14
votes
What is the mathematical role of the Factor attribute in the mix color node?
$$Color_{burn} = 1 - \frac{1 - Color_1}{1 - Fac + Fac \cdot Color_2}$$
$$0 \leq Color_{burn} \leq 1$$
The osl source you can find in ...
8
votes
Accepted
How to make water gradually LESS transparent?
You can use a Principled Volume node for the effect (also have a look at Volume Absorption and ...
6
votes
How to make water gradually LESS transparent?
You can use a black and white image as a mask that you plug into the Mix Shader, then plug your shaders into the 2 inputs of this Mix Shader. I've made it simple (a mix between a Glossy and a ...
6
votes
Accepted
Use shader's texture in displacement modifier
As of today, you can't exactly use shader's textures into modifiers. You can either recreate your texture in Blender's legacy texture system, or bake the texture into an image.
The legacy textures ...
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 ...
6
votes
Accepted
Posterize Node in Material Shader?
//EDIT: Okay, I actually didn't think of a much easier solution. The answer below is completely valid and working, but for the vector maths there is a shortcut: instead of upscaling the colors by the ...
5
votes
Something strange with material slots
When you first add a material slot to an object, the material you put in there automatically shows on all faces by default because it is the only one.
But this is not like an override material which ...
5
votes
Accepted
Bevel modifier causes incorrect normals
As Gordon says, you need to reset the normals, in the Object Data panel > Geometry Data, click on Clear Custom Split Normals Data. Also you have overlapping vertices, which prevents the bevel (...
5
votes
Accepted
How to create a seamless diagonal wavy pattern with opposing waves?
Maybe this?
I made the $45°$ rotation via the mapping node. The waves are generated by $\sin+\cos$.
5
votes
How can I make a polished granite texture in Blender Cycles?
Here's a first shot, trying to keep it as simple as possible, in 2D:
It uses one softly quantized Musgrave texture for the main features, slightly stretched, for the grain direction, and another ...
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 ...
5
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:
...
5
votes
Accepted
Grazing angle translucency bug artifacts?
What you are facing is most likely the terminator effect. It happens mostly when there is only 1 light source that hits some of the faces at a grazing angle:
https://blender.community/c/...
5
votes
Accepted
Embossed logo on glass surface using displace node looks incorrect
The differences between your model and the one in the tutorial: first of all, he sets the Strength in the Displacement node to 0.03, yours is at 0.2 - that is almost 7× larger. It also depends on the ...
4
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 ...
4
votes
Selecting Color-range with the shader editor?
Here's a technique you can use to select multiple colors, and get soft edge selections.
I borrowed the idea of using a Vector Math Node set to Length to measure the ...
4
votes
Accepted
How to Create Procedural Snowflake like Pattern with Shader Nodes
After finding this amazing tutorial by Luca Rood on Creative Shrimp's YouTube channel, I was able to make a simple result that I'm happy with. (See Screenshot Below)
11 Procedural Shading Tips in ...
4
votes
Is it possible to use external resources as images?
Yes it is possible. You can basically register a script that will automatically run and fetch the images from a URL path whenever you open your blend file. Just make sure you register the script using ...
4
votes
Accepted
How to make a constant (surface) shader?
If you just want one color, don't use a Color Ramp, simply take a Input > RGB node. Yes, it is emissive if you directly plug it into the Material Output, because you have no surface shader ...
4
votes
How to achieve this effect in shading?
As I understand your question, you want the Noise to be masked..
Here's one way. In this case, I found it easier to use Object-Space for the texture coordinates, putting 0 at the center without ...
4
votes
Accepted
Is there a way to limit the distance travelled by an emission ray?
It can be done with the Light path node, using the Ray length option in a first approach.
If a more precise result is needed by ignoring completely the light source for certain objects, an OSL ...
4
votes
Accepted
single mesh with multiple colors per part in array
Geometry nodes can be used for such tasks:
Here is how it works:
First, an array can be created inside geonodes, such as this round one based on curve:
But you can also use Mesh island node and use ...
4
votes
Accepted
Why are there black lines on my seamless texture?
Those one-pixel lines at the right and bottom edges of the image become visible if you zoom in enough:
4
votes
Accepted
Apply two different-sized UV maps in one shader
You can either scale one unique UV map, like this:
Or create two UV maps, scaled differently:
4
votes
Accepted
Shader for orthographic projection of the texture on the model
Here's one way to bake an ortho projection from the camera
.. with the backfacing shading-points mixed to another colour:
Here, the mix is plugged straight into the Material Output, and 'Emission' ...
4
votes
Accepted
What do I set Specular to on Principled BSDF?
After reading more about it, I've come to this conclusion which I'm posting here in case it's useful to others.
Simple explanation:
Leaving Specular at 0.5 is usually acceptable, as the specular ...
4
votes
How do I automatically rotate and move a camera mapped texture?
You can use object properties to counter the rotation and movement of the object. For the simplest case, position the camera in top orthographic view, rotate the object around Z axis and move it (...
4
votes
Bevel modifier causes incorrect normals
I cannot recap what exactly you did with your mesh. But the only thing I saw immediately is that the Auto Merge option at the top of the viewport is not enabled - which he uses in the tutorial and ...
4
votes
How to make cumulonimbus clouds?
VDB to Mesh + Sculpt ...
Import some existing VDB cloud ...
You can't convert Volume object into a mesh directly, but I just noticed - you can add some mesh object (like a Plane) and use Volume ...
4
votes
Accepted
Is there a way to create fake halftone holes across the entire object that doesn't completely cuts?
You can use the black/white factor of a Voronoi Texture node (randomness = 0) to control the alpha channel of a principled shader. The Math node, set to "greater than", controls the size of ...
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