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7

The default brightness contrast node is a broken piece of anachronistic mess. “Brightness” is exposure typically. “Contrast” is stretching values apart or pulling them together around some image maker chosen pivot point. So exposure is a pure multiply. Change to the CDL node and use slope. For contrast, you can use the power of the CDL. For a pivoted ...


4

The error is this you are setting the offset to 116, but the start frame is set to 1, so the 14 frames you want to render would be rendered in frames 1 to 14. Otherwise you are getting a repeat of the last frame. On a side note, it is quite unfortunate that you chose to use png as image format, by doing so you've lost a lot of the information that would ...


3

If you want to mix in another (non-principled) material this way, you would have to add transparency to it separately. You could do this with a Transparency material and another mix node, controlled by the image's alpha channel. However, in your use case, I don't see why you would need another shader, especially not a glossy one - I see nothing like that in ...


3

For Blender 2.8+ Note that the aforementioned solutions do not seem to work in newer versions of Blender (I'm using 2.92.0, but I imagine the changes are from 2.8+). Herewith a working solution: import bpy cycles = bpy.context.scene.cycles view_settings = bpy.context.scene.view_settings def stamp_set(scene): note = "-------------\nCustom data\n----...


3

I know this is an old post, but I found out that in newer versions of Blender you can do exactly that. In the Output Properties tab you can burn the metadata into your output image, using the Burn into image tick. Maybe this could help someone looking for an answer.


3

Mix your Image texture (through a shader - emission is possible) with a Transparent Shader, using your images' alpha as a mix factor. As you can see in the image bleow, there are no lights in the scene. It works in both cycles and EEVEE, but keep in mind, in Cycles it will actually emit light without further modification to the shader. If using EEVEE, ...


3

You do not need hashlib to generate unique hashes of the pixels the hash function is enough for this. After hashing the images it is only a matter of grouping the images by hash. import bpy from pprint import pprint def duplicates(images): hashes = [(hash(i.pixels[:]), i.name) for i in images] grouped = {} for h, n in hashes: grouped....


3

Just gotta turn on textures mode in solid view.


3

Before any requests read the manual on using images in empties. https://docs.blender.org/manual/en/latest/modeling/empties.html?highlight=image%20reference#image If you want images as reference, don't use images as planes, use Add > Image > Reference. This tool allows you to create an empty with an image associated with it, that ist is visible in ...


2

There is object "Plane" in a Collection "FloorPlan" which is hidden in viewport ("closed eye" symbol) but it's still rendered. So it overlaps the floor and causes the glitch in the final render. In Blender 2.8x, the nasty thing is that objects in a collapsed collection, are still rendered. You need explicitly disabled them (or ...


2

By default the Material Preview mode will use a default HDRI (world image) and that's what is reflected on your object. To change that you can go into the Viewport Shading panel and check Scene World for example:


2

It seems that your sphere isn't UV-unwrapped. You need to enter edit mode, select all vertices, press "U" on your keyboard and then choose a projection mode that fits your texture. I'd guess that "equirectangular" might be the correct option.


2

According to the documentation, the has_data property tells whether the image data is loaded into memory. So using this would work if all images are previously loaded to memory. But generally, this has nothing to do with whether the image file has been packed to the current .blend file or not. I would correct Noob Cat answer with the following code: import ...


2

Your node tree structure would have to look something like this. The alpha needs to effect all shaders, so make sure to always add an transparency shader at the very end of your tree. But as Reinis already said, there really is no point in mixing the principled shader with a glossy one.


1

So immediately after writing this post, I had a realization. Sometimes objects don't show up in the 3D viewer, so you increase the distance you can see by hitting 'N' and going to 'View'. However I can already see it in the 3D Viewer, but then I thought that there were different properties set to the camera than the 3D Viewport. There is a post that deals ...


1

You don't need to put it as a plane, you can just import it as a background. You might have the background as alpha, if you do, turn it off.


1

This is what I found in doing the system clipboard with python: https://pypi.org/project/pyperclip/ As for pasting images, I think the clipboard actually stores them as a URL like image://C:/Users/Jaywright/AppData/Local/.temp/save_here.png so you might try that in just the regular python IDE to start with.


1

Hmm .... blender uses your PNG's alpha channel in a very strange way on output. Even PNG has black&white alpha it is displayed as partially transparent ... almost without transparency. So I would expect your question should be - Why is ignored PNG's alpha channel in my render? Anyway... What you can see as "white noise" around alpha edge looks ...


1

Welcome to Stackoverflow. Yes, your computer was hacked. You should immediately format your disk and throw your computer out of your window.... NOOOO!!! just kidding. Since you are a totally beginner to Blender maybe you should watch some basic tutorials. e.g. here: https://www.blender.org/support/tutorials/ What you see is just a special kind of display ...


1

Yes, you can in many ways. You can just mix RGB: Or similarly you can mix shaders (here the effect is the same, but with different Principled BSDF settings it would differ): Or you can do something more interesting: If you have some specific textures in mind and a specific way to merge them, it would be good if you described them in your question. A ...


1

In order to do that , grab those image textures and mix those with a mix rgb node . Then set the mix mode to multiply and factor to 1. In case it's a png image then don't forget to use alpha as factor. Alpha value won't work in eevee . So set the blend mode to alpha hashed. Hope that helps.


1

If you want a quick fix, without a need to restructure your project, you could write a simple Python script to change given object (or multiple objects by wrapping it in another loop). import bpy for material_slot in bpy.data.objects['Cube'].material_slots: material_slot.material.blend_method = 'BLEND' material_slot.material.node_tree.nodes["...


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