@RickyBlender, the tablecloth blendswap file contains two node setups with two colors config for each one. The second setup has a little change. I have changed the diffuse nodes by glossy nodes (with high roughness). You can see the preview renders in blendswap.
Regarding the SVN version of Blender, I don’t know why that error occurs. I have used the last official version, Blender 2.66a. I think the development version is solving problems with python nodes and freestyle. If this error persists with 2.67 I will see what is happening.
I have confirmed with a couple of my own node groups that there are a few issues when opening node groups in old files with a newer build of Blender. It is not the fault of the shader itself, but a bug.
Ungrouping and regrouping the nodes will fix it though, but there really is a bug in the conversion process and it should be reported.
Ricky; the bug happens on Win64 bits too. In fact, I don’t think this bug is even OS-specific (but related on how group nodes are converted to use the new groups system that came with Pynodes).
i have only win 32 and cannot make comments on other OS!
what the source problem is for the Dev to determine!
so add you comments for win 64 bits and it might help dev to debug it!
hopefully it will be debug soon!
Can someone point me to a tutorial on how to get materials from one Blender file to another? I know this must be simple because I can’t find any information on it but I can’t seem to figure it out.
@ tommywright try file… append…browse to you file that has the material, and then go into the materials folder and select it… if that doesn’t work go into the objects file instead…bring in the object, than delete the object… the material should still remain. Just make sure before appending, in the original file you have the material named something meaningful.
There are probably other ways, but that should work.
Ahhh… bringing in the object will work for sure (I’m an idiot). When I do the Append, I get only part of the material node… now sure what I’m doing wrong with that. Probably something simple that I’m not looking at. The object thing will work for sure.
Hi @tommywright. I think this is the second time that someone ask this question. So I have made a mini tutorial in my blog. It has several screen shots and in this post there are a limit of three images.
The base is a noise texture node, modified by a wave node to include grainy aspect in some parts of the sand. You get this plugging the wave node factor to the distortion socket of the noise node. After this, there is a color ramp node wich can modify the proportion between smooth and flat parts. You can see how the pattern is on the bottom-right corner.
That sand texture technique is simple, yet very effective, you can really tell that you have an advantage when using nodes.
I’ve been using images in the last year or so because of the fact that they render a lot faster than procedurals, though I will still use them for various cases.