In order to render freestyle lines that are obscured by smoke there are two main issues that need to be overcome :

Freestyle only renders the edges of 'exposed' meshes - the smoke domain will effectively mask out the freestyle on anything behind (or within) it.
Freestyle is an 'overlay' effect applied after the scene is rendered - it is not actually part of the 3D scene and so cannot directly interact with elements within the scene (such as volumetric smoke).

Rendering a simple test scene with freestyle enabled creates the following results :

Note how the freestyle is masked by the smoke domain on the furthest Suzanne.

To overcome the masking issue we can use the compositor to combine multiple renders to 'filter out' the freestyle lines which would be obscured by the smoke and for this we'll need to render the scene three times - once for the 'full' render (without freestyle), once with just the freestyle lines (that we can mix into the 'full' render wherever they wouldn't be obscured) and, finally, how the freestyle is obstructed by other elements (including the smoke) in the scene.

Full render :

Freestyle :

Obstruction :

To allow the scene to be rendered without the volumetrics we can move the volumetric domain onto another layer by selecting it and pressing M to bring up the layers popup and selecting the destination layer (eg, layer 2). Render Layers can be set up to render the different scene layers to get the desired results.

For the 'full render' we need to create a Render Layer to render both layers (ie, the layer without the volumetrics and the layer with just the volumetrics) :

For the freestyle layer we want to render excluding the volumetrics and disable all other elements - so we just get the freestyle lines :

Ensure to set the Freestyle Line Color to pure White as we'll use this colour the freestyle lines in the compositor.

For the 'obstruction' render we need to render just the volumetrics layer and to 'darken' the image based on the 'depth' of smoke the ray passes through but with the rest of the scene pure white. We can achieve this by setting all objects and the background to a pure white Emission material with a strength of 1.0 and use a Volumetric Absorption for the smoke - adjust the density to adjust the 'thickness' of the smoke. Note that the Render Layer includes a 'material override' setting. This will override all materials in the layer and is useful for setting the objects to all render as pure white emission while the volumetrics are Volume Absorption. In this case I've used the Object ID to indicate the object type (emission = 0, volumetric = 1) using the following material :

In addition, I added a plane behind the scene to provide a background 'environment' of pure white (as for the other meshes). This was moved to another layer (3) so that it can be included only in the Obstruction render. This means that the 'Obstruction' layer needs to include all three layers to include the objects (1), volumetrics (2), and additional background (3), as well as the material override :

To produce the final result we need to combine the 'full' render with the freestyle overlay, using the obstruction mask to mix - so that the freestyle is only applied where the surface is not obscured by the smoke. This can be achieved with the following nodes :

Here the Obstruction layer is used to determine which parts of the freestyle layer are overlayed onto the full render. The RGB node controls the freestyle line color while the Color Ramp can be used to adjust the apparent density of the smoke.

This can produce the following result :

Blend file included


Auto Export Viewport Render to external file

It is called rendering
Exporting images made from 3d scene is called rendering. You can render your 3d scenes to image files. There is no other miraculous secret way of getting images from 3d to a file.  If there was, it would still be called rendering. If you are talking about a process of generating images from a 3d scene and saving them to files that is always called rendering. So you do have rendering functionality in Blender. It is accessible from Blender's Python API as well so writing add-ons that would automatically render and save the viewport is also possible.


How can I add inputs to a file output node?

Click the Add Input button in the properties panel (N) when the file output node is selected:


How to switch the camera to orthographic view?

In the camera section of the Properties window (and with camera selected as active object), you can determine the kind of lens type you want.

When you select Orthographic perspective objects always appear at their actual size, regardless of distance. This means that parallel lines appear parallel, and do not converge like they do with Perspective.


You cannot.
Extrusion is always performed n the local Z axis of a curve, particularly for 2D curves.

In 3D curves however you have a Tilt property (Ctrl+T by default) that you can use to your advantage. By tilting the curve by 90 degrees you can make the extrusion appear horizontal.

This is not advised however if you curve is mainly 2D. You will lose the ability to properly fill it, it will be hard to ensure bidimensionality, and among other things you will lose the ability to maintain constant width on tight corners

For 2D curves you are advised to use a second bezier curve as Bevel Object, this can consist of a simple horizontal line, or a narrow squished rectangle if you wish to give it some thickness.

You can then control the "width of extrusion" always from the bevel object. You can adjust on a per-vertex basis with a scaling factor using the curve Radius property (Alt+S by default).

It is advisable to maintain the bevel object width shorter than the tightest curvature radius to avoid self intersections and potentially resulting artifacts.


Hair not growing in the direction of the direction of normal

Maybe you have uniform scale on your model? Try to use "apply scale": Ctrl + A -> Scale in object mode. When recreate hair.

Learn why is it important to apply transformation to an objects data?


Official blender distributions include the standard python library with a few modules disabled (such as tkinter and test). I'm quite sure that numpy is the only third party module to be included.

Blender uses it's own GUI widget library and provides a python api for us to add custom interface layouts. While you can ask the developers to add other modules, you shouldn't expect other third party modules to be added to the standard install.

You do have several options -

Add third party modules to your installation of blender. You can find several questions like this one that expand on this option.
Remove the included python so that blender uses the system installed python. You can also build your own version that is configured to not include it's own python version. This gives blender access to the same python modules you have access to in your python scripts.
Run blender in background mode to perform tasks that you have scripted.
Build blender as a python module. If you are using scripts to automate tasks you could use blender without a GUI and control it from your app.


Light bending or custom rendering engine?

Nope Cycles cannot bend light in arc nor Blender Internal. Only the renderer Interstellar was rendered in is capable of it as far as I know.

You can bend light with multiple planes with refraction shaders though.

Or you can code your own renderer.


Solved it! I had to toggle "keep UV and edit mode mesh selection in sync" off and select one of the islands and move it, then when I turned it back on the islands were separated. Don't know why that worked, but I'm glad it did!


Cannot find camera after deleting and appending a new one with python

If the new camera is getting named Camera.001 then it is likely that the old camera is not being deleted, as blender appends .XXX (where XXX is some number) when the requested name is already in use. I'm not to familiar with all the python delete functions, but this could be because that data isn't actually deleted until the scene is saved and re-opened, due to how blender manages garbage collection/scene data.

You probably need to update your script to get the name of the new camera from ti after creation or assign a unique name to it when you create it, and the use that to set the active camera


why is my texture split and not one image?

Thanks to Glady's comment i have discovered that my mesh what not UV unwrapped. This done by going into edit mode click U on the keyboard, followed by selecting "UV unwrap."


Break apart grid pattern of foams in mantaflow fluid sim

It is a known bug in the official release, it has been fixed in the daily builds.

The first video you linked is actually done by me.


I don't know why object has changed color

From looking at your screenshot, it seems that your normals are inconsistent. To fix this,  Tab  into edit mode, then select everything by pressing A  twice,(assuming nothing is already selected in the scene) and press  Ctrl +  N to make your normals consistent.

You can usually tell if your normals have been flipped because the shading on your object will darken.


Importing PNG series with Import Image as Plane is blurred and has artefacts

Nice default settings are to make sure you have Z Transparency as shown below in the Alpha Mode group.. also tick Shadeless as this makes them insensitive to light or shadow and will make them not appear blurry when rendered. You can enable this before or after importing the image(s).

The images come in clean with the alpha setup nicely. As you can see, they can also be layered etc, they might look a bit aliased in the 3d viewport but when rendered show very nicely.

I think the artefacts you might have seen is because they are intersecting with each other, try spacing them apart a bit on the Z axis etc..

These are the planes below in the 3d viewport after importing, the ones on the left have been spaced, while the ones on the right are in the default position.

This is how they look without Shadeless enabled when rendered.

And this is how they look with Shadeless enabled when rendered.


Your current screen shot shows you are in Solid draw mode and that will not update to preview your material, change it to Material draw mode and you will get a better idea of what is going on. Even faster idea of what is going on is to set a border in the 3d view with Ctrl-B and to then press Shift-Z to change to Render preview mode inside the border, and that way you will see actual feedback as you change the shader.


You first need to create the UVs. You need to unwrap your uvs. Enter edit mode. Select  the base of the neck in a loop at the base using edges. press CTRL+E >Edge Data>Mark Seam. Unselect all. Now make an edge selection starting from the base of the neck (in the middle of the loop you just selcted but starting at the middle of the neck, and select edges all the way up to the top of the head) CTRL+E>Mark edges.
Now: Select all: CTRL+U (unwrap) while still on EDIT mode. Then you have a UV map. Finally apply the texture you created. You´ll get distorted things. Start painting again, only this time you will see your UVs and your Material and Your textures.

Thank you for your consideration to vote me as the answer by clicking to the left :the icon with a check mark and upvote this answer.

BFCT_Schiller


In Blender particles and simulations are still badly optimized and mostly single-threaded with no GPU compute support. With time features are added and even now you can look into the FLIP FLUIDS addon. Multithreaded with OpenCL support, demo for tryout here.

Another solution might be DualSPhysics simulation engine, which is free, multi-threaded and even GPU accelerated. It's ease of use is not that great, there is no integration with Blender other than importing the simulation data and rendering with Cycles (there is addon for that). It is integrated with FreeCAD. Ooutside of that there is no GUI, some programmer knowledge required.

Full capable, easy to use and well optimized simulation apps cost $3000+, like Houdini, Bifrost, RealFlow, etc.


Using python and bmesh to scale/resize a face in place

Scale the distance from face centre to vert.

Propose in this case could simply use the face centre as stationary point, and reposition each vertex coordinate by a scale factor.  For a face face with a centre c = face.calc_center_median()  having a  vertex v the vector v.co - c represents the straight line from vert to c. Can then move the vertex to a new location by a factor along this line v.co = c + scale_factor * (v.co - c)

Example script, run in edit mode with the face you want to scale  active.

import bpy
import bmesh

context = bpy.context
ob = context.edit_object
me = ob.data
bm = bmesh.from_edit_mesh(me)
scale_factor = 0.5

face = bm.select_history.active
if isinstance(face, bmesh.types.BMFace):
    c = face.calc_center_median()
    for v in face.verts:
        v.co = c + scale_factor * (v.co - c)

bmesh.update_edit_mesh(me)

Have assumed the face is co-planar

Using Matrices.

