New answers tagged

0

Big thanks to Robin Betts for pointing the way. A solution, using the UV Warp Modifier as suggested by @Nathan here. Unwrap the emitter to a new UV Map (in case you've already got one). In the UV editor for that map, select all the vertices, scale them to zero, and move them all to (0, 0). Create two empties, call them "Empty.from" and "Empty....


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have not used Blender much in a long time either but hope this is what you're looking for. I screen captured your leaf image used it as a reference to model a grid around it deleting the excess, made a material to map the image to the leaf, did a quick UV map , set displacement to bump, went into shading and changed settings to distort the surface. rendered ...


1

Select your character, open the Shader Editor window, click on the New button, add a Texture > Image Texture node, plug it into the Base Color socket of the Principled BSDF, and in this Image Texture node, load your PNG:


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You have to use a uv map to unwrap the texture on the model, but I think its better that you look for a youtube tutorial. Questions here are more especific, so that you find information that is not already in the web. It would be harder to explain that here, I thik.


0

From the look of your images, you are looking at your scene through the LookDev (A.K.A "Material Preview") tab. This is a setting that provides artificial lighting (not made by you) to the scene to be able to quickly preview things, but does not represent the way your scene actually is lit. To see how your scene will appear when rendered, you ...


0

From the image of your texture, it looks like the BaseColor has a built in alpha component. If that is the case, you must connect it like this in addition to changing the blend modes:


0

Connect the 'Alpha' output (or even try Color Output alternatively) of your 'image-texture' and connect it to the Alpha 'Input' of the Principled BSDF node. I will take a look at the file later, if not solved by tomorrow.


4

Add a texture coordinates node and a mapping node. Depending on what you mean by "flip" can change the scale to negative one for whatever axis, or rotate the coordinates 180 degrees on a particular axis.


1

What you should export out is a 'Transparency Map'. Otherwise known as Alpha Map as well Its a black & white map, where black means 0(fully transparent), white means 1 (fully opaque) After preparing a transparency map, you can connect it to the transparency/alpha slot in any engine, and it would work the same.


1

Since I don't have access to your textures, I can't show you how to hook them all up, but I can at least show you the alpha. Since it seems that your alpha masks come as textures themselves, as opposed to having an alpha component to the basecolor, you need to connect the alpha as a separate map, and use the color output (however the color space should be ...


0

you have to place the tatoo's picture to the subsurface socet as well (add color ramps to make the effect work the right way). you can texture all socets in the princibled BSDF, white would e value 1 and black is value 0


9

You can use a Noise Texture node (or another one) plugged into a Bump map. To get the crater effect you need to put a ColorRamp between the Noise and the Bump, and tweak the black and the white needles.


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[edit] There is a proper solution which I'll add as a separate answer, but since this technique is different enough to have its own uses (like if you want different grass models at the edges) I'll leave it here. After digging around for a while, it looks like this is not possible. The closest I got was an OSL script using traceset to find the value, but it ...


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In the render properties editor, disable Film > Transparent.


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Here is a simple toon shader mixed with a texture. Use multiply for the mix to transfer the darkness values only - keeps the base (un-shaded) texture intact. I multiplied it twice to magnify the effect.


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Answer 1 has nothing to do with exporting UDIM UV layouts from UDIM tiles, it does have do with texturing objects with UDIM tiles. All the poster is doing in the first step is create a full page texture for each tile from Blender generated textures, it doesn't give the island outlines of the object itself. To date (28 June, 2020) there still isn't a way to ...


0

In the Properties window, go to the Material Properties tab. Scroll down to Settings and change the Blend Mode form Opaque to Alpha Blend (or possibly Alphas Clip or Alpha Hashed, depending on your preference). It is the same for EEVEE and Cycles. However, take care not to confuse the aforementioned Settings with the Settings under Viewport Display that are ...


1

Either the above or make sure to hit ctrl+a and set all transforms. I have learned that is a lot of my issues with almost anything including UV mapping.


3

You're very close. Generally if you're adding displacement information from a B&W texture, run it through the height input of a Displacement Node first before connecting it. You can go one further by plugging the texture into the height of a bump node as well, to take advantage of some of the normal information. However, by default, the strength of the ...


0

Sure, that's the whole point of shading, you create noise patterns and then use them to guide blend or strength input parameters. Here a example: Separating Uv coordinates makes a gradient in the chosen direction, add centeri it in the plane and then mix it with a noise on linear light mode. Then use that to guide any blend or parameter. 1 of the millions ...


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Object mode takes to account object position in space, use the texture coordinate "generated" output.


1

That is cause by low or lack of anisotropic filter. You could try increase the filtering through Blender Preferences located in: Edit>Preferences Then in Viewport tab, Under Textures you'll see Anisotropic Filter Image example above: Anisotropic Filter - Off Image example above: Anisotropic Filter - 16x


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Just to complete Jachym answer, this is the shader node configuration:


0

My Spanish is not the best, but since you have the "Equirectangular" option chosen for the projection which is not possible if you used Image Texture ("Imagen") for the color like it's shown in the tutorial, I guess you might have accidentally chosen Environment Texture ("Imagen de entorno"), which is suitable for the world ...


1

Let's say you have a simple black and white mask texture to show which parts should be steel and which should be blood. For example, white is steel, black is blood. Then you can simply use this texture with just one Principled BSDF node to switch between those two. If you connect the mask texture to the "Metallic" input of the Principled BSDF, then ...


1

You can make a mask texture. This kind of map is black and white, where black means 0, and white means 1. So if you plug it into a Mix Shader node with your blood and steel materials like so: The black areas of the mask texture will indicate steel material, and white will indicate the blood material. So paint the steel portion of your mesh black and paint ...


