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 ...
You can directly undistort footage in the Sequencer, once you have it set up correctly in 2.8.
Open up the movie clip editor and open your footage.
To properly choose some distorsion value, we will have to be able to preview the result. Go to the top right of the movie clip editor, click on Clip Display and check Render Undistorted. This will give us the ...
In the outliner look for Orphan Data. Unused images will show up there. Select and delete:
For Previous versions:
You can do that by going to Outliner, then chose to display Blender File.
Then right clicking on the image you want to remove and pressing delete.
You cant set a different texture for array's duplicates.
However, you can shift their UVs:
As you can see here, I have a texture of 1/3 ratio. Each third has a different pattern.
My array is set to make three different duplicates, and to shift their UVs of a third (1/3= 0,333...) on the V axis.
The result is quite usable.
All you have to do is a texture ...
Just use the black and white image as a mask for transparency.
Connect your material nodes like this.
And use the Transparent BSDF node.
If you're using Evee, don't forget to enable Alpha Blend
You can also combine different colors the same way.
All of these planes were created using the same bw image.
Under the assumption of right angles somewhere in the structure you can rotate a cube to match the angles on the picture and work from there. You should make yourself familiar with the "local" axis of an object.
Have you looked at template_preview
tex = bpy.data.textures['.hidden']
col = layout.box().column()
So this works, but it requires a lot of finesse to make it usable. Not figured out yet how to create a layout of a fixed size to append to the panel layout for rendering over the top of. This code will render ...
As you have read from the other answers this is not a good way to do this. I would use actual 3D text like they did in the tutorial you posted.
However to give your question an answer.
Import image as planes (choose your text PNG)
Make sure you subdivide your text plane to give it more geometry to bend.
Make an Empty and leave it in the center of your ...
There's currently no effect strip (that I know of) that directly allows optic compensation on a clip as simply as it does in After Effects (that would be a good vse coding project to work on). But you can use compositing nodes in a separate scene for a clip and then add that scene to the VSE in your original scene.
(Note that you don't need to use a plane to ...
As Rob says, you should use the Project From View mode when you unwrap.
Import your image in the the UV Editor. Move your camera in front of your box until you get the view you want. In Edit mode make sure your box is subdivided enough, otherwise the projection will bug. Press U > Project From View.
Move or scale your UV as you want in the UV Editor. ...
It is possible!
A few steps needed for it though.
You have to use a camera for this to work, the camera can be set up so the boundaries are at the edges of the screen, activating "lock camera to view" (function is in my favorites menu) makes it then possible to look around and rotate the view while staying in the camera.
After setting up the camera view, ...
Update: refer again to piegames' answer which is updated not only with a better tool, but also additional info regarding linear vs non-linear color spaces that I was unaware of. Luckily this does not appear to have had much impact in my case, though I was working with few colors and relatively little dynamic range.
I came across this answer looking for ...
Load image to texture:
bpy.data.images['your_image.png'].pack(as_png=True) # Pack an image as embedded data into the .blend file
ui_tex.image = bpy.data.images['your_image.png']
Don't forget to replace 'full_path_to/your_image.png' to your own values.
Your only options are to either do an OpenGL Render (available via the Render menu at the top of the window) - which will re-render your image using OpenGL (which is what the viewport uses so is quick and should look the same as your image) - or you can tell Blender to take a screenshot of your current Blender window by pressing Ctrl+F3 (although once you've ...
Regular expression example.
For the most part this is a generic python question, some answers from stack overflow.
python finding substring inside string
Python glob multiple extensions
Python glob multiple filetypes
For blender specifics, the image file extensions that your blender can open are
The reason is because the capsule object already has a UV Map, as shown in the image below.
The OBJ file format keeps the UV coordinates, which are assigned during unwrapping of your model in the UV space.
The answer to "How do we know where the first pixel on the top left corner of the texture file will stay on the OBJ model surface?" is unwrapping. ...
Firstly I would suggest looking for a different image if this is your first time using fspy, as it doesn't show an obvious vanishing point. I suspect this is a crop of a larger image therefore the vanishing point may even be off canvas to the left.
Here's how I have used it:
Drag an image into fspy when it first opens, by default you'll be presented with ...
The GPU does not work in terms of jpeg, png, tiff, tga, etc. During rendering every image that is used as a texture has to be stored in vram using a format that is determined by the engine, so in this case Eevee. This can range from uncompressed to various hlsl/glsl/cuda friendly compressed variants. You cannot really influence that format unless Eevee ...
All software uses virtual memory automatically. Operating systems usually take care of that. When you run out of RAM your storage devices are used. That is called paging. Storage drives are extremely slow compared to RAM so things slow down a lot when this happens. 20-30 seconds is extremely unimaginably fast for a render though. My renders, for example, ...