Another way to achieve this is using matrices, v.co = c + scale_factor * (v.co - c) Indicates the operation needs both a transformation and scale. For the transformation can change the space locally such that the point c becomes the origin.  (Wont be shifted by any scale).

face = bm.select_history.active
if isinstance(face, bmesh.types.BMFace):
    c = face.calc_center_median()
    T = Matrix.Translation(-c)
    S = Matrix.Scale(scale_factor, 4)
    bmesh.ops.transform(bm, matrix=S, verts=face.verts, space=T)


Can't see a glass object through another glass object in Eevee

Unfortunately this is a limitation of the render engine.

https://blenderartists.org/t/glass-material-cycles-vs-eevee-object-with-thickness/1113232

"You can’t. Cycles properly emulates refraction because it is a ray tracing engine, where light rays are simulated and change direction as they enter and get out of the glass, in a realistic way. For every pixel, it finds what parts of the scene affect it.

Eevee is a rasterization engine: for every vertex (part of the scene), it finds what pixels it corresponds to. It is much faster, but doesn’tactually emulate light. It uses tricks to have shadows, etc. In this case, refraction uses the normal of the point in the surface to deform what part is seen behind it, using information from the screen, but there is no light being deformed. The same happens for reflections.

The only way would be to add ray tracing to some parts of eevee, as real time raytracing is developed (which the recent announcements from microsoft and ATI were about).

PD: this happens with every single real time engine: UE4, Unity… refractions are one of the areas that really need ray tracing."


The problem is with mapping the domain materials textures, this is how it should be:

Set both your Smoke and Fire textures like this. The domain object is Cube.003 and not Icosphere and the mapping is Generated.


Any way to replicate pigment theory in blender?

I have a beta set up that seems to work.


How to achieve this effect? Does it need a custom shader?

Its a open source fork of Blender called Bioblender, which can generate 3D models from protein database files.  As far as I can tell, the program uses the Blender Internal renderer to generate images.


what is the node setup for a black luminance key

You can use the Distance Key compositor node (found under the Matte menu). This calculates a "distance" in color space from the specified color - which, in your case, you should set to pure black. You can set the Tolerance to a suitably small values eg, 0.001, and Falloff low for a sharp edge.

Using the Color output from the node will give you an image where the 'background' is converted to Alpha (which you should be able to simply 'Alpha Over' to overlay it over your original render) whereas the Matte output can be used as a Mix factor as you have used in your question.


Background picture does not appear in the render?

the easy way is to enable the Addon that does exactly that :

go to File➝ User_Preferences
click on the Addon tab search for Import Image,  check it and click Save

go to File ➝Import ➝ Import_Image_as_Plane
select your image  and click Import
position your camera and render ( you may need to tweak light )

to setup easily the render after adding the image as plane :

switch to Cycles Render Engine

in 3d_view hit Num 7 (this the top view)
hit Ctrl+Alt+0 to set the camera in this view (you can move the camera up and down to fit the image )
enable Ambient Occlusion  in the world tab

press F12 to render


Keep the bevel modifier from creating ngons and tris

I don't think there is any automatic way accompanied with Bevel modifier to operate like that. Some other manual solutions:

If you just want to triangulate, there is a Triangulate modifier for you to use;
You can also select all faces then CtrlT to convert them into Triangles;
If you want to keep quads as many as possible, select all ngon faces only, by Select >  Select Face by Sides, set it greater than 4 (As shown below), then CtrlT to convert all selected faces into triangles, then AltJ to convert them into quads by tweaking Max Angle in F6 panel.


From your comment, I gather that the FPS text is red, and below the desired rate. This is perfectly normal sadly, and just means your computer can not calculate the frames fast enough to keep up.

The displayed frame-rate is the actual number of frames calculated per second, and is displayed in red to let you know that is not the actual rate of playback. Notice that if it is going at full speed it will display the FPS text in white.

Try cutting down on Modifiers, especially the subsurf ones, as this will exponentially increase the speed.


How can I access a property if I know the path?

The simple answer is that you can't get the value from a string of the entire path. You need to have a path to an object where you can use getattr() to get a value or object from that object. But it's simple to write code to bypass this and use the entire path.
Also, I am probably not using all the correct technical terms, so if someone points out what I need to change, I'll gladly fix it - or they can just edit it.
If you have the path bpy.context.scene.render.image_settings.color_mode and want to get color_mode, you cannot use:
getattr(bpy.context.scene.render.image_settings.color_mode)
But if you have the path to the image_settings object, you can do this:
getattr(bpy.context.scene.render.image_settings, 'color_mode')
So, normally, and for getattr() you need the path to, and including, the object (in this case image_settings) and then specify the object or setting you need.
But if you have an issue where you'll have entire path names in strings (like bpy.context.scene.render.image_settings.color_mode), for whatever reason, it's possible to simply step through each level to get to the item you need. Here's how I did it:
import bpy

cm = "bpy.context.scene.render.image_settings.color_mode"
cd = "bpy.context.scene.render.image_settings.color_depth"

path = cd

#
#start with splitting the string into all the different nodes
nodes = path.split('.')

#
#loop through all the nodes in order
for node in nodes:
    #If it's the first node, bpy, we have to start differently
    #than wth the others - so set the object to bpy
    if node == 'bpy':
        obj = bpy
        continue
    #We have a node, so now get the next one
    obj = getattr(obj, node)
#Print out the final node we've gotten to - note that now the
#object (obj) is not a node, but the value stored in that node
print("Last level: %s, type: %s" % (obj, type(obj)))

I used the path to two different settings, color_mode and color_depth as examples and you can easily change which one you're testing in the 4th line of code (not counting blank lines).
Just split the entire path at periods, so you'll get a list with each level of the path in it, in order. Then step through each one (note it's a bit different on the first one). At each level, you use the current object to get the object at the next level down. When you reach the end, you'll have the object (whether it's just an object, or a string or setting value) that you need.
The output for this is just:
Last level: 8, type: <class 'str'>
Taking this and turning it into something you can call so it returns the object you're looking for is trivial. Just pass the entire path to the function and it returns the object.
This does not include any error trapping and assumes you're starting at bpy, so if you want to be able to start at context (since that's often easily available), you'll need to work in how to handle a string starting with that level.


How to add driver to emissive color in Cycles?

I am an idiot -- if the value is already keyframed you are not able to add a driver to it.  Once I deleted all the existing keyframes I was able to add a driver.


Spin Tool starting rotation not 0 degrees

Just click one of the blue Plus signs.
And then change the Angle back to 0.

Yeah, it could behave a bit better :).


Try this. 1. Apply scale and rotation of the object. Activate the object than press Ctrl + A button, than choose scale and rotation. 2. Unwrap the object perfectly to a rectangular shape. Delete top and bottom vertices. than make one vertical markseam, than unwrap the sphere. please learn how to unwrap UV sphere, in somewhere tutorial. 3. add more polygon, increase subdivision surface to highest level. if needed add double subdivision surface modifier, more polygon more detai.


Unfortunately the compositor does not update reliably. It does so on tree changed (manually), but not necessarily on frame changed. There should be no problem outputting the animation as either video or img sequence. But as far as I know you still need to render each frame. Delete everything in your scene except the camera, choose your resolution, file format and destination and hit render animation.


blender 2.7 gesture inputs are discontinued?

Gesture Ops add on let you customize your mouse gesture to execute any operator in Blender.

BTW, I am the creator of this add-on.

You can download it here


How do I make my textures show in cycles?

The problem occurs because in Cycles you have to apply the texures differently from blender internal.
To apply a texture in Cycles you have to go to the materials tab, click on the (dot)button next to color and choose Image Texture and finally open your Texture.


Welcome to Blender Stack Exchange!

After out discussions in the comments, I'll lay out what I mean a bit more clearly, and give you a step by step solution so you understand what you have to do and why.

The end result/goal will be to get rid of the particle system (although we will use it as a step) and end up with a large number of objects that are all duplicates of each other.

First off, by default, converting a particle system to real meshes via the modifiers tab does actually make them into duplicates automatically. Each identical object will have identical data. If you edit one mesh, they will all update accordingly. This should be much faster already than having individual objects with unique data. So there may not be much improvement available over what is done automatically already.

That said, the second method is to use linked objects for the particle system. A linked object is an object that is referenced from another file. When you link an object, it will appear in you scene, but you will not be able to edit the mesh data at all. Any updates you want to make to the objects will have to be done in the original file. This may provide you with some speedups. In my tests, the viewport was a bit more responsive, but memory usage was about the same. Theoretically though, this should be the fastest.

So let's get down to business.

The first method is self explanatory. Click the convert button on the particle system in the modifiers tab. This isn't what you want though, as it should be the slowest method.

For method 2, I'm assuming your setup is something like this: You have an object that is the emitter for a particle system, and you have a group of objects that are being instanced by said particle system.

Here's my setup that I used:

This is the group of objects that I used for the particle system

And this is half an icosphere used as an emitter for 5000 particles with random size and rotation (I used Blender Render with a transparent material for the emitter and enabled viewport transparency which is why it is not visible).

From here, I selected the 4 objects and copy pasted them to a new file Ctrl+C then Ctrl+V. Save this file and you can close it, as we won't need it again. Then I deleted the 4 objects from the file with the particle system. This will make the particle system disappear. However, all the settings will have remained the same. The only ones that may change are the render settings where you select the group, so maybe make note of them just in case.

Now, go to the file menu and choose the link option about 2/3 of the way down. This will allow you to add an instance of another object to your scene. Navigate to the file with the copy-pasted group, and Link the objects. It's important to link them all as separate objects, and not import the whole group, as importing the whole group will not allow us to work with each object individually.

Once you've linked the objects, they should appear in your scene, but you can't edit them or move them in any way really. For our case that's just fine, just put them on another layer. Then we can group these linked objects.

