVector = object.worldOrientation * FORWARD_ORIENTATION

The dot product projects one vector on the other and tells how much of the vector the projection uses. The calculation is pretty simple, but we still use the dot operation mathutils.Vector provides:

forwardRatio = forwardOrientationVector.dot(object.getLinearVelocity())

You check the range of the result, to get one of the three possible values:

if forwardRatio > 0.0:
    print("forward")
elif forwardRatio < 0.0:
    print("backward")
else:
    print("neither forward nor backward")

Similar calculations can be used to determine left/right (RIGHT_ORIENTATION = Vector([1,0,0])) and over/under (OVER_ORIENTATION = Vector([0,0,1])).

I hope it helps

localLinearVelocity it is.
All I need to do is check whether y is positive or negative. So simple.


Timeline navigation hotkeys When scrolling through the timeline, is there a way of locking the play head to the center whilst the strips, and other open windows, move, rather than the play head moving then having to keep manually readjusting the strip positions?

Or is there a shortcut key to center the play head if you've lost it, without pressing "home" an then zooming / re positioning / zooming / re positioning?

Iv'e just been through the blender hotkeys and cannot find anything.

Unfortunately not. The closest there currently is in official blender is follow playback, which will at least keep the playback head in the view.

Numpad 0 centers the player head in the timeline.


How can I render a toon character's head to always be visible in front of his body? Currently, I am working on a cartoon that will be modeled in 3D and rendered into 2D. The art style we want to go with isn't technically accurate within 3D space. The character has no neck and his head always appears in front of his body whether in front view or side view.

Does anyone know of a way that I can make the head object always visible in front of the character's body object and only through one layer of the character's body? Sort of like how Freestyle has QI range for rendering lines behind a certain number of faces. I want to do that, but for meshes.

Blend File

Reference images:

you could make it a flat object with a constrain to always  point it to the camera


How can i install Blender 2.8 in ubuntu 18.4 with only console? today i use

apt-get install blender

in my Linux server (which has no screen or any display service but pure SSH remote connection)

,but the installed blender version is not 2.8 ,it is old version

and i tried

apt-get install blender=2.8

But end with not found 2.8

i google for a while but find nothing about install  blender 2.8 in Linux without screen device ,mainly of them are referred to install with display device like use snap software (a software shop mall in Linux)

is there any solution to apply?
Thanks if you have any ideas!!!

Installing from repositories is not recommended, they are hardly ever up-to-date.

Blender doesn't need to be "installed".

From a command line use wget.

wget "https://www.blender.org/download/Blender2.82/blender-2.82a-linux64.tar.xz/"

(or whatever is the link to the current version)

Then untar (uncompress) the resulting  file, and move the newly created blender folder to your home directory or a location that is convenient for you. From within the blender folder run the blender executable.

To use blender as a global command from the terminal, add the path of the blender executable to your path environment variable.

after trying many things I install from download the last version
https://builder.blender.org/download/
2.82a and 2.83 works for me
you can also install from snap (snap for ubuntu) (2.82a only)


Why it is impossible to drag an image into UV/Image Editor and Node Editor? A strange thing happened.
On my best computer (Windows 8.1, CPU i7 with 32 GB RAM and 3 GTX770 onboard) it is impossible to drag an image into UV/Image Editor and Node Editor. The mouse pointer is a denied symbol...
On my iMac this works.
I tried to reinstall and set as Default Settings but nothing...
Can you help me?
Thank you.

Andrea

I do not believe it is. You will need to add an "image texture" node, then select "open image". From there, locate your image. If it is a video, add a "movie clip" node and do the same. Hope this helps!


How does "Flip Normals" affect Face Corner Data? I use the "Normal Edit" and "Data Transfer" functions a lot, therefore I'm working with custom Normals with Face Corner Normals that differ from the Vertex Normals. The Pink lines represent the Face Corner Normals that are all pointing downwards towards the Cube:

After I Flip Normals this happens.

The two diagonal pairs of Face Corner Normals point into a different direction which results in odd definitely not intended shading:

I can fix the issue with the Data Transfre module and a bit of hassle. But I would like to know what the **** is going on here? I want to know how blender calculates the new position of Face Corner Data.

If your IQ is above 160 maybe you can figure it out because I can't, rotations are in precisely 15degree increments:

Flipped Normals:

I would assume this is due to the fact that it is a bunch of disconnected planes which are treated like one object. In the newer Blender 2.8x+ series, normals are automatically corrected while editing in edit mode.
The problem in your case is that all of the disconnected planes are being treated as if they are one object, and therefore, the normals are going to look very messed up. However, if you try this with all the planes connected into a full, closed mesh, you should see this problem disappear when you recalculate (if needed) the normals. If you flip the normals, they should flip.


background video for my camera has gone missing. help? I have a video set as my camera background but for some reason its cutting out mid video. Does anyone have an idea how to get it back?

it plays the frame before this one

Blender rendered part of my vid and replaced my background vid with this incomplete one.


