Timeline for correct cycles node arrangement
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Sep 14, 2018 at 13:14 | history | edited | Ray Mairlot |
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Sep 13, 2018 at 22:47 | vote | accept | Solus Sum | ||
Sep 13, 2018 at 11:26 | answer | added | miceterminator | timeline score: 1 | |
Sep 12, 2018 at 21:28 | comment | added | Solus Sum | appreciate the help, i admit nodes are challenging to me. files are up | |
Sep 12, 2018 at 21:28 | history | edited | Solus Sum | CC BY-SA 4.0 |
added 93 characters in body
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Sep 12, 2018 at 7:26 | comment | added | miceterminator | When you focus on the transition from the brick wall to the white wall you will notice, that in the original game engine, there is specks of white paint over the brick wall, in the blender engine there is only brick and only white, and in the cycles render there is only the white specks visible. I strongly suspect, that your texture image has a lot more channels than you expect it to have. If you could share the texture file it would probably be possible to devise a node setup that extracts all channels properly and let's you render the scene correctly | |
Sep 12, 2018 at 0:54 | comment | added | Solus Sum | perhaps. now that you mention it i looked through my textures and couldn't even find the one with bricks on it. How can that be though if the bricks show up in the unrendered view? | |
Sep 11, 2018 at 23:55 | comment | added | Brenticus | It looks like you may be missing a texture in your material. Is is possible there is more than one image that should be used here? The black and white wall material looks like the kind of image that would be used to control the transition between to materials. | |
Sep 11, 2018 at 23:12 | history | asked | Solus Sum | CC BY-SA 4.0 |