Next, Go back to your original particle system and select this newly created group. Since they are the exact same objects, just linked, and since you haven't changed any settings at all, the new particles should be identical to the old ones. Now you can convert the particle system by going to the modifiers tab. This won't delete the emitter and original particles, you you have to do that manually. At this point, you will have a bunch of individual objects, but they are all instanced from another file. On my system though I really didn't notice much of a speedup, but just converting the particles directly didn't seem to bog it down much though so there may be a noticeable difference.

There is one other way that will probably be the fastest. That would be to link the entire system to a new file as a group. Basically all you do is select all the converted objects, make a group out of them, then go to a new file and link this group (actually linking the group this time). This will create an Empty with duplication enabled and set to group.

There is also a modifier you may want to check out called the Particle instance modifier, but at least from my basic understanding it doesn't work with groups.

While these speed-ups should all work in theory, I didn't actually notice much a of a difference on my computer. The biggest slow down was when I had a bunch of individual objects and selected them. This was much slower than selecting the linked group from the final option. As far as navigating the viewport though there wasn't much difference.


How can I make the texture to appear once the game is played?

Select the cube and go to material and make 2 new material.
Select the 1st material and
Go to texture tab
Go below in the type and change --- Image or movie
and below 3 tabs -- Texture, material, both
Click on Material
In the below image select or open your image
Mapping -- coordinates -- UV
In the N panel go to Shading and change to -- GLSL
Select the cube go to edit mode and click the face u want to texture and press u and unwrap
Go to UV/Image editor and select the image
Now change the view from solid to texture.

Go to the material and select the 2nd color and change ur color.

Change Blender render to game engine


rigid body interacting strangely with collision plane -- jittering and fall-through

Try applying the scale of all your rigidbodies (⎈ CtrlA), the cube and the floor in particular:

In addition, here are some general practices I like to adhere to when creating rigidbody objects:

Always apply scale (⎈ CtrlA > Scale).
I don't really know why this matters; one would think the simulator would operate on the scaled mesh and not even be aware of the concept of object scale at all, but apparently not.
Center the origin to center of mass (⎈ Ctrl⇧ Shift⎇ AltC > Center of mass)
You may have noticed that your wreaking ball was swinging in a slightly strange manner. The reason for this was that the object origin (and thus the center of mass) was located up in the "handle" bit. This simulated as if the handle was much denser (thus heavier) than the ball, which isn't quite the natural expectation ;)
Use meshes with thickness
Not strictly speaking required, but I have personally found it helps reduce the likelihood of small high-velocity objects failing to collide, particularly with big things like ground planes.
Avoid mesh collision shapes where possible
I've found collisions involving mesh collision shapes by far the most prone to wonky behavior.
Use mesh only when it's absolutely needed; favor the more stable convex hull or, if applicable, the appropriate primitive shapes.


Blender 2.8 How to edit via the Python API an action and change keyframes

The related answers (provided by @batFINGER) answered my question, but I provide here an example for completeness sake.

# Configuration
action_name = 'MyAction'
data_path = 'location'
index = 2                   # Z axis

# Find the appropriate action
action = bpy.data.actions.get(action_name)
if action:
    # From this action, retrieve the appropriate F-Curve
    fcurve = action.fcurves.find(data_path, index)
    if fcurve:
        # Iterate over all keyframes
        for kfp in fcurve.keyframe_points:
            # Print current keyframe info
            print('Frame = {:04}; Value = {}'.format(kfp.co[0], kfp.co[1]))
            # Change keyframe data
            # Push back in time by 2 frames
            kfp.co[0] += 2
            # Move F-Curve up by 1
            kpf.co[1] += 1


extruded curves changing orientation on render

One (or more) of your modifiers is disabled for rendering:

Enable it and render happily ever after.

The camera icon toggles the use of the modifier for rendering.


How to wrap and boolean around a cylinder?

You can use a Curve modifier to make your pattern turn around. Don't forget to put the honeycomb object at the exact same position as the bezier circle origin (use ShiftS for a Cursor to Selected then Selected to Cursor).

You could also use the Simple Deform modifier with Bend option. These methods will slightly deform each cylinder of the honeycomb object though, if you don't want that use another method like for example array around an empty (i.e. Array modifier with the Object Offset option)


Another way is to use the "object offset" option in the Array modifier.

Create your pillar/section of the cupola
Apply Rotation & Scale (or move the origin of the cupola to the origin of your scene)

Create an Empty at the origin

Add an Array modifier to your cupola section, select the "Object Offset" checkbox, and choose the Empty

Enter the number of times to repeat your object (in this case I chose 10)

Select the Empty and rotate it 360 degrees divided by the number of items.  In my example, since I want 10 copies, I rotate the empty by 36 degrees (360/10).  If you wanted a half-circle, you could use 180.

If you get weird offsets, make sure the object you want to repeat has no rotation or scale on it.  Then, you can control rotation, scale, and offset via the Empty.


How to change mirror part way through making object without changing object?

You have to apply the mirror modifier for the Y axis. To apply a modifier press the the apply button on the modifier. Then you can go back in to edit mode and your details will only be symmetrical along the X axis.


Bezier curves not rendering like preview

You have a high resolution preview and a low resolution render. Suggest you turn that around :)

p.s. welcome to BSE!


Here's a trick that will let you see a faster frame rate while sacrificing a few frames here and there while cycling through the animation: Use frame dropping playback. What this does is remove a few frames here and there while playing the animation so that the playback speed looks normal. Don't worry! This does not affect the playback of the  final render. Here's a picture:
FYI this is 2.79. If you use 2.8+, the playback type is next to it.


Blender alternative tool for 'cut faces tool' of Maya

This is called the knife tool in blender.
Shortcut K by default. You have to be in edit mode to use it.


What's going on with my Matcap and how do I fix it?

Try downloading the correct .dll file from here:
http://download.blender.org/ftp/sergey/softwaregl/
and put it in the same directory as blender.exe.

Explained here:
https://developer.blender.org/T50371


I wasn't aware of this behavior myself so far to be honest, but I was able to replicate what you described on a simple cylinder with a few loop cuts on the side. The first face ring would unwrap no problem, but all the others would fail. At least the command seems to do nothing.

Here's a small video demonstrating the behavior:

In fact, it does perform an unwrap, but it is scaling all resulting UVs to zero.

To fix it, perform any other unwrap on the whole mesh before you start the Follow Active Quads method. For example, use Smart UV project. Afterwards, you can unwrap ring by ring.

Of course, it is also possible to unwrap more than one ring at once:


Material choice does not update render view

Answering my own question, because I happened upon it in another post:

How can I swap Textures and Materials

To change the active material assignment, I noticed a couple options:

Option 1:

Go into Edit mode for the object
Choose your desired material from the Materials list
Click on the "Assign" button to apply that material to your object

Option 2:

Go into Object or Edit mode for the object
Click the black down-arrow to the right of the Materials list, a menu opens below
Choose "Assign Material" -> {name of desired material} and it will apply that material to your object

Somehow in my "beginners" reading and tutorials, I missed this detail.  Leaving this answer here in case it's useful for others.


It's looks like that this feature is not implemented yet. You need to know, that dependency graph completely rewritten, so many useful functions still need to be updated.


Control emission shader's falloff using an RGB curve

Overview:

I've used default Cylinder with two materials.

First assigned to the top face it's an Emission shader.

Second assigned to the rest of the Cylinder - Holdout to prevent light from 'spreading', Transparent to be invisible and those mixed by Light Path > Is Camera Ray to show us only Transparency.


Pyserial and Arduino every Time new Connect problem

I strongly suggest you separate connecting from communication. Do not forget you should execute a closing when the connection is not needed anymore.

Basically you need this three operations in this order over multiple frames:

establish a connection
communicate (receive/send) via connection
close connection [which seams not to apply at serial)

I suggest to implement it that way:

import serial
import bge

INTERNAL_PROPERTY_CONNECTION = "_connection"

listener = bge.logic.getCurrentController().owner

connection = listener.get(INTERNAL_PROPERTY_CONNECTION)
if not connection:
    connection = serial.Serial('COM6',9600, timeout=0)
    listener[INTERNAL_PROPERTY_CONNECTION] = connection

# your communciation
a = int(connection.readline().strip())
cube = bge.logic.getCurrentScene().objects["Cube"]
cube.worldPosition.x = a


UV mapping, unexpected faces use the texture

Thanks very much Sackadoo ... I found those UV maps and after I selected them I chose option weld from UVs menu .. The Textures and UV maps disappeared and those faces took the same material of it`s area which I wanted Since the beginning.


Image Render Works, Animation Render Doesn't

It was a noob problem. I had my local camera set to my camera, but the actual scene camera was my donut's icing...? I think Blender also bugged out, because when I reopened the scene, the regular F12 still image render had the same result.
Anyways, how to fix it:
Go to Scene Properties > Scene > Camera, then you can use the eye dropper to pick the camera you want to use.


Use the keyframes in the animation to have the fluid properties apply only from say, frame 2. That way, on Frame 1, your G is the normal mesh and it turns into a fluid and do what fluid does only from frame 2.


Where is the BSurfaces project living now?

Even though the site is gone we still have the addon. In fact it comes with the default blender. Just search in the addons for bsurfaces. Or if you are looking for the code go to the addon folder in the blender directory 2.71\scripts\addons\mesh_bsurfaces.py.

There are still a few places to get info about Bsurfaces.

The blender wiki
Blenderartists
A great PDF linked from the blender wiki
A few videos from the creator of Bsurfaces on vimeo
Blender cookie tutorial on BSurfaces here.


Should objects added in edit mode be merged together or can they exist as separate objects?

I'd say it depends.  If you want to add meshes in edit mode, they'll be added to your current object.  Sometimes this is what you want, sometimes not.  A mesh added in edit mode will also share any materials and object data of the original object.
Also note that your Add options are different depending if you are in Object vs Edit mode.


Copy keyframes from one mesh and paste onto another?

