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I need to find a way to render only the texture applied to the model. I was a 3dsM user now I'm linusfag I use Blender and I know how to make the same procedure?
This a example what I'm looking for:
http://kami-wasa.tumblr.com/post/99268519296/pixel-texture-3d-studio-max-render-tutorial
>>
It's called unlit shader.
>>
plug the texture into an emission shader's color input
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>>677285
actually called shadeless..
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>>677287
No, it's actually called void shader.
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>>677289
no.
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>>677294
Yes, it is.
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>>677296
no its not, now fuck off.
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>>677298
*You* fuck off.
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>>677284
QuEsTiOn's
ThReAD
>>676476
>>
>>677285
>>677286
>>677287
>>677289
>>677294
>>677296
>>677298
>>677300
>>677316
Shut the fuck up, retards.

>>677284
Just render the viewport with OpenGL
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File: 1555433757015.png (50 KB, 500x438)
50 KB
50 KB PNG
>>677320
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>>677284
>set colour management to raw
>plug image texture node directly into material output
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>>677320
No u, cocksucker.
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>>677336
wat
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>>677338
Plugging a image texture node directly into a material output is the same as plugging an image texture node into an emission shader with its strength set to 1. If you want to prevent image interpolation (i.e. if you want to keep the pixelated look) then set the image texture node's interpolation to "closest." Emission shader's are naturally "shadeless" as they only emit light. They are not invisible to shadow rays, but shadow rays are not used to shade the material's surface (they are used to prevent shading of another objects surface). If you do not set the colour manage to "raw" blender will apply a gamma correction to rendered images. The gamma correction will "washout" the colours emitted by the objects surface. Blender's default colour space isn't the issue here, its the gamma correction that accompanies it which makes the emitted colours look brighter then you'd expect from the textures being used.
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>>677344
no.
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>>677359
You got incredibly blown the fuck out. You were so thoroughly, so absolutely, so utterly, so completely shown the fucking door that you're probably STILL having nightmares about it.

And the best part is this set of posts will remain here as a monument to your failure for weeks, months, possibly even a year.
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>>677421
nope, but nice projection.
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>>677359
>>677464
What he said about emissive is really really basic knowledge. How retarded are you brah?
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>>677501
except its wrong.
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>>677501
>Plugging a image texture node directly into a material output is the same as plugging an image texture node into an emission shader with its strength set to 1.
It's not the same, as an emission shader will light other objects. Using a constant shader is what's required.

He's also right in setting the texture to RAW/linear, but only if the texture is linear. There's a high chance it's in sRGB space, so in that case the texture node will need to be set accordingly.
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>>677284
check 'shadeless' under shading in the materials tab
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>>677508
I know you are but what am I?
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>>678323
See >>677536.
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there ya go
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>>678323
A virgin
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>>677287
This is the answer if you are using blender render, which, if you're doing this, you might as well be.

You'll find it in the material settings.
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>>681474
I don't think OP really waited a month for your answer. He most likely left after the first few replies.
All of this thread is just anons arguing with other anons on the best way to click a checkbox.
Best to let the thread die. There's no information to be found here, and there's nothing to be added.
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>>677284
Delete your light source and press alt z to view it that way. If you bring it into Unity, use an unlit shader as anon said before.



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