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3

Looks like there are two different base objects, one red smooth shaded, one grey not smoothed. Probably you disabled the viewport visibility of the grey one, but you didn't disable it in rendering, check your outliner for multiple base objects.


3

Since Geometry Nodes, certainly in 2.93, you can reference any GeoNodes attribute in the 'Attribute' input to a shader tree. Strangely, I don't think you can get at a vertex-group directly (yet). You can do it by transferring the weights to an attribute created in the GeoNode tree. (e.g.) Attribute Fill your chosen name with 0, and Attribute Math add the ...


3

On the first color ramp (with the blue in it), change the alpha for the non-blue stops to zero. Then, pipe the output color into Emission Color, and the output alpha into Emission Strength. Edit: Like this.


2

If all else fails, you should be able to do it this way - produce an identical texture in the VSE but with the desired frame frozen and use that for your texture instead. As far as I'm aware vers 2.8+ would still allow this. Here is an original image sequence - 600 x 400. ...and after when paused midway through and re-rendered - identical but with the ...


2

It seems you want to draw triangles going outside a point, lots of them. The basic setup is this: By fiddling with those values you can get various shapes: Then you can use a Voronoi texture to get random positions: Instead of using Voronoi you might want to have a simple mathematical formula to calculate which cell you are in and where's that cell's ...


2

According to a popular saying "More is less, less is more" 1, I decided to add a few more nodes into the Replace Color node: Separate compared colors to HSV but apply weights to each, so you can decide which is more or less important. You could add a Lightness weight and calculate that lightness inside the node. Use Original Color for comparison, ...


2

I think the question applies even if the nodes are not in a group. I think the question is about how to know which node the user needs to create (for example an IMAGE TEXTURE, or a NORMAL MAP), based on a existing shader setup. To know a node type, in Blender 2.92, just press N in the SHADER EDITOR, and in the SIDEBAR, the node original name (or the node ...


2

This is a basic standard material nodetree. If you have a texture into the base color input of the Principled BSDF, plug it into the color input of the diffuse shader. If you have a roughness value or texture, set it in both roughness input of diffuse and glossy shaders. If you had something plugged into normal input, plug it into all 3 normal inputs of ...


2

Turn off half res trace under SSR in Eevee:


2

The line is being caused by a "crease" which is the result of 2 edges being too close together on a curved surface. Although the inner edge is necessary for the geometry of the "top part", it is interfering with your mesh where the geometry is not needed. One thing you could do is grab a section of the inner edge in the middle of each &...


2

World space altitude (Z position) does not do anything special. Materials can affect things (especially if using object coords with something armature deformed); and of course, moving one thing but not everything can change things (because then you're lighting from a different angle, or reflecting things with a different relative position.) But what you're ...


2

Your vase is rather thin, if you increase the Volume Absorption density value it will work fine.


2

Nevermind, cracked it about 5 mins after posting the question - attach a texture coordinate to a vector transform, set the latter to go from object to camera, then plug into mapping node and then the texture itself. Probably obvious in hindsight! thx to those who answered


1

I got to know the answer from one of the Chief Software Architect at Blender If anybody, like me, is stuck trying to figure this out, and find this thread. The answer is NO, you cannot do it using python API. Instead, you need to go for either node groups or OSL... https://devtalk.blender.org/t/how-to-access-the-data-from-a-node-socket-for-processing-it/...


1

It's hard to tell from your images, but it looks like it's possible that the World Lighting from your scene is too bright for the bloom and kind of "overrides" it. If you want to keep the look of the background without having it influence the lighting in a scene, you can mix your (gradient) background with a plain (dark) background with a Mix ...


1

To keep face during animation (before next keyframe) you have to change two things in Texture node change Frame value from 25 to 1, otherwise blender will play image sequence of all your 25 face frames in Graph editor you have to change interpolation type T to Constant, so the offset change happens in one frame There is also one thing to keep in mind ... ...


1

In cycles, for a glass material you need to set the roughness to 0 and the IOR to 1.450 on a glass BSDF. For the viewport shading, it is not possible to make the glass transparent unless you switch to eevee rendering engine and adjust the materials (You'll have to learn about screen space reflections). Edit: For more transparency: With only glass shader: ...


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