16 votes
Accepted

How can I remove black backgrounds from fire stock images to use in material with transparency?

The problem with the above setup is, using the image as mix factor directly or with the help of a Color Ramp converts the colored image into a greyscale image which gives a combined brightness value ...
Gordon Brinkmann's user avatar
10 votes

How can I make foggy, uneven liquid with clumps?

Use a noise texture as the density input for the volume. The noise texture's output values are in the range $[0, 1]$, but most noise values are closer to $0.5$. Setting the From Min/Max values to ...
Leander's user avatar
  • 26.2k
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
8 votes
Accepted

Principled BSDF shows values in percentage?

Change this back to 'Factor'. A link to the documentation.
lemon's user avatar
  • 58.6k
8 votes
Accepted

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
  • 3,354
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
7 votes
Accepted

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
  • 151k
6 votes
Accepted

How do you make a material that rotates around a focal point, like a pie chart?

Try this node setup. You can write #frame in the Value node field to make it keep up with the current frame (when animating): That's just the basics of the "waves" converging at the center ...
Christopher Bennett's user avatar
6 votes
Accepted

How to create a radial transparency gradient on a cylinder for a laser render?

A straight material shader will operate on the outer surfaces only, giving you a "disc" on the top and bottom of the cylinder - if you want it "filled" like a beam, I would suggest ...
Christopher Bennett'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
  • 151k
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
  • 151k
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 ...
L0Lock's user avatar
  • 15.7k
6 votes
Accepted

"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
  • 30.3k
6 votes
Accepted

Is it possible to add randomness to object instances added via Array modifier?

You can achieve this by using Random per Island instead of Random. However, if your mesh already has multiple islands, each of these will get an individual random number. An island is basically a ...
Titanius Anglesmith's user avatar
6 votes
Accepted

What's the point of ArcTan2?

If you consider any point, (x, y), a vector, that starts at world origin, then the quotient y/x is equal to tan of the counter-...
Titanius Anglesmith's user avatar
6 votes
Accepted

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
Accepted

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
5 votes
Accepted

Make a animated transition like this in material nodes

That can be something like this: Get the X component of generated coordinates (or UV), recenter it between -1 and 1, then absolute to have symmetrical value. Then animate (keyframe) the "greater ...
lemon's user avatar
  • 58.6k
5 votes

How would you make a procedural displacement texture resulting in random planar faces?

New Answer: I have adapted my first approach a bit and also fed the Normal slot of the Glossy Shader to create the impression of a perfectly flat surface. If you want to also achieve the beveled look ...
SolomonTheScapegoat's user avatar
5 votes

Something strange with material slots

When you first add a material slot to an object, the material you put in there automatically shows on all faces by default because it is the only one. But this is not like an override material which ...
Gordon Brinkmann's user avatar
5 votes

How to have the same material applied on multiple objects, but control the material parameters for each object individually?

You can control what happens in a material with custom properties of an object: This way different objects with different custom properties can look different with the same material. You can use ...
Martynas Žiemys's user avatar
5 votes

How can I make a polished granite texture in Blender Cycles?

Here's a first shot, trying to keep it as simple as possible, in 2D: It uses one softly quantized Musgrave texture for the main features, slightly stretched, for the grain direction, and another ...
Robin Betts's user avatar
  • 75.3k
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 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
  • 23.6k
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
  • 1,581
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

How to create a dithering effect?

I have written a detailed breakdown of the shader as a medium post. Here is what the result looks like. The .blend file is attached below. The main idea is to create a map from grayscale to the ...
Kenny's user avatar
  • 140
4 votes

How to gross select vertices

Select one of the areas that you want to change. Press Shift+G and choose Area. That selects all faces with a similar area as the active one. In the lower left part of the viewport, you'll see ...
Frederik Steinmetz's user avatar
4 votes
Accepted

single mesh with multiple colors per part in array

Geometry nodes can be used for such tasks: Here is how it works: First, an array can be created inside geonodes, such as this round one based on curve: But you can also use Mesh island node and use ...
Crantisz's user avatar
  • 35k

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