How to procedurally generate a veiny skin material? I want to make a Cycles material that looks like these images:

The material should be slightly translucent and have thin veins underneath it.

I understand how to make the translucency, but the veins are giving me trouble. Is this something that can be made procedurally in Cycles, or will I need to make a vein texture in GIMP and somehow combine it with a skin material?

You can generate a skin material with veins like this using wave textures, musgrave texture, and translucent materials. The waves are distorted to get the meandering of veins. Different wave textures are combined with different orientations to get the veins running in different directions. The musgrave textures is used to make the veins appear and disappear in different areas.

The bright spot is from a lamp below the 'skin' illustrating the translucency.

This material is generated as shown below:

A good reference for generating veins in skin is at https://gooseberry.blender.org/shading-kenny-the-caterpillar/

The blend file:

You might want to isolate the veins from your Vein texture. This could probably be done by using some green screen method. With this, mostly the veins will show on the texture, and not the rest of the things on it.

However, you might want to consider making your own texture as the one you have there doesn't seem "seamless" nor would it look natural as the same veins would repeat everywhere :P

Another thing you could do would be to layer the textures and materials and see what best fits your preferences. Add some transparency to the Vein Texture and Materials, and I think that might look ok.

Gd luck.


Modifier panel changed Cut this short has possible why is there missing options on the bevel,screw.
like had more details in the bevel Mod, but now have 3 bars width type,amount,segments ?

in blender 2.93 alpha:
the bevel modifier e.g. (if you mean this) has lots of options as you can see here (profile + geometry + shading):


Knife tool with bmesh API I need to find the intersection curve between two (open) meshes, and I can do that interactively with the knife tool. In search for a way to do it from a script, I came across the following highly relevant question:
Using knife_tool from python api

There is one answer, which simply refers to the BMesh API. However, I find no immediate candidate for the knife_tool from bpy.ops.mesh in bmesh.ops.mesh. Is there a way to script mesh intersection cutting from bmesh, or at all?

The attached screendump illustrates a cut in the cylinder mesh from the intersecting sphere mesh. I obtain it interactively with the cylinder mesh edges selected, then by Ctrl+F and choosing "Intersect (Knife)".

Could be this?

# Select all vertices in Edit Mode
bpy.ops.mesh.select_all(action='SELECT')

# Do intersect
bpy.ops.mesh.intersect()
bpy.ops.mesh.intersect(mode='SELECT')


Wrong Colors in render I have stumbled into another problem. For some reason, the camera or the rendered image will come out like this 3D (blue and red) imitations which I never intended. What can I do to fix this issue?

https://www.dropbox.com/s/ib034p3w8qs3hqk/OutHausBackground.blend?dl=0

This is the option you accidentally activated, on the render layers tab, the Views section

just disable the Views checkbox

Maybe you forgot to turn on Ambient Occlusion, that happened to me. You can turn it on by going to the World tab in the Properties Window, then click the checkbox


Explosions and fireflies / dots in Blender 2.8 (already followed all tutorial without results) Good morning everyone,

I'm literally ready to pay who will be able to solve my problem.

here is the original file of the explosion.
https://drive.google.com/file/d/1UBb2ctIG_OQ5qh7bpMSTUFcNI_E1LTCq/view?usp=sharing

Blender 2.8
Cycles

PROBLEM: FIREFLIES, STILL A LOT OF THEM IN RENDERING.

Everytime I use fire / explosion I cant get those fireflies away in the rendering.
Already followed all tutorials/discussions/youtubevideos about deleting fireflies in rendering.
Already tried everything without finding a solution (clamp, light size, hundreds of samples, caustics, filter glossy, glossy bounces, multiple importance).

The denoiser helps but it really makes a lot of damage to my scene, so I would want to try avoid it for now, and for sure this scene can get a lot better before I will put the denoiser as a last touch. But for sure for now there is still too much fireflies/dots!

Please open the original file and help me find a solution !!
It does that everytime I work with fire/explosions.
With smokes I can fix the problem, but when it comes to fire here they appear without solutions!

Thank you very much for helping

The only way to do this without denoising is increasing the number of samples up to about 2500. It takes a long time to render, but your image stays crisp.

Use embergen to create flip book, composite in later. Fake the lighting from explosion in composite as well.


How to achieve dynamic cloth pinning? I'm having trouble trying to understant how cloth simulation pinning works. I want to modify the pinning group during animation so that I can have characters grabbing and dropping pieces of cloth without interrupting the flow of the simulation. For this purpose I tried to use dynamic paint, but it seems like once the animation starts playing you can only remove vertex from the pinning group, not add or modify them.

The red ball in the exmaple below paints vertex red and the blue ball deletes paint.

What is the problem here? Is there a workaround to this so that cloth can be pinned and unpinned mid-animation?

There is no simple solution to this.

Animating the group itself is not a problem, you can use the AnimAll addon or just stack multiple vertex groups with the Vertex Group Mix modifier where you can animate the influence of participating groups on the final one.

The problem is that when you need to change the pinned vertices, you need the simulation to continue where it ended the frame before. But the simulation will not pin the vertices where they currently are, but where they were before the simulation started. Those newly pinned vertices would just jump from frame to frame to their un-simulated location.

To solve this in Blender, you need to create multiple simulations that closely start where the previous ends (and they need to start-end with similar motion also). Then you need to create one extra mesh so you can interpolate between all those simulations and smooth merge them into shapekey animation:

How to bake softbody animation into keyframes?

You will have to modify the script to sample from multiple meshes and to smoothly transition between them, but most of the code is there.

When sampling the simulations you take locations from first simulation and when you approach the second you smoothly switch to it's vertex coordinates.

The results can be very good and convincing. It is common practice in many simulation applications when the simulation is not precise enough like you want and you need to hand sculpt some key poses of the cloth into the simulation.

If you want to avoid the scripting, you can also use multiple Mesh Deform modifiers to those simulations and then blend between them with influence. But when your simulation changes, you can simply re-run the script while otherwise you need to rearrange, re-bind and re-animate those modifiers.

the animAll addon in the addons contained in blender. This addon will allow you to animate the group of vertices that is pinned to the cloth.


Unable to run simulation I keep on getting this error message when trying to run a simulation and I have no idea why.

@Tyler, Welcome!

Btw, your picture is showing your 2.76 Blender version (in the error log), but you are not saying much about which simulation, if you built it, or if you get it from friends, websites... it could be a buggy file, a buggy simulation, or not compatible, somehow, with your blender version (eg: it could be a very old file)... it could  be pretty much anything... help others help you giving some more info about how and where this is happening...

Anyway (again from the error log) it seems to use a "cellblender" addon, though. Did you have that addon installed? It's not in Blender by default... but if it's there it could be a different version from what your simulation expects (maybe an oldaddon version), or it has some bug...

I guess it is this:https://github.com/mcellteam/cellblender (related to http://mcell.org/): "CellBlender is an addon for Blender (2.6x-2.7x) to create computational cell biology models for use in MCell and potentially other cell simulation biophysics engines"

It could be needed to update the addon, or your Blender version, too. Version 2.78 is the latest in the 2.7x series.

edit:
I just installed mcell and cellblender, using latest blender 2.78 on my Windows 7 desktop pc, and then followed the "first time running" steps

http://www.mcell.psc.edu/tutorials/first_time.html

after which I ran this very basic tutorial, http://www.mcell.psc.edu/tutorials/single_molecule_diffusion.html

and it seems to work:

Maybe you can download and install a fresh new Blender .zip file (so you can keep the one you have installed), and double check to follow all required steps...

If this can help, here is the .blend file that I used to get those torus above:


Switching between pan and orbit while holding MMB In previous versions of Blender I've used, pressing or releasing Shift while holding  MMB would switch between orbiting and panning, without needing to let go of  MMB. In my fresh installation of Blender 2.77 (on Ubuntu Linux 16.04), pressing or releasing Shift while holding  MMB does nothing; if I wasn't holding Shift when I pressed down  MMB, then it would stay in orbit mode, no matter what. How would I restore the old behavior?

Got to File > User Preferences > Input > 3D View > View 3D Rotate Modal and add a new key combination

Set it to Switch to Move and add any key combination you like.

I did not succeed settings it to work with the Shift key though, it seems to not like "modifier keys" on their own, but most other combinations will probably work.


Batch Selected to active Baking I have to bake several objects, in combined type. Each (lowpoly) object take baking information from a selection of another (highpoly) object(s). Here is my bake panel config:

My problem is that i can only bake one object, wait for the texture to be baked, save it, then redo the task for the next object (with a new selection). So i can't set a list of render task to calculate by night 'cause it's not automate.

So :

is there a plugin (free or not) which can do that ? (I buyed the baketool plugin which is very great, but don't support selected to active option [edit] finally, it can, see answer below [/edit])
can this task be send to network render ? (network renderer addon, render.st, etc)
i don't know python at all but i have already write little script in another programming language : do you think it will be a pain to script a task like this ?

BakeTool addon can handle it !

There is a mode that i haven't try yet, which is the Atlas mode (default is individual).
The support of baketool answer me :

  There’s a “Target” option in the Atlas Mode. It works as the “Selected
  to active”. On this mode all the objects in the Object List are used
  as sources and the target is the “actived” one to be baked. See that
  in this case the target need a valid non overlapped UV.

I definitively love this addon, anyone who use blender and make realtime 3d should have it :)

Bake Wrangler can do batch baking.  It is free.
It is a 2019 add-on, so not many people discovered it yet.
I tested it and it can also bake from objects to another object.
The batch bake is in :-

Editor type = Bake Node Editor (must download & enable this add-on first)
Top bar > Add > Bake Wrangler > Batch Bake

Download at : https://blenderartists.org/t/bake-wrangler-node-based-baking-tool-set/1187732
For batching tutorial, you can see https://youtu.be/1QpybXsNcsw?t=965


How to import an object into an Armory game scene while the game is running? How can one import an object (an obj) in an Armory game while the game is running? For example, I want to import an object (car.obj) when I press a key and remove that object if I press another key. I wonder how this would be possible using a Haxe script or a logic node set up?

