Your node tree almost worked, it just required a different approach at the end. Let me show you a working example here:
for clarity's sake I have added value nodes to give the inputs a caption. There is the Test Value, which is basically the number you input, and a Tolerance, which circumvents the problem that there is no real a == b node. So if the value ...
Found the solution:
I have a bevel modifier on the ring itself. I did apply it to a vertex group (the edges of the ring). I now changed it to "limit method: weight" after I gave those edges a mean weight of 1. Now it works fine.
The reason I didn't see the problem before in the viewport was that I accidentally had the modifier hidden in the viewport.
Loop the materials collection
Loop over the material collection. Need only do this once per material, rather than for each object that uses the material.
Search for links from tex node to bsdf and from color to alpha socket, if found unlink old, make a new link, and print the image name.
for m in bpy.data.materials:
if not m.use_nodes:
When I open your file its not visible even in Render Mode.
Really strange behaviour.
But if you are looking for solution - turn off and on your "OBJECT" collection (check mark on left side of Outliner editor).
Note: Do the same for "MAIN" collection, there are also hidden objects that should not be (like ceiling and totaly discoverable window object). Is ...
Your object is casting shadows on the plane. Not because of the font/text properties, but because of the way Cycles (path tracing) works. To avoid your text being seen as a shadow caster by Cycles, you can turn off the ray visibility of the text object:
In the outliner, select the object Text.thing
Go to "Object" context
Open the "Visibility" section