Hot answers tagged

26

Disable lock layers to scene in 3D view > Header to use local layers: Then each 3D view can have it's own visible layers.


21

Layers Layers are a way of splitting up and organizing the objects in your scene. In the 3D viewport. You can select the currently visible layers in the footer of the 3D view or under properties panel > render layers tab > layer rollout > scene layer selector. (With any layer selector you can hold down Shift to select multiple layers.) You can see ...


21

For scene organization and layout have a look into the new Collection System introduced as of Blender 2.80. Collections are essentially like folders, they are artist friendly and can even be instanced. There is also a Collection Manager add-on shipped by default which allows to quickly enable or disable collections directly in the 3d View and a lot more: ...


18

Blender 2.8 re-implements the scene layer system, as it had limitations. How it now works is explained here: Layers Manual and here: Blender Dev blog. The scene layers are gone and their functionality was implemented in Collections (=groups) and View Layers. Instead of sorting objects onto different scene layers, you can sort them into different ...


14

How Metaballs Works A metaball object can contain multiple metaballs which you can add in the edit mode of the object, all metaballs in the same object tend to be polygonized together, that is, they combine forming a single mesh. Moreover, if another metaball object that possibly contain multiple metaballs have the same "predot" name (Object, Object.001, ...


13

#add to layer 2 first - needs to be on at least one layer profile_object.layers[1] = True #wipe other layers for i in range(20): profile_object.layers[i] = (i == 1)


12

As far as I know, you cannot do such modifications in the layers table of the 3d window header. Solution: Enable the Layer Name addon. You can then change the layers names. You'll find the Layer Managment tab in the Tool Shelf (T).


8

You can press ` which is usually found immediately to the left of the 1 and directly above TAB. This will make every layer visible so now using a will function as you would like it to. Or you could just select something using a mouse/pen click, this will also release any hidden layer selections.


8

There is no special property or method to retrieve all objects on a certain layer in Blender. There is a context member visible_objects, but multiple properties affect it (visibility of object, visibility of layer). Thus, you should use a plain Python list comprehension: objects_on_2nd_layer = [ob for ob in bpy.context.scene.objects if ob.layers[1]]


7

"The best" is certainly opinion based and bound to personal preference, there are definitely different approaches, workarounds and valid alternatives. Working daily in archviz in Blender however I end up exclusively using Groups for organizational purposes instead. Haven't really touched Blender's Bit Layers for scene management in quite some time, except ...


6

Select them all. Without knowing the layout of your scene, it's hard to say what the best way to do this is. Manual: Try pressing ` (the key below Esc, at least on qwerty keyboards) to set all layers visible. Then use Border select (B) or circle select (C) in wireframe mode to select all the shards (you may also want to try hiding (H) any other objects ...


6

Cycles: Set the renderlayer with the reflective object to Exclude layer one: Now objects on layer 1 will not have any affect on layer 2. Example .blend Blender Internal: In BI this is more complicated, because it appears to be impossible to separate reflections into separate layers with BI. In other words, you can either reflect every object in the ...


6

View and Render Layers are working similar to 2.79 but sadly EEVEE can't use Material/Object Index Pass. So you can't make a portal using this method. Read more here and watch video from the links: Blender 2.8 - Object index pass in Eevee How to replicate it using different method I've created two Collections - Portal and Behind_portal and also two View ...


5

the outliner does show it, and it corresponds with bpy.context.scene.active_layer


5

In render tab, film options just click "transparent" to get alpha


5

small utility function I use: put_on_layers = lambda x: tuple((i in x) for i in range(20)) obj.layers[:] = put_on_layers({2,6,5,11}) {2,6,5,11} is a set, can be 1 or more values, starting from 0 ending at 19.


5

As indicated by the tooltip when hovering the mouse pointer over it, the Render Layer Samples setting allows you to override the Number of samples used. Setting it to 0 (the default) tells Blender to use whatever is the default for the scene (ie, the number of samples set in the Samples panel of the Render properties). Setting it to a non-zero value will use ...


5

You can animate layer's Disable or Enable using I. Set keyfrimes like you set keyframes for object visibility: For example, for start frame on the 20th and end on the 35th, you should set 3 keyframes: off - anywhere before 20 frame, on - on the 20th frame, off - on the 35th frame


5

In edit mode, you can select strokes and assign them to the layer of your choice with the shortcut M or by going to the Stroke menu -> "Move to layer"


5

If it's been hidden in the viewport in 2.79 you can make it visible in 2.8 by going to the Outliner. Click on the filter icon and under Restriction toggles select Disable in Viewport (screen icon). You can now set the collection back to being visible by clicking on the screen icon behind the collection.


4

On a localized keyboard this key is often only accessible with a modifier like Shift. If it doesn't work as described by Marc check the settings in the User Preferences: Note that this key can be configured separately for the different modes. In other modes than 3D-View it defaults to Ctrl-'.


4

When you click append, select all your objects then in the lower left hand corner, there should be an option panel. Untick the Active Layer option.


4

You hold Shift in order to multi-select many objects. After you selected all your objects, you can move them to a new layer by pressing M to select the layer you want them to be in. Or use M folowed by the layer number, for example: M3 will move the selected objects to layer 3


4

You might be able to accomplish the effect you want using Compositing and Render Layers. https://www.blender.org/manual/render/post_process/layers.html Put the red sphere on one layer and the blue sphere on another layer. Make sure the red layer is transparent ( Can Blender render pngs with the background transparent? ) Some of the compositor nodes you ...


4

Try selecting the object and pressing M to move between layers. If all the layers are selected in the dialog which subsequently appears, press 1 (or click on the first layer in the dialog with LMB) to move the object to just that layer.


4

Final & Overview: If you want to have an easy process you should have proper UV Mapping for your object and two textures. Cuboid texture - It could be anything you want. Hair texture - Should be painted on transparent background. When you have both of them you can Mix them trough Inverted Alpha Channel from your Hair texture. Blend file: Edit: To ...


4

Enter Edit Strokes mode, and in tool panel you will find this menu: It orders selected strokes inside layer.


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