8 votes

How can I make these swirling gradient spheres?

Add noise to the input of your textures (using vector math > add). By changing the input texture coordinates you can squash and stretch your texture along curved shapes.
Leander's user avatar
  • 26.2k
5 votes
Accepted

Is it possible to assign different images on instances in geometry nodes?

Here is another answer if you maybe want to combine your images in a grid. In my case I have 6 images in a 2 × 3 grid (2 columns, 3 rows) like this: Then I can use the index of the instances (see the ...
Gordon Brinkmann's user avatar
5 votes
Accepted

Creating a specific tileable pattern mask

I would use generate texture coordinates instead of object. From that, use some value to determinate the subdivision scale, modulo and scale the coordinates from it. Then use 'vector absolute' node ...
lemon's user avatar
  • 58.6k
4 votes

Noob shading advice. How do I shade like the referenced image?

Fairly simple to achieve. You can make a shader like that using Layer Weight node and its facing output colored with a Color Ramp( Shift + A and search in Shader Editor): This is a shader that ...
Martynas Žiemys's user avatar
4 votes
Accepted

How I can keep material slots when joining geometry with a geometry node?

I'm not quite sure how you did this - is the inner white part masked (I'm just asking because the second material is called "tetrad_mask"), or are those faces that have the white material ...
Gordon Brinkmann's user avatar
3 votes
Accepted

How to apply outlines to edges of faces in a mesh?

Using Cycles (bevel node is Cycles only), you can do the following to obtain a mask: It compares the angle of the face normal to a normal generated by the bevel node. The less they are the same, the ...
lemon's user avatar
  • 58.6k
3 votes

Python remove unlinked nodes in all materials scene

The code you posted will get the current active object and a material from that. So you could make it iterate over all materials in the blend like this. ...
Andreas Rånman's user avatar
3 votes

Plastic bottle, how to get neck exaggerated/magnified shadows, model included

You can get rid of sharp edges shadow by detecting them. On left your file model, on right corrected: Here is the shader setting: which make transparent parts that are the most along normals. It has ...
lemon's user avatar
  • 58.6k
3 votes
Accepted

Why does texture look like it's moving with particles but not when it's blank?

You have set the material to use the Generated output of the Texture Coordinate node. I'm not sure why this does not affect the material on the surface of the mesh (probably because the material takes ...
Gordon Brinkmann's user avatar
3 votes
Accepted

How to make material static?

The True Normal input (the normal to each face) in the shader changes as the model moves. If you want it to not change, the easiest way is probably to bake the normal as it was before the model moved. ...
scurest's user avatar
  • 10.1k
2 votes
Accepted

How to Convert Coordinate object from Coordinate Node into Mapping Node?

Here is the second part of your script: ...
Crantisz's user avatar
  • 35k
2 votes
Accepted

Geometry Nodes messes up Vector Displacement

It's looking like linked objects can't have different vertex positions, since they have shared mesh data. So that you have to realize instances. Then enable Realize instances, I save center of ...
Crantisz's user avatar
  • 35k
2 votes

Is it possible to assign different images on instances in geometry nodes?

I have no idea if there is a smarter way yet,but you can do it by comparing the named attribute in shader by a Math node set to Greater Than and using this as mix factor in a Mix Color node to switch ...
Gordon Brinkmann's user avatar
2 votes
Accepted

Apply material based on Y position of instances

first of all, connect y here instead of z and use float, not vector, because you wanna save only one value, not three. and in the shader: use the fac instead of vector, because there is coming only ...
Chris's user avatar
  • 57.4k
2 votes
Accepted

How can I preserve Material Preview while in Edit Mode?

I figured it out; I had Mesh Analysis enabled in the Mesh Edit Mode Overlays without realizing it. This covers the faces of the edited mesh with an opaque overlay, the color of which indicates ...
user5104897's user avatar
2 votes

Why does texture look like it's moving with particles but not when it's blank?

Instead of using "Generated", just use e.g. UV as input texture coordinates:
Chris's user avatar
  • 57.4k
2 votes

How to apply outlines to edges of faces in a mesh?

If you want the line to be a mesh you can use a vertex group in combination with this geometry nodes setup: The shader is to prevent the outline from being shown in reflections and from casting a ...
AlpineWorldCup's user avatar
1 vote

Hatching shader that conforms to terrain elevation

Working entirely in World Space.. The cross-product of local Normal with 'Up', will give you a vector across the principal slope. The cross-product of that, back with the Normal, will give you a ...
Robin Betts's user avatar
  • 75.3k
1 vote
Accepted

Material doesn't cover extruded circle?

When a Mesh Circle is instantiated, it is only the vertices and edges - it doesn't have an inner face yet. First, starting with a 3 vert circle, you can select all the vertices and create a new face ...
Allen Simpson's user avatar
1 vote

Strange artifacts with cycles render

If anyone reaches this, basically in my case the problem is that in the renderer I had the value for Transparent Light Path Bounces too low, it was at 8 and I had ...
Alejandro's user avatar
1 vote
Accepted

Differences between seemingly redundent Shader Nodes

PrincipledBSDF is meant to be convenient to use and to unify workflows across different software. Principled BSDF The Principled BSDF that combines multiple layers into a single easy to use node. It ...
Martynas Žiemys's user avatar
1 vote
Accepted

Creating material with real-world sized tiles

//EDIT: At the bottom you will find a file with a reworked version, using a brick texture, adding some settings to play with including the use of rectangular tiles and two different textures if needed,...
Gordon Brinkmann's user avatar
1 vote

How does one pixelate an rgb output in material?

As you said in the comments (which would have been really useful information in the question by the way), you want to pixelate the output of a Shader to RGB node. The problem with this is, to pixelate ...
Gordon Brinkmann's user avatar
1 vote
Accepted

Is there a way to change the active texture in texture paint mode using Python?

The active texture in texture paint is given by: bpy.data.materials['Material'].paint_active_slot It is modifiable. And the active material for an object ...
lemon's user avatar
  • 58.6k
1 vote
Accepted

How do you instruct Blender via .mtl file to import vertex colors?

You can't. OBJ vertex colors have no effect on MTLs or materials.
scurest's user avatar
  • 10.1k
1 vote

Color mapping instances of objects based on custom properties

Your true question seems to be: "What is the correct way to achieve the following with geometry nodes and material nodes?" It's hard to see why the Custom Property is so important in here. ...
Manu Järvinen's user avatar
1 vote
Accepted

Same material from Blenderkit gives different result from EEVEE and Cycles

it reminds me this question. I'm not sure why your material is so complicated for a simple brushed metal, I propose a simpler one in the linked page. As for the difference between Eevee and Cycles it'...
moonboots's user avatar
  • 151k
1 vote
Accepted

GN : Texture position doesn't match in "Material preview" with "Render Preview" Unless I tweak the "Color Ramp"

(Using Blender 3.6.5) The issue about rendering with Eevee or Cycles yielding different shading seems related to sensitivity to numerical round-off. To illustrate this point of view, two approaches to ...
StefLAncien's user avatar
  • 2,352
1 vote

Grease Pencil - Change Line art color according to background color

To begin, I have to let you know that Shader Materials are different from grease pencil materials. Not only are they both incompatible to each other but, shader nodes can't be used to influence grease ...
Obfuscate's user avatar
  • 288
1 vote

How do I create a Unity3d-compatible skybox in blender?

I updated @lemon 's script a bit to hide all the objects in the scene, so they don't appear in the screenshots and ruin the skybox. Here it is: ...
Octaviotastico's user avatar

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