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0

You didn't pack the image. Anyway, I've created a new one. What you need is just to choose a brush with a higher Strength and another Blend mode. Also, be careful with your unwrapping, some faces are overlapping so when you paint on a part it will paint somewhere else. The easiest way, if you only paint in the 3D View, is to unwrap with Smart UV Project. If ...


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With the Help of @Robert Gutzkow & a post from [here], I have a working-as-intended/needed script. Thank you for your help, and I hope this helps someone else too! #Import python import bpy #Import additional refs from bpy import context, data, ops # Define names and paths material_name = "Material_KitchenTile" base_color_path = "C:\\Users\\nmaestre\\...


1

Hmmmm, as far as I understand, the real thing does not have a solid 1/0 boundary between the liquid and the solid part all surfaces have a lot of microbumps. So what I can think of here is that you can try taking two different levels of noise textures, and using the one with larger scale value for the solid part and the one with the smaller scale for the ...


2

You can setup your material like that : The texture coordinate node control the position of the effect. I centered it on Circle.005 but you can create a new Empty if you want to fine tune the position. The mapping node control the size (area of influence) of the effect. The color ramp control the transition between fully transparent (black on the ramp) ...


1

The Material Output can be retrieved by name or by type. If you know the name of the node and the variable nodes contains a reference to the nodes of the material's node tree, then you can access the Material Output node through a look up where the name is used as key: material_output = nodes.get("Material Output") A material may contain more than one ...


1

Your question is very imprecise, but if you want to see the grooves on the hull you could do it this way: Join all your objects into one, merge the vertices by distance. Select the edges that are supposed to become grooves. Bevel them. Give some correction in order to have nice grooves (my version needs to be re-worked in order to have a proper topology ...


1

It depends on your scene and what you need but you could use Light Paths node to make some condition that only one of your glass objects meet. For example you could have two glass planes, but one has another plane in front of it that has a transparent shader: You can see the visibility of the orange shader is controlled by Light Paths node's transparency ...


-1

In such cases mask transparency option is the solution. Anyway, that's Blender Internal.


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I found a combination of other user's code with some debugging to get a working solution for now. #Import python import bpy from bpy import context, data, ops mat = bpy.data.materials.new(name="New_Mat") mat.use_nodes = True bsdf = mat.node_tree.nodes["Principled BSDF"] texImage = mat.node_tree.nodes.new('ShaderNodeTexImage') texImage.image = bpy.data....


1

I have one method May be this is what you wan't this may work for you if you do not wan't to use bpy.ops. .... then you have to create a node group import bpy for mat in bpy.data.materials: if "Material" in mat.name: nodes = mat.node_tree.nodes for node in nodes: if node.type != 'OUTPUT_MATERIAL': # skip the material output ...


0

You plugged the color image textures (yellow output dot) into a mix shader input (green input dot), while they should be connected to a shader COLOR input (yellow input dot), like the upper one of the principled shader (named "base color"). The mix shader node, which has two green input dots, works if it has two shader signals, which have green output dots,...


1

Nick Sieben, try adjusting the first "greater than" value from zero to 0.2 as shown in Robin Betts answer. That will help with adjusting the color of the mortar.


0

The Look Dev mode uses an HDRI which produces the nice reflections in your first image. As the name suggests the Look Dev mode is only meant to develop the look of your model, not for a preview of the final render, that is what the Rendered mode is for. If you want to use the scene's world settings instead of the HDRI preset in Look Dev, you can enable Scene ...


0

Alright so I found the answer to my own question. The issue was with camera range ! And it is because the shading mode had camera view activated in the preview window that it did not show there either.


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In simpler cases, AO node + Emission node + Add Shader node seems to do the trick. For instance, World AO with factor 0.1 may be reproduced in a shader as follows: See also this thread on Blender Artists: thread


-1

There is no need to mess with nodes or read over multiple FAQ. What you're looking for is the, "Flat" Lighting Method in the "Solid" Viewport Shading options. In the image below I have the 'Color Type' set to 'Texture' to preview my Baked out AO without any additional Shading or Lighting.


