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8

Yes, you can. You just have to subdivide the plane before. So select the plane, and right mouse click → subdivide. Then choose here (number of cuts) a big enough number for your sculpting. This depends on your size of your plane. e.g., 20. You will see this dialog directly after you tapped on "subdivide" in the bottom left corner if you tap on ...


6

The answer is "yes" The sculpting needs a lot of geometry so, when you import the plane there are just four vertices. You can add the geometry by subdividing it or using subdivision surface modifier (you can also use multi res modifier if it's a complex sculpt) and you are able to sculpt. The reason why it doesn't work with dynamic topology is ...


4

Images have a source, D.images['my_image'].source, that specifies where the image comes from. A "Generated" image (source == 'GENERATED') is generated based on some parameters, generated_type and generated_color. For example, when Generated Type is "Blank", it will generate a solid color image with the generated_color, like you observed. ...


4

Here is a try, create a low-poly object, give it a material with Metalic value at 1 and Glossy at 0, give your world an HDRI so that your object has something to reflect: As Markus says, your object is actually completely flat, so what you could do is first create more topology (perhaps with a CtrlT to triangulate) then select some vertices (for example ...


3

You can see the image through the sphere, it's just that it deforms a lot, but if you give your material a IOR of 1 you'll see it flat.


2

Select the object, navigate to the curve properties (green arc icon in the lower right of your screen) and look for a property called Fill Mode. Set it to None. Result :


2

What you are asking is to use an orthographic view. To do this, you can press Numpad 5 for an orthographic viewport, or follow below instructions for an orthographic camera (for rendering). To make your camera orthographic, select your camera, go to Object Data Properties, and in the Type dropdown, select Orthographic. That should help! If it did, please ...


2

The way I would do it is quite simple. Just subdivide the plane go into sculpt mode and it would work it may look low poly if you didn't subdivide it enough.


2

It is absolutely possible to do this and I just covered the method in my upcoming book on OSL, in order to address volumetrics (given the pending support of OpenVDB or Field3D for them). It isn't exactly a menu option so much as a technique, but I suppose it could be worked into a plugin at some point. What you'll want to do is set your scanning camera to ...


2

The problem is that your Render Resolution Y = 399. You didn't mention your render settings but I assume that your output format is: FFMPEG Video with an H.264 codec. The way this encoder works is by dividing your image into macroblocks of a fixed size (e.g. 4x4) and compress these blocks in parallel. Therefore your width and height must be divisible by 2. ...


2

Looks like a little bug: to solve, when importing your image sequence, you have to sort your files by name.


1

To keep face during animation (before next keyframe) you have to change two things in Texture node change Frame value from 25 to 1, otherwise blender will play image sequence of all your 25 face frames in Graph editor you have to change interpolation type T to Constant, so the offset change happens in one frame There is also one thing to keep in mind ... ...


1

This is me answering my own question months later in case others have the same issue. So according to "Lateasusual": "image sequences can only load one image at a time - here even though the image is used in 2 places with different frames, the same frame will be shown for both of them so all you need to do is just click the 2 button " ---...


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