UV unwrapping, texture only appears on 5 sides of cube

First off you are using the blender internal. It is a little different for cycles.

You are in textured mode, textured mode uses the lights on the active layer(s) to shade the objects.

So you can either add lights to make a better lighting setup.

Or switch the shading mode to Material. It will work like you are expecting, with your texture viable on all sides regardless of the lighting.


Move the origin point to the cursor in Edit Mode

What I understood  about your issue, you want to open mouth and close it.

Please try following steps:

Select the base edges as shown in the image below, snap the 3D cursor to this edge, by hitting Shift + S and selecting Cursor to selected

Change the Pivot Point to 3D Cursor

Select the full mouth and rotate it as required.

You may also create a Shape key for easy rotate and animate

When you are done with it you may change back the Pivot point to Median point

Best of luck!


For this I would assign the weights directly by going into edit mode, selecting the teeth, and assigning the weight to the jaw in the object data tab of the properties window:

Don't forget to also remove the influence from other bones.

This works well for teeth because they move 100% with the jaw bone. For smoother things that are influenced by multiple bones you will need to use weight painting.


My audio is there but how can I get back my video?

Your preview window is displaying a histogram (technical reference image). Click on the checkerboard icon at the bottom of the VSE timeline


Solidify Modifier, Subsurface Scattering, and the Principled Shader

No, i dont think you will need it for a solid object. if you apply a solidify modifier, you will see that all it does is just add another layer of faces to create a closed mesh, which you already have with a sphere.

You can also just try applying a subsurface scattering material to a sphere and see what happens.


Is it possible to make material independent of the geometry or the details of the mesh?

The issue is caused by UV stretching, which is a result of deforming the mesh with a displacement AFTER the model was already UV unwrapped.

Open the UV Editing tab
Hit the N key to open the side bar
Expand the overlay section of views
Tick the box that says Stretching

Now you will see something like this:

The dark blue areas are good and have little or no stretching.  The bright areas with more yellow are bad and have a lot of stretching.   To fix it try selecting all of the UVs and hitting UV -> minimize stretch.  If this doesn't fix this issue enough, then you should try to unwrap the model again.

NOTE - If you don't see any stretching, try applying your displacement modifier.


Mipmaps look terrible in BGE standalone player. Can this be fixed?

When you let the BGE automatically generate the mipmap-textures it will partially result in blurred images. I do not know if there are parameters that can help generate better mipmaps.

To avoid automatic generation you can create your own mipmap textures and provide it in a dds texture file. You can create them with GIMP (DDS plugin). The drawback is the additional work. The advantage is that you do not need to do that for all objects, just the objects where the automatic mipmap generation is not sufficient.


Caps lock to control: not accepted by Blender

Apparently, the KDE settings aren't as "low level" as Blender's input system. This command, however, is:

setxkbmap -option ctrl:nocaps

It also makes Caps Lock an additional Ctrl, but at such a low level that Blender understands it too.

Source: http://www.emacswiki.org/emacs/MovingTheCtrlKey


Why does my render output change everytime I click render image?

Physics must be baked before rendering.

Go to Phisics settings, find Cache tab, change type to Final and press Bake All button.

Also notice, blend-file must be saved on disc.


Empties only store position, rotation, and scale. You are thinking of them as if they are mesh objects, but they are just the transform component of objects, and thus, you cannot apply rotation and get the result that you are expecting.


The properties window changed its layout to landscape

Right click right of the property tab title, roughly here:

Select Vertical from the dialog that appears.


Can I change the position of the camera during an animation?

If you mean how can I change the position of the camera while animating another object then you can simply select the camera and move it around inset key frame and step some key frames and repeat.
I hope this helps you.


How to automatically rotate an object on its local z axis to make one of its edges parallel to that of another object

Via a script.

Getting the angle is relatively simple here. The 3d vector v projected onto Z = 0 plane is simply v.xy ie its x and y coordinates.  The signed angle between two 2d vectors is
v1.angle_signed(v2)

Related Face edges angle - python re projecting into any plane, eg the face normal of target plane.
Once we have this angle can rotate the target mesh by it about its Z axis.
Example script.
Here is an example script with both objects in edit mode. The last selected edge also makes the object the target object to be rotated.  Note, this relies on the two objects NOT sharing a mesh.  (If they did there would be no way to select a different edge in each while both in edit mode)
import bpy
import bmesh
from mathutils import Matrix
from itertools import product
context = bpy.context

ob = context.object
bm = bmesh.from_edit_mesh(ob.data).copy()
bm.transform(ob.matrix_world)
e0 = bm.select_history.active
mw0 = ob.matrix_world
# find closest verts
for o  in context.selected_objects:
    if o is ob or o.type != 'MESH':
        continue
    bm1 = bmesh.from_edit_mesh(o.data).copy()
    bm1.transform(o.matrix_world)
    e1 = bm1.select_history.active
    # find the two closest verts
    v0, v1 = sorted(
            product(e0.verts, e1.verts),
            key= lambda e: (e[1].co - e[0].co).length
            ).pop()
    angle = (e0.other_vert(v0).co - v0.co).xy.angle_signed((v1.co - e1.other_vert(v1).co).xy)
    print(angle)
    # rotate angle about ob origin
    R = (
        Matrix.Translation(mw0.translation) @
        Matrix.Rotation(-angle, 4, 'Z') @
        Matrix.Translation(-mw0.translation)
    )
    ob.matrix_world = R @ mw0


Rendering multiple smoke simulations from python script in cycles

I figured it out; I needed to free the bake cache before baking:

    # free bake cache
    bpy.ops.ptcache.free_bake_all()

    # bake the smoke simulation
    bpy.ops.ptcache.bake_all(bake = True)


Is there an addon to improve the knife tool?

You can try PolyQuilt. It does many other things, but also what you want.
If I remember correctly, once you click the 4th point it closed the quad automaticall, so it may be a bit anoying for you if there is no option to change that or you can't work around it.
In any case, give it a try.


You can do it by two ways.
First notice the UV map:

It is made as 3 parts, each corresponding to a texture.
So you can either use the new UDIM features of Blender or calculate it in a node tree.
Using UDIM tiles
Create a UDIM texture in the image editor. Check "Tiled":

Add each of the textures to it (in the correct order):

From the image tab on the right, open the first image from disk with the folder button.
Once done use the "+" on the right of the tile list. Open the second image.
Use the "+" and open the third image.
At the end, you should see that:

Now you can simply use the UDIM image as a normal image in the material editor:

Without UDIM feature
If your version of Blender does not have UDIM.
You can use the following nodes, testing the UV map parts with math nodes.


applying mirror then resetting loc and rot does not set mirror properly

First apply rotation and scale (scale is not need here but it is better for the future) :

Ctrl+A then choose 'rotation & scale'

Now set the 3D cursor at the center of the 3D space (as the picture is centered also) : Shift+S, then cursor to center
Then place the object to the center : Shift+S, then selection to cursor
Go to edit mode and replace the eye

The left part (her right) is a bit offset... but no human face is totally symetrical...


When I do an inward extrusion the walls of the cube remain, whats going on?

I would not use extrude there, instead I would make a loop cut like I shown with blue line, delete the plane I marked with red lines, including the edges, and then fill up the hole using F hotkey.
Let me know if that helped, otherways I'll make a more detailed answer later, when back from work.


Here are the licenses that Blender uses as of 24.1.2017:

Blender source code - GNU GPL Version 2 or older
Blender Cycles render engine - Apache 2.0
Python libraries - Python license
Bullet physics libraries - Zlib license
Libmv (Blender's motion tracking) - MIT license
Open Shading Language - BSD license

All these components that make up Blender can be distributed together under the GNU GPL Version 3 license (they are all compatible with it).

The art that you create with Blender:

  What you create with Blender is your sole property. All your artwork – images or movie files – including the .blend files and other data files Blender can write, is free for you to use as you like.(blender.org)

Therefore you can license your art however you like. That's where CC-ND-BY, CC-0 and others come from: Creative Commons licenses. If the artwork does not have the license specified, you are not allowed to distribute it or commercially use it, etc. Always ask the author's permission.

Blender game (Blender art + Blender code):

The inclusion of Blender player (= Blender game engine) requires that the entire bundle has to be released compatible with Blender’s license (GNU).

Regarding 3rd party addons:

Blender also includes the Blender Python API, so every piece of code of the addon that uses some Blender Python API must be also licensed under GNU. This only applies to the addon script files or binaries.

What does that mean: It does not mean the author must give you such code for free. It means when you have the code, you are free to distribute it (or modify) under the same license. You can distribute it however you like - for free or for money.

  When we speak of free software, we are referring to freedom, not
  price.  Our General Public Licenses are designed to make sure that you
  have the freedom to distribute copies of free software (and charge for
  them if you wish), that you receive source code or can get it if you
  want it, that you can change the software or use pieces of it in new
  free programs, and that you know you can do these things.(excerpt from GNU)

If the addon includes artwork (assets, textures, etc.) these have their own licenses and you will have to get permission to distribute them. So you can distribute the 'Pro lighting studios' script files, but not the assets. Script files usually have header inside stating the license.

Using GNU license and closed source license together:

GNU does not allow linking an application with closed code - it is forbidden to include a commercial library in a GNU code - you would have to make such library open-source to use it.

But you can do something like commercial render engines do: the export plugin is GNU (uses Blender API) and converts scene data to commercial application (ie. renderer) which is not GNU (doesn't use Blender API) and the licenses differ. This works because the addon is not dependent on the non-GNU application.

Assets in Pro Lighting Skies or Grass Essentials - the addon will work with any other assets too, addon's functionality is not dependent on them. Because of this the assets can be closed-sourced.

In the case of Blender game it would not work without the assets so they must be released under GNU (the game logic is part of the assets and the game is dependent on them).


How to flip normals with python in blender game engine?

This is only possible via Python.

Basically you turn the order of the vertices for each single polygon (face) by exchanging the positions of the first and third vertex

flipping triangles:

flipping quads:

You might need to set the vertex normal too to correct the shading.

Attention:

KX_PolyProxy does not provide the right vertices when the mesh consists of a mix of quads and triangles (Blender 2.73 and earlier). I do not know when this gets fixed.


How to select freestyle style module programmatically?

