All Questions
62
questions
1
vote
1
answer
490
views
Multiple instances of a single image node, each with a different vector input
I need to use an image node for multiple different color inputs, but each with a different UV vector assigned to it.
This issue is quite hard for me to explain, so here's a drawing of what I'm ...
1
vote
1
answer
1k
views
A Black Material Problem on imported DAZ Obj materials
I'm currently trying to materialize a DAZ Imported OBJ Character and the process was difficult, but I'm making good progress in the translation. However, I've run into a wall.
Im trying to simplify ...
0
votes
1
answer
762
views
Repeating image texture not repeated
I am trying to use an image texture for this mesh, but the texture is not repeating on whole mesh.
How can I have the texture repeat (section 3) through section 2 (white for some reason)?
I made ...
1
vote
1
answer
274
views
Cycles renders material black in blender 3.3
I've used BlenderGis to import shapefile geometry.
Rendered in Cycles, most of them appear black.
The old Cycles render Blender 2.79b - Texture/Material being rendered solid black recommends to clear ...
1
vote
0
answers
14
views
Can't texture small wall without it looking weird or artifacts on the edges
I created a small wall, next to a road and put some pbr wall texture on it. I am trying forever to get rid of these artifacts and thought it is because of uv mapping. First I did cube projection ...
0
votes
1
answer
3k
views
why does baked procedural texture look pixelated
basically I have a procedural texture that is supposed to look like rust and I want to convert the procedural texture into an image based texture but my problem is the baked texture looks very blurry ...
1
vote
1
answer
55
views
Render Preview Issue - Looks like UV's are not unwrapped [closed]
This is the first time I've experienced this and it occurs in both Blender 2.93.8 and 3.0.1. I've created a procedural texture on this building (which is UV unwrapped). It looks correct in the ...
1
vote
1
answer
38
views
My texture won't show up on the object
I am designing a simple tent in Blender. I created a prism from a cube. Then, I added a material and a texture, and UV-unwrapped the prism. But the texture won't show up on the prism. I made double ...
0
votes
1
answer
627
views
Blender array modifier changes material when applied
I am trying to create a Street in Blender. Therefor I used the array modifier and created a sequence. The Street has a material which I created.
When I leave the modifier in the Stack, everything ...
1
vote
0
answers
103
views
Different Materials appearing in Rendered View vs Preview View
in this model I originally applied different variations of a basic building material for a variety of objects. I later went back and changed the material of some of these objects as well as used Cube ...
1
vote
0
answers
35
views
Baking a diffuse map replaces other image textures
so i made an appartment with a bunch of materials, and i wanted to make it just one material.
It worked perfictly as expected, i added the image i was going to generate in every material like this (...
2
votes
0
answers
224
views
Artifacts on border of PNG in render
I am trying to fix an issue that only appears in my renders. I am using the latest version of blender 1.92. In the image below I have highlighted the sections where the issue appears. It seems to be ...
0
votes
1
answer
942
views
Bake a giant UV with multiples materials and textures tiled?
I'm working on this project:
I needed to bake the house structure, so I joined all objects, created smart uv project and started the bake.
It succeded, but the texture result wasn't correct:
The UV ...
0
votes
1
answer
4k
views
Problem with scaling uv's to tile textures at the right size
Using cycles don't understand how to scale my uv so that it looks right on the model but remains small enough to fit in the uveditor image so i can bake it properly. The texture image is bricks and is ...
2
votes
4
answers
2k
views
Adding texture to one side of a mesh only ( based on axis)
I want to add snow to a mesh, so I need to add the second texture based on the global z of the scene, i .e . it should only cover the top of the object. How can this be done? Is it possible to say "if ...