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11

How to tweak values inside any material with a driver in the current scene's properties : Notes : You neeed blender 2.81 + to have access to the "Copy as new driver" context choice Notice the purple tint in the driven fields. That means you can't change directly the values anymore. If you want to get rid of the driver, right click in the field then choose ...


9

One way would be to CtrlG put an Input > Value node into its own little 1-element Node Group. Then use the group to control the strength of the Emission in all your materials. Any edit to the value in the group will be reflected in all the materials, and it can be keyed, or, as @batFINGER has commented, driven. To drive the value, you could create an ...


7

Put some kind of mask into the object space of the Empty, using the bottom slot in a Texture Coordinate node: Here, the Empty is a circle, and we're interested in the Y dimension of its object space. The Value input node labelled 'Fade' is provided to adjust the sharpness of the transition. The character can be made the parent of the Empty, so it will ...


6

You can use drivers on the Pos value. All you need is a driving value. Let's make the drivers from the group input. First enter the group node, select the Group Input node. In the sidebar (open with N). In the Node tab, you can add Inputs, name them and set their default/minimum/maximum values. I added two new inputs: Get out of the node, right click one ...


5

Let's have fun with Animation Nodes then ! Teaser : Teaser 2 : Get the blend file here : First, let's create a loop to instantiate the spheres and make them grow to their normal scale depending on a certain falloff : If you want to find a node by name, type CTRL + A and then the name of the node you are looking for. In the topbar, go to Add > Subprogram ...


4

First of all enable Node wrangler addon Edit > Preferences > Addons > Enable "Node Wrangler" Now go to shading workspace and a principled shader Select the shader and press CTRL + SHIFT + T and select all your files and click Principled texture setup. Now blender will automatically set up all the nodes for you.


3

Based on the comments i build the setup myself, created the "P" face as it was called in place, took it down flat according to comments again and then started working it back in place. Here a visual step by step: It's based on the following: Begin by creating a support triangle. For that use K knife tool and hold Ctrl to snap on the middle of the base ...


3

This is a "Math" node; It takes on the name of the operation you are applying to the inputs; My most frequent use of it is to multiply input to increase or decrease the strength of Mix Shader nodes.


3

Further to comments, to create an equilateral triangle, side length L - ShiftA call up a Circle In the fields of the Adjust Last Operation panel, type into Sides: 3, and Radius: L*sqrt(3)/3


3

To avoid distorted textures and have better control you can use a UV map. Then you can rotate different parts depending on your needs. Create a UV map for your mesh Connect it using the Texture Coordinate node Manipulate it either directly or using the Mapping Node. Unwrap your Mesh. You can also move individual parts of your UV map. Connect your UV map ...


3

With blender 2.81 and up you can right-click in the field and choose "Copy as New Driver", then right click in the driven field and click "Paste Driver". The resulting data path (in my file anyway) :


3

Uf ... Apply Scale Ctrl+A ... fixed painting, brush skipped all parts with even minimum slope. Since painting worked fine without Displacement modifier I was just curious why you used Strength 3000 for such contrast displace map (usually 1 is more than enough). Than I saw your Scale ratio Terrain 7500 / 4500 / 1. If you try to set Scale 1/1/1, you can see ...


3

Instead of using Render Layers' Image output, use the output of Denoise Image in the add node. Remember, the denoised output substitutes for the standard render layer output.


2

You will have to bake your displacement into an image and use it in a displacement modifier to create an actual mesh that will be exportable to something like Unity. Unfortunately the displacement generated from nodes won't become baked geometry, you can follow this video tutorial for the workaround. https://youtu.be/McALCOr39rY


2

a node setup is a group of nodes that you build, to get a virtual material for a single object. As i see in your images, there are 2 objects, a "landscape"/mountain and a plane. You need to do that material just to the mountain (maybe extend the mountain mesh, or joining the meshes). On your node setup, under "texture coordinate", try to use "object" instead ...


2

Press the Home key to show all nodes.


2

The Wave texture is 3D, and you've chosen the Bands option. If no Texture Coordinate is supplied, the texture will default to using the Generated texture space, which is (0,0,0) at the minimum XYZ of the shaded object's bounding box, and (1,1,1) at the maximum. The bands are parallel. Wood doesn't grow like that, so the bands need to be messed with quite a ...


2

add a driver in the shader and add it to each value in the materials.controlling the driver now controls the emissions in all of them edit:I cant write as its too long so here is the link to help you https://b3d.interplanety.org/en/using-drivers-with-nodes/


2

I think it can be simple to set the pivot point as 3D cursor, place it on a corner of a 2x2 meters plane and activate X symmetry: The rotation in this case is 30 degrees. Remove doubled vertices after that. Note: specifying the length of an edge won't solve the case or we'd need to set the length of the 2 edges simultaneously. And as far as I know this ...


2

If you use the 'Mist' feature: then enable it in the camera settings: then adjust the start and end point that it gives you to the start and end of the model, in the world settings: And finally, in the compositing editor, connect the mist pass to the render pass, to give you a high definition 'depth' pass: Hope this helped!


2

As far as I know you can't modify the default setting easily but you can use a simple node group to force the behaviour wherever you want to use your image texture node : Related : https://blender.stackexchange.com/a/168033/86891


1

Here's a node-based solution: Normal usage. As you can see the blue sky tints all surfaces Using the Light Path node. The sky is still blue but it becomes invisible to all except the camera


1

The texture and shader options are only available in the shader node editor, whereas you are in the compositing editor:


1

Just search 'math' or Shift + A Go into Converter Select Math node


1

This tree reproduces the function you describe: It could be made smaller, but I hope this is more self-explanatory. Note that this is Non-Color data, set in the input image.


1

All the connections are color coded, the "Emission" slot on the "Principled BSDF" shader for example is yellow and stands for "Color", while grey connections are usually for sources that deliver values between 0 and 1. (usually because they do not complain, more about that later) The blueish connections are for vectors, means a triplet of values from 0.0 to ...


1

You can do something like this: import bpy #Get the material you want (replace the name below) mat = bpy.data.materials['Material'] #Get the node in its node tree (replace the name below) node_to_delete = mat.node_tree.nodes['Principled BSDF'] #Remove it mat.node_tree.nodes.remove( node_to_delete )


1

You need to make sure you are not in the "World" node settings and that you are modifying the right slot if your objects has several materials.


1

Make sure you're using the Cycles render engine. It's not there when using Eevee :).


1

You'll need to do some compositing to make this work, because you can only have one active (rendering) camera per scene. So yes, you will have to render both, but Blender can auto-composite your results. Make a new scene. You can do a Full Copy if you want to copy everything over, and delete all but the mouth and the camera. Keep the background camera as ...


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