You will most likely want to enable freestyle in your render layers settings

bpy.context.scene.render.layers["RenderLayer"].use_freestyle = True

To add a module and set the script you can use -

#open freestyle style module
text_block = bpy.data.texts.load(PathToModuleHere)

#add freestyle style module
freestyle_module = rl.freestyle_settings.modules.new()

#set the script to use
freestyle_module.script = text_block


The bevel of a curve can be given a Taper Object in its 'Data' tab > 'Geometry' panel:

The radius of the bevelled curve is varied according to the Y of the taper curve in the taper-curve's  own object-space.
As shown, the bevel can be mapped to less than the full extent of the curve, and there are various settings for the interpolation of the mapping from point to
point.
But, adjusting the number of subdivisions in the bevelled curve to capture, not only the curvature along its length, but also the variation in its radius, can be a bit fiddly.


Ray cast doesn't validate hit in Animation Nodes

The Ray Cast BVHTree node takes a Start and a Direction, not an End. To compute the ray direction vector from the line, you can subtract the start and end of the line to get the direction.


Rendering became grey after I added an object, not a clipping problem, screenshot attached

From informations you provided:

I don't think your render became grey because you added an object
Grey render in your screenshot is probably Viewport Render Image
(see Manual for more info)
Fact that your render is OK now, with this kind of rendering, is probably because you switched viewport draw mode from "Solid" to "Render", but it has nothing to do with regular camera rendering it is still only viewport render.

To get proper camera render use shortcut F12 (or use this function via top row menu Render > Render Image)


Is it possible to unparent an object on a specific keyframe?

I'm sorry I'm on mobile so I can't check your file. Did you try to :

Select your object (child)
In Properties go to Object constraints
On the last frame of constraint: Right clic on Influence and insert keyframe and change it to 1
On the next frame: change it to 0
You might click on set inverse if the object move


How to Make the Bricks Shake Like an Earthquake Simulation

What your result may look like.

Go to the Graph-Editor. Set a (location) keyframe for your cube, then select the "Z Location".

Press N to bring up the side panel, and select modifiers.

Add a noise modifier and controll your Earthquake with Scale, Strength, Start, etc.


Animation Nodes: How can I apply a different matrix to every point in a mesh

OK, over lunch I sat down and read through the Animation Nodes docs, and worked out how subprograms work. Like a lot of stuff in Blender it seems like they're completely opaque and baffling, until you understand them, at which point they're completely obvious. So what I needed to do was to make a subprogram with the Project Point On Line node and the transformation matrix inside, and use the vectors from the mesh as an iterator. That means that for every point in the mesh the subprogram is run, given the point's co-ordinates and the strength parameter, and returns the rotated vector as a result.

Here's the much simpler, and more elegant node tree:

And here's the before and after, working just like I want:


UV Unwrap model as multiple flat straight strips

Still some manual editing ............

Remove the outer edge seams so that those sides will be attached to the outer face UV islands when unwrapped.
Select those outer faces and sides and unwrap using the Conformal method.

Select only the inner faces and unwrap.
In the UV editor move these new UV islands to the right so that they will not be overlapping the outer faces UV's.

In the UV editor straighten out edges where necessary.

If you need to separate the sides UV's from the outer faces UV's.......

In the UV Editor, select two edges that make up one of the sides and hit the  Y  (to separate)  X  (to confine in the X axis)  G  to move and drag the new island away to clear space on the UV square.
Repeat for the other 3 sides.


How to add custom objects to the "add object" menu?

There is an addon called creaprim which allows you to do this.

Install and enable the addon (direct download). Some people have had issues using this addon in the 2.70, you can find a patched version here.

Select the object which you wish to add to the Add menu and press Create Primitive in Tools shelf > Tool > History > CreaPrim:

You can now add it from the Add menu:


Why does Ctrl+Z make part of my model green?

Maybe you already get the solution, but this is what I did:
I just changed to object mode then back to sculpting mode...and that fix the problem. This worked for me, was simple. I believe anyone can get this solution playing a little with the modes, still I hope this will be useful for someone who can't figure it out and thought hours of work was lost (don't panic)


How to fix shape keys after having used symmetrize on the basis shape key?

I think it's the same that I just solve.
I had my character with mirror applied and shape keys. I tried to apply the mirror but I cant, so

The first thing I did is save with another name.
In the new file I deleted half of my character, leaving the very middle vertex.
In shape key I rename some "Worry" to "WorryL", "Frown" to "FrownL", etc.
In object mode you duplicate my character and made a scale X -1.
In the new object shape keys rename the renamed ones. "WorryL" to "WorryR", etc
Then I put it in the right position and Alt + J to join. Ctrl + N to fix normals
W and Remove Doubles.

Ready.
I have My character With some shapeKeys for Left and Right. Others like Phonemes I leave the like the was.


Object looses its scale on keyframe change

You have part of your mesh animated. When you move the frame, it displays the current transformation of the keyframe with animation.

                                  Animated Frame         Current Frame

You can fix this by going into the dope sheet, the NLA editor, or the Graph editor
And delete the unwanted animation

          You can click here to delete                      You can also select all the

          the animation for that object.                   keyframes here and delete them.

You can keep the transformation without deleting the previous keyframe by adding a new one and animating the transformation.


Try going into local view (toggles on and off with the " / " button. It will confirm you're trying to select edges in the right object that way. Next, choose any of the three "select" options by pressing the top left button on the side-bar (arrow and crosshair). Try editing the object in the "Layout" tab at the very top of the screen. Last thing would be to confirm the option for "outline selected" is checked in the overlays menu (attached picture). Good luck


In python it's not very hard : http://web.purplefrog.com/~thoth/blender/python-cookbook/flip-texture-v-coordinate.html

import bpy
import bmesh

def mission1(mesh):
    bm = bmesh.new()
    bm.from_mesh(mesh)

    for uvt in mesh.uv_textures:
        uv_layer = bm.loops.layers.uv[uvt.name]

        for face in bm.faces:
            for loop in face.loops:
                loop[uv_layer].uv[1] = 1-loop[uv_layer].uv[1]
    bm.to_mesh(mesh)
    mesh.update()

if bpy.context.mode != 'OBJECT':
    bpy.ops.object.mode_set(mode='OBJECT')

meshes = set()
for obj in bpy.context.scene.objects:
    if obj.select:
        meshes.add(obj.data)

for mesh in meshes:
    mission1(mesh)

Just select all the defective meshes and it will flip the V coordinate.


How to distribute objects in a circular pattern on a surface (Radial Array, Polar Array)

Radial / Polar / Circle Array

First decide how many rings of holes you want, and the sizes of these various holes. The inner ring usually has a different hole count than the outer larger ring.

For the sake of demonstration let's say I pick 3 different sizes

hole count per ring | angle between each hole
--------------------+----------------
big hole: 20        | 360 / 20
smaller hole: 15    | 360 / 15
smallest hole: 10   | 360 / 10

A convenient way, which doesn't appear to be obvious for a lot of people, is to use the Array Modifier and a rotated Empty. The rotated empty will be used as the centre of the radial array. The rotation of the empty will control the angle of rotation of the arrayed objects.

If you want a radial array of 15 objects (for educational purposes I will array around the world center (0,0,0), and the plane is X,Y :

you place an Empty at (0,0,0), rotate it around z by 360/15

add a circle to the world at (0,0,0) and in edit mode move the vertices to in the X direction to until you are happy with where it is

Pick your Object, add Array Modifier to the it
set the Object Offset to the rotated Empty

From that point it's up to you what you do, add more rings. In the end you might have something like this, i've zoomed into the Empties to show that it might look a bit cluttered and that's to be expected (this is why naming your Empties is very important)


To view an object from the inside, you have to be in the perspective camera mode, because you are not able to "enter" the object with an orthogonal camera.

The shortcut Numpad 5 let you switch between orthogonal camera and perspective camera.

also important is, to have backface culling disabled or else you wont see any backfaces . You can find it in the property panel in the 3dView (shortcut N).

But if you really want to edit a inside of an object, I would recommend to create faces which are pointing inward to prevent issues while rendering.


Starting two rigid body animations at different points in time

Select the pen then go to the frame in which you don't want the pen to fall (presumably frame 1) and uncheck the Dynamic tick in the rigid body menu. Then mouse over the tick and press I.

This adds a key-frame. Then go to the frame where you want it to fall, and check the Dynamic box (so it's on) and press I to add another key-frame. Then the object will have dynamic rigid collision when the key-frame is hit.


how to send property value as a message sent by multiple object?

As ZargulTheWizard mentioned, the only way to receive the body text/values at run-time is with Python API. However, you could use a different setup, that being to send a simple "buy.100" message as you showed above, than, on the object(s) that are meant to be receiving the messages vie message sensors, have them use a property actuator with type "copy" to copy the "value" property to and fro the sending/receiving objects. You'll also need to have a game-property with the same type (e.g boolean, integer, float) on the receiving object(s).


Weight Brush Does nothing on any setting

If weight painting a vertex group in a mesh differently is not affecting how an armature deforms it, one of the following is probably true.

The vertex group has no bone with the same name to match with.
The armature modifier is disabled.
The armature modifier is set for “Bone envelopes” instead of “Vertex groups.”

Check for these. If not, make sure you were posing the correct bone.


How to copy NLA strip without creating a new track?

Yes, maybe I miss something but it doesn't seem logical, maybe it's worth a report to Blender developers? That said, you can either:

Duplicate one or several times your strip, it will create one new track but you can delete it later (put your cursor over the track's name and press X).
Put your cursor where you want to create a copy of your strip and press ShitA > Strip Name, but it won't keep all the edits you could have made in the NLA "N" panel.


Why are there no key_frames created with Python code?

Each curve object is still in the newcurves collection, hence newcurves[index] can be used rather than scene.objects[index]

The behaviour in the example sphere script you posted appears to rely on obj.location = (x,y,z) being set as opposed to obj.location.x = x etc.

My advice would be call scene.frame_set(f) update your props, insert keyframe, repeat.  The frame argument of keyframe_insert defaults to scene.frame_current.  Also to keyframe in only the x location pass index=0.

