miceterminator
• Member for 8 years, 8 months
• Last seen more than a month ago

As you already found you way to the node tree, the "Copy data path" option is generally very helpful: Right click on the field you want to access and use the "Copy data path" option. bpy.data....

I consider TLousky's answer superior, especially for pedagogic reasons (expressiveness and documentation of the code). A few minutes late but without numpy (also 2.8 only): import bpy from itertools ...

You have to check the normals on your mesh (they should collectively point in one direction with respect to the surface) and it has to be a closed mesh (check for holes). Otherwise the modifier gets ...

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 ...

Edit: Actually the assumption on what data gets saved was wrong data_blocks = set(bpy.context.selected_objects) is enough to get all the linked materials, nodes etc. The script to pack the ...

import bpy from math import * from mathutils import * #set your own target here target = bpy.data.objects['Cube'] cam = bpy.data.objects['Camera'] t_loc_x = target.location.x t_loc_y = target....

First of all the emission is obviously working: [ so the question would be in my opinion on how to make it more obvious that there is an emission going on. Here I suggest two routes: First, ...

As you describe it, you just want to import into blender for animation purposes. I might be wrong, but I think blender only looks at the shapes of the svgs and (based on your image) approximates the ...

You could use the map list functionality new_vector = Vector(map(lambda x: sin(x), list(vector_variable))) maybe even better new_vector = Vector(sin(x) for x in vector_variable) see here

tldr: The default anti-aliasing setting samples significantly outside one pixel which reduces the effective resolution. For a maximum effective resolution use the "box" setting which acts as an ...

This is stored under the bpy.data.use_autopack value. True: Autopack is enabled, False: Autopack is disabled. Documentation is https://docs.blender.org/api/blender2.8/bpy.types.BlendData.html#...

This is a somewhat trivial task given the code is basically already there Data contained in the same csv with columns like: loc_x,loc_y,loc_z,rot_x,rot_y,rot_z import bpy import csv f = ...

I suggest you familiarize yourself a bit more with the software. The background images you see in the 3d viewport will NEVER be rendered. In order to get a background image you can use the compositor: ...

Cut away all the connecting edges between the top and the bottom of the cube. (check the edge select -> remove only edges) Join both meshes. Select remaining edgeloop on top (top side of the former ...

Just make sure to add the bevel modifier after the solidify modifier. If you applied it, it should work perferctly fine.

As one comment pointed out there seems to be a subsurface modifier active on the mesh making up the wood part of your house. As you can filter if and how many iterations the modifier should apply, ...

You are looking for the "Bridge Edge Loops" command.

There are several procedural wood textures available like this one from http://www.blendswap.com/blends/view/52626. They are seamless by definition. However you have to adjust scale and rotation to ...

The symbol has changed from to

Under the assumption, that you have one 'Image Texture' node in your material setup and all the image filenames are unique, it should be something like : for material in bpy.data.materials: #...

There is a custom shortcut defined in the blender version he is using. You can do this by opening the menu, right clicking on the item, hovering over the box and putting in a shortcut.

I am reasonably sure, that the wooden "table" is set to not visible in the final render. In the Object outliner scroll down and check if the camera symbol for "restrict rendering" (rightmost symbol ...

Have you found this addon here? https://github.com/warmwaffles/io_mesh_json and here with https://www.barneyparker.com/blender-json-import-export-plugin/ comments

The problem is that you apply the Subdivision-surface Modifier AFTER the boolean modifier. This means the hole you try to model using the boolean gets subdivided and "distorted". The order of ...

I think what you are trying to do makes no sense (to me) from a physical point of view (Fresnel equations), so I would use a node setup to "fake it". The texture you plug into the color input of the ...

I think that starting with a cylinder is a unfortunate choice. I would suggest 3 different approaches: Start with a sphere (ICO or UV) and use proportional editing Select the top/bottom most vertex ...

On OS-X you can render to PNG then open the files in preview and select export files to jpeg2000. If it should be unclear, you can export multiple files at once by having them selected in the ...

You can either use the wireframe modifier or the skin modifier: For Wireframe modifier: Add Cube Subdivide with 2 divisions delete edge vertices add wireframe modifier For skin modifier: Add Cube ...