I am making some photo-realistic rocks in Cycles, and I made a material using nodes, and combined two images using a bunch of modifiers and then connected them to the rocks material node. How can I take the rocks material and save it as an image? I've tried to bake it, but I can never find where the baked image is. Thanks in advance.
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How can I change my object material to an image texture? I want to be able to export a blender material applied to an object as (for example) a .png file. Is this possible ?
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Is it possible to control the shading via a node in the compositor? I would like to generate two output images, one which has material shading and one without any shading - just the colors from the texture.   So far I only found how to control this option with the UI (of course) and with Python, but with these methods I have to render the image twice, which is somehow an overhead.
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How would I make this material in cycles?  Thanks
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I'm tryning to apply a Texture Image to an object, but it don't work. I unwrapped the object and created the image in the UV/Image Editor. If i try to assign any other simple materials with just color, it won't work either. In the material preview it's showing nicely. As you can see   Thanks!
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Every time I render an image and try to save it, it just disappears. How do you exactly save a render? I am using a mac.
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If I make a scene and then render it with BR or Cycles, am I allowed to use that image in a commercial project? Do I need to include any copyright notice or license?
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I was working on a tower and painted my own texture for it. I saved halfway though and took a break. When I returned to my little project, I could paint on the image and it shows up in the material view but not the render. I did everything in my power but still couldn't understand why?  I have used:   Nodes, including mapping and insert UV coordinates. Unwrap UVs Used lights Deleted and replace nodes Deleted and replace Mat Removed image and replace it Reload image Painted on mesh   Even though use blender, I am not a programmer. So I find it really helpful if someone could give me an answer.
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I can not add all the images because the account is new and I don't have enough reputation.  I have an object (a tube of a cream) with three diferent materials, the base "plastic" material and I have created two separated materials to add the front and black labels to the tube.  The front and back label materials is the same as the "base material" but I'm trying to overlay the PNG image on top of it.  For doing that I have unwraped the parts of the object where the labels should go and placed the islands on top of the image.  I have created separated UV Maps for that purpose.     On the viewport view everything seems ok: As you can see the texture is correctly placed.   Render / Rendered view unexpected output: When rendering or in the rendered mode of the viewport the material with the UV Map appears as black.   Material nodes: For further info in case it's needed here are the screencaps of the material of the front label:        How can I solve this? Thank you!
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I am trying to create ceramic material, similiar to the one on the picture:    However I can't figure out, how to add shadow from behind the ceramic part. Translucency nor SSS don't do the trick.  As you can see there is no shadow comming from Suzanne's chin.     Any idea?  Folowwing your advices, this is the result:    And here is the node tree
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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'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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TL;DR  How to take a shape or Image Texture and multiply it with random Location, Rotation and Scale along object:    Background  I have created my first procedural shape on my own from this function: $(x^2 + y^2 - 1)^3 - x^2y^3 = 0$   (big yay for math idiot)   Here is the result:    And I want to do something useful with it.  Research  I've tried to find something similar over the web (this is trending right now) and I'm surprised that this question wasn't asked before or I'm looking with wrong terms. I've tried random pattern, duplicating texture, populating image, random tiles, custom tiles and such. There is a lot about tiling textures but each and every Q&amp;A I've stumbled upon are about non overlapping ones. For example:            Tryout:  The only way I can think of this is to duplicate shape as a group and manually change values in Mapping Nodes:    As you can see this is... Well. Bad.  I've tried messing with Modulo, mixing Noise between vectors, using custom node groups for LocRotScale (thanks Gandalf) but results was none, thus nothing even to show.  Question  I want to populate this shape (or any other) along the object with random Location, Rotation and Scale - with control over its number/density and maybe variation strength.  Edit: I'm not looking for alternative methods of creating this setup such as Particles, Image Textures generated in 3rd party software, OSL shaders (CPU only) and such. My intention is to use this in procedural texture generation in Cycles with GPU support.  Blend file  Nothing really needed for this question but here - have this heart from me :)
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The long way I do this is:   have cycles render selected   setup the materials of a mesh   create it's UV coordinates   create a new image and assign it to the mesh   bake   change from cycles to blender render   if in cycles you were using nodes for materials setup, disable it   setup the material as shadeless   go to the textures of the object and set the baked texture   go to object data->vertex colors and add a new one if there wasn't   go to bake options change bake mode to texture and bake to vertex color and finally bake it     This takes a lot of time to do and the final vertex colors bake will always have some vertex that are colored incorrectly because the UV projection was not perfect. Is there any way to bake in cycles directly to vertex colors?
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I have been experiencing an issue that once I have a material created and looking the way I want it, I cannot seem to export it correctly with the textures mixed.  I don't know the correct words to use, but in blender I have the material created using the nodes editor, and I have placed two textures inside of there (one for the rock texture and one for moss, my object is a rock). When I export this model and import to Unity (the game engine I am using), I find a materials folder but the material inside of it does not have the textures assigned, it's just a plain white material?  How can I export my material from blender in a way that it will allow me to import it WITH TEXTURES into Unity?
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I understand that one uses normal baking to bake the normals of a high-resolution (sculpted, in the millions-of-polys range) to an image, which are then set to the normals of the low-resolution (retopologized, in the thousands-of-polys range) mesh to create the illusion of higher resolution, as shown in the following image from Wikipedia:    To save the normal of each vertex to an image, the mesh would have to be UV-unwrapped. However, as I understand it, the entire purpose of retopologizing is to get good topology that can be used for UV-unwrapping. Even if you unwrap the high-resolution mesh, how do you unwrap the low-resolution mesh with the exact same configuration, such that the normals are projected properly?  Or, phrased more succinctly:  What exactly is the workflow for sculpting, retopologizing, and normal-baking?
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I need to create a "fake" 3D effect for some raster image, like this one below:    do you know how I can achieve this in Photoshop (CS5) or Illustrator? Thanks.
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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!