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5

I write an answer as proposed to by @SHikhaMittal. Though, still not sure this is the wanted result. As this is about "any shape", have used an image, like a decal, to drive the displacement. The shape is colored with "wireframe" node, so that we can see the result of the displacement in term of geometry. The nodes: Bottom part is the ...


4

In case of tapers you can do it like this.


4

Use just the information for the Z (vertical) axis. You can place the gradient where you need it by modifying the coordinates.


4

You could avoid doing the trigonometric stuff the Gradient > Radial node has already done for you, by, instead of avoiding the discontinuity at 0, using it as the start of your segment: At its most primitive, the start-angle is measured out of 1, clockwise from 9 o'clock, and the segment is anticlockwise from there.This set-up works round the clock, ...


3

Use a Vector Math node set to Multiply by (-1, -1, -1) to get the opposite of the input Vector. You can also use a mapping node to do the same thing with the Scale fields. Also, FYI semantically, the inverse and the opposite are not the same thing.


3

Very close to your settings: Use the rotation of the mapping node to rotate Get an absolute value to get ride of the seam Change the map range in consequence Use a color ramp to tune the width of the angle Eventually change the color ramp mode to "constant" to have a sharp transition


2

If you want to make simple shapes here is a recommendation - https://www.youtube.com/watch?v=BqijDcTdfZ8 but i can explain here , if you separate the xyz of texture coordinate using a Separate xyz node and then connecting it to a compare node(math) , you can get a black strip on a black plane , this could be used to make a square by subtracting another such ...


2

In your case, it'd be easier to have all the symbols inside one image texture. Then you just rearrange the UV map.


2

In your tree, the 'True Normal', (which is the unsmoothed, geometric normal in World space), is being used as the color of a Diffuse BSDF, before the light-response of the BSDF is extracted as a color, put through a B/W ramp, and used as a mask. The True Normal is the direction of the geometric normal at the shading-point, encoded as a color in this case, ...


1

Ok so as you're using a MixRGB, you can indeed mix the 2 Image Texture nodes into the MixRGB, then you need to plug the MixRGB into a Diffuse, then the Diffuse into an Output: MixRGB is used to mix 2 colors and/or images, but you need to tell Blender what kind of shader it is supposed to be, between Diffuse (which will be affected by light and shadows) and ...


1

This answer is based on Omar Emara's Answer , so be sure to read it before you move on as I won't explain everything that have been answered there. This is the loop to generate polygon However, this loop doesn't take the distances between vertex points into account so I modify the loop to use the Distances output from Find Nearest Points node. As per ...


1

Gorgious very helpfully pointed me towards the API documents I was struggling to find as well as an example script generating node trees in Blender. In essence my question boiled down to "where are the relevant API docs, I can't find them", and they provided exactly that in the comments of my question. Nodes: https://docs.blender.org/api/current/...


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