It was actually easy. thanks there is already arguments, to direct output render-image in bpy.ops.render.opengl() (write_still = "True")
then most simple case (if keep current scene render setting), once change path(file name) to render thumbnail(openGL view image), then after generate the img , return path as same as before. (so user may not ...
You can use "Local Collections" filters in each viewport to filter out your different backrounds.
Place each of your images in a different collection.
Place your work objects in a third collection.
Create 2 viewports by click-dragging the edge of the 3D viewport.
Expand the "N" panel, then go to the "View" panel, go down to &...
You can split your viewport, then hover with your mouse over them and press for one viewport Numpad 1 (Front) and for the other one Ctrl + Numpad 1 (Back). Hover with your mouse over the viewport and press Shift + A , select Image and Background.
This image appears only in the selected viewports background and only in the selected orthographic view.
To view through the selected camera press numpad 0.
To align the Reference image with the camera view, select the Reference image, then in the header menu > Object > Transform > Align to Transform Orientation then in the Operator box choose Orientation > View.
Reference and Background are empties, they won't be rendered, they are used as ...
It really seems like the blueprints aren't very precise, as moonboots already mentioned.
I've used basic geometry as a guide and marked just two regions which should line up, but don't. The lower right part of the hood (where your active vertex resides) is clearly to high in front view (marked yellow).
In general, it is good practice to evaluate ...
Give the images an emission shader set to 1 (I assume you are mapping the images onto planes). This value causes the image to ignore shadows or lights and display its true colors, thus making it shadeless as you wanted.
You can use BlendDataImages.load() to load and assign the image to the texture node in one go. Following example code is based on Control Cycles material nodes and material properties.
# Get the material
mat = bpy.context.object.active_material
# Get the nodes
nodes = mat.node_tree.nodes
# Clear all nodes to start clean
# Create ...
From your screen it seems to me you use Sphere object (not IcoSphere).
Blender basic objects are unwrapped automatically. Image node is also automatically mapped with UV coordinates.
For the country flag you can use UVmap generated by default (when object is added).
Switch to UV Editing layout, in 3D view switch to edit mode, select all vertices
in UV ...
The apparent reflection in the side of the glass cover is not actually a reflection but is a refraction - due to your glass cover not having 'thickness' and only being a single surface (so it's as if the whole inside is solid glass). Give it some thickness (either extrude it or just add a Solidify modifier) and that apparent reflection will disappear.
The biggest thing missing in your screenshot is transparency.
To achieve this you probably want connect up the hair texture alpha channel to the alpha channel of your diffuse texture (I am assuming this is where it is stored, otherwise you may need an extra texture from somehere). Additionally, if you are using Eevee, you will also need the set the blend ...
So I finally make it on my own (I made it by combinig and editing several separate posts into one functional code)!
In this case (example) I go thru all the objects in the scene and select all those that do have uvmaps but don't have material with image (which in LEGO model are bricks that do have decorations on them, which was my aim with all of this as I ...