Viewport orientation is not the same thing as camera orientation. When you render, your viewport orientation is always ignored in favor of your camera orientation. Also, while you can have more than one camera in a scene, only one can be "active" at any time, and only the "active" one renders. "Active" is not the same thing as "selected," since you can ...
I now found a solution to this problem myself, so I post it here in case someone comes across this question. Instead of building the BVHTree directly from the object and transforming all returned values into the global coordinate system, it is way more handy to transform the object's coordinates once into the global space as it is shown here:
If you really want to stick with blender, you can check blender 2.79 that has a game engine that enables what you are looking for:
Otherwise there is also this project that enable game engine on blender 2.8: so you can use real time render engine EEVEE:
What you see is the Subdivision Surface modifier effect on your mesh. Disable its visibility, or, as Frederik Steinmetz suggests, enable the Optimal Display option, but in that case keep in mind that you won't see the real mesh but its deformation through the modifier.
The blender opens with the Layout Tab as default.
I think you are in the Layout Tab and there is a timeline of course. If you go to the Modeling Tab you will see that there are no timeline there.
This is the Layout Tab with timeline:
And this is the Modeling Tab without timeline:
If you don't see the Modeling Tab at the top you can press to the plus ...
The Timeline is not part of the 3D Viewport, but it is a Editor Type with a window of its own. In the default start up file you can get rid of it by clicking on a bottom corner of the 3D Viewport and hold and drag it down over the Timeline.
(Alternatively you could also right click on the edge of two windows an select Join Areas)
Click and drag the corner ...
You can do in blender if your output has to be a video, image render or a 3d models, but if you want to create a self-working program that let other people navigate in the virtual museum as a video-game (with mouse and keyboard), I suggest to use other programs (unity or unreal engine).
The / key is generating a Local (isolated) view of only the selected object, while that in a sense hides other objects, it is more like a isolation chamber rather then hiding all else and then later making things visible again (in the outliner you will see that the other objects are not being hidden).
In Blender 2.7, using Background images managed in the ...
You are editing your scene camera's clip settings, when you really need to be editing your view's clip settings.
Press N to bring up the side menus, go the the "View" tab, and you should find the relevant options.
So it seems after doing a full factory default reset and using the default theme it functions properly.
I've re-installed the Dracula theme I was using by putting the xml directly into the Blender theme folder and it seems to work properly that way as well.
No idea what the issue was but it seems to work now.
Blender now has subpanels. Recommend making "Holding Panels" and make your other panels children.
On rearranging panels
This is easily done by rearranging the order in which each panel is
Maybe a poison chalice. Remember the user can move panels around. The expected ...
when your x-ray is set to 1.0 it means that the visibility of the object is set to full. 0,5 means that the visibility is on half and 0 means that the object is completely see-through (invisible). When your shading mode is set to wireframe, wires will be visible no matter how low the visibility is set. The visibility you want is set by default.
So I opened your file on my machine and have to inform you that the glitches only occur on your end.
The doughnut looks just fine in my Viewport:
And renders beautifully (this render was done with only 8 samples in about 7 seconds):
Since you are using a laptop I suspect the switch between IntelHD-Graphics and your dedicated chip my be the cause of this ...
The direct successor to Blend4Web would be Verge 3D: https://www.soft8soft.com/
This is in active development and should be quite good for what you want.
Alternatively, you could try out https://sketchfab.com/
If you want something FOSS, you might want to give Godot a try: https://www.godotengine.org/ It has WebGL-export and the model and material ...
You would have to move the unwanted rendered objects to a collection. Select objects >>> m >>> 'move to new collection'. There is a box left of the archive. Uncheck the box for it not to show in render. Check the box for it to show in the render. This could be useful for storing backup models in case anything goes wrong. Or properly organizing your objects. ...
I don't see the left side of your Blender file, but maybe this helps:
If you click T a tool bar should appear on the left side of your screen. Here you can select for example the move or rotate tool and then you should see the correct gizmo. If you move or rotate the object using hot keys (for example G to move objects), there's no gizmo even if you turned ...
I am thinking you are following the blenderguru sprinkles tutorial. Make sure in your user preferences (Edit > Preferences) that any weird add-ons are not enabled, and make sure in the modifiers tab (the wrench) that the mirror modifier is not on there. Hope this helps!
Just move images from center at 1m or what offset would you prefer X and Y axis it's would't be harm for modeling process.Hope it will help you.
Also make separate scene collection and move all references to there as you do so turn on in filter outliner tab with arrow and then next to collection unpin arrow (or next to each image).It will protect you from ...
There's no need to look through a camera to make it active.
Simply click the green camera icon and go View > Align View > Align Active camera to view.
