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3 votes

Animate multiple material transitions smoothly

If you mix two colors, the result will be a combination of the two, what you want instead is a boolean value (one color or another): you can obtain this with math node like "Greater than". I ...
josh sanfelici's user avatar
3 votes

Animate multiple material transitions smoothly

You could mix 2 colors with a Gradient (on Z) and Noise texture as factors, then mix with a third color with the same setup. To move the colors, keyframe the location values of the Mapping nodes:
moonboots's user avatar
  • 163k
5 votes

How to Bend Object Coordinate Procedurally?

You can use the Vector Rotate node to rotate the texture coordinates. I start by determining the angle and the rotating the coordinates to that angle. Now $x=0$ lies on that angle. Next, shift $x$ to ...
Leander's user avatar
  • 27.2k
1 vote

How to change material to another material automaticly per frame ( not in the same material nodes )

With Geometry Nodes there are basically two ways (probably more?), first of all depending on if you are using the original geometry or have geometry generated by the Geometry Nodes nodetree. I'm ...
Gordon Brinkmann's user avatar
1 vote
Accepted

How to change material to another material automaticly per frame ( not in the same material nodes )

Just add this simple Geometry node setup to your object, remembering that counting starts from 0, so if you have three materials, they will be presented on frame 0,1,2.
josh sanfelici's user avatar
0 votes

Material opacity not working

I'm using Blender 4.1. In Cycles, the solution is in Render Properties > Light Paths. Increase the Transparency level to 5.
Mohammed Ahmed's user avatar
3 votes
Accepted

Transparent Glass Material Eevee Blender version 4.2

Questions about Beta versions are usually off-topic here, but this is due to the change in how a lot of things work in EEVEE now: In the Settings of the material, for transmissive materials like glass ...
Gordon Brinkmann's user avatar
0 votes
Accepted

How to combine two texture in geometry nodes after a Distribute point on faces node

(Using Blender 3.6.12) Following is a proposal with a single material but storing directly a color as named attribute, used afterward in the Shader Editor. Resources:
StefLAncien's user avatar
  • 5,037
3 votes

How to Bend Object Coordinate Procedurally?

You can start with two circles, as you suggested: With a 0.0 - 1.0 Slider version:
josh sanfelici's user avatar
1 vote
Accepted

Maintaining consistent random colors for animated cars in Blender

Your issue Everytime you add an object/instance, the Object Info > Random is computed again for all objects. There are at least 2 ways you could avoid that behavior : keep the same cars and ...
Lutzi's user avatar
  • 1,932
3 votes
Accepted

Refining material assignment in Blender geometry nodes based on neighboring faces

I have to go, so just a quick prototype, for one-way (only grow) - it just happens to give the result you want for the example, but I know if there was a 2-face separation on the ear loop, you would ...
Markus von Broady's user avatar
0 votes

I did the 2D face rig with the image sequence, and even if it's black, it's pink

I've tried many ways. I upgraded the graphics card driver and it was solved.
novacrown's user avatar
  • 907
1 vote

Even if "Backface Culling" is not checked, the mesh will still be incomplete

It has to do with your armature settings, disable the Armature modifier and your mesh will look good.
moonboots's user avatar
  • 163k
1 vote

Same material looks different/receiving light differently

I found the solution: by enabling Auto Texture Space checkbox under the Texture Space tab of the Object Data Properties of the bench base object, the material started behaving as expected.
Caleb Yoder's user avatar
0 votes

Mirror Reflection In GLB format

Blender offers two kind of light probes to simulate mirror reflections: Spherical and Planar. The issue when exporting to GLB is that the format does not allow using such kind of probes by default. ...
Alexander's user avatar
0 votes

Emission Shader Issue in Blender 4.1: Strength Above 1 or 2 Turns White

Have you changed Color Management? AgX and Filmic color management provides better color handling in over-exposed and oversaturated areas. For example: Default AgX You can change it in Color ...
Crantisz's user avatar
  • 35.8k
5 votes
Accepted

How to smooth the demarcation between two materials?

You can use the "Smooth" operator in weight paint mode.
josh sanfelici's user avatar
1 vote

Subdivision Modifier causing material overlap/leaking

I resolved this by removing the bevel and adding seams on the outer edge of the outermost circle. Even without any UV unwrapping, this helped me separate the different materials properly.
RiseofAshes's user avatar
6 votes
Accepted

Transparent image showing background and not logo in Blender

Instead of using the mix shader with alpha factor you can connect the image alpha directly to the 'Principled BSDF' alpha connection, and then directly connect the Principled BSDF to the output. If ...
Spearhead's user avatar
  • 390
0 votes

Using blender alpha hashed the model becomes transparent. I don't want the model to look transparent

I cannot tell as easily what inputs are what in Chinese, but try disconnecting the image's alpha channel from the Principled BSDF's alpha input. That channel is clearly used in the game for something ...
TheLabCat's user avatar
  • 6,676
6 votes

Same material on different objects, different reflection

In addition to Harry McKenzie's answer In your material, the normal is image-based, in Tangent space. That means the local 3D spin of X and Y directions about the Z normal is dependent on the U and ...
Robin Betts's user avatar
  • 78.1k
5 votes
Accepted

Same material on different objects, different reflection

The Color Space option of the Image Texture nodes should be Non-Color except for the Base Color Image Texture which should be sRGB.
Harry McKenzie's user avatar
  • 13.2k
4 votes
Accepted

Where I can find Blender's tiles material?

You can get the tile texture when you add an Image Texture node in the Shader Editor. Then click on the New button. In the opening dialog box you can then choose the size of the image and if you want ...
Gordon Brinkmann's user avatar
0 votes

Light Refraction Material

If you want a black background like the one you show, you could plug a Layer Weight (Facing output) into a ColorRamp with your color spectrum, into the Base Color of a Principled BSDF that has the ...
moonboots's user avatar
  • 163k
1 vote

Weird noise warping in material nodes

I have managed to fix this by just plugging it into rotation, and applying some offsets
Leha2's user avatar
  • 21

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