Nowadays, this is quite simple with Geometry Nodes:
To separate any UV islands, duplicating seam vertices, you can split the edges first, and then re-weld them:
For this kind of transition, when you take the modifier's 'Fac' from 0 to 1:
Open the N Numbers Panel to see the vertex coordinates, then:
To align the left side to the left border (to move the left edge to x=0), select the leftmost vertex, hover over its x coordinate, CtrlC, then A select everything, G move X locked to X axis, CtrlV paste the offset, - change the sign and Enter confirm.
To align the bottom side to the bottom ...
I finally figured out a way to do this that works in my case:
Assuming the connectivity of your UV map topology is similar to your object:
On the object side: Select your target object faces as usual.
(UV unwrap if you haven't already done it)
On the object side: Select -> Checker Deselect
On the UV side: Select all, set individual origins, scale. As ...
For anyone else having this issue, make sure you're creating a UV attribute and keeping 'deform input geometry' deselected in the ocean evaluate node in Houdini, then add an attribute promote node and convert your 'uv' attribute from a point to a vertex attribute, then add the ROP alembic output and export as normal. Upon import into Blender, the image ...
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 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 ;)
I eventually found the solution on my own!
Here's what happened that wasn't apparent from the errors from the addon: in the moset center area, the geometry look as such:
The fact that the geometry itself wasn't a selectable edge loop was causing the Magic UV addon to fail in unexpected ways. Also, the error codes it was giving were not helpful in the least ...
The artifact stems from your UV mapping, not the topology. To fix the UV map to be flat, select the face of the screen and go into an orthographic side view.
Then, unwrap by projecting from view.
Because you're in orthographic view and the face is flat, the resulting UV vertices will be correctly spaced.
Now the distortion is gone, but the scaling is wrong. ...
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 problem here is that you create unstable UV geometry when you stretch the face this way. The calculation happens from the vertices. And you just have four.
That you can see one half nearly working but the other half not is because a quad face is made by two underlying tris. And each underlying tri is separately calculated. And the result is then ...
This is because of the subdivision modifier.
Here is an object without a Subdivision modifier.
And here is the same model, with a Subdivision modifier.
The UVs you have created is according to the original mesh, not the subdivided one.
I'd like to point out a related issue in terms of how topology affects UVs when subdivided.
Here's the original mesh
If you have modeled the apple using reference images showing each side, you can simply stencil the texture on it in the corresponding viewpoints (front, left, top, etc).
Start with an aligned view like View > Viewpoint > Front (Numpad 1) and paint on it. Paint mainly in the center of the apple because there will be massive stretching at the edges of ...
Try using the Magic UV add-on, which is already installed in blender, u just need to enable it... Here's a short video of UV symmetry with the add-on: https://youtu.be/GjRx1C1r-Mg
And here are some UV tips to improve the UV unwrapping: https://youtu.be/DhFOJrLGBDs
Hope it helps ^^
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:
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 ...
I suppose that you're using an image texture, in that case you could mix it with an Emission in a Mix Shader, and also use it as the factor of this Mix Shader, so that all the bright parts of the image become emissive (you could also use the Emission inputs of the Principled BSDF but you can more easily control the Strength of the Emission with the following ...
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 ...
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 ...
When you bake to texture, Blender looks for any actively selected image texture nodes to determine where to bake. If you want to bake to a new image, create a new image texture node and a new image for it. It does not need to be plugged into anything. Select that node (only that node) then bake.
I presume your trying to achieve the results through the texture you shared.
Since you have just have a constant texture, I would suggest you to hook up the image texture directly to the material output or through a emission node instead of principled bsdf.
Now if your colors look a bit off, try to change it a standard instead of filmic.
Lastly, you can ...
Maybe better off using Freestyle, with EEVEE.
Switch off the world's contribution to lighting, while giving yourself something convenient to work to. (The Freestyle outlines will only show up in a render.) This is the World shader:
.. and light with a single, (parallel) Sun lamp.
Make use of EEVEE's Shader to RGB node to put a black/...