In case it is not possible to import an obj file directly into the scene I don’t mind converting the objects to another format that Armory supports. I just need to be able to import my objects into the game environment and remove them. Is that possible?

The closest things I found are this and this Armory example scripts but they do not import objects that are stored on disk. For my work, I need to be able to dynamically manipulate objects, store them on disk and load them into the game and these scripts seem to not be helpful for me.

If you mean add an object into the scene, you use the import. Click file in the top right, hover over import, and click wavefront for an OBJ, Then import what you want to. If you mean have it go into the game at a certain point, that'd take other scripts. I don't really know what you mean by a game, I assume you're making a game.


Where can I set the Vse playback frame rate I want use VSE to make a short video. The source videos are  25fps so they run slightly slow. Where in the user preferences can you change this. I can't see it. Thanks in advance

Make the project match the frame rate of the video.

Go to the Preferences window, In the Dimensions section set the Frame Rate to correspond with that of the video.

Read also: https://blender.stackexchange.com/a/6270/1853

Add the speed control the strip.  Menu/Add/Effect Strip/Speed Control to the existing strip with clear track above it.
The new speed,[Multiply Speed] should be (25.0/24.0) . You may try extreme values for testing (.5,2.0)
Make you strip shorter to hold the new shorter time duration to avoid repeating frames at the end
Please make adjustments to these suggestions.  I probably wont have time for many edits
This is a starting point. You may see further references at BSE or elsewhere for fine tuning.


Can I import Autodesk Inventor 2016 models? I am working on a new video game idea and am well versed in Inventor 2016, but, new to Blender. How might I import my Inventor models into Blender 2.77?

Between Inventor and Blender you can use the .STL file format. There are also paid addons for Inventor to export in .OBJ or other types (some have free Trial).

Note that a parametric mesh from any 3D cad app will not be best suited for game engines, because the mesh will be relatively high-poly and non-optimized. You will get better results building the mesh in Blender from scratch, because you have direct control over the polygons and vertices (as opposed in CAD you have parametric control over the surfaces).

To export assemblies or parts go to File > Export > CAD Format. Choose the .STL format and under options select the polygon resolution (dicing rate) and the units the object will be exported in. You can choose either binary or ASCII file (both work).

In Blender import with File > Import > .Stl. If the option is not there, head into preferences and enable the import Stl addon which comes standard with Blender. In import options select the Y up axis. After you import the model it is good to inspect it and remove duplicite vertices -> go into edit mode (Tab), select whole mesh (A), (W) > Remove doubles.

Here is an assembly imported into Blender:

Models cannot be imported in a usable way , if at all from blender to cad type programs, because the data type is too different. This is what I have read when I have tried to figure out the same question. However, it may be possible to go from cad or cad style  program file types like inventor to blender. If that is accurate, would the same be true for both soft and hard bodied models?


Create Surface from Selection I have imported a .stl model into Blender with the goal of isolating and shading various parts of the model (painting it). I'm stuck with this format as a starting point.
In the Modeling pane I've selected the first part of the model that I want to isolate and I believe I want to create a Surface so that it can then be shaded.
Assuming that creating a Surface is correct, I can't figure out how to.  Right-clicking the selected vertices brings up the Vertex Context menu but I see nothing about Surfaces.
Is there a step I'm missing or a menu?
Here are some images to demonstrate what I'm seeing.
This is what it looks like when I select using the circle and box tools.

After some playing I realized I didn't have everything and after selecting 'more', I get this

Now it looks like I have the whole blade selected (although I'm really not sure).
So time to make some faces, and when I hit F, this is what happens.

I would expect to see something new in my Scene Collection, nope. When I pop over to the Shading pane, nothing new to see, in fact, the disappearance of the geometry is the only indication that something (who knows what) happened.

what @ZargulTheWizard is trying politely saying to you is that your Blender knowledge could be a little bit more advanced. You are assuming too much with too less knowledge.
"A common object type used in a 3D scene is a mesh." (from Blender docs). A mesh consists of vertices (points), edges (connections between points) and faces.
"face
A closed set of edges, in which a triangle face has three edges, and a quad face has four edges. A polygon is a coplanar set of faces. In systems that support multi-sided faces, polygons and faces are equivalent. However, most rendering hardware supports only 3- or 4-sided faces, so polygons are represented as multiple faces. Mathematically a polygonal mesh may be considered an unstructured grid, or undirected graph, with additional properties of geometry, shape and topology." (from wikipedia)
With "F"

you can create an edge between two selected vertices
you can create a single(!) face between more than two selected vertices

Answer to your assumption: "I would expect to see something new in my Scene Collection, nope. When I pop over to the Shading pane, nothing new to see, in fact, the disappearance of the geometry is the only indication that something (who knows what) happened.":
But if you created edges or faces, you just change the mesh of an object, you do not create new objects at all which you could see in the outliner (scene collection).
If you just see points as in your last posted picture you just have vertices. Nobody ever would then press "F" to create one single face because that are way too many vertices and it would look like shit.
Next to your sentence:
"In the Modeling pane I've selected the first part of the model that I want to isolate and I believe I want to create a Surface so that it can then be shaded."
-> in the picture you posted to that you already have a surface (which is called faces in Blender -> try to use the right terms, else there will be lots of misunderstandings). You can "see" the faces by the gray color. The dots are the vertices and the "lines" are the edges.
Hopefully this helps you a bit. Maybe you should watch some beginner tutorials like here...
they are free:
https://www.blender.org/support/tutorials/

Thank you for those who responded but I found the answer on my own.
To solve the problem, the first thing I had to do after importing the mesh is to put a material on the whole model.  This, evidently (implicitly?) automatically puts faces on all of the triangles.
It is after doing this, I can select faces (very easy now that the model has some to select) and apply the material(s) is desire.
Finally, with respect, please do not respond to a question and point someone to the documentation.  It is in no way helpful (and quite frustrating) unless you are pointing to a very specific example of the problem or solution.


Make particles follow true (material) displacement I'm experimenting with some procedural surfaces and I have a particle system on it. The problem is that, even though I'm using material displacement, the particles lie flat on the mesh.

Is there a way to get them to follow the displacement?

I have tried baking the displacement and applying it as modifier but it didn't work, because the baked map was very imprecise.

I will also have the same problem with a fluid simulation, I think.

EDIT: the baked map is clamped, even though it shows correctly in viewport

Also make sure you checked "Use Modifier Stack" in particle settings

I think this may be a problem caused by the order of your modifiers.

Select your displacement mesh and look at the modifiers tab. All the particle systems should be at the bottom, below the displacement. If they are above the displacement, they will work off the flat mesh not the modified mesh.

This is the order you should have:

I hope this helps!
Regards, C.


RX580 not supported in Blender 2.8 I have a Windows PC with RX580. Just installed 2.8 yesterday. Eeviee seems to be working perfectly, while Cycles can render only on CPU. In the Preferences the CUDA tab says that no supported GPUs are found. What do I do?

You need to select OpenCL instead of CUDA for rendering with AMD cards.

CUDA® is a parallel computing platform and programming model developed
  by NVIDIA for general computing on graphical processing units (GPUs)

Basically CUDA is NVIDIA's proprietary technology.


Set origin for lamp and camera objects According to my understanding, I should be able to set the origin of all object types using Ctrl+Shift+Alt+C, and then choosing Origin to Cursor. This works for mesh objects, but not camera or lamps. The origin point does not move for them, and they continue to rotate around themselves.

Is there a way to set the origin for cameras and lamps? I just want to rotate them around an external point.

You can parent them to an empty and rotate the empty.

As an alternative, as noted by @MrZak, is using a different pivot point for transformations.

In this example the pivot point is set to the 3D cursor:

While this might seem like the simpler solution, in the long run, it's not. The advantage of the empty, is that it's location is stored and easy to access. When you have it selected and are moving it around, it works just like it would if you moved the center point. The only difference, is that it's a separate object and displays that way.

The pivot settings are things that will be changed every once in a while, so while they're good for one transformation, they aren't good for a center point, because the 3D cursor will most likely be moved at some point in the modeling process. You'll have to switch to another pivot option also. Especially median point which is usually the easiest to work with.

for camera or everything else just do these 3 simple steps


How to toggle the menu bar back? I hit some hot key that I'm unsure of and now the grey main menu bar at the top of the screen is gone and I don't know how to get it back.

edit: It's the bar with File, Render, Window, and Help tabs.

Late answer, but menu bar that @so_confused was looking for is just another Blender view/panel/window, just like the Properties panel or the 3D View port. You just need to add a window/panel of type "Info" and position it where you want it (default location is at the top). It will likely show the console output at the top, which you can just hide by dragging the bar edge up to cover the console.

For those who've lost the icon/dropdown altogether, you need to pull up the hidden bar from the bottom of the panel. Here's a sample video to illustrate: https://youtu.be/uB7F4O3Ju5o


Particle system images i want to know how i can set the smoke images right on the balls, i use the particles system. I want the particle system to use smoke images. thank you

Create a plane for your image to be on. put the image on it with (with alpha transparency). In particle system settings under "render" chose Render as "Object". select your plane.
Made you this quick video
EDIT:Image as smoke
shoudl work now


Where can I find beginner videos for Blender? The YouTube Channel videos for beginners which start out with hotkeys, and learning the interface are based on an older model of the program, and the location/function of the buttons seem to be outdated.

The purpose for which I am using the program is to create housing and environmental structuring on Second Life.

Can anyone kindly direct me to a location that will guide me through the steps of getting acquainted with the program so that I can begin implementing it, please? Thank you all very much.

Heres the playlist I used, its well done:

https://www.youtube.com/playlist?list=PLrgQj91MOVfjTShOMRY8TLmkJ7OFr7bj6

I find that tutorials are great, but project based tutorials are better. They are better because they leave you with a fantastic result at the end of each one. There are many people who do project based tutorials. BlenderGuru would be a good one to look into when you become more advanced. For now, I would suggest Tutor4u. His tutorials range in length, but are so easy to understand that you can literally just listen to the audio and work in Blender while it's playing.


