New answers tagged

1

The first part of this one is a shameless rip-off from LateAsUsual 's way of making noise anisotropic, following the contours of a gradient. A 'Scanning Plane' is prepared with this Geometry Nodes group, to encode the proximity of collection of target objects in a vertex-color channel.. ... similarly to this answer, which generates ripples. Below, we can ...


1

Updating the nVidia driver resolved this issue.


3

Prompted by SteeveDroz's comment on Rich's answer, I checked what Blender 3.0 (in fact, 2.83+) can do. I came out with a non-OSL solution (see the right hand side of the screenshot ↓; the left hand side is Rich's script). The trick is using the Ambient Occlusion input in "Inside" and "Only Local" mode. However, it's not perfect (see the ...


10

From my limited knowledge ultrasound based imaging basically creates a "section" of the subject at a defined depth, controlled by the power output set by the operator. You can achieve a similar effect by using a shader that adjusts transparency based on some depth parameter. Results wont be the best, but it will be quick and dirty approximation. ...


2

Your cat ear has a height of 14 meters. If you had a real mount of flesh that size, there wouldn't scatter much light through it either. So make it smaller to have it more real-life scale or change the value for Subsurface to something higher. The slider won't go higher than 1, but you can enter a value manually. Here's an example with Subsurface = 10: By ...


0

H i , it seems like that you need to install Uv squares ,and download it from github here is the link 👉: Uv Squares also if the link goes off you can use this .blend file and save it as "uv_squares.py" and then install it also idk what you want to do with this addon but i guess that you can do the same thing with " flow active quads " ...


1

The setup you have produces a cube with perfectly white emission. (You can simplify your nodes though; just use a normal Principled node and set the Emission color to white, no need for a Texture, Add, or Emission node). You can check that it is totally white in donmccurdy's Three.js viewer, or the Babylon.js sandbox. I looked at <model-viewer>, what ...


3

Using a Mix Shader with Transparent BSDF gets us the shadows we want, but also affects the object's shading in a way we don't want. We can fix this using the Light Paths node. The Is Shadow Ray output can be used as the Factor of the Mix Shader. You can use the color values of the Transparent BSDF to control how much shadow appears. Areas with many folds ...


0

Blender saves most of its data in the .blend file; but there are some exceptions and images are an exception. Blender can pack images into the blend file, but it still treats them as if they were separate files, so I'll ignore that detail. Blender's internal naming can be a bit confusing at first, because it has to do with how it stores data about data (...


0

When Blender references an image file you have somewhere on your computer, it makes a little structure of information: a file path, the color space in which it thinks it should read that image, and a unique name for the entire structure. The name is not necessarily related to the file name, although it is often derived from the file name. These structures ...


0

I spent some time working on this issue and here is an answer that is fully open source. Yes, you can create great renders of your models freely, with some effort. This solution is focused on improving solid model to beautiful render workflow TLDR; and jump to 3) Solution if you are not interested in the synthesis 1. Create/Import your model You are likely ...


0

Just happened this to me too... I found this post and made me realize why some textures are black (at least in my case). I downloaded a FBX model, linked the correct texture but I still saw everything black. So I added a new Principled BSDF and compared the settings with the imported one. I found that some imported textures come with 0-alpha, so you just ...


9

The Holdout node creates alpha transparency, in Eevee it looks like you don't need to activate anything but in Cycles you need to enable the Render > Film > Transparent option to make it work:


0

I was also seeing black and I redid my nodes but it still didn't work. I finally figured out my issue. I had set max transparency bounces to 0. D'oh. Go to LIGHT PATHS > MAX BOUNCES and ensure you have at least 2 for Transparency.


4

Using Geometry nodes, you can spread the maximum value of any attribute over the entire surface. In this example, Suzanne's Shield is set up as a Dynamic Paint Canvas... .. set to record interaction with brushes in the default vertex-color layer: 'dp_paintmap'. Dissolve is checked, and set to a short time, so the paint does not persist. You could extend ...


1

Well the answer was simpler than I thought. To fix it you Dot Product the Incoming Vector with the TBN Matrix. To get the Bitangent you cross product the Tangent with the Normal You don't need to do the mix node like I did, I just did that so it looked pretty on backfaces :)


3

One way to do this by "collision detection", is to use the Object Coordinates of each object. Here's an outline of a material that will do what you want: There are three main components to this: Calculating the distance between the two empties. Determining the distance at impact. Switching. Since you already know how to do the first two, I'll ...


4

You can colorize the distance between the origin and another objects UV coordinate like this: [ result: Be aware: this has nothing to do with "collision", it just measures the distance between points of the objects. So although this is Suzanne, you cannot see any Suzanne shape on the sphere. That's what I meant with "it's not a collision, ...


0

Try linking your materials to Object rather than Object Data like illustrated below


0

Try linking your materials to Object rather than Object Data like illustrated below


0

I managed to fix it! I let the empty handle the vector mapping and the normals the rotation of the faces. Then I added a rotation transform node (Or something close to it. I can't remember the name correctly) between the texture mapping - normals to the mapping node and played with the rotations there until I got it right.


2

You can use the Light Path node, it has plenty sockets that filter the type of rays. Though I think it works only on Cycles. One of them being "Is Reflection Ray", which filters out anything that is a reflection. Use that node's "Is Reflection Ray", and use it as a factor of a Mix Shader node. In that mix node, plug your glass shader in ...


1

In Blender 2.90.1 you can turn off the Diffuse option under Ray Visibility to make the background color not affect the scene's objects. Note that this option is only available for the Cycles render engine.


4

There is a builtin addon called MagicUV that gives you a World Scale UV option. the settings are remembered between uses so you can apply it again without worrying about them This will scale your UVs to match the correct texture density. Unfortunately scaling the texture in material individually is complicated. The simplest implementation of this would be ...


