I've only been using blender a few days and I'd love to be pointed in the right direction on to how to alter the text I have within my image textures   I want to make the text on the labels stand out by maybe making them glossy like the lids whilst still keeping the rest of the label glossy and with the shaders I already have set. Can I edit this from the image texture or could i maybe add a seperate text layer from the image texture and add on top?? (I haven't explored anything like text yet and I'm pretty lost on what I can do!)  Thanks any advice is greatly appreciated!
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I have a skyscraper building but I only want the glass in the texture to be glossy.  How would I accomplish this?    Ok, I have done a test and here are the results.  Here is the original:   here is an adjusted image
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I'd like to use a background image for my world, but I'm not sure how to do it.   Right now I am using the sun as a lightpoint and it looks like sky and a flat plane (not realistic). I was thinking of just using a mountain background image for the world.  I've done that through textures etc. but I don't see ANYTHING in render even though it shows in worlds?  What am I doing wrong?    Also what's a cheap quick fix for cases like mine so it looks like the world isn't JUST blue sky?  Thanks guys!
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I would like to have my object transparent, with a color only on the edges, would someone know how to do this? I am starting with the nodes, if anyone can help with some guidelines I would really appreciate ;-)  EDIT:  I was looking for something like the hand in Kinectimals :    Thanks
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I made a character, and its one of my first times texturing, and I saved my character into a new folder, and when I came back to the model ALL the textures were pink, I used to know what to do, but I stopped texturing, how do I bring my textures back?
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Whenever I download Nintendo models I come across this texture with the black. I can't transparent it, but how do I use this for stuff in Blender Render mode? If it's possible can you tell me what I do with these kind of textures?
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So I want to texture clothing for example that I created using the mirror modifier. But I want the 2 sides of the clothing piece to have individual designs for instance but it is not possible since the original and the mirrored surfaces use the same UV-coordinates. How can I change that?
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I am following this tutorial -  (note at the 3:12 mark in the video is where the step I need help is)  I need to put a logo onto a trophy I made in Blender. I am following all the way to the point where in the tutorial he says to switch the mapping to UV. But I dont see a "mapping" window like his. I have Image Mapping, but no plain Mapping window. I really need help to get this done. I am on a deadline for a championship football game film. I got the trophy all set, I only need to get it textured and get this logo on there and I can finish.
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I have text that I am trying to turn into a opacity mask, but when I do the image that I am masking turns into grayscale. Any ideas why?
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All of the most powerful texturing applications require a color ID map (Substance Designer, Substance Painter, Quixel DDO). I've been using a Maya plugin called Nightshade Blockout to export color maps for use in these programs. Nightshade may be one of the most-used plugins for texture artists abroad, simply because it's referred and linked by those giants.      I would hope it's as simple as assigning a material color and baking the texture, but it's safe to assume such a map wouldn't come with edge padding (extending the boundaries of each color island by a certain number of pixels, to hide seams during the texturing process).   If there is a Blender workflow/plugin for this, I would love to know about it!  Thanks for reading,  Allen
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I am trying to assign an image texture to an Image Texture node in 2.80. Very simple script - I'm just starting to learn how this stuff works.  This is what I have. It creates an image and and IT node, but it doesn't assign the one to other. Can anybody help? I've searched around, but can't find it in another question.  import bpy  #create blank image bpy.ops.image.new(name="TestImg", width=1024, height=1024)  #add image texture to object, to hold baked lighting mat = bpy.context.view_layer.objects.active.active_material image_node = mat.node_tree.nodes.new('ShaderNodeTexImage')  #assign image to image texture node image_node.image = "TestImg"   Thanks in advance.
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I'm trying to overlay an image on top of a shader to create the effect of having printed onto metal like so:    I'm using an Anisotropic shader for the underlying brushed metal and have UV Mapped a PNG (with alpha channel) for the printed portions. I've tried using a Mix and an Add shader to combine the two but it doesn't give the effect I'm after. Instead, it looks like the metal was stained with a translucent film, rather than over-printed with an opaque ink/paint.  Here's my shader so far:   How can I achieve this over-printed effect?
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So I came across some difficulties with the &quot;Mix shader&quot; node in cycles. I have 3 textures on a label: gold, paper and rough black letters.  How can I mix these effects? I can make 2 textures work together, but not the 3rd one. Here's the node graph.  Here's the reference.
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What is the correct node procedure to add in a realistic texture over top of an emission object (CYCLES)? Adding an emission shader makes an object completely uniform with no apparent depth to it, in which case we add a fresnel or layer weight. So let's say I have a plane with an emission shader on it -- What I'm trying to do is take a texture like this  And apply it over top of that plane so that the emission comes through it and still provides light to the scene, and (ideally) takes into account the light and dark areas of the image rather than simply an even, uniform brightness throughout. As a point of comparison, this is the kind of effect I'm getting now by simply using the image texture as an emissive plane -- note the lack of detail and texture in the lit signs.
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Often, I want to write text over a background image. If the background image is bright, I use a dark color for the text, and vice versa. But, often the image has both dark and bright parts. So a dark text is unreadable on the dark parts, and a bright text is unreadable on the bright parts.  I currently use one of several solutions, all of them are imperfect:   Brighten the image and use a dark font, or darken the image and use a white font; the problem is that it reduces the beauty of the background image. Use grey text (as in this question:  ). But grey text often looks unappealing, and is still only barely readable. Use dark text, and try to position it on the bright spots of the image (or vice versa). This takes a lot of time because it requires me to position each word separately.   Are there better solutions to this problem?   In particular: is there an automatic tool that takes an image and a text, and positions the text only on the dark/bright parts of the image?
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I need to know how to make the buttons in my blender project look the same as in this photo. Mine all look pale, even with the emission material. Is there anyway I can get my buttons like this?
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Ive been watching some tutorials on how to do fancy shaders and stuff and ive been finding them very hard to follow as their UI is very different to mine. This is what i want my UI to look like, however i cannot find anything on the internet that suggests there are different UI settings in blender.     This second image is what my UI looks like at the moment I am also using blender 2.79
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Is it possible to animate which materials are assigned to specific characters in a text object? It is quite easy to assign the materials how I want using , but I do not know of a way to animate it. Is this possible at this point? And if not, is there a workaround using different techniques that I could use?  This question is similar to  and , I just want to know if there are other methods that could be used for text objects.