I guess I figured it out... if I change the surface from "Principled BSDF" to "Diffuse BSDF" then I can select the color I want. From what I understand, "Principled BSDF" is a shader that combines elements of many shaders. I guess, somewhere, something is going wrong on my computer. Therefore selecting a simpler shader works ...
The windows sync with the selection you do. However if you want to retain a specific selection, just use the little pin icon, in the upper right handside of the shader editor to keep the tree "pinned". The second one will still update if not using the pin.
Release the pin to go back to the active selection
To make this realistic you'll have to mix a couple of different methods. A key concept is that rice is a bunch of little individual grains and no two grains are exactly alike, even in terms of physical properties.
I started with this as a model for a grain of rice. It's an icosphere because I like to live dangerously.
I looked up the length of a grain of ...
Just pick one of your materials, rename it accordingly.
Then pick all objects who should have the same material where the last one in selection is the object with your renamed material. Hit Ctrl - L and pick "materials"
This replaces all materials with the last one.
Every object can have multiple material slots (1) with names ...
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.
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 ...
You can get effective access to the shaded object's entire transformation matrix by using the Vector Transform node to find what the Object space's bases, (its [1,0,0], [0,1,0] and [0,0,1]) become, when they are measured in World coordinates.
(We know we can already get this from the Object Info node, but just for completeness...) Set a Vector ...
The edges of your snow object are very large n-gons:
The vertices of the n-gons do seem to be coplanar, and the normals appear to be facing the right direction, so I’m not entirely sure why this causes any trouble. But empirically, they do seem to be the source of the issue—if I remove them, the problem goes away:
If you need the edge faces, an easy way to ...
Vertex groups are one method of controlling where particles generate, but there are also particle textures.
Create a texture from your color ramp (one way is to connect the color ramp node direct to material output, then bake). This should be an image that is full black where you don't want particles and full white where you do.
Then in the Textures panel of ...
You don't need true transparency (the Alpha slot of Principled BSDF) to create stockings. You can just mix the skin color with the fabric color and use this as the base color of the Principled BSDF. For black stockings add some black sheen/fesnel.
Simple Stockings Shader for Eevee
If you want to use the shader in Eevee only you can use a simple setup:
I can just repeat myself from comment ... by using thinner thread you get bigger holes in knitting that brings your material from far view as partly transparent.
And it is fully depend on you if you need such detail for close up look or you fake it by just darker/ brighter tone of skin for far view of whole leg.
Here is example of knitting bump texture (...
￼Shamelessly modified from:
Automatically change the properties of multiple materials
for mat in bpy.data.materials:
if not mat.use_nodes:
mat.metallic = 1
for n in mat.node_tree.nodes:
if n.type == 'BSDF_PRINCIPLED':
n.inputs["Metallic"].default_value = 1
Look for Links.
Requested clarification, am making same assumption that you're after adding your group node between BSDF and Material Output.
Similarly to Look for Links method from this answer. The concept is to look for a certain link in all materials and, if it exists poke a group node inbetween.
Edit To reflect your Node Group
Name of Node Group (...
Assuming you want to add your node group between Material Output node and Principled BSDF node, here's the script.
Also if you want to learn more about nodes with python look here : https://blender.stackexchange.com/a/23446/115433
#group = bpy.data.node_groups['your_node_group_name']
group = bpy.data.node_groups['1CameraBasedTransparency']
I really won't recommend the method you are going with it is seriously troublesome and tiring. I would say use blender's built-in Video editor. You can create the effects as separate projects. In the project, go to render settings and go to film and click transparent or transparency (depending on the version you are using). Something like this:
Go to the overlay options and select overlay (disable other things if you want to clean the view)
Change the color of wireframe on the blender options to white, or other color (black is usually hard to see). [Options -> Themes -> 3D ViewPort -> Wire)
Menu View -> ViewPort Render Image
Select your object, in a shader editor window create an image texture node, create a new UV grid image, mantaine the node unconnected and selected.
In the 3d window you can now select the solid viewport shading, in texture mode, to show your UV Grid.
By selecting the material texture nodes you can display the UV grid or the material images.
I don't think you can have 2 world backgrounds that can be accessed separately by objects, however, you can "fake" it by mixing a Glossy Shader with your main Texture, and having an Environment Texture connected to the Glossy Shader (make sure to use environment texture and not image texture). Use the Reflection Texture Coordinate as an input ...
