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How does the noise texture keep it's values between a 0 to 1 range

The difference is actually only that for example Musgrave Texture initializes perlin noise as signed integer, and the ...
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  • 7,509
5 votes
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Fortune wheel slicing

You can create a 32 (or more) vertex circle, Fill Type > Triangle Fan: Rip it in 8 parts with V: Extrude up: You have now 8 slices, you can project your image on them, separate them in 8 ...
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4 votes

Fortune wheel slicing

Use the knife project operator. Take your object you want to slice. Then add another circle mesh that has as many verts as you want slices. Rotate it into position, push ...
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3 votes
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texture error after using screw modifier

You have overlapping vertices, it will create overlapping faces when you'll use the Screw modifier, so select all and press M > Merge by Distance. Also you can simplify your mesh this way to avoid ...
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3 votes

Fortune wheel slicing

with this nodes setup in Geometry nodes you can get it procedurally and with text (hopefully someone has a better text solution than i have - mine is pretty bad...but a beginning ;))
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3 votes
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How to use wave texture with a variable (random) length

First calculate if you're on the X belonging to a stripe, and then use noise texture to calculate the stripe height. Floor is used to snap the X coordinate for the entire strip to just one value, so ...
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3 votes
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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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3 votes

When applying a stencil to a cylindric object, is there a way to make it wrap around from top to bottom?

In your material shader nodes are you using a Texture Coordinate node's UV output? Try using the Object or Generated output. Or.... As evidenced by the gaps for the doors(?) of the fuselage, there ...
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2 votes

How does the noise texture keep it's values between a 0 to 1 range

Scurest found the corresponding source code, linked in his comment. Apart from that I also found the source code in question in a different folder: https://github.com/blender/blender/blob/...
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2 votes
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Creating a greyscale gradient between two chosen points in the modelling space

Since you mention "arbitrary" points, rather than e.g. bounding box of a whole collection, you need to somehow communicate which points you mean. For example by using two empties and ...
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2 votes

Ground shadow is rendering out volume voxels instead of smoke shadow

As I already said in my comment, the problem is that your volume is intersecting with the shadow catcher ground plane. If you move the plane below the smoke or its domain, the plane is no longer "...
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2 votes
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My texture won't show up normally when i turn on subdivison

You have overlapping edges, it creates these lines once you enable the Subdivision Surface modifier because for some reasons you've assigned the other material to the faces it has created. To remove ...
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  • 103k
2 votes

How to make sure the texture doesn't stretch on the inside of a cylinder?

Welcome. It looks like you are having some trouble with UV unwrapping. You'll want to mark seams on the end rings of your cylinder and then resize each of these UV 'islands' to correct the scale and '...
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1 vote

Get height of Displacement Texture

As you realized, the problem with the Microdisplacement feature is that it doesn't generate a real displaced mesh which has dimensions. But when you are using a greyscale height map and use it on the ...
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1 vote
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How to make sure the texture doesn't stretch on the inside of a cylinder?

did you try this? Use UV texture coordinates as input into mapping, then it should work: Note: i did not unwrap it at all, but if you already did, go to UV Editing tab, press A to select all vertices,...
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1 vote
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Baking normals is going how it should

There seems to be alot of issues with this blend file. First off, I can't tell because it seems like the baking settings were reset, or maybe you weren't baking in Blender, in any case, you want to ...
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