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4 votes
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Applying second material on part of object

In the shader editor, create the first material you need. Then, duplicate the principled BSDF, and create the second material. Add a mix shader, and plug both BSDF into it. In the factor, connect a ...
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  • 86
4 votes

Applying second material on part of object

You can use masking in a node based material or select the faces you want to have the specific material and press "assign" on the material tab (make sure the object contain multiples ...
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3 votes
Accepted

interchangeable material options

Just a couple of easy points. Be sure to define materials for various parts of your bottle, like Cap and Label. Assign one material first to the overall object (faces that are not Cap or Label). Then ...
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  • 2,947
2 votes
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Join head to body while keeping textures and UV's

Your materials are complicated. You have multiple textures for each material-- you can't make a single image for everything, because there's more than four channels of info there. This isn't trivial....
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  • 15.5k
2 votes

How to fix this blender bridge edge loop problem?

This is most likely a problem with the operator settings you have, specifically the interpolation setting. Try changing it to Blend Surface. Below are some images to show the difference. This image ...
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2 votes
Accepted

Link object data to extrude multiple meshes but then have "extrusions" merge in same place as opposed to origin

If you link all objects to the same mesh, they have to look the same before the modifier stack is applied. So question is what kind of a modifier you want to use for that. One possibility is a Hook ...
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1 vote
Accepted

Object Index Blender 3.0

The object's Pass Index is used with the ID mask, but to get the data you have to enable Data > Indexes > Object Index in the View Layer Properties. This will add an output to the Render Layers ...
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