

Maybe it has replaced the content of one of the image in memory. What a pleasant surprise!Īt this stage the Bake result is available as an image in one of the open UV Editors. this is a comprehensive tutorial!)Īgainst all expectations, the baking result was an image correctly mapped with the new mapping. I needed to bake only the Diffuse color, so I adjusted the Bake options. However this will prevent the textures to be displayed correctly, as visible below in the 3D Editor.Īfter the new UV map is selected, the texture must be baked using the Bake panel of the Render tab of the Properties Editor. The solution is to select the new mapping in the Properties Editor. two texture images, a Mix node for the shader and a correct preview.

(image can be read from left to right for logical steps) Be sure you can reload them from disk if needed after the Bake operation. Note: Blender may rewrite one of your images during the process (in memory, not on disk). To stop this repetitive chore, I tried to replace the mapping itself with a new one: This simple map leads to problems that need to be fixed manually. At 4:15, a torus is unwrapped, resulting in this UV map: Learning texture painting, I had the same problem, this is how I solved it and was able to change my initial UV mapping without having to do anything to the existing textures. However for brevity I will refer to it simply as the object. * In reality it is not added to the object, but the object data. Now you can safely, in the new UVmap, unwrap your object however you like and it will not affect your previous texturing at all. Last step, go to everywhere you used the "old" UVmap: cycles nodes, BI material textures, modifiers, and dynamic paint, and make sure it is using the correct UVmap. When you are unwrapping your object you will be changing the active UVmap. Note: Be careful which UVmap is selected (highlighted in blue in the list), simply clicking on a UVmap will change what UVmap is selected or active. You really should name both your UVmaps now, just double click or Ctrl LMB on the name in the list to rename it. In the Object Data tab of the Properties window under the UV Maps heading, you will see something much like this:Ĭlick on the + button, that will add another UV map slot to your object. Then add a second UV map and properly unwrap your object. With multiple UV maps you can keep your "old" UV map for the texturing you already did. (P.S.You can have multiple UV maps on an object*. ( optional) Select " Texture Coordinate > UV" for the " Vector" input Select the desired image with the little Image icon Use the little "o" button next to " Color" and insert a " Image Texture" A Diffuse (pre-2.79) or Principled (post-2.79) shader will appear. In the Material tab, if not enabled, hit Use Nodes.
BLENDER 2.79 TEXTURE PAINT LIVE UPDATING HOW TO
How to use a texture as the object's material color The most basic use of a Texture is to determine the "Color" of a BSDF Shader Node.

Since the adoption of Cycles and Eevee, the material specification is done using Nodes.

to be used by the renderer, the texture must be part of a Material specification. The Texture view (removed in 2.80) or Texture Paint mode is used to display such textures as plain colors, whether or not they are supposed to be colors. A texture could be many things: color-coded density of hair, normal maps, bump maps, mixing factor between materials. This doesn't only apply to images representing the diffuse color of the object. The concept however stays the same:Ī texture, by itself, is just "information": an image whose coordinates are mapped to the surface of a 3D object. The accepted answer applies to the soon discontinued "Blender Internal" renderer and has become obsolete.
