How to make a Particles Mountain I have attached a file. In that a sphere is on the top and a plan at bottom and to the right there is group of particles. The group of particles are coming down from the face of the sphere and dropping on the plane. I want to make a mountain of the particles which i have the group. But my particles are not stay on the plane. I have added add passive (rigid body) to the plane so that particles stay on it but its not working. I want the particles to be stay on the plane and not die and make a mountain shape. May i know what other settings i have to make so that particles stay on the plane and make the mountain shape.

To make particles collide on the plane, add Collision Physics to it and set the stickiness to 1. Perhaps also add some friction.

The particles will now stop on the plane, but they won't pile to a mountain as you want. That is because particles don't collide with each other. See here for particle self collision.

Instead of particles, you may also try rigid body physics or water simulation (with enorm viscosity, don't know if that one will work though).


Re-render only portion of image? Is it possible to render only a portion of your image while leaving what was previously rendered in the same render slot?

For example, if you rendered an entire image, then wanted to render a small portion of it again while keeping all of the original render except the small portion that would be different?

Not on the same slot. Re-rendering will wipe the information from the current slot.

To save the previous render use a different slot (You might want to save the image to an EXR file).

To render only a section use the Border Render option (CtrlB), then you'd need to composite the new section on top of the old one using the compositor.

I was searching for a similair problem, its not exactly your problem but i stumbled upon a answer. And people could have the same problem like I had and endup here so :

In case one would like to re- render an object in an animation (without rendering the whole frame), i would highly recommend this addon :

https://blendermarket.com/products/animated-render-border/

It tracks an object trough your animation and renders it with a border around it, so in Blenders video Editor, you could overlay your fixed object partial image over the wrong frames.


How to calculate what percentage of the area of an object appears in the render view? Take the pictures below as an example, I want to calculate how much of the jersey number on the tshirt of the human model is visible on the render view. In the first case the jersey number is totally visible, but in the second just about 50% is visible. How to calculate it with python?

CONTEXT: I am working in a jersey number recognition task. My project is to generate artificial data with blender to train the network. So I will take a human model as below and generate thousands of randomized screenshots with different tshirts, different poses, different camera angles, etc. Since I will generate new poses randomly it could be that in some of them the arm is blocking part of the jersey number. I want to somehow be able to detect it in order to discard these screenshots.

In case anyone have a similar problem, I 'kinda' solved the problem using ray-cast. I basically created a for loop that generates ray-casts coming from the camera with destination to the 4 vertices that frame the jersey number. I have to perform this calculation for every object that I think might be between the camera and the body. With this approach I don't really calculate the area but it turns out that it is sufficient for my goal to know that at least one of the ray-casts intercept an object.


Why can't I remove the light blue weight paint from my mesh? I even maxed out my strength and everything but it still can't remove that light blue part of that mesh area. I need to reduce it back to normal dark blue.

Add extra geometry and then subtract and then remove useless geometry.


Is there a way to fit the viewport to the current field of view? Since there seems to be no direct way to get the camera's projection matrix, I'm hoping that it's possible to fit the viewport to the current field of view (the area encompassed by passepartout), because then the viewport projection matrix would in effect be the camera projection matrix, and that matrix can be retrieved via region_3d.perspective_matrix.

So, in pictures, I'm looking to do the following via Python:

Before:

After:

Is that possible?

I'm looking to export the projection matrix for an external application, so that my view there matches blender's camera view.

For that purpose, this is a roundabout way to ask, but my previous question was (in my view, incorrectly) marked as a duplicate.

While trying to figure out how to manipulate bpy.context.screen.areas[5].spaces[0].region_3d.view_camera_zoom , I accidentally discovered that the Home key will make the camera bounds fill the viewport.  If you try 'View All' from the spacebar menu it doesn't work exactly like the Home key (could not be bothered to hunt down why).

While not exactly useful, the examples at http://web.purplefrog.com/~thoth/blender/python-cookbook/screenshot-sequence.html might get you a little closer to the solution.  Specifically

def viewMatrixFromCamera(cam):
    """
    :param cam: the camera whose point of view is of interest
    :return: the view matrix suitable for use in region_3d.view_matrix
    """
    m2 = cam.rotation_euler.to_matrix()
    m2.resize_4x4()
    m3 = mathutils.Matrix.Translation(cam.location)
    return (m3*m2).inverted()

def viewFrom(screen):
    """
    :param screen:
    :return: the "first" area in the specified screen that is a 3D view.
    """
    for obj in screen.areas:
        if (obj.type == 'VIEW_3D'):
            return obj
    return None

v3d = viewFrom(bpy.context.screen)
m1 = viewMatrixFromCamera(bpy.context.scene.camera)
print(m1)
v3d.spaces[0].region_3d.view_matrix = m1

Unfortunately this exact code is NOT what you need when you are actually looking through the camera.  It only works to set the view when you are NOT looking through the camera.

Another problem is that while the code does move your focal point to the camera position, and gives you the correct orientation, it is highly unlikely to match the focal length of the camera.  I have not been able to find any setting on the 3D view that allows you to adjust the focal length when you are not looking through the camera.  When you "zoom in" you really just move the 3d view's focal point closer to the center point.

Spacebar menu ..... view camera center.

bpy.ops.view3d.camera_to_view()


Selection in files with many objects Selection seems to work in wierd ways. I have a 3D File with ~4.000.000 Tris and ~120.000 Objects. The file results from a CAD software and needs to be further processed.

My idea was splitting the File in smaller parts because opening it takes minutes and the viewport is very laggy. But the real problem is that simple things like selecting parts of something take ages (for larger areas minues) and give not the expected results. (100% one CPU-core the others idling - The machine isn't the problem)

Has someone tips for working with files like this?

Edit:
Selectable parts seem to be consitend till i moving the selectet parts to a different layer (takes minutes to finish). After that other parts become selectable.

Here are a couple of things, you might want to try (actually, this is more of a comment than an answer, but I haven't earned privilege to make comments yet).

Selections in outliner (the right hand side panel) are much faster than in the 3d area.
You can try hiding other objects with Shift+H (Alt+H to clear).
Alt+B will allow you to select a small portion (box select) to work in edit mode. You can switch back to the normal mode by pressing Alt+B again.

Try to use the same object, for example, if you gonna use the same object a big amount of times, you could simple instead of duplicated, use duplicate linked, since this will duplicate the main object but without creating a new instance of it, i mean everytime you duplicate a object, you create a new instance of it, which consumes more memory, if you use duplicate linked, you will have the same result as duplicate, plus you'll save more resources


Radeon proRender add-on does not show up in Blender Preferences I downloaded and installed the Radeon ProRender software for MacOS and it said the installation was OK, but when I open Blender Preferences now Radeon add-on cannot be found. What is wrong ?

Add-ons sometimes do not show up unless it is a zipped/compressed file. If there is another file that came with it, then install that in the add-on preferences. Also make sure that the add-on is for your blender version.


Create game map with Blender I'm developing an web-based 3d RPG game using HTML5 technology stack.
I'm trying to use Blender as much as it possible in my project. I'm using it to create models, landscape meshes, to draw blend maps for landscape textures and so on. Now I'm thinking about how can I use blender to make maps. I can't just put objects and export whole scene. I will have some objects repeated many times over level so I just need information about objects coordinates, rotation, scaling and some custom properties  (like class name from my framework).

So my question is - what options do I have to make this with Blender?
Currently all I can think of is to write a custom plugin for blender to export map in wanted format.

In the obj exporter there is the option

  Objects as OBJ groups

If this is checked it will maintain separate objects in the scene as well as their transforms in world space.


How to add a vibrance value to a render in post processing Is there a way in Blender to add vibrance?  I have a render which I'm trying to add vibrance to in Blender, not in Photoshop (which is what I've been doing, but is tedious).

I know there is a saturation node, but vibrance is usually thought to be more practical.

go to compositing.
turn on show nodes.
press shift+A.
search hue.
it will come up.


No distortions with Strokes in a Fisheye render (Cycles)? I would like to draw my the scene with strokes and render it for a dome view (fisheye 210º) but when i finished to draw and start the render, I have no fisheye distortion, everything is flat like a classic 3D camera.
I use Cycles for rendering.
Anyone get an idea how I can achieve that?
Thanks for your help,
Julien

Thanks Susu for answering, I found the answer here :
https://developer.blender.org/T70235

"This task can be closed explaining that it's not a supported feature currently.
T68991: Fisheye / panorama in EEVEE is the task to add this in the future."


How to make a camera follow a specific particle I have been tasked with having a camera follow a specific piece of paper as it moves through an office environment. The paper is one of many that are flowing along and the shot is from the view of this one piece of paper. I know I can hand animate it, but I was wondering if there is a way to track the camera to a particle and see from it's POV (so to speak).  I would like to attach to the particle and look from it as if the camera were riding on the paper.

I opted to manually animate the camera and keep a single particle object (piece of paper) in the field of view. Thanks

Have one piece of paper not a particle.  This item is special and follows a path. Use the follow path constraint.
You might consider baking a one particle  .. particle system.  Total 2 particle systems.
The camera can follow the path as well thus following the paper as well.
The other pieces of paper remain as particles.


Hear timing reference audio from VSE while editing other scenes? (2.8 beta) I'm making an animation using grease pencil, based on a narration track. What I'd like to do:

Import and place the master audio file (narration) as a single sound
strip in the VSE, in Scene0
Create visuals as grease pencil scenes sequenced in the VSE too, from which a final export can be made. Scene1 - Scene50.
I want to use the narration track in the VSE in Scene0 as a timing reference for all visuals in all scenes of the project. e.g. in Scene3 I want a specific action to coincide with a particular word in the narration. In general while working on the action in Scene N I want to hear the relevant part of the narration audio which has been placed in the VSE in Scene0, a different scene.

I have a good handle on 1 and 2, but I'm not sure how to realise 3. Is it possible?

