12

You can create your own node groups to do that. First, let's start with examining what UVs are, or better how you can think of them. Start with creating a cube and unwrap it. Note that in the latest Blender version, you can even choose to automatically create texture coordinates from the last operator panel. Then create a node setup like in the screenshot ...


11

If you only want to scale the texture, you can use a MixRGB node set to Multiply instead of the Mapping node, as in this example:


8

The requested feature doesn't natively exist within Blender, hence recreating the behaviour is very complex and tedious. Download the accompanying blend file with various node setups. Creating shapes with material nodes If a shape can be recreated with mathematical functions (plotted shapes) it can be created with cycles math nodes. Let's create a ...


8

To align the texture along the direction of the mesh requires a UV map and this needs to be unwrapped in such a way that each face is oriented along the line of the antler. Further, to avoid a 'seam' along the length of the mesh requires that a seamless texture is used and that the UV map unwrapping ensures that the edges of the UV map align. The right UV ...


7

Using UV Map If that's a NASA mars projection, chances are it's an equirectangular, ie longs -180 to 180 mapped 0 to 1 in U and lats -90 to 90 0 to 1 in V. To make it rotate around the pole to pole axis increment, ie translate (not rotate) the U coordinate. The default uv sphere UV is pretty much the equirectangular projection. Result with default UV map ...


5

Take a look at the cubes below and their materials. Material of the left cube: Material of the middle cube: Material of the right cube: All three materials above are equivalent, despite using different nodes What you are doing is multiplying the 3 individual values of a vector (the object coordinates) with a certain value. The second material above ...


5

Unfortunately this isn't possible without modifying blender's source code. However, in the case of the mapping node, everything it does can be done with regular math nodes. I've made some nodegroups which re-implement the mapping node accordingly: Append or link (F1) the "Scale" "Translate" and "Rotate" nodegroups into your .blend, or put them in your ...


4

The solution is to calculate the crossproduct of the incoming and curve direction vectors. The absolute of the dotproduct of that and the normal is the facing which you can connect up to your color ramp.


4

You can use the Object Info Random Output as an angle for rotation of the texture in one or more axis. I understand your problem is that the mapping nodes doesn't have input, you can however use rotation transformation matrices to compute the vector manually, in one axis (z), it looks like this: In three dimensions you can use the 3D Rotation Transformation ...


4

Blender allows multiple images to be assigned in one UV Map. If I'm not mistaken you want one set of UVs, just across multiple textures. To do this select only the faces you want to use a specific texture, and in the UV/Image Editor click the "browse image to be linked" rollout, and select the that texture. This will map any faces you have currently ...


4

Quick Method Basically, what we want to do is find the Dot Product between the normals of a bounding ellipsoid projected on to the mesh, and the normals of the mesh. First, enable Auto Smooth normals. Next, add a Normal Edit modifier after a Subsurf Modifier (4 to 5 subdivisions) and set the Angle on the Normal Edit modifier to about 80 degrees. This will ...


4

I'm not sure you can get anything good with a bump map or procedurally, especially if you're supposed to make a "perfect copy", so I guess you'll have to make the mesh manually: create a cylinder, mirror it, use your picture as background to follow the shape, cut the holes profiles with the knife, extrude, add some edges with the knife to make a nice ...


3

It is probably just easier to recreate it using math nodes rather than trying to align it to axis. Use a Math Node set to Cosine; as input use your desired texture coordinates like Object or Generated. Add a Separate XYZ node and use the desired axis as direction, then multiply it by any value to control density of the waves. You can still run the output ...


3

One option is to import your SVG using the SVG import addon. We'll use this test image. Select File> Import > Scalable Vector Graphic In my case, not a lot appears to have changed, but I have some curves now in the outliner. If I zoom in, I can see the image I imported, but there are some problems. Note that blender has automatically created a set of ...


3

As mentioned in the comments under your question, this can be achieved using an emission shader connected to the volume output of a material with a gradient texture controlling the strength. You will need to adjust the coordinates for the gradient texture however, as the default gradient texture has the gradient along the x axis. Using a texture coordinates ...


