Enable addon Extra Objects
Add Object Shift+A > Mesh > Extras > Honeycomb in desired amount of cels setuped in properties panel (left-bottom corner of 3Dview) with max Edge Width that fills cells with central vertex
Duplicate Shift+D and Separate Ctrl+P one cell, add Solidify modifier
Parent to Honeycomb Ctrl+P
for Honeycomb object enable under ...
Since this site is meant to be as knowledge base … here is one option for Compositor. This technique mimics one used by image editor apps:
Copy - Blur - Subtract - Contrast - Merge - Save … repeat with saved image
Add any your black&white image named like 0000.png from separate directory, because running rendering will generate an image sequence to ...
A pure-shader option, for use on a simple plane, or any surface:
The top branch wraps the circumference into segments, using a Gradient > Radial node. The wrap is controlled by 'n Spokes' input.
The middle-ish branch wraps the radius into rings, by length from the object origin. The wrap is controlled by 'n Rings' input.
There are quite a few '...
To desaturate objects closer to a light, add 4 nodes to your object's material:
Texture coordinate > Object: target your light
Vector Math > Length - gives lower value for objects closer to that light
Math > Multiply - to control the falloff
Hue/Saturation node, to control the saturation
(You can wrap the setup in a nodegroup and put inside every ...
I guess there has to be a shader approach, although I think @vklidu's answer is maybe more practical? It's always tricky trying to reproduce an effect that someone else has more than likely reached by random walk :)
This uses the hex-grid cluster discussed at the bottom of this answer. It yields a hexagonal tiling of the UV space, with a (-0.5 to 0.5) UV-per-...
Here is a try for Eevee (a bit less al dente than your picture though), I guess the settings would be different for Cycles, and probably easier to find.
Use a Principled BSDF with a bit of Subsurface Scattering (don't forget to tweak the Subsurface Radius values), Specular at 1, a medium Roughness, and a bit of Noise Texture in order to have a bit of grainy ...
A little bit ashamed of this answer now that I've seen the simpler setup, but maybe someone will find it useful...
Strategy: snap the coordinates to the nearest hex and then apply the usual magic (some kind of animated gradient) to color / normal / displacement
Know your enemy
A regular hexagon is made of 6 equilateral triangles, which means ...
You could create a row of icospheres (or simply circles), with an Array modifier on X, then a second Array on Y:
Give it a Simple Deform, choose the Bend option on the Z axis, with a little less than 360°:
Adjust the Array count on X so that the circles don't overlap and you have the hole you want:
As pointed out by Robin Betts, if you want to avoid the ...
The Principled Volume shader automatically picks up some details from attributes (eg, 'density' or 'temperature' and the Blackbody input can use this to generate the volume. This means it's not possible to change the Hue of the generated volume other than the Blackbody Tint - which effectively 'filters' the colours (multiply the RGB channels) - which loses ...
You can get good results with a single Voronoi Texture
Set Randomness to 0
Plug the Color Output to your ColorRamp
Set ColorRamp to linear (since the edges are already defined)
To keep the corner aligned: offset and scale the texture using The Mapping Node
Or offset the UV coordinates by 1 / ( 2 * scale)
Thanks to @Gorgious for providing the formula....
I only know how to do it by modifying the source.
Right-click on the input field in the Shader Editor and select "Edit Source".
In the status bar, Blender should tell you something like See 'space_node.py' in the text editor. Open the Text Editor and switch to the file it told you to. The cursor should appear near the end of this section. Add the ...
Edit: I wrote that quickly in late night, so today I added my Result and also fixed some information.
You can do this by making a mask, with which you can map an Emission Shader with a Principled BSDF Shader. Set up your UV system first, you need the image to be projected perfectly on one of the faces, I picked the front one.
Second, find an image texture ...
A "Magic Eye" image encodes the depth information into the repeating horizontal pattern such that "going cross-eyed" and matching up adjacent copies of the image fools our eyes into interpreting it as "depth". This can be demonstrated by looking at the following image :
Look at the central image. Relax your eyes so that you're ...
