New answers tagged

0

a work around with #bpy.data.images["texture"].generated_color = (1, 1, 1, 1) in the next line would achieve the same.


0

Yeah, Unwrap the uv sphere(it's already done but just in case), add the texture of the sun in the image editor(just drag it in), plug colour to an emission shader, mix it with the bsdf as well, increase value at what ever size you like, turn on bloom if you are on eevee.


4

First of all enable Node wrangler addon Edit > Preferences > Addons > Enable "Node Wrangler" Now go to shading workspace and a principled shader Select the shader and press CTRL + SHIFT + T and select all your files and click Principled texture setup. Now blender will automatically set up all the nodes for you.


0

Thre's no need for so much seams. A very simple UV map is enough. (Repair the mesh - more steps below) :) Add just a few seams where needed Use the UV editor to position the UV map Set image texture to Clip - so it's not repeated across the model. Using just one material is very limiting, but sometimes needed. Use more materials if you want different color ...


2

You can discover nearly all data paths from Blender GUI itself. Set your mouse cursor over a field and a tooltip will appear: You can also copy (part of) the path directly here: Then you can use it (and test it) from the Python console, and also discover all the properties you need using autocompletion with the Tab key: So concretely you can for instance:...


1

Welcome back to Blender You import reference images by "adding" an Image, pressing Shift+A and selecting the subcategory "Image"->"Reference". A "File Browser" window will open where you select the image. After you selected the image and confirm it, the image will appear in the viewport. Further settings can be accessed by going in the "Object Data ...


1

I actually just figured it out. Go to the shading dropdown to the right of all the shaders then select texture as the color.


0

It was just silly of me to not think of this earlier. I just created a new material and assigned the un-textured area into it and then used the same texture map.


0

First of all you have to guess how the back, bottom and part of the top look. As far as proportions go, a box in orthographic projection at 20 degrees means that it projects about 93% of actual length of the front and 34% of the side. I asked a question here and got the answer for all the angles of a plane rotated in one axis. As a note the vertical stays ...


0

It might be too late but in Blender - Viewport settings, if you ever limited the Textures size, then you might want to increase it back. This should fix the blurry images.


0

It might be too late but in Blender - Viewport settings, if you ever limited the Textures size, then you might want to increase it back. This should fix the blurry images.


1

Press ">", than choose "median point". Make sure "only location" is not selected.


1

Turned out it was a problem related to the pc I’m using, as I’ve tried the same images on two other machines (another Windows and a Mac) and Blender worked fine showing all references correctly.


-1

There is one easier way to get over it 1.open your PNG with Photoshop and use select color layer to adjust shadow part Here is the original effect 2.choose color to black in select color layer(which point to shadow part), and then adjust it the color parameter by youself 3.If you want to batch adjust PNG images or video clip, make a action record in ...


3

Based on your description it seems that you want to store the scene linear values without dithering in your image. Dithering can be disabled in Output Properties > Post Processing by setting the Dither to 0.0. In order to store the exact scene linear values it would be recommended to use the OpenEXR or OpenEXR Multi-layer image format. It will store the ...


6

The manatee model has no UV map. So Blender does not know how to use the texture image. You can either create a UV map, or change the vector input of the image texture node. Below, add a 'texture coordinates' node and plug object or generated output to the image texture node. Then change projection method to 'box'.


0

Thanks to MCunha for the node & i got other node also the image given below. With the Factor in the Mix Node. Simple to control the transparency.


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