24
votes
Accepted
How to tile textures in Cycles?
The concept you are missing is UV texture coordinates.
Normally you would have to Unwrap your mesh and build a UV Map, but that is not always desirable or practical, and for most simple cases ...
16
votes
How to create our own procedural texture like the default ones in blender
The 'built-in' texture nodes generate their textures mathematically and so most of them can be recreated using Maths nodes - building your own textures is no different.
For example, the Wave Texture ...
16
votes
Accepted
Geometry Nodes - Image texture mapping. How to?
Object coordinate space is the default space in geometry nodes:
UV is default coordinate space for the Image Texture node in the shader, but you can pass it to the geometry nodes as input:
Generated:...
15
votes
Accepted
How To Do UV Indexing in hexagonal pattern?
Hexagonal Tiling
Updated. See Edit at bottom of this answer..
You can't map the centers of tiled hexagons onto one rectangular grid, but you can map them onto two overlapping rectangular grids, and ...
10
votes
Accepted
Rotationally stretch or compress 3D texture around Z axis
Found it.
The idea is to use a gradient node in radial mode and plug it to the angle of a rotation node (just like a Mapping node but with an input socket for the rotation). Since such a node doesn't ...
10
votes
Accepted
How to evenly unwrap / texture long extruded objects with folds and uneven segments?
First step:
See the different values under "Scale" on the right side?
Your model is stretched in different directions.
for unwrapping to work correctly, apply the scale (the numbers for x,y and z ...
10
votes
What is the difference between "Generated" and "Normal" texture coordinates?
It may help to visualize it this way:
When we render a scene, for each pixel on the camera we project a ray, and if we make contact with the surface of an object, we ask "What is the color that ...
10
votes
Accepted
How to make a procedural texture from multiple images?
I would put them into a single texture into a grid of unique tiles and then use math to manipulate texture coordinates and noise textures for randomisation:
You could also use the same principle, to ...
9
votes
Accepted
Any ideas, how to rectify this UV layout?
just did a quick test, you could rotate / scale / move outer vertices to align them to a general square shape, then pin them into place with 'P' key, select all and run UV > Minimize Stretch... ...
9
votes
Accepted
Procedural Chrono Trigger portal
Here's my try - There are several sections added together:
First start with a Normalized Object Texture Co-ordinate, offset by a mapping node. This will make the lines of the wave point towards the &...
9
votes
Texture Coordinate Node for Geometry Nodes?
Recreating each output of the Texture Coordinate node in geometry nodes:
Generated: (By @quellenform , here)
Normal: Use Input > Normal node, when in the face or face corner domain at least.
UV: ...
8
votes
Cycles: Generate 3d coordinates before modifier stack is resolved
It can be done!
Approaching it on a Surface
Before we try to do this with a 3-dimensional texture, let's attempt it in 2-dimensions. This is actually fairly straightforward. We can create a proxy ...
8
votes
Accepted
Help my texture is distorting
That error is common, if there are not enough subdivisions.
You need more subdivisions on the mesh.
In edit mode, subdivide the plane, or add a subsurf modifier and set it to simple mode (instead of ...
8
votes
What is the difference between "Generated" and "Normal" texture coordinates?
Just to expand a bit on Allen Simpson's fine answer:
Generated coordinates return the location of the currently evaluated shading-point, say, P, calculated in the 'Generated' texture space, which, ...
8
votes
Accepted
GN: How to pass an instancer's localized texture color to its instances?
This variant is different because you do not need a UV map nor an existing ground plane. This is the case, for example, if you even want to create the grid on which you distribute the points in ...
8
votes
How to make a procedural texture from multiple images?
This method is pretty much the same as Martynas'.. I thought it was going to be lazy, avoiding the math by using a non-random Voronoi to do the grid.
It subtracts the 'Position' of the Voronoi from ...
7
votes
Accepted
noise texture Projecting outward from center point
You can add a scalar multiple of cosine of the angle that the vector makes with the x axis to the x component, and similarly with the y component but with the sine of the angle, this will produce:
...
7
votes
Accepted
Why does a MixRGB node rotate my ColorRamp/mapping coordinates?
In both your cases, (with and without your Mix RGB node) you are casting a 3-component vector to a 1-component scalar Fac input to the Color Ramp node. But Blender nodes do this differently for RGB ...
7
votes
can I have an even texture distribution over a facetted topology?
It's hard to get the result because:
Your image is not square
Your object has uneven dimensions
Your object (probably) has uneven scale
So what you can do to walkaround these issues?
Go to edit ...
6
votes
Correcting perspective distortion for an angled projector (Keystone effect)
I don't know whether this suits, you might be wanting more of a simulation of real lenses. But we have an unusual advantage here in CG-world .. the projector can know how far away it is from the ...
6
votes
How can I create procedural tiles with uniquely seeded textures for each one? [Updated]
I wonder how much computational difference there actually is,between using the Voronoi node for tiling, and doing the maths yourself, especially after you've introduced a couple of Noise nodes to do ...
6
votes
Accepted
How to create a gradient material across an object's local z-axis?
Depending on what you’re looking for, you could get away with using Generated coordinates, which are normalized relative to the object’s bounding box:
6
votes
Accepted
How does blender achieve seamless noise textures for cubes?
As moonboots has commented, this is 3D texture. In fact, you can specify the type of it from 1D to 4D texture:
But what it is basically means? It's easy to understand, then you set randomness to 0. ...
6
votes
Accepted
Why don't my textures distort linearly when I "square up" my UV map?
The distortion is caused by the fact that a quad is always made of 2 tris, therefore this triangulation that distorts the texture. I don't think that there's any other way than subdividing your mesh ...
6
votes
Controlling color ramp/wave texture to flow along the body and limbs of an animal
You can select half of your cat and assign it to a vertex group:
Blur it with a lot of iterations to get a gradient across the entire mesh:
(menu Weights → Smooth in Weight Paint mode)
Normalize ...
5
votes
Accepted
How to add a socket for mapping node?
Unfortunately this isn't possible without modifying blender's source code. However, in the case of the mapping node, everything it does can be done with regular math nodes.
I've made some nodegroups ...
5
votes
Accepted
How to get the same UV islands to occupy the same place on the texture?
As far as i know, there is no vanilla functionality that allows to pack all UV islands on the same place, essentially stacking them on each other.
There is an addon that comes with Blender though ...
5
votes
Accepted
Cubemap projection onto a sphere
If on a spherical mesh, you can start with a cube (rotate its UV to fit your map), then add:
Subdivision modifier with "simple" algorithm (we don't want to smooth but just to give more ...
5
votes
GN: How to pass an instancer's localized texture color to its instances?
all you need to do is capture the UV attribute to the instances
5
votes
GN: How to pass an instancer's localized texture color to its instances?
The process is a bit tedious but it's quite simple.
First load in the texture you wanna use (I recommend Images as planes)
I have this image of africa so I'm gonna use that.
Next create your geometry ...
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