2.8 Rotate multiple objects around the origin in edit mode? for some reason the

bpy.ops.transform.rotate

code dont take account the pivot point, i dont understand why?
and its only one part of my problem... in my code :

import bpy

A = bpy.context.view_layer.objects.active
A.select_set(state=False)
bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]
bpy.ops.object.editmode_toggle()
bpy.context.scene.tool_settings.transform_pivot_point = 'BOUNDING_BOX_CENTER'
bpy.ops.transform.rotate(value=4.71239, axis=(1, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.00584779)

i need that every object of my selection exept the active object do a rotation of 270* on the x axis while the origin point stay in place, is it possible ?

im on 2.8 by the way
i was trying to use the new multi-mesh-editor function, and this new select code :

A.select_set(state=False)

instead of the old code

thanks in advance

here's the version I had to use in my script to set the pivot point to work in blender 2.80.   by setting the transform to rotatate around the cursor, all objects will rotate around that locations and you can use shift+s to place the cursor.

context.scene.tool_settings.transform_pivot_point = 'CURSOR'


How to unwrap properly this bevelled mesh (see pic) I've been trying to get a decent result with the unwrapping of a mesh representing a boardgame counter (top + bottom). I've bevelled it first, applied smooth surface and then unwrapped it in many different ways, but it seems to always get the edges wrong. As you can see in the reference picture, the camo texture should continue to the edge of the counter, instead, it stops showing a different part of the mesh. It shouldn't be that hard to do, but for some reason I always get the same result. Is there a way to have the top part of the mesh show exactly as it does in the reference pic?

Your problem is that the rounded corners of your tiles don't have the same radius as the rounded corners of the texture.  You can work around this by marking the edges of your tiles so you can unwrap each face separately, and then using Unwrap with 'conformal' set.  After you've done that, manually center the top and bottom faces, and shrink them slighly to fit.  You end up with something like this:

The problem with your texture isn't the way you are unwrapping the UV's, the problem is the way the UV's are automatically positioned.  For example, in the picture below is approximately what the UV's of your cube look like (I know they aren't the exact same)

Now, if I select a face from two different sides on the cube, you will see that both islands of the UV are disconnected, and this is why your textures looks the way it does.

There's not an easy way to fix that part, that's just how a cube unwraps.  What you can do however, is put a mapping node, onto your cube's image texture, and switch the texture coordinate from UV, to generated, and then you will have to scale it to get the right dimensions.


How to write bpy.data.libraries avoid packed file with python? I'm trying to create a .blend file that saves the scene, but I would like the image files to be separate, so I created a script that saves the bpy.data.images image files in a folder next to the .blend file.
like to :
import os, shutil
def save_images(folder_path,my_image_list):
    for i in my_image_list:
        if not i.file_format:
            i.file_format = 'PNG'
        image_path = os.path.join(folder_path,i.name)

        if not os.path.isfile(i.filepath):
            filepath_raw = i.filepath
            i.filepath_raw = image_path
            i.save()
            i.filepath_raw = filepath_raw
        else:
            shutil.copyfile(i.filepath,image_path)

So everything works beautifully, except for the fact that if I have a "packed image", a large file will be saved, therefore useless, as I already have the necessary images alongside that project.

Basically:
I wanted to figure out how to be able to write the project with bpy.data.libraries.write() without it also writing packed images if there are any.
I am aware that I can check them with bpy.data.images['My Image'].packed_file, which returns if the image is packed.
I could write something that unpack temporarily, but I see it as risky.

Check the data
Chances are the objects are saved to the library blend, . but are not linked to any scene, or collection, hence the file appears empty when opened.
Check the library files bpy.data.object  collection to confirm.
Consider adding the scene datablock to the library.
You can try this.  I don't know much about...


simulate interaction of fluids with different viscosity Like everybody else in this site I've been new to blender for quite some time...

I'm trying to do an animation to simulate a mix of paint blobs with different colors, like Ebru Painting or Suminagashi marbling, based on mixing colored liquids with different levels of viscosity.

The idea is to have a drop of colored paint displace the surface, so that the colors don't really mix but create variable abstract fluid and organic shapes.

As an example please take 30 seconds to see this video by garip ay from minute 3:00 up to 3:30:

https://youtu.be/4dKy7HNU4vk?t=187

(image from the mentioned video)

I understand how to make more than one fluid domain to create different colors but I can't think of a way to simulate the interaction between them.

Maybe there's a way to do this with dynamic paint... I just haven't used that tool very much.

Since this is a flat image it could also be done with some clever texturing... maybe?

How could I do something like this in blender?

Disclaimer : I'm afraid I've not done much beyond scripting meshes at this point. I did once play with particle emitters and some constraint stuff hence this suggestion but this is a bit of a hack and may cost you more time then save you any.

Based off of the video you could try the following :

Setup a plane or may be even a cube with the top face removed. Using a particle emitter you could fill this cube at various locations to 'add ink' as it were. The tricky thing is then to make the particles emitted in a single addition cling to one another but repulsive to any prior and/or successive addition. That is for a single emission you want those particles to group in some way, perhaps there is some sort of elastic constraint you could apply. Then for separate emissions you basically want each addition to repel one another slightly.

You may have to make all emissions adhere to the bin/plate though, this is most easily by just doing things in the vertical direction.

This is not currently possible.  The only way to do something like this currently is to fake it in some fashion:

How to bake multiple fluid simulations in one scene?


Gray background of world When I render or when I use the verge3D app manager and open the model, the world background is gray and not white, even after setting the world color to white. I cant figure out what is doing this. This is what the background looks like:

The background should be completely white.
here is the blender file:

It is mostly because of some lighting effects are happening in the scene. If you want a complete white background the I would suggest making the background first transparent and then adding a alpha over node in the compositer. If you want shadows as well,you can use a plane as a shadow catcher to add shadows in the scene with complete white background


Texture mapping with nodes on walls So I'm using nodes to make my brick texture tile, but it always get stretched on one side of the wall.   It's just one plane subdivided and extended faces. How do I make it look same on all walls?

