5
votes
Accidentally Removed the Shader Editor: How to Restore It?
Here's a more general way to reset the entire interface:
✲ CtrlS or menu File → Save...
✲ CtrlN or menu File → New
✲ CtrlO or menu File → Open...
N or click either the gear icon or the "<&...
5
votes
Accidentally Removed the Shader Editor: How to Restore It?
If you find it difficult to open a new screen by dragging from a corner then an alternative method is to right click on the border that separates 2 areas, a little Area Options pop_up menu will appear ...
5
votes
Accepted
False Color Objects by Size
I used the GeoNodes setup from this answer to calculate the volume of your meshes. I only added the Mesh Island field node as the Group ID input for the Accumulate Field node; calculating the volume ...
3
votes
Accepted
Simulate Minecraft Redstone | Where to start?
(Using Blender 4.2.1)
Setup and resources
The GeometryNodes modifier is added to a Grid of 1x1 faces, some of them deleted in Edit Mode. This object origin is set at the center of a face to specify ...
3
votes
Simulate Minecraft Redstone | Where to start?
I'm not sure if this isn't multiple questions in one. First of all, you need to figure out which texture to draw:
│ ┤ ┐ └ ┴ ┬ ├ ─ ┼ ┘ ┌
for that you need a logic like this:
how can I ...
3
votes
Accepted
How do I put white highlights on these eyes?
The highlight is created very similar. Instead of using a Greater Than to make a black circle on a white background you make it Less Than to get a white circle on a black background.
Then you just ...
3
votes
Curve to Mesh with UVs in Blender 3.x?
Blender 3.5+
When capturing a factor of a cyclic curve, Blender [3.5+ - thanks shmuel!] already does the hard work of calculating the factor between the technically-last-point, and the first point. ...
2
votes
How to apply displacement maps in shader editor to a specific vertex group
What you can use instead of vertex groups is a Color Attribute, which you can reference directly in the Shader editor via the Color Attribute node.
Add a color attribute
Enter Vertex Paint mode
Paint ...
2
votes
Accepted
Different objects stretch bumps differently
Procedural textures like the Noise Texture use Generated texture coordinates by default if there is nothing plugged into the Vector input.
Generated texture coordinates (if not move or scaled with a ...
1
vote
UV Texture Scaling
Remap UV coordinates with some math nodes or something like Color Ramp:
RGB Curves also work:
And there are probably many other ways. It's basically just manipulating a range of vales from 0 to 1, ...
1
vote
Accepted
Tried following a tutorial to add in some textures, seemed fine on shading, once i went to render vision it looked like the image. What happened?
The shader view uses Material Preview using Eevee which has its own built-in HDRI lighting. You are using the Cycles render engine and both of your lights are behind your objects in camera/rendered ...
1
vote
1
vote
Accepted
How do I get my object with a toon shader to have cast shadow's on it behave like it's shader?
Wow, I think you have found another issue with eevee next.
I had issues with translucency and material blending i posted here:
https://blender.community/c/rightclickselect/wEN1/
I replicated your ...
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