Problem with joining/parenting leaves to the tree

I created a tree in sapling tree gen. Then i created a mesh from it by clicking Alt C. Then i separated leaves, branches and stem by selection, so each one has its different material and UV. Now if i am selecting leaves material, shift select branches and shift select stem and hit Cntrl G to join everything it seems working but when i go to render its a whole mess. Leaves dissappears and instead of it just black shit hanging on tree branches:)

How to sort it out?

What renderer did you use? Have you set textures to use UV coordinates in materials? If that was BI you used, have you set Receive transparent shadows for the materials?
You’re not quite helpful asking the question, too much guesswork to do on this end…

I used cycles

I dont know which materials you mean to set textures to use to… Because after i joined branches, leaves and stem and if i go to materials of this joined object i can see three different materials. Or you mean before parenting them i had to set this to each object?

Leaf unwrap method and material nodes as a screenshot?
Because here quick test results clearly are different…

Edit. It is easier to set materials while this is not yet one mesh but it is possible to make selections and assign materials on a combined mesh too. Grouping - Shift-G does not mean there should be one mesh.
Select objects - leaves, trunk, branches and Ctrl-J join would make one mesh.

Here is blend.file. Try now to select stem, branches and leaves and cntrl J and in render you will see whats going on

Could you use pasteall.org? I do not exist in the cycles needed to download from Sketchfab.

i cannot post it on pasteall because file is too big , that web page has limit.

But i posted it in dropbox - https://www.dropbox.com/s/0xj3fjjg4ihad15/TREE_BRANCHES_SHIT.blend?dl=0

No textures included… Use Compress option on T-pane when save, will decrease file size significantly.



Is this different from what you had?
Leaves as a transparent planes cover each other a lot; Cycles when there is a lot of transparent objects cancel tracing at some point which is set as Transparency bounces. Cancelled ray brings black in so you might need to increase this. Transparency has Min and Max values - Increase both to the same number. Read around or experiment what happens when not.

Natural green substances get nicer if you have Translucent in the mix - back light gets through. Front and back of the plane can be distinguished using Geometry - Backfacing.

http://www.pasteall.org/blend/37510

It doesnt help, when i set transparency bounces to 64 then even shit disappears…it looks like that


I dont think that the problem is in render settings, because before CNTRL J, render is ok and it see my leaves, but as soon as i am joining it it becomes messy

how to include textures, it should be there. do i have to save it somewhere?

File - External Data - Automatically Pack. Save file again. Or upload to the dropbox your textures alone in zip.

There’s one more thing to consider - different UVs for different objects. Since they are joined now it’s necessary to tell blender which UVs belong to what. Attribute node does just that.
http://www.pasteall.org/pic/show.php?id=91817

Thank you Eppo. Indeed once i add attribute to the leaf material and wrote inside of it leafUV, its start working. Ooo, this confusing Blender, each time make me to solve some puzzles.