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I don't think the Blender Voronoi has access to quite the same parameter as the one illustrated. Typical shader-Voronoi is based on the distances between randomly placed points, one to a cell, in a regular grid of cells. I think the specific 'wobble' effect you show is based on smoothly varying the positions of those points within the cells, without moving ...


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Here may be an alternative to Metaballs, I remember seeing something similar done with 3DS Maxs symmetry modifier so I attempted to try something with Blenders mirror modifier in combination with other modifiers. On your mesh that you want to split go into edit mode and select some vertices where you want there to be tension during the animation and apply a ...


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Welcome to StackExchange. This is very easy to do :) Step-1: Put all the objects into a separate collection. Then, select all the objects and open the N-panel, click the option From Current Transforms under AN-tab. It will store the initial transforms of all the objects, Step-2: Add the Collection Info node and select the collection in which you stored the ...


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Blender 2.80 has solved all of these aspects. Stable and well documented Python API for add-ons developers. The Python API for 2.80 is documented in the manual. The API was completed on 24th of May, 2019. It's stable in the sense that there are no major changes between 2.8x releases at the time of writing. Add-ons written for 2.80 continue to work in 2....


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A similar range of effects can be created with shader nodes alone - (plenty of knobs to fiddle with to adjust it): The 'Mix RGB' node is being (ab)used as a convenience, to mix XYZ vectors. The 'Location' fields in the Mapping node are keyed. Not quite the same depth as your reference, but I'm sure it can be tweaked.. or if you don't mind being ...


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For this effect, you have to first install the Animation Nodes + Extra Nodes because we need UV Map Data Output node (learn more). Idea: Distortion of image/movie coordinates in the material. Step-1: Add image/movie as plane using Images as Planes option of the Blender. Then, setup the material like this in the image (please note that the Generated and UV ...


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It is possible to get UV coordinates and UV colors but for that, you have to install Animation Nodes + Extra Nodes because it has UV nodes and Texture Input node. Step-1: In this example, I'm using Cube object and its default UV map with a simple image texture, Step-2: You can access the UV coordinates with the UV Map Data Input node. I have subtracted ...


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I have kept both 2.79 and 2.8 on my computer. I simply changed the folder name on the former so not to have the latter overwriting the other. My reasons for keeping 2.79: one, I download creators' past works and I like viewing them in 2.79; two, some custom addons are not updated for 2.8; three, I watch old tutorials and vlogs.


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2.81 was just released, it is worth taking a look at, it solves quite a few issues and adds a load of new stuff. In the meantime I think you can strike these off your list. Keymap for left-click select that works well with the new tool system, and a new keymap compatible with other software. Making image empty objects a fully-featured replacement for ...


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As Jachym says, you should use metaballs. ShiftA to create a metaball, call it for example A. Give it a material with a bit of noise. To increase its resolution, decrease the Resolution value in the Properties panel > Object Data > Metaball. Duplicate it, it will be called A.001, as you can see A.001 will merge with A. If you want to make metaballs that ...


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As the name says Animation Nodes it is mainly made for animations, so there are few mesh generators than sverchok.You can always create an uv sphere in blender and insert it in AN by the mesh or object nodes input.


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This method works for any object which has symmetric faces of the same size. The main idea is to align the instance object's (in your case the Tritube) any axis (local) along the edges of the base object (in your case is the Pentaface). Note: This method required that any symmetric face of the base object should not have any cutting edge. For example, a ...


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You can achieve that effect by controlling the scale of the normals with the vertex weight. First, instanced an object (Cone) on the vertex locations of the base object (Cube) using this node-tree: Then, remap the weight (using Vertex Weight Input node) which is in range (0, 1) to (1, -1) using Map Range node with the Threshold (in Threshold node) = 0.5 i....


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