Suggestions for workarounds or alternative approaches are welcome too. Though I'd like to avoid any workaround that involves having to re-render audio files if the duration of any of the grease pencil scenes has to change.

EDIT

In After effects there's a plugin called 'universal audio' that achieves something similar to what I'm looking for in Blender: It provides some buttons that allow you to designate a 'master audio' track, and then from child comps automatically copy in the appropriate section of audio from the master audio track, with in point correctly reflecting its position with regard to how the two comps are related. https://aescripts.com/universal-audio/

EDIT 2

I think that if I make sure I use the Scene name 'Master' for the one containing the VSE and name the narration sound clip 'Narration', then I'd need something like the following script (i'd run this somehow each time I opened one of the scenes to work on). But I'm not clear yet on how to have this accessible via a button or something convenient.

# Run this from a 'child' scene to add narration track with correct timing offset.
# TODO add routine for removing narration track from child scene if it already exists, before re-adding it.

    import bpy

    current_scene = bpy.context.scene
    current_se = current_scene.sequence_editor_create()

    master_se = bpy.data.scenes['Master'].sequence_editor
    narration_sequence = master_se.sequences['Narration']

    timing_ref_sequence = master_se.sequences[current_scene.name]

    if timing_ref_sequence:
      offset = timing_ref_sequence.frame_final_start * -1
      path = narration_sequence.sound.filepath
      current_se.sequences.new_sound('new',path,0,offset)

To have the python script conveniently accessible, we have to embed it into an addon for 2.8.

To activate the addon for this file only, copy the code (at the end of the post) and save it in a file (e.g. adjustNarratorTrack.py). Open it in the script editor in Blender and check the Register checkbox in the header of the script editor. With register enabled, a saved file will be automatically executed once the blend file is loaded, even if you close the script editor.

To run the script, without reloading the blend file, click RunScript.

The script creates a python operator. The operator can be called by

opening the search menu in the 3D View F3 and typing Adjust Narrator
clicking on the menu item, which we created under 3D View ▶ Object ▶ Adjust Narrator Track

Note, that this "addon" is not quite complete yet. Further research should be done as to how scene/sound strips behave, when they are cut off in the sequencer.

In the script

a custom Operator AdjustNarratorTrackOperator is defined. This will be called by Blender when you click on the menu items. It will be also available to python through bpy.ops..
two annotations of the operator are defined: audio_strip_name, cut_scene_name. These are adjustable after the operator has been executed. This is useful if you have changed your naming conventions.

The operator annotations appear in the 3D View after the operator has been executed.
there are two methods:

execute: called by Blender
adjust_audio_reference: a modified version of your script

In adjust_audio_reference the current_scene, audio_strip_name and cut_scene_name are referenced from the operators context.
Various checks are done to ensure, that

the "Master" scene exists
the "Master" scene contains the audio track
the current scene is not the "Master" scene
the current scene is contained as a strip in the "Master" scene
the sound strip is replicated in the current scene if necessary
the offset in timing is applied

In this case we want to use the frame_start property and not the frame_start_final property, since the frame offset to the frame_start_final doesn't reflect on the audio strips position at the start of a scene strip.

import bpy

class AdjustNarratorTrackOperator(bpy.types.Operator):
    """Adjusts the narrator track"""
    bl_idname = "object.adjust_narrator_track"
    bl_label = "Adjust Narrator Track"

    audio_strip_name: bpy.props.StringProperty(default='Narration')
    cut_scene_name: bpy.props.StringProperty(default='Master')

    @classmethod
    def poll(cls, context):
        return True

    def execute(self, context):
        try:
            self.adjust_audio_reference()
        except Exception as e:
            self.report({'ERROR'}, str(e))
            return {'CANCELLED'}

        return {'FINISHED'}

    def adjust_audio_reference(self):
        current_scene = bpy.context.scene
        audio_strip_name = self.audio_strip_name
        cut_scene_name = self.cut_scene_name

        # check if the master scene exists and contains the audio_strip
        master_scn = bpy.data.scenes.get(cut_scene_name)
        if master_scn == None or master_scn.sequence_editor == None:
            raise Exception('Master scene not defined.')
        master_se = master_scn.sequence_editor
        ref_audio_strip = master_se.sequences.get(audio_strip_name)
        print(ref_audio_strip)
        if ref_audio_strip == None or ref_audio_strip.type != 'SOUND':
            raise Exception('Audio strip not found.')

        # check if the current scene is embedded in the master scene
        timing_ref_seqs = [s for s in master_se.sequences if s.type == 'SCENE' and s.scene == current_scene]
        if len(timing_ref_seqs) == 0:
            raise Exception('Current scene is not contained in the Master scene.')

        ref_scn_strip = timing_ref_seqs[0]

        current_se = current_scene.sequence_editor
        if current_se == None:
            current_se = current_scene.sequence_editor_create()
        current_audio_strip = current_se.sequences.get(ref_audio_strip.name)
        if current_audio_strip != None:
            if current_audio_strip.type != 'SOUND':
                current_audio_strip.name = current_audio_strip.name + '_notSound'
                current_audio_strip = None
        if current_audio_strip == None:
            path = ref_audio_strip.sound.filepath
            current_audio_strip = current_se.sequences.new_sound(ref_audio_strip.name,path,0,0)

        timing_difference = ref_audio_strip.frame_start - ref_scn_strip.frame_start + current_scene.frame_start

        current_audio_strip.frame_start = timing_difference
        current_audio_strip.frame_final_start = timing_difference

def menu_func(self, context):
    self.layout.operator(AdjustNarratorTrackOperator.bl_idname)

def register():
    bpy.utils.register_class(AdjustNarratorTrackOperator)
    bpy.types.VIEW3D_MT_object.append(menu_func)

def unregister():
    bpy.utils.unregister_class(AdjustNarratorTrackOperator)
    bpy.types.VIEW3D_MT_object.remove(menu_func)

if __name__ == "__main__":
    register()

Cut your audio e.g with Audacity and , in Blender 3D view, put a Speaker object to hear your audio bit. When you go to the next frame, insert respective audio bit and so on.


Alt+Shift+ not work for me I successfully select group of edges use Alt+RightMouseButton, but when I need highlight one more group of edges and use Shift+Alt+RightMouseButton, the old selection is deleted and the new selection is not highlighted (In theory, it action should save old selection and add new). How i can fix that?

Assuming it is not an issue with your keyboards shift key or an external program interfering with its function. (Network Mouse Applications usually interfere)

Goto User Preferences -> Input -> 3D View -> 3D View (Global) -> Activate Select Look for the Shift+Alt+Select Mouse Entry. It should have Toggle Selection and Enumerate checked. If it does not exist you have to create it or reset your whole keybindings.

User Preferences --> Emulate 3 ButtonMouse --> Uncheck this Option


How to make a Copper/Rose Gold smudge material? Help! How to make such material procedurally in cycles

I would just use a simple principled shade.

Slide the metallic and specular (forgot to change specular) close to 1.

Choose a rose gold color and use a texture in your roughness. I put two options, a procedural way (noise texture stretched with mapping node) but I think an actual texture image looks better.

Use an HDRI so you get more realistic reflections.

My attempt to make material like on the picture

My node setup


Cancelled extrusion of a face, now its a different color? I extruded a face then cancelled it (its the darker face). Now its behaving differently, and I can see a color change too. How do I remove it?

You now have two faces occupying the same space. If you haven't done anything else you can step backwards by pressing Alt + "Z". Otherwise, in Edit Mode select one of the faces and delete it by pressing "X" and choosing "Only Faces" from the drop down.

EDIT

As previously mentioned by others, this is caused by double vertices/faces, which is recognizable by the weird pixelated "shadows" appearing on the face.

This is easily removed by selecting all your vertices by pressing A, go to mesh tools and click "Remove Doubles":

The button on the bottom.

Hope this helps.


Custom trackpad pan/zoom/rotate behavior add-on I'm trying to write an addon to customize the trackpad panning, zoomimg, and rotating gestures, but can't find a way to read the actual trackpad parameters for position and so on. The properties in the event structure (mouse_prev_x/y, mouse_x/y, mouse_region_x/y) shows the current pointer position which happens to be standing still on the screen.

This is the addon that I'm talking about:

space_view3d_pan_naturally.py

There are no examples on the web for handling the TRACKPADPAN event.

The class bpy.types.Event is the one that is supposed to have the relevant parameters to retrieve from the TRACKPADPAN event, that is what I'm guessing from the documentation.

This snippet of code in particular, from my add-on, printf to the info view that the trackpad event has nothing to do with the mouse coordinates that are available in bpy.types.Event

#....
def modal(self, context, event):
    #....
    if event.type == 'TRACKPADPAN':
        self.report({'INFO'}, str(event.mouse_x))
#...

go to preferences, input, emulate 3 button mouse


When bone moves across the y-axis, move bone2 across the x-axis I need to move the child across the x-axis when I move the parent across the y-axis. I think the Transformation Constraint is the one I need, and I couldn't figure out how to use it correctly. Here is my setup:

If possible, how do I get the side bones to move closer to the center bone when I move the center bone down the y-axis? And vise versa?

You'd have to use constraints but i haven't actually used those yet. It gives the same effect as paint weights on a model but for bones.


Background Video is shown in Rendered mode but not when szene is rendered i have a 3D Object and want to add a background image( if possible even a movie) to this 3D Object. I use Cycles to render and tried a plane with the
image as texture. When i go into render mode, it looks like this(picture with background) and when rendered, it has no background. The key also looks into
a different direction.

Should i even use Cycles for this or use motion tracking? i tried to use that but had several problems.

http://imgur.com/a/Wk1VN

Rendered mode

When scene is rendered

Try any of these node setups in the compositor:

Movie as background:

Image as background:

Source:
cycles not rendering movie clip used as background


How snap PlayHead to start or end of strip in NLA Editor? How snap PlayHead to start or end of strip in NLA Editor?