# set initial locs / rots here
newcurves[0].location.x=-1
newcurves[2].location.x=1

bpy.context.scene.frame_set(0)
# keyframe in all at frame 0
for curve in newcurves:
    curve.keyframe_insert(data_path="rotation_euler")
    curve.keyframe_insert(data_path="location")

# call frame set (updates the scene as well)
scene.frame_set(10)
# update the properties
newcurves[2].rotation_euler=(radians(90),0,0)
# insert the keyframes
newcurves[2].keyframe_insert(data_path="rotation_euler")

scene.frame_set(20)
newcurves[0].rotation_euler=(radians(90),0, radians(90))
newcurves[0].keyframe_insert(data_path="rotation_euler", frame=20)

scene.frame_set(30)
newcurves[1].location.z=0.12
newcurves[1].keyframe_insert(data_path="location", index=2)

scene.frame_set(40)
newcurves[0].location.x=0
newcurves[0].keyframe_insert(data_path="location", index=0)

scene.frame_set(50)
newcurves[2].location.x=0
newcurves[2].keyframe_insert(data_path="location", index=0)


This is stored under the

bpy.data.use_autopack

value.

True: Autopack is enabled, False: Autopack is disabled.

Documentation is https://docs.blender.org/api/blender2.8/bpy.types.BlendData.html#bpy.types.BlendData.use_autopack


Some resources

Add-ons

Archimesh for creating architecture elements

Download

Window Generator
Chimney Generator
Jamb Generator
Balcony Generator

Sites:

Blender 3D Architect

Video Tutorials:

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

Related questions:

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


First off, you need to correct the origins in blender. While the four cubes are selected, right click to bring up this panel.

Then navigate to 'set origin' and select the 'origin to 3d cursor'. This will set the four cubes origins to the cursor position and you should be good to go! Then inside unity, make sure to set tool handle position to 'pivot'.
Hopefully this works!


Which Nvidia RTX attributes are the important ones?

“With NVIDIA RTX, core ray-tracing operations are now hardware accelerated by the GPU, making this the fastest version of Cycles yet.” - Brecht Van Lommel said.

Cycles core computing method is ray trace. And if this thing is supported by GPU hardware directly, then it will be fast to compute ray trace part. So, RT core number will benefit Cycles most in general.

But the whole Blender Cycles use OSL/GLSL for rendering. Not every thing in those complex shader node bottle-neck is to compute ray trace result. See this chart in official Blender Optix support post:

You can see that not every scene got the same boost from using Optix. Since not every thing is boost by new architecture.

Also, there are some special unit to do other calculation in RTX family as well(texture, Render Output):

Those unit (including RT unit) performance are almost directly proportional to GPU Cores in RTX family. So I think don't bother on what core are best for Cycles. Cycles benefit all performance from them.


Materials and Textures not Showing Up in GLSL Shading Mode

Setting the Viewport Shading to 'Textured' should help with this.  'Material' also works.
It sounds like you may be using 'Solid' mode.


How do I make an object cast shadows but be invisible in the render?

In Cycles or Eevee, that can be:

It uses the light path, testing if it is a ray from the object to the camera: if yes, the transparent shader is used.

For Eevee, you need to set the blend mode to alpha blend:


The Subsurf Modifier doesn't work well with Triangles.

Ideal topology consists of mainly quads (faces with four vertices) and each vertex is connected with exactly four edges.

I created the following quarter sphere by smooth subdiving a cube (edit mode: w > u), shaped it to a sphere (edit mode: Shift + Alt + s) and deleted the excess vertices.

EDIT: After requests and additional info in the question, I will provide a step by step workflow.

Create a cube Shift + A > C, then go into edit mode (Tab). Make sure the pivot stays in the center of the cube.

Do a smooth subdivision operation three times. (W + U)

Select and delete the unnecessary vertices.

Select the outer edge loop (Alt + rightbuttonclick) and scale it to zero along the Y - axis. (S > Y > 0). Make sure to enable proportional editing for this step, so the topology stays even.

With the edge loop still selected, do the to sphere operation.(Shift + Alt + S > 1 > Enter)

Select all vertices A, enable 2D Cursor as Pivot . and do the to sphere operation.(Shift + Alt + S > 1 > Enter), the last edge loop will still be on two axis.

Delete the additional vertices, then select the lower edge loop.

Extrude, scale according to the reference, insert edge loop to make the edges clearer.


to change the size of these squares, you should scale uv-islands. this time it is y-scale. after you are happy with squares, you can scale island on x and y simultaneously to occupy most of available texture space. the biggest island should be the island that will show lot's of texture details. and you can also rotate the islands by 90 degrees.


Why are there seams all over the mesh when a Normal Map is applied?

Save the normal map externally. Then select "usa alpha" in the texture properties and this gets rid of issues with margins and rendering.


check the normals and recalculate..
check and revome double vertices...
add more steps to the simulation for example 10 for quality and 5 for collisions...
check that you did properly the stitches in the mesh...
make sure your cloth is big enough to fit the character, but first try tweaking first some settings in the cloth setting physics settings...


The zappy looking face on the close side indicates a face in the same location. Are you using the Boolean Modifier on the cone with the cube as a separate object? If so, I highly recommend having the two as one mesh object and using the edit mode Boolean operation instead. To fix the situation you have without doing this, apply the modifier on the cone, then delete the cube: The cone’s current modifier-added geometry is identical to but not the same thing as the cube and is overlapping it.


Making an Invisible Material in the Cycles render engine

If you want the object to disappear gradually I would do it with the material.  To make it disappear from top to bottom/side to side etc. (like a box covering it up as you described) I would se this node setup for it's material.

You can then animate the value on the greater than node (the one in yellow) from 1 to 0 to make the object disappear from top to bottom.  If you want left to right use the X value from the separate XYZ node.

This works because taking the X, Y, or Z component of the generated texture coordinates gives a gradient from 0 to 1 from left to right, front to back, or back to front respectively.  The output of this, sent through a greater than node to chop it off at a certain point, is used to drive a mix shader mixing the normal material (in this case the diffuse shader) with a transparent shader.  When you animate the value of the greater than node you are animating the cutoff point.


Thank you for your .blend-File. That helped a lot.
The problem is the lighting.
If you change your lighting settings to this:

you get this: (and yes, i added the blue cube to check, what's going on ;)


How to create a custom property on an object by pressing UI button?

you want ID properties, they can be set per object

obj = bpy.data.objects['whatever']
obj['some_property_name'] = 'some_value'
obj['some_property_name_2'] = 33

>>> obj['some_property_name_2']
... 33


Is it possible to duplicate keyframes to multiple bones?

Select a source bone
open a graph editor
select all keyframes you want to copy
press Ctrl+C
select the destination bone
set the cursor at the appropriate position
press Ctrl+V


Bezier-Spline with Python adds unwanted point

A new splines starts with a single point, it is not empty:

import bpy

curvedata = bpy.data.curves.new(name="Curve", type='CURVE')
ob = bpy.data.objects.new("CurveObj", curvedata)
bpy.context.scene.objects.link(ob)

spline = curvedata.splines.new('BEZIER')
print(len(spline.bezier_points))
# Output: 1

The bezier spline has already a point, so you need to
.add() number of points you want to add minus 1.

polyline.bezier_points.add(len(points)-1)

By the way - you can assign the coordinates more efficiently like this:

from bpy_extras.io_utils import unpack_list
# ...
polyline.bezier_points.foreach_set("co", unpack_list(points))


Blender 2.8 exports fbx with flipped normals

Check Face Orientation in the Overlays popover:

In my opinion, in the 2.80 it's harder to recognize a inverted normals in default shading.

Also check, that your object doesn't have negative scale.

Edit: The negative scale can be a byproduct of mirroring (Crtl M) while in object mode. To combat this, mirror the object while in edit mode, and then flip the normals of the mirrored part. Recalculating Normals works just as well.


Yet Another black-image texture baking problem

The normals of the plane object are facing the wrong way (downwards). To correct this: in Edit mode select the plane then open the Mesh menu > Normals > Flip .
Note: because your image to bake to (dark marble texture) was not packed into the .blend file I had to create a new one that is called new_bake in the screenshot below.


2.9x - How to import multiple obj files?

You actually don't need to use an add-on to import multiple .obj files. You can manually continuosly keep on importing them. If you have saved it in a folder and there are too many of them, you can press shift and select the last file you want to import. If there are any files in the middle you don't need, go to the file explorer and drag the all the unnecessary files to the bottom. Then press shift to the last file you want to import and press import. The files might be imported might be in the wrong order and you have to arrange them. Or, you could import them one-by-one. I know it is difficult if there are too many files, but is less CPU intensive while loading all the meshes. This should work without any problems.


background image/video issue in blender vfx

Press Shift + A and add one more movie clip, load your background footage in that movie clip angle, and finally you can connect it with viewer


When using Blender to modify the Pharah model, how do you make simple bodymorph changes using Shapekeys?

Go to the object data properties (the green triangle) and find the shape keys menu. You can click a shape key, and then drag its Value bar to use it.


If you render using F12 or the Render button, the image doesn't get saved automatically (I don't know why the deveolopers made that choice).

You can manually save the rendered image in the UV/Image editor Pressing F3 (or "save as image" on the menu).

To auto-save a rendered image in the format specified in the ouptut settings, you would need to press the Animation button (or Ctrl+F12).

Just remember to set the frame range so that it renders only one frame and not the default 250.


How to pack data into .blend with bpy.data.libraries.write

Edit:

Actually the assumption on what data gets saved was wrong

data_blocks = set(bpy.context.selected_objects)

is enough to get all the linked materials, nodes etc.

The script to pack the texture images works just by

import bpy
bpy.ops.file.pack_all() #Tells blender to pack images into the file on save
data_blocks = {*bpy.context.selected_objects, }
bpy.data.libraries.write("my blendfile dir", data_blocks, compress=True)
bpy.ops.file.unpack_all() #Tells blender not to pack images into the file on save

The option compress=True adds compression to the library file.

The Problem

I think the selected_objects data only includes the data of the linked object:

If it is a lamp it will contain brightness type etc
If it is a mesh it will contain the vertices, faces and the link/name to the materials assignes but NOT the material/nodegroups/textures itself.