You have to unwrap your wall: In the 3D view, in Edit mode, select your whole mesh and press U, and choose for example Smart UV Project or Cube Projection option, then in the Node Editor plug the UV output of your Texture Coordinate node into your Image Texture node, then in UV/Image Editor, rotate or scale the parts of mesh you want so that the bricks appear correctly in your 3D view.

So I just had to switch projection on Image Texture node to Box.


Error while exporting preset in sapling:add tree I've created a tree on Blender but when it comes to export preset it gives me this error:

I can't understand what the problem is. Do I have to change some paths in the user settings?

Ok, I've solved this problem and it was simply a permission problem.
Blender needs to have administrator rights to write in the "presets" folder, so it won't export anything in there if you don't give the permissions.
What you have to do is to right click on the folder "presets" -> Properties -> Security and give to user the permissions to write.

I claim this is a a bug. The script should only touch the home folder. It would have been accepted in the Win9x days, but not 2015.


How can I rotate/twist a torus about its major circle? The problem: I am building a torus with an intricate regular pattern that includes a twist.
A simple example:
http://netz.smurf.noris.de/blender2.png

I have built one torus segment – my "real" example is obviously a lot more intricate, not just a simple inset operation.

Now I want to transform the left segment into the right one. The end goal is to do that six times so that, in this example, I get a torus with a doubly-winded spiral around it.

As far as I know, there is no easy way to rotate about a curved axis.  Your best bet would be to model the segments straight, use an array modifier, then bend them.

First model a straight segment of the object.

Next add an Empty to the scene and position it at the end of the segment.  Then add an Array modifier to the segment, and uncheck Constant Offset and Relative Offset and enable Object Offset, selecting the empty as the offset object.

The Array modifier works by duplicating the geometry of the mesh and placing it at the position of the offset object, further parts of the array copy this relative transformation.

Now add a Simple Deform modifier to the object and set it to Bend with an angle of 360°.  You will probably also have to add another empty and use it as the Simple Deform origin so you can rotate the axis being bent around.

You can adjust the diameter of the torus by increasing the Array count.  Note that since my example model is 90°, I need to use multiples of 4 for the array modifier so that the teeth line up at the seam.

Modelling

A cylinder plain or elaborate can be made first, then add a [Curve Modifier]. Cylinder first, then curve it.

Above Example 1

Above Example 2


How do you combine two different blender files? I have one file with a scene containing animation in one file and in the other file I have an object with armature. Is there any way I can bring the object with the armature into the file with the animated scene?

I most often use append to combine two separate blend files. (File > Append)

Yes, there is a way to get an object into another file. You just can copy the object in the one file. Blender will remember it and you can just paste it in the other file. You also can export the model under file -> export. After that you can import it into the other file. The first way is much easier an also goes much faster. Remember, that they have the same origenpoint, so they fit together perfectly!


Why I can't find my mesh in menu? I wrote the script, begining looks in this way:

bl_idname = "mesh.tree_add"
bl_label = "Trees Generator"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOL_PROPS'

I installed my script from User Pref. menu and checked this box:

but still I can't find my script in menu called by Shift+A. Also I can't find others extra objects. But I can find it by SPACE menu and it work correctly. Any ideas?

You can't find it in the menu because you didn't add it to the menu. Menus don't automatically pick up new entries based on the class properties, you have to write code to add them:

import bpy

def add_menu_item(self, context):
    self.layout.label("Added this line")
    self.layout.operator("mesh.tree_add")

bpy.types.INFO_MT_mesh_add.append(add_menu_item)

Try updating it to:

bl_idname = "mesh.tree_add"
bl_label = "Trees Generator"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'

It then should appear here:


Downloaded and pre-rigged model is partially invisible in object mode So my friend send a model of his for me to work with, but when I open it the model is partially invisible and the bones are closer together.

But in edit mode the entire model is visible

I've had this problem with other downloaded models but usually higher quality ones.

Hehe, I just had to press the "Reload Trusted" button on the top.


Rendering taking too long. Is there a way to improve it? I recently tried to render in Blender, but, it is taking the a ridiculously long time to render a frame. I've tried rendering on my windows laptop which has a NVIDIA GT 520M, 8GB of ram, and a 64-bit operating system and people told me that using the GPU won't accelerate rendering much. Instead I decided to render on my school computer. The school computer has a:
NVIDIA GeForce GTX 760 GPU
Integrated with 2GB GDDR5 memory, 256-bit memory interface

This took 20 mins a frame, I then thought my animation is 2000 frames long. 1 frame takes 20 mins, 20*2000 is 40000 mins. 40000 mins equals to 667 hours which equal to 30 days. I would never be able to hand up my assignment on time. I watched many tutorials on rendering and trying the tips that people gave me but it didn't improve the rendering time.

Here's my blender file:
(note, it is in CPU render instead of GPU render because I am currently working on it on my macbook air)

First screenshot of the render settings.

Second screenshot of the render settings.

There are several ways to speed up render times.

Enable auto tile addon to set tile size correctly.