Using PgUp and PgDn will cycle through the beginning and end of strips.


How to increase visible area of a camera without side effects? I would like to increase visible area of my perspective camera, so that more content could fit in. I tried increasing FOV, but high FOV values made my image bend at the vertical edges. It seems that higher resolution values give me the desired result, but I want to keep default 1920x1080.

Is it posible?

To increase the visible area of theh camera without actually moving the camera (which would change the view through the camera) you can simply adjust the Camera 'Sensor Size' in the camera properties. See related answer for Change camera from rectangle to square by center

Press Shift + F to enter "Fly Mode", use the WASD keys to move the camera around, press Enter to accept the changed.


I cant get the bump to show up on this soil texture I need to have this look like real soil because its going to be viewed from a straight on view and I cant seem to get the bump right with my nodes.

nodes

Blender file

First, try changing where it says Add to Multiply. I also notice that you are viewing the soil at a pretty shallow angle, rather than perpendicular or slightly less (optimal for node based bump). If you are going to continue to do this, I would suggest also using the Displace Object modifier along with the node based bump as demonstrated at about 57:52 here.


How Do I Set Up Blueprints that are Not Really Designed to Model Cars So I have really wanted to make a 2016 Camaro SS but there are no really good blueprints for it. So Im using regular images that give the front,side,top, and back, however, it still does not quite work. How do I set up them in a way that they will work?

Add two pics at the same time, set them to fit in the same view, then select the side where you want to see the actual background picture.


Global Slow-mo effect - Animating Time scale Is there a way to animate the timescale of a scene for a small amount of time?
I'm looking to create an animation, and in the middle it goes from 1.0x speed, to 0.125x speed (1/8th normal speed), but with a smooth transition. So it's start at 1.0x speed, and over the course of 10 frames, for example, it slows down to 0.125x speed for a bit, then goes back to normal speed.
Ideally, I'd just keyframe the time-remapping to do it, but apparently it's not animate-able.
Going into the action editor and changing the scale of the clips won't be viable, as it's important that the whole scene is slowed down (nearly everything in the scene is in motion, so slowing down the main subject won't cut it). So it needs to affect the scene globally.
I've also seen solutions that say to do it in the VSE on another scene with an effect strip (i.e. using the main scene in the VSE as a source, and then attaching an effect strip to it), but it doesn't seem to have any effect on anything when I go back to the main scene. Which kind of makes it pointless as a solution, as you can't iterate on it unless you render, and re-render it after a tweak.
I'd rather not have to render out that section with 8x the frame rate and slow it down in post if I can help it, as that seems rather wasteful.
I'm also sure this could be done easily with animation nodes. But as this is a project with a strict deadline, I can't set aside the time to learn the addon's ins and outs at the moment.

You can do it in the graph editor. Select all elements in the scene and place a locrot keyframe where you want the remapping to start. In the graph editor place the cursor on that frame and select all keyframes only to the right of the cursor. Change pivot point to 2d cursor and scale on x by 8 (s-x-8). Go to where you want the mapping to end and place another keyframe on all elements in the scene, place the cursor on that frame, then select all only to the right and scale on x by 0.125 (s-x-0.125). You then only need to finesse the handles on these keyframes to give you the lead in/lead out you're looking for. Much easier if the scene can jump straight to slo-mo because you can just set handle type to vector for those two frame numbers.
edit: video link https://youtu.be/lxdQogx6y40

I really think that the time remapping feature (Output Propertierties -> Dimensions) is a good option, as it can easily be animated and refined in the graph editor. By increasing the "New" Value, the animation slows down and vice versa.
The speed at which the animation plays is the "Old" value, divided by the "New" value.


Poliigon textures reflection map with PBR At the moment Im using Blender 2.78. Im using Blender Guru's PBR Workaround for materials. In the scene I'm working on I use textures from Poliigon.com. In the Poliigon help guide it says that reflection maps should not be used in a PBR workflow. So that socket will have no node connected to it. Is it then up to me to estimate the reflection value for the material? That doesn't feel right.

This is how Andrew Price set up his wooden floor.

After some digging I came to the conclusion that this value should be left at 0 in this case.


It won't let me parent the Rig to the Mesh? When I parent the rig to the model it says,"Bone Heat Weighting: failed to find solution for one or more bones" I'm not sure how to fix this?

If you're trying to parent the rig to the model, its the other way round. You first have to select the rig you want to parent, and then the mesh you want the rig to be parented to. then ctrl+P and you should be done.
-Yoshi


How can I add a texture to a specific face? I have a cylinder (imported from Creo, in .obj), to which I've added a material, steel and rendered it. It looks great.

I've now cut it in half, and want to see a different texture on the cut face, how do I do that in Cycles?

I tried diffent tutorials from that site but doesn't work with Cycles and imported .obj.

Here is an outside view:

Then, when cut, the blueish part should show the cutting tool path leaving marks in the metal.

Marks or scratches could be like this.

Okay, I think I found a way (since unwrapping doesn't seem to work for me).

Select the part, go to edit mode, do a Ctrl+Tab and choose Face
Then select the face of the part I want to add texture to (there's a bunch of little triangles that need to be selected)
Next, assign a new material to that face, and deal with texture in Nodes.


Exported .mtl does not specify the texture image When I export the .obj file, the generated .mtl does not specify the texture image used by the model.
I expected it to have
map_Kd texture.png

but it does not have it. If I write map_Kd texture.png manually, it works fine.
How can I automate to include the texture image when exporting from blender?
This is my shading scheme:

The textures color output should be attached to the color input of the shader (Diffuse BSDF in your example), for it to be exported into the mtl file.
Edit:
It seems the PrincipleBSDF shader node (instead of DiffuseBSDF) is needed for the .obj / .mtl export to function properly!


Towel hairs taking up too much gpu memory I have an Nvidia GeForce GTX 750 GPU with two gigabytes of memory.  I followed Andrew Price's Tutorial on how to make realistic towels in Blender, and I was only able to do 700,000 hairs (before my GPU ran out of memory), instead of the 1,000,000 hairs that he did.  As a result, mine didn't look as realistic.  I'm working on a bathroom interior, and I'm wondering if there is anyway to achieve a similar result without using a hair particle system?  It's okay if it doesn't look good close up, it will be farther away from my camera in the scene.  Thanks!

You could do something like what is shown here http://www.blenderguru.com/articles/how-to-render-a-complex-scene-without-crashing/

You could change the random seen on the particle system on a second layer and disable emitter visibility for one layer.


How to prevent Subdivision Surface from changing the size of a loop I modelled this hole but when I turn SS on, it becomes too small. Adding geometry around it isnt an option, since I want everything to be as smooth as possible. Scaling it up doesnt work, because this destroys the "normal" geometry.

You can rotate the hole 45° or create an hexagon: the diamond shape generate a smaller hole than the square/hexagon ones.

add geometry around it but space it out properly. it'll be smooth as you want it with the right topology.


Object disappears when trying to simulate Soft Body physics I  am trying to get my object to fall into the glass jar and bounce about. However, on the 20th baked frame my object disappears until the end of the simulation. I've taken a look at the dimensions of my object and it sky-rockets on the 20th frame, but I don't know why. And yes, all the vertices of the object are connected.

1st Image : Frame 1
2nd Image : Frame 19
3rd Image : Frame 20

Checked out the file and found the culprit : Cartman is the bugger.

Aside from some wrong normals, the biggest problem is overlapping geometry.

Very heavy/bad for simulations that base on calculations using the geometry data of an object.

Suggestions to fix the problem:

Retopologize the object, reducing the vertex count and at the same time leads to not only a cleaner mesh, but a faster simulation.
Fixing the geometry of the object to have no overlapping parts anymore. If possible reduction of vertices wherever possible.

While both will take time, i'd go with the first one, as it would be training, and in a way easier, as you work from outside and around. While the latter would take longer i believe alone due to the very tight geometry in the leg/feet (bottom) part.

Without cleaning the the object, i don't think you should try getting the soft-body simulation to work, as all the fine tuning to get the object react as should won't compensate for the underlying problem.

There is a 3rd option, in case you just want the figure to fall in the glass.
No deformation like soft-body possible, but bouncing would work.
Rigid Body Simulation, making the figure an active object and both glass objects passive (important to set all objects to "Mesh" shape), will at least give you the experience of an Erik Cartman falling in a glass-jar.

Xylvier already said some useful things, but what actually will fix this without any of those mentioned steps is increasing the max step size (of the solver). I set it to 10000, and behold:

This disappearing often happens if you have a softbody with many vertices colliding with something. I don't know why it already happens at frame 20 here, since there's no collision object nearby yet, but in those cases it's almost always fixable by increasing the max solver steps. 10000 is more than enough, but I didn't want to try to get the lowest value that's still working.

Obviously it's going to slow down the calculation, so you really might wanna reduce the vertex amount before doing the simulation anyway.


How to change mesh to Flat or Smooth shading while in sculpt mode? I am learning sculpt mode and the best way to see the results is by switching from flat to smooth shading in object mode, but the best way to see geometry of what i am doing is best viewed with flat shading. Is there a hot key to toggle flat or smooth shading without having to switch from object to sculpt mode each time?

Only way I know is press your space bar and look for flat and click on shade flat while in sculpt mode. Do the same for switching to smooth.

Hope this helps :)

Using the shift key will cause some sculpt brushes to smooth.


How can I keep a single frame of a smoke cache? I have an 8GB smoke sim cache directory for 250 frames.

I only want the sim results for frame 15 - 13mb.

How can I just retain this single frame across the 250 frames of the file? I guess a kind of bake of a bake. Or converting this frame smoke to an object making it a static element?

Blender 2.81 (not mantaflow)

  This solution works but was probably never designed to work like this, therefore I can't guarantee that it's a stable workflow. It was stable enough when I tested it anyway.

