I'm getting mad at realizing how the material instances are assigned in Blender. Coming from Max, it's driving me crazy to not understand WHERE the material library for the scene is. I am branching here and there but without really a clue WHERE the material library is, and I can't have a concrete output with my materials, it doesn't work as I expect to. Is there any decent tutorial to understand how to manage the materials in the scene and assign them to objects like instances instead than like copies and copies and copies of the same material? Just to conclude: I am writing this question because I have an object that, no matter what, it doesn't want to show me one material. I tried to move up and down the materials in the material panel, change it, etc.: no way. And I don't know why. Here is a video:  What am I doing wrong?
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106199
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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Where is the Viewer node located at? Blender manual says it is an Output node but it is not under output. I have blender 2.77.  Regards, Koreenium
104975
I have constructed a large model out of a few linked objects, which have been duplicated hundreds of times (using Alt+D) - imagine a wall built out of hundreds of bricks for instance.  I would now like to give these linked objects different materials so that they do not all look the same. The geometry will all be the same. Blender, though, doesn't give me a way of modifying the material of a linked object.  If this is not possible, is there a simple way of selecting a random number of these linked objects and replacing them with another linked object (which will have the correct material)?
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This questions has already been asked a million times, but nothing solved my issue so far.  Situation   I'm using Blender 2.72b.  I'm not using nodes, just the plain old vanilla settings. But apparently I messed them up somehow. I'm using the Mirror modifier. I'm completely new to blender (and 3D modelling in general) and use it for a couple of days now. I deleted the cube and made this model from scratch (no import).   In texture view everything looks fine:   In material view (and after rendering) everything is black:   Attempts to solve   I have a light source. I have a camera. I have no ceiling. I have a material. I have a texture. Shadows are activated. I tried using nodes and my output was well connected - no change, still black, so I stopped using nodes again (I had no idea what I was doing anyway). I checked out many solutions posted on the web.   As my last attempt, I opened the vanilla start-up file again. Everything works fine with the cube. So I compared the material und texture settings step by step. It all seems the same. This topic is so extraordinary complex and I'm so bloody inexperienced that I'm stuck at this point.
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I don't know why but now, when i go in material preview or rendered (in solid mode it works fine), my object is entirely gray, or invisible idk, because it has the same color of the background. I've been working for days on this project without having this issue, it suddenly showed up. I tried opening other old projects and suddenly they all do the same so i guess it is some blender program setting that applies for all the projects, but idk how it happened cuz i didn't change anything :/, anyone got any tips?
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Is there a way, after a library is linked to move that library to another location? I have a library that is in a different folder than my scene file and for the sake of more easily sending it to a renderfarm I want to move it all into one folder. Is there a way to edit link paths?
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So in my graduation from blender internal to cycles, I've been experiencing numerous problems. Now please bear with me, the answer is probably obvious but I'm new so cut me some slack.  This is how the model looks like in blender internal:    Now I transfer to cycles:      And I get this result:   The textures are there in the menu bar, but they will not show up no matter what I try.
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I selected a single face in the object (car wheel, see picture) to be given a particular material (rubber, red color). However, when I press "assign" in the material tab, the whole object (wheel) is painted in the material. How can I limit this to the face?
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Sometimes, I find that it is useful to do a Clay Render for my model, where all of the materials render with a single common "clay"-like material (see example image below). In the past, I have done this by:   Selecting all of my objects by using the A hotkey Manually deselecting the World object, camera, and lights in the Outliner Linking materials using Ctrl+L Manually setting to the same material in the Properties>Materials menu Render like normal   When I was done with my Clay render, I would revert to the old version by pressing Ctrl+Z a few time. However, this is a rather clunky solution, since I can't make any edits in the clay version without losing my old materials/textures data.  Is there a better way to do Clay renders, either with an addon or through some other technique such that I can make edits to my model and not lose my materials? If at all possible, I would like a single setting that allows me to quickly toggle clay-mode on and off in the same file.  Example "Clay Render":
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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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So first of all this question likely suffers from the same problem as . I say likely, because I was never able to make the answers for that question work, so I can't be sure exactly what is going on. I AM fairly certain that I simply don't know some crucial part of applying materials, and that is causing this problem.   The problem is that if I try to apply a material to an object, the material is only applied to some faces. In the linked question, I tried to apply a material and a texture to a roof structure, so I decided to scale things down and practice on a cube. Same problem.   I created a simple green material, but it only applied to two out of six faces. Selecting the whole cube and clicking assign again has no effect. The rest of the cube is black.   Quite simply, I don't know why this is happening. Based on my understanding of materials, when you select a face and hit assign, the material is assigned to that face. Either this isn't happening, or it just isn't showing up. Why is this? What am I missing?   If possible, I would like an explanation of how the material works, not just a simple 'click this then that' answer.      NOTE: I apologize if this seems too much like a duplicate of the linked question. I'm asking again because the answers supplied never fixed the problem for me, and because I wanted to remove all other factors and work with a simple cube for reference.
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?
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I have a few materials that are slightly different but all have an emission shader. Whenever I want to control the strength of all the emission shaders I have to go into each object's material one by one to change the value. I'm wondering if there's a node or add on that can change all of them at the same time. Thanks for any help I appreciate it.
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So I'm trying to learn, but I have a really hard time understanding the relation between materials, textures, UV maps and so on. So right now I have the following problem: I'm trying to make a simple red texture be a bit grainy using a noise texture. The node setup can be seen in the screenshots below. It works fine if I view it in rendered mode (I'm using the cycles engine) or export a screenshot, but the object appears completely black in material mode:   So this is probably a very stupid question, but do you mind telling me how I can fix this? Thanks!
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showed in one of  how to use a white material node in the Blender internal render to get the brightness of a point and assign the texture accordingly.   In this case: Point is bright: assign daylight texture; Point is dark: assign night light texture  Is there anyway to reproduce that in cycles?
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Anyone who has used Blender for a while has probably tried to duplicate a scene via Full Copy. They would have then found that in the duplicated scene, all of the materials were duplicated as well, receiving that infuriating .001 ending. Normally, one might be able to change all the materials back to the originals and then reload the file (as suggested ) to get rid of the duplicate materials. I can do this, but I have A LOT of material slots in my project, and the work is incredibly boring.  So basically, my question is...  Is there a button, script, feature, or anything else that would disable the duplication of materials when I duplicate my scene.  Note that if the answer is a script, I will need to be walked through how to use it as my Python skills are about a -52. :)