User preferences => Addons => Enable Render: Auto Tile Size => Save Settings

By utilizing denoising you should be able to decrease render samples.
Scene tab => Check denoising box
Bake your materials. Its too complex to explain here, so check out this tutorial.

I have render out a couple of animations and unless you have a beast of a computer it is going to take a while. If you aren't afraid to through some money around I would suggest you use a render farm. I mostly use blendergrid.


No texture when in render mode? Forgive me if this is a silly/easy to figure out question, but I couldn't find anything... I tried the clear all restricted render option and had no luck so figured I would inquire here as google was of no help.
Camera view:

Post-rendering:

Thank you in advance.

Right click on your material,go to texture and check the empty boxes.Hope it help.


Report: error Traceback (most recent calls last) there seems to be no answers for the error "Traceback (most recent calls last)" in blender 2.8. Reinstalling blender doesnt fix the problem. this error occurs by just left clicking in the viewport or when importing images into textures and backgrounds. It ruins blender. I have no idea how this has happened.
this is the error:

I do not want to install a new version of blender at the moment so that is out of the option. Please help. This error is really annoying. This must have something to do with a file directory but i am not sure. Thanks in advance.

Revert to Factory settings.
Set File > Defaults to "Factory Settings"


How to read the contents of a text file? We can define a StringProperty and set its subtype to FILE_PATH in order to select a file:

file_path: StringProperty(
    name = "File Path",
    description = "A path",
    subtype = "FILE_PATH")

Q: How can I get the actual content (text) of the selected file?

pathlib.Path

Recommend for paths, using pathlib module.

For the most part this is a generic python question. The blender specific part is making the path absolute if given as a blender relative path, prefixed with "//"

Relative chosen when setting path property in file browser

import bpy
from pathlib import Path

#path = some_object.filepath # as declared by props
path = "//tmp/foo/bar.txt"  # a blender relative path

f = Path(bpy.path.abspath(path)) # make a path object of abs path

if f.exists():
    print(f.read_text()) # read and print.

The site https://medium.com has some great articles on pathlib and its usage:

https://medium.com/@ageitgey/python-3-quick-tip-the-easy-way-to-deal-with-file-paths-on-windows-mac-and-linux-11a072b58d5f
https://medium.com/@webology/pathlib-is-wonderful-9d25919469d3
https://medium.com/swlh/five-most-useful-pathlib-operations-77f9c96790b3

To access the file information, first get the filepath and assigning it to a variable with

path = filepath   # filepath is the property defined in the Property class

Next, open the file:

file = open(path, 'r') # Defining a new variable.

Last, read the information:

info = str(file.read())

info is a string variable that you can use anywhere else.


How to add pie menu so it will load next time I start with blender How can I add this pie menu from text editor to blender(2.78) so it will load every time. Script kiddie here so please explain in plain English.

import bpy
from bpy.types import Menu

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

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        #pie.operator_enum("mesh.select_mode", "type")
        pie.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Region")
        pie.operator("view3d.edit_mesh_extrude_individual_move", text="Extrude Individual")
        pie.operator("mesh.inset", text="Inset Faces")
        pie.operator("mesh.edge_face_add")
        pie.operator("mesh.subdivide")
        pie.operator("mesh.loopcut_slide")
        pie.operator("mesh.offset_edge_loops_slide")
        pie.operator("mesh.knife_tool", text="Knife")
def register():
    bpy.utils.register_class(VIEW3D_PIE_template)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new("Mesh")
    kmi = km.keymap_items.new("wm.call_menu_pie", "W", "PRESS", shift=True, alt=True).properties.name="mesh.kkmodeling"

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

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_PIE_template")

load py from preferences addon tab. Then activate add on.


2.8 Viewport and Render Preview My Viewport in Eevee looks nice and how I want it (LookDev shading).
However, the render preview looks nothing like what I have done and I don't know how to change it to look the same as lookdev.
Devlook is that thing at the top right of the 3d space with 4 buttons.

LookDev

Render preview

It is because LookDev don't care about lighting, materials,etc. It just gives the quick view of how render will look.
So first of all add a lamp to viewport by Shift+A and click Lamp>Sun, Grab it by pressing G and take it on top of your object.
Edit:
I missed out to look the rendering engine you have selected, It should be Cycles. Change it to Cycles by going to render settings and click on Rendering engine dropdown and select Cycles.

  EEVEE is not capable to show reflections and stuffs.


Texture only one side of face So I have a vase which I have textured.

But as you can see, both the outside and the inside have the same texture, however, what I want is the outside to have the flower pattern, and the inside to have a solid color. Is there any way to do that?

PS: I am making this model for a game, not for render.

In 3D view, Tab into Edit Mode. Set your selection mode to face select (mode toggle is in the upper left hand corner of the 3D viewport). Select the inside faces of the vase. Press P to separate then select Separate by Selection from the pop-up menu. It should be the default option. If so you can just left click after pressing P. Tab into Object Mode, select the separated inner surfaces and apply a new material to them.


Detect a Blender Keyboard Shortcut How would I detect a Blender keyboard shortcut in edit mode? I'm trying to detect the merge operation (Alt+M), but I don't want to change the shortcut of anything, just execute a function at the same time that the operation is called by the key combination. I thought about the draw function which constantly listens, but that doesn't seem ideal.