Unfortunately, you should have already baked your smoke simulation using "External", otherwise you'll need to bake it again. Choose a directory for your bake to go to (e.g. //cache)

After you've baked, in //cache you will have several files called _<frame>_00.bphys. Copy the file corresponding to your selected frame, and paste it into a new directory //cache2, changing its name to _000001_00.bphys.

Note down the dimensions of your smoke domain, and create a new cube with exactly the same dimensions. You can now remove your original smoke domain.

In the newly created object, enable Smoke, set its type to Domain. Under Cache check External and use //cache2 as its Path. Simulation "End" gets automatically reduced to 1.

The object now holds the smoke information from only the selected frame and, as far as I've seen, it doesn't try to overwrite your cache or to add new frames to it.

The original //cache folder, containing all your bake and the unnecessary frames, can now be removed (but I'd keep it as a backup, at least the first N frames, where N is the frame you've picked)

This is actually extremely easy to do: once your smoke simulation is at the frame you want to keep, select the smoke flow object, and apply the smoke modifier. This will keep all of the smoke data for that one frame, but will not save any data for the other frames. I also noticed that if you move the frames, the smoke will gradually disappear. You may want to do this once your scene is almost complete.


How to create an equivalent to the Hard Light blend type? Blender doesn't have an hard light blend type. I thought it would maybe be possible to get a similar result with multiple nodes.

Here is the source image:

And the result wanted when adding red:

Blender cannot work with a majority of the original AdobePDF blend mode types as they are strictly display referred and fail miserably when operating on scene referred imagery.

From the AdobePDF specification, where cb is background and cs is source.

  Multiply (cb, 2 * cs), if cs ≤ 0.5
  Screen (cb, 2 * cs – 1) if cs > 0.5

As you can see, the "minus one" portion, as well as the screen operation, will yield completely erroneous results on scene referred imagery.

Also, 0.5 comparison values would be on display referred nonlinear imagery, which would be post display referred transform.

Ultimately, it is a meaningless blend mode within a raytracing context. You could of course write your own screen node as well as hard light, generate a display referred output, and try to hack something together. It would seem that more optimal approaches might be wiser than a hacked mess, however.

You can achieve this result by increasing your global illumination strength and adding a color to it.


UV Mapping: Skewed Tile Image I have a .jpg image that I want to used as a tiled texture for blender.
So I unwrapped my object (a cuboid with beveled edges) and added the image to the UV/Image editor. I clicked "Coordinates: Repeat" so that the image gets tiled.

Since I use Cycles Render, I added a node (image texture) and added the color output to the input of the Diffuse BSDF.
Unfortunately, the image is display skewed on the real object, though it is displayed corretly in the UV/image editor.

Here is a screenshot (skewed image left on the object, correct image right bottom in the UV editor):

How can the image be display correctly (unskewed) on the object? Thanks!

I'm not quite sure, but I believe that you mean "rotated 90°" by "skewed."

You can use a Mapping node in a setup similar to the one below.

Note that this is both an older version of Blender, and gandalf3's image from this BSE question.

From here, I would suggest feeding 90° and -90° values into the Rotation: sockets until your cubeoid  looks right. Do note that the X, Y, and Z values are not related, so what you do to one of them will not affect the others.


Black reflections with Cycle's Glossy Material This is a common problem I've found in a few jobs related with ocean. When the camera is close to the surface, looking at the horizon, those black areas appear. Either with a normal texture or not.

It looks there's a problem with ocean's self reflection, but I can't avoid this by adjusting the bounces. Any ideas?

Here is the .blend file. As you can see, the environment is visible only through camera and glossy, and the problem keeps with a blank environment too. The scene is lit with a sun lamp and plain color environment.

I'm not completely sure what's causing this, I suspect it is just how Cycles works and is not strictly a bug - similar to the terminator issue.

In order to work around it, we can modify the surface normals slightly in the material:

From the manual:

  Incoming

  Vector pointing towards the point the shading point is being viewed from.

Thus adding a tiny bit of the Incoming vector will skew the surface normal just enough to hide the artifacts.

Note that changing the surface normal means our reflections will be incorrect - so we need to change it as little as possible, otherwise the reflections of objects and clouds will be noticeably weird.

I think that there is generally a problem about shading of glossy materials with "fake normals".
Even if you smooth an object, this problem is there, but it isn't, if you don't adjust the normals.


Why does a plane with an image texture show as black in Cycles? I created a plane and added a Diffuse Material with an image as the texture, and a single lamp above it, using all default settings otherwise. Strangely, the plane appears as black in Cycles. I can't figure out what I could have possibly done wrong.

Do I need to tweak something? (Or is it normal for Cycles to treat a Plane with an image as not being illuminated (if there are no other objects in the scene)?)

Add some Texture Coordinates! Generated works out of the box, and UV is even better. All pretty standard stuff. :)

You have to add a BSDF diffuse node between the nodes to tell blender the texture will be used for diffuse texture.


how does cycles calculate RGB to BW There are many ways to calculate RGB to BW. Which of those ways does Cycles use in the RGB to BW node?  (I took a quick look at the git repository, but it's not searchable and I couldn't find the node source code.)

Black and white, or more appropriately greyscale, is based on the luminance weights of the primary lights for a given reference. That is, not physical energy, but visual energy. If one were to project equal energy sRGB values from a screen, despite being equal physical energy, the visual energy would appear as though the sRGB green channel was most luminous, with red following, and blue seeming the least luminous.

As one can clearly see from the above example, luminance is not an equal average of each channel.  There are countless clueless formulas for calculating greyscale imagery based off of equally clueless offerings, including such averaging and other misinformed foolishness.

The default reference space for Blender is based upon REC.709 primaries, as those are the primaries that define the sRGB specification. As such, to properly calculate greyscale, we use the normalized luminance, or the normalized Y value for each primary as given under the CIE XYZ model, to weight the sRGB values.

Those weights are typically represented as 0.2126*R + 0.7152*G + 0.0722*B. Blender utilizes the values from the OpenColorIO configuration as given on the "luma" line in https://git.blender.org/gitweb/gitweb.cgi/blender.git/blob_plain/HEAD:/release/datafiles/colormanagement/config.ocio.

For any given RGB colourspace such as sRGB, there is exactly one correct method to derive average luminance.

Casual Discussion

If we have a RGB Triple (r,g,b) and we want another RGB Triple (s,s,s)
There are various methods

01.
s = average(r,g,b) = (r + g + b) / 3 ... factor of 1/3 or .333 ad infinitum

Sensible with no preference for human vision.

02.
s = .21 r + .72 g + .07 b

Preference for human vision.

There are other ways documented in Wikipedia
and serious documents on color.

I am not looking at Python or C or C++ Code for Blender.


How to keep vertices from snapping to to wrong-side of mesh when retopologizing? I've got a mesh that I'm retopologizing as a practice-run to get used to the motions, having followed the method described in this video by FlippedNormals.  Using 2.8, and settings are as follows:

Everything is working as-expected, except that when I try to extrude down the length of the arm.

Everything looks fine until I rotate the viewport and see that...

The vertices on the far-side of the retopology are snapping to points closest to the front, relative to the viewport at the time of extrusion.

Is there a way to keep this from happening, and instead just have them snap to the expected-surface of the mesh?  I'm not adverse to the idea of getting 2.79 and nabbing retopoflow should that indeed be the only/ideal solution, but I would definitely prefer to try and keep everything consolidated to 2.8

Thank you very-much, in advance!

You did not check "project onto self" in the snapping tab. Try that out and see if it helped.


Why does mean crease not work properly? So I want the back of the ship's mesh to be pulled to the mean crease (1) I have set. When I try to fix it, I am left with an ugly result.

Give those edges some fun ;) (understand Mean Crease):

(also the bottom ones respectively)


What is the most efficient way to model this kind of wrought-iron shape? I only care about the sphere and its design, not the bird on top.
This kind of curvy iron design shows up on many Victorian designs and other examples of old-fashioned smithing. How can I efficiently produce a sphere like this? (Also feel free to comment/edit if you know a more precise term for this than just "curvy Victorian ironwork.")
My first idea was to make a wireframe UV sphere, then model the curvy bits separately. Then, if I could somehow snap the curvy bits to the sphere in a way that makes the bits follow the curve of the sphere, I could do something with an Array modifier. However, I don't know how to snap objects that way.
Another example of the "curvy bits" I'm talking about:

(source: rackcdn.com)

This is no shortcut. But you will have detailed control over your model.

I would start with a highres UVsphere and then add geometry with snap and shrinkwrap to follow the spheres surface.

Then add a solidify modifier followed by a subsurface modifier:

You can apply the solidify modifier and fiddle with the geometry if you want to make it beveled or such.

Some assorted ideas.

Left to Right.
Start with sphere or cylinder.  Place Ends. Push Pull. Loop Cuts.
Proportional Editing.
Curve Modifier. Example Curve in Red.
Sizing to Curve. More proportional editing
Modify Twist on Curve.  Consider Shrink Wrap Modifier to sphere for curve only.  Not Mesh.
You can be more artistic than shown above
Arrange to sphere not shown


Shift+L is not working properly I am working through the Blender tutorials by Blender Guru, and I am having trouble with linking the material of my doughnut sprinkles (objects) in Part 7 on particles; I'm using Blender 2.79b. As I go through, I have added the material to the first sprinkle. I unselect that sprinkle, then I Shift+Select the other sprinkles before selecting my sprinkle with the assigned material last (making it the active one). I press Shift+L, selected Material from the drop down menu, and all the sprinkles become unselected except the active one and none of the other sprinkles get the material assigned. I'm not sure what is going on here, and I can't find any suggestions. Now I can easily go through and select the individual sprinkles and assign the material, which is easy with a small number of objects, but if I want to create a scene with a large number of objects that are assigned the same material, that's not going to be so easy. Any idea what is going on here?

