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This answer is a bit longer to fill in for Blender Manual. No worries, it's not at all technical. Subsurface slider Use this slider to scale Subsurface depth (which is in meters) to useful units (like milimeters). When set to 0, scattering is disabled, 1 means full scattering. Note: Values of around 0.01 are perfectly normal, since you're scaling down ...


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It looks like the Musgrave texture is pretty close to what you want:


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Texture space For this case I think node material is the easiest way to go. Added a link to bottom that similarly to @IsawU's answer (or at least I think so) writes a value to a UV map AFAIK the generated texture space box around an object maps 0 to 1. ) Object Properties > Viewport Display > Texture Space We can plug this straight into a colorramp ...


3

I have devised a way to do this kind of hassle free. I include my . To set up your scene like me, you need: a plane with 1 subdivision per 1 meter centered around world origin (limitations of math used) a material 'Material.001' with Image Texture as the source for color When you hit run script you should see The function runs from -32 to +32 on the X ...


2

Switch from Eevee to Cycles, make the materials Single User Materials by clicking on the "2" right to the material name in the material tab (either the plane or Suzanne) and uncheck "From Instancer" in the "Texture Coordinate" node of the plane's material node tree (only your instanced object has to have this option checked). If you change the noise texture ...


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Blender 2.8 has a built-in tool for making brick walls with a few clicks! Make sure you enable the add-on in the Preferences: Add Mesh:Extra Objects. After that, go to the Add > Mesh > Extras > Wall Factory in the viewport menu. Add a wall and start tweaking. I hope this helps to start!


2

It has 'changed the color' ... to Material.04. You could have been linking materials between objects with completely different topologies.. the editor has no way of knowing which materials to assign to which faces. So by default, it will assign the material in transferred-slot-0 to all faces. If you switch the order of the material slots in the first cube, ...


2

Here's a shot at what your tree might look like, as corrected by @Jachym. Introduce the branches one at a time,starting with Diffuse color on its own. Unlike the illustration, forget the AO branch to begin with. Plug the Diffuse map straight into the Base Color. Then check the Normal. If you want to get a better view, you can temporarily unplug the Diffuse ...


2

Good news. Blender will automatically convert these old nodes for you. Just get an older Blender version and copy/paste them. Download Blender 2.80 and create your material. Make sure the nodes are connected (or it won't work). Copy/paste the material into Blender 2.81+, and the nodes will get automatically converted. Copying materials from Blender 2.8 ...


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Because you're not in LookDev or Rendered mode (https://docs.blender.org/manual/en/latest/editors/3dview/controls/shading.html). As a side note, maybe you should start out with a basic tutorial, before you hop into your own projects. It may seem discouraging to actually having to learn something before one can produce results, but so is pretty much every ...


2

Select all your objects, then at last Shift select the one with the modifier, then ctrlL > Modifiers. By the menu bar: Object > Make Links > Modifiers.


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After several tests, I found the problem. My file is a Sketchup import and the floor geometry is a bit special. As you can see the mesh has a thickness and a diagonal edge, and this one was like inside the mesh. By moving it up outside (I did it much more to illustrate on the picture), the mesh becomes more valid and the texture is correctly applied.


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If those islands are used to map a texture, they will map a solid color (representing one pixel of the texture). Such technique can be used to create pixelation. If they aren't used to map any texture, it doesn't matter. Then I'd reccomend scaling to 0,0001 instead of 0, so they can be scaled back up if needed :).


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I want to thank you for this question because I learned something in researching the answer. Things have changed. Here's how you can do this easily in 2.8. There is a backface culling option when in Edit Mode from the Viewport Shading Menu pulldown, BUT this is NOT what you want. Leave it alone. :) THere is another backface culling option in the Materials ...


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You can either call hide.socket_toggle() operator on all nodes in selection or hide each socket one by one using NodeSocket.hide property. Following demo is based on Operator Node template: import bpy def main(operator, context): node_selected = context.selected_nodes if node_selected: bpy.ops.node.hide_socket_toggle() else: ...


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First, you want to go to the texture paint tab. Press new image and name it something so you could recognize it. Go to the shading tab and assign an image texture to base color. In the dropdown, select your created paint image. Now the image is assigned to the object. It should be black by default. Go back to the texture paint tab and you should be able to ...


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@d401tq Theory: Since the setup above is based on UV-textures which are projected from the 2-dimensional UV-texture space onto surfaces it's logic that the emission source has to be a face. For the 3-dimensional procedural textures using UV-coordinates like the "Noise" texture in our example here, only the color values at W = 0 are taken into account (...


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