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1

(NOTE: You need to have the "Import images to planes" addon enabled to do this). Step 1 (Import the image): Step 2 (Open the shader editor): Step 3 (Add a mix shader in between the principled shader and the material output (Change the factor to 0), then add a transparent shader to the bottom shader input): Step 4 (Go to the frame you want the ...


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Check viewport overlays. Make sure the extras option is ticked. I nearly forgot I did that while searching. Figured to share this in case anyone had a similar case.


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 ...


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----...


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I found this solution (windows only), but when i copy to clipboard render result with this addon (with alpha), i see image with black background in pasted image to Krita :( I can't find solution for this problem, but if you don't need in alpha-channel, this addon can help you.


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.


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 ...


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 ...


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.


0

8 bit textures are not precise enough to store linear colors. If you try to store linear color space in an 8bit texture you get banding artifacts. 8Bit textures are good for storing sRGB images as that is a perceptive linear color space. A perceptive linear color spaces is how your eyes/mind perceive colors and therefore you need less precision. Normally ...


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 ...


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.


0

can you supply an image? I made one with Gimp, that is png with alpha and had no problem. Not sure it is png24 or not. Yes, I'm using the 'Import as images' addon. That one worked too.


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After a day, the problem went away. Maybe a reboot was required?! Anyways, the problem is gone and I don't know what it was.


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 ...


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, ...


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 ...


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.


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....


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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