I want to use vertex colors as a mix factor in my material. However when I chose Add->Input the option Vertex Colors doesn't show up. Why can I not access the vertex colors data? I want to avoid using any python scripts or any workarounds with the Attribute node if possible. Using Blender 2.8.
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I have a model with vertex colors in it. I would like to display it in rendered shading. There is no more an input called vertex color.  I'm using Blender -2.80-387c1f2e0d5d-linux-glibc224-x86_64  How should I proceed?
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Is it possible to have a mesh coloured and textured in cycles and then have it displayed in internal?  The only reason I ask is because I am building a log cabin and want to put some windows in. When I have done glass in cycles (Nodes) it looks much better (realistic) but when I try to do this and go back into blender internal to finish the rest of the log cabin off the window and the mesh surrounding the window becomes undefined and discoloured.  Is this because I am trying to put cycles into internal or because I am doing something wrong?
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I have found out how to get tab-delimited X,Y data into a layer but the Z field value is not given as an option on import?  I tried to edit the attributes to add and define a new field but it keeps crashing.
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Can anybody help me with changing colors of a mesh in animation? When I change the color and set the keyframe, the last modified color of the mesh is applied on all previous keyframes.  When I press i to set keyframe, which keyframe should I choose from the rolling list?
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I have an image that I downloaded online:   As you can see it's not just monotone. I would like to change all shades of the red to shades of a different color (Imagine the red liquid was purple instead of red)  Is this possible in Sketch?   Sorry I'm a programmer, so this is kinda outta my realm of expertise. I'm using a Mac.
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O.k. I'm back and now i need to know how to make a metallic material in Blender Internal. The last question was for cycles and that fixed my problem, but Blender Internal doesn't have a Glossy BSDF. How do I get a glossy/metallic material in BI?
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I am having a problem trying to set the active vertex in blender. I have a list of vertices but I cannot set the active vertex. I am able to retrieve the active vertex through select_history of the bmesh, but I cannot set it, says its not writable  #get bmesh bm=bmesh.from_edit_mesh(bpy.context.active_object.data)  #print active vert print(bm.select_history.active)  #if I do something like this, error not writable bm.select_history.active = bm.verts[5]
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When adding a UV Sphere mesh in Blender 2.8, the creation parameters menu on the bottom left of the attached image for this UV Sphere seems to be greyed out. Any idea why this might be? Thanks.
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So people have had similar problems showing colors on .ply files  and   but I don't think this is the same case.  I've exported a .ply file from a program called paraview with color info on it.  I've uploaded the file  and as you can see, the color info came with it.  But for whatever reason when I import it into blender and go look for the per-vertex color info where I would expect to find it, its empty:   Am I doing something wrong?  It seems like there had been a problem with impo but this is 2.81.  I would assume it was fixed?
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blender 2.8 texture paint material mode not showing shaded object. IT just displays flat color for the object silhoutte. LookDev mode is enabled and it shows the flat color instead of the actual shading of the object with all the respective textures for normal, height etc applied.
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I have lots of objects consisting of many different meshes. Some of these meshes come with transparent materials applied to them. My goal is to modify the nodes list, add new nodes and change the links for the transparent materials. Based on , I can detect the transparent materials (thanks to ) using the following Python script:  for obj in bpy.data.objects:     if obj.type == 'MESH':         for slot in obj.material_slots:             if slot.material:                 mat = slot.material                 for node in mat.node_tree.nodes:                     if node.label == "Mix Color/Alpha":                         if node.inputs[1].default_value[0] &lt; 1:                             print("Material '%s' on object '%s' seems transparent" % (mat.name, obj.name))   Also, based on  (again, thanks to ) I can manually add shader nodes to get depth maps or surface Normals while ignoring those materials as shown below:    I need to do this process for thousands of objects. I am pretty new to the concepts of nodes in Blender and do not know how modify the nodes and remove/add links to do what is being shown in the GIF image above. So I wonder, how can I add the math and mix shader nodes and add/remove the corresponding links using Python?  You can download  .obj file and load it in Blender to be able and make sure your code works. Just make sure you have selected Cycles before importing the obj file into Blender so that Blender creates the materials' nodes list automatically.  NOTE: I'm not sure how this helps but some of the meshes share the same materials. For instance, in the car example, the headlamps and the glasses (windshield, side windows) share the same material.  NOTE: Just loading the object and doing rendering will not get you the same Normal maps as shown here. The surface Normals of the object I provide here are incorrect. If you want to get the same surface Normals you need to do the following: join all the meshes. Then go edit mode and recalculate outside surface Normals of the downloaded object. Then turn off Auto Smooth.
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Just started blender, following the donut tutorial. Using Blender 2.8. made another donut to practice, when adding Lights I can't find the 'Use Nodes' in the Light settings. Some help would be appreciated &lt;3
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, I'm trying to write a shader that uses a gradient to mix between transparency and the surface material. So far, I've managed that. But when transparent, the object shows black faces in some areas, and only from certain angles.    It is important to note that these are not gradually black, or grey, faces. They are jet black and unshaded. This model was ripped via RenderDoc and was imported as a CSV.  Removing doubles does work, but it massively deteriorates my mesh, so unless I can select doubles, it's not an option. It's nothing to do with the shaders themselves - setting the mesh to be exclusively a transparent shader still shows it. Flipping/Recalculating normals has absolutely no effect. Clearing custom split normal data does not have any effect.  I can only conclude that it's an issue with Z-Fighting. Can anyone tell me how to absolve this? Or at least how to circumvent this and use a different method for gradually revealing / masking an object?
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I am trying to get color variation and to bake it in a single mesh but the Object Info Random only works if i separate the meshes. Is there an alternative way to get the same result with the meshes combined, they aren't attached between them.
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I'm trying to make a material node setup to set final render colors, regardless of lighting conditions. Is such a setup possible?
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I'm trying to match Cycles to a Blender-Internal material setup and I didn't see a way for cycles to have an image reference more then one UV map.  Is it possible to have a node setup with 2 image textures, each using a different mesh UVLayer?
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Is it possible in cycles to use setup a material node to take the output from another material as input into a mix shader?  This way if I change the configuration in the other material it updates both materials?  Or do I need to do this another way?  I'm surprised nobody has asked this already and can't find anything online so maybe it's not possible.