Here is the answer:

Use CTRL+L instead of Shift+L


Why can't cycles cast one ray per image pixel, instead of rendering progressively to infinity? I am wondering why Cycles renders progressively to infinity. Why is it not possible to do one ray per pixel in the image, letting you have a finished result with X * Y rays cast? I suppose this question could apply more generically to raycast rendering in general.

That is exactly what happens if you set the numer of samples to 1. You can try doing that. The result you get, however, will be unsatisfying.

The problem is that every sample can only travel one path each time it hits a surface. But most surfaces allow a lot more than one reflection direction. A diffuse surface is characterized, for example, by reflecting incoming light in an almost completely random direction.

So if you sample Pixel 1, and the light hits the first surface and happens to reflect, say, towards the dark night sky, this ray will tell the renderer that it shot to ~infinity and found no light. So this pixel is black.
On the pixel next to it, the ray, due to the randomness of the reflection of the surface, will happen to be reflected to the right, towards a big lamp, and will find a lot of light traveling this ray path, so this pixel will be very bright.

If you repeat this for all pixels, the result for each pixel is very random and the image you get is very, very noisy (more so the smaller your light sources are).

So, essentially, the reason why you need to shoot several times per pixel is because you have to shoot enough times that for every pixel, most directions have been "probed" and they all give approximately the same result.

If you only render perfect mirrors with no variation in reflection direction, one sample per pixel is enough, nothing will change with the second one. This is very rare as a scene though.

Even if this Question is already some days older, I want to take the chance to have a nice solution for also others facing this issue.

Size matters:
Meaning, try to render the same scene with the full scene scaled with the factor of 10 or even 100 can bring you much better results. I'm currently not knowing why this is working, but it reduces the needed samples from 200 to 40, with better results.
In animations this trick reduces the overall time dramatically.

Hope this helps.


Clearest quality format for UV images I just need to know what format to export my images in before loading them into my blender file, so when I export the video my images don't come out blurred or fuzzy

Whats the best quality format, for example my images are perfect as a pdf, but won't work in blender, with a png or tiff they come out more pixelated

Recommended:

png: Great image quality, alpha support. File size is a bit large. Best overall. Compression hardly noticeable. also supports
tga: Popular in game engines. Good quality, alpha channel. Support for lossless compression.
hdr: 32 bit color depth. Use for environments maps only
exr: 32 bit color depth. Use it for rendering out images from blender that you plan on compositing later. Or for large textures that actually have the appropriate color information.
jpeg/jpg: Small file size, needs to use good compression to no like bad.

NOT Recommended:

gif: png was created to replace gif
bmp: Huge file sizes

The image format ".png" is not a good format to export, since it does not feature it's own alpha channel. It rather saves the transparency to pixels than to an alpha channel, which can make it hard to interpret the alpha the right way for some programs. It also uses compression, which means a loss of quality.

To my experience TARGA or OpenEXR are the best formats to use if you are going for a high quality.(large files)

The pixelation error does not necessarily have to result out of a wrong file format, it can also be the result of wrong image dimensions when rendering. An image or texture that covers more pixels in the render than in the original format is always going to be pixelated.

alex


How do you make a jagged circle edge smooth? I would like to make the edge of this mesh a smooth circle. Any suggestions?

To make it a smooth circle, first go into user preferences and enable an add-on called "Loop Tools" (search "loop" in the search box).

Select the edge you want to "straighten" into a circle, right click and select Loop Tools > Circle.

This should leave you with a clean circular edge.

Follow these steps:
Select the circle (or Mesh) which you want to make round.
Go to modifiers tab, Apply Subdivision modifier to the mesh.
(You can increase subdivision counts according your needs. Increasing Count To higher value than 2, Cause blender respond slower)(Recommended=2)
You will get the more round circle but it will increase vertices count..
Hope it'll help you buddy...


How to create a script that simulates the blinking terminal cursor? I try to create a script that simulates the blinking of terminal cursor

layout.prop(text,'character')
if text.character
    layout.prop(text,'source_character')

def uptext(text):
if text.character > 0:
blinking = [" ",text.source_character]
character2 = random.choice(blinking)
character3 = character2

text.body = character3

but the blinking is very fast, I would like to know how to improve and to correct

consider .... pseudo code ...

    n = 1 // for slower use 2
    fps = 24 //frames per second .. change to suit you
    timeperiod = n * fps
    if (frame % timeperiod) > (.5 * timeperiod):
       then show cursor
       else do not show cursor
// frame is the current frame provided by Blender
// fps is the actual frames per second intended for final render

Please inspect and correct the pseudo code above


Screw Modifier with different materials on faces I need to set a different material on the blue marked faces.
this material linked to the angle.
Thank you for your help.

As far as I know this is currently not possible with the Screw Modifier sadly. The modifier is not material slot aware, it has no Material Offset options like Solidify nor can Material Slots be stored on edges.

One possible workaround is duplicating the object, removing the Screw Modifier and assigning a new material to the new instance. Make sure the material slots are linked to Object (rather than Object Data) in the dropdown to the right.

You can still keep shape in sync between the two because they are duplicates, and you can now adjust section from the two caps too.

Optionally add a Mirror Modifier, or rotate another instanced duplicated to fill the opposite side.

Go to the Material Properties tab, hit the + icon in the upper right corner and add a new material slot, set the material you want. Select the faces and click Assign.


Is there a way to enter the absolute (not relative) value of a transformation? When I press G, R, or S and enter a number, Blender will move, rotate, or scale the selection relative to its local value.  Is there a way to press, say R > 4 > 5, and then some other key to have it set the absolute rotation to 45° instead of incrementing it by 45°?  I know how to go into the object properties or right hand toolbar and set the position, rotation, and scaling there, I am wondering if there is a keyboard way to do it (as there is for most everything in Blender).

Not entirely the answer you're looking for, but at least for some cases it works nicely to do one or more of the following:

Object > Clear > Location  Alt+G
Object > Clear > Rotation  Alt+R
Object > Clear > Scale     Alt+S

And after that make the transform and input the desired value.

Also, it's important to mention that after pressing move G, rotateR or scale S, you can define:

global axis by pressing X,Y or Z
local axis by pressing XX, YY or ZZ.

Of course it is possible. Setting or getting absolute position, rotation and scale is really basic. Press N to get the toolbar in the right side of the screen, between the 3D view and the properties bar (in the default layout). In the Transform toolset, you get Location, Rotation, Scale and Dimensions, which are actually the absolute values.


Looping an array and curve modifier animation of object moving along a path? Help make this animation in Blender.
Modifier array and Curve, but what's next?
I need the arrows to cycle along the wire. If the arrow has reached the end, it should appear at the beginning

you can cut the animation so that when it reaches the endpoint it will restart. To do that you only have to reduce the time line that is in the bottom of your screen where you place the keys frames


GPU rendering no light penetration in large scene When i am rendering in cycles large scene (not really, 470k verts) in GPU mode there is no light penetration through holes and glass, even if i render with 10 samples. In small scene (<80k verts) all is ok. In CPU rendering also all is ok, but it's not funny when you render one frame for 2 hours.
Radeon 7970 (OpenCL).
Is there any solution for this problem ?

check the progressive refine box in render panel.

Same problem on NVIDEA Quadro K4200.
Progressive refine didnt solved the problem.
Enabeling Refracive Caustics dit solve the problem.


How to unhide multiple objects in the outliner? In outliner i select multiple hidden objects then i want just to turn on that eyeball icon, to unhide. But i can only do it per object. Tried to press 'alt' to have 'multiple' effect but not working. They are not stored in a single collection , but rather distributed on many collections.
Is it possible ?

Yes it is possible
Just select all of them and hit alt+H on the keyboard in 3d view port


Add different materials to different parts of a mesh? How do you add more than one material to a mesh?

I have tried adding two materials to the object, and then assigning one of the materials to a vertex-group, but I could not find a place to assign it.

I am making a striped bouncy ball that I want to deform, so adding a different material by separating the mesh into different objects would not be ideal.

You need to be in edit mode.

Select the part of the mesh you want to add the material to:

Click the "+" icon on the right side of "material" shown in the image below to create a new material.

Let's give the new material a green color.

Click the Assign button in the Materials tab under the list of materials:

(for older versions)

And you're done!

*_Note that when using this method there can be a sharp contrast between the two materials._

If you already have your mesh separated and applied different shaders to each, simply rejoing (Ctrl+J. Then Tab into edit-mode and press Ctrl+V>remove doubles.


Tracked background does not show in final render. I created a camera tracking animation: a dinosaur walking in my street. Everything worked fine until I deleted the video background and added a new one. In render view I can see the result I want: my 3d dinosaur, the shadow catcher and the video at the background. When I render it, the video does not show. The background is a gray color.
I don't understand why it doesn't works, because the first video background did render in the final result.

Help!

Thank you! I found the nodes I needed to change just under one button: screen layout 'compositing' > Node tree display and edit 'compositing nodes'. The wrong display was set so I couldn't see the nodes for background.


What order to texture a 3d object? I have been trying to learn blender. I've created a 3d model for Skyrim, and now I need to texture it. There are videos all over the place about texturing and mapping and it goes on and on. Where is the beginning point? What do I do first? Do I need to make a normal map first? Or the Texture? I can't find anything about the right order of doing these things, just a bunch of videos seemingly starting at the half way point, or somewhere along the process. Can anyone point me in a direction? Also, I'm very confused about scaling the object. I've already posted a question about it but I'm gonna ask here anyway. How do I know if my 3d model is the same size as the one I'm going to replace in game? How do I check the actual size of the object? I don't want a soul gem as large as a house.

I've been through your frustration - thought a step by step 'walk- through' might also help...

Texturing for Newbies -

Start up Blender with the default cube.

Select it with RMB. (Right mouse button)

at the right there is a horizontal line of icons. (If not press SHIFT-SPACE)

Select the little cube icon to confirm you've selected the cube in the 3D window.

