In Blender 2.8 node connectors in the “Shader Editor” window are straight by default, unlike earlier versions, where they bent curving. To return the usual connections bend, change the following settings:
- Open the “Preferences” window
- Switch to “Themes”
- Expand the “Node Editor” tree branch
- In the “Node Curving” field, set the value greater than 0. 0 means straight lines, the larger – the greater bend. A value of 4 corresponds to the bend that was in Blender 2.7x versions.
Blender Python API autocomplete modules by Nutti update – added branch for Blender 2.81a.
Last release: 2020.01.11.
Author GitHub: https://github.com/nutti/fake-bpy-module
Only files (without pip installation) https://github.com/Korchy/blender_autocomplete
In Blender 2.79, mesh vertices were highlighted in the “tweak” selection mode by holding down the “shift” key and a slight cursor movement with the right mouse button pressed. This allows quickly add vertexes to the selection without aiming each vertex with sniper accuracy.
In Blender 2.8x, this method has become unavailable due to the left click selection change. For those users who remained on “the right click select”, nothing has changed, everything works as before. The “tweak” selection was broken only for those who switched to the left click selection.
To use the “tweak” selection with the left click select, you need to make the following changes into the keyboard shortcut settings:
Continue reading “Vertex selection fine tuning in Blender 2.8x”
In Blender 2.80 and 2.81, the button for blocking mesh transformations (Manipulate center points) has been moved to the N-panel, the “Tool” tab (Options – Transform – Affect only – Locations) and changed to the checkbox.
Sometimes it is necessary to save data for creating a mesh (its vertices and polygon indices arrays) to text, for example, for further use in a script or addon.
We can export the mesh to one of the open formats, for example, to *.obj, but if we need only its vertexes and polygons data, we can use the following simple script:
Continue reading “How to save mesh data to text”
The Blender API provides a set of simple property types described in bpy.props (IntProperty, BoolProperty, etc.). But the basic types are not always enough, sometimes we need more complex ones. The Blender API allows to group simple properties to make complex properties.
Let’s consider such complex property creation and make the 3×3 matrix property as an example.
Continue reading “Custom property”
The Blender 2.80 API provides an ability to draw in a viewport (3D Viewport) using the “gpu” module.
As an example let’s draw a simple coordinate system widget in the center of the scene, consisting of three lines with different colors.
Continue reading “Drawing in Blender viewport”
In Blender 2.79 Python API we can add a new object to a scene with:
If we try to do this in Blender 2.80, it throws an error:
‘bpy_prop_collection’ object has no attribute ‘link’
In Blender 2.80 API new objects mast be linked not to the scene, but to the scene collections:
To link a new object to the active scene collection:
To link a new object to the collection by its name:
“Wire” is the Blender add-on for quick and easy creation of wireframe renders.
Continue reading “Blender add-on: Wire 2”
To move the cursor to the start position of the active strip in Blender VSE:
bpy.context.scene.frame_current = bpy.context.scene.sequence_editor.active_strip.frame_start
To move the cursor to the end position of the active strip:
bpy.context.scene.frame_current = bpy.context.scene.sequence_editor.active_strip.frame_final_end
“Parametrizer” is the Blender add-on for interactively changing mesh geometry through the customizable parameters.
Continue reading “Blender add-on: Parametrizer”
Blender has a very convenient ability to set the desired values through mathematical expressions. If we don’t know the exact value, instead of manually calculating it, we can simply enter an expression that will calculate the desired value.
Continue reading “How to correctly set parameters using mathematical expressions”
When making your own custom operators, sometimes it is necessary to pass them certain values – execute operator with parameters.
The passed parameter must be defined as an operator property.
Continue reading “Executing operators with parameters”
The UV-map is directly linked to the mesh through meshloops. We can use that to transfer the selection from the UV-map to the mesh.
To transfer the selection from the UV-map to the mesh, we need to cycle through the mesh polygons, check which meshloops are selected and select the corresponding vertices on the mesh itself.
Continue reading “Transfer selection from the UV-map to mesh”
To get a list of vertices from the vertex group by its name we can use the following code:
[vert for vert in bpy.context.object.data.vertices if bpy.context.object.vertex_groups['vertex_group_name'].index in [i.group for i in vert.groups]]
# [bpy.data.meshes['Cube'].vertices, bpy.data.meshes['Cube'].vertices, ...
The “Sunny Day” theme added to Blender 2.80 themes collection:
By Yuriy Tudgin.
Blender 3D add-on template generator
This script generates the initial template for the Blender add-ons development.
Continue reading “Blender Add-On Template generator”
Blender add-on “ColorMatching” updated to v. 1.2.
- Ported to Blender 2.80
- Added an option to change the search results count in add-on preferences
What is this article about?
In this article, I will talk about the fluid simulator in Blender 2.80. This simulator was first added to the blender at the end of 2005, in version 2.40. Since then, it has not changed significantly (the changes were mainly in the beginning, after the introduction of the blender). The simulator code was written by a third-party developer Nils Thuerey. He wrote a fluid simulation library and named it El’Beem. The engine is voxel-based on the method of lattice Boltzmann equations. It is best suited for creating water, but it has the ability to create viscous liquids (honey, chocolate …) that are not very well implemented. Soon, a new Mantaflow simulator will be introduced into the blender (by the way, Nils Thuerey is taking part in its development).
Continue reading “Fluid simulation in Blender 2.80”
A set of fully procedural stylized eye shaders opened in the BIS library.
Continue reading “Stylized eyes pack in the BIS library”
Blender Outliner supports a sequential selection of a number of objects or collections – hold the left mouse button and move the cursor in a required direction.
Blender 3D add-on for easy creation of various neon signs, lamps, pointers, and lights.
Continue reading “Blender add-on: Neoner”
Blender supports opening projects by drag and drop. You can hold the *.blend file with the mouse, drag it to the Blender window and choose: open the entire file (replacing the currently open project), add or link objects from the dragged file to the current project.
The panel with system disks list is collapsed in the “File Browser” window by default. But some times it is not convenient.
Not to expand it manually every time we can make a simple modification:
Continue reading “How to make the panel with system disks expanded by default in Blender 2.80 File Browser window”
Soft tiles (accordion) shader in BIS
Blender Cycles, Eevee shader.