Also the Images need to be packed

The Research

Taking a look at the api docs:

https://docs.blender.org/api/blender_python_api_2_77_1/bpy.types.BlendDataLibraries.html

import bpy

filepath = "//new_library.blend"

# write selected objects and their data to a blend file
data_blocks = set(bpy.context.selected_objects)
bpy.data.libraries.write(filepath, data_blocks)

# write all meshes starting with a capital letter and
# set them with fake-user enabled so they aren't lost on re-saving
data_blocks = {mesh for mesh in bpy.data.meshes if mesh.name[:1].isupper()}
bpy.data.libraries.write(filepath, data_blocks, fake_user=True)

# write all materials, textures and node groups to a library
data_blocks = {*bpy.data.materials, *bpy.data.textures, *bpy.data.node_groups}
bpy.data.libraries.write(filepath, data_blocks, compress=True)

The Solution?

import bpy
bpy.ops.file.pack_all() #Pack all images into the file
data_blocks = {*bpy.context.selected_objects,
*bpy.data.images,
*bpy.data.materials,
*bpy.data.textures,
*bpy.data.node_groups }
bpy.data.libraries.write("my blendfile dir", data_blocks, compress=True)
bpy.ops.file.unpack_all() #Will unpack ALL files in the current file.

If the pack_all() command does not  work or you don't want it, I think you could loop over all the images and pack them individually:

for image in bpy.data.images:
    image.pack()

I tested the code on packing images (as images) and for me at least it works


Black column of pixels when rendering in HDRI pranorama

Literally seconds after I posted this I figured it out, lol. Turns out this is what happens when the Lens Distortion is used for some reason.


It looks like a bug in Workspaces.
Simply create a new UV workspace an then it should work.
+ > General > UV Editing


Turning the transparency off fixed everything.
Make sure to have density if you want transparent renders.


How to assign a new material to an object in the scene from Python?

Here you go, code with some safety checks:

import bpy
ob = bpy.context.active_object

# Get material
mat = bpy.data.materials.get("Material")
if mat is None:
    # create material
    mat = bpy.data.materials.new(name="Material")

# Assign it to object
if ob.data.materials:
    # assign to 1st material slot
    ob.data.materials[0] = mat
else:
    # no slots
    ob.data.materials.append(mat)


These bone controllers are in fact extra bones themselves.

In Blender, controls for a rig are usually implemented as bones in that rig with the deform checkbox disabled (this checkbox tells the armature modifier to whether to consider a bone or not for calculating the mesh deformation). The rigger will then make use of various constraints to define how they control the deforming bones in the rig.

Control bones often use custom bone shapes to give each controller easily recognisable and understandable shapes. These shapes are defined other meshes that have been hidden away somewhere in the scene (on a hidden layer prior to 2.8 or in a hidden collection (2.8+)). Unfortunately Blender does not come with an easy to use library of these, although the Rigify addon will generate quite a few if you use it to generate a rig.


Is there a way to make a shortcut comment the current line?

You could create a custom operator and map the following to a shortcut.

bpy.ops.text.move(type='LINE_BEGIN')
bpy.ops.text.insert(text="#")

or if selecting the line is tiresome you can just automate the selection step then comment

bpy.ops.text.select_line()
bpy.ops.text.comment_toggle()

Creating a custom operator would look something like this

import bpy

class CommentLineOperator(bpy.types.Operator):
    bl_idname = 'text.comment_line'
    bl_label = 'Comment a line'

    def execute(self, context):
        bpy.ops.text.select_line()
        bpy.ops.text.comment() >> bpy.ops.text.comment_toggle() since 2.8

        return {'FINISHED'}

bpy.utils.register_class(CommentLineOperator)
bpy.utils.unregister_class(CommentLineOperator)

After that, you should be able to map a shortcut easily to text.comment_line.

To have this load at startup, just save it with a .py extension and drop it into your scripts/startup/ folder. See How could a single Python script run when Blender is started?.


Problem with paths in my script, relative to local python file

The current file's location is obtained using __file__

import os
current_file_path = __file__
current_file_dir = os.path.dirname(__file__)

to access a file in the same directory as this python file you do

other_file_path = os.path.join(current_file_dir, "other_file.ext")
with open(other_file_path) as f:
   ...

if there's a directory on the same path as the main python file you can get that by doing

other_file_path = os.path.join(current_file_dir, "directory", "other_file.ext")
with open(other_file_path) as f:
   ...


The cell fracture addon creates solid pieces to match the volume of the selected object. If you have failed trying the cell fracture addon you may have missed that it leaves your object intact and places all the new pieces onto the next layer, you need to change layers to see the pieces.

After enabling the addon, there is a cell fracture button added to the tools region but you may find it easier to press space and type in cell. For a simple cube you will either want to subdivide multiple times or add a particle system then run the addon.

This blender cookie tutorial covers the cell fracture addon.


Wireframe horizontal vertices - retro video game effect

In your Wireframe Modifier, uncheck Replace Original. Up the Material: value to 1.

Go to the Materials tab. Make sure you have two material slots, the top being black and the bottom being green.

This will make it so that you have something black in between the green lines to stop light from the hidden green lines getting through.

Jimmy Gunawan's image; cropped and modified:

Blender Nerd's image from his YouTube video; cropped:

A gif I created:

Check out the gif's .blend file!


Rigging A Character With Boolean Modifier And SubSurf?

Part 1: You Can

You can leave the modifiers on without applying them, sure. You would need each of those pieces of the object named "Cube" to be separated into individual objects. Then you would parent each of those objects to your armature bones.

I would disable the Boolean Modifier for the viewport only, because it's killing your viewport performance.

Then you should be able to navigate and rig smoothly.

Part 2: But in this case you shouldn't

I realize it is tempting to try to carve out pieces of a mesh using Booleans because if you were sculting in the real world with clay or something you would carve away at your shape. But mesh modeling doesn't work that way and Booleans don't create pretty topology. They are very useful and appropriate for certain cases, but this is not such a case.

The best thing to do would be to model your character's topology to have cuts in those places, using quads instead of tris to the best of your ability. The subject of topology is broad, but worth studying if you want to animate characters.

If the places where the Boolean cuts into the mesh are only for a specific scene - like if this character is going to be cut into a bunch of pieces - then after you've modeled your finished character, duplicate a copy of the character and cut that one apart.

Without knowing exactly what your plans are for animating this character, that is the best advice I can give.

On a final note, it looks like you are using an Edge Split Modifier to fix a shading issue, however this is only adding to the heaviness of your scene by creating more geometry. It would be better to fix the ugly shading at Boolean intersections using Auto Smooth, like so:


You have a lot of big and ugly n-gons and non planar geometry.

Most of it can be fixed by bridging edge loops.

Start by selecting the faces of the n-gons on the main ring and delete them.

Next thing is making it so both sides of this ring have the same number of vertices for each loop.

The center circle has 32 vertices, the outer one only has 30...

How would do you know how many are selected? look at the top of the screen:

In any case you are missing two vertices on the outer ring, so select this long edges, press w to subdivide, and make one subdivision on each.

Now that you have two rings with the same number of vertices you can do Bridge Edge Loops.

The main ring has now some nice quads.

Repeat this for the bottom part of the object.

On the side you have some triangles at the top and bottom

To turn all of this area into quads, select these edge loop:

and do Edge Dissolve to get this:

Repeat this for the other side.

Now on to the most problematic area, delete this faces to get rid of this n-gons on top and bottom of the object :

The next task is to connect the inner ring to the outer shape. The ring has 32 veritces and the outer shape only 8, so we need to create some more vertices.

2 loop cuts here:

11 cuts here:

And 11 more on the other side. Next is selecting the edges on the ring and the outer edge and connecting them with Bridge Edge Loops.

To get something like this:

Repeat this on the bottom and on the other side of the object.

Your object should be now all quads and manifold...

Last stop is making sure your normals are consistent, so select all the faces and press CtrlN


Material not copying to other objects in cycles

For some reason Use UV for Mapping is disabled in the Properties > Curve Data > Texture Space settings on all the objects except one.
To enable it for everything, select them all (Shift L might be useful), then right click on the Use UV for Mapping setting and click Copy to selected.


Creating Textures for Sold Colour Models

As far as I can tell there are no textures in that image, just models with different diffuse colors asigned to the faces. This will help you out:

Add different materials to different parts of a mesh?

Also, to answer your questions, flat colors do not get affected by scaling, they don't use resolution, and you don't need anything more than blender to create the material.


Select the object you want to align, then the object on which you want to align, then, on the bottom menu of the 3D view, choose Object > Transform > Align Objects, and play with the options on the bottom of the T menu (example: choose the right axis)


Cloth simulation: Gaps between meshes sewing springs

I had this issue and found that the problem was not having enough sew edges. ie add loopcuts to the parts that are being sewn together and connect them so that you have more stitches. once you have enough the seam will pull fully together.
(this fix assumes that there is enough "fabric" as in the gap is not caused because the fabric is not stretching around the model)


Subdivision Surface modifier works badly

You can try to do Ctrl + R to add a loop cut, click before the sharp vertices you want, and just slide it to the left to sharp the angle
Otherwise you can select the vertices and in the Tool box on the right (with N) click on a thing with crease in the name, or I think you can do Shift + E


how to make a stroke, like in vector software (illustrator, flash, animate, etc.), with a round cap?

a solution (that is not perfect):
Make a square plane and a filled circle of the same size (it's important that their origin is in their middle)
Create a Bézier curve which has the same origin as the square.
On the plane, add an Array modifier>Fit type>Fit Curve as well as a Curve modifier.
This creates a curve that follows exactly the Bézier curve. (see picture for details)
Then with the Array modifier, it is possible to add Start/End Caps. Selected the circle if you want Round Caps. With a few adjustments and a Subdivision modifier it works.
To secure the whole thing, I advise adding 2 Object Constraints on the Bézier curve: CopyTransform (the plane) and Limit Distance (0 m) (see picture for details).
This blocks most of the possible problems that you will get if you try to move the plane object.
This method doesn't let you easily change the width of the stroke (which depends on the plane's size)
Trying to scale the whole thing might get you in trouble and break the link between the plane and the Bézier Curve.
Good Luck!!


Stupid Question: Multiselecting objects?

