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Please I need your help, I have not been able to deal with it for several days.

Does anyone know why the same material added to another object looks different? I mean rough surface appearance – the size of the bumps and the amount of reflected light etc.

Nodes and material properties are exactly the same (attaching the screenshots).enter image description here

enter image description here


Hi thanks guys for your reply! after doing Ctrl-A> Scale something like this happens (screenshot). The second object gets very small.enter image description here

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  • $\begingroup$ Do both objects have the Scale applied? (Ctrl-A > Scale) $\endgroup$
    – John Eason
    Sep 24, 2022 at 11:18

2 Answers 2

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The reason is in your Texture Coordinates Node. You use the Object output as the vector reference - this is used for scaling (placing, rotating).

But as you have two different objects the calculation of the scaling is different for both seperate objects. Though applying Scale to both objects as explained by the others (Ctrl + A -> Scale or even better Ctrl + A -> Rotation & Scale) should have been enough (and is important anyways), there is an additional handy solution:

You can add an Empty to the scene and then use that Empty in the input field for Object in your Texture Coordinate Node and use the Object output. Then the reference for scaling of the textures will be that same object (Empty) no matter which object the material is applied to. You can then even scale the Empty to change the scale of the material on all objects it is applied to.

To add the Empty: Like you would add any Mesh: Shift + A -> Empty -> Cube (or any other).

3 objects 1 shader with Empty for Texture Coordinates

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    $\begingroup$ Adding Empty completely solved the problem, thanks a lot for your help!!! I was looking for a solution for 2 days. Yes, I'm a noob :) $\endgroup$
    – Ark
    Sep 24, 2022 at 17:43
  • $\begingroup$ Glad it helped! Just be aware: If you use procedural textures and want to animate, because then the textures will move too :-) For animations you might wanna use baked UV textures (another topic, but just so you're aware). $\endgroup$
    – ho.s
    Sep 24, 2022 at 18:18
  • $\begingroup$ Yes, objects with these textures will be animated, so good to know :) I will try to deal with it, if I fail, I will come back here :) Thanks again! $\endgroup$
    – Ark
    Sep 24, 2022 at 20:50
  • $\begingroup$ If the objects only are simply transformed (scale, move, rotate) in animation, the Empty solution still can work (with parenting). For more complex animations, shape keys, rigs: It will be not suitable - but you can then still have your procedural textures but would use the UV output instead (UV unwrap your objects). Have fun exploring. $\endgroup$
    – ho.s
    Sep 25, 2022 at 8:03
  • $\begingroup$ Thank you so much! In this case it will be only simple transformations, but good to know for the future. I'm just learning how to use Bledner, but I'm already in love! :) $\endgroup$
    – Ark
    Sep 25, 2022 at 12:57
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The objects probably don't have the same scale applied to them. If you select both the objects, then click on ctrl+a and then click on "scale", it will apply the scale of both the objects, making them the same.

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