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I am trying to build my own spaceship according to the spaceship tutorial created by BlenderGuru.

However, there' s a problem with the UV map I have created for the spaceship. model, UVs, material nodes

As you can see, I have already added the image to the node editor and connected it to a displacement socket and added the image to the UV image editor.

I am clueless what might cause the problem. Maybe you could help me to solve this problem. Here' s an additional image of the UV map I've created for the spaceship.  texture map

Here is the .blend file:

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  • $\begingroup$ could you upload your .blend file $\endgroup$ – Igor Tatarnikov Aug 4 '15 at 20:35
  • $\begingroup$ Try to enable "keep UV and edit mode mesh in sinc" and select the areas on the mesh which you want to have Displacement map on them, then make sure they are fine with the UV Texture(layout) $\endgroup$ – Igor Tatarnikov Aug 4 '15 at 21:02
  • $\begingroup$ In the image I added, the UV map is correctly placed over the object. :S $\endgroup$ – TheLast_BlenderBender Aug 4 '15 at 21:35
  • $\begingroup$ Did you tried to add Displacement through the Displacement Modifier ? $\endgroup$ – Igor Tatarnikov Aug 4 '15 at 21:37
  • $\begingroup$ I tried, but it doesn' t give me the look like there was in the video. By the way, I am sure he didn't use displacement modifier in the video. It must be done some other way. I must have missed something important.. The video is here: youtube.com/watch?t=1811&v=06A_l95vJWw. Watch it from the 30th minute. $\endgroup$ – TheLast_BlenderBender Aug 4 '15 at 21:53
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Duplicated Material output node

Even though it seems to be one, if you try to grab it and move it slightly you should discover that there's another one just behind it.

enter image description here enter image description here

When you have multiple material output, Blender set as active the last selected of them. As in your setup Shader/Surface and Displacement are in different output node, you cannot see both effect at the same time.

Delete one material output node and plug the cables in the other.

enter image description here

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  • $\begingroup$ Oh. Damn. I feel so ashamed now. I didn't know the problem is caused by this.. I truly thank you all for trying to help me and Carlo, thanks for your solution. (still feeling so bad that the problem had so easy solution).. $\endgroup$ – TheLast_BlenderBender Aug 6 '15 at 9:59
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Try adding a UV map node and plugging it into the image texture's vector input.

enter image description here

For more on texture coordinates see this answer.

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  • $\begingroup$ Thanks for the solution, but as weird as it seems, it doesn' t work for some reason.. I am really confused now. What might have caused the problem for me... $\endgroup$ – TheLast_BlenderBender Aug 5 '15 at 9:56
  • $\begingroup$ @TheLast_BlenderBender Well, beyond this it's really hard to tell what's wrong without seeing the actual file. $\endgroup$ – PGmath Aug 5 '15 at 14:00
  • $\begingroup$ I added the file under the comments of my question. $\endgroup$ – TheLast_BlenderBender Aug 5 '15 at 21:20
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In the texture tab, do you have UV mode selected?

for nodes you will need to use the output from the object node UV

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  • $\begingroup$ I sincerely apologize, but I didn' t understand your solution... $\endgroup$ – TheLast_BlenderBender Aug 4 '15 at 20:29
  • $\begingroup$ Using uvs with non node materials is just as easy as selecting Uv in the mapping section. $\endgroup$ – BluePrintRandom Aug 4 '15 at 20:32
  • $\begingroup$ using Uv in the node layout means you need to start with a node(geometry? or object?) to get the uv cordinates to begin your node graph, I dont remember the name of the node, $\endgroup$ – BluePrintRandom Aug 4 '15 at 20:33
  • $\begingroup$ No. apparently it doesn' t change anything, Igor $\endgroup$ – TheLast_BlenderBender Aug 4 '15 at 20:34
  • $\begingroup$ post a picture of your full node graph? $\endgroup$ – BluePrintRandom Aug 4 '15 at 20:35

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