The Blender Internal (BI) render engine is no longer a part of Blender since the 2.80 release, which means that this specific panel no longer exists. However Cycles and Eevee both have a node-based material system that lets you configure the same properties. Switch to the Shading workspace or open the Shader Editor in one of the areas.
You cannot bake the "node tree" itself to use it directly in the shader node editor of another program like Unity, Unreal engine or Substance painter.
But you can bake the resulting maps (albedo, roughness, metallic, alpha value...) and then apply them in another software as if they were regular textures.
See : for texture baking
How do I bake a texture ...
After missing around with the material, couldn't really know what the cause of the problem really was.
But I got it to work, by deleting the material and recreating it again
just delete the material and create a new one
and this is the node set up I used
I used the Specular texture with the an inverter and connected it to the Roughness
you don't have ...
"I'm trying to map a texture to a cube"
Perhaps a simpler way of mapping a texture to a cube and have control of the orientation of the texture on each of the 6 faces is to use UV mapping?
Starting with the node setup you have already :
In the Texture Coordinate node change to UV, and the Mapping node change to Point (and reset the rotation and scale to ...
The bright purple colour indicates an image can't be found.
Use File->External Data->Find Missing Files to choose a folder containing the textures it is looking for, which may be the folder above the one with images in it. It may be that the texture folder is meant to be moved inside the object folder not next to it.
You have an Alpha sorting issue. (Z fighting) When you have an Alpha channel in your texture the renderer has problems sorting which face is closest to the camera (or viewer).
This can be corrected if you tell the renderer to ignore Transparency or Backfaces.
First screenshot shows your present alpha Blend Mode :
You have a choice, either set the Blend ...
Here is a simple cycles node group that you can use for this purpose. The result on a round cube is this:
The idea is simple, we are mixing two textures, wave and noise with the base colors of your choosing, using color ramps to add contrast.
Click to enlarge.
I have added the .blend as well, feel free to download and play with it.
The best way I'd do this is by mixing different noise textures with a Mix RGB node, and using a high contrast noise texture as the fac of the mix RGB node. I'd the add a color ramp at the end to get the colors you want.
The image below is a simple node setup mixing the two noise textures with a high contrast noise texture fac.
The image below is a bit more ...
Just plug image node ("Logo") color socket into Emission socket of Principled BSDF node. I added node Convertor > Math type Multiply to increase strenght of light.
If your logo image is not black&white use ColorRamp node, RGB Curve node or what ever that make it BW.
Works for Cycles Render engine. Eevee does not support mesh lights. But you can try ...
Two things to make it work.
1. Make your camera Orthographic
This will help you avoid distortion in corners, and will make it 'infinitely flat'.
It's like using an infinitely long lens.
2. Make the array 1:1 aspect ratio
Your chainmail array is ever so slightly taller-than-wide.
Move the rings a bit along the X axis, so they fit nicely.
To bake into an image you need to have it selected in the Node editor
you don't have to connect it to anything
just an image texture node then select the image you want to bake on and make sure that the node is selected
This looks like the effect you get when you have 2 UVs in the exact same location.
If you're using the exact same UV on the other side, the bake gets info from both sides, giving these kinds of issues.
To fix this and still use the same UV, temporarily move 1 of the UVs of to the side of the UV-grid, bake your mesh, and move it back.
The original UV of a model is dependent on how you modeled your mesh, it's expected that a UV can look different from your tutorial at the start of UVing.
Also, before UVing a mesh it's a good idea to apply any transformations, they can stretch or have weird effects on you're UVs if you ever get that issue.
If I had to guess, based only on what the texture output looks like in the window, I would look to see if there is any type of texture filter being applied such as Gaussian and the like that is going on somewhere around the texture to uv mapping area.
Add a Displace modifier to the object, set the texture coordinates to "object". Add an empty and set it in the object field. Set the strength to a low value (0.1 for example) and set the direction to "RGB to XYZ".
Add a texture in the modifer, and click on the far right icon of the texture field, alternatively click on the checker icon on the bottom of the ...
You can use the Remap Users function in the Outliner.
Go to Outliner > Blender File
And open Images category. Here are listed all your images.
Now, select those with the .001/.002... appendix.
RMB > Remap users and choose the target image.
The remapped images will be removed when you close your blendfile.
It's possible to remap ...
You can use tri-planar mapping, which is even faster to setup and allows to control the scale in one place.