Assuming you just need to create the Image
# Your flat array of RGBA float32s
assert len(array) == 4 * width * height
# Create image
# Note: choose if the image should have alpha here, but even if
# it doesn't, the array still needs to be RGBA
img = bpy.data.images.new(img_name, width, height, alpha=False)
# Fast way to set pixels (since 2.83)
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.
I needed this as well! I made it into a small plugin, that adds some small functionality on top of this for deleting a UV map / layer on multiple channels, setting it, creating and setting the active render layer map.
The addon is free, you can get it here:
Open a UV editor. Select all verts in it. Look on the UV menu for the UV editor, for a toggleable option called "constrain to image bounds." Now hit s to scale, drag your mouse, and see what happens. It won't go out of the 0,1 range for the UV editor. Mouse click to confirm.
Even before applying subdivision, you can see a problem by adding a texture to your Susanne:
Clearly the eye to which you copied UV is scrambled, because its vertex order is not the same as in the other eye, so the UV no longer fits.
The simplest solution to your problem is to just mirror the eye:
In cases where the objects aren't exactly the same, you can ...
HOW TO UNWRAP
add a seam in the middle of your mesh
and it should unwrap like this
You might notice that your Uvs are still distorted and rotated to fix this you will need to download a Uv Square addon from online(free of cost) link is given below.
UV SQUARE ADDON LINK HERE
Go to download code > press download file
Then open blender ...
smt I took a look at your project file, found out that your mesh`s geometry is terrible. There are a lot of overlapping edges because of the solidify and subdivision surface modifier. So I think it's best if you add extra edges or subdivisions in the hard areas and scale it and avoiding the subdivision surface modifier as it subdivides areas where there are ...
I was able to solve this by uninitializing the image being forced as the render target.
I did so by setting the image to "Single Image" referencing the external file, then renaming the file from the File Explorer (outside of Blender), then attempting to reload the image.
After the image became uninitialized, I was able to bake normally again to ...
As others have mentioned in the comments, fixed textures will never be free of tiling and UV headaches. Procedural generation not only relieves your tiling problem, but any unwrapping inconsistencies as well. Lucky for you, procedural concrete isn't that complicated - just a bunch of Noise, really ;)
Consider this a learning example:
I'll put the file here ...
I had that issue today. The UV was there, just not showing up properly in the editor or texture paint space. It was just a simple wall so I marked seam on every edge and did a smart UV project. It showed up perfectly and I could see there were some weird linkages between a couple of vertices that were not even connected on the object. Good enough to work ...
You can't do it in a simple-reverse way, because you lost your information: now all 4 corners sit on the same position in the UV space. So if you can't CtrlZ, Revert etc. you have to UV unwrap the cube from scratch; to unwrap it identically to the default cube:
Select the right side (Numpad 3 to look at it from the right, though keep in mind if the cube is ...
I fixed it. The problem was given from the useless stack of materials applied to every mesh (also to newly created ones?!) ... I needed to empty object materials stack and then the transparent material worked (on Cycles of course...) right now I'm looking a tutorial about glass material in EEVEE as Nand27 suggested. thnx.
You can create more UV maps and assign different textures to them to mix them together in a material. In my example I have created a simple Color Grid image mapped onto the default UV map. Now I want to overlay a logo.
To create a second UV map, hit the Plus button next to the UV slots in the Object Data Properties. By default, the new UV layout will be ...
One approach that might work depends on what your texture looks like. You could try going into the UV editing workspace with your object selected in edit mode and all vertices selected.
In the UV editor, use the image selector to select your image texture. It should show your UV islands imposed on the fingerprint texture.
You can move the islands around in ...
I think you answer your self already ... Texture doesn't appear because it is too small ... Technically texture is there, but repeated in such small size that appears as single color.
Select all vertices of your UV map and Scale (S) it down.
Use a data transfer modifier to copy UV. It's easiest if you first join the other objects; you can always separate them back out later (or even copy UV from duplicates that have been joined then re-separated.)
Create a data transfer modifier on the object. Set the target to the plane.
Enable face-corner data, then enable UV maps. Set the mapping mode to ...