Not all materials have an associated node_tree. This is only present where the 'use_nodes' checkbox has been used as this creates the node tree.
Your problem is that one or more material does not have a node_tree. The solution is to include a test before the ntree.nodes.get() to first check that there is actually an attribute 'nodes' - and to simply skip ...
Two parts in this node tree:
Find the rotation of the empty
This is done using two radial gradient textures, one from the UVs one from the empty and get the difference.
As the gradient goes from 0 to 1, there is a discontinuity at the limit. To compensate that we look if this is a negative value and if it is set it back positive adding 1.
Then map from 0, ...
If you just want the longitudes, the answers linked by @moonboots will suffice.. if you want to map a 2D procedural texture to a sphere, this sort of setup will do the Y dimension (latitudes) as well..
If you want the red part to emit light, use the black and white component from your Wave Texture as the Mix Factor Between a red Emission Shader and whatever you want the rest to be (I left it as a default principled BSDF with a black BaseColor, but you can use whatever you want.)
The short answer is: sort of
This setup will make the parts of your mesh transparent where the musgrave texture is black. If you want to see the backside, or other objects through it, replace the holdout by transparent.
However the edges of the mask won't look 3D, the ones in the clip seem to have some depth, this method won't allow that, but maybe it's ...
So I found the solution pretty quickly! I just needed a "Map Range" node.
Here's a link to the documentation:
Hopefully this will help someone in the future.
So to get alpha working on a texture, click in the material on "Use Nodes" and change the color to use an image:
Also make sure to set the Settings/Blend mode of your material to Alpha Blend:
Then, open the Shader Editor to edit the nodes, and make sure that the alpha is set to Premultiplied in the settings (press N) of your texture. Then, create ...
This can be achieved by mixing your material with a Transparent BSDF where the Musgrave Texture (or any other texture) is used as the mixfactor.
The Musgrave Texture on its own will produce a soft fade in transparency.
To get the hard contours we see in the video a Math Node set to Greater Than or a ColorRamp between the texture and the Mix Shader can be ...
Go to User Preferences > Addons, search for and enable "Node Wrangler".
Once you have it enabled, when you are in the shading tab, with the Principled BSDF selected, press Ctrl + Shift + T. This will allow you to load a whole PBR set at once (navigate to the folder and select multiple files). It works fine with Substance Designer's default ...
I believe moonboots and Rich Sedman are both partially right.
First, this geometry just converges light, and your roughness is generally low, so it will be a bit bright there no matter what.
In the Outliner, enter this menu:
and you can go through all of your materials. Clamp any add nodes or change them to mix if they feed into the principled color input. ...
You've probably moved on by now, but for anyone with the same question, I had a similar issue just yesterday. I never quite figured out why exactly it was happening, but I eventually got the problem to go away by cleaning up my mesh. This included
adding and connecting some vertices to break up some large planes getting stretched at weird angles
This solution is a bit late but it can help people from future with similar problem.
first, you go to the outliner and pick "Blender File" view.
then open materials, where you will see all the materials this project use.
To use remap materials pick one of those you want to merge, then right-click and pick "remap users". There, under &...
After visiting this page I made a small python script that creates the camera and renders all 6 images.
You can download the script here:
You can set destination folder and image size right in the script.
scene = bpy.context.scene