So when I am using cycles in blender, every time I use an image texture for this model's hair, it turns out like this. He is supposed to be completely blonde and no matter what I add or manipulate in the nodes, it doesn't change so there is always this black in his hair.   Is there something I should be doing in particular or is it something else? Because it works for majority of the other models except a few that do the same thing, particularly the blonde ones or one's that have wavy hair.     These are the textures used for this model's hair    Thanks :) Btw I'm new to this site so sorry if I do something wrong! :/  Here   I tried to duplicate the question "How can I setup a Material in Cycles for Z-Transparency?" and this is what I got. It's still not right.
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After converting to nodes in order to render using Cycles I've no idea where to enable the z-transparency. I guess the image textures alpha channel needs to be pluged somewhere but I've no idea which node would be suitable.   The question is how could I correctly setup the nodes to have the same effect as when using z-transparency in BI?      The materials original settings for BI are:    Which renders like:    I had no luck with DarenWs suggestion:
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So two problems I am having. First, I have a background image with it set to all views. I went into the node editor and added the image and connected it to the alpha over node along with the render layers node. No background image! it does show on up the camera view (numpad 0).   Second problem I'm having is that the side of the cylinder is all charcoal looking when the texture is set to be just gray. The gray rings are suppose to be mirrored glass and reflect the background, that may be working? Hopefully it reflects my background image once it's working.   I am on Blender 2.69
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I want to make some 3d models of pixel art. I started by adding a plane, adding a texture to it, added loop cuts to my plane, 15 loop cuts because it's a 16x16 texture, then I selected the blank faces and deleted them. As I extrude this plane, A &gt; E &gt; $0.1$, the texture messes up on the edge of the item, as shown below  Although not all faces mess up on the edge, a lot still do. I tried recalculating normals, unwrapping the object again, but I ended with the same problem, no change at all. Though I may have done it wrong, since I never did it before. I tried smart UV project and cube projection, but they just mess it up even more. Does anyone have a solution to this?
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I am wondering how to recreate some kinds of effects (you can easily do in Photoshop) in Blender.  I want to create the gradient textures like ones pictured below, should I render objects and blur them in compositor? Or can I achieve it using only material nodes?
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For the first time I'm working with an artist who is going to be creating the textures for the models I create in Blender.  Up till now I had been building the models and the texturing them myself using pre-built textures from websites.  My question is: What is the easiest process for me to apply the textures our artist creates to my model?  Should I give the artist the UV Map from my model, or should I just get textures from the artist and fit them to the UV Map?  Basically I have no idea how this process works in a professional environment.
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Help, where is the color?! I tried everything going through material etc. Im barely learning on youtube with blenderguru but I don't know why my objects colors disappeared when rendering.
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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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After applying to a small studio and making a model of an axe with two pieces which meant separate UV maps. After submitting the model and textures, I was told that both the blade and handle of the Axe should be in one texture. I don't really know how to do this in Blender, so any help would be appreciated.
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I can't figure out what is causing this I tried removing the materials for the objects as well as re-assigning new materials and flipping normals I don't know what is causing this issue for the model.  The head seems to be working like it should but the body doesn't turn white in textured mode or black in material mode. I'm using default blender render
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I'm using Cycles I want to add thickness to a texture with alpha transparency like  do in his nice answer here:  But this time with an image texture (jpg+mask or png/tiff) not a mathematically generated one. It can be separated planes or solidify modifier, I don't mind, even if solidify would be better. I've already seen things about parallax mapping but not sure it's suitable and as good as this one.      Edit 1  A reference image of what kind of texture I use  The point of my question is that it can be seen from a side angle and not looks like a paper sheet.    Resolved  The answer of Rich is working, it's not perfect, no material on the volume, quite expensive and volume don't seem to work with UVmaps, only generated or object so for array it's complicate. But if it's not for a close shot it makes the joke.
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So, as a newbie relatively new to blender, I started doing some texture mapping (blender internal Render). I created a texture for the main object and a couple of transparent decals to decorate it. (basic effects made in GIMP). Simple stuff, just to know how it works.  After unwrapping, having 2 UV maps made, creating both new material and textures, enabling UV mapping coordination I always end up with:  - all - 1 faces of the cube being covered nicely in the main texture  - 1 face covered in blank material with a decal in the middle of it  - the whole thing partly coated by a huge "stain" of a decal  So, the problem is that I can't layer textures correctly. Is there a way to have one texture covering everything and more transparent ones on top of it? I am working on a bigger project right now and having this ability would be useful
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Hope you can help me with some issues I've been dealing these days.  As I'm rendering products, most of the time I need to render some transparent materials in order to do a post-pro in Photoshop, change the backgrounds, superpose images, etc.  I've been looking for an answer but yet I've couldn't get a solution for this problem.  I need to render materials with transparency and no background in Cycles.  I've found that there are two ways to do this:   Render with transparency in the materials.  Render and get two renders, the original and another one only with the alpha channel to edit in Photoshop.   For the first option, I've achieved to render a glass-like material, as PET plastic using this node tree:    For the second option, I haven't found a way to get the alpha channel in cycles that includes the object with transparency and, if possible, the shadows in the background| but without the background.
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I am working with very old model files that have BMP textures. The designers did not use a transparency in the textures or a separate alpha b/w texture. They used a specific color value that was then removed by the engine to create a transparency, similar to a chroma key. In this case, all textures used a bright purple/pink color.   I cannot modifying the original texture images by converting them to PNG and add an alpha. I would like to figure out how to do it all in nodes.  The goal is to have this value keyed out and transparent. I have been messing around in the shader editor and cannot figure this out.  I've also been looking around online and in this forum, but the only search terms I can think of are chroma-keying which only results in Compositing results, which I don't believe is what I'm looking for.  Here is an example of the texture (its very small) and it's context:      Any help or direction would be much appreciated!
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I am trying to create a brush that allows for seamless alpha textures that can be drawn curved. The result should be similar to what is found in .  This is what I am currently getting.    Does anyone have any ideas?  Thanks for your time!
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Okay, so I've seen the other answers to this here in Blender Exchange. However, as far as I can figure out those textures were not saved when created in texture paint mode. I added an external texture to my object:   ...then I switched to texture paint mode and the texture changes to a complete black texture:   However if I switch back the texture while in texture paint mode it still keeps my object black:     Is this a lighting problem? Or am I not importing the external image correctly? I have tried packing/saving the image after importing it and putting it on my UV Map and then switching to texture paint mode, but it still occurs.
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this is the first time I've used this website, sorry if I dont organize the post wrong. I've been using Blender for a couple months now, so I'm not too terribly new, however, There are these weird black shadows on my model and its driving me crazy, as I cant get rid of them. They're not a normals issue, as I've already recalculated them and it's not that. Does anyone know what causes this? Its in object mode, by the way. It happens anywhere.  Its probably a problem with the way I modeled it or something, as it's happening around these sharp edges. Here is it in edit mode.  Here is it in edit mode. Does anyone see anything wrong that I did? I'm sure I did something wrong.  Thanks so much for your help.
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I'm still learning, but I'm trying to follow a tutorial to apply texture to a model. I only want to apply the texture to one object in the scene, so I selected it, unwrapped it, and painted over it. Now I selected it in the Edit Mode (I can't select it in the Object mode because all is locked together) and went into Node Editor, but the nodes are greyed out.  Why?