Currently blender has no option to bake UDIMs. A workaround for this is to place the uv map you want to bake to the front of the UV tiles. For this create for every tile an image and save it. That is important so blender has the naming schema and you can replace these images with the final bake.
Bake the first image:
Save the bake for later because it will ...
to get the same result as Maya/3DS Max, follow these steps:
apply SubSurf modifier with Sharp option instead of Smooth, keep corners
your uv layout will be changed into this (notice the sharp borders)
select uv's borders and pin them (press P key), so those vertices will keep the position in the uv-space (pinned vertices are red)
select all vertices (in ...
Normally I wouldn't use it, because I mostly do organic modeling, but I'm thinking for what you are doing, Smart UV Project might work very well. It's under the UV Mapping menu (press U in Edit Mode to bring it up). It tries to automatically unwrap your mesh without you creating any seams first. One nice thing about it is that even if you ignore all the ...
as you wrote, you have to select where the seams are. Also when unwrapping, if the model is simple as walls and so on, you can just select the polygons that you want to unwrap in edit mode and unwrap it, lets say by rooms, then by outside walls.
Keep the unwrapped planes clean and organized.
You don't have to unwrap everything perfectly if you would use ...
The trick is when you are in the UV editing panel to select the individual faces and apply the the texture needed to each one. So if on the left hand side of your image you want the graffiti, you select that face and assign the image with graffiti to it. You would then select the remaining face/faces and just apply the brick texture without the graffiti.
If those islands are used to map a texture, they will map a solid color (representing one pixel of the texture).
Such technique can be used to create pixelation.
If they aren't used to map any texture, it doesn't matter.
Then I'd reccomend scaling to 0,0001 instead of 0, so they can be scaled back up if needed :).
Hope it'll help somebody out there, i already found the answer after messing around with it. So here what I found
Clicking on the material names in the node editor will also change the material of whatever is currently selected (or the group of vertices that have been assigned that material).
If you want to edit different materials in the node editor that ...
I guess what you need to do is pin your UV map:
Let say you've made your first unwrap with a seam. Select all in the UV Editor and press P in order to pin.
Create your second seam.
In the object, select the part you want to unwrap again, in the UV Editor remove the pin for this part with AltP.
Unwrap again. In the UV Editor, it won't affect the pinned ...
Maybe join the eyes, in my opinion it's simpler to have only one object.
Your problem is that you have overlapping vertices, it messes up your unwrap, you need to select all in Edit mode and AltM > Merge By Distance.
Make sure that your seams are well placed, i.e. all along the shapes as if it was a costume sewed (see screenshot). Then you can unwrap.
You need a material. There are few in the file, but they are not for Cycles. Open Material tab in the property panel, and create one. Hit "Use nodes", then in the Node editor add a "Texture/Image texture", and set the image file in this texture node. Then play with the shader settings.
I had the same problem with Blender 2.82a. The shortcut does NOT work when in shading workspace and using nodes. The node wrangler addon is active (as it is now activated by standard looks like, which is great).
I wanted to use it for setting up a HDRI for lighting the scene.
Now ctrl-t did not work, so I found out that you can call the node wrangler menu ...
Welcome to Blender Stack Exchange!
It's probably safe to assume that any image textures are UV mapped onto the model, as Blender does this by default. But, there are a ways to check.
If you don't see any images in the UV or Image editors, it's because no image is selected. Let's use the UV image editor, as you want to see the UVs. At the top of the editor ...
I'm not sure there's any good way to do this unwrap with seams, your stripes will hardly join and they will be distorted. You should try another mode like for example Sphere Projection (or Follow Active Quads). Make sure that your sphere has a very small pole face, and that you're in front view when you'll do the unwrap. Then it should give something like ...
You have already got your image map and UV done? Then all you need to add is the bump, roughness map for the emboss. For the metal look you will need a metallic map for the metal text. If you don't know what a metallic map is then you will have to do a quick search on shading for blender.
The stretching is happening because your model's polygons are rectangular, but the UVs are square. Apply Scale to the object before UV unwrapping.
To apply scale, select your object in Object mode, then go to Object > Apply > Scale (or CTRL + A > Scale)
This is caused by using smooth shading on an object with sharp corners. Blender is trying to make a 90 degree corner look like it's smooth. This leads to various shading issues as seen in the image. Setting the shading to flat is the best solution, but using split normals, an Edge Split modifier, or using the Auto Smooth normals option all work too.
