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3 votes
0 answers
572 views

Dilate/Erode image in Shader Editor?

In the compositor you can dilate/erode an image based on pixel brightness, like this : I'm wondering if there is a way to do the same in the Shader Editor (maybe with some clever vector math?). I'm ...
ChameleonScales's user avatar
2 votes
0 answers
204 views

How can I get the light direction vector without the roll values?

From watching videos and looking at other posts, it seems like the common way is to just straight up copy the sun's rotation values for the light direction vector. However, this also copies the roll (...
LuigiTKO's user avatar
  • 198
1 vote
1 answer
22 views

In material nodes, can I use Texture Coordinate and vector math instead of drivers to copy rotation from an object?

I have a material that uses a rotation that I get with drivers from an object. This method works but I wonder if I can avoid drivers, by using some combination of the Texture Coordinate node that ...
miahelf's user avatar
  • 143
1 vote
0 answers
237 views

Multiply to Combine XYZ vs Combine XYZ to Multiply

I was translating the object's origin by Vector Math node. Though I'm a bit confused of why feeding Multiply & Combine XYZ on a different order yields different results. I thought both vectors ...
xionthe14th's user avatar
0 votes
0 answers
86 views

How do I map a texture along a vector going from multiple objects to the camera? Is it even possible?

I'm trying to make a shader which has a procedural texture mapped along a vector between the camera view and the objects. Imagine the pink arrow as the vector in the picture below. I was able to make ...
Robert Smith's user avatar
0 votes
0 answers
204 views

How to set Euler rotation order in vector rotate node?

The vector rotate node has a Euler mode. My first problem is that it doesn't state what the Euler rotation order it uses. XYZ? ZYX? YZX?, which is it? My second ...
tempdev nova's user avatar
  • 1,553