So I'm having a bit of a problem with a model, after opening up the file (imported) it shows up black all over the model except for the eyes and mouth. I assume this is some sort of UV issue, if I attempt to look at the model from afar it looks like there's overlapping UVs or textures but I can't seem to find anything of the sort.
There might be another way but a way to fix your problem is to select the black parts with L. It's easy as they are separate by some seams (make sure that you've activated the Seam option in the Operator box). Then delete with X.
I've been trying to paint onto a mesh I created, and I was able to paint onto it yesterday with no issues. I had to resculpt some details with dynotopo and redo the UVs so now I'm repainting it, however I have an issue. No matter the brush or settings, the color of the brush is always black, not the texture itself, but the brush. I'm trying to create a subdermal texture for a hand
Mobile Preview simulates Mobile GPU capabilities, by texture format i mean compression format, there few to pick each have there own pros and cons, you can build Android app to have all of them, ETC1 is supported by all Android devices.
It sure has something to do with the lighting, however, I did disable all the shadow, static and dynamic lighting on both my lights and models but still got the black texture, and this happens everytime with Movable objects. (even with the simplest material possible)
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I am currently texturing a character model. I'm doing texture tests on her hair and when I assign a new texture to her hair, it shows up fine, but after I smooth it (even in smooth preview) the texture disappears and turns black. This also appears on other parts of the model without smoothing them. When I render it in mental ray, the texture shows up.
This has just happened to me as well! I checked my normals and they are facing out, 2 sided lighting is on as well. The geometry is assigned to the correct texture and is showing up in the texture editor. Only turns black when I hit 3 for smooth preview.
Any chance you could stop breaking things as you go? Or maybe think about the implications that adding something like this will have - for instance people wondering why their geometry goes black when it's smoothed.
Geometry is rendering fine and works with attribute colors so I've definitely got something wrong with my texture loading / usage code. I've been following along with the tutorials at learnopengl.com as best I can. The code below is in Kotlin, so despite the funky syntax all the objects are standard Java objects. (While it should hopefully be easy enough to follow I've added some additional comments to the less obvious stuff.)
If the commented line in the fragment shader is swapped in it renders the colored quad as expected, but it just renders black when trying to use the texture. Stepping through the code in the debugger shows that the pixel colors being added to the texture buffer are colored as expected.
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Yeah that's it Robert. When I send any vector view to Layout using those setting (no color selected) I get black lines on a white background. I can change the color of the 'pattern lines' but all the colors of all the patterns change. I would like to change the color of the chimney pattern lines only as shown in the OP. Decent chance I'm missing something but I can't find a way other than a trans. mask or edit each line in Layout.
Sorry for not being clearer in my original post but the picture in the OP is of an elevation sent to Layout using plot lines. These lines seem to always be black on white unless the pattern lines are set to a different color in the Layout Box, which changes all the pattern lines. The material definitions also seem to have no effect on the pattern line colors, again when sent to Layout using Plot lines (no color). Individual lines can be edited in Layout or you can place a trans. mask over the patterns but I don't think any other setting will change those material pattern colors in Layout.
I am becoming quite adept at using gimp but i'm still learning. When using pencil brush or airbrush by changing the mode from normal to hue or color I am able to change a color to another without losing any texture or detail. The problem that I am having with this is that I cannot do this method with black or white, while trying to use either it only paints over the previous with gray. I will try to add a photo example to show what it is i'm talking about.
The top line is done with red in color mode. The middle line is done with red in hue mode. The bottom area is black in color mode and black on hue mode has no effect. I would greatly appreciate any tips that would help me with what I am wanting to achieve.
You cannot color a black area using the color blending mode and see a noticeable difference. The top color layer will keep its color and will blend with the luminosity of the bottom layer by changing the hue and saturation.
I am working on a project, and everything was going great, I am using Maya and Mud Box 2013.
I sent objects from and to Mudbox and Maya a thousand times and had no problem, now when I try to send a model from Maya to Mudbox there is no texture in Mudbox or the texture is all black.