1

You can join all objects into one, go to edit mode, top ortographic view, select all, press U and choose "Project from view". Load your image into an UV editor window, adjust the scale until it fits. Then assigne a material with the image as texture. You can select all bottom zones (walls) and assign another material to avoid stretching. Then you can ...


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Your screen looks like you have set Cycles as Render Engine not Eevee. When you switch to Eevee render engine in Render Properties Editor ... ... than you will have available Blend mode from properties panel (Shader Editor > Properties > Options) Also availaible from Material Properties Editor > Settings > Blend Mode


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Found a workaround: I should have added that my objects are linked into my scene. I didn't think the render setting of a linked object's scene mattered, that only the render setting of the final scene did. In any case, going back to my original objects, I created a new alpha material by importing the image as a plane (using the add-on). This gave me a new ...


1

I just followed the method in that link: you can use add shader in the end but results were not good so I used a mix of 50/50 you can use a light path node with out put of is camera ray to get rid of shadows. works in eevee too but you should enable ambient occlusion + make the shader show transparency + adjust the color ramp. if adjusting color ramp is ...


1

I'm guessing you are using the textures for one shader so: Use a mask by painting (or placing) a black and white texture in factor socket mix rgb node. if the details texture are on a transparent png, use the alpha output of the png image as your mask and connect the alpha to factor of mix rgb. if it shows wrong try inverting the mask color or swapping the ...


1

You can try to mix them together with a Color > MixRGB node and find the right mode (here Multiply). Don't forget to put a Diffuse node after the MixRGB.


0

You can "pack" the image into the .blend file so that you don't have to worry about the external files moving around. You do do this from the image editor, under the "image" dropdown menu (pack is the last option). Keep in mind that it will actually save the image into the blend file, so if you did this with, say, a 10mb png file, and you save multiple ...


0

You have the mapping nodes in the wrong place. The image texture should be connected to the normal map node, the mapping node should be connected to the vector input of the image texture. To keep the two image textures aligned, connect them to the same mapping node. You should also change the colour space for a normal map to Non-Colour. Note that the ...


1

As of July of this year, you can't bake Eevee-specific elements to textures, since Eevee itself doesn't support baking. There's a discussion about this on the blender community page https://blender.community/c/rightclickselect/X0dbbc/ The main takeaway from the original post there is; "Baking isn't currently available in Eevee in any form." -...


1

Edit: It looks like the problem has been fixed in the last version. Old answer: In 2.8 it looks like you need to mark seams and unwrap, then in the Shader Editor use the Texture Coordinate UV socket, play with the Location values of the Mapping node to make the texture move along the object. In the UV Editor you need to make sure that the UV is well placed ...


1

Your source object doesn't have vertex colors at all, hence the problem (no data to transfer) To add vertex colors to an object: Add new vertex color layer Go to Vertex Paint mode Enable face selecting Select face on a mesh Choose a color To fill a face with color: Paint -> Set Vertex Color Steps above in one pic: Now it is working in Vertex paint mode: ...


0

I ended up splitting the shader into places that need metal and places that weren't metal using a texture as a mask, then combined them into the same mesh and used a mix node.


2

This script will delete the n_to_remove last material slots of your active object in reversed order (from the last material slot down). import bpy o = bpy.context.object ms = o.material_slots n_to_remove = 3 # Change this number to decide how many material slots to remove for i in range( len(ms) - 1, len(ms) - n_to_remove - 1, -1): o....


1

There is an addon to simplify the import from google earth : Maps Models Importer Article and video on how this work: Article, Thread on BlenderArtists, YouTube tutorial. There is also this addon to help import terrain, road, and flat building : Blender GIS


3

Cycles does render caustics. But since the light is traced from the camera to the lights the probability that caustics are rendered is very low. When they are rendered most people call them fireflies or noise. That's why the Filter Glossy in the Caustics tab is set to 1 most of the time. When you set it to a low value (or even zero) you will see the noisy ...


0

Just a thought, but could you model one bunch of strands with maybe a cluster of image planes, get that bunch to look correct, and then apply it as the render object for a particle hair system?


1

Try to check and make sure the jitter is a low value and the curve for jitter is linear. Also perhaps try increasing the number of samples.