1

EDIT: Sorry to edit this after a moderator tweaked it, hope I'm not breaking any rules but it happens with key frames as well. It seems that ANY animation remains for that socket. The rest of the post is still accurate except key frames show up in the timeline (etc) rather than the driver editor. --Original Post below-- I believe it's a driver issue, I've ...


0

For a formal understanding, you should read up on articles about what is a pixel shader (wikipedia) Your hypotheses are absolutely correct. The program is applied individually to every pixel in screen. Variable input nodes like Texture Coordinate will give you direct output data from a vertex shader. In simpler terms, it gives you the relevant data of the ...


0

Think of nodes as methods just like in programming language Methods have inputs and outputs and so do nodes Your 1st hypothesis is correct but the 2nd and 3rd is out of my little 15yrs brain. Basically you provide some inputs to node and the nodes does its job and you get the result as output.


1

It turns out I needed to upgrade to Blender v3. There is a geometry node in v3 called Set Material and that's what you use to set the material of the object.


0

Set Normal Input to Non-Color instead of sRGB


1

This is because you are not using mapping nodes and the UV of your model is not unwrapped, for example, sphere works because it has default UV that works with your texture, but your body sculpt doesn't have a UV map or UV map is distorted by sculpting, try to add these two nodes: Before your texture, does Generated or Object option work? Then you need to ...


0

UV map data can not be deleted from a layout. It can be 'reset' to 0, but given that nothing is created when unwrapping, deleting is not the correct terminology. You have not marked seams for the rings, as a result blender falls back to what is already specified. Create enough seams to make the rings unwrappable, then a single unwrap should give you ...


0

Imphenzia uses 2 colour palettes. He explains it here 8 bit 16 bit


1

If you are using this nodes setup, the texture will follow the scale transformation, as you can see: here rotation:


0

Step 1: Select your tunnel and then press 'Shift+H' to hide every other object in your scene except the tunnel, tab into edit mode, press 'A' to select all faces/vertices/edges and then press 'M' and select the 'Merge by distance' option in the bottom so that all overlapping edges/vertices/faces are removed. Step 2 (optional): If you want to check out the ...


1

Refine your UV unwrap to maximize pixels usage of your texture image. I would suggest a top view project from view (bounds) for this model. Increase your bake image size when creating a new image With diffuse bake setting uncheck direct & indirect lighting so it will only bake the color. Hope this helps!


4

I figured out how to re-create it. It has to do with where the object is in 3d space. (See Attached Photo) If the object is higher or lower, it will either have the black lines, or not. So depending on if you want the black lines or not, you can tab into edit mode, select the object, and move it around slightly. I find double tapping the R key, and using the ...


1

Try something like this - it might not be perfect, and may take some tinkering, but you can adjust the clarity/rougness through the Transparency Mix, the Roughness of the Glossy Shader, and the IOR if the Fresnel - between the 3 you should be able to find a mix that comes close. I added a bit of a Noise Texture to some Bump, to give it that "slightly ...


5

If you have many unused materials, you can also assign them a 'fake user' in the outliner. In the Outliner, use the Orphan Data View, then in Materials, select what you want and either click on their 'shield' icons (on the right of the image below) or right click the material and choose 'Add fake user'.


4

Press on the shield icon in order to make sure that your material (or any other data) is safe. The name of the material will then be preceded by the letter "F" like "Fake User". As long as the name is preceded by "0" it means that the data has no user and that it will be lost when you'll close the file:


0

Only Principled BSDF will work with collada export Check this answer: https://blender.stackexchange.com/a/243157/135402


8

use this node setup: Here you see the different looks depending on your Fac value in your mix shader: For eevee you need to choose alpha blend or alpha hashed mode for your blend mode in your material. Here the comparison with fresnel node, thank to Robin and Gordon: with HDRI


2

In the upper screenshot, you are in solid mode - you won't see materials in that mode. In the lower screenshot, your are in Material preview, here you won't see any World material by default. But as Gordon mentioned, you can see the world material by checking "Scene world" here: Press the right button here for rendered view: then you will see ...


2

It looks like you have not unwrapped your mesh at all or correctly, just tab into edit mode, press A, press U and select the unwrap option. If your mesh`s texture is still messy in that case, follow any one of the three methods given below. Also, press ⌃ Ctrl + A and press the rotation and scale option in the pop-up menu to zero out the object's rotation and ...


0

Try to Apply Scale (⌃ Ctrl + A) - Also You should do a Smart UV projection and then connect the UV node into the mapping.


0

So i think i just figure it out, so i created an input attribute of my vertex group in this case called ´´damage´´ in the new geometry nodes (Blender 3.0 beta) then i added a set material node with the material that i am gonna use, for the object in this case called ´´Rock´´ after that i created an output attribute and connected it to may vertex group, and i ...


11

I'm not sure if there is too much to say ... blue is just darker color ... so less prominent for blooming. Here all colors intensity of 10. Options for compensations are several ... it depends on circumstances ... here just Emission Strength Red 20 / Green 10 / Blue 40 + brighter blue color R0/G0.2/B1 Notes: Base color is set white here. Used default Bloom ...


0

I had to delete the object, re-import it and apply the texture again for it to work.


0

You can make some temporary modifications to the material and then use a material or rendered preview, possibly in an extra 3D viewport: You can texture paint in either preview. Unfortunately, the other preview won't update until the stroke completes.


1

Add a "set material" node some time after they have been instanced


1

One thing that seems to be in need of explanation is that Materials and Textures aren’t quite the same. Image Textures, including those that were originally painted in Blender, can thankfully be exported quite easily: Have the image in question open in Blender’s image editor. You can just use the one in the Texture Paint screen. Go to the image editor’s ...


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