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-1

Blender is a 3d creation application and you can definitely work with real units in Blender so it is definitely suitable for this purpose. It is possible to use a cone or a circle or a curve as a starting point for modeling this form. Blender's Python API while a very powerful and amazing tool is completely unnecessary for this task as regular 3d ...


1

I already figured it out.Changed the PNG options in shader editor from LINEAR to SMART.Outlines are gone –


2

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).


0

I was trying to make the mesh transparent, but it seems the easier way is to make the images transparent. In the image's object data panel, click the "Use Alpha" checkbox, and adjust the transparency value. To get the desired effect, this needs to be set on the image and you need to set an alpha on the mesh's material's "viewport display" like I showed in ...


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I found a combination of other user's code with some debugging to get a working solution for now. #Import python import bpy from bpy import context, data, ops mat = bpy.data.materials.new(name="New_Mat") mat.use_nodes = True bsdf = mat.node_tree.nodes["Principled BSDF"] texImage = mat.node_tree.nodes.new('ShaderNodeTexImage') texImage.image = bpy.data....


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Alright so I found the answer to my own question. The issue was with camera range ! And it is because the shading mode had camera view activated in the preview window that it did not show there either.


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Try setting viewport Overlays -> Texture paint Opacity to 0.


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You have to apply the SubDivisionModifier to get the correct polycount and UV layout first, then export to Photoshop. if you would like to work with the lowpoly without applying, I would make a copy of the original object, apply the modifier on the copy to get the correct SupDiv UVs and then use the texture on the original object.


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Could be bugs. I experience that when using SkyTexture for the environment, it just sticks on rendering frame 1. Changing environment to an other background like HDRI solved my problem.


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This could be useful, I should have found the method that checks the state of the images. To check if the image in the node are "Purple": import bpy ob = bpy.context.object mat=ob.active_material for n in mat.node_tree.nodes: if n.type=='TEX_IMAGE': img=n.image for i in bpy.data.images: ...


1

if the quality desired is not important this technique may work (icons) this script will display all the .jpg file of the directory folder in the n panel import os import bpy import bpy.utils.previews directory = os.path.join(bpy.utils.user_resource('SCRIPTS'), "presets", "scatter_presets_custom\\") list_raw = [] from os import listdir from os.path ...


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Have you Unwrapped That Plane again because as i think this happens only when Plane is not Uv Unwrapped just go to top view and in the edit mode just hit 'U' and then hit 'Project from View' come back to object mode and also connect the texture coordinate and mapping node to the image texture This Should Work For You


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Deleting the camera will default to the viewport preview image. This fixed the problem of not showing vertex colors in the preview image, too.


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Easy Way Have you looked at template_preview tex = bpy.data.textures['.hidden'] col = layout.box().column() col.template_preview(tex) Hard Way So this works, but it requires a lot of finesse to make it usable. Not figured out yet how to create a layout of a fixed size to append to the panel layout for rendering over the top of. This code will render ...


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