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80 votes

How can I remove all unused materials from a .blend file?

How about the well hidden deathray button? Go to the outliner, choose "Orphan Data" instead of "All Scenes" and hit "Purge All".
Haunt_House's user avatar
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60 votes
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How to make a "reflective tape" material in cycles?

Such a material works by reflecting the incoming light back towards the direction it originated - since your car headlights are very close to your own line of sight, you see a strong reflection of ...
Rich Sedman's user avatar
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46 votes

How do I create a reflective white material?

The floor is actually more reflective near the horizon. This effect is called Fresnel and it adds a lot of realism into the scene. Your shader should look like this: Instead of controlling the ...
Jaroslav Jerryno Novotny's user avatar
43 votes
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How to create clear plastic? (Cycles)

This is very similar to the thin glass problem. It can be fixed by giving it a thickness, (i.e. Solidify Modifier, as already sugested), which in some cases raises some topology problems, besides the ...
Secrop's user avatar
  • 3,586
40 votes
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Color vs. Non-Color data

What Non-Color Data means Choosing Color Data vs Non-Color Data determines whether or not Blender will color manage your image. Gamma Correction is a way of compressing color data and is commonly used ...
Scott Milner's user avatar
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37 votes
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How can I convert a node made material into an image texture?

The method of creating textures is called Texture Baking. Different kinds of textures (normal map, specular map, albedo map, etc.) take different sources, from which you 'bake' the texture - it can be ...
Jaroslav Jerryno Novotny's user avatar
36 votes
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Scientific Illustration: Non-photorealistic rendering of sparse wireframe with dashed/dotted lines for backfacing areas - Blender 2.80

This can be accomplished by using Freestyle and Freestyle Edge Marks. No silhouette With silhouette Assuming you already have a model that you would like to render using this style, select it and ...
Robert Gützkow's user avatar
35 votes
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What is LookDev/Material Preview mode for in 2.8?

LookDev stands for "Look Development", it is the equivalent of the Material Preview mode in 2.7# with better shading and more advanced features. In fact as of Blender 2.82 it has actually ...
Duarte Farrajota Ramos's user avatar
34 votes
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How to use Subsurface Scattering in Principled BSDF

Subsurface amount Use it to scale Scattering depth down to realistic values When set to 0, scattering is disabled Values of around 0.01 are normal, since you're scaling from meters to milimeters ...
jachym michal's user avatar
32 votes
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How to make small objects emit a ton of light?

Mesh lights can be useful but they are quite an inefficient way to light your scene - especially with a large number of small lights as in your case. A better solution is to use Point Lamps to light ...
Rich Sedman's user avatar
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32 votes
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Stadium Seating Letters

If you're using array modifiers and therefore have just one object, then use Texture Coordinate node like so: Now use "Separate XYZ" and "Math: Less Than" nodes to discover the ...
Markus von Broady's user avatar
31 votes
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Blurring/Feathering a Procedural Pointiness Mask

Creating Procedural Weathering Effects in Blender Okay so I ended up developing a solution to this question a couple of months back, but I see it's gained a lot of interest recently so I thought I'd ...
Hexbob6's user avatar
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31 votes
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Cycles Materials Math node with more than two inputs

I won't cover the complete topic about Custom Nodes, because there's too much that can be done. This is just a small compilation of things to know for writing custom nodes that work in Cycles. ...
Secrop's user avatar
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31 votes
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How to create this colorful metal material?

Download the blend: lighting and colormanagement, scene scale before you start creating your shader, make sure to use filmic log encoding in the scenes colormanagement tab. This will switch your ...
yann's user avatar
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30 votes
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Make texture visible in sunlight

"I adjusted the exposure but that didn't help"... maybe you mean: I didn't adjust the exposure "enough". "My textures they turn white" But what is white anyway? In the ...
susu's user avatar
  • 14.1k
28 votes

Bump Maps vs Normal Maps

Bump maps and normal maps are essentially the same thing. The primary difference is that normal maps have more information in them(because they use an rgb input) to give a more accurate bump effect. ...
Hyenaman's user avatar
  • 466
28 votes
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Star Trek: Impulse Engine Material in Blender

This problem has been a really interesting one to work on. At the start I didn't think this would be possible with 'pure' Cycles nodes - without resorting to OSL - but was surprised to discover it is. ...
Rich Sedman's user avatar
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28 votes
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How do I create the left to right CRT refresh effect with material nodes?

This can be done by quantizing the x and y generated coordinates and combining them to get a unique value in $[0, 1)$ for each pixel. Then it's just a matter of creating a falloff for the scan lines. ...
HISEROD's user avatar
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27 votes
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Texture vs. Material vs. Shader

Shader A shader is a piece of code that is run when shading a mesh. It can be anything, including a texture, but the term is often used to refer to a shader that runs a BSDF or group of BSDFs, or ...
JtheNinja's user avatar
  • 9,142
26 votes

How can I make a texture look jagged or distorted?

You can get there using a brick and noise textures. Use a Brick texture for the randomly colored tiles Use a Noise texture to 'mess up' the edges Done.
jachym michal's user avatar
25 votes
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How do I achieve this "hexagonal armor" animation effect in Blender?

Enable addon Extra Objects Add Object Shift+A > Mesh > Extras > Honeycomb in desired amount of cels setuped in properties panel (left-bottom corner of 3Dview) with max Edge Width that fills ...
vklidu's user avatar
  • 36.9k
24 votes
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How can I make a procedural polished granite material?

Creating a Procedural Polished Granite Material Guessing you're probably no longer in need of this effect, but thought I'd write a (hopefully) short tutorial in case anyone is interested in creating ...
Hexbob6's user avatar
  • 2,038
24 votes
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How to tile textures in Cycles?

The concept you are missing is UV texture coordinates. Normally you would have to Unwrap your mesh and build a UV Map, but that is not always desirable or practical, and for most simple cases ...
Duarte Farrajota Ramos's user avatar
24 votes
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How do I make a procedural swirl texture?

The Hacky Way One way to do this is by stretching the mesh, so to speak, rather than the texture. When a mesh is bent by the deform modifier, cycles will give us the coordinates of the unbent mesh, ...
gandalf3's user avatar
  • 158k
24 votes
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Using an RGB map to assign various shaders in a material

Final: Example with Glossy, Glass and Emission shader. Overview and Node setup: You can do this by Separate RGB node which, well, is separating RGB channels. Then use them as masks for your ...
cgslav's user avatar
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24 votes
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Apply a Material just to the part of an object that was edited by a boolean modifier

This is how it works by default - materials transfer from one object to another with boolean operations. You just need to have material slots for all the materials used on both objects. So if you just ...
Martynas Žiemys's user avatar
22 votes
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Low Poly Water Effect

It looks to me like some kind of mix between glossy and transparent shaders. This setup is rather arbitrary, it's up to you to come up with a combo you like. The trick is that there seems to be ...
gandalf3's user avatar
  • 158k
22 votes
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How to create a "heat distortion" effect with a cycles procedural node set up without compositing

While it's not possible to vary the refraction throughout an object using volumetrics we can mimic the effect by varying the refraction at points on a surface and view the scene through that surface. ...
Rich Sedman's user avatar
  • 44.9k
22 votes
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How do I create a reflective white material?

The key is to mix a glossy shader with a diffuse. The lower the fac on the mix shader the more of the first input (in this case more glossiness). For more realism, you can feed fresnel values to the ...
JakeD's user avatar
  • 8,527

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