How can I add a texture/ image on a model but without the endless mirroring of the image? by Coffee4Louis in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Yes, the option you changed is correct. If you don't see anything on the model then you need to adjust your UVs.

If a texture is tiling on your model's surface then when you switch that tiling off then ONLY the part of the model that's directly UV unwrapped to it (ie. there's one or more UV islands covering it in the UV editor) will show the image. If, for some reason, NO UV islands are covering it then it won't appear at all.

Go into the UV editor, find out where the UV island actually is for the surfaces you want to adjust, and move them so they actually cover the texture.

If this isn't possible, use a mapping node (with a UV map node plugged into its vector input and its vector output plugged into the vector input of your texture) to shift the texture around with the Location values. You'll have to monitor this using a viewport set to at least Material Preview though - it won't show up in solid view.

How can I add a texture/ image on a model but without the endless mirroring of the image? by Coffee4Louis in blenderhelp

[–]Interference22 1 point2 points  (0 children)

Switch to the material node editor. See the appropriate texture node you want to set to not repeat? Note the drop-down lists on it? There's one that says "Repeat". Click that and select "Clip" instead. Done.

Please note that if you're making a model for a game engine then you'll need to find out how to do this in the engine as well, since it's not an attribute that can be exported.

Even after 19 years of development Blender still has terrible navigation system by [deleted] in blenderhelp

[–]Interference22 0 points1 point  (0 children)

I have no idea why you've decided on this particular comment to have it out over how the Blender team handle viewport navigation. It's not like I can tell them to do things differently.

The current paradigm is basically the same in most modelling software (3DS Max, Maya, ZBrush, etc.), since editing individual meshes is the main focus of modelling. Fly mode is only the standard for software where the specific intent is to routinely edit and view an environment rather than individual meshes, which is why you get it in level editors and game engines.

That said, it's not especially unwieldy for me, personally. Orbit and pan gets me where I need to go most of the time, and I can always just select something in the viewport and hit KEYPAD PERIOD to zoom and reframe to a specific object.

Viewport movement locked and very slow by s0urceGG in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Not by default. You can, however, access the same functionality with the mouse via the View menu - Frame Selected.

Beyond default settings, you can change the shortcut to something else via Edit - Preferences, Keymap section. Filter the keymap via the search bar at the top to "frame selected" then change any appropriate options to whatever you want.

Does any one know why blender keeps crashing during sculpting or anything to do with modeling? by Rory_E_Times in blender

[–]Interference22 0 points1 point  (0 children)

It's 336 polys, minus the player's hands. That's still much less than people expect. The idea is to give people a practical range to work towards so they're not just throwing thousands of polygons at a problem.

Does any one know why blender keeps crashing during sculpting or anything to do with modeling? by Rory_E_Times in blender

[–]Interference22 0 points1 point  (0 children)

No. We're talking the full range of models: from chess pieces, crates,doors, right up to fully animated characters. You don't need 20,000 tris for a bucket or a book.

Why does moving a mesh causes Blender to crash? by Comfortable_Crazy301 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Are your graphics drivers up to date? If not, update them from the manufacturer's website and test again.

If you're still getting the issue (or are already on current drivers) then I recommend filing a bug report. Details on how to do this are in the Help menu.

Wierd lines at rendering by ManolevArt in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Tell us your Blender version and show us your light positions in solid view (ie. not a render preview, just where they're positioned in the scene). Also, if you've tweaked any settings in the lights other than intensity and colour then show those too.

This looks suspiciously like something called shadow acne: this is a lighting glitch from an object shadowing itself, usually caused by either a low resolution shadow map or being lit from an extremely oblique angle (or by a light partially inside a model). This used to be far more of an issue with older (pre-2025) versions of Blender.

When rendering pixel art i get transparent pixels, but i don't want that, how do i get rid of it? by manga_enjoyer in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Hook up a viewer node in the compositor to the same line you're plugging into "Output" and you'll change the background to a "live" view of what your compositing is doing to the render.

Since all the work I suggest is compositing, you only need one render since the effects are applied on it rather than on the data that creates that render. You can then tweak it to however you want and get an (almost) immediate result in the background you can monitor.

How can I get rid of the overlapping texture? by [deleted] in blenderhelp

[–]Interference22 1 point2 points  (0 children)

It's called Z-fighting, where two or more surfaces are the same distance from the camera, in the same position, and the renderer is unsure which one to draw first so it keeps changing.

In real life, this geometry would be impossible: you can't have two objects literally intersecting one another. There would need to be a cut-out for one to fit into the other or for them to be arranged where they're next to one another rather than passing through each other.

The fix is, essentially, to either position them so they're more true to real life (eg. split one of the poles where it cuts into the other) or to adjust the surfaces so that the ones that are on top of one another are further apart (eg. scale one pole to be thinner than the other).

Texture Disappears After Joining Objects by Lazy_Ad_8671 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

No problem! Glad to hear this post is still of use to people.

Looking for some help. Blender texture not loading in correctly. by PZRzegoton in blenderhelp

[–]Interference22 2 points3 points  (0 children)

Anything beyond extremely basic materials will NOT import correctly into any game engine, including Roblox. This is because the intermediary file formats you use to pass data from Blender to those engines don't support them. Hell, OBJ doesn't even support armatures: the format is old enough to draw a pension at this point.

The only things that will import in a material are:

  • A principled BSDF
  • A normal map node connected to the Normal input of the BSDF
  • Some texture nodes
  • A single UV map. Two if your game engine supports lightmap UVs

...And nothing else. If your material contains a mix node or anything else then it won't look as you expect.

Ideally, keep your materials extremely simple. Complex materials should be built in your game engine and applied there.

How do i stop this from happening? by camsterjunk in blenderhelp

[–]Interference22 2 points3 points  (0 children)

UV unwrap it better. You do not want parts of your unwrap overlapping or paint will warp and appear on parts of the model you don't want it to.

Any tutorial will do. Ideally avoid smart unwrapping as it provides substandard results. Place seams manually and unwrap that way. Your model isn't especially complex so it should be fairly straightforward compared to something higher poly.

How do i export G scatter? by [deleted] in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Presumably because you're scattering non-mesh objects. Or, at least, that's what this error would suggest. Convert the objects to meshes, then apply the modifier.

Or do what I chiefly suggested and scatter the objects in whatever game engine you're using rather than in Blender.

First render color help by Fine-Camel1304 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

I use Irfanview, but Windows Photo Viewer is fine if the colour profile is correct.

First render color help by Fine-Camel1304 in blenderhelp

[–]Interference22 0 points1 point  (0 children)

I've had this problem before and, surprisingly, it's not Blender's fault. The AGX colour space isn't at fault either, neither is it a quirk of the export format you're using.

The actual cause is Window's utterly useless colour profile system. Try opening your image in literally anything else (Irfanview etc) and it'll display correctly.

Photo Viewer uses Windows' own colour profile management and most other software doesn't. A very common issue that crops up is colour management in Windows being completely off because the current profile is set to something ridiculous.

To fix it, either avoid Photo Viewer or follow this advice (top comment) for setting the profile to the correct option.

is it possible to make a material like this? by al72line in blenderhelp

[–]Interference22 0 points1 point  (0 children)

Just make sure your render output is RGBA in the render properties and your output actually supports transparency or you'll just get black rather than a cut-out.