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1

Although i am pretty sure you know this already and this is not what you want, but...maybe it helps you (if not, just write, doesn't help me, then i will delete the answer) import bpy def notify_test(args): ov = [a for a in bpy.context.screen.areas if a.type=="VIEW_3D"][0] print("ov:",ov) print("shading type:", ...


2

Ok. Figured it out. I had my render resolution set to 50%. So when adding the scene strip, I was adding my scene half size.


2

You need to reactivate your Scene World option in the Viewport Shading panel, otherwise it will be the Material Preview world that will been taken into account:


-1

Does your look jaggy and messy in the viewport? In 'view' near the top right of your view - which can be toggled on and off by pressing the letter 'n', adjust the Clip Start, to say, 0.01 m. No more jaggies!


1

In case someone is struggling with this issue, I recommend to doublecheck, if the Viewport Shading option is set correctly to Combined. In the screenshots above it looks like the current Viewport Shading mode was Glossy Indirect.


1

i would use a curve to move the arrow. Then give the arrow a follow path constraint: And then animate the rotation easily by giving two keyframes on the forward axis:


2

The best way to do this is animate an empty with the large scale motion, like so : Parent your "Arrow" to the empty. Animate the "Arrow", in this case I keyframed 1500° of Z axis rotation.


0

I had the same issue in Blender 3.0. Going in Object Mode then View and then Frame All fixed this issue.


0

If you want to hide only the grids, but keep other overlays, you can expand the Overlay Icon and uncheck Grid, Floor and Axis :


1

Here's a fun way: create a setup like this: Now add 3 drivers to Combine XYZ node: The simplest way to do that is to right-click X Location in the Numbers Panel in 3D viewport, "Copy as a New Driver", right-click on the X field in Combine XYZ node, Paste Driver, right-click, Edit Driver, change to Scripted Expression, change sign, repeat for ...


4

Not Exacly. But you can use empty. Like This: just reset in Mapping Node Position create new Empty and drag to surface of your Cube Add in Texture Cordinate Object - "Empty" And should looks like that:


5

Scaling in the sense you mean is really scaling the distance between the 3D cursor and the object. Here's an example, step-by-step that does that. It can be written much simpler but this is meant to show the details: import bpy from mathutils import Vector # Assuming you want to scale each dimension differently scale_x = 1.0 scale_y = 2.0 scale_z = 3.0 # ...


0

Any map that you want to bake from High poly to Low you can connect to Emission Shader node, then bake Emit: It's the easiest way. I could also recommend some add-ons which could automate the process, like easyBake


0

I do not know the shortcut, but is this what you meant?


8

With an Object selected. Go to the Object Properties panel > Viewport Display > Display As and change from Textured to Bounds. You can right click the dropdown box and select Copy to Selected to make the whole selection display as Bounds.


8

You can make any object display as a bounding box by setting the Object Properties → Display As setting to Bounds: However, this may or may not significantly improve your viewport update times, depending on whether the issue is rendering the scene or calculating the geometry node results in the first place. In the latter case, it may be more useful to ...


1

Click here on "Object" Choose here a color and set alpha e.g. to 0.5 result:


0

Blender keymap is fully customizable, so you can set up a navigation in Unity/Unreal style (camera rotates in place, not around objects) if you want. You can use Walk/Fly navigation, but assign it to the middle mouse button, so that it will enable on mouse press and disable on release. And you will be able to use WASD keys for moving camera and other keys ...


0

Blender keymap is fully customizable, so you can set up a navigation in Unity/Unreal style (camera rotates in place, not around objects) if you want. You can use Walk/Fly navigation, but assign it to the middle mouse button, so that it will enable on mouse press and disable on release. And you will be able to use WASD keys for moving camera and other keys ...


4

One way to do this is to take advantage of local view. Set up your second 3DViewport exactly like your first and move it to your second monitor. In that viewport select only the items you want to have visible. Type / to enter Local View Everything except the selected objects will seem to disappear. The / key is a toggle, so you can switch between local and ...


4

Because it is an empty that you want to hide, one convenient way of hiding only those in a single viewport is to deselect empty from the new Object Types Visibility menu at the top right of the 3D viewport as show in the screenshot below. In the screenshot below it shows a split viewport where the top one has two image reference empties that are visible and ...


5

Answer: In Python, the command to set the alignment is bpy.context.preferences.edit.object_align = 'VALUE' where VALUE can be one of WORLD, VIEW, or CURSOR. This will affect any objects added after you've made the change. Background: The way to find such things in preferences is to enable Developer Extras in the Interface panel. Then if you hover over the ...


1

Use snap view. Hold the middle mouse button to start rotating the view. Then press Alt. If the view is close enough to snap, it will. If not, it snaps to another 45 angle view.


0

I faced this add-on's issue the first time I tried Blender 3.0 on January 2022, but I think people already reported it on developer.blender.org so maybe we can just wait the next update. For now I'am still using 2.9+ just so I can use this add-on. For the time being, you can read this https://developer.blender.org/T94325 there was a keymap changing and we ...


0

With Cycles, this answer is easy. The feature is there, but may not be stable. Go to your Render properties panel, down to Simplify subpanel (check its box) and find the Culling section. From the manual: Camera Cull Automatically culls objects based on the camera frustum defined by the Margin. Distance Cull Automatically culls objects based on their ...


0

Reading up on it, unfortunately, your exact problem has been a bug since Feb 2019. There have been hacky solutions however. Try replacing the Texture Coordinate node with a Geometry node. Sorry I cannot confirm since I do not own a macOS device.


0

I Had the same problem and solved it by simply closing the Layout window (Tab 'Layout' > right click > 'Delete') and reopen it (Tab '+' > right click > 'Layout' - you might eventually want to reorder it to the front again). Save the file and you're done. Cheers! Note: The relevant collections were set to visible in both Layout and Modelling. The ...


9

For a more realistic version you'll need to give thickness to the paper (with a bevel on the diagonals) and subdivide a bit so that the paper is not so straight. Subdivide a plane, then CtrlE > Unsubdivide with an Iteration of 1 in the Operator box: Delete the faces only, and the borde edges: Extrude in order to give it depth, scale on Z: Bend it with ...


1

Eevee Render Settings First, enable [X] Ambient Occlusion and [X] Screen Space Reflection and [X] Screen Space Reflection > [X] Refraction in Eevee's render settings. Material For The Eyes Almost all materials have set Metallic to 1. For human models, this is not recommended. Set Metallic to 0. The eyes of the model consist of 4 mesh parts and the related ...


1

You can prevent the camera view from being obscured by sending a raycast from the camera to check if any object/mesh is in-front of, or behind the camera view, which is the Z-axis of the camera. Here's a great tutorial exampling how to create and implement such a camera raycast for camera collision. Tutorial https://www.youtube.com/watch?v=Jim9W8B1KhU


2

To add another possible scenario: Objects will be grayed out in the outliner also when they are linked to an object from a different collection. Let me show you: The object Foil door.001 is gray because it is in the main scene collection and at the same time it is linked to the empty DoorHinge.000, which is in the collection Doors. Therefore Foil door.001 is ...


0

The UI has been updated. As of version 2.82, still use A to select all, then Properties panel > Object > Viewport Display > Name, use ctrl-alt-click to toggle the setting for all selected objects.


0

I just used the "x-ray mode" next to the viewport modes. That solves the issue basically.


1

You could disable an object's ray visibility so that it isn't visible in Cycles render preview but still visible in other viewports modes and final render. But not the other way around.


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