If you want to give the same animation to another object, here are some basics:

Let say you have given a Location animation to your cube object.
If you want to give the same animation to a second object (cone), you'll need to go in the Dopesheet/Action Editor mode, and scroll in the dropdown menu until you find the cube animation. You can also select the cone, then the cube, and ctrlL > Make Links/Animation Data.
The problem is that once you'll give the same animation, the cone (its origine point) will be at the exact same point as the cube. If this is what you want, everything's ok. If it not, here are two ways to change the position of the cone, you can either:
At frame 1, parent your cone to an empty and move the empty wherever you want in the 3D scene, the cone will follow the empty and it won't overlap with the cube anymore.
Or use the Delta Transform parameters in the Properties panel > Object > Delta Transform. It will allow you to offset the position of the cone object on the X, Y or Z axis, so that it won't overlap anymore.
Another thing: if you want to delay the animation of the cone, i.e. if you want the cone to have the exact same animation than the cube but you want it to happen before or after the animation of the cube, you can  use the NLA editor, push down the strip on the track and move the strip it along the track where you want the action to happen.


Apply texture to the full height of the UV Island?

Took a look at your file. The texture appears that way because of the subsurf modifer. You have to tell blender there's a crease there by selecting the edges around the label and setting the crease to 1. See image:


Storing a general python object in a Blender scene

For these cases you can use pickle and base64 to string.
But be aware that you need to use cKDTree according to https://stackoverflow.com/questions/37722991/unable-to-pickle-scipy-spatial-kdtree-objects

import pickle
import base64

# store kdtree
def _set_kdtree_for_object(my_obj, my_kdtree):
    pickled_kdtree = pickle.dumps(my_kdtree)
    # pickled_kdtree is binary convert it to a string
    base64encoded = base64.b64decode(pickled_kdtree).decode('utf-8')
    my_obj['my_list'] = base64encoded

# read back
def _get_kdtree_for_object(my_obj):
    base64encoded = my_obj['my_list']
    pickled_kdtree = base64.b64encode(base64encoded.encode('utf-8'))
    my_kdtree = pickle.loads(pickled_kdtree)
    return my_kdtree

Be aware that exceptions may happen due to different pickle implementations when python is updated in blender.

Depending on the usecase you could also use a global store on object name. This will not store the kdtree in your blend file, but you need to be able to recreate the kdtree when it is not available. This solves issues of python updates.

kdtree_lookup = {}

def _get_or_rebuild_kdtree_for_object(obj):
    global kdtree_lookup
    result = kdtree_lookup.get(obj)
    if result is None:
        # rebuild the kdtree
        ...
        # store it
        kdtree_lookup[obj] = result
    return result

You could also rebuild the kdtree's after loading of the blendfile using an handler.


Just for consideration, you have many T-splines around your hole which automatically makes neighboring geometry N-gons (N-gon is every face consisting of 5 or more vertices)

If you want less messy geometry you should get rid of T-splines. You can do this by dissolving unnecessary edges (some of them are marked in orange on the image below (x -> dissolve edges)). Dissolving edges (also dissolving vertices or faces) is really handy in cases when you are cleaning your own geometry. Also, you should merge some vertices.

And, most important. Next time you are doing something like this just do this:

Make sure that the shape in the middle has same edge count (number of vertices) as a hole that the hole that you are trying to connect it to. If not, fix it by dissolving verticies.

Select both and connect them via bridge edge loops (Ctrl+E -> Bridge edge loops).

Then if you want more geometry just add subdivision surface (you probably don't have that tight poly budget).

And one last thing. Don't be so afraid of triangles. It s true that quads are usually better, but sometimes you just gotta do what you gotta do.


How to Translate All These Objects At Once?

you can select them one by one in the "outliner" (not layers) by Shift clicking on each object's name, one by one.
or you can go to the 3d View where your objects are and press A once or twice to select them all.

To move them to the origin (0,0,0 at the center of the 3d view) , first press shiftc to make the cursor go to the origin.
then (while the objects still all selected ) press shiftS , and choose selected to 3d cursor.


Ctrl Z works separately in edit mode and text window. In object mode it affects both. Anyway to fix this?

If you press Ctrl + Z in object mode it undoes all of the changes you did when you were in edit mode at once(so be careful with that) AND all of the changes you did in object mode individually. When in edit mode it undoes all of the changes in edit mode individually but none of the changes in object mode. You can't change change it in the preferences. Dunno about console since I'm not a expert in Python.


You have to create a size keyframe on Frame 1 at size 20. Then when you move to Frame 50, scale it up and add a new keyframe, you'll get the scaling animation working correctly.

In addition, if you want the scaling effect to be more even you can also switch into the Graph Editor and change the keyframe interpolation from Bezier to Linear.


I have 4x4 Planes subidivided , i would like to sculpt them all at the same time so the remain connected at the edges

OK. Bringing the comments to an answer.

Create the plane, enter Edit Mode and subdivide it once.

Select that new edges and use Mark Seam.

Select all and subdivide it at your taste.

After sculpting the terrain, enter Edit Mode again. Change selection mode to Face.

Hit L over some part so select what you want to separate and separate it.

Image with the process here:


Blender's "smoothing groups" solution (Edge Split) destroys topology. Is there an alternative solution?

I suggest you use the modifier Edge Split instead.
In Edit mode, select your edges desired to be sharp. Hit Ctrl+E to bring up the Edges menu. Select Mark Sharp. Now add the Edge Split modifier.

Edges are split by the modifier. In Edit mode they are marked cyan. Topology is still fine:


Make sure you're using the Cycles render engine.
It's not there when using Eevee :).


On the physics tab when I switch to fire from smoke, and click back on domain it switches back to smoke?

When you setup smoke and flow type to fire, for the object, try to setup the domain with "adaptative" and "high resolution". In my crappy machine (intel card), at least, this is needed to see "fire"...


How to get sun lamps to get rendered indirectly

The sun is not really a lamp. It is an abstraction that sets a light direction from an infinitely far away place, and it doesn't have a real place in the 3d workspace. In other words: Only the rotation will determine the direction of the lights and shadows, regardless of placement.

If you want a lamp that when placed in the 3d environment shines from a specific specific point, then use a point light (or a spot or area light).

By default. lamps do not appear in the rendered image.
There are two options to make a light source visible:

Add some volume scattering to the world, and that will create a hazy atmosphere (think of what happens in the real world with smog or suspended particles), the light source will be thus revealed.

Or

Make a mesh with an emission shader insted of (or on top of) using lamps.


How to render objects with the same color for all sides of the object?

You can use emission shaders in Cycles:

or shadless material in Blender Render:


How can I view and edit modifier properties in the viewport in Blender 2.8?

Hard ops modifier has this feature, called hops helper ctrl + ~:

The Speed Flow addon also has this feature:

https://www.youtube.com/watch?v=GoOZ-dn-si8

Unfortunately, it isn't updated for 2.8x yet. It takes some time to update addons for new version.


Something like this,

First remove the Object that uses the Curve
Then remove the Curve data

code:

curves = bpy.data.curves
objects = bpy.data.objects
scene = bpy.context.scene

# remove the object
obj = bpy.data.objects[object_name]
cu = obj.data  # the curve
scene.objects.unlink(obj)
objects.remove(obj)

# remove the associated curve, if you need to and it doesn't have other users.
curves.remove(cu)

You won't be able to remove Curve data if there are remaining Objects associated with that Curve data. cu.users will tell you how many users the Curve has, if that returns 0, the curve data can be removed with no other steps, but if it's more than 0 then other Objects are referencing the curve and you need to clear those references first.


Importing a feature from higher version(2.74) to a lower version(2.65)

No.

Features are not separate files or anything similar that can just be copied over.

These kind of features are added by modifying parts of the blender code and then recompiling it, and generally depend on a number of other changes and are quite interlinked with the rest of the code, so that even if you were familiar with blender development, backporting to an old version of the codebase would be extremely hard.


This mesh is maden by 7 vertices only, with a skin modifier. Tweak the thickness with Mean Radius values, and don't forget to select one of the starting vertices and use the "Mark Root" function on the skin modifier.


Eyeball gloss not visible behind another glass object

Ok I tested your setup and found your mistake. The outer ball material is more or less correct (You can omit the reflection ray handling). The problem is the inner reflection material of the eye. Just remove everything you have done with Light Paths in that material and it should work perfectly fine.

EDIT:
Also you should change out the Glass BSDF for a Glossy BSDF in the eye reflection. At least I found it to work better.


ALSA lib confmisc.c:768:(parse_card) cannot find card '0' and etc Errors happend in Ubuntu Server14.04

Use -noaudio option works, like this
./blender-2.74-linux-glibc211-x86_64/blender -b -noaudio "Blender/ball.blend" -x 1 -f 1 -o //

hope could help someone!


How to get rid of fireflies in my metallic materials / cycles (principled bsdf)

First try to set Strength in your Normal Map to something less. For example 0,02. If that won't do much, set Clamp Direct to 8 and Clamp Indirect to 6 in Sampling settings (image below). If that won't help either, or difference still won't be good enough, add to each metallic material on your scene Mix Shader in which mix your current setup with Transparent BSDF by Factor of Is Reflection Ray from Light Path node (also image below). Good luck.


I'd like to draw a mesh on a Nurbs surface

If all you want to do is visualize the surface as a mesh, you can turn on Wireframe in the Viewport Overlays menu


How and when does clipping of RGB values happen?

This is result of Diffuse shader code implementation. Probably somewhere in the code is:

if R + G + B = 0:    # black
    renderSurfaceBlack()

To back this up I tested with this node setup:

And a cube on grey ground:

You can see red cube with red bounce light (color bleed) and red-complementary bounce light (cyan) under a anti-red (cyan) cube but which is rendered black (explained later).

When some channel is more than 1 the bounce light will look like emission (the light gets energy on bounces from the cube - energy is not preserved) and the surface will reflect redder red than it should (it will clip at 1,0,0 rendered red):

Till now all makes some sense. When the channel is below -1 actual weird stuff happens:

Try to render this, the sampling process is very wild in the start and looks like a burning fire under a piece of coal:)

When the sum of channels is not 0, all the negative values are replaced with 0 and that surface color is rendered.. You will still see the effect of negative channels in bounce light.

