11

Subsurface Scattering Works quite nice for me with Random Walk SSS type ... just keep in mind - Black chocolate has to be joined into white chocolate object to get into a SSS count :) Black chocolate was originally generated by particle system (Sphere with Displacement modifier to randomise shape). Make them real and join with white object ... file became ...


8

The shader itself shouldn't be too complicated. Something like this should suffice: The "sheen" of the material moves in relation to the camera and light source(s). The light in my scene comes from a mid grey world background and no direct light. The background appears purple, but I did that to match your photo (kinda) only - I removed its ...


5

If we define: $O$ - origin $A$ - a vertex laying on the X axis, with the smallest positive X value $B$ - a vertex laying on the X axis, with the largest positive X value $I$ - a point exactly halfway between A and B To change the torus'es major radius $|OI|$, without changing the torus'es minor radius $|IA| = |IB|$: Enable Edit Mesh Tools add-on. In Edit ...


5

Select the torus, press S and move your mouse.


4

Yes. Simply copy the directory containing the library onto the USB drive. On the new PC create a folder hierarchy just like the one on the old pc, ie, I have D:\\blender\\materials as my directory, so I would go to my home directory on the new PC and create a blender folder. Then just copy the folder from the USB drive to the blender folder (or your ...


4

Figured it out, what I was looking for was the "Realize Instances" node. Thanks Chris!


3

I changed the normal image color space to raw, it was sRGB. I think this fixed it:


4

First, you need to convert your instances into real geometry, because you cannot store different data into the same object data (Instances share the same object data). It is not efficient in calculating and memory, so do it only if you need. To convert data, you have to use Realize Instances node. It can transfer data from instance to realized geometry only ...


3

"should contain 4 items, not 3" bpy.data.materials["chasis"].diffuse_color = (0, 0, 0, 1) 4th item would be Alpha in this case. Above line would be Black with opacity of 1. This, however, would be setting the Viewport Colour. To set the node base colour. Use this : bpy.data.materials["chasis"].node_tree.nodes["Principled ...


3

Blender 3.0 Using the Scale-to-zero trick by Robin Betts: Like in Chris'es answer, you need to name the output somehow: Then use the Attribute node, Fac output: Keep in mind the attribute is clamped to [0;1] range, hence the Fraction node used. Passing Index and calculating the hue inside the shader wouldn't work in Blender 3.0.


2

you can use e.g. this simple node setup:


2

As Gordon pointed out in his comment, because the unwanted part of the "crack" is mostly along the Y-axis, you can use a Gradient Texture, separated on the Y as a "mask" to keep the crack from going down that side. Because the crack affects both a Normal (Displacement) and a surface texture, you will have to integrate the mask for each. ...


1

Your paint should be black&white ... ... and used as Factor for mixing shaders. Or you can create new texture with Alpha zero and paint directly by color ... ... and use Alpha channel as Factor for mixing shaders.


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