If you simply want to have different materials or textures on the two sides of the same mesh, use a geometry node's Backfacing output to control either a MixRGB or Mix Shader node.
Here's an example using a MixRGB mode to put red on one side of my plane and cyan on the other:
Here's a demonstration: The lower plane is simply a mirror, reflecting the bottom ...
The reason this isn't doing what you want is that your objects are all linked copies of each other. As linked copies, they share all mesh data, including UV. So if you change the UV of one of them, you change the UV of all of them, to the exact same UV.
In order to do what you're after, you first need to unlink these objects, which you can do with "...
There are multiple ways you can animate movement of a texture on a plane. Here is the most direct:
The plane is already UV unwrapped.
Change the image mode from "Repeat" to "Clip".
Set your keyframes on the X and Y values in the Mapping node. Changing these values moves the effective position of the image on the UV Map.
Yes, you can animate and keyframe image texture movement.
First you need to create a UV node and connect it to your image nodes. That way all of them will use the same coordinates. After that you can add a Vector math node between those two and change the x and y values to move the eyeballs.
Once you are able to move them using those values, you can also add ...
TL;DR: You need to puzzle a bit and it's possible to get a good result. But I have no idea if this is correct (well, probably not but it looks ok).
The different maps probably can't be used in Blender one to one, because Blender works with the newer Metallic/Roughness workflow and it could be that the maps are for the older Specular/Glossy workflow. Could ...
If you don't want the object to swim through the texture, I guess the scaling of the texture has to be an approximation?
An exact scaling by the distance of the shading point to the camera would cause the texture to distort.. so is this what you're looking for?
Here, the texture is in Object space, but scaled by 1 / [distance from object to camera]
Well, I see at least 3 reasons.
File name in texture editor is different from in shader (nodes) editor.
You plug in texture in subsurface instead of base color
You get alpha channel (gray dot) from texture.
you have several options to make "real displacement" which means, that the mesh is really changed and then particle system would take these changes into account.
use displacement modifier before particle system (you can use a voronoi texture here too)
use geometry nodes to "make some noise" -> not much nodes needed for this
you could ...
create new slot
delete material and create new
clean up scene. (file > clean up > purge all)
unselect and reselect the object
create new scene (copy entire scene (Select all > copy) > new file > paste
Hope this helps
If you're using a newer version of Blender, the reason you don't see anything is that you're not actually editing the texture on the object. This wiki is definitely out of date for newer versions.
In order to use a texture on the object, the "Base Color" of your material would need to point to a texture object of some sort, but if you click on the ...
If you can provide your palettes as images, not containing any out-of-palette colors, you can do something like this..
Some textures you may use as your noise, produce a random color output. Instead of using that RGB as a color, you can consider the color's R and G to be the U and V coordinates at which to sample your palette-image:
Here,the output 'Color' ...
To get colors from your noise texture you can use this nodes setup, but of course that's a very time consuming solution with a color palette...
But if you know python maybe you can add the colors to Colorramp via python too ;)
Here is a try, not perfect on the fringes of the rusty parts though, board1.png is the font, board2.png is the rust:
Actually the best would have been to create 3 images: 1) the font 2) the rust on the whole board 3) a mask to separate the font from the rust.
What you need is a Mask to get the 2 images separated cleanly. You can obtain one rather easily from your Noise Texture by either using the Fac output Connected to a ColorRamp, or convert your rust "color" back to B&W and do the same thing (pictured below - using the colors preserves the same cutoffs you had before, but may not be necessary as ...
you can simply import other blender files into a blender-project by using File - Link/Append.
Link lets you import other files without being able to change them. If you want to work on them, you have to go into the original file and do it there. It should update automatically in the file where you linked it.
This is very helpful in large projects where you ...
As a debug, get rid of the UV nodes, plug the texture straight into Material Output[surface] - there will be no shading, but it will narrow if its a problem of a shader of a mesh/texure
You can try to change bmp to some modern format, try png. You can also try to resize it so its dimensions in pixels would be a power of 2, so: 512x512, 1024x1024 and so on.
The exporters that come with Blender mostly only recognize very simple graphs using the default Principled node. In your case you should use
If you're using alpha, you also need to set the Blend Mode in the Properties editor (if using Cycles, look under "Viewport Display"). Use Alpha Blend for partial translucency, or Alpha Clip for cut-out style ...
You can get away with 1 material and 1 image texture if you use Project from View for the UV unwrap.
3D plot / cloud points:
Add a square plane for your point cloud and give it the same material. Bake the texture. Then select everything and UV unwrap (U) with Project from View in orthographical view (Numpad 1). Scale the UV islands to fit the ...
If you need to put your blue pattern over the b&w lines, you can use this kind of setup (below). If you need to erase some parts of the pattern, you can do it in the 3D view and in Texture Paint mode use an Draw brush > Blend > Erase Alpha:
Just set the Noise Texture (or Voronoi Texture) to 4D and manipulate the W Input (this "evolves" it). If you want it to move with your animation, attach a Value Node and set the value to #frame (makes it match the current frame). To make it transition more (visibly) smoothly, I suggest multiplying the frame value by a rather small (decimal) number ...