Move further right to the little brown ball icon. (material properties)

Select that and press the "New" button.  That will create a material slot for the cube which will be given the default slot name "Material" strangely enough.  You can rename this if desired.

Move one top icon to the right select that. Its a tiny little checkered square.

(and this is where the story really starts!)

Press the "New" button below and that to create a texture slot for the 'Material' slot you created just prior.  By an amzing coincidence this slot is given the title "Texture".  You can rename that too if you're so inclined.

Immediately under the new title you can see that it's defaulted to
"Image or Movie"

Scroll down and open the tab called "Image".  It's probably open already by default.

Click on "Open" and select an image file in your machine.

Chances are nothing is going to be seen straight off, but the image should appear up top where you created the slot.

Close the image tab for now.  You don't want too much clutter.

Go down further and open the "Mapping" tab.  It's probably open already.

For a security blanket, select "Generated" instead of the default UV option so you can see your image appearing correctly on the top and bottom of the cube.  The sides however will probably be just coloured lines.

This is because we need to map the image for each and every side of the cube.

Change the "Generated" option back to "UV".

At the top right of the 3D window, drag down a new window, which should be a duplicate of the 3D view.

Go to the lower one one and expand it's icon at bottom left, select -
"UV Image Editor".

At the UV editor's lower border, expand the menus at left-of-center and select your image.  It might be the only one listed.  When you select this, it will appear large as life in the editor.

Place your mouse cursor back in the 3D window and with the cube still selected, get into "Edit" mode. (TAB)

In Edit mode press CTL-TAB and select "Face".  All faces should be highlited.  If they're not, press A.

At the bottom border of the window click on "Mesh", then "UV Unwrap", then "UV unwrap" a second time.

Presto!!!  Your texture should appear at all sides of the cube!

When a contiguous texture is required, you could try "Smart Unwrapping"
and in fact experiment with all the unwrap options.  For now stick to what you've got.

Reflective light called 'Specular' can upset texturing at times, so try turning this off or reducing it to see the effect,  Get back to the top icons, select the Material icon again. (little brown ball)

Just below the diffuse slot is the "Specular" one.  Drag it's slider back to zero for now.

Under the "shading" tab just below that, click on the "Shadeless" box.  That can brighten up surfaces markedly.

-=========-

It could be that the images are all topsy turvy, however each of the cube's surface images can be adjusted and rotated from the UV editor without affecting the cube's geometry itself.

From the 3D window, make sure you're still in edit mode and select a single face.  Go to the UV editor's lower border and two icons on from the "View" option is an icon that when highlited, will keep the 3D window's surface selections in synch with those highlited in the UV editor, and vice versa.  Click on that to highlite.

The image in the editor should also glow.  That's the surface that's going to be affected by what you do next.

Place the cursor in the UV editor and press R.  Drag the image around to the desired angle.  Typing R90 will (would you believe?) rotate the image 90 degrees, R180, 180 degrees.

You'll notice that the UV editor works in 2D.  X & Y axis only.

You can also scale images by pressing S and move the mouse without dragging.

SX, SY will scale surfaces in the X or Y axis respectively.  Make sure you're in the UV editor each time!!!

GX and GY will "Grab" an image and drag ts in those axis also.  Just pressing G will drag it around as you like.

and that I hope, will get you going -

I'm not very good at texturing myself, but there are a few good tutorials that might be able to help you. I recommend these few:
https://www.youtube.com/watch?v=W07H7xeUnGE,
https://www.youtube.com/watch?v=3jJGBzAxXKo, https://www.youtube.com/watch?v=rzXNZkEoTAk and https://www.youtube.com/watch?v=repqy81Gs84 (Yes, I know most of these are by Blender Guru.) Hope these tutorials help solve your problem!


How to convert different contrast parts of image to curve? Suppose I have this image.

and I want to convert it into curve for this animation Curve animation

Watch from start to 0:03
I can do it by Bevel Factor in Blender.
But i Have to make the curve by "Draw Curve" Is there any simpler way. Please Tell.

Go to this website

Right click on the image and click Save page as (The download file will be in svg format)

Import File

File -> Import -> SVG (If svg is not enable, enable from the addon)

Now u need little cleanup.

Delete the unwanted parts (scale,etc)

Go to edit mode and select the outer edge and delete vertices

Now you have a clean India Map with the curve

If you need to download separate state download here. Color the different state and place it.

How to Bevel

Go to the curve tab

Change the shape from 2D to 3D

Add a curve circle.

Select the Map curve and in the bevel object select the circle.


Split Screen Resolution Problem (Game Engine) So when I run the game with the Embedded Player the split screen works but when I run it Standalone the size of the camera is changed.

Embedded:

Standalone:

I would like to make the standalone look like the Embedded.

Here is the code for the split screen if that is needed:

from bge import logic, render
camList = logic.getCurrentScene().cameras

cont = logic.getCurrentController()
own = cont.owner
cam1 = camList[own['cam1']]
cam2 = camList[own['cam2']]

width = render.getWindowWidth()
height = render.getWindowHeight()

cam1.setViewport(0, 0, int(width/2), height)
cam2.setViewport(int(width/2), 0, width, height)

cam1.useViewport = True
cam2.useViewport = True

Thanks!

I have that problem too. Try making the focal area larger, although it may be an issue with having two cameras.

Although, the snarky answer would be to restore down the game window.

Or you could do it like MarcClintDion commented. But really, make a note of the position of each camera, and slowly move them until you get the results you want.

Also, check if it's only going to fail with width. See if you can't stack the screens on top of each other, and see what effect that has on the width.

set the resolution (width) of embedded player half of the standalone player & vice versa for vertical split.


Object as transparent mask in Blender 2.8 Workbench engine I want to archive this effect:
Create invisibility cloak alpha mask material

But I can't find the option for transparent mask in the material tab in Blender 2.8's workbench engine. I can make the object transparent (by changing the alpha in its color settings), but then it will not mask other objects in scene. Is there a way to do it?

Material with Holdout Shader (in node editor: Shift A - Shaders - Holdout). Add that material to your blocking object.


Why won't blender files open? I have a student that has been working on a project recently and finally got the steps to work. However, when she tries to open the files in blender, it won't open. Instead, it takes her to the page as if she was saving it again. Any ideas on why this is happening? I have never ran into this problem before.

Thanks!

Uncheck the "Load UI" button when loading the file. That'll keep the user interface as it was before, instead of loading it from the blend file.

I have been having a similar problem and I have finally figured out a solution. If you are using Windows, go to the .BLEND file you want to open and put it up in a smaller window. Left hold on the file and drag over to the Blender icon program on your desktop and click "Open in Blender." It should open just fine.


Python Script FBX export blender problem I am writing a simple script that will export a file in blender

CODE

import bpy

bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
bpy.ops.export_scene.fbx(filepath="~/Desktop/updatedhouse.fbx", path_mode='RELATIVE')

I am running into the following error and I am not sure how to decipher it.

 line 291, in write
    with open(fn, 'wb') as f:
FileNotFoundError: [Errno 2] No such file or directory: '~/Desktop/updatedhouse.fbx'

location: /private/var/folders/48/ptx7wqz138x4_shgs5nk6szm0000gn/T/AppTranslocation/DEB386B3-C3FC-4FAB-B7A2-0954C07B91CF/d/blender.app/Contents/MacOS/../Resources/2.78/scripts/modules/bpy/ops.py:189

I needed to specify my entire file path in the filepath parameter of the bpy.ops.export_scene.fbx method.

Try this:

bpy.ops.export_scene.fbx(filepath = yourpath, use_selection = True)


is this a Bug? particle hair color abnormal there are 3 planes, each plane has two particle hair systems. the particle hairs that on the same plane has the same material.
in blender 2.83 LTS. the color display as intended.
since 2.90, the particle hair looks different. when both hair system are active, the color is mix with other hair particle color of different planes, if disable either one of the hair system that on the same plane, the color return to normal.
as you can see in the picture below, I set the material to mix of primary color red green and blue with secondary grey color. in 2.83 it looks right, but in 2.90 and above, the blue and green materials also mix with red somehow.
here is a link to the blend file:
https://drive.google.com/file/d/1Ai8InP7sNN0hHDHC-sD8gvr5ZL9BCEz9/view?usp=sharing

I have no idea why you need two particle settings on each plane but if you don't need it really. If you delete the second particle system on each plane, it works.


stop render from console? What I'm doing:
Running a script from the Scripting workspace in Blender UI.

What the script does:
There is a main 'for loop' that append objects one by one from another .blend file and render them individually.

What's my issue:
Sometimes I want to stop a script before it end because I'm not happy with the renders. When a script is running you can't access Blender UI (it's basically frozen), therefore I have two options to stop it. Shutting down Blender or doing CTRL+C in the System Console. Shutting down Blender is annoying, and CTRL+C doesn't work when Blender is currently rendering (<- this is important!).

What I want to be able to do:
I want to find a way to stop Blender from rendering in order to access Blender UI faster and make my adjustments before starting the script again.

Typical code line that handle my renders:

bpy.ops.render.render()

I'm not going to post any more code than that, the rest is irrelevant. If you are after the bounty just create a basic scene and render it from a script with the line above and see for yourself how the UI freeze and you can't do anything to stop the render.

To my knowledge there isn't really a good way to do this from a single Blender process. But I will give a few suggestions how it can be done.

Option 1: Render in a subprocess

This can be done using render farm or net rendering software. The idea is that your master will then create the scene that needs to be rendered, save the scene to disk and use python to start a sub process to do the actual rendering.

Option 2: Construct the scene in a subprocess

A variant of the previous version where the master will create a python script with how to construct the scene and perform the rendering. You can then start blender as a subprocess to the the scene constructing + actual rendering. The subprocess can be stopped by python script.