Selection Brush:
You could use the selection brush of Blender with the C shortcut. To select use the Left mouse button and to deselect use the middle mouse button. Use the mouse wheel to increase the size of the cursor. Press Enter or Esc to confirm the selection

Selection Brush:

Lasso Selection Tool:
Hold down Ctrl and click and drag over your items. Let go of Left mouse button to confrim the selection

Lasso Tool:

Also you could do like the user m.ardito said using the Shift key to select mulptiple objects. Also if it's easier select all objects with A and deselect the objects you don't need to affect. Otherwise you could select of the of the right objects and invert your selection with Ctrl + I.


Head bone not moving with parent hip bone

You have activated the Auto-IK option, it allows you to move a bone as if it had an IK constraint, so just deactivate it:


As far as I understand your problem:

Select vertices 1 and 2. Press J to join them. This will create an edge, cutting through an existing face. Now you can right-click, subdivide and choose 3 as the number of new vertices (marked as 3, 4 and 5 above):

From here you could connect horizontal pairs 3 & 6, 4 & 7, 5 & 8, also by selecting a pair and pressing J. Then, finally, you can select vertices 9 & 10, press J to do a cut there as well to get quads. But then you need to press ⌘ + R for a loop cut to divide the quads above vertex 9 and below vertex 10. You would have to do the same right to 6 and 8.
Of course everything would be simpler if you just selected vertex 8, pressed G twice and moved it to the nearest vertex, similarly with vertices 6, 9 and 10, then if vertex auto-merging is disabled, you would press A then M then B to select all vertices and remove doubles, but I assumed those vertices are there for a reason.


How to create and change the color of a Node based material with a script

I can answer one of your questions but you will need to download and install the add-on again if you haven't yet. The add-on now lets you access functionality via the script shown below.

This assumes a recent version of the octave_gradients add-on is available locally.

code for using the add-on inside a script:

import bpy
import addon_utils

addon_utils.enable("octave_gradients")

# add material, or reuse existing one
mymat = bpy.data.materials.get('lazy_cube')
if not mymat:
    mymat = bpy.data.materials.new('lazy_cube')
    mymat.use_nodes = True

nodes = mymat.node_tree.nodes

if not 'ColorRamp' in nodes:
    nodes.new(type="ShaderNodeValToRGB")
ColorRamp = nodes['ColorRamp']

# reuse the Octave Gradient maker code, when calling from this context,
# it will add a function called 'external_octave' to the driver_namespace
# this function doesn't care what context you are in, all it wants
# is a reference to the ColorRamp node, and a number between 0..13
bpy.ops.scene.gradient_pusher()
external_octave = bpy.app.driver_namespace['external_octave']

# force ramp theme
external_octave(ColorRamp, 12)  # jet=12

# hook the ColorRamp up to the DiffuseBSDF node.
DiffuseBSDF = nodes.get("Diffuse BSDF")
mymat.node_tree.links.new(ColorRamp.outputs[0], DiffuseBSDF.inputs[0])

What you should be able to solve on your own is how to get temperatures into a range of 0 to 1, so the color ramp can map them.


Sculpting - Unwanted lines on brush strokes

As you said, it may be because of the low resolution.  Usually with Sculpting Mode, you'll want to use the Multiresolution modifier so that in sculpting mode you can have a high resolution while in object mode the resolution won't slow you down too much.  You can also check you brush settings, particularly Texture and Symmetry/Lock.  In Stroke settings, you can make sure that the spacing is set to 1% and the jitter to 0.


Just scale things properly and use Archimesh's windows. (Blender 2.78c comes with latter and you just need to enable it in User Preferences -> Add-ons.)


I need to show my poly count in my render for a school assignment. How can I do that using Blender 2.83?

Poly count is at the very bottom right of the screen.
In the note section for metadata write the info you want and turn on "burn into image"

A different way to see statistics is to enable the overlay in the 3D viewport as shown in this post:
Bottom Status Bar Doesn't Show Verts, Faces, Tris Information In v2.9a

Here's a script to automatically write the with the selected object's stats on the metadata notes:
adapted from :
Show the polycount of selected objects in object mode
import bpy

verts, edges, polys = 0, 0, 0
dg = bpy.context.evaluated_depsgraph_get()  # Getting the dependency graph
for obj in bpy.context.selected_objects:

    obj = obj.evaluated_get(dg)
    # This gives the evaluated version of the object. Aka with all modifiers and deformations applied.
    mesh = obj.to_mesh()  # Turn it into the mesh data block we want

    verts += len(mesh.vertices)
    edges += len(mesh.edges)
    polys += len(mesh.polygons)

bpy.context.scene.render.use_stamp_note = True
bpy.context.scene.render.stamp_note_text = "Verts: "+str(verts)+", Edges: "+str(edges)+", Polys: "+str(polys)
bpy.context.scene.render.use_stamp = True

To use go to the scripting window, create a new text, paste the script and run it.


How do I export animation with inherit rotation turned off?

Probably the problems comes from an "inherit rotation" behaviour of the destination rig. If you baked all animation infos (loc and rot) you can break the parent-child relationship of the destination rig, and everything should be OK.


Oh, that simple
All you need to do is the select camera properties, then look down for Film and check transparent.

Final result:


Emit particles and move particle on this surface

You can achieve this by using Forces to direct the particles to your mesh surface. The key is to change the shape of the field to "Surface" :

Here the cube has a Force Field added, with the type set to Force, Shape of 'Surface' and a negative strength. This will draw all affected particles towards the surface.
Note that particles aren't affected by forces applied to their own mesh - so you need to create a separate mesh to generate the particles. However, this could be in the same location as the mesh - so that it appears that the particles are spawned by the same mesh - if that is a requirement.
I also added a couple of fource fields to affect the particles - a 'Drag' field to slow them down (with Quandratic set to 2.0 to slow fast moving particles more than slow-moving ones) and a Turbulance field to move them about a bit. You could also add a Self Effect force on the particles themselves to push them gently away from each other. You'll need to play with the relative strengths of those forces for your situation but I used -5 for my 'surface' effect, 0.005 for the particle self-effect repulsion force, Linear 1.000 and Quadratic 2.000 for the Drag field and 7.4 for the Turbulence field to give them some 'jiggle'.
I also added Collision to the mesh so as to affect the particles when they do hit the surface - to effectively 'grab' them and slow them a bit - by increasing Stickiness to 0.7, Damping to 1.000 and Friction to 0.25.
This produces the following effect :


when in edit mode ( tab ) , press c this gives you a control circle that size you can control with mouse wheel, then press left mouse button on top of a verticle in the end of the path, then press g and ( grap ) and move the mouse to drag the path .


Missing the circle brush in sculpt mode using Blender 2.8

OK This could be a little bit issue from Users from 2.7 to 2.8
If the sculpt Brush cursor is not visible just go here.
You only need to Brush Settings and Activate the Cursor option on.
This option is in the side bar.
But it also avaliable in the header of Blender.


In this case the solidify and the subsurf modifier don't really contribute to the problem, and the texture on the surface is also incidental (ie, not relevant).

The main issue is really the abrupt 'non-transition' between the spout and the body. In your case because the object is Lathe-able geometry (you either used a screw modifier or the Spin tool) you could redo the body with more steps to have finer grained geometry for matching up.

You had a considerable difference in the size of polygons between the body and the spout and that makes it difficult to match up nicely, this image shows a better match between polygon sizes.

Getting the two patches of mesh to match up in a way that would make the merge smooth is not a trivial thing in a polygon modelling tool like Blender. Getting them to approach the same subdivision level is a firs step, but is no guarantee that the end result will be acceptable for close up renders. Regardless it is worth trying.

Blender has all kinds of tools to help you model intricate details

'Vertex Slide'. Shift+V, allows you to move a vertex along any connected edge.
'Knife Project' tool to cut shapes into meshes. Here i've cut the profile of the spout into the Body of the pot to prepare the attempt to merge. (the blue outline of the cutter-mesh is just a Draw Over to help distinguish the meshes involved, it's not part of the tool..)

if you look carefully, this shows the first sign of something we don't want to see. Ngons.

Now you have two problems, how do you match them up?

As soon as you see hideous geometry like this, you know you are going to have a bad time.

Even a bevel here will still give unfavourable results, but it may be one realistic way to get an acceptable transition. Adding an EdgeSplit modifier or Subsurf modifier on-top can smooth it out enough to be acceptable for everything except close-ups.

There are entire tools/software dedicated to dealing with mesh intersections like this. (Groboto, MeshMixer..to name just a few)
(sorry more to come, hence i'm adding this as community wiki I encourage additional editing)


Alpha is set to zero in the material:

This is not visible in preview as Eevee needs to change the material setting to alpha to be transparent (this is not the case for Cycles).


Missing 3D printing category tab in tool shelf after activating the addon

The panel for the 3D printing tools is only visible when the active object is a mesh object. The active object is the one highlighted in a slightly lighter colour (depending on the theme used).

There are times when an active object can be deleted or deselected without a new object being set as active, usually this happens using the outliner or a script.

Change your selection or ⇧ Shift select one of your selected mesh objects to make it the active one so that the panel shows up.


Animation renders object for every single frame for entire animation

You've enabled dupliframes (which duplicates it for every frame). Set duplication to None:


Rendering issue (JPEG artifact on characters mouth/non-transparent background) how do I fix this?

are you using a jpeg as the mouth's texture, or as render output?

Anyway, jpeg is a really harsh lossy picture format. There is always a quite noticeable loss with it.

I recommend you read the Blender Manual's page about the Supported Graphics Formats. Starting by this very simple yet quite true Hint:

  If you are not interested in technical details, a good rule of thumb for selecting output formats for your project is:

  Use OpenEXR
  if you intend to do compositing or color grading on these images.
  Use PNG
  if you intend on-screen output or encoding into multiple video formats.
  Use JPEG
  for on-screen output where file size is a concern and quality loss is acceptable.

  All these formats support compression which can be important when rendering out animations.

TL;DR : don't use jpeg if you care about quality.


Exporting only 1 object at a time to .stl using blender script python

Set the use_selection property

To export only the selection, set the use_selection property to True. Also select object before and deselect after.

2.79 and prior.