To sum this diffuse shader behaviour up:

When the channel sum is 0 the surface color is black.

When the channel sum is not 0, the surface color is same as with all negative channels equal to 0.


Importing textured psd into blender not showing correct colors in blender

Even though PSD is not presently listed among Blender's supported image formats, it is partially supported. Some PSD features will work and some will not.

Excerpt from the link Ray Mairlot has provided:

  What works:

  8-bit images (with or without alpha)
  16-bit images (alpha discarded)
  Photoshop files saved with 'Maximum Compatibility'
  Cycles, Blender internal,  BGE (and player)

  Known limitations

  (due to OIIO dependency):

  Images with less than 4 channels show a wrong thumbnail (bug may be in  OIIO)
  Packed images are not supported
  We do not write PSD files.

So if you want to be sure your images will work in blender, you can either:

Export your texture in a fully supported format instead, such as EXR, TIFF, JPEG, or PNG. (If it contains transparency data, use PNG, EXR, or TIFF.)

-OR-

Stay within to the guidelines of "What Works" to keep your PSD files compatible.


The first tool that will help you cleanup your mesh is Select Loose Geometry which is available in the select menu in edit mode. This will select any vertices that are not connected to anything. Once selected you can simply delete these vertices.

The other one that can help is Select Similar. Start by de-selecting all vertices, then select one vertex that has a single connected edge and press ShiftG (also available in the select menu) and choose Amount of connecting edges. This will select all vertices that have one edge connected to them allowing you to delete these vertices. Repeat for any similar situations that you may want to cleanup.


3D Cursor and Resetting View in Quad View

In the Properties panel on the right (press N to toggle) you have the option to change the location of your 3D cursor.

If you are working in Quad view and want to center your cursor on this specific axis you can zoom out the regarding field:

for the top/down view it would be the X and Y axis
for the right/left view it would be the Z and Y axis
for the front/back view it would be the Z and X axis

If you have viewport projection set to orthographic then depending on the angle you could also shift the location of the cursor.

If you click on the surface of an object the cursor will be placed right on top of it.


How to make a material switching from Wire frame material to surface material?

I don't know if there is a better way (I don't usually use Blender Internal) but this can be done with material nodes to generate the wireframe using the UV coordinates.

To generate the wireframe we can use the default unwrap (or use UV Unwrap->Reset to reset back to default) and have the material solid if U or V is less than 0.1 or greater than 0.9 (use values closer to 0.0/1.0 for thinner lines).

To get the wireframe to slide across the mesh we can split the coordinates into the respective components and use Math nodes to generate a cutoff, keyframing the value to animate the transition. Note that I've used the X coordinate (split from the vector using the Separate RGB node (RGB translates to XYZ), combined with a fraction of Z so as to make the transition plane not coincide with the sides of the cube (or you get an ugly transition as the whole face jumps between being transparent and not transparent).

Ensure to enable Transparency in the Render Pipeline Options of the material to allow transparent materials.

This produces the following result :


The issue there is that you are selecting the two innermost loops of the cup, but if you only select the innermost loop, it will extrude correctly. In the images below, I only select the innermost loop, and it extrudes correctly.

Result after extruding only the innermost loop instead of the two loops in your picture.


There is a simple addon for this called Setup Wire Materials.

  A script to setup and apply materials for a wire render… It will replace your own with a clay and a wire materials, as seen here and here.


I used bezier curves and circles to make a shape, how do i transform it in to an editable object?

menu bar > Object > Convert To > Mesh From Curve.


Speed-up animation render which uses a movie texture

Thanks to the comments from poor and m.ardito.  Using an image sequence instead of a video clip (in this case an mp4) is the best.  Loading each frame (a particular image) took less than 1 second vs 5 seconds with the video.

If you can't use an image sequence for some reason, reducing the video resolution was also helpful, but not near as much and I had to reduce it a lot more than I wanted.

Another performance tweek was to disable "Cache BVH" under the Performance section of the Render tab.  I'm not clear on how this works but it only slowed down my render (about 10 secs/frame).


You need to activate the camera cull option in the scene->simplify panel


Using Animation Node to get modified mesh

Check "use modifiers" in the "mesh object input" node:


Hi The model that I'm working with in blender isnt showing up in when I render my work

Judging by the limited info you have put out in your questions, for blender-render these two remaining things might be the reasons why it's not appearing in your final render.

Draw type set to something other than solid or textured and duplication settings is set to anything other than none

Try setting it to textured and none

Something's wrong in the Render layer settings

Maybe you accidentally turned off the renderlayer or the solid option in the Render settings.


Constraints can't be exported.
IK must be built on the software it's being used in, in your case Unity.


As of 2.76, we now have a text tool in the VSE. See 3pointedit's answer.

Pre 2.76 Answer

(Also for more advanced control over the text)

First, make sure you're in the Blender Internal Renderer.

Then add a text object, and change the font settings to your liking.

Then add a new material, set the color to your liking, and set it to shadeless (this can be changed, but a lot of the time, this is basically what is wanted).

In the Properties panel (N), switch the shading from Multitexture, to GLSL.

Then make sure that your camera is aligned properly, and that in the shading settings, alpha is set to transparent.

In the VSE, add a scene clip, and choose your scene.

Then change the Blend mode to Alpha Over.

Then in the N Panel of the viewer, set the render type to textured.

In the viewer, you'll notice that the text isn't aliased properly, but when the text is rendered, it should render correctly, but if it doesn't, rendering at double the resolution and then down grading should fix the issue.


Cannot revert blender to its default "Blender" interaction mode

Go to File->User Preferences.  In the Input tab, you can check the Show Splash checkmark on the bottom right of the window if you want the start up screen to come up each time.  In the Input tab, the first option will let you set the presets from Blender or 3Dsmax or Maya.  Finally, press "Save User Settings" to save what you did so that every time you start up blender, those same settings will be used.


Each item can have one active action attached to it. To expand this for the game engine you can merge all actions into one.

In the action logic brick you can set the start and end frames so you can play only part of the action as desired. Use the priority to choose which movement overrides the other.


I would just edit the crease angle property so it detects the higher angles.


Why am I getting a jagged brush when sculpting with dynotopo?

You probably didn't apply scale to your object.

In Object Mode with your object selected press Ctrl+A > Apply > Scale


How to tighten up mesh before subsurface mod added

Select the edges you want to tighten and hit ctrl-b.


can i unwarp a cylinder to flat plane object?

Think of it backwards. Use a simple deform modifier and an empty to control it.

Start with a plane, subdivide it and add a simple deform modifier.

Add an empty. Rotate it 90 degrees on the X axis.

Select the plane, set the simple deform modifier to bend, select the empty as the origin axis and set the angle to 360

Then you can just play with the angle on the modifier to do whatever it is that you want to do.


Interestingly, there is another location in the UI where you can try to turn this feature on, and, strangely enough, turning it on in one place doesn't turn it on in the other place. So it may not be exactly the same feature in some sense. But it looks the same, as far as I can tell. So it may work for you to try this as a workaround.
Go into the Object tab (not the Object Data tab) of the Properties Panel. Expand the Viewport Display section, and then click the Wireframe checkbox. Visually, this feature seems to be the same as using the overlay function. But as I said, the overlay checkbox will not be affected by clicking the display checkbox here. I don't know why.
Let me know if this works for you.


Morphing low poly object to high poly object

Use the shrinkwrap modifier. First set a Shrinkwrap modifier to the low poly(make sure it is in the same place as the high poly and larger than the high poly) then set the Target to the high poly with settings set to Nearest Surface Point.


Blender texturebaking not working (combing all textures into one)

This may help to solve your problem (Without having the scene here):


How do you add emission to singular faces

With the object in Edit mode:

Select the faces you want to be emissive.
Create a new material slot for your object, if necessary, (+ on the right)
Either create a new emissive material (+ bottom center to copy and overwrite the material in the selected slot, or New if the slot is empty), or if the material is already created, select it from the dropdown list (below the Assign button)
Hit the Assign button.


How to change texture setting of displacement?

You have to switch your render engine to "Cycles" in the render properties. True displacement is not available with Eeevee (yet?).


Is there a way to unwrap a mesh without scaling the UVs to match the aspect ratio of the texture?

It is possible. Plain UV Unwrap and Project from View commands have the option Correct Aspect to take into account currently displayed image's aspect ratio. The image must already be opened and displayed in the Image Editor before unwrapping.

EDIT: It seems this feature only works correctly, when the active render engine is anything but Cycles.

Checking Orthographic also avoids perspective distortion if you happen to unwrap from Ortho view:

Ortho or not, the resulting UV map is always of the right proportion by using Correct Aspect, even on images with aspect ratio far from 1:1 (this one after scaling down the UV map proportionally):


Blender Cycles 2.69 on Ubuntu Server 13.10 64bit

I figured out a way to get it to work:
Instead of using the launchpad version I downloaded the GNU/Linux version from Blender site. Using this version Cycles works fine.


Use a HDRI just for lighting and change the background color

A flexible way would be to use compositing, as shown here. That would let you change the background to anything you like, at later stages.

A more destructive way is to use a Light Path node in the World's node tree:

(Select 'World' in the Node Editor's header, as opposed to 'Object')

With HDRI background visible to camera:

Without:


So, according to these requirements:

https://www.blender.org/download/requirements/

and the fact that my PC is older than 10 years, looks like Evee render engine doesn't support my processor (i5 660), or support it some strange way (without world's HDRI maps).


Lighting parameters to render interior architectural scene?

if you really want to go for a specific texture color tone, try setting your HDR image to a single one and then adjust the colors of your textures manually (nodes) while keeping a look on the realtime cycles viewport render. If you change the HDR of course you have to redo the process.

Another way would be to be sure your original texture's color has not been affected by colored light before you loaded it into blender.(e.g you took a photo of of your oak furniture wood while having a light turned on that has a yellowish tone and used the image as a texture, resulting in a weird appearance in your render).


