Page 3 of 3
Re: How to Disable Texture Tiling?
Posted: Thu Nov 23, 2017 1:30 pm
by aoktar
LanceClayton wrote:Thanks Aoktar, I do appreciate the help. When I get a moment I'll prepare a bare bones project file showing my problem and perhaps when you see the issue that I get then we will further align on understanding of the challenge that I'm struggling with and what I'm missing.
At current, I understand your explained method for decals when layered atop a diffuse or glossy material, and I can get that working no trouble after the clear explanations here. But that stacking method doesn't work atop a mix material (as you noted)....that's why I have to stick with my workaround on this project for the time being.
I believe you confused due update problems on stacked materials. It may not update sometimes properly on renderer. See this scene
Re: How to Disable Texture Tiling?
Posted: Tue Nov 24, 2020 3:48 pm
by Bulwerk
How do we disable this material stacking behavior. I'm in a situation where I do not want this effect when placing multiple materials onto a surface.
Re: How to Disable Texture Tiling?
Posted: Tue Nov 24, 2020 10:28 pm
by jhansen
LanceClayton wrote:Thanks again Aoktar.
Where would you load an unique shaped alpha logo (mulit-coloured PNG perhaps) so that it sits nicely on the cylinder without tiling around.
Lance
When working with alpha in the Opacity input you can only use black/white and gradients in-between. When a png is used, like in aoktars example, the image texture type should be set to Normal. However, if a PSD is loaded with a separate alpha channel the Type must be set to Alpha. Border mode and Type is key in what you are trying to achieve. Make sure you are using ImageTexture node and not Bitmap, check the Node editor.
Re: How to Disable Texture Tiling?
Posted: Tue Dec 01, 2020 4:38 pm
by affixxius
if your logo png does have an alpha channel, put it in an image texture node, connect it to the opacity and change the type to Alpha with in the image texture node