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0

I just forgot to unwrap my model. Silly me.


1

Do you mean export the PNG? If so, you can do Image > Save As: If you mean something else, please add more details in your post or comment on this answer what you mean.


4

In short: There is no node for this within the material editor The node system is for JIT operations, and if you want to rescale an image, you probably don’t want to do it everytime you run the nodetree. But there are work arounds Blender let’s you change the image instance resolution (instance here means that without saving it to a new file, the rescaled ...


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We lack informations, but if your image has a transparent background, you can map it on a cylinder like that: If you're using Eevee, don't forget to choose Blend Mode > Alpha Blend in the Material > Settings in order to have transparency.


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I have used this node setup many times. You could even make a custom node to control it better.


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Seems to be working fine for me ... Note: in a case you want to fit tiles into Render Dimension ... ad Scale node, switch to Render Size and use Mix node to combine outputs of Scale node and Transform nodes.


0

You can do "something" like tiling like this:


0

You can convert your b&w image to svg in an image editor, then import the svg, then convert to mesh, etc... Another method is to fully convert within Blender: Add (CtrlA) an Image > Reference, AltR to reset the rotation if necessary. Header menu > Object > Convert > Trace Image to Grease Pencil. Move the result and right click > Convert ...


1

If you wish to use the light falloff node to control intensity, then you need to use the quadratic output, not the linear output. You also need to move the light much farther away from the projection screen to give the falloff a chance to work. If you do this, you do not need to manipulate the XYZ coordinates and you end up with a node tree along these ...


3

What you're looking for may be the Shear tool: Follow the shape with some extrusions: Extrude and mirror: Shear in order to tilt the surface, the shortcut is AltCtrlShiftS then X in order to move the vertices along the X axis (horizontal) of your view (it would have been Y if you wanted to move them horizontally according to your view): Then bevel, etc:


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I was working in the layout workspace. By changing to the modeling workspace, I can finally see my images.


4

Activate the Alpha option, click on the color field an lower the Alpha value down to 0: Also, in Paint mode you can set your brush to Blend > Erase Alpha, which will create an alpha layer.


0

From the Edit menu, select 'Preferences' then the 'Addons' tab (1). Type 'image' into the search field (2) then check the 'Import Export: Images as Planes' entry (3). You'll now find the 'Images as Planes' entry at the bottom of the File > Import menu.


1

This may not be your issue but, in your example, at the top right, in viewport shading you have solid shading. You must select the material preview, or rendered mode.


2

Just choose 3D Cursor for the pivot point. This uses the cursor which is in the center of the sphere. Active Element should also work but in Object mode only. Because you're in Edit mode and have selected a face so it does not use the object's origin (orange dot) but the face.


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Via a script. An image, like a mesh, world, material ... in blender is an ID object. Given the image is our ID object of interest Run over all the ID objects in the blend and list and report any where ob.user_of_id(ID) is > 0 Copy and paste the script block below into the text editor and run it. Output is written to the system console: import bpy from bpy....


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Setup via animation system. In an previous answer ran over some methods to set up different camera views. By way of answer here will set up the cameras and markers in one script. Calculate the 2d bbox in a frame change handler. Multiple cameras and markers using data from above. Result of running on default file import bpy from mathutils import Matrix, ...


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Since the background scene looks fairly simple, I would just use projection mapping to create objects that have the background image as a texture. So I would have probably 4 different planes with texture projected on to them: horizontal one for the far left light grey tarmac, one for the darker tarmac in the center, one for the grass patch to the right and ...


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