7
votes
Accepted
What am I doing wrong with shading and modeling?
This happens because you have a large ngon that Blender tries to shade smooth with the adjacent faces. Ngons, under the hood and like any other faces, are made of tris, but contrary to quads the tris ...
5
votes
Accepted
Why Does the Principled BSDF Shader use an Index of Refraction of 1.45 and a Specular of .5 by Default?
You are mixing things up there. As the Blender manual states:
"Amount of dielectric specular reflection. Specifies facing (along normal) reflectivity in the most common 0 - 8% range." The ...
5
votes
Accepted
Auto-Smooth is greyed out and can't be enabled
It's a split normals problem (the split normals are the normals that determine the shading), it typically happens with imported fbx, go into the Object Data panel > Geometry and click on Clear ...
3
votes
Accepted
Animating Shader Noise Texture Node Randomly Every Nth Frame
The Modulo operator outputs the remainder once the first value is divided by the second value. If you're on frame 21 and you do $21\mathbin{\%}2$ it returns $1$ and ...
3
votes
How to normalize distances of each voronoi cell?
Use 2D for the basis of the Voronoi instead of 3D.
2
votes
Accepted
How can I create this imperfection?
The linked B&W overlays can be used as a mask.
You can use it to control roughness/metalness/transmission/color etc...
Or even use a Mix Shader to combine different shaders
2
votes
What am I doing wrong with shading and modeling?
moonboots' answer is correct. Adding to that: For the vines, you can just use a spline all around the wood and add geometry to that spline so it will be like a cylinder all around.
Don't try to always ...
2
votes
Accepted
Generate Body Skin Texture from Head Skin Texture
Probably best way to do this would be to import both textures into PS or Gimp or whatever, then change Blend Mode on the layer with the color you want to Color, in Gimp it's LCh Color. It basically ...
2
votes
Accepted
Cycles black artifacts on transparent materials
Well, here's going to be the really tricky (or tedious) part - it seems that each of the "grass plane bundles" have 2 duplicate faces which is what are causing your shading atifacts - ...
2
votes
How to normalize distances of each voronoi cell?
Well, I really have no idea what exactly your question has to do with Geometry Nodes. I also have no idea at all what you could need it for.
But if you insist on doing something with Geometry Nodes ...
1
vote
Accepted
Replicating similar texture procedurally in Alfie Garland's piece "Canyon"
This approach might give you a good start.
First job, get some tilting strata-lines, at randomish intervals up Z, slicing through the mesh in XY:
A 1D Voronoi gives us random width bands, each with ...
1
vote
Accepted
Black artifacts on mesh with Cycles, after I set up a normal map
Color space should be non-color, and normal map node should be used to convert tangent normal map to object space normals:
1
vote
Glossiness not appearing in cycles render - working in preview
You need to make sure that your scene world is set up the same as your viewport shading. The viewport shows the inbuilt Blender HDRI which is not automatically put into your Scene world.
To get a ...
1
vote
How to create independent instances of shader node groups?
I figured it out. Where it shows the number of users for the node group (in this case "4" on the attached screenshot), click on that number to make a "Single user copy." Works like ...
1
vote
Accepted
Cycles render is blank in viewport render for previews
You have paused your render preview.
Simply resume it to view it again.
1
vote
Accepted
Image Texture with opacity map over another material
The problem you are experiencing consists of two parts: first of all, as you already realized and tried to compensate with the Transparency BSDF, your leaves texture is not transparent between the ...
1
vote
Accepted
Is there a way to change all alpha channel together?
You don't need to add any additional nodes. Just script it. If they are all Principled BSDF (Let me know if there are other types and i'll find a solution), you can use a script with a switch variable ...
1
vote
Is there a way to change all alpha channel together?
There are several ways to do this.
Select any Principled shader node and hit CTRL G
It will create a node group and enter it. Inside disconnect the alpha thread, like so:
Whenever you want to change ...
1
vote
Why my material look transparent, my normal are correct
Seems like you have inverted normals, to fix that:
Select your wheel and enter Edit Mode by pressing TAB
Shift + N to recalculate normals outside
1
vote
texture does not affect volume shader
As was mentioned, because you're dealing with volumes, you need to use 3D Textures! :)
You can get these by using procedural textures with the type set to 3D. To get that squiggly shape, for example, ...
1
vote
After restoring the geometry, the material is not displayed correctly
After editing existing unwrapped mesh always check UV for gaps, stretches and overlaps. In cases with gaps surrounded from all four sides on UV, to restore the same geometry and be sure that UV is not ...
1
vote
Shading problem while creating a heightmap
The problem is you're using an emission shader as a material for your mesh (something I missed when looking at your screenshot).
Since it's emitting light there is no shading on the surface of your ...
1
vote
Overwrite original geometry UVMap with Geometry Nodes uv_map
You can use this script to convert UVMap attributes to a regular UVMap. Just copy it into the text editor and execute. Tested in Blender 3.2.2.
Important before doing it:
Your UVMap attribute has to ...
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