I've spent the past week or so working on basic logic gate implementations in Blender Shader editor.
I'm sharing these with the community so anyone who would like to use similar nodes can easily find how to make and use them.
They allow for a little more advanced Shader Node behavior without having to resort to OSL or python scripting.
Here's an overview of ...
In order to explain to sockets and their numbering I'll have to explain how Cryptomatte and some aspects of path tracing work.
Cryptomatte generates ID mattes which try to preserve for each pixel of the rendered image what elements of the 3D scene contributed
to it. For instance in a render with motion blur, pixels where the moving object and ...
Fract returns the fractional part of a floating-point value, as described by @Merlin, but its treatment of negative fractional parts is not actually the same as Blender's implementaion of Modulo.
If you want to see what a mathematical chunk of your shader tree is doing, it can be quite handy to make it generate a graph.
This plane is 8x8 units, ...
How to tweak values inside any material with a driver in the current scene's properties :
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 ...
I divide this Repeller Effect into parts:
Offsetting the locations with multiple-object effectors.
Changing the direction of arrows with respect to the effectors'
Part-1: Idea is, we offset the locations (grid-points) using the first effector then use those offsetted grid-points for next the effector with the help of reinitializing option of the ...
A Fresnel node can be used as factor for a Mix Shader between a Transparent BSDF and Emission Shader, in order to achieve the glow at grazing angles. The Facing socket from the Layer Weight node allows to add a slight glow for the angles in between. Finally the Is Camera Ray output from the Light Path node is used to only show the emissive material to the ...
A noise texture which fac is clamped by a less than reduces the influence of the second input of the add rgb.
A noise texture is kind of random pixels, specially at high scale. From that, if we clamp its result by a less than or greater than (or colorramp), then you will pick a partial amount of this randomness.
In particular here, that ...
You can directly undistort footage in the Sequencer, once you have it set up correctly in 2.8.
Open up the movie clip editor and open your footage.
To properly choose some distorsion value, we will have to be able to preview the result. Go to the top right of the movie clip editor, click on Clip Display and check Render Undistorted. This will give us the ...
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 ...
This tree divides the UV space into XY cells, and samples the sine of X at every cell to stagger the position of the Y cells.
This results in a modified UV space which looks like this: (X->R, Y->G, 0 at the center of each cell)
This space can be used to tile any UV-dependent texture in a sine-wave pattern.
In this case, we use the output vector as the '...
The Bricks node puts out a random-per-brick blend of the two input brick colors, biased at Bias = -1 to Color 1, and Bias = 1 to Color 2. So you can quantize the blend, and map it to colors, as much as you like:
I've added a tree which uses the range of colors to switch between completely different textures:
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 ...
They are default Value nodes (Add> Input> Value), just renamed by user to make node-tree more "understandable".
To rename any node open N-Panel in Node Editor window (press N) and type anything in Label field.
If you want to set this up per material, you can use the Light Path node to make a material transparent to shadow rays: (Note the Geometry node is not relevant to this first example)
with this result...
...but as you can see from the shadow on the floor plane, this is transparent in both directions. If you want to fix that, you can wire in the Geometry ...
I'm not sure I can justify every node here mathematically.. top row power node, adjusts variance in star size, multiply node maps into the threshold given by the color ramp... they all interact, but I've found it quite controllable...
...but it's the bottom row, which colors the stars and multiplies the color with the greyscale generated by the top row that ...
If you use the Shader to RGB node combined with Greater Than node. You can differentiate between light and shadow to create a cell-shading effect.
Simply add a texture to the original Diffuse BSDF, to texture the transition between light and shadow.
This is how the effect looks in motion.
You can sharpen or smoothen the shadows edge by decreasing the ...
Here is how I would solve this problem.
I would convert the texture into black and white using a color ramp in the node editor, where the water is black, and the land mass is grey or white (This is because white is the value pops out, black doesn't). You might need to make slight adjustments to the color ramp. (The noise texture in the demonstration should ...
Mathematically it should return the fractional part of the number i.e the non whole-number part, but the blender implementation is artistic in it's implementation.
For non-negative numbers this is equivalent to using the modulo with a factor of 1.0
For negative numbers it is equivalent to using modulo with a factor of -1.0
The equivalent node setup of the ...
If you are wanting to keep their scales relative you could use the math node and multiply each scale value by a factor. For example below, I am doubling the scale of each texture, where the first math node is my factor (highlighted in yellow), and each of the next math nodes are my scale of each texture. Just change the factor in the first math node to ...
These are blender properties
https://docs.blender.org/api/current/bpy.props.html In defining, for example a float type property bpy.props.FloatProperty can set its hard and soft minimums and maximums.
A soft setting is the first range you force the property past up till the hard setting.
As an example using the Principled BSDF node
Let's think like a photographer.
Proper lighting is essential - white background, strong backlight, fitting HDRi
Shader - Principled BSDF will do (let's keep it simple)
Use post-processing - adjusting midtone contrast, color-corrections
Outer Seed shader:
Roughness - pretty low, it needs to reflect environment and not
Clearcoat - ...
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 ...
To wrap a 2d texture seamlessly the 2d coordinates need to become circular in higher dimensional space. Think of it like painting a torus and then cutting it open and folding it flat, only without the distortion.
Fortunately the OSL noise functions support more than 3 dimensions.
By taking the X and Y components and remapping them we can sample 4D noise in ...
Small code that can bring the indication you need.
# Clear all nodes in a mat
def clear_material( material ):
# Create a node corresponding to a defined group
def instanciate_group( nodes, group_name ):
group = nodes.new( type = '...
Really unsure this is what is wanted in the question, but:
There is no Python nor animation nodes here. This is simply an animation.
The torus is done from a base little cylinder with an array and a simple deform to curve it:
Then animate an empty with a circle curve surrounding the torus:
And make this last empty parent of the torus.
According to the code currently here, and the sample_uniform_cone currently here, without smoothing the resulting diffuse intensity depends on the size of the toon shader node.
So we can compensate this value to invert the calculation:
The size is multiplied by pi/2 (so this is relative to half cone angle).
Then take 1 minus the cosinus of the previous ...
I don't think the Blender Voronoi has access to quite the same parameter as the one illustrated. Typical shader-Voronoi is based on the distances between randomly placed points, one to a cell, in a regular grid of rectangular cells. I think the specific 'wobble' effect you show is based on smoothly varying the positions of those points within the cells, ...
That's a beautiful node setting. I will try to explain some problem first:
You shouldn't use emission shader for your output, if the output is Color and you want that color directly show on your screen, please directly connect the Color socket to Output Surface socket. This post elaborated more detail of color output setting
What you mean too fast? Human ...