The Checker texture is 3D. It divides the given texture space into blocks. The Brick texture is 2D. It's calculated in U and V, but just projected through W.
So you can map the checker in a 3D space, (here, Object space) but the bricks need some kind of mapping onto 2D surfaces to look like bricks. The default UV map of a cube will do, here.
If you'd like ...
This has a rather simple solution.
You almost got it right on your first try.
You have to connect your UV coordinates.
Add a Texture coordinate node - use the UV output.
Add a Mapping node - use it to rotate the checker texture.
Connect them like this, and you're good to go.
If I understood your question, you have to combine two different materials into one, using the alpha channel to mix between the two shaders.
In my example I created a material for all the faces except the zone of the logo, then duplicated it, assigned the dupli version to the faces of the logo zone, then added in the dupli version a new principled shader, ...
You need to go in the shader editor to create a new material, not in the the texture node editor.
However, if you want to edit a texture, you need first to add one in the texture properties. This will enable the check-button "Use nodes" in the texture node editor.
These textures are not a material, but can be used when sculpting or painting your material. ...
Just toggle one of your nodes off and on again.
Viewer/Composite nodes refresh only when there's a change in the compositor.
You can use M on your keyboard to Mute/Unmute a node.
Or just disconnect and reconnect it.
Maybe a slightly obscure one.. I've used the Material Index for discriminating between materials hit by a forward-cast ray in OSL.
Examples here and here... it's one of the few attributes actually returned by a shader-cast ray, at the moment..
Use a rgb in node and attach it to base color and subsurface (to keep them matched) turn up your subsurf to near max, and then adjust your roughness, specular and spec tint to somewhere in the middle of the selector value. and add to it full clearcoat with 40ish percent clearcoat roughness.
Adjust values to fit your aesthetic
Your object has curve data. The curve data object holds a spline collection.
In each spline there are bezier_points or points.
You have mistaken a bezier point for a spline. The spline is a continued element made up from multiple points. As a curve data object can hold multiple splines (they can be discontinued/separate), it has a spline collection.
Cycles - simply Mix render Alpha pass with Glare and plug into Output node > Alpha socket.
Worked with PNG 8-bit RGBA format. (Doesn't has to be OpenEXR.)
Note: Viewport vs Render F12 issue persist, from devs side -missing transparency of emission in alpha channel is as designed, viewport is broken.
When you are shifting the color ramp tabs like you do in the 2nd picture, what you are doing is telling blender to make most of the texture either black or white with only a little bit of greys in the middle. Only the colors that are mid-grey will remain grey, every other color will become either black or white.
The problem with this in this case is that, ...
Make sure that materials is different. If it is not true, you will see a number near material name:
In this case press on digit to make independent copy
Next step - image node. Click on digit here:
Also mesh data can be linked:
So do you understand the rule? Remove all digits to make independent copy of material, image, mesh data.
Just plug image node ("Logo") color socket into Emission socket of Principled BSDF node. I added node Convertor > Math type Multiply to increase strenght of light.
If your logo image is not black&white use ColorRamp node, RGB Curve node or what ever that make it BW.
Works for Cycles Render engine. Eevee does not support mesh lights. But you can try ...
You can better understand texture space using a color grid image (2D), with "generated" coordinates, which is the default for noise textures.
You have to imagine the 2D texture laying on the floor of the bounding box of your object (the tiniest box that can contain all your object), with lower left pixel as starting and pivot point, which will stay in the ...
You should plug the alpha output of your image texture into the alpha input of the principled BSDF, then use the color output directly in the color input of the BSDF.
Make sure to check the blend mode to something else than "opaque" in the settings of the material. Press N to open the panel when in the shading node editor then go to Options>Settings>Blend ...
You can make a mask with black and white (image or a gradient texture) and then use [Object] texture coordinate with an Empty selected to determine the physical location of that texture. You can then animate the location of that mask by either animating the mapping node location, or by animating the location of the empty itself. This also works for scale and ...
The node type you need for creating a color ramp is ShaderNodeValToRGB. Below is an example that demonstrates how to create a material that contains a color ramp that is connected to the base color of a Principled BSDF.
# Create a material that uses nodes
material = bpy.data.materials.new(name="Example_Material")
material.use_nodes = True
# Get ...
It does seem strange, that when you take a 0-1 range, and then map, say, the 0 -> 0.33 part to 0, and the 0.66 -> 1 part to 1, suddenly values appear that weren't there before.
It's because the output of the Noise node does not fill the 0-1 range. The bulk of its output is between 0.25 and 0.75. Outside that range, the values are simply absent. Those values ...
Your result corresponds to the ramp used, everything is OK. Remove the Ramp as it's not needed and connect the Noise's Fac the the Displacement's Height. Or connect The Noise's Fac to the Ramp's Fac if you insist on having Ramp. In this case the ramp's color is your height and you need factors. And greyscale displacement maps should be used for this.
Hey I had the same problem, here's how it worked out:
I guess you're pressing f3 when he says 'search' for the denoiser, and then denoise animation pops up, right?
You need to hit shift+a, then click on 'search' in the menu that pops up.
You should find an option simply called 'denoise', not 'denoise animation'
Hope this helps!
Update for Blender 2.81+ Versions
You can now do this much easier by using the Vecotor Math Node. Just set it to Snap and insert it in front of the Image Texture like seen in the Screenshot. The values of the second Vector Input can be used to controll the resolution on each axis. Divide 1 by any value to get better controll over the resolution.
You can ...