There is no problem in the texture in Maya in both Viewport and the Render view (Mental Ray).
The whole model is black except for the belt which is textured correctly just like in Maya.
I'm not sure you'll get the proper results using the Color Replacement Brush since, almost by definition, Black is the absence of color. More specifically, if you replace whatever underlying Hue that black shirt has, it will still have 0% (or thereabouts) luminosity.
Drag or select the .babylon files along with all the texture files into it. You are doing too many things at once. The big advantage of the sandbox, especially for PBR materials, is there are no lights, and THERE IS an environment texture. While lights can be used with PBR, an environment texture is usually the way to go. Your PG does the opposite, and sometimes material problems are actually lighting problems.
Now that is starting to show what PBR is really capable of, and that lighting / lack of env texture was the problem for the black from your PG. The red and black squares is because the texture file was not available. You sure you did not forget to make it part of your drag, or multi-select if using the dialog box?
Hi @JCPalmer , yes, you are right, texture files were not loaded. Did not realise the sandbox can drop multiple files. After dropping the texture files, I got the following. Though a still looks weird but much better now.
If the shader you're using isn't set to be local to the scene, the Viewport texture will work in the editor (for some reason? I can't tell why) but at runtime it'll try to find the viewport from the root of the tree, making the path wrong. If you set both the Viewport Texture and shader to be local to the scene, it'll work.
So, I've always wanted a black version of mk1 and mk2 parts to build planes with, because SR-71. And after seeing @stali79's "night" texture work in OPT Legacy, and @Avera9eJoe's Spaceplane Corrections, I've been inspired to make it a reality. So I present my first mod: Back In Black!
Adds switchable black textures to stock mk1 and mk2 plane parts (command, fuel, structural, and utility), regular, airliner, and shuttle wings, all areo parts excluding heatshields, fairings and the size2 nosecone, the "Wheesley", "Whiplash", "Panther", "Juno" and "Goliath" engines, landing gear, and the retractable ladders.
v0.4
- Added compatibility for Orbit Portal Technology
- Merged M2X texture switches into one switch per part (except nosecones, for if you want grey heat tiles)
- Added stock RCS, radial chutes, claw, inline docking port, and shielded docking port
- Updated Ven's Stock Revamp compat (added ladder bays, RCS, radial chutes, inline docking port, and shielded docking port)
- Added some flags designed for black backgrounds
- Split mod textures into separate download
- Updated included IFS, special thanks to FreeThinker for adding multiple texture switching!
- Added optional patch to increase heat radiation of black parts
- Changed license to be able to release edited OPT textures
v0.3
- Added compatibility for Quiz Tech Aero Continued
- Added texture switching to the Mk2 Expansion parts, instead of just replacing the textures
- Depreciated the duplicated M2X parts in favor of the texture switching patch
- Changed from FS to IFS, in preparation for an upcoming feature
- Updated the black-default optional patch, now 1/123rd the size
- Bundled MM and IFS
v0.2
- Consolidated patch files (delete old BackInBlack folder before installation)
- Added black option to SABRE and Vernor engines
- Fixed Panther engine switching
- Added compatibility for SuicidalInsanity's Mk2 Expansion. Option of new parts with the black textures, or just replacing the white textures with black with no switching.
- Added compatibility for Ven's Stock Revamp
- Added optional patch to set the default texture for stock/Ven's parts to the black one.
- Set firespitter module ID to 88 to avoid conflicts with other stock texture switching mods
Speaking of black, these mod reminds me a lot of HRP (heat resistant parts) mod, which basically did what your mod did, with an added bonus of making everything ridiculously heat resistant, but sadly it's discontinued after KSP 1.0.5 (It's still functional though in current KSP 1.3, but some parts cannot be used due to compatibility issues). Needless to say, your mod opens up new possibility now for creating cool-looking planes, (I always want to build a stealth bomber)
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