Found it through the modal operator. There were other posts touching on this, but basically it will keep Blender's keymaps but still execute your custom code.

import bpy

class ModalOperator(bpy.types.Operator):
    bl_idname = "object.modal_operator"
    bl_label = "Simple Modal Operator"

    def execute(self, context):
        print("This is the modal operator")
        return {'FINISHED'}

    def modal(self, context, event):
        if event.type == 'ESC':  # Confirm
            print("This is finished")
            return {'FINISHED'}
        elif event.alt:
            if event.type == 'M':  # Confirm
                print("This is a Blender Shortcut key")
            return {'PASS_THROUGH'}

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        print("This is the invoker")

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

bpy.utils.register_class(ModalOperator)

bpy.ops.object.modal_operator('INVOKE_DEFAULT')


Face surface/shading looks wrong in a FBX export from sketchup? I dont have the original file anymore, of this fbx file that time ago get from the sketchup , and now remade some parts but still looks weird the surface.
If I'm not  worng there is an option to fix these problems, but I dont know what is exactly.
A thanks in advance guys if I can count with your help.

this is the blend file:
https://ufile.io/an4cp

Ok, I turn off the Auto Smooth and now everything is normal. THANKS !!


Trails Behind Projectiles How would I add comic-like trails to projectiles, such as arrows? I have an example from YouTube, but the effect is done in another software.

https://www.youtube.com/watch?v=K4lmGGSsFYg

The effect occurs around 27 seconds, where an arrow is shot and there is a blue trail behind it.

You have to use a particle system inside a particle system.
Just add the particle system you want to appear on the object you use for the first system, tweak the time and that should do it.


How would I be able to set one vertices the same y axis as another one? I'm new to use blender and the current version I'm using in 2.8 and I want to get used to learning this software.

I assume "setting a vertex to the same y axis as another vertex" means that they both should be on the same line perpendicular to Y axis.
Snapping
You can use snapping for that. You can constrain to the other two axis by pressing shift+x,y or z so that transform operations are constrained to a plane and then hold ctrl while in transform operation to temporarily enable snapping. Your snapping settings need to be set to Vertex mode:

Scaling
You can also use scaling to 0 while using active element as transform pivot and constraining to the XZ axis plane the same way as with snapping. The active vertex will be the one you select the last.

In edit mode select the vertex you want to move, hit 'G', and then hit 'Y' to lock the movement to the Y axis, then just match it, you can press num 1 to align your viewport properly so you will see the y axis in a more precise manner, and you can also hold shift to move it with less speed.


How do I delete an object? I want to delete an object. So I press the Delete button and then a menu pops up and I select vertices. But then the object still appears in the outliner. I still see "cube' there.

You have to delete from object from Object Mode, not Edit Mode. You can switch between Object Mode and Edit Mode using the Tab key on your keyboard. You can also switch using he drop down menu on the bottom panel of the 3d View window.Then hit delete again (Function delete on Mac) and you will be able to Delete the object entirely, it will also disappear from the outliner. If you want to delete parts of your mesh use Edit Mode, if you want to delete the entire mesh use Object Mode.

Switch to Object Mode

Now you can delete

In 2021, the answer is to go into Object Mode and hit X, not the Delete key.


How to integrate knoll to soil? I want to add some knolls onto a ground surface by using textures. Currently it looks terrible and I don't know how to integrate it properly.

What is the best procedure to do this? At the moment the stones do not look integrated into the knoll, there is a sharp border around it and it does not look natural.

I would like to use the bump map of the stone texture and then to texture paint over this bump with the sand texture stamp. How can I realize this in blender?

Additionally I want to work in Cycles. Does it make sense to create the textures in Blender Internal mode at first and then add the created texture to a material in Cycles mode?

I suggest this method because the handling of texturing is much easier in Blender Internal than in Cycles.

The current picture is like this:

Using cycles textures with an image you can take advantage of the true displace feature available with the experimental feature set

What this does is using a musgrave as factor for mixing both color and displacement textures


How to avoid extraneous edges when using loop cut? In order to create the detail for the shape on the right of the image below:

I had to create a lot of loop cuts. But the loop cuts create all the extra edges further to the left of the model, which don't really serve a purpose. I'm trying to create this as an asset for a game, so keeping it low-poly is important. How could I have modeled it without creating so many extra edges? Should I just create an extra mesh (in the same object)?

In this specific case, I think think the best thing is to use the cut tool k.

In specific answer to your question, the way to create a loop cut, without having it go all the way down the surface, is ripping an edge v. In your case, you would rip the edge right along the extrusion, and the front edge to the right of it. Then make your loop cuts. You can then mend the edges if you wish, by deleting the extra edge (will remove the face of the wall), adding faces (such as tris, because in the game engine it converts to tris anyway) or by making an n-gon face over the whole section.

I hope this helps. If you give me your blend file I can make examples.

In this case, what I would do is make the area that requires a lot of loop cuts into a second object. I tried to avoid doing that at first, but there's no reason to. The computer is calculating face and vertex data. By having the extended part of the mesh as a separate object, you reduce the vertices in the first object, because the loop cuts can be removed altogether.

Select the extruded area of your mesh, separate it (I changed all my shortcuts so I have no idea what the default one is), and dissolve all of the old surplus edges in the other object.

It will stay low poly, and is just as easy to unwrap and manipulate. Just parent it to the old object if you'd like it to move at the same time, or group it, or whatever. Lots of options in this case.

Separate objects are good. Try downloading a couple of models from the Models Resource, you'll be amazed how often things are separated into multiple objects when they seem like they must be a single object.


