A pure-shader option, for use on a simple plane, or any surface:
The top branch wraps the circumference into segments, using a Gradient > Radial node. The wrap is controlled by 'n Spokes' input.
The middle-ish branch wraps the radius into rings, by length from the object origin. The wrap is controlled by 'n Rings' input.
There are quite a few '...
You could create a row of icospheres (or simply circles), with an Array modifier on X, then a second Array on Y:
Give it a Simple Deform, choose the Bend option on the Z axis, with a little less than 360°:
Adjust the Array count on X so that the circles don't overlap and you have the hole you want:
As pointed out by Robin Betts, if you want to avoid the ...
Here is a try for Eevee (a bit less al dente than your picture though), I guess the settings would be different for Cycles, and probably easier to find.
Use a Principled BSDF with a bit of Subsurface Scattering (don't forget to tweak the Subsurface Radius values), Specular at 1, a medium Roughness, and a bit of Noise Texture in order to have a bit of grainy ...
I find something like this works rather well, but this is for my lighting setup, so you may need to tweak it to look right in your scene.
The active element is Subsurface Scattering - a rather higher value than normal, but then again "normal" (default) values are designed for skin and not pasta. This will require some tweaking of the Subsurface ...
The problem was that you used object coordinates. Object coordinates always point towards obeject X, Y and Z-axis. To fix this you have to either change it to UV or Generated coordinates which bend with the object.
SET TO GENERATED:
SET TO UV:
The closest I think I can get is to use a toon-ish style shader on the bottom plane. This leaves the plane flat-shaded, but allows for pure black shadows (remember to set the ColorRamp to "constant"). However, as you can see, the falloff from the point light also gets cast in black as well. This can be solved to an extent by increasing the size of ...
to do it cyclic you can use this script:
# define a driver function
def driver_func(frame, maxframe):
a = maxframe
while a - frame < 0:
a = a + maxframe
return a - frame
# assign to the driver namespace
bpy.app.driver_namespace["bdriver"] = driver_func
and then use this script as driver:
The World Background itself (grey) is also a source of lighting. To remove its influence, change the Color to black in the box on the right, or set the Strength to 0
This can also happen if you forget to connect your material to a shader before connecting to the material output:
This example just uses a Diffuse BSDF - note that despite the object no longer ...
When you go to Outliner, right click over Material item and choose Resync Library Override it brings driver to work, but after reopening file it is not working again and I had to Resync again.
From video it looks like you are using 2.92 in this version when saved&reopen (or your Revert), Material became Linked (chain icon) for some reason, that is why ...
If you just want the line of sight of the camera, (regardless of where the sphere is in the view,) this will do it:
But, of course, the colors will go black when the line of sight goes negative. You may want to map the -1 to 1 range in each dimension to something more to your liking.
Use a camera data/view vector node. Because this provides a camera space vector, you can use a vector transform node to transform it into a world space vector like you want.
The "camera" being referred to here is not the camera I have in the scene-- notice the axes and camera position, notice that the same sphere is different colors in different ...
It is technically incorrect not to use the “non-color” color space you’re using is non-color, but the result will not be horribly incorrect. as another user said, values will be shifted a bit, and normal Maps the most because they use all three channels. But anyway, why do you not want to set this? There is thankfully a way to do it with the python API, as I’...