Still not sure what you want to achieve, but you can use transmission value for glass like effect, or if you don't like the effect then use alpha value (not recommended).
Here is the final setup:
Please be noticed that transmission will directly bound to color of Principle BSDF color, so if the color is too dense (like RGB: (0,255,0)), it will make the ...
I'm Ted. I'm the developer of XPlane2Blender. The best place for this type of question is GitHub's issues page.
XPlane2Blender used to have a feature where it would use a material's texture slots to automatically fill in the TEXTURE path. Blender 2.80 removed Texture Slots so now while a similar feature is being implemented, we're just having people put in ...
Ok here is a simple solution go to your collection and move the ground from background collection to foreground collection
and the other way is to disable holdout for the background you will find it in the filters in collection
You've stretched the sides in the uv map to be taller, but no wider, hence the stretch.
If you subdivide the sides it will just place the new vertex in the middle of the other two, with no interpolation, hence why it doesn't get smoother. Subdivide smooth or the subdiv modifier are much better than doing it yourself.
You can get rid of the uv_texture_add() operator by adding a new UVLoopLayer:
for obj in bpy.context.selected_objects:
# Make sure this is a mesh object and that it doesn't already use this UV Map
if obj.type == 'MESH' and "UV_ao" not in obj.data.uv_layers:
In order to make the operator work for multiple objects, the current object in the loop needs to be assigned to ViewLayer.active before calling uv_texture_add():
# Do the following for all selected objects
for obj in bpy.context.selected_objects:
# Set current object in the selection as active
bpy.context.view_layer.objects.active = obj ...
About your distorted UV map:
it comes from the fact that your beam is actually enlarging on its top, so the faces are not perpendicular. The consequence is that it will stretch the UV map in the UV Editor: Blender just tries to find an average arrangement between faces, it doesn't know that it needs to give priority to perpendicular angles. I've made a ...
The PgDn and PgUp are secondary functions on your laptop keyboard.
Related: On laptop when I press F3, no search bar shows up, just the brightness goes up?
You need to hold the Fn key to make them work.
Or you can use the pop-up menu slider.
Prepare the sticker image, give it a transparent background (Alpha 0%). Select the faces where you want the sticker to be displayed, unwrap them, give them a new material.
Prepare your node setting: Create an Image Texture and load your sticker picture, plug it in a Diffuse node. Mix this Diffuse with another Diffuse node that has your object background ...
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 that can help a bit.The name is Magic UV, and it comes with it's own Pack UV function:
The needed preparation is not too complicated if you do not have to many of ...
I also am having the same issues.
The issue appears to be associated with the Bevel Modifier and the Realtime display.
This may be an issue with the newest version of Blender.
I'm not sure what version you are running, or what system you are using.
PC i7 - Windows 10.
NVidia Quadro M220
I did a test with a simple cube, assigning ...
You can have anti-aliasing and transparency and use only nodes, but that won't be a small node tree.
Original image, linear interpolation
closest interpolation, background removed similar way as other answers
linear interpolation, otherwise same node network as 2.
monster node network emulating linear interpolation, screenshot would be unusable, check ...
So you're using Blender Render but I've got the solution. First merge all the columns, then in the Properties panel > Object Data > UV Maps, change the name of the UV map you're currently using, use the one you're using for the temple itself (it is called UVMap). Join everything, it works.
You can use a "Mix RGB" node set to "Subtract" and invert the resulting mask to get your alpha value.
Note : "Compare" node is a "Math" node with the operation set to "Compare"
You can tweak the third input of the compare node if your magenta isnt pure, to add a threshold. This will also progressively get rid of colors that are closer to the ...
You could simply push the contrast of your image with a ColorRamp and use this as a mask between the original and a Transparent node. As suggested by Jachym Michal, when using Principled BSDF, just plug the ColorRamp into the Alpha input.
Pure purple should be RGB(1,0,1) so you can make a mask with Math node, Greater Than operation. Red value should be greater than some threshold value and blue value should be greater than some threshold as well so they should be multiplied:
In this particular case you probably do not want to use anti-aliasing since it will not work well with this technique, ...
UV layout is just a visual guide for texturing and there is no reason to keep it for the actual texture.
Basic UV layout workflow
The principles are the same for all editing tools on how to use the uv-layout no matter it is Inkscape, Photoshop, Affinity Designer, Gimp or whatever:
Export your UV-Layout out of Blender (UV Editor > UV > Export UV Layout), ...