So I made a model with a material that has a complex node system and I want to export that material so that I could apply it to the model. Is there a way to do such a thing?
930
I used node textures in a mesh I exported to .FBX.  I then imported it into Unreal Engine 4 and it didn't import any textures; I clicked the Upload Textures option in Unreal Engine.  Is there something I'm doing wrong or is it Blender?
71354
I have edited a script that creates some nodes, but the only problem is, it always created a new material. I want it to either add the nodes on the existing material, or a pre-defined material. Here is the script base I am using.    Thanks for the help in advance! :D
892
It is there any way to export the foam data generated from ocean modifier to use it in other render engine, like LuxRender? The manual says that the foam data is stored as vertex color data, but there isn't a way to access the vertexColor data. I know that can be accessed from Cycles from attribute's node. LuxRender supports vertex color and I tried to bake the texture to vertexColor and an image but only get a plain black texture.
116715
I'd like to export my scene to one or more of the file formats listed in the File &rarr; Export menu:  .3ds, .dae, .obj, and so on. Which, if any, of these formats records all the details of Cycles materials &ndash; all the types of shaders, RGB curve nodes, all the texture types, and so on?  If I make a complicated material in the Node Editor, will the visual appearance of the rendered object be properly conveyed to someone using 3D Studio or Wavefront? I'm not worried about meshes or most other things, just materials.  Lacking any of the software which would normally use any of the exportable formats, I have no way to check by direct experiment.  Even if it did work &ndash; and even if Blender can re-load an exported file and the scene looks okay &ndash; I can't be sure if I just got lucky and unwittingly avoided some tricky feature.
95708
I made a low poly tree model that doesn't use textures and instead uses 2 colors and i imported it into unity 5.3.4 and the tree model imports itself without the colors. What i want to know is how to import the colors or how to get those colors that i have in blender to unity or if i have to make a texture has just those colors. I use cycles render and to import my models i save the .blend file in the assets folder in unity.  Thanks in advance.
7747
I converted text to mesh now i want to convert mesh to text, how  i can do it?
72238
How to create the outer nodes effect in Blender Cycles, including the lines? I know this is achieved using a particle system, but don't know how.   Also can anybody suggest any plugins for blender that does the same?
66430
I am new to Blender. I downloaded a .obj file of a plant model. When I unzipped it I found two files (.obj and .mtl).  I imported the .obj file and I couldn't do the same with the .mtl to apply the material and the textures.
109115
I am trying to create a material node group for triplanar mapping, but I am not sure how I can parameterize the image texture name.   I have 3 image texture nodes, which all use the same file with the same settings, the only difference is the vector input.  Is there a way I can make it so that I only have to select the texture name once, possibly as a input for a group?
91675
I would like to have all the geometry of a scene merged in one mesh. It should include curves, fonts, group instances, particles, with applied modifiers, etc... obj.to_mesh doesn't work for group instances for example.
60441
I am building a model for a game and have decided to copy part of it into a separate layer. How do I copy one or more objects to a different layer?
2
I have been following  tutorial until I started adding nodes. The problem is that he has completely different nodes than I have. Even nodes that are created at start are different (I have Material and Output and he has Render Layers and Composite). Have I missed something or should I use different nodes than he?
112143
I've been having trouble exporting collada objects from blender, so I stripped everything back and textured a single cube, and exported it.  This is a completely trivial model, one cube, with one material assigned to it, the material has a single 'g.png' texture assigned to it.   The exported collada data looks like this:    &lt;library_materials&gt;     &lt;material id="Material-material" name="Material"&gt;       &lt;instance_effect url="#Material-effect"/&gt;     &lt;/material&gt;   &lt;/library_materials&gt;   Where:    &lt;library_effects&gt;     &lt;effect id="Material-effect"&gt;       &lt;profile_COMMON&gt;         &lt;technique sid="common"&gt;           &lt;phong&gt;             &lt;emission&gt;               &lt;color sid="emission"&gt;0.2879998 0.2879998 0.2879998 1&lt;/color&gt;             &lt;/emission&gt;             &lt;ambient&gt;               &lt;color sid="ambient"&gt;0 0 0 1&lt;/color&gt;             &lt;/ambient&gt;             &lt;diffuse&gt;               &lt;color sid="diffuse"&gt;0.2163267 0.1845119 0.2121569 1&lt;/color&gt;             &lt;/diffuse&gt;             &lt;specular&gt;               &lt;color sid="specular"&gt;0.5 0.5 0.5 1&lt;/color&gt;             &lt;/specular&gt;             &lt;shininess&gt;               &lt;float sid="shininess"&gt;50&lt;/float&gt;             &lt;/shininess&gt;             &lt;index_of_refraction&gt;               &lt;float sid="index_of_refraction"&gt;1&lt;/float&gt;             &lt;/index_of_refraction&gt;           &lt;/phong&gt;         &lt;/technique&gt;         &lt;extra&gt;           &lt;technique profile="GOOGLEEARTH"&gt;             &lt;double_sided&gt;1&lt;/double_sided&gt;           &lt;/technique&gt;         &lt;/extra&gt;       &lt;/profile_COMMON&gt;       &lt;extra&gt;&lt;technique profile="MAX3D"&gt;&lt;double_sided&gt;1&lt;/double_sided&gt;&lt;/technique&gt;&lt;/extra&gt;     &lt;/effect&gt;   &lt;/library_effects&gt;   This seems to be missing the texture data associated with the object.   