Questions tagged [shaders]

A shader is a computer program that usually runs on a GPU and is used to do shading, texturing, special effects or post-processing. Shader nodes specifically refer to the nodes used to create shaders for Cycles, but this tag can be used for other shaders as well.

Filter by
Sorted by
Tagged with
12
votes
3answers
1k views

How to create a long shadow icon?

I am trying to create a flat/modern looking icon. The visual style I am aiming for is Here is what I got so far with my icon. As you can see it is missing the fake shading and fake shadow. Is there ...
4
votes
2answers
5k views

DirectX vs. OpenGL normal maps

I'm curious which type of normal map works better? DirectX or OpenGL normal maps? Which one to use for cycles and eevee?
15
votes
5answers
3k views

What is the technical difference between a diffuse shader and a rough glossy shader?

If I understand correctly, the roughness value on the glossy shader controls the amount of random scattering of rays that reflect of the surface of the object, with ...
15
votes
1answer
4k views

How can the Glass Shader be imitated using only other shaders?

Exactly what does the Glass shader do? I would guess that it combines the effects of Glossy (zero roughness) for reflections, and Refraction for, obviously, light refracting through the object. ...
12
votes
1answer
1k views

OSL and raytracing

I don't know much about the Open Shading Language, but I need to know if it can do a few things before I decide to spend the time to learn it. Can OSL manipulate rays that hit surfaces? Such as: ...
4
votes
1answer
2k views

Polka dots shader

For a project i need to texture an irregular shaped object with equally spaced black dots and also with dots of different sizes, locations. The way it must be done is by the intersection of spheres ...
14
votes
1answer
442 views

What are some use cases for the singlar ray output?

Using the singular ray output, it's possible to detect whether or not the object is being viewed through a perfectly sharp reflection or refraction: Besides changing colors of reflections, what are ...
9
votes
2answers
1k views

What exactly *is* a “closure”?

As I understand it, a "closure" is the thing passed out of those green dots on the ends of those magic black boxes known as "shaders": I've vaguely imagined that they somehow described a sort of "...
9
votes
2answers
15k views

How can I make a surface look wet in cycles?

I am trying to recreate a wet road with lights reflecting off of it. I started by making the object glossy but this did not give a very realistic look I think I need to increase the specularity of ...
6
votes
1answer
2k views

Realistic aquarium water?

Does anyone have any idea on how I can create a realistic shader to emulate clear water? I am struggling because while clear water looks clear it also tends to change the color temperature of the ...
5
votes
1answer
3k views

How can I make a realistic cement shader with old/cracks/crumbling/paint chipping on top of a texture?

a link to an example of the desired cement can be found here: How to create and animate the water reflection (Caustics) on an object? Note the cement next to the water....looks realistic, faded, warn, ...
5
votes
1answer
10k views

When can a Color Ramp be used to create a gradiant in a Cycles shader?

When can you use a ColorRamp node or better to say where can you use a color ramp to manipulate the color of the mesh to be a gradient and not solid? I tried to plug the ColorRamp in to the Color ...
4
votes
4answers
5k views

How to make a mesh look like it was 3D printed

How can I make a mesh "look 3D printed", i.e. you can see the layers. e.g.: You see all those layers? How can one do this? Maybe a bump map? or is there an option to separate a mesh into pieces, i.e. ...
3
votes
1answer
318 views

OSL script node : detect if two object collides and output a bool

I would like to have a script node that would output a boolean depending of if two objects are intersecting or not. The goals is to use it in a mix shader and to hide / show my object depending of ...
8
votes
2answers
201 views

how to recreate microscopic diatom glass material

I have been trying to recreate the material seen in the picture without success, this picture is an electron microscope image of diatom shells, they have 2 important characteristics. first, since they ...
7
votes
2answers
2k views

How to create a gradient colour like on the picture and the apply it on a mesh

I am making a logo like on the picture with blender , but the colour of the text doesn't come up as it should be .
7
votes
1answer
297 views

How to make original full-pass image from separate passes?

