All Questions
7
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 ...
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, ...
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 ...
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 ...
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 ...
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 ...
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 ...