Export all selected objects to individual stl

import bpy
context = bpy.context
obs = context.selected_objects  # makes a "snapshot" copy of property
bpy.ops.object.select_all(action='DESELECT')
scene = context.scene
for ob in obs:
    scene.objects.active = ob
    ob.select = True
    stl_path = os.path.join('C://Users/deden/Desktop/', name + '.stl')
    bpy.ops.export_mesh.stl(
            filepath=stl_path,
            use_selection=True)
    ob.select = False

>= 2.80

2.8 version.  Exports all mesh objects in scene to stl.

import bpy
from pathlib import Path

context = bpy.context
scene = context.scene
viewlayer = context.view_layer

obs = [o for o in scene.objects if o.type == 'MESH']
bpy.ops.object.select_all(action='DESELECT')

path = Path("/tmp")
for ob in obs:
    viewlayer.objects.active = ob
    ob.select_set(True)
    stl_path = path / f"{ob.name}.stl"
    bpy.ops.export_mesh.stl(
            filepath=str(stl_path),
            use_selection=True)
    ob.select_set(False)


Dynamic Topology lets you work with three types of detail.

Relative detail

  This method uses a detail size based on the number of pixels, and in turn will create topology in that size. Zoom out big details, zoom in small fine details.

Constant Detail

  To keep detail uniform across the entire object, Constant Detail can be used. The Detail is based on the percentage of a single Blender Unit.

Brush Detail

  Giving more control over the topology, with this method you can create topology based on the brush size. You can increase and lower topology by simply resizing the brush itself. The detail size is based the size of the brush itself, where 100% will create topology the size of the brush ring itself.

You can choose which type to use in the Dyntopo panel just under the detail size.


When using Flip Fluids and enable whitewater any Foam Spray or bubble appear as these icospheres

In the domain FLIP Fluid Display Settings panel, you can set the scale of the whitewater particles used for rendering.


It is up to the author of each exporter to support exporting a modified mesh.

Some exporters for example, could export without applying Subdivision-Surface, but use some option in the format that denotes the object as having it enabled (RenderMan RIB is one that can do this, Lightwave also supports).

But in most cases the format doesn't support Blender's modifiers natively, its typically good if the exporter can write the data you see in the viewport/render (WYSIWYG).

All Blender's bundled exporters support this, so there are enough examples of how to implement this.


Constraint to glue two faces of two objects together?

A clean and simple option for this is Vertex Parenting, the 3 vertex variety, to maintain orientation.


image not rendering properly (weird orange grain)

Go to the outliner. Select your camera. Go to field of view (FOV) and check it says 35mm. Then go to the depth of field, uncheck it to render. If it renders, go back and re-check field of view, type 24mm and check results.
Also, on the N -panel on the viewer uncheck depth of field.

Thank you for your consideration to choose this as the correct answer.

BFCT_Schiller


How do I get a cycles render that is similar to the default OpenGL viewport render?

Here is a comparison of different render engines/techniques:
Cycles
Using just a toon shader:

This render is with large mesh lights, which give soft transitions. With some small point lamps you can get a more sharp result:

Manually defining a vector to create a sharp gradient/cartoon kind of shading:

Light sources do not affect this shader unfortunately, you must manually define the vector with the mapping node.
BI
Toon shading:

The spots are basically the same, except very dark gray (not quite black).

Other scene settings:
Single sun lamp with a light gray shadow, AO enabled in World settings.

An effect very much like the second cycles example can be achieved with the Emit value set to 1. You can also get finer control over the colors/intensity of the toon shader by enabling ramp:

Note that this one uses light sources properly, so it can be used in animation.
OpenGL
When you have GLSL enabled, the openGL view will actually render the BI toon shading settings in real time. You can even render shadows:

To make the sky transparent when rendering openGL renders, set the Alpha to Transparent in Render settings > OpenGL (render settings > Shading when BI is the current render engine). This is under Render > OpenGL options in the info panel as of 2.71.
To render an animation or still with OpenGL, select it from the render drop down, or click the button on the header of the 3D view:


How to make material semi-transparent in Cycles?

To make a semi transparent texture, place a diffuse and transparent shaders in the input of a mix node in the node editor.

To make water, use the glass shader and play around with the node values.


A lot of objects are hidden for the viewport, but visible for the render. Since a baking is a render, those objects cover your main object and prevent the light to hit it.

Click the "funnel" icon (Filters) then activate the "camera" icon (Disable in Renders). Then for each object in the list where the "eye" icon is unchecked, uncheck the "camera" icon.


How would you model 'a sphere with a shell' like object?

Just create your sphere and over it draw the shape of your cuts using a Bezier Curve object.

Adjust its shape as necessary, then use knife project to cut the shape.

In object mode select your curve, then without deselecting, select your sphere, by this specific order. Enter edit mode on the sphere and with all faces selected use Knife Project with the option Cut Through active.

Carefully select all the unwanted parts then remove them by deleting the faces.


How do I save a blender file as a MP4 in 2.80 video editing?

The following configuration produces an .mp4 file with codecs that are recommended by the YouTube guidelines and their recommended upload encoding:

Output format: FFmpeg video
Container: MPEG-4
Video codec: H.264
Audio codec: AAC

Adjust the output path to where you want the video saved. Then press CTRL+F12 or use Render > Render Animation in the UI to save the video.


Can't select anything or see selection in the viewport

The Show Gizmo and Show Overlays have been disabled in your viewport. If you enable them it should work properly.

When the Show Overlays is disabled you don't see the outline of your selection and with Show Gizmo disabled the move gizmo isn't shown. The selection is still registered though and using G to move the object would still work.


When creating a new uvmap for an object the previous uvmaps are included. How do I start without them?

Creating a new uvmap, duplicates the selected uvmap.

You can change any uvmap layout without altering any other uvmaps, just choose a different mapping type from the unwrap menu or adjust the uv positions the way you want them.

If you want to completely reset a uvmap - in edit mode select all A and then press U and select Reset.


My first guess is that you did not scale both the armature and the mesh together, but without the malfunctioning .blend file I could be way off-base.


There was many attempts, blendgraph from Atom for example, but if you want to make real node tool you should do much of work. Motion tools was also node-based.
procedural geometry in addons without nodes is tissue from Alessandro Zomparelli (he participate also in sverchok and his tissue addon partially is adaptive polygons node, there is also adaptive edges node from Linus Yng and much the same from zeffii).
Procedural is also citymaker, prokitectura and many-many other in all of kind.


Combining both Bevel Tools in to One (Edge Bevel and Vertex Bevel)

Thanks to some outside help I found the commands I needed to activate the interactive version of the bevel tool from the script.

It's wrapped around an operator so it can easily be mapped to the "B" key for example.

import bpy

def main(context):

    toolSettings = bpy.context.tool_settings

    #Are we in Vertex Mode?
    if toolSettings.mesh_select_mode[0]:
        bpy.ops.mesh.bevel('INVOKE_DEFAULT', vertex_only=True)

    #Any other Mode...
    else:
        bpy.ops.mesh.bevel('INVOKE_DEFAULT')

class SmartBevel(bpy.types.Operator):

    """

    [Smart Bevel]

    Description:
    You no longer need 2 separate hotkeys to bevel vertices or edges/faces.
    Simply map the command to something like the "B" key under "3D View / Mesh / Mesh (Global) / Add New Keymap".

    Command:
    arc.smart_bevel

    (www.armoredColony.com)

    """

    bl_idname = "arc.smart_bevel"
    bl_label = "Smart Bevel (ARC)"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        main(context)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()


Layering materials on an object based on texture painting

Yes, this is how you can accomplish this - and the repeated color mix nodes will allow you to mix several material node trees together. You can also add to the effect by plugging the black and white image into a Bump node and feeding that into the normal of the shader if you are wanting to create a layer at the edge of the material boundary.


Why can't my materials show color? I need to add a texture?

I guess I figured it out... if I change the surface from "Principled BSDF" to "Diffuse BSDF" then I can select the color I want. From what I understand, "Principled BSDF" is a shader that combines elements of many shaders. I guess, somewhere, something is going wrong on my computer. Therefore selecting a simpler shader works better. I am using an Intel i5 mobile processor with built in graphics.


How to use an exported Cycles image as a projected image in Unity?

Render your view to an image Rendered.png
Go to UV Editing
Set the right pane (3D View) to camera view (Num .)
Select Rendered.png on the image viewer on the left
Choose one of your objects
Enter Edit Mode (Tab)
Select All (A)
Press U and choose Project From View
Repeat steps 4-7 for all other visible objects
Go back to Default workspace
Open a node editor
Set up the nodes as shown

I don't know if Window Projection actually exports to Unity but I suppose there is an equivalent setting there. Actually the small cube does not need such a Texture Coordinate, and frankly I don't understand why the outer shell needs it, I was expecting it to work out of the box.


Custom shapes keep dissapearing after being assigned to bone

I got this working by converting the curve to mesh with Alt-C. The custom shape on the bone then became available.


You've used Alt+B - It is a clipping tool in blender.

All that you need to do ― it's just press Alt+B second time


Python - Assigning vertex weights is extremely slow

Usage of loops here is not clear.
You can:
import bpy

obj = bpy.context.active_object
vgroup = obj.vertex_groups.new(name="test_layer")

value = 0.5

for i in range(len(obj.data.vertices)):
    vgroup.add( [i], value, 'REPLACE')

We add vertices to a group, using their indexes.
The documentation is here:

add(index, weight, type)
Add vertices to the group

Parameters
        index (int array of 1 items in [-inf, inf]) – Index List
        weight (float in [0, 1]) – Vertex weight
        type (enum in ['REPLACE', 'ADD', 'SUBTRACT']) –
        Vertex assign mode
            REPLACE Replace, Replace.
            ADD Add, Add.
            SUBTRACT Subtract, Subtract.


The upper part of the Levels tool, "Input Levels",

should be equivalent to mapping the "Value" channel of the input image to the output image through a ColorRamp:

Separate HSVA, then recombine them with Combine HSVA, but add a Color Ramp between the V sockets. In the Color Ramp add a slider ("+") and moving the three sliders should behave the same as in Levels.


Saving multiple animations in the same action

You can have multiple properties animated in one action. An action will animate the same property on any object it is assigned to, this means you will need one action for each object unless you want them to move exactly the same.

The easiest solution would be to use an armature. You can parent each existing object to a single bone or you can join the objects into one, the mesh pieces don't have to be connected, and have the armature bones move different parts of the mesh. This will bring all of the animation into the one action.


