Using the Texture Coordinate node, the Camera output almost does it, but there are some weird seams that form:   .  The Window output works better, but it squishes it based on the width height ratio. The "solution" provided in another  is not exactly good.  Node setup:
121898
I tried using Window Texture coordinate, but it changes scale if I zoom in or out. The Camera Texture coordinate works in with orthographic camera but gets distorted if I use perspective camera.   I want the texture to have a fixed scale and not be distorted like on orthographic mode.
54934
When I increase the point light radius, it ends up creating artifacts on the textures for seemingly no reason.  Even though I I have High Quality Shadows (High bit-depth and cube map resolution).  I want to create a smooth texture just like the corner of the photo, but for some reason it ends up creating these squares with what looks like many &quot;vertices&quot;.
52540
I created a scene in which the camera goes towards a cylinder with a rock texture on the inside. But from whatever angle I play it, there is this weird noise, but unlike regular noise, it stays the exact same and follows the camera.  It is like there is a picture on the camera that has an Overlay like blending mode and just shows between the camera and the texture. Does anybody have an Idea where this texture may be coming from? Here is .
95069
I am using an image texture node as input to the emission node's color (basically, the texture controls the color of the emission).  Unfortunately, when I turn up the brightness of the emission node, the rendered mesh gets brighter and brighter until it's solid white.  I want the color of the mesh to stay the same but the light cast off by it to get brighter, is this possible do? How?
64041
Can someone please explain me why the following code doesn't result in a fill?  And why, sometimes, I get such "very thin lines" artifact (that's visibile in my picture)?  \begin{tikzpicture} \node (A) at (0,0) {A}; \node (B) at (1,0) {B}; \node (C) at (1,1) {C}; \fill[red] (A) -- (B) -- (C) --cycle; \end{tikzpicture}   Here's what I get:
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I'm noticing a significant difference between when my objects are observable in the 3D View and when the objects are rendered.  Both objects have a material with toon settings and each have materials (incorrectly?) added to the object. the human mesh has separate textures for the head and body. The sword and the human mesh both have mapping > coordinate set to UV and Mapping > Map set to UVMap, however only the head texture seems to show up properly, and the sword texture doesn't show up at all.
81758
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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Please let me know how to change the size of the camera view. The red dotted line of the square is too small for me.
99876
Somehow my viewport preview shows darker result than what comes out in render (check out in corner of the pic)  World strength is at zero and ambient occlusion is also disabled.  Floor is using bump and roughness from picture. Wall has adaptive subdivision surface  modifier.  All lit using planes with emission shaders.  I wanted to play around with render layers and maybe I screw some setting there, hope this helps.
113371
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?
59604
For some reason when I render or turn into active camera mode the mesh obj disappear as I move farther. I need help on how to increase that view range.
59086
I've been playing around with some time lapse sequences shot from the roof of our building in New York.  It's terribly windy and the resulting sequence exhibits some slight camera shake.   I'm seeking a software solution to align the images to compensate.  Note: I don't have PhotoShop.
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What could cause this? f12:    Viewport:    (the f12 has fewer samples, but even when the viewport is at lower samples it looks different..)  I know about color management, but that is at the defaults..    EDIT: oops.. I know 'log' is not a default, but that is because I was fiddling with it. The image above is rendered with 'default'    The material is quite simple, only a translucent shader. (for testing) I even tried appending everything into a new file to reset all the settings, but no difference.  EDIT2: Uploaded blend
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Here is the viewport in material view.  The node setup is just a PNG texture into a diffuse shader.    And this is in rendered view.  I've tried using environmental lighting as well as a directional light, and while the lit parts become brighter/washed out, the darker parts stay dark.  Normals are correct and there is no z-fighting.  Ambient Occlusion is not enabled.  Changing to Flat shading makes it worse.    Update:  Any modifier that alters the mesh (bevel, subdivide, etc) make the problem go away instantly.
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There's any way to change it directly by Python, or there's any way to set by Python what node image is the active to display in viewport (Textured) and bake?
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I am trying to follow Blender Guru's beginner tutorial. He went to the Compositor tab and was using it to Denoise an image but when I got there, no nodes show up. Can you guys help?
17470
Kind of like a TV, CCTV, or the portal for Portal and Portal 2, so I can see what the camera is seeing on an object. I don't care whether its a material or a modifier, or something like that, even if someone will make a script that is a node or whatever as long as it works, nothing specific as in how I would go about it.