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1

I didn't clamp my subtract nodes, which were below 1, so clamping the nodes placed them back to normal again.


0

It is a matter of resolution of texture or render window, and how procedural textures are put to work. There are probably more cases where a texture stored in a file will perform better in order to avoid operations computed by blender when creating the procedural texture. In the end, a weight x height map will be created and pixels RGB will be combined with ...


0

Silly me! It was the node graph that I connect to the Bump Map into the Normal Map then Output to the shader. (Normal => Color => Normal => Shader) Rearrange my node is the solution


6

I tried to get closer to your reference, but checking real shots it seems to me I just multiplied wrong interpretation of reality. Of course it has hundreds of possible looks, but version in your reference looks weird to me ;) Anyway ... Wave texture can't create a zebra strips, that is what I see as bigger breaks on surface. For that I based material on ...


4

Here's everything I know about melting ice cream aside from the taste. A procedural solution would be to mix a Magic Texture and a Noise Texture for the noisy mask, and use a Wave Texture with a high Distortion value for the outside melted part. If you just add these masks together, however, you'll get these jagged peaks on the outside, which is not ...


2

Use a Fluid (Liquid Domain) with a relatively small Inflow Sphere (location: tip of tonge), high Viscosity Strength (docs) (try Strength=5), small Liquid FLIP Particle Radius and can slow down the Time Scale (try=0.5 or less) "When it rains I always think of you: drip": Note that I only simulate up to frame 50, and the lighting makes the single ...


6

In your node setup, the roughness (a.k.a. glossiness) comes from a color ramp: So the simplest solution seems to be replacing black with white and white with black on that color ramp. At least if you properly diagnose your problem as being the opposite to what you want - because inverting those colors will invert the roughness.


2

In Cycles I used the following setup for my "Earth + Sun" model. First of all, I've got an Empty parented to my Earth object. The Empty has a Track To constraint, target is the sun object and Target Axis is -Z, so it's pointing away from the sun. In the Earth material I use the Object output of a Texture Coordinate node with the Empty as object. A ...


4

You have set the Type to "Hard", if you set it back to the default "Soft" you will see it's the regular Noise Texture, compare it to this article Wikipedia: Perlin noise. If you want to achieve a look like "Hard" you have to tweak the distribution with a Color Ramp, here's a simple try on it:


2

You can separate the RGB channels, amplify them with a Map Range node (say, 0.4 to 0.6 mapped to 0, 1), and then recombine them. However, amplifying normal maps like this should never be neccesary. Normal maps do not alter geometry, unless it is not being used for normals: in the case that Cycles is using them to displace the existing vertices through a ...


2

chain creation is like that and can be extended with curve modifier: https://gist.github.com/fccce7bd9fdcd84d20371a72b59e207c


3

If it is what you need, maybe. SNL used for sorting. import gist: https://gist.github.com/423c6ca03363c7f4aa2408f8d59df8d4


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