query: Assigning Shaders Based off UV Map Colours
positive_passages.docid: 29221
positive_passages.text: Material Editor: Generate mask from color ID texture
negative_passages.docid: 47832
negative_passages.text: shade plane with a color function color(x,y)
negative_passages.docid: 10864
negative_passages.text: How to create a mirror shader?
negative_passages.docid: 69463
negative_passages.text: Constructing ColorData with blue, white and red color
negative_passages.docid: 15447
negative_passages.text: Mimic Sculpting Shader/Light setup for Render
negative_passages.docid: 12543
negative_passages.text: dircolors: modify color settings globaly
negative_passages.docid: 61336
negative_passages.text: Is there a way to overlay two similar UV islands with identical vertex count?
negative_passages.docid: 99242
negative_passages.text: UV mapping a straight image around a ring shaped flat mesh
negative_passages.docid: 53485
negative_passages.text: Bake a texture map with python
negative_passages.docid: 127490
negative_passages.text: Create HDR map from render?
negative_passages.docid: 88105
negative_passages.text: Turn image into geometric array of colours
negative_passages.docid: 137917
negative_passages.text: How can Blender be augmented to display color critical and accurate results?
negative_passages.docid: 74880
negative_passages.text: How to determine a matching color code from a physical sample?
negative_passages.docid: 104261
negative_passages.text: Compositing output image shading
negative_passages.docid: 115032
negative_passages.text: Unwrap UV map proportionally to object size
negative_passages.docid: 33345
negative_passages.text: Can I have a unique UV map for each frame?
negative_passages.docid: 14511
negative_passages.text: How to color particles based on the texture of the object from which they are emitted, using the "grid" emission setting?