I will tell the trick. Delete the material and create it again if it is simple. If it was complex, then create a new material that is different from the material you want. Next, go to edit mode and select all the faces by pressing shift and selecting all the faces. Go to materials and click on the bluish metal material, or any material you want. Make sure ...
Solved via Mr Zak solution:
I'd try to apply scale for the moon object (object mode > ctrl+a), then in edit mode recalculate normals. It looks to be the reason for difference in shading in viewport
I figured it out myself.
It's an issue to do with my AMD GPU Driver I think, since I've had issues with blender not opening due to my drivers before and I tried this on my macbook and it worked fine.
I set performance to high quality normals in render properties and it shows the textures now - in material preview before it would be blank. I saw somewhere ...
Probably the best way to approach it is to use a flat shader (color shader) without diffuse, the other way is to use the objects' normals in order to create a "fake" light and keep them always consistent regardless the light conditions in your scene (as it is done in most NPR approaches).
this is how a flat shader would look like (just an emission ...
It's a panels poll method
The panels are defined and sitting there polling away, waiting to "show".
The poll classmethod of a panel returns true only when the required context (or otherwise related) conditions are met
Poll method for custom panel
Hide Panel With Python ("A Duality Duplicate")
In example displayed in question :
I'm not familiar with SFM, so I googled and found: https://developer.valvesoftware.com/wiki/Phong_materials , which suggests that the image you're looking at is a remapping of specular power (remapped from 0,1 to 1.0, 150.0).
Specular power is used in some engines for gloss/roughness. A high specular power indicates high gloss/low roughness. Blender does ...
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:
You have to add some thickness to the walls of the glass tank, otherwise Blender treats it as one solid block of glass - what you call "broken" look is just the strong refraction a very thick glass creates.
The image below shows the difference between a block of glass on the left (i.e., no thickness for the surface polygons) and an empty tank with ...
Try converting your Normal Map using the method below, as opposed to using RGB Curves. As far as I know, this is the preferred method to do DX to OpenGL conversion. If it doesn't work, let me know and I'll delete this answer:
This is because of normals being too strong (I have thought it was reflection before too). Turn down the displacement node to about 0.1, or change to Cycles render and set the material displacement method from "bump mapping" to "displace" to see how strong it is working.
I remove everything in the set at the start with Blender python. Corrected post: this first snippet removes all materials.
materialsInScene = list(bpy.data.materials)
for eachMat in materialsInScene:
The next code snippets remove all meshes and all objects.
meshesInScene = list(bpy.data.meshes)
for eachMesh in ...
Check what you input in normal socket of shader node. Maybe this is the problem.
I had the same problem as you. It turned out that only one node was connected to the normal socket - Normal map. Accordingly, incorrect information is passed to the shader normal and Blender does not want to bake the normal.
It is not what did you ask for, but might be helpful. Add-on Bake to Vertex Color takes image texture with UV map coordinates and creates (bake) colors into vertex color (you can find it under Data Properties > Vertex Color. It doesn't take an average, but certain pixel under vertex.
To generate average color usually ends with a braun color :)
You could probably accomplish this pretty easily with a Noise Texture. I just scaled it to 60 and upped the detail and roughness a bit. I mixed it with white before running through a Bump Node to make the effect less jarring, and mixed the main color with an Ambient Occlusion Node to highlight the dimples. I also increased the metallic value to try and make ...
You UV map is distorted.
Simply unwrap your roof again and it will work.
Apply scale and rotation of your roof (Object > Apply > Rotation & Scale)
Go UV > Smart UV Project > Conformal
Use Mapping node to scale and rotate the texture
First they use a Node Wrangler shortcut. They're doing a Shift + RMB and drawing a line over the two noodles coming out of the Value node.
This command combines the two noodles into a Reroute node that splits out to its two destinations.
Then they delete the Value node and bring a new input over from the Group Input. Essentially they've recreated the ...
When you press Z, you'll see the 4 viewport options (render, solid, wire, and material), select the material option and boom, you'll be able to preview your materials in the 3D viewport. You can also hold Z, hover your mouse the viewport you want to view, then let go of Z (that's a faster way if you are always quickly switching between viewports).
What render engine are you using? Are you rendering on the GPU?
If you are using EEVEE, check the blend method of the material: https://docs.blender.org/manual/en/latest/render/eevee/materials/settings.html#blend-mode
If you are using Cycles and are rendering on the GPU, try rendering on the CPU. It may be a GPU driver problem.
If the problem still persists, ...