Add Manual and Python Reference Links for Custom Operators I would like to use Blender's interactive help functionality for my custom operators, i.e. RMB an operator's button and choosing Online Manual or Online Python Reference to link to my own manual and code documentation.

So, is there a way to set custom links for a custom operator's help options?

There are two functions that takes you to the docs:

# Blender docs
bpy.ops.wm.doc_view_manual(doc_id="")

# Blender Python docs
bpy.ops.wm.doc_view(doc_id="")

It seems that they take their parameters from the property as follows:

doc_id = data.identifier + property_name

where the property has been created in this manner:

col.row().prop(data, property_name)

Those functions search the _manual_map for this doc_id. The manual_map contains by default the blender_default_map which is (prefix, manual_mapping ).

The prefix is simply 'https://blender.org/manual' while manual_mapping is dict you give it the something+doc_id (in this case bpy.ops) and you get the rest of the url (url = prefix + manual_mapping[doc_id])

So to add you manual you create your addon_map:

import bpy

prefix = "https://myaddon.org/manual/"
my_manual_mapping =(
    ("bpy.ops.myaddon.*", "page_one"),
    ("bpy.ops.myaddon.something.*", "page_one/page_two.html")
)

def my_map():

  ret = (prefix, my_manual_mapping)
  return ret

bpy.utils.register_manual_map(my_map)

bpy.ops.wm.doc_view_manual(doc_id="") will now take you to your site.

(Note: I have this in my addon: bl_idname = "myaddon.simple_operator")

There doesn't appear to be a way for us to include custom links on an individual operator basis.

There is a "mapping" table that exists in rna_wiki_reference.py that links internal naming to url creation which always uses "blender.org/manual".

For the python reference, WM_OT_doc_view in wm.py (line 988) uses "blender.org/documentation/blender_python_api" in it's calculation of a url.

Without our addon details existing in either location, we don't have access to those features. I don't know of any plans to extend that to addon developers.

If all your addon operators are in their own custom panel you could create an operator that opens a url to your own site and have an extra "help" button that links to your web page.

For now the only supported way to include links is in our addons bl_info. The two links we can use are wiki_url and tracker_url which are used in the preferences for the "Documentation" and "Report a Bug" buttons shown with the addons info.

bl_info = {
    ...
    "wiki_url": "http://myaddon.com",
    "tracker_url": "http://mybugreports.com",
    }


connecting grease pencil drawing to object with armature for animation For a project, I am creating an animation. For this animation, I need to be able to connect my grease pencil drawing to my object to then be able to animate both.. with grease pencil I clicked on the "surface" option to draw on my surface, but it did not truly connect to the surface..

If it is not possible to connect the two, is there any other way to give that scribbling pencil effect to my object?

thank you.

You can parent the grease pencil marks to the object first select the mark in object mode
then the object i believe its shift p to parent it to the object if not try alt p


How can i model a propeller like the one in the image? The first image is the propeller i want to model in the back.
The second image is my model i started to make and i want to be able to put the propeller in the back of my one. The propeller should have a ring so it will fit on the smaller cylinder in the back.

Apparently there are many different shaped airplane propellers. After some Google searching I found this Creative Commons CC0 1.0 Universal Public Domain Dedication reference image of a simple two blade propeller.

   Add the reference image as a background image in Front View.
   Add a default UV Sphere Shift + A > UV Sphere. Tab into Edit Mode, then press Z to go into      wireframe display.
   Press S and scale the Sphere to fit the propellers cone.
   Then delete the bottom half of the Sphere.
Tab into Object Mode, and rotate the Sphere 90’ around the x axis by pressing A to select all then press R + X+ 90.

Tab back into Edit Mode and select the middle vertex.
Press 7 to go into Top View.
Press O and Enable Proportional Editing > Connected and choose a Falloff type. I choose Linear.
Press Press G + Press Y to grab it on only the y axis. Control the number of vertices affected using       the mouse wheel.
Disable Proportional Editing by pressing O.

Delete one half of the Sphere.
Add a Mirror Modifier and check the box next to Clipping.
Add a Subsurf Modifier and set the view to 2.
Tab into Object Mode and set the shading to Smooth. *The Smooth Shading option is only          available in Object Mode. (Pressing  T toggles the Tools panel on/off).

Tab back into Edit Mode. Press 3 to go into Side View.
Press Z to enter wireframe view and also click the “Eye” icon in the Subsurf Modifier to disable it temporarily.

Select the following four faces.
Press 1 to go into Front View.
Press E +  X to Extrude along the x axis only. Left Mouse Click to confirm extrusion.
Press  S +  X to flatten the end vertices on the x axis.

Ctrl +  R to add several Loop Cuts. I added 10. (Change the number of Loop Cuts with the mouse wheel) Left Click to confirm then Right Click to set in place.
Align the vertices on the outer edge of the mesh with the edges in the reference image. I used  Shift +  Y to avoid moving them in them on the y axis.
Add one more Edge Loop close to the cone and then move the bottom vertices up.

Tab into Object Mode.
Apply the Mirror Modifier.
Tab into Edit Mode.
Press  Z” to go back into Solid View and click the “Eye” icon in the Subsurf Modifier to turn it     back on.
Enable Proportional Editing.
Select the vertices at the end of the right propeller blade.
Press  R +  X to limit the rotation to the x axis. Type in the number of degrees you want it to rotate. I used 60’.
Repeat for the other blade in the opposite direction.

use your reference image as a background in the viewport and the trace it with a plane, if you have questions on this method just ask.


How to connect these faces smoothly (if possible) I want to make a cliff scene like this in Blender:

So in order to do that, I'm trying to connect these two faces together (each one is a plane and has a displace and a subdivision surface modifier)

However, when I connect the two faces in Edit Mode, it looks like this:

What should I do? Should I even connect the faces at all?

I think you shouldn't have connected them in edit mode. First off, select any one of the plane in object mode. Then add the boolean modifier to it. Select the second plane as boolean object and set the type to union.

Alternatively, you can try sculpting your mesh with smooth brush.

This might probably help.

Let me know if this works for you.


can't find image texture node in node editor As you can see screen capture I took, I can't find any image texture in the add menu.
All the videos I saw, there was an image texture node in Add > Texture > Image Texture, but I even can't find the first depth.

version is 2.78

Based on the node I see, you are in Blender Internal Render. If you switch to Cycles and add a new material, you will find the Add > Texture > Image Texture.

From the Image I can see that the Node tree type to display and edit option is set to display the Compositing or Compositing nodes. You wont be able to see the Image Texture option in the add menu until you set the Node tree type to display and edit to Shader or Shader nodes.


Is there any way to select a smoothing group? I have a mesh with designated sharp edges here and there, broken into few "smoothed" areas. I wonder if there is any way to select polygons within a "smoothed" area, that is surrounded by sharp edges? I can't find anything in selection menu or in documentation and selecting these polygons manually every time becomes tedious and takes a lot of time. In other words, is there anything similar to "selection by smoothing groups"?

Ok, I found a solution. Select - Select Linked and choose Sharp in a pop-up submenu.


Set Rotation of Multiple Objects to 0 Degrees I want to set the rotation on the x- and y-axis to 0° to multiple objects.

So if object a has x:10°,y:20°,z:30°, and object b has x:40°,y:50°,z:60° they should all have x:0°,y:0°;z:...° after the transformation.

How can I do that?

I already selected all of my objects at a time (pivot point set to individual origins), pressed r for rotation and x to rotate around the x-axis, but then all of my objects rotated for example 10 degrees around the x-axis. But that is not the result that I want. I want every single object to have their rotation set to x:0°, y:0°; z:...°

I am currently working with a particle system, which emits cubes along a path.

When converting the particle system I am left with tons of cubes, which should all have the following rotation properties: x=0, y=0, z=(stays like it is).

If I click on one single cube, I can adjust the rotation value for x, y, (and z) which gives me what I want. But I really do not want to do this for every single object this way. Is there a faster way to change the rotation of multiple objects simultaneously?

I already tried to work with ctrl-c, copy rotation. But as I said, I want the z-axis to be unchanged! This should only affect the x- and y-axis.

(To better understand why I want to do this: You have to look at this like it would be an architecture. You don't want to walk on a tilted floor. It should be even.)

Thank you for your support!

Select via name, zero x and y euler rotations.

Test script. Finds all objects in scene with name starting with "Cube Emitter" and sets the x and y components of Euler rotation to zero.

import bpy

pattern = "Cube Emitter"
#pattern = "Cube"
scene = bpy.context.scene

cubes = [o for o in scene.objects
        if o.name.startswith(pattern)]

for cube in cubes:
    cube.rotation_euler.x = 0
    cube.rotation_euler.y = 0

You can [apply] rotation to the object from the menu
You can manually type in the rotation values for XYZ to be zero
A Script can do the two actions above


Is there a way to model schrödinger's wave equations in blender? I have the task to model the orbitals of an atom in blender for an animation. I know the orbitals of electron around an atom can be gotten from Schrödinger's wave equations. How would I be able to model that in blender?
I can try to explain a bit more about what is going on. (I am as lost as you are) The Schrödinger wave equation is a linear partial differential equation. The Schrödinger equation for the hydrogen atom (or a hydrogen-like atom) is
${\displaystyle E\psi =-{\frac {\hbar ^{2}}{2\mu }}\nabla ^{2}\psi -{\frac {q^{2}}{4\pi \varepsilon _{0}r}}\psi }$
The Schrödinger for a hydrogen atom can be solved by separation of variables. Spherical polar coordinates are most convenient according to Wikipedia.
${\displaystyle \psi (r,\theta ,\varphi )=R(r)Y_{\ell }^{m}(\theta ,\varphi )=R(r)\Theta (\theta )\Phi (\varphi )}$
please read more at https://en.wikipedia.org/wiki/Schr%C3%B6dinger_equation#Three-dimensional_examples under hydrogen atom. Also to add when modeled in blender they should look a lot like https://ecampusontario.pressbooks.pub/app/uploads/sites/25/2016/05/CNX_Chem_06_03_Oshapes.jpg

I was able to find a tool that did everything for you. The tool is here: https://github.com/Niuskir/Electron-Orbitals-Blender-3D


Enable/disable 3D cursor tool properties from python I'd like to enable Surface Project and set the orientation mode of the 3D Cursor from python, as if I did it from the header's tool settings.
Note that I only want to change its settings, not move the cursor in the process.