Blender has closed when I re-openig some files when I open my saved file it's opened... but when exit the rendered show in uv view and went to the 3D view,  my left click and middle muse work correctly and when i Right click on my object to select it, the program get closed without any error. This Happening is for some saved files, not all of them... and I do the same saving method for all of them. what should i do?

It happened with me too.Sometimes the file gets corrupted.Try copying your object in a new empty blender file and then save it with a different name.It worked for me.


Import SketchUp ".skp" files I am new with Blender. I changed to it because now I am using Ubuntu. Previously on Windows I used to work with SketchUp, and I still have many projects, that I would like to import *.skp into Blender to continue modeling and or rendering.

Is there any way how I could import SketchUp's .skp file into Blender?

There isn't a direct importer for .skp files into Blender. Given your situation of being on linux at the moment, your best option is to get access to a windows machine and export to either .obj or .dae and import into Blender. If you are using the free version of sketchup, you might have to go through a few more steps.

There is an article of an extension on how to do this here.

To run Sketchup on Linux you can use wine for instructions With a web search this was found.

Or perhaps an extension on Sketchup might be http://sketchup2blender.com/blendup-get-started

http://sketchup2blender.com/blendup-get-started#

Follow these steps to get started
1 INSTALL SKETCHUP AND BLENDER
To run BlendUp on windows or mac, you need SketchUp 2014, 2015 or 2016 (Make or Pro version) and Blender Version 2.74 or above.

2 INSTALL OUR PLUGIN
Open the downloaded zip file and execute the file contained in this zip

3 OPEN YOUR SKETCHUP MODEL
Launch SketchUp and open your SketchUp model

With SketchUp 2016, you need activate our extension. Open Windows/Preferences menu on Windows (SketchUp/Preferences on Mac), select the "Extensions" tab and activate BlendUp LT.

4 CONFIGURE BLENDER PATH
In SketchUp, open "File" menu, selection "BlendUp LT" and "Options".

Follow our instructions and select blender.exe on Windows (Blender.app on Mac).

5 EXPORT TO BLENDER
In SketchUp, open “File” menu, select “BlendUp”.
Click on “Export” and select the destination of your Blender file. That’s all!

BlendUp has many useful options, visit our help section to learn more.


Can't install latest blender on windows I go to the blender website
Select the 64 bit US instillation for my Windows 7 Desktop Computer.
After downloading I open the Blender Set Up Wizard and I am given three options: Change/Repair/Remove
I have tried to Change and Repair but once completed if I open Blender the Update has not been installed and the blender is still the older version.
I am considering uninstalling everything and trying again but I have several projects on the current blender and I can't risk loosing them

Can anyone help explain to me what steps I can take to safely install and apply the latest version of blender. I have version 2.66a and I'm trying to get the latest 2.76b.

Any help would be greatly appreciated!

From the manual:

Download the .zip or .exe for your architecture (64bit is preferable if your machine supports it).

The .exe will run an installer to choose where to place Blender and to configure MS-Windows to have an entry on the menu and to open .blend files with Blender. Administrator rights are needed to install Blender on your system.

Note:
With .zip you have to manually extract Blender to the desired folder, where you can double-click the executable to run Blender.

There is no installer to place Blender on the menu, but there is also no need for administrator rights. With this option it is possible to have multiple versions of Blender without conflicting, as they are not actually installed on the system.

https://www.blender.org/manual/getting_started/installing_blender/windows.html

I know just delete Blender and download it again. You should have latest version then. If not then just wait until tomorrow and you should download it again and Done you have it.


How can I make a copy of a material? I want to create a new material based on an existing material. For that a need a copy of the existing material as a starting point. How can I make such a copy?

Assign the 'base material' to the desired object and click Add a new material button:

This automatically creates a copy of the 'base material'.

Blender 2.7x

There you, i find on the vusluis.com
you can read and app
Sometimes you want to use the same material on another object and only make a small change to it. Rather than this change affecting all linked objects, we need a new material with all the settings of the old material.

For example, in the above image I’ve used three chocolate shaders. They were all the same, except for the colour of the chocolate. I started with milk chocolate, then changed the colour for the dark and white chocolates.

There is an easy way to do this in Blender, albeit not entirely obvious at first sight. Let me show you how to copy and paste materials in this article.

Head over to the Materials panel in the Properties Palette. It’s that little red round icon next to the Texture icon. screen-shot-2016-10-20-at-14-01-31

I have a material setup already, so I’ll select it in the slot at the top (blue in the screenshot above). To copy this material, or paste another one into this slot, take a look at the little dark triangle that’s facing down, underneath the plus and minus icons. This is called the Specials Menu, and clicking it gives us exactly the options that we want.

[![enter image description here][2]][2]

Select Copy Material and you have all the settings copied to the clipboard.

To paste this material to another object, setup a new material on this object first, then select the above specials menu again and simply paste it. Note that without an existing material, this menu won’t come up.

Linking Materials

If you would like to apply the same material you’ve setup on one object to several others, there’s no need to copy you material several hundred times. That would be a waste of time and energy. Instead, we can link a material to several objects.

Select all objects that you’d like to apply your material to, then shift-select the object with the applied material last. This makes it the active object. Now hit CTRL + L to bring up the Make Links menu. You can also find it under Object – Make Links.

