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Grass Texturing

I am making grass with a plane and "hair-particles" on it. Then I want the grass to have one texture and the ground another one. How can I do that?

-Answer-

With the ground object selected go to materials tab, assign one material for the ground and call it whatever you want (i suggest ground), then hit the + icon on the right of the material preview, this will create another material slot, hit the large button 'new' below, this will create another material for the same object, call it grass, tweak the materials you just created or do it later. Now with the ground object still selected, go to particles tab, create a new particle system hitting the + icon on the right. just below in the type section, choose hair. now go a little below, in the render section there is a material slider, hit the arrow pointing right and choose material 2. That's it.

How to start with blender coding

I am new to blender,which is the platform that is used to code blender,where can i get usefull tips regarding the blender core coding

Can I put some info about my site

I'm new to this portal. And I wonder if it is possible to share some info from my site? Thanks. --Jeremaja

No you cant. I've removed the link to your site.
I think this is the 20th time I delete links to cu.st.o.m...essa.ys websites. Sorry if I'm being abrupt but if that was you please stop it, or I'll be forced to ban you like I've banned tons of anonymous people already.
If you are honest thinking, you should know and remind that putting commercial links unrelated to 3D in this site will take down the ranking of wiki.blender.org so you would do a disservice to the wiki itself.
--mindrones 15:34, 10 June 2010 (UTC)

Thanks. I get it. You are a very patient person. No more silly questions from me. All best to you and your site.

collada export

'Don't know where else to get an answer to this: re. Collada exporting: It seems impossible to export any "shape-key" animations with the collada exporters in 2.49 or 2.5 plus...can i get a definitive answer about exporting animated models/ they only export static. suggestions? help? thanks. G.E.

Difficulties with Manipulator handles

New to portal, new to Blender. Having difficulty with manipulator handles. Wish to use 3D manipulators as shown in "scale" manipulator handle image, third from left on this page. Instead, I have double-ended arrow manipulator, which I find very difficult to use accurately at this point. Have tried switching in 3D view menu to 3D manipulator, and have tried changing cursors & both in various combinations. Was not able to find on this site where to switch off the double-ended arrow cursor. Apologies for noob question but thank you for any assistance. Afia

  http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Transform_Control/Manipulators

Detailed Render Factor Info

I was thinking one new feature for Blender might be a section where a Render Factor (or some name like that) is displayed. This would be a function of all the different settings that influence render time.

In addition to this one Render Factor, there could be a place where all the settings influencing the Factor could be seen and changed in one place so that the user could make good decisions about which settings to change to maximize rendering efficiency.

For example, if the Factor indicates the rendering will take too long, you might find reducing polygon count slightly, rather than lowering Sampling, would make the rendering most efficient.

Perhaps a percentage of render time could be put next to each setting so that you could see that, for example, polygon count accounts for 90% of the render time.

Thom Blair III 21:53, 21 February 2014 (CET)

Organizational Grouping in the Outliner

I would like to hide many items in the Outliner by grouping them and then collapsing the group.

I realize the Outliner can display only Groups, but those groups are functional groups that affect the way, for example, animations work.

The kind of groups I'm wanting to create are solely for the purpose of reducing visual clutter in the Outliner and won't effect anything else.

I'm very new to Blender, but it seems to me the Outliner might be better if: (1) layers were moved here, as in Photoshop (this would free up space where the 20 layer buttons are now), and (2) only as many layers as the user creates exist, rather than always 20.

Is this a well known issue or should I suggest it somewhere else? I'm too new to Blender forums to know. Am I making too many newbie feature requests?

Thom Blair III 23:46, 21 February 2014 (CET)

Enabling Snapping to Camera Limits Line & Focal Point

I think it would be useful to be able to snap objects to the Camera Limits line and also to the Focal Point. This would be very useful for placing objects in the camera's view when not in using Camera View.

Thom Blair III 00:14, 22 February 2014 (CET)

Duplicate(?) Entries in the Outliner

In the Outliner, when you expand an object's datablock, every object has a second description immediately under it. For example, under Camera, it says Camera again, but it's not obvious why that second "Camera" is there. Does it serve some purpose?

Thom Blair III 01:38, 22 February 2014 (CET)

"Dynamic Sampling" Feature to Prevent Over-Sampling

Some mechanism like "Dynamic Sampling" that prevents over-sampling would be a very useful feature -- it would speed render times, simplify modeling, and reduce guess work, while maximizing finished render quality.

For example, if Sampling is set to 1000 in order to get high resolution detail on objects in the foreground, objects in the far distant background don't need anywhere near 1000 samples per pixel -- the pixels would probably look almost identical if sampled dramatically less.

You might say, "Well, just make the objects in the background low poly count, etc" but let's say you want to have a scene where the camera moves through the scene quite a lot and objects sometimes need to be in high resolution when they are in front of the camera, but as the camera moves along and rotates, they are so far away in the distance they require very few samples to look good.

In this instance, it would be MUCH easier in terms of modeling to build one scene with all the objects set to maximum detail settings, and then turn on Dynamic Sampling with a Maximum Sampling feature set to, say, 1000.

Then, as the scene is being rendered, pixels that change significantly in color as sampling proceeds (i.e. objects in the foreground) will continue to get sampled up to 1000, while pixels in the far distance won't change significantly enough while sampling so they would stop being sampled well below 1000.

I don't know if this is feasible, but it would be a great if it could be implemented at some point.

Thom Blair III 14:39, 26 February 2014 (CET)

Preview Pane When Selecting File to Load

A great minor feature would be a preview of an image file when finding a file like a texture to load. Thom Blair III 19:37, 26 February 2014 (CET)

Allow Some Modifiers for Lamps

It would be great to be able to have some modifiers for lamps -- Array is one that would be very handy. Thom Blair III 08:45, 27 February 2014 (CET)