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12 votes
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How can I hide texturing seam in torus?

You can "symmetrize" the UV coordinates: Recenter X (as the vector mapping is rotated 90°) between -0.5 and 0.5 and take the absolute value. Or more, simply: Note: there are two seams in ...
lemon's user avatar
  • 60.5k
10 votes

How to color the inside of a box

There are a few ways: If you have a single surface, you can define a shader for backfaces(That's "Geometry" node there in the Shader Editor that has Backfacing output): If you have an ...
Martynas Žiemys's user avatar
10 votes

How can I hide texturing seam in torus?

In addition to the wonderful answers already here, I will point out a solution that doesn't utilize material nodes. This may be useful for situations where a mesh and its UV map need to be exported to ...
Mentalist's user avatar
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8 votes
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How to make water gradually LESS transparent?

You can use a Principled Volume node for the effect (also have a look at Volume Absorption and ...
taiyo's user avatar
  • 3,474
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
  • 27.3k
8 votes

How can I hide texturing seam in torus?

If you interpret 0->1 U and V as 0->2pi angles, they can sweep round their own circles in 4-space The XYZW can be used in a 4D texture, and it will be ...
Robin Betts's user avatar
  • 78k
7 votes
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Can't figure out how this LED display was animated

Maybe you should do the loading bar animation in another software and then import it in an Image Texture node. I've used a simple black and white image instead. Plug your Image Texture into the Factor ...
moonboots's user avatar
  • 163k
7 votes
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How can I create Meteoric Metal in blender?

Looks like some sort of scratches directional in 3 directions. I don't think it has anything to do with Meteoric metal though as that looks very different. Have a look at the real thing maybe instead ...
Martynas Žiemys's user avatar
6 votes

Cycles pearl-like material

Here is a proposition (without the iridescent effect though): Increase a bit the Specular value, decrease a bit the Roughness value, give it a Clearcoat effect with a rather low Clearcoat Roughness, ...
moonboots's user avatar
  • 163k
6 votes

How to make water gradually LESS transparent?

You can use a black and white image as a mask that you plug into the Mix Shader, then plug your shaders into the 2 inputs of this Mix Shader. I've made it simple (a mix between a Glossy and a ...
moonboots's user avatar
  • 163k
6 votes

How do I get a tinted translucent material?

You could use the Translucent BSDF, but it's really limited to that aspect only and needs to be mixed with other basic shaders like glass or glossy BSDFs to give more complete results. Instead, I like ...
Lauloque's user avatar
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6 votes
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"Outline Highlight" effect on objects with geometry nodes

In Unity and other game engines this is implemented as a screen space effect. The geometry is dilated in screen space then a single color is applied to it, At the end the real geometry is drawn on top ...
Gorgious's user avatar
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6 votes
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How does Normal Texture Coordinate work?

Texture coordinate/normal outputs the object space normal, a unit-length vector. If we separate the Z component of that, we're getting the amount that the normal extends in the object-space Z axis. If ...
Nathan's user avatar
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6 votes
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Posterize Node in Material Shader?

//EDIT: Okay, I actually didn't think of a much easier solution. The answer below is completely valid and working, but for the vector maths there is a shortcut: instead of upscaling the colors by the ...
Gordon Brinkmann's user avatar
6 votes
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How does the multiply color node work?

Multiply simply multiplies red of one image by red of the other image, green of one image by green of other image and blue of one image by blue of the other image. Since color components are in range $...
Markus von Broady's user avatar
6 votes

How can I hide texturing seam in torus?

You can't because you can't make the procedural texture join with the Texture Coordinate UV output (edit: except with Lemon's method lol), maybe there's another way but you could try this setup ...
moonboots's user avatar
  • 163k
6 votes

Same material on different objects, different reflection

In addition to Harry McKenzie's answer In your material, the normal is image-based, in Tangent space. That means the local 3D spin of X and Y directions about the Z normal is dependent on the U and ...
Robin Betts's user avatar
  • 78k
6 votes
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Transparent image showing background and not logo in Blender

Instead of using the mix shader with alpha factor you can connect the image alpha directly to the 'Principled BSDF' alpha connection, and then directly connect the Principled BSDF to the output. If ...
Spearhead's user avatar
  • 390
6 votes

Use a single Image Texture node with multiple mappings

Here are the steps to use the same image texture with multiple mapping, using Node Groups : Select your image texture ⎈ CtrlG to make a new group, it will open the group ↹ Tab to exit the group Now ...
Lutzi's user avatar
  • 2,083
5 votes

Cycles pearl-like material

I've tried to create something that might be helpful... the original color seems to be slightly metallic with some clearcoat over it. Also a bit of "glittering" effect like carpaint. I do ...
Gordon Brinkmann's user avatar
5 votes
Accepted

How can I create this type of pattern material or texture with nodes?

I made a similar material with this node tree. You can probably manage to get similar results by using a voronoi texture instead of all the math operations at the begining
Alex's user avatar
  • 2,703
5 votes
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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
  • 60.5k
5 votes

Does Blender have a built-in basic material library?

Yes, it does. There’s a built-in add-on called “Material Library” that you can enable. Once you have, it shows up in a panel under the Materials tab of the Properties editor. Select the “Sample ...
TheLabCat's user avatar
  • 6,694
5 votes
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Same material on different objects, different reflection

The Color Space option of the Image Texture nodes should be Non-Color except for the Base Color Image Texture which should be sRGB.
Harry McKenzie's user avatar
5 votes
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How to smooth the demarcation between two materials?

You can use the "Smooth" operator in weight paint mode.
josh sanfelici's user avatar
5 votes
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How to Bend Object Coordinate Procedurally?

You can use the Vector Rotate node to rotate the texture coordinates. I start by determining the angle and the rotating the coordinates to that angle. Now $x=0$ lies on that angle. Next, shift $x$ to ...
Leander's user avatar
  • 27.3k

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