For example I'm pretty sure that

bpy.ops.view3d.cursor3d(use_depth=True, orientation='GEOM')

requires to move the cursor.

So I looked inside

bpy.context.tool_settings

and

bpy.context.workspace.tools['']

by tabbing like crazy in the tree of python objects but didn't find those settings.

Is it actually possible to change them from python?

You can set the active tool using bpy.ops.wm.tool_set_by_id(name = "builtin.cursor") and use ToolSelectPanelHelper class to get a reference to it. Code based on Operator Simple template:

import bpy
from bl_ui.space_toolsystem_common import ToolSelectPanelHelper

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):
        # Set the cursor tool
        bpy.ops.wm.tool_set_by_id(name = "builtin.cursor")
        # Get the tool
        tool = ToolSelectPanelHelper.tool_active_from_context(context)
        # Set the properties
        props = tool.operator_properties('view3d.cursor3d')
        props.use_depth = False
        props.orientation = 'GEOM'

        # Print all properties
        print (dir(props))
        # [..., '__slots__', 'bl_rna', 'orientation', 'rna_type', 'use_depth']
        return {'FINISHED'}

addon_keymaps = []

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

    # Add a shortcut
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = wm.keyconfigs.addon.keymaps.new(name='3D View', space_type='VIEW_3D')
        kmi = km.keymap_items.new(
            SimpleOperator.bl_idname, type='C', value='PRESS', ctrl=True, shift=True)
        addon_keymaps.append((km, kmi))

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

    # Remove the shortcut
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

if __name__ == "__main__":
    register()

Just run the script (or install as add-on) and press CtrlShiftC to enable the Cursor Tool along with your custom properties (use_depth, orientation in this case).

Use bpy.ops.transform.translate()

With the argument cursor_transform=True to apply the transformation on cursor instead of selected object

You can find other arguments of this operator here https://docs.blender.org/api/current/bpy.ops.transform.html


Why does Mesh Deform modifier stop animating after a number of frames? Im animating a jump cycle on a character and in order to circumvent cloth physics on a high poly mesh (for things like hair), im using cloth physics on a low poly mesh and then using a Mesh Deform modifier to bind that to the parts I want to obey physics. It works beautifully but only up to about 200 frames, after those frames, those low poly meshes with the cloth physics stop following the armature, they stop wherever they are in the world space and then because they are bound to the mesh create these stretched out meshes as the character moves.

They are properly parented to the armature, bound to the mesh, and it works fine up until those frames. Is this a hardware limitation on my end, or is there some setting I can change?

user sambler answered my question -
"I expect the clothe cache end frame needs to be increased"


Issue with IK armature messing up when I try to shrink my model Hi there I'm starting out and just finished making my first model that has a IK to FK switch, but I only realized afterwords it was way bigger than I'd have liked, so I went to scale it and this happened  So I tried a few things like changing the transform orientation and pivot points but had no luck and then I noticed the issue seemed to be with certain IK bones, so I switched from IK to FK and tried scaling it again and got this So it seems like the issue is with certain IK bones messing up but I don't have a clue why that'd be, they don't look to have any differences with other IK bones. Any ideas? I can provide more info if needed

Go to object mode TAB, select your armature, and press CTRL + A to apply scale if you didn't do it before.
Hope that solves your problem :)

Had to change some of the IK bones from World space to Local space, that fixed the scaling issue.


Mesh looks edgy in object mode and smooth in sculpt mode I encounter a weird problem working with a mesh.While in object mode, the mesh looks edgy but when in sculpt mode the mesh looks smooth.The mesh has 2804 polygons.
I also tried to apply a multi resolution modifier but not even a single change took place.

What is the cause of this problem and how can i solve it ?Thanks.

I solved the problem by exporting the mesh in a Wavefront format (obj).When I exported it I checked Selection only and unchecked everything else.Then in a new project I imported the obj file and it seems to behave normal now.


How to focus on the selected object? In Maya if we have an object selected and we press F then the object is brought into focus and if no object is selected then all the objects in the scene are brought into focus.

How can this be done in Blender?

Without knowing the specifics of the Maya feature, try pressing . on the your keyboard's numeric keypad. This adjusts your 3D View to focus on the selected object. You can also press / on the numeric keypad to get a "local view" of the selected object (pressing / again will pop you back to the scene view).
To show all non-hidden objects in the 3D View, press Home.
For purposes of remapping, this keymap is called Frame Selected under 3d View.

To use number pad without having one, go to Edit → Preferences... → Input → Keyboard check the Emulate Numpad box


I'm new to blender, Help me! I want to learn Blender, Unity and Unreal, and I’m about to purchase new laptop.
The question is do I need touch screen or touch tablet for blender?
Do I need to be artist to use Blender?
Also, did I need high end gpu like (gtx 1070,1060)?
Thank you

I’ve been using Blender for a long time now and I’ve always been working on a MacBookPro Mid 2014. Depending on what you do, you will have to know what graphics card you use. I wouldn’t suggest you using NVIDIA because they have graphic cards specialized for gaming and not 3D rendering and video editing.

If you are doing basic modeling you don’t have know art and all that stuff. If you are aiming to do sculpting and texture painting it’s basically essential. I hope that concludes everything


Blender 0 weight bones Example of the problem: I have 5 objects and 1 armature. Every mesh is skinned to 1 bone and got 1 vertex group, but when I open this ".FBX" in unity and hit 'show all bones', it tells me that every mesh is skinned to every bone what could be the reason for this? I know the problem is in Blender. Opened the ".FBX" in Maya as well and its the same. Tried all kind of exports and cleans and still nothing.

There is an option to export only deform bones in the FBX exporter.

For this to work you must uncheck the Deform option in the bone properties.


Fluid Simulation problem, some frames render others don't I simulated a fruit drop into a tank (blender guru tutorial) and when preparing to render, some frames of the simulation show up on rendered view while others don't or only partly show up. Why is this?

It's not a camera cut or trimming, since in the same camera position the fluid is visible in one frame and not in the other (not completely)

It's not the visiiblity on render of the fluid sim for the same reason as above

Link to imgur album

That is a bug that I have experienced many times with fluids. It does not affect final render however, so it is not that much of a problem. Just a headache.

Not really an answer I guess, but you can be content to know that you did not cause the problem. You can send in a bug report, but that is really all you can do.


Is it possible to bake from the point of view of the render camera? As I understand, when we bake an image it is baked as if the camera is on top of each face. Thus, if I have a material that uses the Layer Weight -> Facing value in Cycles Render, this would not work as expected for the baked image.

See example below:

My question is, is it possible to simulate a similar effect as if I wanted to bake from the point of view of the render camera? If not, any ideas to achieve a result that is close to the rendered view above?

You can calculate the dot product between the Geometry -> Normal and a Vector -> Normal that you specify. It will give you a similar effect, ranging from -1 for surfaces pointing away, 0 for tangential surfaces, and to 1 for surfaces facing towards the specified normal.


When I copy and paste the shader nodes and objects from a blender session to another one I lose some characteristcs What I did has been to copy and paste the teeth and the gums from the original blender file to the blender file that I'm using and an odd thing is happened : the yellow color of the teeth and its brillance is lost,as well as the reddish color of the gums. Do you know the reason ? thanks.

Go to the render context of the properties editor. Set render engine to cycles. Scroll down to Color Management panel and expand it. Were it says view transform change from filmic to RAW. Change look to none. Change exposure to 1. Change gamma to 1.1.


How to unwrap a tree trunk? I've attached a blend file for anyone who knows about uv unwrapping and baking. I appreciate whoever takes a look and gives me some help.

https://drive.google.com/open?id=14VvXcaYQRoyfXL1y10si2aBirmCIKq1o

If you take screenshots from multiple sides and upload them I can just tell you how.

Add a seam everywhere there's a super hard angle between two surfaces, and in UV window unwrap the object. This is super straight forward, tbh.

On the inside of the piece of wood it doesn't matter too much where you place seams because likely no one will see inside depending on the size of the object. So just place them where most convenient and least likely to produce super obvious seams that aren't possible to hide without being super inconvenient.


How can I create a staggered, repeating procedural pattern? I read "How do I create repeating patterns in cycles with procedural textures?" here on Blender Stack Exchange, and "staggered texture mapping" on Greg Zaal's website.  I thought it seemed possible to combine the two ideas to have staggered procedural tiles, but can't seem to make it work.  Can anyone please help?

Here are the nodes for creating staggered texture mapping for procedural textures.

First the Y axis gets multiplied by the number of lines you want to have in the pattern (the Lines value node).  After adding .5 that gets rounded creating stripes (along the X axis in this example).

If you were to look at the output from that node at this point it would look all white, that is because the values start at 1 and increase by 1 with each stripe.

The next three nodes take the stripes, multiplies it by the reciprocal of the input value (lines), then by 0.5 to lower the values. Then the X axis is added in.

At this point there are only stripes, next the Modulo math node causes the texture coordinates to repeat.
All that was for the X axis.

The Y axis is simple, it is just the Modulo of the reciprocal of the lines.

With the nodes pictured at the top you can get a pattern like this.

After adding the Subtract and Absolute nodes from Jerryno's answer,  every other tile will be mirrored and you can get a pattern like this.

This blend has the nodes packed in to a node group, which can easily be added to any project.

Blend File

As you can see, manipulating the texture coordinates of generated textures is quite powerful.

Try this one, but only on 2.8

https://gumroad.com/l/Brcks

you can append "br`ck" node tree then use br`ck_v1.1 node like this


How do I Remove Reflections Off a Diffuse BSDF Surface? You can see that the plaster walls are somewhat reflecting the floor (which is 45% glossy, 55% diffuse) and I neither changing the glossy setting in the Ray Visibility for the floor nor the walls fixes it. I've tried upping the roughness, doesn't work. Do you guys have a solution?

Reflectivity is controlled by surface roughness. The higher the roughness value, the less reflective the surface. Another thing to try is turn off reflective and refractive caustics in the render settings.