Option 3: Sample Batch Rendering

With sample batch rendering you will render a number of samples. (15 for example) and after 15 samples when you want to continue you offset the seed and render the next 15 samples. and do that until all the samples have been rendered. During the rendering you can combine the renders using the compositor, python script or external image tool. You could also do that from a master blender process.

The open movie spring was rendered this way so at an early stage of rendering you could check if all textures could be found.

(if your on windows)

At the webiste of sysinternals you can find a tool to kill processes pskill.exe.
And then run pskill.exe blender

Normally to run blender from console you only require a small commandline what i usually did when i had a lot of re-renders when things had to be adjusted, i made a small script that only outputed the command line based upon the allready logged frames, i only had top copy the line and alter the start frame.

My script also devided a job over multiple PC's, though i dont have the script anymore it be easy to create something alike it.


Why aren't these objects rotating? Physics question Here is the project: https://www.dropbox.com/s/e3k8811psg7dkq1/PackingPeanuts%202.blend?dl=0 2
I've added some forces on rigid bodies - they are shaking about but not rotating. Does anyone know why?
Thanks


Hotkey issues for deselect I tried everything that I know to do but for some reason, out of nowhere, my deselect all "a" key will not deselect. I have to Shift+B to deselect all. I have a brand new computer and the deselect was working fine last week. I tried loading the factory settings from the file menu but same thing. I do not know anything about scripting so I wouldn't know where to begin. Any help is appreciated.

Uninstall The Blender 2.79b Then Reinstall It . If the problem still occurs try installing the blender 2.79a version of it.
HAPPY BLENDING


Cycles render time increases drastically upon adding simple planar backdrop I have made a simple studio setup to showcase a toy car model. In Cycles I am getting an estimated render time of about 1 hour which is unusual for a scene this simple. Upon making tweaks I realised that hiding the studio backdrop from the render cuts my render time to 8 minutes.The backdrop is a simple beveled plane consisting of 36 quads. I have my max bouces relatively low as well as the indirect light clamping

This is the shot I am trying to render in Cycles as rendered in EEVEE

This is the size of my backdrop

And here are my render settings, which seem pretty tame all things considered.

Nodes for the cove.

The render-time difference isn't too surprising, given that without the background most of the camera rays would simply miss all of the geometry and so those tiles to the side would render extremely quickly compared to the rest. Adding the background means that those camera rays hit a surface and Cycles then needs to determine Diffuse rays from the rest of the geometry to shade each point on the surface.
One potential solution would be to use the new(ish) Adaptive Sampling option. This way you can set a noise threshold and those tiles far from the "track" should render quicker than they otherwise would, while still having enough samples to avoid noise.

I have seen your comments and I think it is a problem with the scale of the plane. Try scaling lower the plane from right to left. That might cause fewer bounces to happen everywhere. If it still doesn't work, try increasing your tile size, because  I guess that is the only problem. I would recommend setting the tile size to the size of the resolution, for example, if your image resolution is 1920x1080, try setting the tile size to that. I have seen you are using GPU compute, so I would say go with what I said. If it still doesn't work, I will say as a final resort to switch from GPU to CPU by setting the settings to normal ie. change the tile size to as it was. If these 3 things don't work, please share your blend file so that I can solve it.
Aster17


exporting video with transparent background I have searched but not found an answer that exactly answers or works.

I have a rotating rendered head animation that I want to export with a transparent background so I can import into final cut pro x and lay over video footage or still imagery. I have tried saving as a blender render as quicktime .mov with alpha as transparent and as RGBA but doesnt work, a black BG. I have also tried as a cycles render but still black BG. Is there any particular file format that is better for this? H.264, MPEG, .mov? or something I am missing? thanks

Alpha and codecs don't behave terribly well. At last check, only the horrific QuickTime encoder on OSX permitted an alpha channel.

As with all good work practices, it is much more prudent to encode to a still format where plausible, and deal with encoding at the very tail end of a pipeline.

Same problem for me.
The only solution now found, a series of PNG export, import this series in Compressor and export compatible format for Final Cut Pro.
3 manipulations instead of one.


Control Cycles material nodes and material properties in Python How can I define the different properties of an Cycles material? Such things as glossy, glass, diffuse, RGB-color, emissive via Python scripting?

Here is how to change material properties, you can see all of them here or see the python path when you hover over in the UI on some material attribute:
    import bpy

    # get the material
    mat = bpy.data.materials['Material_Name']
    # change its parameters - example viewport diffuse color:
    mat.diffuse_color = (1,0,0)

Here is how to manipulate material nodes and thus the material look itself:

Get the nodes:
  import bpy

  # get the material
  mat = bpy.data.materials['Material_Name']
  # get the nodes
  mat.use_nodes = True
  nodes = mat.node_tree.nodes

  # get some specific node:
  # returns None if the node does not exist
  diffuse = nodes.get("Diffuse BSDF")

Create driver:
  # insert driver to roughness
  driver = diffuse.inputs[1].driver_add("default_value")
  var = driver.driver.variables.new()
  var.name = "variable"
  var.targets[0].data_path = "PATH"
  var.targets[0].id = "Target_Object_Name"
  driver.driver.expression = "variable"

  # remove driver
  diffuse.inputs[1].driver_remove("default_value")

Keyframes:
  # insert key frame to roughness at frame 10
  diffuse.inputs[1].keyframe_insert("default_value", frame=10)

Create nodes, here are all the node types you can create (look for subclasses):
  # remove specific node
  nodes.remove(diffuse)

  # clear all nodes to start clean
  nodes.clear()

  # create emission node
  node_emission = nodes.new(type='ShaderNodeEmission')
  node_emission.inputs[0].default_value = (0,1,0,1)  # green RGBA
  node_emission.inputs[1].default_value = 5.0 # strength
  node_emission.location = 0,0

  # create output node
  node_output = nodes.new(type='ShaderNodeOutputMaterial')
  node_output.location = 400,0

Link nodes:
  # link nodes
  links = mat.node_tree.links
  link = links.new(node_emission.outputs[0], node_output.inputs[0])

  # get specific link
  from_s = node_emission.outputs[0]
  to_s = node_output.inputs[0]
  link = next((l for l in links if l.from_socket == from_s and l.to_socket == to_s), None)

  # remove links
  links.remove(link)

As before hower over node atributes in UI to see the python paths

Here is a repo that does exactly what you want. It has a ready-to-run python script that can be run from the command line in the background without opening the blender GUI. It creates a water material on a surface mesh for a convecting bubble - this is done with 2 different shaders and mixing them using a mixer shader. The script loops through the different files and renders the images as jpeg. The images are also there in the repo. Just clone the repo and run the command given in the README file in the terminal. This scripting was done with Blender v2.78.

https://github.com/nataraj2/BlenderScripting


UV map not applying on Object I am trying to build my own spaceship according to the spaceship tutorial created by BlenderGuru.

However, there' s a problem with the UV map I have created for the spaceship.

As you can see, I have already added the image to the node editor and connected it to a displacement socket and added the image to the UV image editor.

I am clueless what might cause the problem. Maybe you could help me to solve this problem.
Here' s an additional image of the UV map I've created for the spaceship.

Here is the .blend file:

Duplicated Material output node

Even though it seems to be one, if you try to grab it and move it slightly you should discover that there's another one just behind it.

When you have multiple material output, Blender set as active the last selected of them. As in your setup Shader/Surface and Displacement are in different output node, you cannot see both effect at the same time.

Delete one material output node and plug the cables in the other.

In the texture tab, do you have UV mode selected?

for nodes you will need to use the output from the object
node UV


Weird invisible face issue Before we get started - I'm a total newbie to Blender.  So, take my terminology use with a grain of salt as I'm probably not using the correct words.

I'm trying to make a lantern.  I built one in Blender, sent off a .obj file to a friend to "proof-read", and they sent it back to me (I believe they use 3DS MAX).

Now my lantern looks like this:

The shading is weird, but since this project is for 3D printing, I don't really care too much about that.  However, I'm concerned that the apparently missing faces won't print properly.

I tried using the features to auto-create faces with the correct vertices selected, but nothing happened.  So I thought maybe it was a display issue.  But when I turned on face normal display, those two 'faces' are missing normals entirely, so I suspect that they're not there but the auto-create tool can't fill in the space for some reason.

Thoughts?

Edit:After repairing the lantern partially with lint, I'm getting a strange issue where the lint is repeatedly asking me to delete what seems to be working vertices.  See the left side for several deleted vertices, and the right for an untouched side.  The currently selected vertices are the ones it is describing as lint.

In this case, you have a simple problem of missing faces. One way to verify this is to install the MeshLint addon for Blender. Then use the "Check Non-manifold Elements" tool. This will find any holes in your mesh.

To fix the holes, select the edges around one hole and press F. And repeat for any remaining holes.

Other common mesh problems can be fixed by removing vertices that share the same space. Called doubles. To do so, press W and select Remove Doubles.

Add an edge split modifier to address your shading in general.  This will allow sharp corner where necessary.  Consider removing doubles.


Local View with background images in2.8? I am following a tutorial (the tutor using 2.79) I am using 2.8

He can go to local view without losing the reference images. I can not do that. I am aware that if I select them I can actually bring them to local view too, but I find it a little bit tedious.

Is it possible to make my background image/references always visible regardless if I jump in to local view or not?

Thanks a lot.

As of today, there are no ways to do that.

I posted a request on the Empty Images topic, asking the devs to add an option for that.
Hopefully, this will be done, in which case I'll update my answer accordingly.

Background images in Blender 2.8 can be viewed in both perspective and orthographic views.

You can add a background image by going to Add > Image > Background. Choose your image and no matter what view you're in, the image will appear.


Will Blender charge me for exporting videos? Almost every single app I've attempted to use wouldn't let me export my video by email or drive. They don't even let me put it on my desktop. I'm a student and a couple of my classes ask for videos. Will Blender make me pay to share my videos with my teachers?

