Hi guys i got into another problem while making product which has color when it is black i donot have any problem but when its in color i am running into problem that colors are not coming properly. i have to use another material to fake is there any way i can get the colors properly.|
Colors on the viewport is a tricky thing. How they look like in the 3D view is altered a lot by the lighting in the scene. So you have to trust the values more than anything, because the visual feedback is not to be trust. It gets even worst when you have different color managements and Look up tables and stuff.
So what exactly do you mean that colors are not coming properly? Is it in the viewport? Also you can't change the color in the mask, they always stay black and white.
let me clear this
its not about rendered view that colors are changing which means its not the same color as in png which i use for masking due to the when i apply the mask on the product then cause of this black and white the color is becoming dull where it should be exaclty same as in the png image that i apply and as you said when i apply the mask is there any other way that i can get the exact colors. the colors are changing when i apply the mask and also the gold is getting dull basically they are becoming dull and does not matter what i do i am unable to get exact colors it is either that or this
I am sorry,
I still have no idea what you mean.
If the mask is just pure black and pure white (no grey!) and you plug it into the Fac of a Mix Shader, than you get the first Shader for the black parts and the second Shader for the white parts. Nothing should darken or get dull because of the mask.
I'd test the mask on two basic (for instance Emission) Shaders.
You can also insert a Math > Less Than Node just after the mask, to make sure it's only black and white.
I have two images: one containing gold details and another with color information. To integrate them, I connect the color image to a Principled BSDF shader, which is then linked to a Mix Shader. The gold foil image is used as the Mix Shader's factor input, with its interpolation set to "Non-Color." Additionally, I create a basic gold material and connect it to the Mix Shader, making this setup suitable for black-colored products.
However, when applying this to products with different colors, the color image does not render accurately. To compensate, I had to introduce an additional Principled BSDF shader to enhance the colors artificially. Unfortunately, this adjustment also affects the gold foil, leading to unintended results. I need your professional guidance to resolve this issue effectively.|
Here is the link to the blend file so that you can view it properly
https://www.dropbox.com/scl/fi/gvchmkgp79az8zeu7qcgi/Stromy-ashwagandha-Honey-sticks.blend?rlkey=rkf6o0lojt8s855onn7yqlqbg&st=tl6h9mzz&dl=0
The gold foil image is used as the Mix Shader's factor input, with its interpolation set to "Non-Color."
That's not a Black&White Image and doesn't work as a Mask. A Math Node to the rescue:
Non-Color just means that no Color Transform is being applied to the Image, not that it's being turned into a B&W Image or so.
This resolve my issue thanks MMartin bergwerf .
is there any course on this kind of stuff in our website?
now my model looks more realistic