Update for Blender 2.81+ Versions
You can now do this much easier by using the Vecotor Math Node. Just set it to Snap and insert it in front of the Image Texture like seen in the Screenshot. The values of the second Vector Input can be used to controll the resolution on each axis. Divide 1 by any value to get better controll over the resolution.
You can ...
The way to get control of the shadows was to have a light with high intensity, and then a mesh with white albedo color. Then the node graph in the image shows how to filter the shadowed part out from the render. There's no light path node at all anymore.
Just toggle one of your nodes off and on again.
Viewer/Composite nodes refresh only when there's a change in the compositor.
You can use M on your keyboard to Mute/Unmute a node.
Or just disconnect and reconnect it.
Maybe a slightly obscure one.. I've used the Material Index for discriminating between materials hit by a forward-cast ray in OSL.
Examples here and here... it's one of the few attributes actually returned by a shader-cast ray, at the moment..
Your object has curve data. The curve data object holds a spline collection.
In each spline there are bezier_points or points.
You have mistaken a bezier point for a spline. The spline is a continued element made up from multiple points. As a curve data object can hold multiple splines (they can be discontinued/separate), it has a spline collection.
Make sure that materials is different. If it is not true, you will see a number near material name:
In this case press on digit to make independent copy
Next step - image node. Click on digit here:
Also mesh data can be linked:
So do you understand the rule? Remove all digits to make independent copy of material, image, mesh data.
By default an image texture with no associated file will output a completely black value. You can use this to drive the alpha value of your background, using a "Math" node set to "Greater Than 0" in order to have full transparency when there is no image texture and zero transparency when there is an associated image texture.
You should plug the alpha output of your image texture into the alpha input of the principled BSDF, then use the color output directly in the color input of the BSDF.
Make sure to check the blend mode to something else than "opaque" in the settings of the material. Press N to open the panel when in the shading node editor then go to Options>Settings>Blend ...
Hey I had the same problem, here's how it worked out:
I guess you're pressing f3 when he says 'search' for the denoiser, and then denoise animation pops up, right?
You need to hit shift+a, then click on 'search' in the menu that pops up.
You should find an option simply called 'denoise', not 'denoise animation'
Hope this helps!
You can make a mask with black and white (image or a gradient texture) and then use [Object] texture coordinate with an Empty selected to determine the physical location of that texture. You can then animate the location of that mask by either animating the mapping node location, or by animating the location of the empty itself. This also works for scale and ...
You currently have a node setup for one object to make the iris and the pupil. You would need to have just the iris as the background, and then another object parented to it to be the pupil. It would look like an eye, not two objects.
Here's an example of combining B over A (both images have alpha channels)
To mix the RGB (color) information use the alpha info of B to control the color mix (this would be the proper Alpha Over operation)
To combine the alpha channels use a color mix node and the Add operation mode.
Then plug the result to the alpha of the material node.
The node type you need for creating a color ramp is ShaderNodeValToRGB. Below is an example that demonstrates how to create a material that contains a color ramp that is connected to the base color of a Principled BSDF.
# Create a material that uses nodes
material = bpy.data.materials.new(name="Example_Material")
material.use_nodes = True
# Get ...
The Checker texture is 3D. It divides the given texture space into blocks. The Brick texture is 2D. It's calculated in U and V, but just projected through W.
So you can map the checker in a 3D space, (here, Object space) but the bricks need some kind of mapping onto 2D surfaces to look like bricks. The default UV map of a cube will do, here.
If you'd like ...
This has a rather simple solution.
You almost got it right on your first try.
You have to connect your UV coordinates.
Add a Texture coordinate node - use the UV output.
Add a Mapping node - use it to rotate the checker texture.
Connect them like this, and you're good to go.
It does seem strange, that when you take a 0-1 range, and then map, say, the 0 -> 0.33 part to 0, and the 0.66 -> 1 part to 1, suddenly values appear that weren't there before.
It's because the output of the Noise node does not fill the 0-1 range. The bulk of its output is between 0.25 and 0.75. Outside that range, the values are simply absent. Those values ...
When you are shifting the color ramp tabs like you do in the 2nd picture, what you are doing is telling blender to make most of the texture either black or white with only a little bit of greys in the middle. Only the colors that are mid-grey will remain grey, every other color will become either black or white.
The problem with this in this case is that, ...
Your result corresponds to the ramp used, everything is OK. Remove the Ramp as it's not needed and connect the Noise's Fac the the Displacement's Height. Or connect The Noise's Fac to the Ramp's Fac if you insist on having Ramp. In this case the ramp's color is your height and you need factors. And greyscale displacement maps should be used for this.
Surprised this has remained unanswered...I believe it's pretty straightforward...
The viewer node is nothing but a run-of-the-mill Emission node with color: white and strength: 1. Hit the little triangle on the left side of the Viewer node to expand it and you'll see for yourself.
As for "ruining your render"...not at all. It's perfectly valid to plug an ...
So there is a way to expose the image properties to a CustomShaderNodeGroup. Lets say we have a NodeGroup with one texture called "tex1". In the CustomShaderNodeGroup, set the node_tree attribute. We will use this node_tree to look for the texture on the draw_buttons function.
# Setup the node - setup the node tree and add the group Input and Output nodes
For ID types like image use the template_ID method. As seen by viewing source of the image editor space, where sima = context.space_data
layout.template_ID(sima, "image", new="image.new", open="image.open")
What do you mean with the image editor space?
I mean look in blender for UI that matches, in this case I've arbitrarily ...
So far it's not possible to do that in Blender. Though it's been asked to the devs plenty times and I hope they will make something for this at some point.
In the meantime, shaders creators usually use two methods to go around this problem:
The first one is to make two node groups, the texture nodegroup and the shader nodegroup. The texture nodegroup ...
The small bumps can be done using a normal map which essentially are images that tell Blender that the surface is not smooth, and to extrude the mesh in and out on the flat planes according to the normal map. There is a pretty good tutorial on how to generate normal maps from texture images here.
To apply the normal map to your object, head over to the ...
The world normal and the world position (and some other geometry data) can be retrieved from the Geometry input node.
There is also a VectorTransform node which can convert a point, a vector or a normal from object (local), world or camera spaces to object, world or camera space. With that, it's very easy to compute camera space normal.
Finally, to get ...
Using UV Layer
Example showing UVMap
Then use the UV Map node as input.
UV layers and vertex color layers are available to the attribute node by name. Not custom polygon float layers. Be careful not to name two layers of different type the same, (which you can) if you are going to use either or both as node input.
Script that sets a float layer to ...
I figured out how to add transparency to randomization. It turned out i need to duplicate setup for randomization in that way i have exact node setup for both textures and alpha channel. Iv also added ON/OFF switch to randomization.
Dynamically re-annotate a pointer property
I forgot to select one
Example below. Note I've used Scene properties to illustrate the concept, as it's simpler to put together using simple panel template code and column flow to layout, than making custom nodes. Pretty sure the same concepts apply.
The Scene.foo_int property unregisters re-annotates and re ...
You can get camera space coordinates from the Input > Texture Coordinates node using the Camera or Window socket, depending on what you are looking for.
The same node provides local position for vertex using the Object socket, you can convert to world coordinates using a Vector Transform node.
Using the Vector Math node you can do the required matrix ...
Remove as Orphans?
If octane materials are orphans, ie have no users as indicated by 0 in materials menu then remove them using outliner in "Orphan Data" mode
How can I remove all unused materials from a .blend file?
Delete all materials that aren't assigned to a face?
Only materials with numeric suffix
If octane materials are the only ones with ...