By comparsion, exporting a wavefront object generates this .mtl file:  # Blender MTL File: 'basic.blend' # Material Count: 1  newmtl Material Ns 96.078431 Ka 0.000000 0.000000 0.000000 Kd 0.790000 0.790000 0.790000 Ks 0.500000 0.500000 0.500000 Ni 1.000000 d 1.000000 illum 0 map_Kd g.png   &lt;----- ie. Blender is aware of this texture   So... is the collada exporter for blender just broken, or does it require some kind of special config in order to function correctly?  If the latter, how/what is required to make this work?  (NB for what it's worth, the UV coordinates are exported in the .dae, abit they obviously are completely useless without a texture assigned to them; I've also tried adding two different textures to see if the exporter needs that because it naively assumes 'one texture = don't bother, it's one texture for the whole model'. That didn't work either)
65160
I know that for a mesh you can go into edit mode and select vertices and assign a specific material to them quite easily. I want to know if it is possible to do this with a Text object (which has no vertices).
108050
Complete noobie to Blender here.  I was wondering if there was a way to add the bumps from a normal map into a model so I can 3D print it with all the indents and such.  I assume it's something to do with the Displacement modifier but I have absolutely no idea how to use it or any nodes or such.  If you need more info on what the normal maps look like and such I'll be happy to send them.
104377
The Setup:  I was trying to create a material and a texture, and then attach the texture to the material's Displacement slot, but I couldn't find the texture node's outputs through the Python api.  Here's my test scene:  import os, bpy  bpy.context.scene.render.engine = 'CYCLES'  # new texture texture=bpy.data.textures.new('tex', 'IMAGE') texture.use_nodes = True texnodes = texture.node_tree.nodes  # new material mat = bpy.data.materials.new('mat') mat.use_nodes = True matnodes = mat.node_tree.nodes  # assign texture to material's displacement disp = matnodes['Material Output'].inputs['Displacement'] mat.node_tree.links.new(disp, texnodes["Output"].color)   That last line threw the error:     TypeError: NodeLinks.new(): error with argument 2, "output" -  Function.output expected a NodeSocket type, not Color   I've seen this method used elsewhere:  mat.node_tree.links.new(disp, texture.outputs[0])   But if I try it in this situation, it throws this error:     AttributeError: 'ImageTexture' object has no attribute 'outputs'   ???  The Plot Twist:  Then I discovered that if I create the texture directly on the material, like so:  texture=matnodes.new("ShaderNodeTexImage")   ...the texture.outputs[0] method works, although then the texture node claims it doesn't have a node_tree property.  Questions:  What's the difference between these two textures? Is there a way to make my first try work like the second? What's the best way to do this?
107974
I am brand new to Blender and just want to confirm that I understand the difference between models, textures and materials (particularly the last two).  My understanding (please correct me if I'm wrong!) is:   A model is the mesh of the 3D object (contains 3D coordinates of each vertex, and all the edge information between connected vertices). There are multiple file formats for models (PLY, OBJ, etc.) and Blender supports most of them. A texture is a file that contains 1+ 2D images representing the surface of the model. Textures get mapped to the outermost vertices of the model and provide (primarily) sub-polygon color details, giving the models (essentially) their outward look-and-feel. There are also multiple file formats that can store textures since they are essentially containers of 1+ images (but what file formats are there?) A material is a collection of light properties on each pixel or polygon (which one?) on the model. Materials determine what happens when light (and only light - nothing else) strikes the pixel/polygon at a specific angle, with a specific intensity, etc. Materials can either be baked (pre-rendered) into a texture, and subsequently exported/saved as a texture file. Or, materials can be exported/saved as a separate/third file type; I believe MTL files are material files. Rendering is the process of baking materials into textures, and then applying/mapping the baked textures onto the surface of models, and producing a 2D image from a specific camera position/orientation.   How'd I do?