Panels and other user interface dialogs can be customized to your personal preference. One example for customization is the horizontal or vertical alignment. Another is zoom factor.

https://wiki.blender.org/index.php/Doc:2.6/Manual/Interface/Panels

The panel focused by the mouse pointer can be zoom in and out by holding Ctrl MMB  and moving the mouse right and left.

To reset the zoom factor to default, focus the panel with the mouse pointer and press Home.
On a MacBook (Pro), use fn+←

This will reset zoom to the default which is dependent on the DPI settings configured in system preferences:

https://www.blender.org/manual/preferences/system.html


Change default C:\tmp location blender uses for video edition

Open Blender, change the Render Output setting, then go to File > Save Startup File. This will make it the default whenever you start Blender.

As a bonus, you can also set up a scene the way you like to start. I removed the default cube and set up a world shader ready to use HDRIs from Blender Cloud.


How do i delete faces and keep faces next to deleted faces smooth?

You may try adding the extra loopcuts at the edge. Select the whole mesh with A and get rid of tris with Alt+J. Add two loopcuts (Ctrl+R) and place them very close to the edge. Then triangulate the mesh with Ctrl+T.

Result:

If you don't want to add extra geometry as above just check the Autosmooth checkbox in a Mesh Data header.


How to texture paint on a different layer?

Not exactly like that, but you could combine different textures by using nodes, mix them all with the Mix RGB to have things like multiply, screen, add, color Burn and so on and you will see your textures over the "texture slot"


What is the best way to reduce the poly count on this object with smooth shading

I see that you are using Blender 2.8 so you can make this object super low poly with new features in Bevel modifier.

Object:

You can create object in two ways. Quad based (edge loops) or simple Boolean.

Modifier:

Add Bevel modifier, check Harden Normals, switch mode to Angle and optionally change Outer Miter to Arc.

To be able to see the result, you will need to turn on Autosmooth and of course Shading Smooth.


Can blender create images to look like vector graphics?

Yes, you definitely can - but it's not a slider or a checkbox that will instantly do this for you.

I suggest getting familiar with the Blender Internal Renderer, everything you need to achieve the style you have linked to on your page, you will find in there.
(You can just as well use Cycles too and achieve such styles I guess, but I think BI is the more economic choice here.)

Although it's been suggested above, I don't see any need to look into Freestyle Rendering (essentially an optional line rendering functionality subset of BI, and from the next release on Cycles as well) - after all you hardly have any edges in your illustration style.

Just to give you some pointers for your path from here: You will want to look into shadeless materials (this is a simple checkbox, in fact :)) and familiarize yourself with the material node system, I'd think the Normal node will be involved with some of the techniques that could work for your style. Check out the Blend texture (essentially: Gradient), this will be a good friend on the way. I think the flat, shadeless shadows might be a task for the compositor, e.g. flattening out a shadow pass with colour correction. Experiment! In any case, you will mostly have to figure this out yourself, which will be some work, but will gain you so much, so be fearless und jump right at it. ;) If you have specific problems feel free to look around here or open up new questions if something hasn't been asked and answered previously. Good luck!


Why wont mirroring of the Brush work properly?

You may need to go in edit mode and select a single loop of vertex to snap the cursor to that will allow you to place the origin center so that your object will paint correctly. A common problem for mesh that has been moved in edit mode away from the origin is this effect, that the center will be offset incorrectly.


You don't have to make several objects, you can keep all of your geometry in a single mesh, but if the pieces are separate in the real world referece, then separate them in modeling.
You must have misunderstood some of the guidelines, this also won't increase your files size. It will likely decrease it because you can use simpler geometry. You can also Separate P and combine CtrlJ meshes at any time.

Good models will have good topology and edge flow. The edge flow should also be subdividable. Topology-Guides on tumblr has very good references on this topic.

If you really don't want to use separate pieces in your geometry (although you should), there is no problem with using triangles in planar areas. If you absolutely only want to use quads, here is some ugly topology.

Start with the base quad, inset it, add a supporting loop on each axis.

Extrude it and  add additional supporting loops. Make sure, subdivision works well

For the top pieces, make a single one and duplicate them with the array modifier. During modeling, rely on mirror and array modifier, apply them only before exporting. The topology is going to be almost the same as at the base, but we can use the adjacent connections to our advantage.

Here is, how one piece could connect to an adjacent piece using the mirror and array modifier.

This would be the resulting geometry. It subdivides well, but is extremely convoluted with meaningless edges just for the sake of okay-ish topology.
Third time's a charm: Use disconnected pieces of geometry for disconnected objects.


Pinning multiple vertex groups in cloth physics

There are 2 ways, while both do the same for your situation i believe the direct setting of values may be faster, but painting weights can be more intuitive and should be better for detailed weighting in special situations.

Go in "Weight Paint" mode (for visual feedback, as it allows to see what happens by displaying the colors as you set the values)
Select all the vertices that you want to use in the pin-group
Create a Vertex Group and assign all the vertices to it by pressing the assign button.
Now select each line and set the value that line of vertices should have in the "Weight" Field under the "Assign" button.
In the documentation it says that "Assign" is additive, but that does not mean the weight value will be added, it just means the vertices will be added to the group if they are not already in it.
After all lines of vertices are set, you should have a gradient showing the weights going from top to bottom.
In the cloth panel, under shape, you will have to adjust the "Stiffness" to make the weighting show more or less effect (i used 0.01 in the example).

Here a simple visualisation of the steps and a final cloth sim result:

Update (thanks for pointing it out @atomicbezierslinger):

Important to note though is that if you use a tablet, and have MMB emulation on, you won't be able to use the function without either changing the keymap or deactivating the emulation.


timing in physics simulations: per scene or per object?

Different simulations can run at different speeds, there is no one "master clock", which is a good thing, because you can control separately the speed of your simulations.
For rigid bodies, the speed setting is under Properties Editor/Scene/Rigid Body World
Similarly, soft bodies and cloth have a speed setting under the Physics tab. For fluids and smoke you set the simulation speed in their domain objects, also under the the Physics tab. For fluid simulations, also see the question For Fluid Simulation, what do the Start, End and Speed settings mean?
Dynamic Paint canvases where the surface type is Waves have two speed settings:

Timescale Directly adjusts simulation speed without affecting simulation outcome. Lower values make simulation go slower and otherwise.
Speed Affects how fast waves travel on the surface. This setting is also corresponds to the size of the simulation. Half the speed equals surface double as large.


After using "Import Images as Planes", texture doesn't show up

In the N panel under shading, select Textured Solid. This allows each object to display its texture in object mode. This is not the same as setting the view port rendered.


I never did this in Blender, but the way should be like this:

1.) Make a copy (not instance) of your mesh

2.) Reunwrap the copy(its probably easier if you turn off the textured mode while doing that)

3.) Bake the texture from the old model to the new one. I googled this here
hope its still valid / useful


When we UV unwrap a model, blender knows the image and uvmap that we are working with and helps us by using it in the viewport shading to make unwrapping easier.

The uvmap that blender uses in the viewport also needs to be setup in the material before the render engine will know to use it. It may be that you had it setup before but inadvertently removed it by mistake.

Under your image details you have a Vector input that you need to connect your uvmap to. Click on default and select UV under Texture Coordinate.

If you were using the node editor, it would look like this -

If you have multiple UVMap's setup on your model you can use a UVMap node instead of the Texture Coordinate node to select which UVMap to use.


What is this yellow line with a dot at the end?

You've simply activated a tool from the toolbox on the left. You can see wich tool you have selected by the blue background on it.
If you don't see that toolbox, simply hit T while your cursor is hovering over your 3D viewport, or drag the little arrow on the top-left part of the viewport.

The default tool is Rectangle Selection (the top-most one), click it.


Need advice for creating a simple scene with very large dimensions

You need to change the clip distance not only on the camera, but on the viewport as well.

Also if you are going to deal with those magnitudes, you might want to change the scale, both on the Viewport and the scene->units.

NOTE: watch out for Z-fighitng when rendering long distances. Read:

Weird shading effects when rendering at long distance


In Rigify you can control arms and legs in two ways: FK and IK. When using one method the other is temporarily disabled, so it seems to have no effect.
You can decide which to use with the top slider in my example image, where one arm is set to IK and the other to FK: if the slider is set to 0.0 you are using IK, if set to 1.0 FK (Inverse Kinematics - Forward Kinematics).


I love Python scripting, however this can easily be done without Python. Here is one quick way:

Select all the objects you want to use for position.
Duplicate them.
Add your the object you wish to duplicate in their position to the selection. It should be active now.
Link their data ctrl+l -> Object Data

That is it. The object will inherit the position, orientation and scale. You could apply those in order to avoid that this if not needed (ctrl+a) before linking data.


Blender 2.80 Beta wierd vewport behavior

This Issue is Clipping related, at a certain distance surfaces can't get drawn. Imagine the camera as a "plane" that you're moving into the Object. Whats infront, gets shown, whats behind is occluded.

To fix this issue it is recommended to change the units you use in Blender. You can find them in the Properties Editor -> Scene -> Units :

By default this value should be at "1.000"
 - Change it to "0.1"
You will notice no change, except a change in the "numeric" size of your model.

After this, you scale up your model by a factor of 10, the model is "bigger" but still has the desired measurements and has no visibility issues.


Palm rejection issue with Blender on HP zbook x2

I found the answer and it was in plain sight...

Open your HP Create Control Panel
Edit the Function buttons and select the dropdown for any of them
Choose "Touch On/Off"

Pressing your newly configured button will disable touch, so you can draw with the pen and not be disturbed by resting your palm on the screen.


Modifier added from Python operator not being applied

Override the context.
TBH can't see why this is not working, the properties panel can be fickle, for example with context.object
Suggest two changes, make an override dictionary to be sure to be sure the object known as ob is the one having its modifier applied. Secondly using mod.name to identify the modifier ensures it is the last one added, in case the object has another already.
bpy.ops.object.modifier_apply({"object" : ob}, modifier=mod.name)


Preventing text or object from reflecting in scene (blend file included)

I guess, you are doing animation, otherwise I would suggest inserting the text in GIMP or something after rendering.

With cycles and using Blender 2.82a, you can select the text and in the "Object Properties" panel under Visibility and under Ray Visibility un-check everything except Camera. This excludes your text from any reflection calculations.

Or you could put the text and a copy of the camera into a different scene and overlay it in the compositor (using an "alpha over"-node for example).