Try deleting any additional materials on the mesh.
You might be receiving an error like
No active image found in material "Wheels" (0) for object "fifty.001"
In my case, I just deleted that material from the mesh, and then the bake worked fine.
Try something like this. Just take the inverse of some 2D Voronoi dots (Clamped with a ColorRamp) with the randomness turned down, then multiply it by the colors from the Color Output, then invert it again:
It's quite simple node setup so I don't know if it needs explanation:
You could pass the upper Voronoi's Color through a color ramp to define your own colors, or you could connect it to Hue inside Combine HSV node to have all circles with very intense and bright colors.
You could use a Wave Texture node before a ColorRamp, or another kind of texture that you stretch on the Z axis, use another texture before if it needs to be a bit deformed, but Wave Texture has a Distortion value:
You need to use "Make all Path relative" under File > External Data > Make all Path realitve and then you can move the complete folder to another place.
As far as i know, the closes to collect file is Pack Blend File, make all path relative will let you move your files to (for example) another computer
Musgrave Texture is a pretty good candidate for breaking up an outline like this, since it outputs values between -1 and 1 it won't offset your coordinates. On average everything will be centered around the same point.
You can use MixRGB on coordinate vectors and it will operate on each channel as though it were RGB, and you can use it as a vector input ...
You could do some touches manually.
Try editing the texture "by hand"... Just like if you were making a PBR texture or drawing... The darker a color is, the deeper it will look. And the lighter the color is, the more popped-out it will look...
For example, paint with a darker shade (of the same color of the sand) for a deeper effect in a certain ...
Plug a Diffuse between your Image Texture and your Mix Shader (otherwise the image won't display in Cycles and will display as an Emission in Eevee), erase the black color on your PNG so that you only have transparency (do it in your image editor software but you can also do it in Blender), and in the 3D View switch to Render mode to see the real result:
I'm doing something similar right now but you might need to bake the material (your nodes) to a texture. This tutorial explains it well (you can skip the information at the start but it is helpful knowledge). Or just look up a tutorial, there are many great ones out there but the basic idea is:
Change to cycles
Under the Render tab (in the properties tab, ...
You need to unwrap the low-poly object properly. Your UV unwrap is bad because some UV faces overlap. As a result, these faces share the same spot of the image texture. This can't work.
There is only one short seam across the face. This results in one huge UV island that has a lot of compressions/stretching. You can see this when you use a checkerboard ...
You can achieve an effect like this...
...using this node setup:
It can be simplified if you only care about the 3 sides visible to the camera:
Or you could make separate groups and only mix them based on normal.
Now that you can display the left cube's texture on the right cube, you can also display your own texture instead - if you're outside of the ...
But when I try and animate the overlap of the two separate boxes the colors don't overlap to produce magenta
They actually do:
Just not in the way you expect. The overlapping faces are on the same plane, that is, the algorithm that calculates (and saves to z-buffer) which of those faces is closer will get either blue or red cube depending on the rounding ...
If you take your tapered, capless cylinder, mark a single seam down the side, and give it a standard (conformal) U 'Unwrap', the result will be the arc you are looking for. 'Unwrap' is the first item on the unwrap menu.
This illustration shows the UV map converted to geometry using Geometry Nodes, and uniformly scaled to the exact size of the geometry it ...
What doesn't work here is that you have a rectangular plane, where the opposite faces are exactly the same size and you're changing them to a perspectively distorted UV map. The camera's view also distorts the rectangluar shape of the plane, so it's double distorted.
Don't quote me on that, I'm not going for physically correct explanations... the point is, ...
If you want to render the cubes in Eevee you need six materials to get a completely random texture for each face of the cube.
In Cycles you can get away with only one material because it supports the Geometry node's Random Per Island value. To get this to work you additionally need to separate all faces of the cube. This can be done by an Edge Split modifier ...
Welcome to blender stack !
the problem is with your uv . its not unwrapped in a correct way
did you use seams in the correct location ?? maybe you left out some plcaes if you haven't used any seam then this tutorial will help you for sure >>>>
Plug your 2 differents displacement maps (here Noise Textures) into a MixRGB and use a black and white mask image as a factor in the MixRGB in order to separate the 2 areas:
You can't use a Mix Shader for this purpose, Mix Shader is used to mix shaders, like Diffuse, Emission, Principled BSDF, Glossy, etc.
you can use this node tree setup:
I made just 3 planes with 3 different materials.
Randomly i choose one of them in the geometry nodes setup.
and of course, with every different seed, you get another result:
just found out...it is even easier with collection:
I copied my result 3 times, moved them and added a cube.
in the "viewport shading" view normally there are no textures. This is default behaviour (there are exceptions). If you want to see textures, change to
The "solid" viewport display is made for building/moving/creating things and good performance. That's why textures aren't shown because they tend to ...