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1

The Clipping Region works only in Wireframe ans Solid shading modes. Shortcut Alt+B for toggle


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This is difficult to answer because you do not clearly show your render settings. While an animated GIF may showcase your directorial acumen, it is not very informative. That said, be sure to check if you have compositing enabled, if you're not using it then disable it. If you are using it then check that the compositor nodes are wired up. A lot of users ...


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Blender Player was a part of the Blender Game engine, which relies on Blender Internal Render engine. Blender Internal Render engine was dropped due to the fact that its render aproach was quite outdated and with the release of Eevee as the new physically based real-time render engine, the developers would have had to take care of three render engines (...


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I have been able to come up with a workaround for both my questions. It is possible to remove desired particle species for all frames of the render by setting their radius ('scale factor') to 0 in the 'Molecule' section of the Cellblender add-on. They will therefore still be turned on for the render, but invisible due to zero volume. This enables to not ...


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It's likely just the blend mode that needs to be changed on the material tab. On Opaque, it's telling the renderer that this is a solid object, but when changing the visual properties to something like Additive, you should be able to get the expected results.


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You may have disabled Meshes in the View Object Types menu. Or less likely might be in tweaks mode, click and hold the mouse to change back to box select.


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I was trying to find out if two computers in the same network could render in Cycles the same frame or only one instance using GPU Computed feature, and not an animation or several frames. In other words the GPUs to pick up tiles of the same frame. So far I noticed it's possible the computers to pick up different frames if it's an animation going, but not ...


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Two things. 1) Your CPU is probably lagging because cloth simulations take up a lot of processing power. 2) A way to fix this would be to set the playback of the animation to Frame-dropping. You can do this by going to the "playback" tab in the lower left side of Blender, and setting that to Frame-Dropping.


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You don't need to have them selected together to enable weight painting for that particular bone. To have the settings for weight-painting a certain bone's affect on an object, you must select that bone in pose mode, and then just select the object the bone is controlling. There is no need to select them at the same time, as this can not be done in pose mode....


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Go to pose mode, select the bone, and go to the search tab. Search "Clear pose transforms" and it should do the trick.


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The problem is probably that you did not set the second cube to "Collision". You can do this by going to the Physics tab and selecting Collision. You can continue by playing with the collision settings and seeing what works for you.


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The answer is to go to the Object menu, select Transform and then click on Origin to Geometry. This should solve your rotation and scaling problem.


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Found the solution: I have a bevel modifier on the ring itself. I did apply it to a vertex group (the edges of the ring). I now changed it to "limit method: weight" after I gave those edges a mean weight of 1. Now it works fine. The reason I didn't see the problem before in the viewport was that I accidentally had the modifier hidden in the viewport. ...


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Your modeling shouldn't be real life perfect unless you are planning to animate it, Just cut a hole with boolean modifier and place the stick in it.


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It sounds to me like you're using the modifier but not applying it. If you click "Apply" on the subdivision surface modifier, it'll apply the modifier to the mesh and you should be able to see the difference in edit mode; after


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Ok so it seems that restarting Blender resolves the problem. However I know that this solution does not explain the cause, so if someone knows what it is or how to resolve it, go ahead


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The render window has multiple display modes. You probably want the Image editor option, but I'll list them all. Keep user interface Render will be processed in the background, no render window will be shown. Final render can be accessed by pressing F11. Full Screen Render window will fill the screen. Image editor The image editor will be used to show ...


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


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Amazing my problem was solved with the 2.81 update. I literally did nothing, just waited for an update. Do you ever get that weird feeling that everything is ok?


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Personally, I would just do this with a 2D curve, because 2D curves make perfect miters in any profile. Create a Plane of the right shape Delete its bottom edge Header > Object menu > Convert to a curve. In the curve's Data > Geometry panel, ensure it's 2D, set its resolution to 1 in U, enough (8?) in the Bevel, and adjust its Bevel depth. If desired, ...


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At around 1:58, he is using CTRL+ALT+SHIFT+S which is Shear after which he enters -1 and presses ENTER to confirm the input. That is a rather long shortcut combination used to shear the selected circle selection of the cylinder and results in the selection ending at the 45 degree angle. After that he deletes the faces of the end and selects the sheared end ...


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Edit 2: As mentioned in the comments by Martynas Žiemys: A better way to accomplish this is to create a circle, extrude this upwards and look at it from a side view(orthogonal). Select the top vertices and activate Shear(ctrl+alt+shift+S). Select the axis to shear around by pressing X or Y. Key in '1' to shear-rotate the circle by 45 degrees around its ...


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Maybe Windows remote desktop connection application does not use the GPU to display the screen somehow. You could try some other application for remote connection. I use Google's Chrome Remote Desktop(that is free) and it seems to work fine.


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It's not a bug. It's just the effect of the camera perspective. Suppose the sun was directly overhead and you stood on one of the flags. You wouldn't see any of the shadow of the flag you were standing on, but for the other flags, the further away they were, the more of their shadow you'd see, even though all of the shadows would be directly under their ...


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It has something to do with "use modifier stack" checkbox in particles setting and hair grooming. Subsurf level should be the same for viewport and for render.


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If you didn't model the interior of your model, there will be nothing there. You can enter vertex/edge/face edit mode, select some verts and use hotkey 'H' to hide the selected verts and alt + 'H' to unhide them. With verts hidden you can see inside your mode to add interior. You can also add a modifer that will add 'thickness' to your mesh so there will ...


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