It appears this can be fixed by deselecting "Diffuse" in the Ray Visibility of the floor.


RIGGING in 2.79b ~ IK handles cause hands/feet to detatch from the body, alternatives? (Foot rigging) I've followed a couple of tutorials to learn how to rig my flying humanoid character.
Both of them tell me to unparent feet/hands bones and parent them to added bones that will work as IK handles.

GOOD: this allows me to rotate feet/hands freely while also driving legs/arms IK chains.

BAD: whenever I move the IK handles beyond legs/arms' maximum extension, the feet/hands' bones and mesh follow the IK handle resulting in a stretched mesh.
(See screenshot from one of the aforementioned tutorials)

This is unacceptable.

Alternatives?

Parent the foot to the IK controller (therefore now it's unparented from the lowerleg, as explained in your tutorials).

Give your lowerleg a IK constraint with the controller as Target:

Now to make sure that the foot sticks to the lowerleg, give the foot a Copy Location constraint, with the lowerleg as Target, a Head/Tail value of 1, and a Space setting > World Space / World Space.

file here:


Can I save rendered images as PNG with a sRGB color profile? It is my understanding that I can save rendered images at best as PNG files. But what about color profiles ?

The manual says:

  The other place to keep color management in mind is when loading and
  saving image files. File formats such as PNG or JPEG will typically
  store colors in a color space ready for display, not in a linear
  space.

  When working with image files, the default color space is usually the
  right one. If this is not the case, the color space of the image file
  can be configured in the image settings.

Where can I find those settings ??? Where can I set the color space of images ? In this post it is said that

  Saving to a JPEG or TIFF at 8 bits per channel will apply a nonlinear
  sRGB curve to the data, and may change the internal float format to
  the respective format's storage type. Saving to an EXR will transfer
  the internal reference space buffers unchanged which, by nature of
  EXR, is a linearized float scene referred format.

What does this mean ?? Does this mean the image are saved in sRGB by default but no color profile is attached to the image ? So best to assign sRGB to the image when opened in Photoshop ?

There is a sizable degree of erroneous information listed here; some lacking clarity, while other bits could be classified as entirely misinformation or misleading.

  Where can I set the color space of images?

Complex question that requires a deeper understanding of colour management and in particular, how OpenColorIO is designed, but the short answer is from the UV Image Viewer's Properties panel.

  Does this mean the image are saved in sRGB by default but no color
  profile is attached to the image ?

If you do nothing to the default configuration, yes.

  So best to assign sRGB to the image
  when opened in Photoshop?

Yes.

  How is Blender saving the images ... with to without color profile?

Yes.

  And is that sRGB?

Complex question, but simple answer is “Yes.”

You can find the color management settings in the Scene pane.


CUDA out of memory when I have plenty I have a NVidia GTX 1060 6GB Edition GPU. When I try rendering my scene, I get that error. It peaks at only 5GB, meaning I still have 1GB of memory left. However, I'm still getting the error. I could just render with my CPU, and I have, however, I really want to use my GPU because it renders like 3x faster. Any ideas that could help?

I guess I really am out of Memory then, kinda sucks. I just ran another render on my cpu and it hit like 12 Gb. I'm gonna get two 1080's in SLI at some point, so that should solve it


Selecting all objects inside a mesh Is there a quick way to select all objects inside a mesh? For example, I have a 15x15x5 grid of cubes. How would I automatically select all the cubes that are inside the toroid-like mesh object?

Update:

Weight Mode:

Torus Settings:

Since script is not here so one handmade tech. using Dynamic Paint from Physics Properties. Tested with official 2.82

for Torus add Dynamic Paint as Brush
Join Cubes Ctrl+J, add Dynamic Paint as Canvas > Surface Type > Weight and in Output click "+" icon if "dp_weight" is marked red. When you switch to Weight Paint mode you can see all Cubes placed inside Torus are red.
Apply modifier for Cubes

When you switch to Edit mode you can see weight color as well if you enable Viewport Overlays > Vertex Group Weight.

To select red cubes go to Properties Editor > Object Data > Vertex Group > Select
Because some of the cubes were selected only partialy, you can select whole these by Select Linked Ctrl+L.

Notes: If you need Cubes separated back, just press P > by Loose parts.
(In experimental 2.83 I have some glitches in 3Dview editor > Weight Paint mode, but weight is visible from XYZ axis.Probably some personal issue with graphics card, because on Eevee mode Blender crash totaly.)
Just for fun ...

I would press A  and then shift+ click to deselect one


Tank asset's meshes disordered in Unity I recently followed along a tutorial to create a tank in blender, but whenever I try to import the asset into Unity it is in complete shambles. I'll attach screenshots on how it looks in Blender and then in Unity after the import, any ideas why this happens?

This is because the models were transformed in world space (Object mode) in Blender. To fix, you need to make everything have a common origin or space by resetting their transforms to 1. Otherwise whatever package imports these will try to fit it into their world using said transforms. To fix, simply apply the rotation and scale and maybe even the location as well with Ctrl + A.

Related Animated mesh has incorrect transforms when exported to Unity

You need to fix rotation and scale of the model before exporting It.


Mesh blacks out as I zoom out I imported this .obj from some site and after applying the provided textures the viewport does this.

Zoomed in on the mesh looks fine, but as I zoom out it gets all black. I think it has something to do with textures since it doesn't happen with non-textured surfaces.

here is the .blend

You just need to change the texture filetype to .png instead of.dds


Is it possible to open a script which contains a function which a button executes? I'm trying to find the scripts which execute blender functions like
bpy.ops.mesh.primitive_plane_add(),
but I can't find those scripts. If anyone knows how to do this, please reply.

Most of Blender's core operations are not python scripts, but rather compiled C++ code. If you want to see how these are written, you can download and investigate Blender's source code.

Most addons are a different matter. They're almost all in Python, and you can usually find these in the Scripts/Addons folder under blender's installation directory (for instance in my Win7 installation: C:\Program Files\Blender Foundation\Blender\2.76\scripts\addons).

Open a Text Editor View and open one of the Python Template files:


How to get the color of a particle with Python? I'm trying, with python, to get the color of a given particle in a simple particle system. So far, when I create a particle system, the particle get the color from where it's emitted, right? I can ask for it's position, orientation, and a lot of cool stuff.  But, do you know any way to get the color information? An average RGB will be great.

I guess one way could be through the UV of the emitter?

As far as I know there is no simple way to get the color of a particle. In the case you have an object with UV's and 1 image texture defining the color you should be able to get the color.

The following example is for BI and assumes you only have 1 UV map, the texture is in slot 1 and there is only 1 particle system and 1 modifier (the modifier for the particle system) on the object.

import bpy
from mathutils import Color

def get_pixel_color(img, x, y):
    # Get the 'index' of the pixel. Pixels are stored as one big list of
    # numbers. The R, G, B and A value for every pixel, one after the other.
    pixel_i = y * img.size[0] * 4 + x * 4
    pixel_col = img.pixels[pixel_i:pixel_i + 4]
    # Return the color as Color object, which doesn't have alpha info.
    return Color((pixel_col[:-1]))

def get_uv_color(img, uv):
    # Get the x and y coordinates of the pixel for the given uv coordinate.
    pixel_x = int(uv.x * img.size[0])
    pixel_y = int(uv.y * img.size[1])
    uv_col = get_pixel_color(img, pixel_x, pixel_y)
    return uv_col

def get_particle_color(p, ps, ps_mod):
    p_uv = ps.uv_on_emitter(ps_mod, p)
    p_mat = bpy.data.materials[ps.settings.material_slot]
    p_mat_tex = p_mat.texture_slots[0].texture
    p_mat_img = p_mat_tex.image
    p_col = get_uv_color(p_mat_img, p_uv)
    return p_col

obj = bpy.context.object       # The object with the particle system
ps = obj.particle_systems[0]   # The particle system you need to query
ps_mod = obj.modifiers[0]      # The modifier for the particle system
p = ps.particles[0]            # The first particle

p_col = get_particle_color(p, ps, ps_mod)

For Cycles (assuming that there is only 1 Image Texture node in the Shading Node Tree) you should change the get_particle_color function. The statement for p_mat_tex should be changed to:

p_mat_tex = p_mat.node_tree.nodes['Image Texture']

If you using Blender Render

Particle Halos allows to can set a material on the emitter and select it.  Particles textures can modify color and size among other properties.
Object and Group Particles maintain their own color

If you are using Cycles Render

The [particles info] in the materials node editor can provide more info and can be programmed with the nodes for precisely colored particles.
Textures can change size and other properties


Create a hexagon pattern How can i make a pattern like this to be repeated an undefined number of times? I've tried to use the array modifier and so far I couldn't figure it out.

Your question is not clear enough, but if you're talking about a 3D object, here is a way to do it (maybe there's a simpler?):

Create a 6 vertices circle, subdivide it once, extrude it inwards and merge.
Extrude it up on the Z axis.
Extrude a 12 vertices cylinder from one of its face.

Delete 5/6 of the shape so that you only keep 1/6.
Put an empty at the same point as the origin of the object.
Use it as the object of an Array modifier / Object Offset mode, Count = 6.
Rotate the empty 60° on the Z axis so that the shape make a 360° star shape.

Apply the Array modifier. Delete the empty.
Repeat the star shape 7 times, use the Snap option / Vertex mode to make the shapes stick to each others.
Only keep the centre of this shape, it will be your pattern.
Remove any doubles.

Give it an Array modifier / Relative Offset mode, on the X axis. Choose the amount of iterations with the Count value.
Give it a second Array modifier / Relative Offset mode, on the Y axis.

Model a single hexagon and set array relative  X offset to 0.5. Remove objects that cause Z-fighting.


I don't seem to have blur node, using v2.69 Following along in tutorials I see the blur filter being used. I am using Blender 2.69 and I can't locate it visually or even with a search. Actually, there is no "Filters" category at all.

Do I have to download something to get it?

The "Blur" node is only available in "compositing" node tree type. The type can be chosen at the bottom menu-bar of the Node Editor window.