No, Blender will not charge you.

Blender is an open source 3D development software that provides free access for anyone to do almost anything they want with it.

Even if it was, you will find that many programs will provide free student copies and accessibilities.

Taken from the licence page:

  This license grants people a number of freedoms:

  You are free to use Blender, for any purpose
  You are free to distribute Blender
  You can study how Blender works and change it
  You can distribute changed versions of Blender

The Majority of restrictions are for the source code and software distribution.

As @Duarte Farrajota Ramos said, you should take a look at the licence if you have any queries.

Good luck with your project and I hope I helped,

BFB

I'm not an expert, but I've never been charged.  Saved them to a folder and emailed them to clients with no issues at all.


Blocky smoke simulation doesn't change shape or makes a dark flash I've been trying to make several smokes simuations.
I'always end up with 2 types of results :

1st one  is this strange compact & blocky  smoke that never change it's shape even if going upward....

what my smoke look's like

I've tried a few things to stop but nothing's working, changing resolution division or particle emmiter scale etc, standing still...

Or, but still rare, that my smoke do not form anything, but when my frames are re-looping, make a strange kind of "dark" flash and disappear the next 5 frames....

PS : i'm using Blender 2.9.1 & Cycles render engine.

Problem solved by turning Node Wrangler off, relaunching and baking again... idk why .....


Transparent texture makes the mesh transparent too Hi and thank you!
So I applied the skin textures on the body, then on edit mode selected the face area and applied a transparent PSD file with only eyes/mouth being opaque. We see them but the transparent area of the texture leaves a hole in his face... is there a way to fix this? Thank you!
I use Eevee and set alpha clip as a blending mode in texture settings.
Thank you!

So here is the answer:

Thank you to Susu and Rob Proctor for the help! :)

There could be a better way, but I don't think you can have multiple materials per face. You'll probably either have to duplicate the face mesh and then give each their own material or maybe or create a material that utilizes the skin texture and face combined.


Shortcut to toggle a specific combination of layers? Is there some way to toggle a specific combination of layers (instead of all layers, or one layer at a time)?

For example, let's say I have objects in layers 1 to 5, and I occasionally want to hide layers 2, 3 and 4 (or maybe sometimes I want to see 2, 3 and 4, and hide 1 and 5). How can I toggle 2, 3 and 4 together with one shortcut?

Ideally, a way to set multiple combinations instead of just one combination.

I know the ` key toggles all layers, and the number row keys can toggle individual layers.

The only way possible would be Shift+2+3+4, I think.


How do I separately apply color correction to a model and video clip? So I'm making a scene where I put my model in a clip I tracked. I think the lighting looks good but the colors of the model itself look overexposed compared to the "flat" colors of the video (this is game footage, that's why it looks flat).

I would like to know how to apply color correction on only the model so that it matches the scene colors. I'm gonna apply overal color correction in other software when rendered to make it look better.

I added a screenshot (quality much better in blender) so u can see what the problem is. Thanks!

OK, so here is what I would do:
I would strongly suggest that you render your model and put it on top of your image in 2D by simple image/videocomposite. Render out an exr or png sequence and then re-import that in Blender and use an alpha-over node in the compositor (you can also use any video editing software that way)
Then you can just put your image through any CC nodes and process it before merging.
I would also suggest using EEVEE, since you don't have any detail that relies on caustics. Should turn those 40min into 40s.
And as final tip: If you are using motion blur or depth of field, leave the plane in the background, but turn off camera visibility. This way it will already blend into the blurred areas saving you a lot of fine-tuning.


How to prevent sculpting tools from affecting faces through thin walls? While sculpting on models that have relatively thin walls, I've found that the sculpting tool "bleeds" through to the opposing wall (In my case, the external wall is a finely detailed surface, and I'm just hollowing out the inside of a solid to achieve as thin a wall thickness as possible for 3D printing).

I can't imagine an application where this bleed-through would be desirable, and it is certainly NOT desirable for mine.  Is there a way to turn this off, perhaps similar to the toggle that allows one to select either "only visible" mesh points within a selection, or "all" mesh points within a selection?

Currently, the only way I've found to prevent this is to be zoomed in close enough that the relative wall thickness is greater than my tool radius.  This turns what should be a 5 minute task into a 2 hour task.

Try enabling Front Faces only:

If that doesn't work, then try painting the vertices you don't want to change with the mask brush:

These masked vertices won't be allowed to change. To clear the mask, press ⎇ AltM.
UPDATE: In version 2.8 or higher of Blender, the Front Faces Only option can be found in the tool's header bar, within the Brush menu.

In the view Brush you can see ->Texture, ->Stroke, ->Curve, etc. So open ->Symmetry/Lock and in Mirror: disable buttons: X, Y, Z


Is there a way to make baking sound to F-curves more accurate? At the moment I've got a script that generates a bunch of bars, and bakes a narrow range of frequencies to each bar's Z scale. It ends up being a pretty simple spectrogram that I composite onto the bottom of the video.

The only problem is that there's a lot of "bleeding" across frequencies. It looks like the same kind of thing you see on a spectrogram if you set the window to something really small.

If I have an audio file with a 440Hz tone, you can bake frequencies as low as 100Hz or has high as 1100Hz and still be able to see a little of the 440Hz tone influencing it, and there's a lot of really significant interference down until around 200Hz and up to 700-800Hz. Is there any way to make blender more accurate when baking sound to F-Curves?

It's not an answer, but I've worked around it by processing the audio data in Sonic Visualizer, saving the spectrogram as a PNG, then importing the data into blender through a script I wrote. It basically splits the image into several long strips, each representing a bar, and treats each pixel in the X direction as a new frame. It sets the height of the bar based on the brightness of the brightest pixel in the current chunk, with some stuff to smooth out the motion, and then keyframes it. After I've cleaned it up a bit, I'll edit this to include it.


Disable gravity for a single dynamic object in the BGE? I have a sphere which I use to restore dynamics on objects it collides with (by expanding to cover the shards over the course of the animation); the collided objects are "shards" of a crystal, and the sphere is a ghost so it does not affect any part of the crystals except the state of their dynamics. I have a collision node set to detect collisions with the material of the sphere, but that requires it to be a dynamic object.

I need to make the sphere unaffected by gravity during physics simulation, since there is no way to set the mass to zero, and collisions will not be detected with static objects.

This question has a similar problem, but setting the sphere to a character simply made it glitch out and not expand correctly.

In order to make an object "not have" gravity, you can move the object up at the same speed gravity pulls it down.

Connect an Always sensor to an And controller and this last one to a Motion actuator, with a value of 9.8 * mass (where mass is the value for Mass, set in the Physics tab of the Properties window) for the Z axis.

Or you can just take the easy way out, and move your objects along the Z axis as well as the Y and X ones too, giving the ¨Zero Gravity" effect.

This is also great for making a space themed game, easy and fast! :D


Turn off Knife cut "auto complete" setting? Everytime i use the knife tool, it wants to auto complete and i just want to make one line, non of the short cuts get rid of it either.

Pressing Esc or RMB at any time cancels the tool, and pressing LMB or Enter confirms the cut, with the following options:

Enter will leave selected every edge except the new edges created from the cut.


Not getting even thickness with solidfy Not getting perfect even thickness with solidfy modifier. I have simple box and i want to give 3mm box thickness to it. I tried complex and all other options inside it. Non of its working. Face are all facing correct. Scale rotation are also 0 and 1. Any suggestion why not getting thickness.

At the top of the bit that sticks out you have another face extending out at a 90 degree angle. The Solidify modifier is intersecting itself right there and making things go strange.
If you remove that overhang, switch the modifier to Simple, and enable Even Thickness you will get a better result.

See this picture:

This is complex mode in solidify modifiers,
There is and option below Complex which (Thickness Mode) set this to Even not on constraint.
Even thickness: This is similar to Simple Mode with Even Thickness and High Quality Normals. It adjusts for sharp corners, but may not always work when more than three faces come together.
Maybe it will help you>>>>


Bottle of wine bad bottom reflection i'm trying to create a bottle of wine. I'm totally new to 3d design and family, in fact i'm a web developer but i do like to learn and try new things! Now i struggling (a lot) on this project.

As you can see i have that bad color change (or reflection) and the bottom, which i dont know where coming from, i want to remove it! I tried a lot a different stuff like changing glossy and other proprieties...so i'm here because i need your help :)

Thanks, much appreciated!

Here some shots:

:: Download .blend

As Duane stated the problem was with the wine part that were placed outside the bottle. The problem wasn't visible becouse i had disabled the modfier preview during editing. Not it works just fine! Thanks


problem exporting model with texture I have a basic problem (I guess). I'm just using the default cube, I added a material then a texture I chose the default "marble" pattern. When I render it, it looks like it should. However, when I export the object (tried all different formats), then import the model back into blender, there is no marble pattern on the cube.

Other formats than blenders .blend don't support Blenders full feature set, have different settings or similar functions, which are not always compatible. Not all Settings, Materials or Datatypes can be saved by export functions. So if you don't want to import your model in a different Program, use the Save As Function to save your file in the native .blend format.

maybe try to "pack external data"?

File ‣ External Data ‣ Pack into blend-file

https://www.blender.org/manual//data_system/introduction.html#pack-unpack-data


I want to move background image and not this red circle thing I have a background image opened but I can't drag it to my preferred location, instead I keep moving this red circle cursor thing.
Like if I zoom in the image I can't move to the face or the feet

You can't drag a background image. To move it use the numbers in the background image section of the properties bar (You can bring this up by pressing N in the 3D viewport).

Zooming has nothing to do with panning. To pan around the 3D viewport use Shift + MMB.
The little red circle thing is the 3D cursor. It is for doing operations relitive to a point in space.

As a word of advice, I highly suggest you watch some tutorials on the 3D view and interface before worrying about things like background images.

I finally found the answer, press Shift + S then select Cursor to Center