Select Materials and the material from the active object is applied to all other selected objects.


Multiple GPU card problems I have two GPU cards in my machine. I had a GTX 980 Ti and I recently added a GTX 1070. My render times have more than doubled, however when I go back to look at my PNG's, I notice that they don't line up. Every other frame is slightly off in "space" so when the PNG's are run together or if I put them through the video sequence editor, it makes my object shake or slightly move back and forth. Almost like a heat wave effect. Not sure what to do, or if anyone else has seen this.

Problems like this might happen when using different devices to render one frame. That's why render farms have always one type of GPU and/or CPU letting render one frame. If its an animation, lets say frame 1-100, just open Blender 2 times, let one instance of Blender render with one GPU the first half (frame 1-49) and the other instance with the other GPU the other half (frame 50-100).

I never used 2 GPUs though, i dont know if this will work perfectly. But i think so.


Blender 2.8 Eevee depth of field "geometry clipping" issue I have a problem with strange depth of field artifacts in Eevee on my Mac Pro (tech specs on the pictures below). It looks like everything is what it should be.  defocused is cliped by the camera (but its not the case of wrong camera parameters). Render is transparent in this areas. Sometimes even if the viewport shows me the proper Depth of Field, the render has still the same issue.

Thanks for any help!

Maciek S.

Screens are from Blender build 2019-02-12.

Yes in Cycles everything looks ok. I found some workaround using defocus node in post. Enyway the bug is still there.

My understanding is that Eevee depth of field has significant limitations. See this video:

https://www.youtube.com/watch?v=HdTgf4gRXgc

I'm finding this to be a serious impediment to using Eevee.

If you render your scene in Cycles, does the issue go away?


Materials Turned Black When I Opened Blender So I used nodes to put materials to my model, everything was fine and saved. I open it today and all the materials are black. Anyone know why?

You saved your .blend file in a newer version of Blender and tried to open it in an older version.

In this case the Principled BSDF was introduced as of 2.79, while version 2.78 was used on your screenshot to open the file and load that material.

Since Blender 2.78 doesn't know the Principled BSDF, it is behaving as if no shader were present (indicated by the red coloring of the node). Hence no color of the surface, which equals black (same as muting or removing a shader plugged into the Material Output).

To continue working with Principled BSDF, open the file using Blender 2.79 or newer.

I had this once, when I moved my textures to a different folder. Blender will no longer find the source.


Texture appears stretched on extruded sections of mesh I have a maze game in blender and to make the maze I subdivided a cube I flattened out and then selected some parts, extruded it, and raised it up. But, when I put in the texture, it didn't really work (see images). The walls were just lines. I really need to know how to fix that, even if it means that I don't see the texture the right way on the top. I just need the walls to look nice on the inside.

This can happen for several reasons, the most common being that you modified the mesh after initially adding the texture, hence the stretched look. A simple fix is to just unwrap the model again.
The fastest way to get a good result with a generic box model like that is to press U > Cube Projection or Smart UV Project depending on how tiled you want certain subdivided parts to look (can read more and experiment with the unwrapping types here).
Extrusions after adding texture

Extrusions after correcting using cube projection unwrapping

Extrusions after correcting using smart uv project

For me, you can apply location, rotation and scale, after it unwrap again.


Blender Fluid Baking taking so long I am trying to make a little coastal scene, very basic just the odd wave and clash with a rock or two.

The fluid sim bake is 771mb, why does it take 2-3 hours to bake that?

My computer has these components;
CPU - Ryzen 5 1600X @ 4.0 GHz
GPU - GeForce GTX 1060 6GB
RAM - 16GB DDR4 @ 2400 MHz

I’ve got the preferences for the CPU and GPU turned on in CUDA.
Nothing else is up on my computer other than Blender.

I have been working in Eevee but I’ve realised to render I’ll have to use Cycles because of a material I have made won’t show up in Eevee.

With a complex, i.e. demanding, fluid sim as it is in your case (the hardware needs to calculate the wave hitting the rocks, turbulences etc as well!) it's best to use both CPU and GPU. Especially if the sim has several hundred frames, which means their number should be reduced. And, apart from the above, try the ca. 200 resolution. It's the max res I used and water didn't look awful.


Blender changes image colors when rendering I'm working on a project where I'm editing in Davinci Resolve, but doing a number of effects in Blender.  However, when I render out a shot from Blender, I find that the color of the image is slightly different from the source video.

Here's a frame from the source (no color grade):

And here's that same frame after being rendered out in Blender and saved as a PNG (started with the default Blender file, added the clip to the sequencer, and rendered):

It's hard to see in these pictures, but the color is slightly darker and modified in the Blender output.  If you look at the waveforms, you can see in the Blender output on the right, some of the sections are slightly brighter (for example, the circled blue section):

I might be able to color correct it to match, but so far that's not been straightforward.  It would be much easier if Blender's output didn't dork with the colors to begin with.

What is going on here, and how do I get Blender to not modify the image's colors when rendering?

I am working with 8-bit V-log H.264 footage from a Gh5s (color space sRGB).  Again, all Blender's settings are at their default.

PNG is a terrible format. You should forget it even exists.

Blender does only what the operator instructs it to do. If the setting are to output on a certain color space, then that is the color space it will use. If the original source is in a different color space blender has no way to guess what that might be.

Any image displayed in the wrong color space will always look wrong.

