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2 votes

How to switch between textures for different objects?

You can use Pass Index to drive some values of material nodes (in my simple example first Suzanne has index 0, while second has index 1, but you can build some more complicated trees).
josh sanfelici's user avatar
0 votes

Can't bake second material to one face of object

I got it. It was silly of me to expect the bumps in the diffuse bake. Turns out you have to bake diffuse, normal and roughness textures first and then apply them all in the final material.
Mr.Coder's user avatar
  • 101
3 votes

Autohighlight objects based on stretching (determining which muscle is used)

One approach would be a tension map, which will display some function of rest-edge-length and current edge-length. Some are out there as tutorials or add-ons for Blender ( a search on 'tension map' ...
Robin Betts's user avatar
  • 77.4k
0 votes
Accepted

Transparent pixels on png file are black

If you are in Eevee you need to go into the Material panel > Settings > Blend Mode > Alpha Blend. Also you need to plug the Alpha output of your Image Texture node into the Alpha input of ...
moonboots's user avatar
  • 160k
0 votes

Emission Material Not Assigning to Selected Faces

Ok so I figured it out. It’s a weird solution but hopefully it helps others. What I did was went into the render properties and selected, “high quality” using the Eevee renderer and it magically ...
Owen S's user avatar
  • 11
1 vote
Accepted

How do I keep textures the same size on different objects?

You can convert your NURBS to meshes(Object -> Convert menu in the 3d viewport header) and UV unwrap them together. They can remain separate objects, just enter edit mode with all of them selected, ...
Martynas Žiemys's user avatar
0 votes

Image Texture only work on Texture Paint

look into the Data panel > UV Maps, you have 2 UV maps, it's the first one that is used by default when you'll render, if it's not what you want, plug an Input > UV Map node into your Image ...
moonboots's user avatar
  • 160k
5 votes

Does Blender have a built-in basic material library?

Yes, it does. There’s a built-in add-on called “Material Library” that you can enable. Once you have, it shows up in a panel under the Materials tab of the Properties editor. Select the “Sample ...
TheLabCat's user avatar
  • 6,484
1 vote

How to link object rotation to an image sequence?

Hello and welcome Ben Newtown, there is many solutions to achieve this effect. I propose one solution with the version 4,2a of blender and the new Ray Portal BSDF ...
Fred I. R.'s user avatar
  • 1,029
1 vote

Set material based on face orientation

(Using Blender 3.6.8) Objective Change the UV orientation according the normal direction. Approach In the Shader Editor: 1. The Normal to a face is recovered though a ...
StefLAncien's user avatar
  • 4,409
2 votes

Scene optimization on a material level?

Take everything I say with a grain of salt as there is no clear documentation on how Blender handles this all, but if I am not wrong: Blender does MIP Mapping, it should generate and use lower ...
Lauloque's user avatar
  • 16.4k
2 votes
Accepted

How to blender 2 textures using BlenderKit

Just make a node group out of both materials without the material output node. Then make a new material with these two nodegroups and use a mix shader node to combine them.
Chris's user avatar
  • 61.5k
2 votes

Set material based on face orientation

You can set materials based on the magnitude of each component (in Separate XYZ node) of the face normal vector of each face. For example, if the Z component of the face normal is positive 1, ...
Harry McKenzie's user avatar
0 votes

Uninitialized Image TreeDoubleBranchTexture from object "Tree"

I ran into this issue. It was that I had not cleaned the object of any unused textures and material. IN object, select object click object>Clean up> Remove unused material slots.
Michelle chelleamore Moore's user avatar
1 vote

Ambient occlusion color in matcap material

If you just want to darken the color without a change in hue or saturation, you can plug the RGB node into a Hue/Saturation/Value node and plug the AO output of the Ambient Occlusion into the Value ...
Gordon Brinkmann's user avatar
1 vote
Accepted

Ambient occlusion color in matcap material

You're using the AO node's output as a mask to blend between your yellow colour and nothing/black. To change black to something else, simply add another colour input to the mix shader like so:
coCoKNIght's user avatar
1 vote

How to view non-color textures in linear space?

Try using Solid Viewport Shading with the following settings. With this, colour management settings will have much less impact on the display of your texture in the 3D Viewport.
coCoKNIght's user avatar
0 votes

Texture animation with math nodes

if you change your uv in that way, that the face covers the whole uv map (from 0 to 1) you can use this node setup: and animate the position of the white slider in the colorramp:
Chris's user avatar
  • 61.5k
3 votes

Relink Images (Not Missing)

You can remap all usages of an image to another one, but the feature is hidden in a special mode of the outliner. In the top left set it to Blender File, expand the Image dropdown, right click on the ...
Gorgious's user avatar
  • 31.2k
3 votes

Cant get rid of black borders!

The material you have selected in the Shader Editor is not the one that is assigned to the tree, the one that is assigned is called stg201_p23.gno2, select it and plug the Alpha output of the Image ...
moonboots's user avatar
  • 160k
0 votes

How set Hex in RGB Node? (Python)

Great script. I also made a reverse script! ...
mml's user avatar
  • 513
1 vote

How to blend two different normals from two different materials

The arm has another material assigned to it (called _188), the color is the same but it has a different normal map and it doesn't look like it joints correctly with the normal map of the shoulder ...
moonboots's user avatar
  • 160k
0 votes

How to blend two different normals from two different materials

A normal is basically a Vector, so in Shader Nodes you would blend them by using the Vector Math node. For your model you can try to go into Edit mode, press A to highlight all vertices and then go to ...
SolomonTheScapegoat's user avatar
2 votes
Accepted

How can I get the translucent material right for the product?

I've tried to create something useable as well. Admittedly I did not just use a simple Glass BSDF. The jar is made with a Principled BSDF with a very slight pinkish color and Transmission > Weight ...
Gordon Brinkmann's user avatar
3 votes

How can I get the translucent material right for the product?

i personally think, you make it way tooo complicated. Glass can be very easy rendered with the "perfect" material: glass. But...you have to use cycles so that it really looks good. result ...
Chris's user avatar
  • 61.5k
3 votes

How can I get the translucent material right for the product?

I think there are few important things when it comes to any transparent/translucent materials: Shape of the geometry is way more important than it might seem. Environment and lighting is way more ...
Martynas Žiemys's user avatar
2 votes

How to mirror textures using shader nodes?

First of all, I expect your texture 3 to be fully covering the UV map of the plane, i.e. the image stretches all the way from bottom left to top right of the plane and so does the plane's UV. Then ...
Gordon Brinkmann's user avatar
3 votes

How to mirror textures using shader nodes?

You can also do some math with the texture coordinates. You can split them in to X,Y and Z (that is irrelevant for UV) and use modulo and multiply to repeat the range then find out what is every other ...
Martynas Žiemys's user avatar
3 votes
Accepted

How to mirror textures using shader nodes?

if you have a "nice" uv unwrapping like this: with "nice" i mean, that with exact the same uv mapping values, you get an image which is placed right in the middle. you will get ...
Chris's user avatar
  • 61.5k
0 votes

Object appears Black while rendering ? while other objects look normal

Another thing that can cause this, is the shader. If you selected the Refraction Shader, then it can render that way.
Black's user avatar
  • 985
0 votes
Accepted

Why is texture baking not working well?

I just needed to add 1m to extrusion.
Chiara Ani's user avatar

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