Just use the black and white image as a mask for transparency.
Connect your material nodes like this.
And use the Transparent BSDF node.
If you're using Evee, don't forget to enable Alpha Blend
You can also combine different colors the same way.
All of these planes were created using the same bw image.
As Rob says, you should use the Project From View mode when you unwrap.
Import your image in the the UV Editor. Move your camera in front of your box until you get the view you want. In Edit mode make sure your box is subdivided enough, otherwise the projection will bug. Press U > Project From View.
Move or scale your UV as you want in the UV Editor. ...
You have to change the Blend Mode in the material settings and have to be in Rendered View.
Any of Alpha Clip, Alpha Hashed or Alpha Blend would work for a single image, but for a pixel perfect preview in EEVEE, Alpha Blend is required.
Use alpha blending to overlay the surface color on top of the previous color.
Easy approach is to use texture mask inside material.
Here I'm using local Z axis to separate sides of an object. Then plug it as factor to control textures visibility.
Why Z, because in my case it is facing texures (see gizmo in Local mode).
This looks like a bug related to the "sorting problem". It appears as if image empties are being alpha blended to the color buffer after all regular Alpha Blend objects, so they always appear on top.
You can switch the blending mode from "Alpha Blend" to "Alpha Hashed". This will give you a really noisy blend, but it gets the ...
It's a great question, and the "best answer" is a little more complicated than you probably want, as well as depends on your sources of footage.
You are projecting emissions, represented by your RGB code values. This means a few useful things:
Your RGB lights must be aligned to whatever colour space you are using. Typically around these parts that means ...
Sometimes it's best to ask the developers directly. Thanks for the explanation.
This hotkeys is to pick the color under the mouse, and set the black and white level values in the curves sub panel in the Color Management panel.
To see the result you need to tick View as Render in the Image Panel in the sidebar.
For anyone looking for a Blender 2.8 version of @CoDEmanX's answer
def clamp(x, minimum, maximum):
return max(minimum, min(x, maximum))
def camera_view_bounds_2d(scene, cam_ob, me_ob):
Returns camera space bounding box of mesh object.
Negative 'z' value means the point is behind the camera.
Takes shift-x/y, lens angle and sensor ...