When doing visual effects you need to plan how to have all of your material be in the same color space. If one source is encoded using a different gamut than the other they never going mix nicely and any transformation will further distort the color on one or the other. Long story short: you can't mix apples and oranges.

All compositing should be made using linear values in a common color space.

The ideal scenario would involve controlling all of the variables.

Ingest your footage in resolve, set the correct input transforms, color space and gamut (Vlog to 709). Then export the plates as linear scene referred values (de-Log it), convert it then to the correct color space you are going to be working on (most likely 709): set the project to be Color Managed and use 709 scene as output color spaces. Export then as EXRs to be used in Blender. Work your magic in blender, export the elements to be combined back to resolve as linear-scene referred EXRs. then composite in fusion (read the suggested link).

Else you need to go a more complicated route, which is to create a definition of V-log in the Ocio config, supply the correct LUT and color matrix, so that the footage ingested is linearized correctly and with the correct 709 gamut in blender. Work then your amazing magic in blender and re-encode as V-log and save as Tiff files. Bring those files in resolve and integrate them into your project.

Check if the settings under Color Management affects your wanted results (at the very bottom of Render Properties) like View Transform, Standard vs Film, Look and Exposure.


How can I create a realistic floor water fountain I am trying to create a water fountain (as shown in the image). But for some reason after baking, all my inflows (UV sphere) are being interacted with each other ending up in a mess just like shown in the image.

the inflow velocity used was z 100m/s and I have used a plane as an obstacle.

I tried a few possibilities by increasing the size of the cube(domain) or by setting the parameters such as subdivision and generate particles to different values (I'm not sure if they really play a role in this part), but it didn't really work out. May I ask for suggestions on how to overcome it.

enter image description here

Your water is hitting the domain cube. Gravity is 32 feet per second square which is less then 10 meters per second. I don't even think fire hoses have a velocity of 100 meters per second. You are putting out way too much water, and it is hitting the top of the domain and flowing down the sides. You want it to shoot up and fall back on gravity without hitting anything.Try 10m/sec Z velocity on your inflow.


Make Video Sequence Editor (VSE) playback in real time? How do I make the Video Sequence Editor (VSE) playback in real time?
I have some 4K video clips that I want to edit, however, I'm unable to do so because when I hit play I get about 2 FPS playback (even without any effects/Modifiers applied) instead of the video clips/timelines 25 FPS.
I have a pretty powerful computer, and these clips have no problem playing back in, for example, Premiere. I know Blender's VSE isn't the best or most powerful, but there's gotta be a way to playback the video and audio clips you edit in real time?

If you have a very powerful computer you might want to try using a different app. Blender vse is a very outdated tool that doesn't really use all of the potential of your hardware. No gpu acceleration, limited multithreading. The only solution for blender is working with proxies at a lower res. If premiere works fine for you, keep using premiere. Blender is a wonderful 3D creation app, but the video editing tools have not advanced to the needs of today's users.


Keep Offset keeps doesn't work as planned I have been following this tutorial:
https://www.youtube.com/watch?v=cGvalWG8HBU

And I reached the part where he assigned 2 bones and kept it as offset. The problem that I am facing is that whenever I do Keep Offset, the Foot keeps disconnecting from the Leg and joins up with the Leg IK. Any Ideas for solution???

You have to go to pose mode after "Keep Offset".


How to recenter an object's origin? So, I'm working creating a lamp... yes, newbie here.

After modeling for a bit, I noticed that my point of origin was no longer the center of my object:

How to I reset an object origin point to the center of it's geometry?

Press Shift + Ctrl + Alt + C (perhaps the longest shortcut in Blender) and select Origin to Geometry. Or, instead, open the Toolshelf by pressing T and press the Set Origin button in the Tools tab, subsection Edit.

Depending on how you imagine the 'Center' of your object, you might instead want to choose Origin to Center of Mass. The difference is that it calculates the center point based on the volume of the mesh, rather than the average location of vertices as Origin to Geometry does.

Visually, the difference is this (blue dot is the new origin point):

UPDATE for Blender 2.8

Press the Object button at the bottom of the 3D view and see the Set Origin... sub-menu:

Here you can find both the Origin to Geometry and two similar Origin to Center of Mass options.

Other way if you want change arbitrary the center is selecting a face or a point, press Shift + S (move the cursor to this position) and from object mode set the origin to 3D cursor.


Blue Color On Everything After Render Please forgive me for asking, I am new to Blender.

While I am rendering I really love my work, then right at the very last second for some reason everything is tinted blue.  I have tried changing the Preferences > Solid OpenGL Lights, amongst a number of other things.

I get all pumped up everytime, then WHAM! blueness smothers everything everywhere on the last 1/10 of a second of rendering.

What am I doing wrong?

I added more screen shots in the link because I don't have enough street cred to post more than 2 links :)

Screenshots of Materials & Settings

Composite shadowing was the culprit. Shadows were set to be adjusted with a blueish tinge.


Transparent character I was testing out different solutions I had found but for 2.8 how do u get a image textured character to be transparent like he's a ghost or a out of body experience kind of thing. It shows that the dude is there but he's invisible to everyone but the viewer.

It's like this

You can clearly see Casper but u can also see through his body. Like the candles and the picture frame.

I guess you are referring to a material setup called HOLOGRAM

Try this material setup in the image

It will make your ghost blueish and transparent, and it will give a Fresnel effect which talks about the angle of view