Skip to main content

All Questions

0 votes
1 answer
52 views

I want to make Voronoi type Cells go from 0-1 in UV space: so I can run a gradient through each cell individually. i.e. each cell runs from 0-1

Main issue: I have a cell like mask that I made on this texture. I want a gradient to run through each cell individually. I'm not sure if I can make cells into attributes or something and pass that ...
WessyWes's user avatar
0 votes
1 answer
101 views

Specific texture wrap modes per-axis

Some Nintendo games have certain texture wrap modes (or extentions in blender) per axis. Currently, Blender's 4 wrap options (Repeat, Clamp, Clip and Mirror) apply to both U and V axis. For example, ...
KartMakerBrosU's user avatar
0 votes
0 answers
352 views

Customize UV Map of a Noise Texture Node

I'm a newcomer to blender (as you can plainly see from the subject matter in the screenshots) I'm having an issue with my Noise Texture node which doesn't seem to happen in video tutorials I've ...
Padraic's user avatar
  • 11
2 votes
1 answer
334 views

Tile a SECTION of a texture without changing the UV unwrap

So say I have a texture like this And I'd like to tile just one quadrant, like this. Using shader-editor nodes, and not touching the UV editor at all. Without going into the UV Editor and changing ...
AxiDes's user avatar
  • 236
1 vote
1 answer
912 views

How to fix shader warping and stretching on uv sphere

I'm learning procedurally generated shaders, and have a few questions related to Object/uv coordinates. I'm having some problems with stretching and an obvious seem. I've been messing around with this ...
rtwhite's user avatar
  • 193
1 vote
1 answer
319 views

How do I paint over a material, then occlude the material where I painted?

I'm trying to texture paint a door and windows directly on a material surface, but the Diffuse shader makes it look more like it's painted on. To put it another way, I want to eliminate all material ...
Austin Capobianco's user avatar
1 vote
0 answers
109 views

Texture coordinate isn't working as desired when shading distributed plane with icospheres using geometry nodes

I'm trying to create an animation using a plane distributed with icospheres that is affected by another shape using the proximity attribute in geometry nodes. Now the problem is when I use a texture ...
Kenji Bailly's user avatar