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7

If it's only two colors and two sliders you want, you can recreate the Color Ramp with a Map Range node and a Mix RGB node. Set the From Minimum value to the position of the left slider and the From Maximum value to the position of the right slider. Leave To Min and To Max at 0 and 1. Plug the result into the Fac input of the Mix RGB node and set the first ...


6

If you create the thickness of the walls of your blood-vessel using a Solidify modifier, you can set material offsets for the generated faces: Here's a tube generated from a simple Bezier Curve (right), using its native 'Bevel' setting, followed by a Solidify modifier to give the walls thickness, (and a Bevel modifier to sharpen the rim's edges): The top ...


4

You can achieve this quite easy without the need of two different materials. Delete the second one, and edit the first material by adding a Mix RGB node in the Shader Editor. with the outside color on the first color and the inner color on the second. Then add a Geometry node and plug the Backfacing output in the Fac input of the Mix RGB node. However, no ...


4

Your question actually has two parts. How one can override the operator, and how one can set the number of colors in the palette. I'll answer the override part after that, but I'm afraid you cannot set a number of colors in the palette in the manner you're looking for, at least not using this operator. You'll need to override the operator area. TLDR : import ...


3

The 3D view is currently in wireframe mode (1). Click on the white globe (2) to select solid view or press Z and select Solid from the Pie menu.


2

You need to set up your output color management to whatever is your final target. When you rendered as EXR, your target was editing, so you needed high bit depth data, hence using Filmic or Linar color spaces. But now that you are working to get your final image, you want something that is aimed to be displayed on regular screens as is. And you will most ...


2

This appears to be Z-fighting -- your faces are overlapping each other so the renderer can't figure out which one to show. I'd recommend either moving the face of the porch roof inward a bit so the wall hides it, or shortening the porch roof so it's up against the wall instead of inside it.


2

Make sure that in Output Properties > Post Processing > Pipeline the option Compositing is enabled. If that's the case but the Image Editor still shows only a transparent background as Render Result, make sure the layer selection is set to Composite and not View Layer. By the way, if you have a render layer with transparent background, it's not ...


1

You have an error in your Image Texture: You should change "Non-Color" to "sRGB".


1

A Color Ramp Node is a combination of Sliders (each slider is a color and a position). The problem is that the number of sliders in a color ramp is not fixed. I can contain just one slider or several. So blender can not make color ramp input since it differs a lot. So the only way is to use value and color inputs.


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