The trouble with this is that you need light to "bend" in a continuous arc around the black hole.
The reason why this bending is problematic is that cycles assumes light always travels in straight lines. Light does travel only in straight lines, but it can be bent by gravity.
Gravity is a distortion of spacetime around objects. The more massive the ...
You can use the math Modulo node on mapping vectors to create tilling for procedural textures:
To tile them seamlessly you need to flip tiles in X and Y axis:
For the Tilling X and Y nodes use values between 0 and 1. And to tile them in 3D just copy the setup into Z channel.
Why Mapping node does not add tilling to procedural textures:
Mapping node does ...
Here is how to change material properties, you can see all of them here or see the python path when you hover over in the UI on some material attribute:
# get the material
mat = bpy.data.materials['Material_Name']
# change its parameters - example viewport diffuse color:
mat.diffuse_color = (1,0,0)
Here is how to manipulate ...
Here you go, code with some safety checks:
ob = bpy.context.active_object
# Get material
mat = bpy.data.materials.get("Material")
if mat is None:
# create material
mat = bpy.data.materials.new(name="Material")
# Assign it to object
# assign to 1st material slot
ob.data.materials = mat
# no ...
1. Mirror shader as material with mirror reflection (roughness = 0):
To setup a physically correct material we need to base it on real measured values and setup the nodes so it follows the equations how materials behave (PBR setups). The best source for measured values is refractiveindex.info - we get 2 IOR values: N and K.
IOR is a complex number, most ...
It looks like Z-fighting, which is caused by overlapping faces in your model.
Z-fighting is a phenomenon in 3D rendering that occurs when two or more primitives have similar values in the z-buffer. It is particularly prevalent with coplanar polygons, where two faces occupy essentially the same space, with neither in front. Affected pixels ...
Cycles is a physically based render, and often the best approach is physical recreation.
This would simply be an emission shader since it is literally a lightblub or LED. I took the button model, and scaled it down slightly on the X and Y axis. I then drastically scaled it on the z axis, and moved it ...
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 your own lights. You can replicate this behaviour in a material by simply manipulating the surface Normal in a Glossy shader that can then be mixed into any other ...
Select all target objects and also the source object (the source object needs to be active, so either select it last or select it again after you selected all target objects).
Go to the Material tab, select a material slot and click the specials menu button.
Click Copy Material to Others to copy.
You can accomplish this in multiple ways, the easiest way is to use a Hair Info node, and use the Intercept value to drive a Converter > Color Ramp node. Use this to drive the Factor on your mix or add shader node. Here is a quick example node setup:
And here is how it renders:
As you can see, the lower input into the Mix Shader is on the base of the hair, ...
You need dispersion
Dispersion is the phenomenon of multicolored highlights you see in most transparent substances, resulting from different colors (light frequencies) refracting at different angles (the prism effect).
Your reference image does not have this, which makes it immediately noticeable as CG. Instead I would suggest by starting with a reference ...
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 amount of reflection with the Mix Shader Fac input, you control the amount with the value of color of the Glossy node. Black will be no reflection.
As the roughness ...
Expanding on Róbert László Páli's answer, this is possible with a Procedural texture and bump mapping.
For an ocean texture, the procedural textures most likely to be what you want are:
You can also combine and mix these with an RGB mix node.
Here are some examples of bump mapping with a Noise texture:...
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 doubled mesh.
Or by faking the surface thickness by not using refraction at all.
This last approach raises another problem: IOR inverts automatically on ...
From your linked definition of iridescence:
Iridescence [is] the property of certain surfaces that appear to change color as the angle of view or the angle of illumination changes.
Thus, the following node setup should suffice:
If you're not familiar with node groups, this will create a new "node" called Iridescence that takes a base color parameter (...
To do this in cycles, you'll want a glossy shader.
You can do this from the properties menu like this:
But this actually will create the corresponding material nodes in the material node editor:
At least in cycles, the node editor is a lot easier and faster to work with directly once you get used to it, allowing you to create more complex setups quickly:
Let's start with some definitions:
Vector: A list of values that are all contained under the same "roof" so to speak. For instance, the location of an object in 3D space is a vector of 3 values (the $X$, $Y$ and $Z$ location of that object).
All Vectors in blender are by definition lists of 3 values, since that's the most common and useful type in a 3D ...
Yes, you can. Easy way would be:
Select all objects, keep one active, remove all materials on it by pressing the "-" button on the right-hand side of material slot list;
Then, from the drop-down list (below it), choose Copy Material to Others. Save the file.
All unused material data will be removed after saving. You cannot see them anymore after reopening.
Start with Wave procedural texture and create tiling in X axis with Repeating patterns on procedural textures. After that clamp the values into stripes with a ColorRamp node set to constant:
(^click to enlarge)
You can adjust the stripes with the ColorRamp node:
For mapping procedural textures onto spherical objects there has to be additional ...
OSL + Solidify (Irie's Technique)
The toon shader has seven customizable parameters for creating many different looks
Edge strokes taper off with a natural look, like hand-drawn strokes
It renders quickly
It responds to lighting (can be lit with lamps)
Some additional geometry must be generated to create the outlines
It won't look ...
As @gandalf3 pointed out, you can check out the answer here. I'll redo it with a bit more detail though.
I'll assume you've already UV mapped your plane (select plane, go into Edit Mode, U > Unwrap) and you already set up the texture in the Materials tab to look like this:
So, you render and the alpha appears as black.
To fix this, you go into the ...
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 surface normals, materials, lights, etc.
How do I bake a texture using Cycles bake
Not every material can be easily baked into single image without visual loss....
The outliner is a great place to find things. Entering a string in search field located in the header not only finds items containing the string but highlights them for easy access. The search menu also offers choices for case sensitive and complete matches.
Many things can be found in the outliner - from objects and meshes to materials, textures, modifiers,...
This is the correct setup to combine normal and bump maps.
If you use a normal map, you can't use the displacement material output, you have to plug it directly into the BSDF. The normal map must go first, and then you can add bump mapping on top of it.