Switch to vertex, edge, face mode in edit mode via python

I prefer to not use operators, if they can be avoided. You may use:

bpy.context.tool_settings.mesh_select_mode

Assign a tuple of 3 booleans to set Vertex, Edge, Face selection.

To activate vertex selection mode, use:

bpy.context.tool_settings.mesh_select_mode = (True, False, False)

For edge + face multi-selection mode, use:

bpy.context.tool_settings.mesh_select_mode = (False, True, True)

etc.

When working with the BMesh Module (bmesh), there's also

bm.select_mode

For edge selection, do:

bm.select_mode = {'EDGE'}

For vertex and face selection multi-mode, do:

bm.select_mode = {'VERT', 'EDGE', 'FACE'}


That's called Local view.

Switch it on/off through View > Local View > Toggle Local View
Shortcut: Numpad /


when I render an animation it renders a different image

Select the camera you want to render in the outliner, then press CTRL+0 (zero numpad). That will make it the active camera.
If you did added MARKERS on the timeline (which seems to be the case) hover the timeline, locate the markers, delete them. Probably you have a binded camera as well. So delete markers, unbind camera, make selected camera active camera. Render and voilá.
Also make sure to check you´re using the SCENE's camera in the correct SEQUENCE if you´re on VSE, check also on GUI:


This happens when you mirror manually instead of using the Mirror Modifier. There may be times when you want to mirror manually, but just be aware that this will happen and recalculate your normals afterward (by pressing CtrlN in Edit Mode with geometry selected).

The reason this occurs is that each point is being moved to its mirror-opposite location and as it moves the outermost points actually cross over the innermost ones.

Let's take one step back. First you must understand what normal vectors, or "normals" are. They are the outward-facing directional vector that each face in your mesh has. If you want to see which way your normals are facing, you can enable this in your Mesh Display options.

Consider the analogy of a sock being turned inside-out. Here is our modeled sock, and as the duplicated sock is scaled on the X axis about the 3D Cursor, the vertices on the tips of the toes cross over the vertices on the rim of the sock, thus turning it inside-out.

And with face normals made visible you can see exactly what's happening. The brightly-colored prongs poking out from each face are a visual representation of your normals.

Vertices (and edges, sort of) have normals too, and you can display those also if you want, but they don't play a role in your shading the way face normals do.

Should you be concerned about inverted normals? Yes. While they may not cause you trouble in all situations, there are plenty of situations in which they will - for example, they may cause your materials or textures to look wrong, cause texture baking to go wrong, cause your booleans to fail, cause 3D-printing to fail, and more.

The dark shading is Blender's viewport telling you: "I think this is the interior of your object", so if you see dark shading on the exterior you should examine your normals.

In short, you can prevent inverted normals by using a Mirror Modifier instead of manually mirroring, or simply recalculate normals afterward.


off band with Ambient Occlusion and Environmental lighting in Blender render?

8.0 is probably too high for your scene.Remember AO is specifically for shadowing in tight spaces, not large shadows.


Can I "lock" movement of a vertex to certain angles?

Constrain to Custom Transform Orientation

I usually create a simple object (e.g an empty, or a cube...), rotate its local axis and create a Custom Transform Orientation from it (Ctrl+Alt+Space).

  Custom transform orientations defined from objects use the local orientation of the object whereas those defined from selected mesh elements (vertices, edges, faces) use the normal orientation of the selection.

Once created, the orientation can be selected in the Transform Orientation menù and called with doublepressing the axis shortcut (e.g. GXX) to limitate the vertex movement along the choosen axis.


How can keyframes of properties be added to an action?

As the tooltip mentioned:

  Edit keyframes in active object's Object-level action.

So I bet that is why it is not currently supported yet?

However, you can still tweak it in the Dope Sheet mode, and use the Filter button to block other action types, if helps.


Rigify moving and posing, origin doesn't seem to move

An armature moves the mesh data of an object, not the object itself. If you make the armature the parent of the mesh object, the mesh object will move with the armature when you move it in object mode. You will also notice that adjusting the armature in pose mode will leave the origin of the armature at the start position.

The modifiers have some display options that can be turned on/off. Some modifiers only have two some three and some four, the armature modifier has all four. Enabling all four will prevent the mesh snapping back to it's original position in edit mode.


How to prevent the objects from going through the floor?

The first thing I see, is that you are loading both objects at the exact same point, "Empty". If it's the default cube and plane primitives, then you're spawning your cube halfway below the plane. Then your changing the vertices of the object, not the global position. This is basically saying "render the object at one location, but render the mesh at another.

This image shows, the collision box offset from the mesh renderer, because the vertex positions where modified, not object position:

So, chances are, your collider is still halfway through the plane, while the mesh is offset the distance you specify.

If you remove the part of your script that moves verts, and just adjust the global position, the box will rest on the plane.

Is there a reason your moving just the mesh(verts) and not the entire object?

If you need help seeing what's going on, you can turn on 'Collision Bounds' in the 'Physics Tab' of 'Properties Panel' for both the Cube and Plane. Also, enable 'Physics Visualization' in the 'Render Tab'.


Is it possible to procedurally render a mesh by generating a cloud of 3D RGB points?

Make a mesh that is a bunch of loose verts as a master object.
Make a small sphere and make it a child of that master object.
On that master object enable Dupliverts (2.7)/Instancing on verts (2.8).


I found a solution. I read that you have to turn of Front faces only and activate 2d falloff.
Then all of the sides of the mech will be painted.


How can I subdivide a triangle so there is a vertex in the center of each triange?


Ok silly me,

It seems that the color black is used for zero displacement. So you have to use a math node on your height map to generate negative displacement with negative color values.


System freezes when trying to start Blender

Sorry for people having a similar problem. But I just installed Linux Mint 20 from scratch and that solved my problem.


How to create keyframes for Animation Nodes, which I can see in dope sheet?

Unfortunally it is currently a limitation in Blender that keyframes you set on properties of a custom node are not visible in the Dope Sheet.

I suggest you create a controller object in the 3d view that you can animate normally. Than you can use eg the x location of that object to control the procedual animation.

A benefit of this method is that you don't have to have the node editor open to change the value. You can simply move your controller object and see your animation adapting to that.

To get the x location of that object you need the Object Transforms Input and a Separate Vector node.


Why are there square artifacts in my render?

The reason for discrepancy are different settings for preview and render of the Multires modifier.

From manual:

  Preview
      Set the level of subdivisions to show in the 3D View.

  Sculpt
      Set the number of subdivisions to use in Sculpt Mode.

  Render
      Set the number of subdivisions to show when rendering.

In your file, Render option is set to 1, and thus it uses the first level of subdivision when rendering image.

On this level mesh becomes more bumpy and with rough sides, which reflect the light you see on the rendered image.
It is not visible in 3D Viewport because Preview is set to 2, which makes mesh smoother only for previewing it in the viewport.

See related answers:

Object appears smoothed after rendering but not in viewport - specific case with Multires modifier.

Cycles viewport render different than f12 render? - general things to consider when preview and render results differ.


Why does combining a surface and volume node result in a black material?

I had the same question, and I believe that this value under Scene Properties>Render>Light Paths>Max Bounces>Volume. When there's a surface material on the volume, it always takes at least one bounce to get into the volume. I believe this defaults to 0.


Physically correct render of material covered with another material

You can layer reflections by using multiple layered mix nodes. This way you can controll roughnes, ior and bumpmap of each reflection layer separately. For example this is a simple carpaint shader using this technique.

it's far from perfect - it's just for demonstration.


I've experienced this sort of problem before, and while it doesn't work in all cases, one of the easiest / fastest methods I've found is this:

Convert the curve to a mesh.
Vertex bevel the corners - this gives you a nice control over the number of segments and width of the bevel
Convert back into a curve.

Your eventual curve will have a lot more control points near the corners (typically one per vertex after the bevel) and be a little more difficult to handle via the curve controls as a result, so I'd do this step last.  It's also reasonably destructive, but it works.


How to change parametric object attributes after creation

You will have one opportunity to adjust the parameters on the newly created object by pressing F6 blender 2.79b or the lower right properties box in 2.8. If you later on need to adjust it, just redo the object.


How to establish the best texture resolution?

There is no one rule. In my opinion it all depends on how big those textures will be presented on the screen in the final product.

3D rendering can be very demanding in terms of computing power. Large textures will use more resources than smaller ones. In order to succesfully create and manipulate scenes, all tricks that can yield acceptable outputs using less resources should be used. In other words: optimize the scene as much as you can, to fit within a realistic use of resources to get a satisfying outcome.

For starters, think that 4k image use 4 times more resources than a 2k one. If you can't perceive the benefit, then you probably don't need the extra resolution.

If you have an object with a 4k texture that will only use a couple hundred pixels on the screen in the final product, you are indeed wasting resources.

Use large resolutions only for things that are going to be presented up close, or that will use a large section of the screen in the final product.


You need to plug the Bump node in the Normal socket of the Principled BSDF.


Ctrl + B bevel not beveling from center of edge

You look to be making a bevel of an already beveled edge, which isn't the same thing as beveling the two connected edges simultaneously. (That's probably the way to go.) If you want the two edges to be beveled to different widths, while containing the topology at the corner, you could do that with a Bevel modifier, by weight, and adjust the edge bevel weights, keeping an eye on the resulting topology. (Temporarily check 'Wire' and 'All Edges' in the object's display settings.)