I'm trying to create an image from separate passes. That is, I have a result image, which without altering the composite Combined RGBA buffer looks like following: On this image you can see a cube ...
6
votes
1answer
906 views

Volume emitter that is more intense towards the outside of the object

How do I create a volume emitter shader that is more intense towards the outside of the object? I would basically like to create tubes that look like the blue (not purple) tubes in this image: (...
4
votes
1answer
1k views

How to create a distorted reflection glass?

How to distort a glass reflection to make it look the same as pictured below?
2
votes
2answers
354 views

How to make variable transparency hole in a plane with a math function using nodes?

One way to make a transparent hole in a plane with graded transparency is to uv-map a solid, monochrome image with graded alpha (I assume). But can I do this with nodes? I've used the Error Function ...
2
votes
1answer
496 views

How can I make this cinnamon stick material more rough and dusty looking?

I would like to make a realistic cinnamon stick texture / shader as shown below. Reference image: my attempt and a close-up render - I could come this far, but i can't figure out how to make ...
2
votes
1answer
114 views

How to show out of bounds texture from a modulo operation [duplicate]

Does anyone know how to show the cut parts? I used a modulo operation with random coordinates and rotation for each cell, but when I try to randomly move them I get some parts of the texture getting ...
2
votes
1answer
410 views

How would you approach a shader for a glittery eyeshadow

Something like this. Probably some kind of noise mask with some metallic, low roughness?
2
votes
2answers
3k views

Cycles normal shader with colors similar to baked normals

I'm trying to render my object's normals with colors that are similar to those you get when baking normals (or the matcap normals material), i.e. the color distribution that characterizes normal maps. ...
2
votes
1answer
442 views

How to mix glass, glossy and diffuse (sticker on glass jar)

I trying to make sticker on the transparent bottle - but i couldt figure out - how to mix shaders by mask? I place the sticker with help of UV. I can make the bottle completely glass like - or non ...
1
vote
1answer
168 views

Smooth the jittering colors of smoke simulation

A recent project of mine involved smoke sims and materials. This is the result, and it's mostly what I was aiming for. However, its colors are jittery and seem to move around. Here is the material: ...
11
votes
3answers
8k views

Is it possible for a emission shader not to cast shadows?

Is there an option, like on lights sources, to tell the object that has an emission shader to not cast shadows in the scene?
7
votes
4answers
484 views

Flatten shading on cylinder

This image shows two of the same curve, one beveled into a cylinder, and one extruded into a flat plane. The material is a Diffuse mixed with glossy at .1 fac. The top cylinder gets a strong ...
7
votes
2answers
935 views

How does the mix shader work when using a Fresnel node as a factor?

I have been using the mix shader to get different types of metals by mixing diffuse and glossy, I always get good results. However there is a thing I have not understand yet: why the material changes ...
7
votes
1answer
978 views

Why does refraction + volume scatter cause a much darker result?

I've noticed that glass objects tend to turn really dark when adding volume scattering. It seems the volume scatter shader gives a much different result when a refraction shader is used in the ...
6
votes
1answer
817 views

Cycles. Masking shader. How to make objects disappear in plain sight.

So I have a scene. I want to slide out a text, for example, as if it was hiding behind an invisible wall. I know that you can achieve this effect with a boolean modifier... but I can't use it in this ...
6
votes
1answer
164 views

How do you get a trace around your shadows?

I need to trace the shadows of an object, like getting a red line around the shadow(shadow itself is not red). I know how to trace an object itself but not the shadows on that object. Is there a way I ...
6
votes
1answer
974 views

Why is the result of this GLSL shader asymetric when rendering with stereo “Side-By-Side”? [closed]

I am trying to achieve an inverse lens ditortion for the Oculus Rift during Side-By-Side stereo in the game engine. I am using a custom Filter2D with this GLSL shader. The distortion can be achieved ...
5
votes
1answer
762 views

Can a glass object be made to act completely transparent to only the object contained inside of it?

