For some reason when I render (via cycles) my textured mesh shows up as black. I have a UV mapping setup on the mesh, a light source, and a set of nodes describing the material. When viewing through texture mode it shows the texture just fine
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$\begingroup$ related: blender.stackexchange.com/a/57042/37728 $\endgroup$– DimaliCommented Oct 1, 2017 at 21:21
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$\begingroup$ ty, the solutions there seem to be: add a light source, and turn off auto smoothing. Neither of those seem to be the issue here. I believe the normals are fine, and I do have a light source (added multiple to test, just in case) $\endgroup$– glitchymeCommented Oct 1, 2017 at 21:41
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1$\begingroup$ hey since you're not using toon, how about just disconnecting it from diffuse all together? try not using texture coordinate but use uv map instead? good luck! let me know what works for you if those don't work. $\endgroup$– PepperAddictCommented Oct 1, 2017 at 22:02
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1$\begingroup$ If it's possible, upload the blend file with problem project and include link here. Unconnected node won't affect the result like that just likely as Texture Coordinate node. $\endgroup$– Mr ZakCommented Oct 1, 2017 at 22:57
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3$\begingroup$ Your UV map needs to be cleaned up and you need more light, but it looks green on my machine. $\endgroup$– bertmoogCommented Oct 2, 2017 at 1:48
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It appears that packing the image into the blend file was enough to get it to render correctly. Its strange because it was clearly able to read the image file, given that it was showing up in my UV/Image editor. I'm not entirely sure what the root cause of the issue was