7

The light cannot hit the wall in the shadowed areas because you are using Eevee. Eevee is no raytracing engine like Cycles, for the same reason mesh objects with an Emission shader emit no light onto surfaces in Eevee. The light is visible in the Translucent BSDF material and will receive shadows if there is an object between the light and the material, but ...


5

The simplest way to do it is to use the UV Texture Coordinate output rather than the Generated output. Unwrap your object in order to get a square UV (for example with the Follow Active Quads mode) and the text will follow the shape: As your topology is a bit messy, what you can do is first unwrap with the Project From View option, in the Shader Editor ...


2

If the limit between the 2 colors is blurry I think you have no other choice but to create one unique material and use a black or white image texture as a mask factor in a Mix Shader (or use Vertex Paint if your topology is dense enough). Then you can paint your object with white or black: For something as simple as a vertical gradient you could also use ...


1

You can use the Wave Texture as a mix factor between a Glass node (or Principled BSDF with Transmission at 1) and a white Diffuse node (or whatever node you want):


1

Feed the color output of the image texture into the Emission input of the Principled Shader. That will cause the Principled Shader to use the image as the emission color of the trees.


1

Rather than rendering out 8 pics of Suzanne, I'll demonstrate with 8 different colors. I think you understand how to plug images in lieu of those colors.... So the first thing that I/you did here was to take the absolute of the dot product and compare it to the cosine of 45 degrees. Basically what we were doing was saying, we want to know if the angle ...


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