The shortcut Ctrl + Numpad 0 automatically looks through active camera, which isn't what you want here.
I opened a ticket on the blender's support and the problem is that to join the areas, the areas have to be the same height (vertically) or width (horizontally).
So there was a 4th small area on the top of the middle area which was avoiding to join the vertical areas:
This way I need first to join the top area as described in the blender support ticket:
Not sure if you've figured out a solution for this problem, but if not, this could be worth a shot:
Select Grease Pencil object
Add an "Offset" modifier
Try changing the Location value by either +0.01 or -0.01 across each axis, then render the results to see if it's fixed the issue. Do it one at a time; you're basically testing which axis the grease pencil ...
You can use the native shortcuts for setting the tool to move rotate or scale. If you hit alt and release it and immediately after that hit the key for any operator, you will likely select the matching tool. This works with many things like b for border select, or ctrl+b for bevel in edit mode and so on, and it includes g,r,s as well.
Warning! This may ...
This is a very odd issue which seems to be caused by the 'Import Images as Planes' add-on. Disable the add-on in the Preferences (and re-enable it if you still want to use it) and the issue should be gone.
That add-on has some code that runs when an object moves, and somehow it's got into a broken state and is trying to update the object positions when you'...
There's no built-in way to export as a gif, but you can get most of the way there. Simply animate or setup your camera angle, and save the render as a JPG (or some other lossy image format). I'm guessing you want an OpenGL-esque simple render, so switch the render engine to Workbench (that'll remove the overlays automatically). Once you have your images, ...
Under User Preferences > Keymap navigate to 3D View > 3D View Global.
Look for the operator Rotate View and under it expand View 3D Rotate Modal.
Add a new entry there with the sub option Switch to Move
You may optionally want to add one to View 3D Move Modal too, for equivalent behavior.
Lowpoly occluded wire with Highpoly surface
Lowpoly Viewport Display
In Front enabled
Display As Wire
Standard X-Ray with occlusion
The lowpoly wires stay visible even if the surface is not visible.
Notable options to combine:
Overlays > Shading > Hidden Wire
Viewport Shading > Outline (off)
You are using an Area light.
For area and spot type lights, the line visualizes the Custom Distance > Distance, regard of wether Custom Distance is active. You can change it with the Distance property.
If you would like to remove the yellow tracking blob "Look At", uncheck Look At in the viewports Gizmo settings.
If you are using cycles (or another render ...
you might have changed your shortcuts for 3d navigation in blender and that is screwing up sculpting part, to resolve these you can see your 3d navigation shortcuts in blender and map those functions on wacom .
I have setup my navigation close to 3ds max , which are
Pan - Middle mouse
rotate view - Alt + Middle mouse
zoom - Track pad / Ctrl ...
Those are particles, you added a particle system.
Duarte Farrajota Ramos, 2020
To remove it ...
select the object
go to the Properties Area
go to the Particle Settings
click on the "-" symbol to remove the particle system.
You can go into the reverse of an orthographic view (i.e. the view is rotated by 180 degrees) by adding Ctrl to the numpad number. For example Numpad 1 goes into front view but Ctrl+Numpad 1 goes into back view. This works for Numpad 1, Numpad 3 and Numpad 7.
So you can either press Numpad 1 to go into front view and then press Ctrl+Numpad 1 to ...
If anyone has problems implementing the ray casting mentioned in this answer, here is a working example which casts rays from the camera into the scene. With this it should be easy to add the BVH method.
from mathutils import Vector, Quaternion
import numpy as np
# objects to consider
obj = bpy.data.objects['suzanne']
background = ...
There are apparently many ways this can happen, but if you are a new user make sure you are not on the "layout" tab on the top, you need to be on the "Modeling" tab.
I had the same problem where it appeared that nothing would outline, but it was from me inadvertently being in the wrong tab.
So my solution to complete this project was:
I prepared same lowres textures in the different directory for example:
D:\MyProject\MyTextures for highres and D:\MyProject\MyTexturesLow for lowres
I used simple script for change name folder from MyTextures to MyTexturesLow and opposite
I renamed textures folder with script before open scene and switch back ...
You can use viewport draw callback for rendering in the viewport. In your case, I would think of rendering a mesh with a small bias offset over existing meshes to avoid Z-fighting. Then making this mesh semi-transparent with appropriate blending modes to overlay the underlying geometry. Also do not forget to enable depth testing. You can use the GPU module ...
You can't really get a large bevel there as it will overlap the preexisting geometry. Ideally you want very little geometry to begin with not just for performance, but because its much easier to work with.
So here I make a mcuh simpler globe, but add a subsurfce modifier to take adding all the extra geometry out of my hands. Now I can double tap g to slide ...