-1

I don't really know how to solve your problem. But maybe you can have a look at blender 2.90 they just added vortex painting and it seems pretty straight-forward so far.


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You need to change your Render engine, that option is only for Cycles Go to Render Properties > Render Engine


1

I see 2 problems. I believe you are following Blender Guru's doughnut tutorial. That was the first one I followed as well. Make sure to use a "Texture Mask" In the drop-down titled "Brush", choose "Brush Mask - Texture" After these adjustments your brush should match Blender Guru's brush. EDIT: Here is a screenshot of most of ...


5

The new Voronoi texture conveniently gives you a 'Position' output, which gives you (in 2D ) the X and Y coordinate of the center of a shading-point's cell. So, if you don't want to cut your circle-'pixels' in half, you can use the distance of the whole cell from the texture space's origin to create a mask of whole cells, rather than the texture space itself....


0

If you export in .fbx or .obj formats it packs UVs automatically.


0

dont exactly clean to me what is it texture for you (image or geometry representation) import this node tree in sverchok with import panel (copy link) https://gist.github.com/86bc3942e438f8b78313afa21858daad


1

I'm a little late because I wanted to say something similar to what moonboots gave as an answer. I'll give you a short example how I would do it: Let's say the texture should be real life size 75 x 50 cm Import the textures with "Images as Planes" In the Image Texture node of the material, set the extrapolation mode to "Repeat" instead ...


6

Each quad face is always made of 2 triangles in 3D softwares. I guess the result you see has to do with the way Blender will triangulate each of the 4 faces it creates when it subdivides. Here I use a grid as image texture to make it more understandable. On the left, the original object, on the right, subdivided once. Here is how Blender triangulates: If I ...


0

Below is an image of how I connected the maps for just the hair. I'm sure you figured out by now (It took me a minute) that the suffix letter to the map name refers to what kind of map it is (Ex: M = Metallic, N = Normal, C = Color, and A = Alpha). What threw me for a second is that unlike common setups which have the alpha as a built-in component of the ...


0

Try this arrangement for your model. The way you have it setup in your image, you're mixing white with your image using alpha as a factor. If you want transparency, you will have better luck with this arrangement. Pay attention to the right side where I highlighted the blend modes - these are necessary for transparency. Pick Alpha-Clip, Alpha-Hashed, or ...


0

To texture a screw modifier without applying and unwrapping, use "Generated" as a texture co-ordinate. If you want more control over it's placement, use a mapping node between the Texture Coordinate and the Image Texture (not shown).


1

I'm not sure what's going on. I downloaded your files, I opened the file, I had to go to External Data - Find Missing Files, but that's just because I moved them, I think. Either way, without changing anything else, this is what I get: So, I'm not sure if there's something wrong with your version of blender, or graphics drivers or whatnot, but it seems fine ...


0

I am pretty sure that the problem was simply too little memory. Low memory is a very reliable way to crash any program, and I was having this issue with a number of other very big environments. The solution is to increase Virtual RAM if you cannot any more RAM for the computer, or don't want to. Some of my projects are close to 50 Gbs in size including ...


1

He's using the Object output socket of his Texture Coordinate whereas you're using the UV output socket.


0

I had the same issue, but just adding the normal map node didn't help. Changing Color Space from sRGB to XYZ in normal map node fixed the problem for me.


1

I have the same issue, possibly with the exact same models - I downloaded a couple of the free minikits they had and it crashes whenever I try to find the missing files. Overall, to fix it I am deleting all the groups except one of them, then saving that group to a separate file and doing the find textures fix. It manages one group at a time with no issue. I ...


2

For simple static lens flare you can try blender Composite nodes: Light source very small Object with high Emission like 1000. Big star is Glare node > Simple Star (Streaks works too, but I could not get them enough long) Central effect is based on Glare node > Ghost Fog "scratched" by Cloud Texture plus Sun Beams node. For advanced and ...


4

The screen space reflections in Eevee especially with highly reflective materials, for example metal with 0 roughness or glass like yours, will always show the environment like a mirror. In Material Preview (Eevee is used, even if Cycles is set as render engine), you have a few HDRIs to choose from and if no Background is set up manually, Blender will use it'...


3

The preview you are in is called lookdev, which generates lights and reflections from a hidden HDRI image. If you want to see your model how it would look rendered, switch to rendered preview.


1

Ok. So the answer is - included with your model are texture maps for 2 separate materials: one for the lid, and one for the back wall. I had to add a new material slot to one of them (maybe both, I can't remember) and hook up the texture maps through those, but the UV's are fine. There is both a reflection map and a glossy included as part of the texture ...


0

Many similar questions which come from understandable confusion point back to this which, in my opinion, doesn't answer properly the question asked. I keep forgetting the steps to assign textures plain and simply and with every Blender version they keep slightly changing as well, and I'm pretty sure that's what the most questions are about. To apply a ...


0

Thanks goes to OmarEmaraDev In the Mesh Object Input node, there is a hidden input called Load UVs, enabling it should transfer the UV map and the texture should appear as you might expect.


2

You don't have to remove texture node. Add Mix RGB node and animate Factor from 0 to 1 affect appearance of second texture node. For some reason, captured gif didnt recorded Factor value, but it is there :)


1

The displacement is too weak, you're seeing it in the others because of the scale of the object. Apply the scale (alt+A) in any mesh that it worked that you will see that the displacement effect is gone. In the same way, press S+Z in the mesh of the pic and you will see the displacement And you also need to be in Cycles "rendered" view to see it. ...


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