Blender scripting: How to change texture color

Thanks brockmann, I figured it out from your links.
mat = bpy.data.materials.new(name="Material")
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
color_ramp = mat.node_tree.nodes.new("ShaderNodeValToRGB")
color_ramp.color_ramp.elements[0].color = (0.2,0.8,0.7,1)
mat.node_tree.links.new(bsdf.inputs['Base Color'], color_ramp.outputs['Color'])
texImage = mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load("../textures/Fabric.png")
mat.node_tree.links.new(color_ramp.inputs[0], texImage.outputs['Color'])

ob = bpy.data.objects['model']
if ob.data.materials:
    ob.data.materials[0] = mat
else:
    ob.data.materials.append(mat)
```


How can i let my rigid body simulations continue for longer?

You can change the start and end frames of a rigid body simulation under the Rigid Body Cache rollout of the Scene properties tab.


Associate extra scalar data field with mesh or pointcloud

I have edited the import script so you can get extra info from the file as vertex weights with a factor as object property
ex : temperature info column will generate

vertex_group named 'temperature'
object property named 'temperature_factor'
point temperature = vertex_weight*temperature_factor

download this file (  import_ply.py  ) and replace the one in Program Files\Blender Foundation\Blender\2.73\scripts\addons\io_mesh_ply\ , restart blender after that to take effect

I have used the factor to normalize all values (0.0<->1.0) because weight can't handle more than that


Exporting UV layout with modifiers applied

You have to apply the SubDivisionModifier to get the correct polycount and UV layout first, then export to Photoshop.

if you would like to work with the lowpoly without applying, I would make a copy of the original object, apply the modifier on the copy to get the correct SupDiv UVs and then use the texture on the original object.


Set up a Bezier Curve to be a hemi-circle like this:

Building a "Hot Dog" shape by deforming a UV sphere (the red tube) and then applying a curve modifier to it should get what you asked for (the blue tube)


when you first import a character, are the materials still there even when in cycle render?

Cycles an Blender internal work with different material system,means your material in cycles wont work in internal.

There have been some Idea about converting the materials from and to the render engines,like:

Cycles material converter
Convert materials to Cycles


Reducing the number of faces on a basic text mesh

The problem is that if you try to delete too many edges on this kind of shape with a hole, Blender won't be able to understand what he's supposed to fill and what is supposed to be a hole. So keep the necessary edges. For example here are a try with an O with two different topologies:


Press P key with the table leg selected and choose Selection,

to separate it by selection and then Shift select the table and press CtrlJ to join them back together, now you can move it however you like.
-don't forget to exit the edit mode of the table before you join them


Blender's Sound actuator 3D sound without pitch change

I can't remember if it works in the game engine, but this is where you're meant to be able to adjust this (the Doppler box under scene settings)


the problem is different animation, when creating and playing

Because when the animation plays your 3D cursor is not the pivot point anymore, it's the bone.

Position the bones center at the position you want the object to pivot around.


Is it possible for me to export an animation as an OBJ File?

no OBJ does not support animations,
check more about all the specifications about .obj here:
http://paulbourke.net/dataformats/obj/
I suggest using FBX (.fbx) or Alembic (.abc)
for importing object with animations


How to retrieve missing vertices from STL file

Verify that you have not restricted painting to certain faces.  Blender has elaborate tools for restricting access.  Face Selection

Verify you have not hidden vertices with the letter H.  See the Blender Menus to Hide and Unhide.  This is in Edit Mode.
Inspect a render to see if vertices are missing

After the above steps consider joining.

Be in object mode.
Make sure you select both objects, then join.
Join of two or more [selected] mesh objects in [object mode] works.

Selection in Object Mode.  Select Multiple Objects

Shift Click.
Letter B to rectangle select.
Letter C to select by the centers of objects.

I you have not invested too much time in painting consider starting fresh with the correct STL file. (Delete the damaged mesh) Maybe your painting skills are faster than vertex joining skills.

Joining the vertices in recovery mode seems a challenge.  Blender has many vertex fill tools.


moving vertices along view axis between camera and vertex position

Create a plane and delete all but one vertex then move the origin of the plane to this vertex. Copy the camera coordinates to this vertex object so they are in the same position. On your target object extrude a vertex and snap it to the camera vertex. Now you have an edge between the camera and target vertex that you can subdivide and vertex slide using G-G.


set the context to run dissolve_degenerate from the python shell

With bmesh
Started out as a comment on answer, ended up as another answer.

Can do the above with bmesh without any need to select or switch
mode.
Loop over all objects in scene, find all the unique meshes, and list
their objects.
For each mesh, run the degenerate dissolve bmesh operator. The mesh
dimension is gained from its bounding box (local coordinates), not
its dimension which is object coordinates and involves scale.  (Else
if scale  > 100 will remove all geo)

Test script, run in object mode.
import bpy
from collections import defaultdict
from mathutils import Vector

import bmesh
context = bpy.context
scene = context.scene

# meshes in scene
def mesh_dim(ob):
    bbox = [Vector(b) for b in ob.bound_box]
    return (
        bbox[6] - bbox[0]
        )

meshes = defaultdict(list)
for o in scene.objects:
    if o.type != 'MESH':
        continue
    meshes[o.data].append(o)

bm = bmesh.new()
for m, obs in meshes.items():
    bm.from_mesh(m)
    bmesh.ops.dissolve_degenerate(
            bm,
            dist=min(mesh_dim(obs[0])) / 100,
            edges=bm.edges,
            )
    bm.to_mesh(m)
    m.update()
    bm.clear()


Why does my camera start rotating randomly when following a path?

A quick fix can be as follows:

Select your target object edge (Or duplicate it), Hit P "Separate by Selection"
it will create a new object, Select both objects (Your old object and newly created object)

Hit Ctrl + G to add both objects in a group so that they move as a single object
now you may lock the camera view to your new object.

I hope it will help you :)


How to fix modeling geometry/topology error after applying all modifiers?

Enter edit mode, select the whole mesh, in the menu choose "mesh" -> "symmetrize"
Then select the correct "Direction" in the Redo panel (the pop-up panel with the settings for the tool)
Make sure your objects origin is in the centre of the object as this is where the symmetrize-ing will be based.
Blender docs: symmetrize


Check Camera visibility in Object Tab -> Cycles settings


AltLeft Mouse is used by two other keymaps.
If you deselect them, it will work.


Got stuck following a tutorial please help

They used the Loop Subdivide tool. It creates loop cut(s) around the area selected by the user.

hotkey: ctrl + r
a yellow line shows what section will be cut - click to confirm cutting this section

Once confirming the section to cut:
 scroll wheel increases/decreases cuts
move mouse to slide where the cut will happen
click again to finally cut

Here's the Blender documentation for further reading: Blender Loop Subdivide
Good luck with the tutorial, hope this helps!


How to fix no active image found in material slot

To bake into an image you need to have it selected in the Node editor

you don't have to connect it to anything

just an image texture node then select the image you want to bake on and make sure that the node is selected


How to get rid of garbage data in blend file

Finally I found a way do deal with this issue: Atomic Data Manager add-on for Blender by remington creative (free add-on):
https://remington.pro/software/blender/atomic/
It seems that I am not the only one who noticed that something is fishy here.


Okay, I'm stupid. You can only re-parent bones from the Edit menu.


How do I get rid of the pixelation that occurs when I render on Cycles?

This generally happens when you have SSS on.
Try adding a denoiser node and rendering it:

End result:

Viewport:

Hope this helps!


where is "View Selected" in blender 2.83?

With the default keymap is still Numpad Period key.
Or use the menu View>Frame Selected. If you enabled tooltips in the preferences it will show you what is the current keyboard shortcut on gray letters on the right of the command.
If you need to change the shortcut, right click on the command and select Change Shortcut.


How to make a number or letter just out of dots (emitting light)?

Add "text", change it to your desired text, then "convert text to mesh".

Subdivide a few times using W > "Subdivide".

Add a sphere, and resize it, making sure the sphere's diameter is smaller than the distance between vertices. (This is for later if we choose to use the "0's" vertices as the sphere distribution control point.)

Add the sphere's material.

Extrude the text to give it some depth, and add a particle system.
In edit mode, I can see the number of vertices for the mesh; use that number as the number of emitted particles.

Playing with the "start" and "end" will change the placement of our particle spheres.

It looks a little awkward though (since the vertices aren't evenly spread), so you can choose to use "volume" and "grid" instead. Don't forget to adjust the resolution.

Convert the particle system in Properties> Modifiers, then head back to Properties> Particles and remove it. You will then have thousands of separate little glowing spheres making up your text.

Rendered View:

Choose whichever placement suits you best (vertices, volume, etc.), using a particle system gives you lots of flexibility.


When scaling your bezier curve, you wont affect the bevel object. If you want to control the shape of your curve geometry you can scale the bevel object.


Let's start with some definitions:

Vector: A list of values that are all contained under the same "roof" so to speak. For instance, the location of an object in 3D space is a vector of 3 values (the $X$, $Y$ and $Z$ location of that object).

All Vectors in blender are by definition lists of 3 values, since that's the most common and useful type in a 3D program, but in math a vector can have any number of values.

Dot Product: The dot product of two vectors is the sum of multiplications of each pair of corresponding elements from both vectors. Example:

$$
\begin{aligned}
\vec{V_1} &= (1,2,5)\\
\vec{V_2} &= (2,1,3)\\
\vec{V_1} \cdot \vec{V_2} &= {V_{1}}_{x}{V_{2}}_{x}+{V_{1}}_{y}{V_{2}}_{y} +{V_{1}}_{z}{V_{2}}_{z}\\
               &= 1\cdot2+2\cdot1+5\cdot 3\\
               &= 2 + 2 + 15 = 19
\end{aligned}
$$

The particle velocity example:
In your original question, we see a dot product of the particle velocity with itself. The velocity is an XYZ vector since it has components in all 3 axes.

In a smoke or fire simulation, some particles are going right ($+X$), some left ($-X$), some forward ($+Y$), some backward ($-Y$), but almost all are going up ($+Z$). The velocity data reflects this. If a particle is going straight up, its velocity will be, for instance, $(0,0,1)$. If it's going left, forward and up, its velocity can be something like $(-1,1,1)$.

When you calculate a dot product of the velocity with itself, you cancel out the negative values (negative values multiplied with themselves become positive), so this is a quick way to convert the velocity gradient over all particles from a 3D XYZ gradient to a mostly 2D gradient along the Z axis.

And now the velocity's dot product with itself:

Another Example: Parametric Geometry Input Node:

The Cycles Input --> Geometry node's Parametric option that's used here, generates a Vector (RGB) value for each point on the object's surface (image above). Each color channel's at each point has a value between 0 and 1.

