This is a frequently asked question.
Most file formats just don't support exporting textures, let alone full blown material definitions or other application specific features. Also most Blender importers/exporters don't currently support node based materials well.
Manually reproduce your materials using available textures at the target environment.
You have created an animation and want to make it into a final video format. Here are the steps -
Choose an output location for your animation under the "Render" tab by clicking on "Output".
This is the folder where your animation files will be saved, whether it is rendered as image files or a video file.
Before you make a video file of your animation, it ...
TL;DR If you want to work in a scene referred workflow you have to use OpenEXR. It's also the quickest to save, especially for large renders. I'd recommend to use it with the PIZ lossless codec.
Let me begin by saying not all image formats are equal, so comparing just the time required for encoding wouldn't necessarily give you a reasonable choice. There ...
No, GIF isn't supported. While the encoding library (FFmpeg) used by Blender supports GIF encoding, it's unlikely support for this format will ever be added.
Your best option is to render an image sequence and assemble them in another external application. This is really trivial to do however and you can find some good programs or methods around the ...
You can try Liero's addon Viewport to SVG:
Download, install and enable add-on.
Add-on appears in properties panel of 3D View window (N).
Setup output directory
Check Bezier Overlay option
Select curve objects you want to export and hit "Export SVG"
The final shape is determined by point of view (perspective/orthogonal).
Addon exports all selected curve ...
First you have to decide what type of OpenEXR you want to render:
OpenEXR to get single files of your passes or channels/layers
EXR Multilayer to get a multi-channel file with all your passes or channels/layers included
This decision really depends on your further workfow. For e.g. Blender or Nuke it's much more useful to have one multi-channel EXR, but in ...
No, the compression slider does not affect the image quality.
PNG uses a lossless compression algorithm called DEFLATE (among some other things), which is the same as is used to produce .zip files.
Long story short, the only difference between PNG files with 0% and 100% compression is the CPU time it takes to perform the compression (and of course the ...
No, the conversion its self will be scan-filled (like the image you show), however you can cleanup the mesh after.
For more even distribution: Select the faces that have ugly tessellation. Select the menu item Mesh -> Faces -> Beautify Fill.
To remove redundant edges (and get an ngon), select the face area. Select the menu item Mesh -> Delete -> ...
It's generally good practice to render to an image sequence first, then combine all the images into a video format after the render is complete. This allows for the render to stop (whether the result of a crash or just canceling the render to use the computer for something else) and still be able to resume by setting the Start frame to the frame ...
There doesn't exist a way to do this in the options of the obj importer so what you could do is run a script that loops over the items in your scene,
check if it is a mesh and export the current selection to its own file relative to the path your blend file is saved.
# get the path where the blend file is located
basedir = bpy.path....
If you're using OSX you can use its Quicktime support:
Selecting any of the video formats in the Output panel.
In the Encoding panel change the format to Quicktime and select a codec that supports alpha (such as HuffYUV).
.max is the native internal format of 3DS Max, just like .blend is Blender's native format. To get models into blender use an interchange format such as Obj, Collada or FBX.
If you only have the .max file and no access to 3DS Max, then yes, there's no way to import it into blender, just like there's no way to import a .blend file into Max, or a .max file ...
Following Add-on allows to batch export the current selection or simply all scene geometry objects as separate wavefront .obj files. All usual options like Apply Modifiers or Write Materials are available too:
Click to enlarge
[Blender 2.8x] io_export_batch_obj.py
# ##### BEGIN GPL LICENSE BLOCK #####
# This program is free software; you can ...
There isn't a direct importer for .skp files into Blender. Given your situation of being on linux at the moment, your best option is to get access to a windows machine and export to either .obj or .dae and import into Blender. If you are using the free version of sketchup, you might have to go through a few more steps.
There is an article of an extension on ...
I will try to answer your question. I will be my first answer so bare with me ;-) See the attached image. Specify the render preset (such as the HDTV 720p or some other). Specify frames per second. Enable Sequencer in the Post Processing tab (this will switch render mode from 3D rendering to video sequence rendering). And in the output tab choose H.264 (it ...
I couldn't get DNxHD to work (which isn't lossless, but very close to it), so I suggest the following options, which work for me:
Output Format H.264 (RGB)
Encoding Preset H264
Lossless Output (none of the values in the panel matter)
Audio Codec FLAC (bitrate doesn't matter again)
This will give you great quality at a relatively small filesize.
Any file with ".blend" and then a number is a backup file created by blender. This is not related to Save or Save As, which act the same as other program's implementations of them. Every time you save, the previous saved version gets loaded into ".blend1", so these extra files are your previous saves. If you ever wanted to use one of these previous saves you ...
You might want to try this addon:
It will do the import, extrusion, and bevel in one step, and will use a better algorithm to fill with quads where possible, triangles when necessary. The addon will also import Adobe Illustrator and PDF vector art.
You can see a picture of ...
You can consider using two files - flat video and alpha mask video.
That way you can use any modern codec, without being limited to exotic formats that support alpha in video. And you can have separate quality settings for video and alpha with this method.
To achieve transparency in Adobe After Effects you will need to set the alpha video as the other's ...
.skp is a closed file format, this means the specifications for the file are only available to
developers with access to the SDK (Software Development Kit) and therefore have accepted the licensing terms for the SDK (which is incompatible with Blender's license).
developers who are willing to stick time into reverse engineering it.
It is unlikely that ...
See the Output panel in the render settings. It can also be changed post render with Image > Save As Image (F3) in the Save As Image side panel.
If you want to output to multiple formats, this can be done using the File Output compositor node.
For GIF see: Can Blender render animated gifs?
Your video output looks so bad because of the low quality setting specified in the render output.
First Things first:
You should never render out your 3d renders as movie files, NEVER! The reasons for this are:
If you mess up the quality settings you will have to re-render from the beginning
If you computer crashes halfway through the rendering all render ...
Not directly (since the ma .. mb formats are closed or licensed I think? don't quote me), but you can export your model from Maya to a universal format that Blender supports such as .abc, .fbx, .dae or .obj and then import into Blender using the File > Import menu. Use either of the first two if you have an armature and .fbx preferably if you have animation ...
.x3d, an xml based format. Color can be either specified
per vertex of face
per face ( colorPerVertex='false' )
When imported via Blender's importer either method get converted to a per vertex per face scheme for the vertex_color layer.
Stanford .PLY format. (vertex colours are shared over all faces that use the vertex, only way to get ...
Import Citygml Model
Textures applied to Zuidplein model.
I've merged all the scripts into 1 for convenience, would envisage splitting them up if made into an addon.
from mathutils import Vector
##### Refactor to own file citygml.py
def __init__(self, id=None, path="", map=""):
Imho, just seeing how many answers and comments you got, should say something about why more detail are needed :) but, since currently the blender manual seems to be somehow missing examples and more details, let's see if this helps:
You can split ANY strip in the Blender Video Editor (VSE), when the cursor (current frame) is over it, but in two different ...
When exporting to .fbx, you can't export materials, you'll have the surface color, but not other settings such as glossiness and reflection, for textures, yes you can, but you have to use blender internal (it does not work with cycles), and make sure you don't use nodes, apply the textures, then, when in the fbx export settings, go to bottom, set path to ...