The 3 little icons correspond to the 3 node tree types available :

Shader nodes (for materials)
Compositing nodes
Texture nodes

I have it: (I have 2.7 but with 2.69 I had it too)

I am Compositing mode (shown in the upper bar on the screenshot), and I checked Use Node, it's hidden on the screenshot, but it's just next to Free Unused, in the bar in the middle of the screen.

Then Add and it should be there!


How to script a gizmo that would be transformable(move, rotate, scale) independantly from the object it would originate at? I am looking at the documentation and the gizmo samples that come with Blender(Text Editor's Templates>Python>Gizmo...)

but I am currently struggling a bit trying to understand how this new gizmo concept works.

I would like to make an operator that would make a custom shaped(doesn't matter much - could be other types) gizmo appear at the orgin of the active object and could be moved, rotated and scaled independantly of the object so that I could get it's transformed matrix and do other stuff with it during(or at the end of) the operation. I am sure I will figure it out sooner or later, but I could use some help to make it sooner rather then later and would be very greatfull for it. If somebody could point me to some more examples of gizmos used that would also be awesome.

Gizmos require a target to act upon.

Manipulating the gizmo will act upon either:

Property
Operator
Callback

These are set by calling one of the following methods:

target_set_prop(target, data, property, index=-1)

target_set_operator(operator, index=0)

target_set_handler(target, get, set, range=None)

The second of these return an Operator Properties object which you can then set.  Still researching this and need to run some tests but I believe that the second one is what you are looking for.  Please see the documentation for these methods

See the gizmo_operator_target.py template for an example using the transform operator.

See the gizmo_operator.py template for an example that performs a more complex operation using the callback method.

Callbacks made easy

It's quite difficult to see what's going on in the template example so I have prepared a simpler version:

def setup(self, context):

    arrow = self.gizmos.new("GIZMO_GT_arrow_3d")

    def move_get_x():
        return context.object.location.x

    def move_set_x(value):
        context.object.location.x = value

    arrow.target_set_handler("offset", get=move_get_x, set=move_set_x)

    arrow.matrix_basis = context.object.matrix_world.normalized()

    self.x_gizmo = arrow

def refresh(self, context):
    self.x_gizmo.matrix_basis = context.object.matrix_world.normalized()

In order to manipulate a gizmo independently you will have to look at the matrix_basis property.

Simply commenting out the last line in the refresh method will leave the gizmo where it first instantiated:

#self.x_gizmo.matrix_basis = context.object.matrix_world.normalized()

If you want to keep the gizmo with the object then you need to update matrix_basis accordingly.

Subclass Gizmo

Another option is to subclass gizmo, unfortunately I haven't had time to write up an example of this but it is another avenue to explore.

You might also want to look at using the matrix_offset to retrieve information about the change.

If this still isn't quite what you're looking for then you can consider using an empty and attach the gizmp to that instead.

You might also want to look at this question.

I'm a novice in Blender, but as I know, in common - gizmo is a "read-only" property, that represents hidden parallelepiped with sides: MinX(Object)-MaxX(Object), MinY(Object)-MaxY(Object), MinZ(Object)-MaxZ(Object).

So You probably can create standard box, make it hidden and push your object inside.


differences in quality of brush alphas I wanted to do a something like skin pores. I tried to do it with brush alphas but the quality of it was very low or was different in different areas. And here is my question: what affects the quality of the results when using alphas on brushes when texture painting? I will put some images to show what I mean. (I apologize for my English)

I make some alpha in gimp. I cant remebere where i found this one from the begining (this "skin").
Brush texture 1k:

Brush texture 4k:

I worked it out a quite some time ago, but maybe it will help someone else. I did bad UV mapping, begginer mistake.


How do I "mask" out certain areas of a photo? Can I use blender to take an existing jpeg image and mask certain areas out of that image?

I'm still very new to Blender and I've searched this topic, but all Q&A's seem to be about masking objects in a 3D setting. I'm wondering about masking a certain part of a 2D image so that I can use the image as a background on an animation, such that the elements of my animation show "through" the masked out areas.

Any help would be appreciated. Thank you for reading.

Blender's compositor can be used to mix together video and still images. The render output of a 3d scene doesn't have to be used in the compositor, any image or video can be input and placed on top of another using a mix node.

A transform node can move and resize the image. A mask can then be used to cut out part of the image you are adding, box and ellipse mask nodes are available in the compositor, you can also create odd shaped masks in the UV/Image editor which can be animated if you want the mask to move or distort over time.

This is probably a problem you can solve using the compositor.  Although I would do the "masking" using GIMP and save the modified image as a PNG for use in the compositor.

https://www.blender.org/manual/compositing/introduction.html


How to fix clipping when you have multiple clothing in 1 character As the title already stated, how would you fix this clipping?

I have an underbody suit, a shirt, and the skirt as the topmost layer with everything separated. Everything was imported via .obj from Fuse CC, and I want to use Blender to fix the clipping, so then I could export this to Unity.

I have had this problem as well and I know that when you zoom in it usually goes away.

This problem is fixed when you render the image. When rendering, all the positions of the vertices are calculated correctly. In the viewport, positions of the vertices are estimated to save computing power. Therefore they might not look right.


Is it possible to visualize the ray paths in the 3D viewport? Is there a possibility to visualize the cycles ray paths (in the 3D viewport)?

It would enable to get an impression of the field of view of multiple cameras when having reflecting and non-reflecting objects in the scene (geometrical optics simulation).

I've made a tutorial for you to explain all the steps.

The essential part is that you can't simply mirror a camera along an axis you need to parent the camera to an object/empty first and then operate on the parent to mirror it.
The video show other tricks like "clear parent inverse" to align a plane on the same camera plane.
Also "Copy Attribute" addon was used to copy the rotation (but you can do it manually)

Hope this answer your question if it does upvote :)


My camera is set to an object, and every time i change that, it automatically goes back to the object when i click render When ever this normally happens i go the the scene tab in properties and just change the camera, or i go to view-camera-set active camera and it works fine but now, when i click render it switches the camera back to the object/rig. not sure why, this is an animation, I don't know if that effects anything

You've bound the camera to a marker.

And the active camera is not a camera, but an object.
When you bind a camera to a marker, it becomes the active camera starting on that frame in the timeline. Binding cameras allows you to switch cameras at a certain point in the animation. But since there are no other active cameras bound to other markers, the object becomes the only camera that will be used for rendering the whole scene.
To fix it just delete the marker. Go to the frame where the marker is and Select marker > Delete Marker

From the blender manual:

Bind Camera to Markers is a special operator only available in the Timeline. The operator allows markers to be used to set the active object as the active camera.To use this operator, select the object to become the active camera and select a marker to bind the active camera to. If no marker is selected when the operator is applied, a marker will be added. When an object is bound to a marker, the marker will be renamed to the name of the active object. These markers also have a camera icon next to the left of the name to easily distinguish them from other informative markers.These markers can be moved to change the frame at which the active camera is changed to the object the marker is bound to.

Found a way round it, changed the setting so i cannot see any bones on the rig then rendered it from the view page!


Struggling to model irregular rounded shape, any recommended tips/tutorials? I've tried to search for tutorials on modelling irregular/rounded shapes but they seem to all be for symmetrical shapes.
I've been trying to recreate an object by using a subdivided plane and following the shape of the object by using sizing and movement with proportional editing. I also tried to re-create the object by using a cloth simulator, which obtained the wanted shape but I had the same problem as I am having now.
The object I am trying to re-create:

This method has been a little bit fiddly and I assume there must be a better way to achieve this, if there is any advice that can help with my modelling I would be grateful to hear it.
The problem I am having is bringing in the plane to fit nicely on top of the original object and to have the vertices lined up. When I bring in the plane it crinkles and loses the smoothness of the original object.
It may be possible to continue with this method but I feel I'm on the complete wrong track.
The problem:

Thanks

Assuming this is an exercise; that you're not wanting to retopologise the original in some radically different way..
This is a subdiv. model: the topology is a that of a Round Cube.
So, starting with 1/4 of one of those, mirrored left to right, and keeping the poly count at the minimum to capture the curvature:

.. just shovel the vertices around under proportional editing, while looking at the result under Catmull-Clark subdivision, level 2. You could use a more orthogonal reference, for accuracy.

Add a Solidify modifier for thickness, creasing the rim, and, after applying the modifiers, extrude the fillet.

In the image below is a cube subdivided.  The operation [To Sphere] was used to make it round.  This can be a better starting point.  The 3 edge corners are highlighted in red.  Your can discard the top half.  I am not showing every step.   Consider a [Solidify] modifier which can offer [apply].  Then consider proportional edit.


Can Blender be used for business purposes? Can the free version of Blender be added to a new software by incorporating all the dev tools of it into this new software and then be given away for installation to the common public? Any way how that can be done legally for business?

Blender is GPL licensed - and subject to all the terms of GPL licensing (barring some components of it).  For more information, look here: https://www.blender.org/about/license/


Cycles material to Blender Render Material I'm having trouble rendering the materials shown in Cycles render to Blender Render. Is there any way I can convert this?

Try Material Utilities Specials. It comes bundled with Blender. You may need to enable it in User preferences / Addons.

Also note that the recently bundled versions of the addon may not have the ability to convert materials. In this case, just download the addon from the link above and enable the downloaded version instead of the bundled version.

Then, with your objects selected, press Shift + Q to call the Materials Specials Menu -> Specials -> to BI Nodes Off.

Note that you may need to manually add textures you may have used in your material definitions in Cycles.

Just do clic on the button shown on the image.


How can put a mesh into a different position? I have meshes of human dental jaws in the image below. I would like to put them in correct anatomical position.  I would also like to rotate them in correct anatomical fashion.  How can I achieve these two goals.

I'm trying to overlapped and solidify object in a simple example, to plan maxillo facial surgery.
The idea is to put the jaw with the teeth into an other position during the surgery.
So I would like to "tell" to the lower jaw that I just cut to "move into this position and to stay there".

In this exemple, I would like the teeth from the back to overlapped the teeth in front of them (mirroring lower jaw in the good position).
Is it possible to do it by selecting region of interest (like the top of the teeth of the back) and show to Blender the similar point in the mirroring teeth?

