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Since a texture is a 2D image that's supposed to be wrapped onto a 3D object, there needs to be some way of converting a 3D position of each point of the surface into a 2D coordinate to use for the texture. Since x, y, and z are already used for the 3D coordinate, u and v are used for the texture coordinate, hence, they're called UVs. There are several ...


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Not sure if this is the result you're looking for, but if it is you can unwrap your object, projecting the UV-map from view (hotkey U). And then move and scale the UV-map over the normal texture (decal image.png). Then when you apply the material to your object, it will look like this:


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You need to deinterlace your footage. Try this checkbox in the bottom of the Source panel. and if this doesn't work, you'll need to deinterlace your footage outside of Blender first.


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In the render properties editor, disable Film > Transparent.


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If you have downloaded a texture make sure you have an opacity map downloaded along with the texture and then you can follow this node setup:(Make sure to delete the default node setup of the image plane) this is an example for opacity map: the area marked black will appear transparent (WILL ONLY WORK IN CYCLES ENGINE)


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You can delete any object in blend file if you open this section of the outliner There you will find all inside of the blend file and then delete it


4

The screen space reflections in Eevee especially with highly reflective materials, for example metal with 0 roughness or glass like yours, will always show the environment like a mirror. In Material Preview (Eevee is used, even if Cycles is set as render engine), you have a few HDRIs to choose from and if no Background is set up manually, Blender will use it'...


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The preview you are in is called lookdev, which generates lights and reflections from a hidden HDRI image. If you want to see your model how it would look rendered, switch to rendered preview.


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I think your falloff should be adjusted. Mine stops after radius 1 (2 is the diameter) I was able to paint pixels successfully without modifying other pixels. Let me know if you need the blend file. Cheers!


2

Sure! You can do it here (see below):


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It is easier to understand if you use a black and white image to combine the elements. This black and white image has two values: 0 means Black, and 1 means White. The Factor input determines how two other elements in a node are combined: Whatever is black will be the color of the Top image socket, Whatever is white will be the image connected to the Bottom ...


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You dont combine Image and Factor. You combine two images and Factor says how to blend these two images. Color 1 (red) is background (BG) Color 2 (blue) is like in foreground (FG) Factor 0 = 0% of FG (second socket) Factor 0.5 = 50% of FG and BG (equaly mixed) Factor 1 = 100% of FG As factor can be used also 3D textures or black-white image. Note: The ...


0

You have to convert it to .SVG, then import it as SVG. It will be much better if you remove the white background let it transparent. You can use online converter but make sure it encodes the image to svg, simple conversion can't be imported into Blender. It will be imported as curve convert it to mesh using Alt + C


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It can be a color management issue. Under the render tab, bottom panel, you will see "Color Management". Check your settings there. This settings are usually global, so whatever you see in the viewport, it should be the same in the render. However I suspected that. Another possibility, you might have done some tweaks in the compositor and then ...


3

To import all the materials used in an old blend file, use the Append function. If the images that are used in the appended materials are not packed into the blend file but are saved in a folder, make sure that you don't remove this folder, otherwise your new file won't be able to find them automatically. If the images were packed in the old file they will ...


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You are right, this script is severely outdated (2009 !) This should do : import bpy # The path which should be replaced oldpath = "C:\\OLDpath\\" # The new path which replaces the old one newpath = "D:\\NewPth\\" image_count = 0 for image in bpy.data.images: if not image.filepath.startswith(oldpath): continue image....


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To make sure that all the images you use are part of your blend file you can go into the File menu > External Data > Automatically Pack Into .Blend. If you don't want to make it automatic but just want to pack the current images, choose Pack All Into .Blend. If you want to do it for just one or several images, you can go in the UV Editor or Image ...


2

Drag and drop, do you mean you drag and drop a picture from your file explorer to Blender's viewport? If I remember correctly it doesn't crate a mesh plane but an image empty, which can't be rendered. If you want to import images as planes, use the addon conveniently named "import images as planes". It is shiped with Blender, you just need to ...


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You could try using or writing a program that calculates the average of the pixels and outputs to an image format.


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When you import the image set the import images as planes to use alpha. Or set the material to use the alpha channel in the alpha input of the shader.


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Just rename the file and add .png extension at the end, so that the dumb OS understands it is dealing with a png file. Windows doesn't know what to do with files that have no file extension. In the future enable the File Extensions box on the output so that you get the name with a .png (or .jpg or whatever) extension.


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That is a background image, it is not supposed to move. It's only for reference. If you want the image to stay in place, while you move the camera use the addon "import image as plane". Or simply create a plane with an emission material and use your BG image as the texture.


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I'll post another answer since this one will actually solve your problem (I hope). Use this script to set the interpolation of each and every one of your "Image Texture" nodes to "Linear" : import bpy for mat in bpy.data.materials: if not mat.node_tree: continue for node in mat.node_tree.nodes: if node.type == 'TEX_IMAGE': ...


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