6

Transfer Normals on Instanced Particles Theory: Currently I don't think there's an easy way to pick the value of the shaded surface of another mesh and transfer to the built in hair strand, but we can copy it's normals orientation and use the same material and transfer them to another object. We basically just neet to create a separate Object that will work ...


6

Subdivide a cube, sculpt it a bit: Give it some noise and bumps: And at last create a particle system for the peanuts:


4

You could do something like this. It's just 2 Noise textures, one multiplied (to transfer the darks) and the other added (to transfer the whites), both mixed with an orange basecolor, which when combined with a high metallic value gives the cooper-ish look similar to your reference image. You can change the amount of light/dark by adjusting theColorRamps. As ...


3

Via a script. Removing unused material slots is akin to Delete all materials that aren't assigned to a face? ie remove any slot not associated as a face material, then consolidate. Similarly to https://blender.stackexchange.com/a/7164/15543 can loop over all selected objects and run the operator for each. Copy script, paste into text editor, select the ...


3

These lines are visible also in the original texture. So to get rid of this you would have to use some image editor to compensate it. Here I used Photoshop's Box Blur filter with range 1 px that wasn't enough so I used it twice, but you loose some details. Original Box Blur 1 px Box Blur 1 px applied twice There are probably better algorithms for ...


3

I'm not super happy with this one, but when it comes down to it you might have to fiddle around with just about any solution that's given to you. It's kind of the nature of procedural generation, so here goes. This is based on another answer I did over here: Sine wave on the environment texture You can read through that for the whole discussion on this. ...


2

You can achieve an effect like this by manipulating the normal. Here's Suzanne showing the difference with the default surface Normal and the manipulated Normal based on the vector from the origin to the surface point : By using a Normal calculated based on the origin, the reflection will always be as if it is formed on the surface of a sphere - thereby ...


2

Scale your UVs where it is stretched, you can do this by selecting the stretched faces and then seeing what vertices are highlighted int he UV view, you then press 's' to scale and then 'x' or 'y' to scale on the axis you need, in your case it looks like the 'y' axis. That should fix it though not a real fix as you have to do it each time you edit the mesh, ...


2

To make an object that receives no shading, just plug the color directly into the Material Output with no shader in between. As you can see from the image, the black planet is surrounded by lights and an emission object (I put planes to show that there in fact lights there). You can see with bloom on, that there will still be some color bleed-over, but there ...


1

I'm not sure if Eevee has capability to get there, since all edge detection nodes (like Bevel, Pointiness, or what ever) is not working in Eevee. The closest I was able to get is with Cycles and yet with problematic part. Node tree contains Pointiness feature that is sensitive for vertex distances, so to get there I had to use Subdivision Modifier in a very ...


1

To fix this I found that you can select the object hit the object button in the top left corner>Relations>Make Local>All this separates the link and works!


1

You can adjust the colors with a ColorRamp node. The result won't be the same, but you can get close. Left: Roughness Map Right: Reflection map adjusted with ColorRamp


1

This is due to how renderers process depth. Basically they squish all depth into a range between 0 and 1. With large ranges, rounding errors will create visual glitches like clipping. You may already be familiar with this in the viewport and cameras for the view range of geometry, but volumetrics also use this. I'm not sure why volumetrics are so much worse ...


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