3

This is the way "object" coordinates work: it takes into account the bounding box of the object, puts the texture in a plane that goes through the origin and projects the same color value onto every face wich has the same XY (UV) coordinates, so the image can get repeated if two zones share the same XY coordinates (and maybe have different "height") in the ...


3

One way to make that is by creating a special UV unwraping which will basically take every face of your model and unwrap them all on top of each other and taking the entire UV space. If you have other UV maps already, make sure to first create a new UV map in your object so you don't lose your previous UV maps: Then select the new UV Map, go to edit mode, ...


2

As Duarte mentioned, generated coordinates do not factor in the displaced mesh. So you need to get a Z coordinate from something that does. You can use either "object" coordinates (available from the texture coordinate node or the geometry node, their "object" outputs are the same) or "global" (aka world space) coordinates from the geometry node's "position" ...


2

To mirror the texture you can split the UV Coordinates using a Separate XYZ node and then manipulate them using Maths nodes. The UV and Image Texture range is from 0.0 to 1.0 and so you can mirror one side by Subtracting 0.5 (so it's from -0.5 to 0.5), applying Absolute (so negatives become positive) and Adding the 0.5 back in (so the range ends at 1.0) as ...


2

This shape being created in a 2D illustration program is not entirely possible in 3D without some distortion. That being said a close approximation may be achieved. It's a bit of an involved process so I won't go into full details here, but I'll try to get the main steps. Here's the rough procedure of what I could come up with. Create a bezier curve circle ...


2

This is a node setup for a z-axis rotation. The other 2 axis' are just as easy but adding all three axis' into one formula gets very complicated. To rotate the image, adjust the Value node that is located at the top-left in the "Deg 2 Rad" frame. Note: The math nodes all have two "value" fields but only the upper field is used for trigonometry so just ...


2

Geometry > Normal socket is the way. If you separate the vector components with a Separate XYZ node you can use the desired axis as mask for combining whatever you like (colors, textures, even shaders). Use use the desired axis as input for the Factor socket of a color mix node. Then plug whatever you want on each color input. In your case just use the ...


2

The problem is with what you've left off-screen: there is no input going into your mapping node. Here's how I fixed it: Mapping nodes can be used for all sorts of vectors, so they don't make any assumptions about what should go into them if you don't specify. Texture nodes, on the other hand, try to take a best guess. Additionally, notice that I ...


2

Viewport preview is not supported for bezier curve objects automatic texture coordinates except Object, at least for 2.7# series, this may change in future versions but for the time being it is a known limitation. Both Generated and Use UV for Mapping options are only visible while rendering in Cycles/Blender Internal, OpenGL support does not display these. ...


2

The idea is to work at a given scale, so that the pattern will repeat and using a random (noise) at this scale (each cell will correspond to a random color). Now imagine the result as a grid, the idea is: For each cell we want to draw We take all the 8 cells around it And have a look if we need to draw something from these 8 cells inside the cell we want ...


2

The two essential information that you need are the world matrix and the axis / vector in local space that you're interested in. In your case the latter is pointing in the direction of the local y-axis which is equivalent to the vector: $$axis_{local\ y} = \begin{pmatrix}0.0 \\ 1.0 \\ 0.0 \end{pmatrix}$$ The world matrix contains the information how the ...


2

use the environment texture node and object coordinates , not UVs


1

Procedural textures should generally never have variable scale - since the scale affects the "size" of the pattern in relation to the origin, varying the scale close to the origin will have small effects while this is magnified the further the point is from the origin (as all that space between the origin and the point has been scaled by the same amount). A ...


1

You have to unwrap your wall: In the 3D view, in Edit mode, select your whole mesh and press U, and choose for example Smart UV Project or Cube Projection option, then in the Node Editor plug the UV output of your Texture Coordinate node into your Image Texture node, then in UV/Image Editor, rotate or scale the parts of mesh you want so that the bricks ...


1

well I would say create your UVs like you want them to look, then bake the texture using an equilateral environnement texture plugged in an emit shader with object as coordinate (assuming object pivot point is at the center)


Only top voted, non community-wiki answers of a minimum length are eligible