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2

Turns out the answer to "why is it brown" is that the subsurface scattering color was pink and I had the slider turned up really high. -sigh- It's always something little like that isn't it EDIT: here is a screenshot of what it looked like after I altered the subsurface color


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Ok, I figured it out. my Subsurface slider was turned up too high..


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This may very well be a bug, but even if it were not, HDR and PNG are poor choices here. HDR is a horribly inefficient format when compared to EXR. This is doubly so when considering that an albedo represents a range of energy reflectance of a whole. That is, the primary value range for an albedo is 0% to 100%, or in normalized float terms, typically 0.0 to ...


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Go into edit mode. Select the polygons that you want a different material on. Go to the Material tab. Click (+) to add a new Material slot. Choose a material or create a new one and then click "Assign".


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try to switch the input nodes of the "mix shader": - transparent shader should be the 2nd dot, while the diffuse one should be the 3rd input node (alpha channel is ok to be at 1st connection)


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You can use the Bias input, and as @Gorgious suggested, a Map Range node. Set Brick height/width to 1, so it matches the Checker texture Add Checker texture and Map Range node with To min set to -1. Use Mapping node to scale both textures to 8


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I would use a checker texture (Or use this answer to modify the bias in the brick texture to behave like a checker) and darken the color with the black outline of the brick texture afterwards : Note : The scale of the checker texture must be 2 * that of the brick texture, otherwise the edges won't align.


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Blender 2.82 introduced a "Map Range" node which is essentially the same as a color ramp node with two stops which both have grayscale values. The "Map Range" node has 5 inputs. The "Value" which is the same as the input of the color ramp. The "From Min" and "From Max" inputs are the left and right position, between 0 and 1. The "To Min" and "To Max" ...


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This issue was discussed in Controlling ColorRamp nodes with Group Inputs post but as Blender workflow get simplified and I wasn't able to find this post druging googling I decided to add another answer. Right click on source and choose "copy as New Driver" then go to the target and "Paste Driver". You can use any group node silder as a Driver.


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I finally fixed the last problems With the help of removing vertex form the shrinkwrap modifier, i made it for my goal, perfekt. Smart uv protektion was the key. Thanks Bruno.


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The slight deviation in color is caused by dithering. If you want to save accurate values for non-color data, then you have to: Set Dither to zero in Output Properties > Post Processing Use one of the following options: Set the View Transform to Raw, disable Save As Render in the file browser or save as OpenEXR to by pass the color management. The latter ...


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Right-click on the node and select Toggle Hidden Node Sockets or press Ctrl H


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Using Cylces, you can achieve this by combining transparent depth of the light path node and backfacing of the geometry node. We want to be transparent what has a depth modulo 2 equal to 1, as we want to be visible what is behind the transparent object (all are considered manifold). But back faces have an additional transparency depth because they can be ...


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There are a lot of ways to achieve this, one would be to enable images as planes addon. It is already included in blender so just go to prefernecs and enable it. Once its enabled press SHIFT + A > Image > Images as planes and select the image you want to import. Now simply place the new plane where your window is and transform it as per your needs


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Not sure how to answer but I am trying to access the start_frame parameter of a sequence strip in the VSE and my guess is it has to do with this thing called context. Looks like where ever the start_frame is being defined or allocated in it's parameter the context is where it is inherited. So it seems you have to create a context which is local to your ...


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Maybe you can use some sort of Musgrave or Voronoi texture to form the base clouds, then mix up texture coordinates with a Noise texture to distort them into something more irregular. Squash the textures in Z, or stretch in XY to get the elongated look.


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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


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Ok so I figured out what was wrong, the compositing in post processing was disabled so I just had to tick the box to enable it.


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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.


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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


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world properties, surface, Strenght = 0 Render properties, Film, check "transparent" Compositing tab, check "use nodes", mix the render output with solid color (mixing it with the alpha channel of the render layers node) --> see image (you have to mix the render with a solid color and use as factor the alpha layer of the render)


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in the end, i got it to show by turning the blend mode in the materials settings to alpha blend, then i could see the color black as i painting on the model.


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I fixed it by adjusting the settings of the screen and invert nodes.


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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!


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


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


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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.


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Please refer to piegames answer. PNG is perfectly fine for a "transport" data format. You can even use PNG and push a full 32bit raw into each pixel, then in your shader or depth system unpack the RGB/A into the original depth value. Im not sure why @user1853 is pushing EXR, this is not used very heavily for depth maps in my experience. EXR is not a great ...


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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.


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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 ...


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You can try snapping to vertex or edge.


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This is just a response to mark this question as answered. The user Gorgious linked a video which showed the solution: youtu.be/05HFa3jNBH0?t=24 The trick seems to be to switch to top-down, orthographic view, then project a UV map from view, shift the UV map over the desired part of the texture, then select 'individual origins' and scale the UV map ...


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Did you try dragging the connectors instead of clicking them?


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Here is a quick attempt to a wax shader... not as nice as the example but there's room for improvemment. Let me know what you come up with. start with Principled BSDF play around SSS values add dust in crevasse and other areas using AO, pointiness and normal Z value and noise add some translucency


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Use the same method however, use vertex paint instead of weight. Use the Attribute Node and the name of the Vertex color layer (default is "Col"). For example, use pure black for rock and pure white vertex color for snow. Also, not sure what kind of displacement you're trying to achieve but you cannot use a Mix RGB node as input to the Displacement output ...


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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.


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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 ...


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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/


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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 ...


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Noise textures need coordinates - object works well for this. Without the texture coordinate nodes, procedural texture nodes will default to generated and this is not always the best one (I almost always choose Object or UV). The relevant nodes are in your Mountain River and Snow White > BMD_SnowBump groups. If you need to debug in the future, try muting ...


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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


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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 ...


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I found the answer myself: In my case The Particle Info Node attaches to a material setup for the instanced mesh object used in one of the Particle systems. Therefore the Particle Info Node can only be relevant for that particular particle system.


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there is a "noise" node that is generating the problem. try to switch to 2d. check this to more details:


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So I changed all the Principled BSDF shaders to simple Diffuse BSDF shaders, like Craig suggested and it worked! Don't know the exact reason why it worked but I guess the Principled BSDF is too complex for putting a bunch of them in a single material. Anyway thanks for the help again.


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Looks like CG cookie posted a work-around for something like this... does this process work for you?: Convert Material Displacement to a Mesh with Blender 2.8 - Bonus Tutorial he uses an .exr map baked from the shader, and applies that in a displacement modifier. It's a process unique to this video


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In Version 2.82a docs show it is the 'slash' / character now. https://docs.blender.org/manual/en/dev/addons/node/node_wrangler.html#add-reroutes-to-outputs okay so whatever is selected then choose add to all outputs, there is of course similar shown after pressing 'n' in the "Node Wrangler" vertical tab (yes the addon needs to be active).


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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 ...


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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 ...


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I figured it out, I used two add nodes to do it, like this. the first one sets subtracts 0.5 so it changes everything to be under 0, and the second one adds a number from 0-1, which is connected to the Group Input node


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