If you calculate the sum of each point's RGB values ($R+G+B$), you'll get a single (scalar) value (top image in the figure below) that ranges between 0 (R=0,G=0,B=0) and 3 (R=1,G=1,B=1).

This is the same as the dot product of each RGB value and a Vector of $(1,1,1)$ (2nd Image in the figure below).

And eventually, if you calculate the dot product of the parametric RGB with itself, you essentially multiply each color with itself ($RR + BB + GG$) in each surface point (3rd Image in the figure above).

In this case it darkens the image significantly, because any value below 1 that's multiplied with itself produced a smaller number/value.


You need to define your vertlist variable outside of the function. Currently, vertlist exists only within the scope of the add_vert function. You can either define it before hand:

vertlist = []
def add_vert(loc):
    ...

or add a try statement to check if vertlist already exists:

def add_vert(loc):
    ...
    try:
        vertlist
    except NameError:
        global vertlist = []
    ...


Reduce file size and choose ideal file type

Decimation will reduce amount of geometry but also can severly affect its quality. Process of retopology would provide decent results but it is for the most part manual, time consuming and can get boring. (On the bright side - at least it is not extremely difficult)

Retopology would give you full control of how the model will end up looking, something automatic solutions wont be able to deliver.


How to create fog in one specific area of a scene rather than using volume scatter to effect whole scene

Instead of editing the world to have scatter volume, you can just create a mesh and place it wherever you want, then remove the surface node, and add Volume Scatter to the volume. Then adjust the Density as you want.

Hope this helps.


To adjust the size of the bones you need to be in the edit mode.  You can enter edit mode by selecting the object and hitting Tab.


My baked textures are black. ( file included )

I tried rendering and I noticed that there were no light in your scene, you are trying to bake the difusse color of your object without a light that can make the program recognize it's color, I've tried different things for the baking and I realized a few things.

1) I checked the normals of your model and realized that inside of your models are some parts which can't receive light, I did the unwrap a second time and noticed how it changed.

After that, I tried to bake and the problem persisted.

2) The other thing I noticed was the fact of no light in your scene, that's probably the biggest reason of why your bake was totally black.

What did I do was to bring a lot of world light in order to make the bake successful and noticed that it worked, one thing you should try when baking in Cycles Blender is to enable the world light so you can properly bake the textures with correct shadows and ambient occlusion. In fact it is preferable to have world light instead of using multiple light spots like lamps, suns, etc.

Here is an small tutorial of how to turn on world light.

Go to the world tab in the properties panel and follow as the screenshots show.

->

Here's the bake result, the exposed faces of the model received the world light so they changed.


How to convert Cycles materials into LuxCore materials and have textures still applied?

When using a new render engine, many things will change in your scene. There will be an entirely new lighting system, your textures will no longer look correct (although all your UV's will still be good).

The render settings will be completely different, another engine will have different rendering features than Cycles. Render Passes will be handled different, the lighting values will drastically change and may not even work at all. Some render engines (in my case Renderman) requires you to use a separate program called "IT" to render to, you can no longer use your Blender view port to see your renders.

To sum it up:

You will have to redo all your lights, textures, and will have to learn the new settings to best optimize your scene. There is no button to just transfer everything to a new render engine.

Also keep in mind, you may not be able to use any GPU's to render out your scene, I am not sure if this is true for LuxCore but  this is the reason I quit using Renderman.


Need to go these steps:

Set Particle Properties > Render > Render As : Object
Set object.
Play with controls.

I found the answer here.


How can I prevent the body object slipping through the clothing object?

For this to work nicely you have to either:

have the clothes as one mesh with the skin for good results with automatic weighting
create the weights in Maya with Geodesic Voxel Binding
weight just the skin, then copy (project) the weights with Data Transfer modifier to the clothes. This way they won't slide (hopefully)

create a shell around the clothes and skin, rig the shell with armature, drive both the skin and clothes inside the shell through Mesh Deform modifier


How do I convert an svg (or a plane) into a rounded mesh?

The manual way of doing this would probably be to extrude it up and then use the"Shrink/Fatten" (Alt+S) tool which scales each Vertex/Edge/Face along its normal which should give you something you might be able to work with.

I wouldn't be surprised if there was already a tool or an add-on to do this more or less automatically but sadly I don't know it


So as @moonboots pointed, the problem was that in "Texture paint mode" ToolShelf>Slots>Mask checkbox was enabled. It must be unchecked in order to draw on mesh itself.


Poor performance on mac with AMD Radeon Pro 560

Actually there is one more thing you should do before trying GPU render, that GREATLY affects the render speed: the size of the render tile. By default, render tile in Blender is fairly small which works well for CPU-based rendering. However GPU renderers work faster with large render tiles, around 512px (default is 64px I think). See this article for details, step 3:
https://www.blenderguru.com/articles/4-easy-ways-to-speed-up-cycles

The tile size parameter:

Comparison tile size vs render speed:

Since I am interested in Macbook Pro performance, can you check the tile size again and post your results?


To change the color of selected objects in the 3D_view go to : User_Preferences->Theme->3D_view->Selected_object


How do I select specific vertices in blender using python script?

This is probably counter-intuitive but you should place the Object in OBJECT mode when doing selection using indices via Python. Then flip back to EDIT mode to see the result.

import bpy

bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_mode(type="VERT")
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')
obj.data.vertices[0].select = True
bpy.ops.object.mode_set(mode = 'EDIT')

Another way to make selections is to use BMesh, you'll find templates for this in
TextEditor -> Templates -> Python -> Simple Bmesh (edit mode)


Install CUDA toolkit from the Ubuntu repo:
sudo apt update
sudo apt install nvidia-cuda-toolkit
sudo reboot

After CUDA install, without reboot, Blender won't start at all, so, reboot is very important!
I had the very same problem. That worked for me.


Here are some things to try :

first make a copy of your the config file.
restore default settings.
disable the user addons ( the ones you installed ).
enable the console and read the log for any warnings or errors ( addons could cause that ).
install fresh copy and don't transfer the settings ( in case the problem is not from your settings ) .


One quick and dirty method would be to use the circle select tool to quickly remove the strays—but that will not create sharp edges or a completely smooth mesh.

Have you tried the Subsurface Modifier? That could help. It is an absolute fundamental to smoothing a mesh and a MUST-learn.

But from a more professional standpoint—the topology of this model is way too complicated. The scan has created an accurate but wildly complicated form that contains triangles (the worst when you are creating almost anything—especially here when they are tiny).

The ultimate (and most correct) workflow from here, to my knowledge, would be to retopologize the face. There are YouTube tutorials on “Retopo” and it’s worth the time to learn. This mask you have is what all game characters look like when they’re first sculpted—very complicated and dense with miniature triangles—then they have to go back and create a final clean version using the Retopo technique.

John


I need to make the vertices of a mesh follow a path / curve so that the mesh deforms as it follows the path?

Press SHIFT + “C” to center the cursor.

In Front View (Press “1”) Press Shift + “A” and add a plane. Tab into Edit Mode and press CTRL + “R” and add a healthy number of Loop Cuts by scrolling your Mouse Wheel.

Tab into Object Mode and add a Bezier Curve by pressing SHIFT + A. Then Rotate the Bezier Curve 90’ on the “X” Axis. Press “R” “X” 90.

Select your Plane and add a Curve Modifier. In the Modifier Pane choose the Bezier Curve as the "Object"either with the “Eye Dropper” or enter in the name of the Bezier Curve.

Move (Animate) the Plane on the “X” Axis.

A Bezier Curve with more segments and a Sub Surf Modifier on the Plane.


Is there a way to make word per word filling text effect like in AfterFX?

You can indeed. If you just want to make the text move across the screen you can always keyframe the text position in the style settings.
Or you can try and make your own more complicated animations with the Text Effects plugin. In the 3D viewport you can create and render the text object to make complex and interesting transitions and animations.


How can I stop my logo from stretching / being weird? (Blender 2.91.0)

I have seen your question and your issue, and It is quite common. Luckily, the solution is simple. Go to the UV editing section, before going there, remember to select the cylinder. Then select the face which is supposed to have the logo and carefully align it. For making it much more realistic, let the logo cover on of the faces but along with that, should cover a bit of the faces left and right to it. Hope it helps, if theres an issue with my solution, comment on my answer. I would also recommend going to this website to help you get started on stack exchange.
https://blender.stackexchange.com/help/how-to-ask
and
https://blender.stackexchange.com/tour
Cheerios,
Aster17


manipulating in the viewport has suddenly become quite impossible

This really sounds like a driver issue. Maybe something got corrupted or deleted (it can happen that an antivirus, for example, deletes a critical component of a driver). You see, OpenGL usually is part of the GFX driver package for any graphics card because OpenGL is hardware-dependent and is integrated by the GFX card's maker. Just putting the file in there is not a solution--you're doing the equivalent of driving a car with a wheel missing.

For this reason, I recommend that you reinstall the current version or install the newest version of your graphics drivers. If you already have the newest, either try reinstalling or roll back to an older version if that is the cause (most likely it's not).

If you have an AMD card, download drivers here: https://www.amd.com/en/support

If you have an NVIDIA card, download drivers here: https://www.nvidia.com/Download/index.aspx

If this doesn't work, you may need to uninstall the drivers first (to avoid left-over files from conflicting with the new ones). Otherwise, an update should suffice.


make an object exclude a light source in cycles

If no lights affect your house, how is it going to be lit?
You got 3 choices:

Go to properties>Object>Cycles settings and uncheck SHADOWS (your object cannot cast or recieve shadows) try find what works for you.

Second choice: Use EXCLUDE layers on the PASS LAyer system (that requires a little bit of knowledge on how to exclude things) -again, if you exclude the house, it will appear in your render totally black since no lights lit the object.

Road 3: Setup a LIGHT PATH shader node to exclude to recieve any lights or cast shadow on the object. Have a "per shader per object" override material ready before render. This also requires a bit of work on your side.

(Light emission with a shader / unlit object):

But hey, these are the possibilities.
Thanks if you vote me up as Answer.

BFCT_Schiller