How do I make objects collide with text?

Convert your text to a mesh as indicated in the image below to get more options in the physics panel.


Blender 2.8 Command Line: Errors on running script

Thankyou @RobertGützkow for your help!

The solution was true that I needed to have a python-specific file (outside of blender) that I could run.

To do this I

1) created a new Text.txt file
2) named it the same name as my script (optional)
3) copied and pasted the code into the text.txt file
4) rename the text.txt --> text.py
5) add the text.py file path to the code.

Here's what mine looked like :
(with the command prompt pointed at blender)

C:\Program Files\Blender Foundation\Blender>

blender H:\Blender3d\ScriptingPractice\scriptingpractice.blend -P H:\Blender3d\ScriptingPractice\genererate_tears.py


Creating generic internal geometry is tricky since it needs to connect to the existing vertices and it should ideally be relatively evenly spaced. Here's one way of achieving it with Python scripting :
import bpy

active_object = bpy.context.active_object
#TODO : Check that active_object is actually an object

current_mode = bpy.context.object.mode

#if not in Edit mode, go into Edit mode and select all vertices
#if already in Edit mode, check that some vertices are already selected - these will be used for the 'fill' (otherwise, select all)
if current_mode == "EDIT":
    bpy.ops.mesh.select_mode(type="VERT")
    selected_verts = [v for v in active_object.data.vertices if v.select]
    if len(selected_verts) == 0:
        bpy.ops.mesh.select_all(action='SELECT')
elif current_mode == "OBJECT":
    bpy.ops.object.mode_set (mode = "EDIT")
    bpy.ops.mesh.select_mode(type="VERT")
    bpy.ops.mesh.select_all(action='SELECT')

#....need to be able to specify the upper range for the 'fill'
num_levels = 4

for level in range(num_levels,1,-1):
    bpy.ops.mesh.extrude_edges_indiv()
    scale = (level-1)/level
    bpy.ops.transform.resize(value=(scale,scale,scale))

    if level == num_levels:
        #First level - store it as we need it to be able to remove faces
        firstlevel_verts = [v for v in active_object.data.vertices if v.select]

    print(scale)

bpy.ops.mesh.extrude_edges_indiv()
bpy.ops.mesh.merge(type='CENTER')

#Find the new geometry :
#Centre vertex should already be selected from above 'merge' operation
for level in range(num_levels,1,-1):
    bpy.ops.mesh.select_more()
#All 'internal' geometry should now be selected

#Create a vertex group containing internal geometry
selected_verts = [v for v in active_object.data.vertices if v.select]
vertexgroup = bpy.context.object.vertex_groups.new()
vertexgroup.name = ("InternalGeometry")
bpy.ops.object.vertex_group_assign()

# TODO: Internal geometry will have faces. Possibly need to add code here to remove faces from internal geometry.

Paste the above text into a new Text Editor text block, select your object and click the 'Run' button in the Text Editor.
The script uses the selected geometry (or the whole object is nothing is selected or you're currently in 'Object' mode) and extrudes it inwards repeatedly until it merges at the centre. The created geometry is automatically added to a new vertex group named 'InternalGeometry' so that you can easily re-select it if required.
So starting from a default cube with a single sub-division to give it more edges :

Run the script and you have internal geometry :

The way the script works is to undertake a number of actions to extrude the geometry into sucessively smaller "shells". This is achieved by triggering the extrude in 'edges' mode then scaling by sucessive factors or 3/4, 2/3, 1/2, and finally merging down to a point. This should create fairly balanced geometry in most cases.
If you need more subdivisions you can set the 'num_levels' to a larger number and the proportions for the scale operations should be automatically calculated to suit.
The script isn't fully robust - so should only be run in 'Object' or 'Edit' mode (you can use 'Edit' mode if you just want to select a sub-set of the geometry for the "fill" - just select the required vertices before running the script). Also, it doesn't currently attempt to remove the 'faces' of the created geometry... this might be preferable in some cases anyway since if you're running a Cloth simulation rather than a Soft Body simulation you need to have faces present for those faces to be simulated as struture of the cloth (edges without faces are treated as sewing edges).
Finally, the new geometry is selected (by selecting the cetral vertex and selecting 'more' the correct number of times for all levels), a new 'InternalGeometry' Vertex Group added and those vertices assigned.
If you desire a more evenly spaced geometry you could potentially run this with a larger number of levels to fill the space with vertices and then run a 'Merge by Distance' to merge the resultant internal geometry into more evenly spaced vertices at that set minimum distance.


How to access to Scipy.special functions within the script window

You would need to install scipy into Blender's python installation I would imagine for this to work.

Here are some clear instructions on how to do so: Using 3rd party Python modules

Remember: Blender uses Python 3 so you will need to use the Python 3 version of scipy. The 2.7 version will not work.


In 2.8, Blender crashes while rendering trees

i think 6 subdivisions are way to high. reduce to 2 and test it again..
you can open Task Manager if you are on Windows and check the MemoryManagement. then see if it fills your Memory.

you can also start blender with debugging turned on then you get a report when blender crash and close and you have some more Information.

Start blender_debog_log.cmd and wait for the crash


Is there a way to get ONE random value as seed for Cyles per render?

Instead of using a driver, use that Python snippet to set the value in the render_pre application handler. This should stop it continuously restarting the viewport render.


Try disabling Manipulate center points.
Here's a screenshot of the option:


How to render a world position pass that includes volumetrics?

Looks like (with the help of @iponoo @zeauro & @ kologe from blender artists & blenderchat), it is possible.
Here's the smoke shader, that works with the mesh shader to produce a WPP for both smoke and meshes-

It works well enough for me to do a bit of 'deep' type comping-
https://youtu.be/xgCA-D4ukJk

In the video the smoke seems to be respecting the same XYZ-RGB space as the meshes.
So divide the vectors by 100 in the smoke shader seems to make things all work together.

And certainly work well enough with the 'volume mask' tool in Fusion for me.

Cheers!


How can I create a group of non-intersecting objects?

One way out is to use rigid body. Add a cylinder and scale one of its bases up. Next, make it a passive rigid body and, in the outliner, click the camera icon next to the cylinder so that it's not rendered. All your cables should be active rigid bodies put inside the cylinder.


Blender VSE Renders audio/video out of sync

I edit videos almost daily with Blender, but I never faced your issue.

I highly recommend giving Blender Velvets a try. The Velvet Revolver add-on allows you to transcode all of your footage to an editing-friendly video format, using FFMPEG. It also makes editing in Blender much more efficient, but that's another story! I recommend that you use the MJPEG format with Revolver, prores is way too heavy.

Most video editing software out there only support a limited set of codecs for technical reasons, and you can have issues editing with videos that use the h264 codec. The lovely compression it provides comes at a cost: your video's frames are not available individually in the movie file, making it hard to decode, hard to split frames... so your issue is most likely due to that.

I hope it'll help, and if it doesn't, could you upload a blender file with a sample of the incriminated footage?

Kind regards,
Nathan.


How to decrease the "resolution" or amounts of vertices in a 3D scan?

Try decimate modifier. Also face\tris to quads in edit mode, before decimating.
https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/decimate.html


How to increase performance for GPU rendered interface parts?

Playback in the viewport is completely dependent on the CPU, unless you're in rendered mode. The CPU is used to calculate stuff like where your meshes are and how the armatures make them move.

The graphics card is only used for rendering related tasks like calculating light bounces, shading, and colors. If you're in the solid mode of the viewport your graphics card only has to figure out what shade of grey the faces on your mesh are, which is a trivial task even for very weak GPUs.

Going back to CPUs, it's important to know that Blender's viewport is single-threaded. This means that if you have a quad-core CPU, the viewport can only use one of the four cores. If you look at the usage for individual cores rather than overall usage, you'll probably see one is maxed out and the rest are idle (in Windows task manager, right-click the CPU graph then select logical cores).

Here are a few ways that you might be able to increase your single-core performance besides upgrading your CPU:

1) Turn off Hyperthreading if your CPU has it. Hyperthreading is where your computer sees each physical CPU core as two (or more, but usually two) cores. This provides better performance for multi-threaded tasks like video editing, but effectively halves performance for single-threaded stuff like Blender's viewport. The option to turn it off is probably somewhere in your BIOS, which is unique to your computer so probably Google it. Some laptops (including mine >:( ) don't have the option to turn it off, so that stinks.

2) Clean out all the dust in your computer. When your computer gets too hot, it will automatically decrease performance so it doesn't overheat. This is called thermal throttling. If you clean out the dust with some compressed air, the heat sinks and fan will get better airflow and be able to keep your computer cool at higher speeds. This method is mostly aimed at laptops, since desktops tend to have much better cooling systems and don't really suffer from this.

3) Replace the thermal compound between your CPU and heatsink. Same idea as the last one, if your CPU can conduct heat more efficiently onto the heatsink, it'll throttle less and run faster. Stock thermal compounds tend to be pretty bad and can wear out. I'd suggest Arctic Silver 5.

4) Use Linux!! Linux handles the CPU much more efficiently than Windows, and you can get a pretty good performance increase just from switching over. For awhile I thought this was just Linux fanboys telling tall tales, but I recently switched my mega project over to Linux for RAM related reasons and I really felt the performance increase.

5) (edited in, somehow I forgot this on the original post)
Overclock if your PC supports it (but use caution).

Hope this helps :)


Unfortunately the answer by Duarte Farrajota Ramos does not address the orthographic scaling in imperial units. However, after pulling my hair out for a few hours, I finally understood that the Blender cameras do not respect the scene units (is this a bug?). So what I did was to set the orthographic scaling to 0.9144 so that it would match a yard (it seems that a yard is a better target than a foot) and then adjust the unit scaling in the scene properties, and voila, it works!


Nothing shows under Summary on Dope Sheet and cannot insert keyframes, either - Blender 2.8 Beta

Select the rig model by pressing A in your keyboard the rig will get highlighted in orange in blender 2.8.3 that means everything is selected. right click outside the model but in the same panel ex : 3DViewport. press "I" to insert keyframe. it works for blender 2.8.3.


Is it possible to change the width of edges in edit mode?

Unfortunately, you cannot. You can edit vertex and face dot size but not edge thickness.

I defer to the other answer for the (easy?) workaround.