The second question is during the occlusion of teeth. When I want to close the jaw (if the CT scan is not in occlusion), I would like to solidify the teeth of the upper jaw. Like that, when I'm trying to close the lower jaw, I would find the contact with the teeth, and not passing through the upper jaw...

Thank you again for your help! Blender for ever!

Align identical object by a twin tris
Let's suppose you have an object and another one, very similar to the first, and you want to overlay the two.
If they are not perfectlty identical, you should probably start an iterating computation that would progressively guess the function that best fit all the vertex positions...
...if instead they are identical (as in your case), but with different transformations applied such as in the picture below:

the problem is much more simple. If you'll get able to align one triangular face to the corrispective one, the whole mesh will be aligned. I would suggest to use the Precise Align add-on.
Basically you have to activate edit mode of both object (one at time), select the same triangular faces by selecting the vertices in the same ordere and than create a parented empty with the add-on command:

These two empty are now associated with the mesh. All you have to do is to match position and rotation of the empty object and the two jaws will follow their trasformation:

Overlapped!

Limit object's rotation
Easiest way to set up a moving jaw is to first of all add an empty that would represent the rotation pivot and than parent the upper jaw to it.

Now the jaw will follow empty's transfrormations.

Add a Limit Rotation constrain to the empty and assign min e max angles to limit the rotation of the jaw to a given range too.
Credits: jaw's model by lucasfalcao from Blendswap

Press G ,  to grab and move the mesh.
Press  R,  to rotate the jaw mesh.
Press  Numpad  1, 3, 7 to see your model from different viewpoints.


Create a plasma-like effect in Blender I found this effect but don't know how it is called, but it reminds me of plasma (don't know why):

I'd like to apply this effect to a mesh to create something ghost-like. Something like this, but less opaque:

How should I for a workflow to create something similar? Should I try modifying the final mesh? Or should I use particles or smoke simulation?

Don't use blender for this one
Since you only need a still image, there is no need for elaborate smoke simulations that take days to render.
If you really really wanted to use blender, try looking into Abstract Wave with Particle System
But really, it would be so much simpler, easier, and less time consuming to use something designed for creating art like this: http://www.escapemotions.com/products/flamepainter/
I even have made a demo of something similar to this that runs in realtime in JS to prove that you could code it yourself if you too. http://codepen.io/Thisisntme/full/KNpPEz/

If you wanted to know, my codepen works by creating a sequence of lines, and then dragging them down the screen (from left to right although it doesn't really matter) all while changing the y position with a few trig functions.


what is the point of having the same object in multiple layers? What is the point of having the same object on multiple layers when the change you make on the object affects all layers selected? In other words, on what occasion can I use this feature effectively?

Camera:

If you have the camera in multiple layers, you can always see where it is positioned.

Lighting:

If you have lights in multiple layers, you can see all your objects under the same conditions.

Meshes:

If you have meshes in multiple layers, you might not have weird shadows caused by an object that isn't visible.

These are only a few; render layers are a very powerful tool and have many functionalities.

If you key two particle streams to create a new object you can key to the second image on the second layer. In this his example, both streams flow in one layer, but one is actually pointing to the imagine on another layer.


I can't install blender on my hp desktop pc I am running  a 64 bit system with win 10 installed and up to date:

Blender 2.78 installs up to an almost finished point.. then an applet informs me .. that the blender file is too long for the start menu.

I am no dummy on a pc as I also code software and I've tried every trick I know  to get the program installed.

Any help in resolving this would be appreciated.

Just tried it use the 32 bit that will work


Rigify automatically link UI text file in 2.8 Rigify rigs rely on their rig_ui.py file to generate the addon's interface. If you link a character collection into a new file and proxy the rig, the UI does not generate because the rig_ui.py file is not linked. You need to append that text file as well.
In 2.79, you didn't need to do this. There was a setup using the Logic Controller that somehow made it so when you linked a group with a rigify rig, it also brought in the ui script. I don't know the details of how it worked, but it was part of the standard rigify setup, not something you needed to make yourself. This no longer works in 2.8 because the Logic Controller has been removed (it was part of the old Game Engine that has been removed.)
So, is there any way in 2.8 to get the same behavior again?

Assoc text with rig via a pointer property.
To test, in a file named "RIG.blend" have asscociated all armatures with an internal  text file "foo.py". An object using the armature is added to "Rig" collection.
Ran the script below  and saved the file.
import bpy
from bpy.props import PointerProperty
from bpy.types import Text, Armature
context = bpy.context

Armature.ui_text = PointerProperty(
        type=Text
        )

if __name__ == "__main__":
    for arm in bpy.data.armatures:
        arm.ui_text = bpy.data.texts.get("foo.py")

Result of linking collection "Rig" from "RIG.blend" to a new file includes the linked text "foo.py"

Note this is a Probable dupe of How to make a Text File dependent of an Armature object so that it appends with it to other projects?
and it is pointed out in accepted answer that this can also be done as a one off single python console code line, via a custom property.
Using a pointer property with a poll, as demonstrated here https://blender.stackexchange.com/a/193608/15543 is a quick way to make a UI.  The example is for a pointer to an object, but same principal applies for texts. eg could choose from any or all texts in blend to assoc with armature depending on poll.
Have linked the object to a bpy.types.Armature object. Could instead link to the object or the collection.

Open Blender and go to Preferences then the Add-ons tab.
Click Rigging then Rigify to enable the script.
How to use Rigify:
Add a meta-rig structure from the Add ‣ Armature menu.
Edit the bone positions to match the character geometry.
In the armature properties click on the Generate button to generate the rig.


How to make a Dithering effect in blender? How to make a dithering effect in blender?
Something like this:

By the nature of the render engine, it does produce some kind of dithering, but How to get more of it? Is there a way to do that?

The picture on the right is dithering (dithering is a process of colour effects that the computer makes to make an image, video or animation to look like a higher resolution. The resolution is the same, but the effect is chеаting the eye like it is).

I assume you are referring to this kind of dithering:

  Dither is an intentionally applied form of noise used to randomize quantization error, preventing large-scale patterns such as color banding in images. Dither is routinely used in processing of both digital audio and digital video data, and is often one of the last stages of audio production to compact disc.

Basically, it's used to break up bands that appear when you have too few colors in your image. For example, the image on the left is without dithering, the image on the right is with dithering:

You can turn up the amount of dithering noise in Render settings > Post processing, however this is really only meant for removing banding artifacts which sometimes occur in certain lighting setups (without reducing the number of colors).

For example (click on image for full size):

Note that blender can output full floating point deep color EXR images, so unless you plan on reducing the number of colors later (in which case you would want to dither the image when you reduce the colors), I'm not sure that more dithering would really do anything more than what the render settings option already does (breaking up subtle banding artifacts).

I think the only really effective way to accomplish this would be to use the compositor, here is a link BlenderGuru compositor

Perhaps another option (assuming your using Cycles) would be to turn the samples way down, and use ambient occlusion with a low setting.


problem with subdivision surface modifier So Im making this model of BMO from Adventure Time.Being beginner and all I am not quite skilled with subdivision surface modifier(and all modifiers in general),so could somebody tell me a way to model these "fingers" so they dont look warped the way they look now.
Thanks!

Use sculpting on the finger or try to roughly model them in edit mode and then use the subsurf modifier.


How flip model upside down? What I have:

What I want:

Can I get it without playing with rotation degrees? Mirror is not working well for me.

You should be able to achieve this by using a custom transform orientation.

With your object selected, tab into Edit Mode. Select an edge that you want to scale along.

For example:

Then, still in Edit Mode, click the [+] symbol under Transform Orientations.

This adds the selected edge as a new Orientation.

It is handy to give it a name under the tool shelf on the left side.

Now you will see this:

 and

Finally, select all, hit S to scale and then TWICE the axis the points in the same direction as the edge you selected and -1 on your keyboard.

In my case it is the y-Axis.

So I would hit S,y,y,-,1.

Before:

After:

On the bottom left you'll see:

Unfortunately, that will mess with your Normals. To solve that, simply hit Ctrl + N. In my case, I had to manually select and flip the Normals inside the B's arcs.

Not a big problem, but if anyone knows how to get around this, please comment.

Result:

You can apply the rotation with CtrlA, which sets the rotation to 0,0,0 without changing your mesh.

First rotate your object the way you want

Then press CtrlA
This will keep that rotation but reset the rotation co-ordinates to 0,0,0


Expand box/UI/drop down in AddonPreferences to show more user preferences This Code works fine CodeManx:- https://blender.stackexchange.com/a/19158/78916, but how would I get this work in  an AddonPreferences cutom boxex? I can get it to work but it references 'object' 'cube' I would like to have it reference a UI file! Not asking for a script but something I can read to get my head around building custom UI's for the AddonPreferences, driving me crazy to get anything other that this, reference wise. HardOps has a perfect example of what I want in a expand panel on the UI tab, those are perfect to what I want, but I've a hard time following the code in 'Hops' python! An Expand box/panel is what I want (I think) but I just cant get anything to work in AddonPreferences, where do I need to look and what to read?

Right guys, thanks for he pointers, batFINGER pointed me in the right direction, I did look at the link brockmann posted and have seen that link on my quest travels. I don't know if I've found the right direction as I've used WM for the toggle but had in my head that all when hovered would point back to preferences! BUT I've got the look that I was looking for, I was after changing the icons ref toggle state but cant get anything to work but happy as it is, achieved my goal, thanks for the help, here is my code/effort:-
import bpy

preference.py file that gets imported from _init.py
from bpy.props import ( StringProperty,
BoolProperty,
FloatProperty,
)
from bpy.types import (AddonPreferences,
)
class AddonPreferences use (bl_idname = package) if multiple file.
class PREFS_PT_MyPrefs(AddonPreferences):
bl_idname = package
# prop listings strings
some_folder = StringProperty(
    name="Assets Folder",
    subtype='DIR_PATH',
    )

# prop listings bools
bpy.types.WindowManager.prop_toggle1 = bpy.props.BoolProperty()
bpy.types.WindowManager.prop_toggle2 = bpy.props.BoolProperty()

# prop listings float
test_ing = bpy.props.FloatProperty(default=1.0)

# user prefs panel
def draw(self, context):
    layout = self.layout

    # prop 1
    wm = context.window_manager

    box = layout.box()
    box.prop(wm, 'prop_toggle1', icon='TEXTURE', text='HEADER', expand=False, emboss=True)

    if wm.prop_toggle1:
        box.prop(self, "test_ing", text='TESTING')

    # prop 2
    box = layout.box()
    box.prop(wm, 'prop_toggle2', icon='FILE' , text='HEADER', expand=False, emboss=True)

    if wm.prop_toggle2:
        box.prop(self, "some_folder", text='TESTING')

    # keep adding prop toggles!!!
    # Class registered on __init__.py file


Texture Painting mode: Missing data warning I try to do a projection painting and I followed a tutorial, but I get a 'Missing Data' warning in the tool shelf:

How do I solve this? This is what I want to achieve (picture of the tutorial):

Thank you

To paint on the model you need to create a texture in the material.

