I'm fairly new to blender. When I load up my texture image in the texture properties panel the image cover my entire model. I can paint over it the way I want but when I try tobake my painted image it only will bake the image I paintedover. What a
[ATTACH=CONFIG]382846[/ATTACH][ATTACH=CONFIG]382847[/ATTACH]Here two pictures. First one is post process in photoshop, and the second one is the original render. As you might imagine, the highlights are missing as I see in the histogram. So I suppose I have to put up the strength of the skylight in blender, which is already on 50.000. I suppose I cannot advertise with this result for archviz cause of the noise. I have to experiment with the lights so it shows a better histogram: more highlights. ?
Sample-for-sample, if you use light portals in your scene, the rendering process is slower; however, because the image converges on a more noise-free result with fewer samples, the overall render time should be dramatically reduced. There are an impressive set of tests and experiments in a thread at blenderartists.org. (Full disclosure: I'm a moderator on those forums.) Now your characters don't have to be outdoors so much.
When Blender got the ability to "animate everything" in the 2.5 updates a couple years ago, the existing dependency graph handled it adequately, but was slow, would fail in some cases, and would report cyclic dependencies where you didn't think there were any. The ultimate effect of this was that "animate everything" became "animate mostly everything". With the updates to the dependency graph in 2.75, some big steps have been taking to get that "mostly" out of there (and speed up things a bit, too).
Of course, because this feature touches nearly every corner of Blender, its full migration as a replacement for the old dependency graph is being done in small, controlled steps. So in 2.75, the legacy dependency graph and the new dependency graph live side-by-side. If you want to try out the new one, launch Blender with the --enable-new-depsgraph command-line argument.
The problem as sambler said is that I used scapy that doesn't support python 3.x as blender uses.So I download newer scapy version which supports python 3.x from here: replaced it with the older scapy, now it works but I can't sniff, send or receive packets:
The direct cause of this error is that you don't have C:\Program Files\Blender Foundation\Blender\2.75\scripts\modules in the PYTHONPATH environment variable. It's not a specific Blender issue, it's a general Python requirement for loading third-party packages.
In Blender 2.75, I export to .fbx. The important part here is to change the version in the export options to the Ascii format (the default setting is 7.4 binary which for me produces issues on import):
Downloaded blender-2.71-linux-glibc211-i686.tar.bz2 for Debian use. Tried to extract the archive in (1) hard disk, but when failed with the following error codes, tried in (2) Pen Drive (or memory stick). The same error codes while extraction.
For anyone having issues with zbrush crashing when using GoZ exporting from Blender. Make sure to run GoZ from Zbrush first, then try the blender export. The crashing was driving me nuts, but that fixed the issue for. Now it seems to work fine!
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