Say I put Blender's iconic monkey inside a glass sphere (hollow, but solidified around its exterior). All lamps and camera(s) are outside the sphere. Using Cycles. What I want to accomplish is for ...
5
votes
2answers
1k views

How to set default shader to principled brdf

I saw in this youtube demonstration, that this is possible. I just can't imagine where I can change the default shader. I want the diffuse white shader to be a diffuse white principled brdf, when I ...
4
votes
1answer
1k views

Cycles - What is the expected range of values for Displacement?

Let's say I have the following [kinda boring] shader setup: For what output values of the Voronoi Texture will the surface appear to be displaced outward? How about inward? In Houdini, negative ...
4
votes
1answer
13k views

Cycles: Assign material to vertex group

I know it's possible to have multiple shaders for one object with the internal renderer. This video explains the process. Can I use Cycles to assign a material to a vertex group so that a single ...
3
votes
1answer
3k views

How to make a real mirror on blender with cycle engine [duplicate]

I need to add a mirror object in Blender. I'm looking for the existing objects, but can not find any object. I am wondering how I can add such an object.
3
votes
1answer
6k views

Blender 2.8 - Object index pass in Eevee

I need to isolate filters on some objects in the compositor and Blender 2.8 does not have the options to setup object/material passes in the View Layers. Is there anyway to achieve this in Blender 2.8 ...
3
votes
1answer
1k views

Is the ocean modifier better than the fluid simulation for making an ocean? [closed]

Is the ocean modifier better than the fluid simulation for making an ocean when it comes to visibility under the surface of the water, reflections and splashes in the water? Which one is better for ...
2
votes
1answer
998 views

Compositing output image shading

Is it possible to control the shading via a node in the compositor? I would like to generate two output images, one which has material shading and one without any shading - just the colors from the ...
1
vote
1answer
2k views

Adding edge wear to (relatively) low-poly mesh

I'm working on modeling some objects, and I would like to add edge wear procedurally in cycles without being forced to use the pointiness node and messing around with subsurf issues (not using subsurf ...
1
vote
1answer
209 views

Ultra realistic excrement material needed

Hey I need a very realistic poop material for cycles, I already have the cracks and shape, but I need a material with the correct look. I'm looking for something like this: Any help is appreciated, ...
1
vote
1answer
1k views

Smooth shading gets ignored in cycle render

While working on a Model I stumbled upon this issue: This is the first time I see this error and I couldn't find any immediate solution. I checked if there is any sort of modifier or condition on ...
1
vote
1answer
406 views

help with a gold sparkling shader

I need some help with a shader I'm trying to make. I made renderings of darts (don't ask me why) and I'm trying to find a way to make a shader to look like the grip of this dart: I tried a way of ...
10
votes
1answer
3k views

Find users of a material / texture / image which is not displayed in the outliner

How can one search by name for a material / texture / image datablock that is not displayed in the outliner, for example because it's buried somewhere deep inside a node tree? Let me please describe ...
8
votes
2answers
612 views

Emission shader color saturation clipping

I stumbled on a trick that while working on one project that will help me with another, but I am not sure why it works. When I set the color of an emission shader to a saturation of 1 the shader ...
7
votes
1answer
186 views

Is there a way to determine if a ray is coming from a volume?

I am trying to create a light that only illuminates volume scatters. The input > light path node has "is X ray" outputs for all the various types of rays coming off a surface. However I'd like ...
6
votes
2answers
791 views

Why do shaders have a normal input?

It is probably a very stupid question but why do have many shaders (diffuse, glossy, ...) a normal input ? What happens with that normal input ? Maybe it helps when I clarify the background of my ...
5
votes
1answer
705 views

Toon shader making jagged shadows

I've tried to find an answer but so far no luck. All of the ones I could find went over my head. So I'm caving in and asking this question myself. I'm very new to Blender and 3D stuff, so bear with ...