Inside the barrel of the gun is an object emitting a gradient (purple - teal) light. You can see the light is being emitted, but the object itself is black. How do I get the object to render with the material I've applied to it?

Things I've tried:

  1. Clicked on the camera icon right of 'UVMap_final' to activate it as the UV map for rendering.
  2. Disabled auto smooth under Object Data -> UV Maps
  3. Checked to make sure the layer is set to be rendered and isn't masked.
  4. Added a hemi light above the object (although this shouldn't matter, the only object rendering black is one that I have set to emit light).

I feel as though this could have something to do with my node cycle settings (or lack thereof):

Node Cycle Settings

Here are close-ups of the object in "Materials" view and also in rendered view so you can see more clearly what I mean when I say the object is black:

Materials view the object is visible and has the correct gradient texture

Here is a close-up of the object just inside the barrel of the gun.  You can see it is pitch black, but still emits light...

Per request below is a screenshot of what the Gun.001 materials node setup looks like:

Gun.001 materials node setup

  • $\begingroup$ I tried your node setup on a sphere, and it works without issues. And looking closely at your screenshot, there definitely is a hint of that gradient inside the barrel of your gun. $\endgroup$ – user27640 Jan 12 '19 at 19:39
  • $\begingroup$ @DuaneDibbley I added two screenshots to better illustrate the problem, close-up. $\endgroup$ – D00k13H0w1tzer Jan 12 '19 at 19:50
  • $\begingroup$ What does the Gun.001 material node setup look like? $\endgroup$ – Adam Jan 12 '19 at 19:53
  • $\begingroup$ Added a screenshot of the Gun.001 material node setup to the bottom of the post @Adam $\endgroup$ – D00k13H0w1tzer Jan 12 '19 at 19:57
  • $\begingroup$ I see you are using images with UV mapping. What method did you use to unwrap the gun? $\endgroup$ – Adam Jan 12 '19 at 20:19

I found that this problem originated from deleting the extra materials that came with the exported Waveform (.obj) from Photoshop. I believe this is a unique problem, probably different from the other "help my object(s) render all black" found around here.

To fix this I simply re-imported the original object and left all 5 materials that came with the object. It's not an ideal solution for me because I would prefer to have one single material applied to all facets/sides of the object rather than have to manipulate and work with 5 separate ones for such a basic shape, however, this works 100% and addresses the source of the problem thus I'd like to close this out.


Keep these 5 mats to protect the rendering capabilities of the object imported from Photoshop

If I find further information regarding how to simplify the object's materials into a single mat, I will post that in a new question and link it here.


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