Create one material for all objects
Set the projection method of the Image Texture node to Box (Tri-planar option in Blender)
Adjust the Scale values of the Mapping node
Update for Blender 2.81+ Versions
You can now do this much easier by using the Vecotor Math Node. Just set it to Snap and insert it in front of the Image Texture like seen in the Screenshot. The values of the second Vector Input can be used to controll the resolution on each axis. Divide 1 by any value to get better controll over the resolution.
You can ...
Well, this is a fun one.
What is going on
It seems, unwrapping depends on your shader's image texture, not the texture in the UV editor.
Again. It's not about the UV editor, it's about the shader editor.
I have three textures with different aspect ratios. 1:1, 2:1, 3:1.
But the UV map ratio is always based on the image selected in the shader editor.
Cycles CAN re-unwrap things. I don't know how old that video is, but if in edit mode you just select all the faces of your mesh, and press 'U', you can unwrap your object how you want to again. Try it, it should work.
You can slice the object in two by using the Boolean modifier.
Here's how to use it do to this:
Step 1-Add a cube and scale it down on the Y axis until it bisects your object in the middle where you want two objects.
Step 2-Add a Boolean modifier to the object you are splitting, and make sure that the operation is set to difference.
Step 3-Make the ...
Ok so, what you have to do is tell the shader where to draw your logo and where to draw the metallic part. If your lid is uv-unwrapped you can manipulate the uv coordinates to do it. Provided you have a png with an alpha channel this is quite easy. This is my setup :
Basically you take the uv coordinate and pass it through a mapping node to tweak the scale ...
I had a look at your scene file-
1/ You're using 'object' rather than 'UV' in the shader, so it's mapping the image incorrectly.
2/ No idea what has happened to make it invisible, but it is! However I just opened Blender into a default scene, then Appended your object and it shows up fine.
If you get into a mess, just open a default scene and append the ...
Incorrect, corrected after the first image
The issue is with your material's bump node. Change it to a Normal Map and everything works fine.
I don't know why the Bump node doesn't like hollow shapes, but every replica mesh I created and plugged into the material always ended up with those black surfaces. When I unplugged that Bump node, the problem went ...
Make sure you have an image open in the Image Editor.
Pressing the small picture icon will allow you to select existing images in your project. New will create a new blank image, and Open will allow you to append an image from your computer into the Blend project.
If there are missing textures from your project (those show up as pink), you can tell Blender ...
There are multiple options, but the easiest would be :
Put a hue/saturation/value node between your image texture and the principled BSDF, then tweak the hue to get the desired color.
Note : The downside is that you have to "guess" which hue you will get by tweaking the hue factor value.
Since your texture is black and white, you can use that as a mask to ...
(this response is more about the 'theory' of rendering planets and less about the technique)
The two principles I live by for making planets look better is minimal patterns and more detail. Starting with minimizing patterns, it's easy to make a planet that has a very visible repeating pattern, in this case it's most prevalent on the right planet. It's very ...
Your texture is distorted, because your image texture is in 2:1 aspect ratio, and your original UV map in 1:1 aspect ratio.
Either manually scale the UV map to half it's width.
Or use the Mapping node's Scale panel to correct for the distortion.
Oh my actually it's simple, I use wrong shader. It should be principled BSDF, not emission. So what actually to do is:
- Set black color of color ramp to alpha. Decrease alpha value to zero should work
- Color output of color ramp must be connected to color of Principled BSDF, and alpha output to alpha input.
This is a simple fix - all you need to do is run the update() function on the object's mesh data: obj.data.update()
Depending on your intended use case, you may also need to run bpy.context.view_layer.depsgraph.update() to update the dependency graph.
In the 3d view, Texture Paint is not going to allow you to switch from screen space to relative space like you can in sculpt mode yet - but the work around is to use an Image Editor to paint in along side your 3d view so that you can use the consistent pixel size there.
This is rather easy to do :).
Just unwrap your object using Cube Projection and connect your UV map.
Select all vertices of your object.
Go to UV > Cube Projection
Connect nodes like in this image.
Use the UV output - this will connect your UV map (that you just made).
Faces have two sides by default so they are always unwrapped on both sides of the face. The darkness (not black as yo u can see a texture there ) you see is a problem with the lighting on the normals.
Make sure when unwrapping you are using the smart UV project instead of the regular unwrap, because i'm seeing some stretching in your unwrapping. (or give ...
Shader to RGB node
Start by creating a bump map from a 3D noise like the following:
Feed a shader with strong specularity with the bump map. Then use the shader to rgb node to extract the color info of the surface. Use a color ramp node to tint the shadow, the midtones and the highlites.