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I am making a field of grass using particle systems. The set up has 2 different clumps, green and green/brown plus some weeds and flowers. In materials mode, when I add shaders, (translucent and glossy for example,) I get the great effect that I want. When I go to render however the colour in the grass is completely gone. (I'm only setting the glossy shader to .002 by the way.) Anyway, glossy or not glossy, translucent or not, if I even go near changing a basic image texture>diffuse>output node setting all the colour goes in render mode. I have had some issues recently with seeing multiple shader and texture nodes in materials mode apparently because I'm on a MAC but this seems to be the inverse problem. Any Ideas?

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  • $\begingroup$ It would be helpful to be able to see your results as well as you material nodes. Please se the Edit option to edit you question and add screenshots and/or any other information. $\endgroup$ – Rich Sedman Mar 4 '18 at 5:37
  • $\begingroup$ So the middle picture is materials mode and the bottom is in render mode. If i don't use any shaders then the render result is fine. $\endgroup$ – David Oulton Mar 4 '18 at 6:15
  • $\begingroup$ Thank you so much......if I put the diffuse before the 2 mix shaders all is wonderful......its the kind of thing that I can look at for hours and still not see!! $\endgroup$ – David Oulton Mar 4 '18 at 7:04
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You have to be careful what information you connect on the node sockets.

Sockets have colors (Yellow, Green, Gray or Purple) for a good reason: so that you use the correct kind of information.

You can't connect color information (yellow) to the green input of mix shaders.

Likewise, plugging the output of a mix shader to the color input of an other shader makes no sense. The output of a shader can only be plugged in to mix shaders or to the material output sockets.

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Please read the following link for a detailed explanation:

What is the meaning of the color of the node sockets in the node editor?


Read also: Cycles and nodes, trying to use Diffuse BSDF as color source for Glossy/Subsurf Scattering BSDFs.. not working

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