6
votes
Accepted
How to achieve this shader parallax effect on any shaped object?
Try this setup:
It calculates where the camera view vector hits the parallax plane (defined with the object's center and $\vec{n}=(0,0,1)$) and uses that to derive the texture coordinates.
Note: you ...
5
votes
Accepted
why is my project from view distorted?
The problem is, since you have simple quads with only four vertices at each corner, Blender has a hard time to figure out how to distribute the image on those faces. The solution (not ideal to keep a ...
4
votes
How to achieve Geospatial Voronoi pattern?
Distribute random points with density based on proximity to given geo. Spawn overlapping cones - looking at them from top orthographic view is a cheap way to find intersections:
Color the cones:
...
4
votes
Accepted
Why does the shading looks bad on this subdivided and reinforced pillar?
You have an inner face, therefore this bad shading, remove it:
Then you'll have to add this edge loop:
3
votes
How to create a dithering effect?
I have written a detailed breakdown of the shader as a medium post. Here is what the result looks like. The .blend file is attached below.
The main idea is to create a map from grayscale to the ...
2
votes
How do I put a face on top of this halftone shader?
In the material called Halftone Pixel you need to plug your current setup into the input B of a Color > Mix Color, plug your image in the factor, and in input A choose the color of the drawing. ...
2
votes
Accepted
Whenever I select anything it just shows the shader thing at the bottom of the screen
You can select objects. As you can see in your screenshot in the top left of the Shader Editor window, there is the name of the selected object: "TFGstaircase". You just cannot see the ...
2
votes
Accepted
What is the simplest way to achieve viewport-like shading in python?
You can use the Workbench engine for that as it has simple to control lighting settings
The Workbench engine does not use the lights of the scene. The lighting conditions that will be used can be set ...
2
votes
Shade auto smooth not working, turning objects black
You have multiple problems with your model. First the lamp, enable Face Orientation and you will see that the lamp's outside is flipped to the inside (you can also see trouble on the ground mesh, ...
1
vote
How to achieve Geospatial Voronoi pattern?
This one takes a leaf out of @vklidu's book, for creating triangle-cell-based Voronoi geometry.
This version takes as input a plane, and a curve.
The plane is scaled up and subdivided, to distribute ...
1
vote
Procedural Textures with a Gradient and Constant Colors
It looks like you almost figured it out, your bottom-most Color Ramp controls the amount of white nicely:
The problem is, the plane is still not filled with white when the white slider moves all the ...
1
vote
Shade auto smooth not working, turning objects black
Others have already pointed out your lamp is inside-out, among other things. This is just a supplementary note.
You might consider a tip I picked up from John Dickinson's videos a while back. In User ...
1
vote
How can I reduce the intensity of metallic/specular/roughness materials?
You could put a Vector > ColorRamp after the Image Texture and play with the needles, move them to increase the contrast or make them brighter/arker:
Or simply instead put a Color > Brightness/...
1
vote
Accepted
Preventing Blender from automatically changing Texture Color Space: A Design Flaw?
You're misinterpreting what you see. An Image Texture node is not an image, but uses an Image. These are two distinct classes in ...
1
vote
Blender Refraction BSDF not working
Refraction works out of the box in Cycles. In Eevee,
For Eevee, you need to enable it in the Render settings and in the material's settings:
But with your scene, you need to be at a certain angle to ...
1
vote
Pre-displacement normals
Assuming we're not using custom normals or sharp edges-- which would be weird with true displacement-- we can capture the vertex normal in geometry nodes and use it in the shader:
The geometry nodes ...
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