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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 "<&...
Markus von Broady's user avatar
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 ...
3fingeredfrog's user avatar
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 ...
Jakemoyo's user avatar
  • 6,157
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 ...
StefLAncien's user avatar
  • 5,872
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 ...
Markus von Broady's user avatar
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 ...
Gordon Brinkmann's user avatar
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. ...
Markus von Broady's user avatar
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 ...
Aaron VDW's user avatar
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 ...
Gordon Brinkmann's user avatar
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, ...
Martynas Žiemys's user avatar
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 ...
John Eason's user avatar
  • 5,444
1 vote

Shading issue in EEVEE

I had shadows turned on in the sun light properties, on accident.
Dirt Grub's user avatar
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 ...
Val Tokic's user avatar

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