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1- You should model it, this is called beveling (bevel modifier or CTRL+B with edge selected) 2- Through texture is the best way, either with face loops and face assigning different material or with one material for the whole mesh and a node system with gradients, mapping node, and very contrasted ramps. This is a cool project and an easy model but you'll ...


0

You can assign multiple materials to the same mesh, and then in edit mode select faces and in the material tab assign those faces to whichever material you want.


1

Following @moonboots' suggestion: If you select all the faces to be mapped identically, and U unwrap them together, with the 'Reset' option, they will all be mapped to the full (0,0) > (1,1) UV space. You can then line them all up together. The shipped 'Magic UV' add-on collection also provides an option to copy and paste UVs, either between individual ...


1

The faces of your sphere are overlapping in the UV Editor because you must have unwrapped with the Unwrap option (first one) without any seam on your mesh. The result is that each face displays the pupil. You should mark a seam on one of your sphere longitudes (select the edge and press CtrlE > Mark Seam), then select all and unwrap again (with the first ...


1

When part of an image is transparent, a checker board pattern is shown. With the background set as transparent, you will see this in the render, This can also be visible in the viewport when it is set to render preview. In evee and cycles, the transparent background setting can be found in the film panel of the render properties. It is also possible to ...


0

Have you tried unwrapping it with Sphere Projection? (One of the Unwrap options) How about using a Texture Coordinate with Mapping node to manually arrange it? (Texture Coordinate (UV Data) plugged into Mapping plugged into Image Texture plugged into Shader—adjusting the Mapping parameters to fit). John


0

Make sure you are in the Shader editor, the Texture node editor is something else.


1

Make sure you have all theese three elements present in your shading window.


1

Oh! Good question! This is so easy, that it should probably be used a lot more than it is on objects. I assume you know how to create the color materials for objects, so I won't address that. Every time you go to the materials tab to make a new material, you click the "+" or "Add" button. You can do that many times. So, go ahead and create the materials you ...


2

You can use simple "stacking/layering" to make it procedurally. Basically I've used only Noise Texture with different Scale, Distortion, Detail and different Colour Ramps. You can add more "layers" of noise to have even better result. Note: Noise Texture node is from master build but using currently available in official release changes almost nothing....


0

You can try using the new Cryptomatte feature in 2.8 which will allow you to separate objects or materials in your render, I'm not very familiar with it myself yet but here is a quick test I did to get a soft glow around an object with the option to change it's color. Check out this video for more tips on how to use the Cryptomatte. https://youtu.be/...


8

If the Sheen effect is not enough maybe you should plug an Input > Layer Weight > Fresnel in the factor of a Mix between a Glossy and a Diffuse (or a Principled BSDF). To give transparency mix with a Translucent node before the end, the fabric will only seem transparent if you face the light source. Also maybe you should use a Wave node to create a discrete ...


2

I'm sure you could do it procedurally, but if you want to use an image texture you could go this way: Unwrap your object with the Smart UV Project mode. Give it a black image texture. Switch to Texture Paint mode, load a forged carbon image texture, choose Brush Mapping > Stencil (Cmd to move, CmdMaj to scale, CmdCtrl to rotate), paint the surface of your ...


1

Diffuse shader is just what the name suggests, diffuse. Try using a principled shader or combining a diffuse with a glossy shader through a mix shader node.:)


0

This could be useful, I should have found the method that checks the state of the images. To check if the image in the node are "Purple": import bpy ob = bpy.context.object mat=ob.active_material for n in mat.node_tree.nodes: if n.type=='TEX_IMAGE': img=n.image for i in bpy.data.images: ...


1

Pretty easy faking colored caustics in cycles mixing a transparent shader and a Glass/Principled Shader with these nodes. However that trick does not work in EEVEE You could create it by using a color ramp on the surface material or a projection of color on the shadow if it's a still image it's a crude hack that changes the surface instead. like this: ...


0

You can actually darken the shadow using a light path node.With or without HDRI lights.. You can adjust the darkness by increasing or decreasing the brightness value.... I don't know is there any better way to do this,but this will do the job!


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