I was thinking about perhaps a 4d sphere and looked to https://en.wikipedia.org/wiki/N-sphere but this didn't produce satisfactory results due to considerable distortion at the poles.
However, on playing around with the nodes I came up with this setup :
Each of the X,Y,Z channels is passed through a Cosine function to make it cyclic and then to an Arc-...
Some shaders determine what happens when light rays are reflected or emitted by the surface of an object.
But what happens to the light when it goes through, or inside the object, is determined by the volume
In blender, volume can be used as part of the material on objects, or for the world.
There are many uses for volume shaders, like creating clouds, ...
We can use the "generated" coordinates (from "texture coordinates" node) property: the coordinates are given before any modifier deformations. Using it can simplify what we have to do here.
Or with several rings:
The base shape is a tube/cylinder with a simple deform modifier to make to U shape:
And the node setting is the following:
It may help to visualize it this way:
When we render a scene, for each pixel on the camera we project a ray, and if we make contact with the surface of an object, we ask "What is the color that should be reported for this pixel given material properties, lighting, occlusion etc?"
This is fairly simple when the material is a solid color, but what ...
This seems to be some form of crude "Wipe" effect.
By using the object's local Z coordinate as input and running through the Less Than math function it basically makes an horizontal line mask.
In the vector node the X and Y axis Scale value to zero is turned down, which makes it basically output the pure Z axis, as opposed to all axis at once which ...
Make a dummy material with each node type of material.
Following on from the suggestion in comments by @MarkusvonBroady couldn't resist.... Am waiting to see the excellent material serialization answer from you know who,
Pretty much zip the material node / inputs / outputs etc against a newly added default of same type, and add to string buffer when not ...
In order to get more control about the playback of an Image Sequence or Movie Clip, you can set the Frame property of the Image Texture node to the 'first frame' which allows to set the the 'current frame' based on the Offset property.
If you'd like to reverse the playback of a Movie Clip or Image Sequence, you can add a driver expression to the Offset ...
Object* coordinate has 0 in the middle:
Notice how I apply a 50% scale, because Object coordinate goes from -1 to 1, so it's twice as big as UV coordinate going from 0 to 1)
Offset, then rotate
This is the worst solution. You can subtract .5 from your UV along X and Y, to make the middle have 0, and then add it back after rotating:
Using default plane unwrapping the plane will be mapped 1:1 to the texture, so I multiply the coordinates so they go outside the boundaries. Then I apply modulo, to get a repeating 0..x range, where x is the the value in modulo node. To get spacing, use modulo > 1 to get some values outside the texture, and of course set "repeat" mode to "...
Recurse the tree.
In question code, the major rate determining step will be checking the list for dupe to append, often quicker to add them all and use a set if only unique members are of interest.
Suggest can use list comprehension, or recursively walk the tree.
Here is an example, pass a node tree to a method and walk its nodes, if it has an image property ...
This is likely trying to add some randomness into the texture coordinates so all objects don't have a perfectly matching texture placement introducing some variation between them despite using the same texture.
It takes Object texture coordinates as base then separates each axis into separate components so an arbitrary value can be subtracted to in each ...
Try adding a gamma node with 2.2 in between combine and bsdf nodes. I tried it and it seems to work.
The one on the right uses the other glass bsdf
I’d assume the RGB color picker is gamma corrected (to preserve the linear workflow), whereas the Combine HSV node as a - let’s say - more mathematical approach to color is not.
Add a Gamma node with a value of ...
Reframing the idea behind “Alpha” as occlusion should make the idea clearer, where “Transmission” is a degree of filtration.
The 0.0-1.0 range in alpha represents the degree of occlusion from 0% to 100% in a properly encoded image, while the RGB represents the quantity of emission. Something can be completely unoccluding (0.0 alpha, 0%) and emitting (nonzero ...