Click on Add Paint Slot and select Diffuse Color.
This will create a texture that will have Color influence on the material in Blender Internal, and if you are in Cycles Render it will add a texture node on the material.

Make sure you don't have Use Nodes checked in your Node Editor window. This should let you paint in the 3D Viewport. I had the same problem and this worked for me.


My Blender has no Header When I opened Blender after installing them, I felt that something was wrong.
then I realized that the awkwardness came from how "empty" it was(See the picture below).
Does anyone know how to fix it and/or why it happend?

 As you can see, my Blender has no window, whats so ever.

While I have no immediate answer, here is how you can find out the cause of the problem:

Open a command line shell.
Navigate to where your Blender is installed.
On windows you can Shift RMB in the blender program folder (without any file selected) in Windows Explorer and select Open command window here.
On linux this step is only necessary if you have multiple version of blender installed, otherwise you can just run blender.
Call blender from the shell. On windows, type blender.exe. On linux, type  ./blender.

Now Blender starts and leaves messages in the commandline shell. You will probably see one or more error messages which may lead you to the cause of the problem.

You can try to force Blender to use factory-settings by providing the commandline option as follows:

blender.exe --factory-startup

Some possible causes are:

a broken Addon
An installation error like: "out of disk space", "no write permissions on disk", etc.
Wrong Python version in Path (i am not sure if Blender gets trapped by that)

It looks like the window is either maximized or blender is running in fullscreen mode.
Did you try CTRL + down-arrow or ALT + F11?


Sound works in Blender, but no sound in the final render I set the video to understand Xvid, and I have a codec, but no matter what I try I can't seem to get the sound to work when it's finish rendering. It works before I render but once I render, the sound is just gone.

I've tried to change the codec and output settings, but nothing works. I think I need specific settings for this.

I assume that you are using Windows if you are using xvid, but correct me if I'm wrong. I use a Mac, but this should transfer over in a manner of speaking.

On Macs, I can select the QuickTime video format. Once selected, there is a video codec option and an audio codec option. I generally select AAC as my audio codec. I would imagine that there is some format on Windows in Blender that works like QuickTime on Mac.


How to use boolean intersect with two plans and the mirror modifier These are two plans I want to cut to only keep the outside of the vertical plane. There is a mirror modifier applied on z axe. I tried to use the
Boolean Intersect Tool. So my question is how to use one plane (object) as a cutter to cut away from another plane (object).

I removed the mirror modifier and tried with 3D object but nothing happens as I hit CTRL+ F key Intersect(Boolean). I tried with the Intersect knife tool and "No Intersection found" diplays.
Thanks for your help.

Finally I found the problem: Boolean Intersect (and Knife Tool)  work only if the objects are joined.


Circular Brush Metal Is it possible to create this circular brush metal texture using the noise node(procedural) in blender 2.8 ?

The Principled BSDF has anisotropic and anisotropic rotation settngs in order to achieve this.

This video explains pretty well how it works.

https://www.youtube.com/watch?v=t4MTnpnahu0

I Think you're looking for an anisotropic metal shader


Objects disappearing in viewport but visible in outliner Hi I am having a very similar problem when objects are visible on Outliner but not in Default view. I tried in '3D View Full' and they appear. Not seeing any issue with layers as working on single layer. Please suggest a stepwise process to fix this problem. I searched on net and nothing really helped.

thanks PK

Might have set View - Local toggle. If so, go to object menu View/Local and click toggle off, or shortcut key Numpad /. (I saw this in other listing in this chain).

I had the same problem, then i check the layers, click on the first one, the object appears in outline mode, then press "Z", ...


Solidify not working for a mesh I have been working on an iron man helmet mesh, and I decided to add the solidify modifier, but it seems to do some strange stuff around the eyes. Any help?

Just to clear up, some zoomed in images:

Never mind, just had to flip the normal's on some faces selectively


Is it possible to hide particle emitters in the viewport without hiding particles? Is it possible to hide a particle emitter object in the 3D view while keeping particles visible?
I know you can do this in the render with the Render Emitter setting, but this does not affect the viewport.

Sometimes the emitter can get in the way, though it's still useful to know where it is. The ideal solution then is to make it drawn as a wireframe, but setting the Maximum draw type to Wire or Bounds causes all the particles to be rendered as wireframes or bounding boxes too.

Setting the emitter object's draw type would work, except it also changes the way the particles for that emitter are drawn:

Is there anyway to make particle emitters hidden or less distracting while keeping the actual particles unaffected (still rendered as solid or textured)?

Another way (similar to Michal's answer) is to use a Mask modifier:

Add an empty vertex group to the particle emitter by pressing the + button in Object Data > Vertex Groups:

Add a mask modifier after the particle system with the empty vertex group:

There was a bug in 2.69; in order for the mask modifier to work you had to assign and remove some geometry to the vertex group. It has since been fixed.

In the object tab, set "maximum draw type" to "bounds". It won't be gone completely, but not really distracting and still selectable.


Save Custom Layout in Blender 2.67b? How can I save my custom layout in Blender 2.67b?

Changing the name of the default layout, clicking the plus-sign to the right of it, and "Save User Settings" in User Preferences all don't work!

Is this a bug? (because all the above does work in previous versions of Blender).

The User preferences such as addons have been separated from the startup .blend in Blender 2.66

So as of Blender 2.66 clicking "save user settings" in the User Preferences menu will only save settings such as enabled addons, themes, shortcuts/hotkeys, etc..

To save the current blendfile (includes layout(s)/materals/models/settings etc.. Pretty much everything.)  as the startup .blend, press Ctrl+U and click "save startup .blend" (Note that this includes User Preference settings)
To save a different screen layout so it is accessible in the selector at the top of the window,

Press the + to the right of the drop down selector, Arrange the screen the way you want it, then name it whatever you want. (Note that to have it defaulted when you start Blender you then have to save the startup .blend (Ctrl+U)

It is possible. Check this out  https://docs.blender.org/manual/en/dev/advanced/app_templates.html *application templates.
I need help to configure that .py file to register and unregister the workspace and the splash screen.


rendering negative frame ranges. How to? Moving keyframes isn't an option here. I am working with files from other packages and need the data transfer to be consistent across all platforms.

Basically I have an animation that starts at 0 but need an establishing shot to start at -60

I can preview from -60 just cant render from -60

In 2.8 there is an option to do this in the blender properties window.


How to create a detailed moon surface texture for close up shots? I started working on my dream animation featuring the moon. So now I wanted to take a close up shot of the moon's surface but the problem is that the textures in the NASA website aren"t that detailed for close up shot , so how should I make a realistic one for closup ?
Let me elaborate , I am trying to make a realistic animation related to moon landing in 2024 , and I have 9 months of experience with blender . For example, I want to make a shot in which showing the Star-ship going in the orbit above the surface really close
This Near
This shot is rendered in EEVEE because the maps provided in the NASA's 3d moon kit are for distant view and are not for close up , and thats why cycles messes up the shadows if I crop the texture , so is there a procedural way I can create such renders by the way .
You can even see the star-ship in this one
In future there will also be scenes where I have shots on the surface itself

awnsere credits @Nxdhin2005 - Yes close up shots of a wide area of the surface of the moon might work. Ensure that u have a displacement map along with it or you won't get the required craters and detailes...You will get some extremely close textures of the surface of moon. U can use them but the problem is it will cause repeating textures since you will be forced to scale the UV map because of the size of the texture. You can get rid of that by the Uber mapping node from Blender Guru. By this method you can preserve the resolution of the texture.


Uv map vertex = mesh vertex My game engine ask me to create some specific Uv map.
I need to have the same number of vertex in the mesh and in the Uv map.

Creating seams and unwraping always create double in the Uv map.
To fix this, i have to select my seams, mark the seams, split the edges then unwrap.
This way, i create double in the mesh as well and it's working for my game engine.
But, when i use an object found on the web and i want to keep it's original Uv map, i have to work hard to find the seams and split the edge.

Question is, is there a way to delete the double edge in the Uvmap.
The final result might look bad in blender, but will look perfect in my game.

Thanks

You can merge the selected vertices by pressing W and selecting Weld or Remove Doubles


Modeling based on a reference image I'm learning modeling from video tutorials. I need help and good and strong tips that need to create my reference model not this any model I make. I take the reference image and in the properties panel of the 3D view, I adjust the setting side view top bottom extra. Then I take a cube and start drawing with the vertex and loop cut and subsurface modifier.

I make the side view good way, but when I start making the other view it confuses me and my model looks odd or shapeless. I have attached my model that I made in side view, but when I come to the front view and start matching as I did with the side view its getting shapeless. Can I get strong, good tips on how to make an accurate model from a reference image.

Here is my blend file:

I cant see your reference image. If you want to pack the image with the .blend file, you need to go to
File > External data (at the bottom) > and choose "Pack all into .blend

This will stick the images into the blend file for others to see.

Now you question seems a little vague, you seem to be on the right track. There is nothing inherently wrong with your model. Stick a mirror modifier on there and keep working and you'll be done in no time.

If you don't like how your model looks compared to the image, look at the image and say, "How is my model different?" Then change it.