Material preview is different than what I'm seeing in the 3D viewport. Why is that?

Hi. I’ve searched far and wide for an answer to this, to no avail.

I’m in Blender Cycles. I’ve made a mesh, unwrapped it, and painted 4 different textures on it using vertex painting. I set it all up in the node editor, and it looks perfect in the 3d viewport. However, for some reason, the material preview of this mesh looks white (as it is by default when you create it). Now, I’m trying to bake the diffuse map of this whole thing, but instead of returning the actual colors I see in the viewport, it returns only white.

I got several questions from all this. Why does my material DO NOT display what I’m actually seeing in the viewport? Am I missing something in the node editor? And, Is there an other way of baking the diffuse map of the mesh?

Edit: The 3D viewport IS in Material mode.

Here’s a pic to illustrate my situation.


I’ve started using blender not even a week ago, so I’m hoping there’s just something I don’t know about yet.
Thanks in advance!

Always mind the color coding of the nodes’ inputs and outputs. GREEN must always and only be connected to GREEN. There are several occasions in your node setup where you connect Color to Shader or Shader to Color.

Depending on the display mode of the viewport (which is unclear to me because you slimmed down the viewport window until the display/shading mode got out of sight) the visual representation of the materials might not be based on the material nodes - hence the discrepancy.

The viewport is set properly to Material.
Now that you mentioned about the colors. I added a Diffuse Shader between the Texture and Mix Shader nodes, and the material updated (though it seemed to show only the first texture). I ran another diffuse pass and voilà, it worked.

BUT I think I got another problem now. The bake came out kinda mixed. The top and bottom areas of my mesh are pretty much identical, so they share the exact same UV area. But because of how vertex paint work, I managed to assign different patterns of texture on them… I guess Blender tried to bake two different surfaces onto the same area? How can I resolve that, do I just erase whatever information my vertex paintings holds on the bottom area?

Anyway, thanks for pointing that out. It’s much clearer now.

Hi Izangar & Welcome to forums!

I’ll just add… you’re missing a lot :stuck_out_tongue:
An advice, spend some time on reading the Blender Manual, The Cycles Shader Encyclopedia, Chocofur Tutorials & watching instructions on YT from CGmasters, BlenderGuru, cynicatpro…
Also, preferably is to share a scene file, since it’s already created.
I am tired of looking @ nonsensical images from users who yet don’t know what a user means - being able & capable to use :wink: