New answers tagged shaders
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How do I create foam around the object?
Not sure if it is useful, but you can use AO to do at least something similar.
Check this out:
Maybe tweaking colorRamp, adding noise texture, etc...?
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Not smoothing the rear
I would start by making sure your entire mesh is shaded smooth (right-click context menu in object mode). Sometimes your mesh can have a mix of shaded flat/smooth faces when doing operations like ...
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Map (smooth) vertex group to a vertex color in geometry nodes
You have to replace the Vertex Color node by an Attribute node like this:
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Map (smooth) vertex group to a vertex color in geometry nodes
I would suspect that you didn't set your GN's output type to "face-corner", which is what kind of data a vertex color layer is.
Notice the geometry nodes sidebar. I've specifically ...
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Creating a greyscale gradient between two chosen points in the modelling space
Since you mention "arbitrary" points, rather than e.g. bounding box of a whole collection, you need to somehow communicate which points you mean. For example by using two empties and ...
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interchangeable material options
Just a couple of easy points.
Be sure to define materials for various parts of your bottle, like Cap and Label.
Assign one material first to the overall object (faces that are not Cap or Label).
Then ...
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Marvelous Designer to Blender turns half of hoodie black
Since you obviously use UDIM tiles in Marvelous Designer (distribution of mapping/texturing over multiple tiles), you would need to switch to UDIM in Blender as well.
Here's how to do that:
Import ...
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Need help with script that loops through a collection and bakes objects
to Marty Fouts point, I was not setting the bpy.context.active_object. This was the solution for blender 2.8+ ...
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How do you draw sin, cos and tan with shaders?
Well, I can't offer a uniform line thickness, but I can give you procedural axis grid lines
You can download a copy here: https://blenderartists.org/t/math-graph-shader/1380100
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Why does this normal map look weird when I use it?
In my experience, I have seen things like this occur when there are duplicated vertices. My fix is to select all vertices in the area and go to Mesh > Merge > By Distance. A pop-up window in the ...
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Change the Color of two materials with One group-node
Node Group (Color Sync) - to changing color in all instances - open node group and change color inside the group. It is designed in that way and that is how you benefit from it ... so you are using it ...
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Change the Color of two materials with One group-node
To answer "why the Group Inputs don't sync with each other?": It is because each material has its own instance (copy) of the group, and each instance has its own unique input. That's how ...
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Change the Color of two materials with One group-node
You can create this effect a million times easier if you do something like this.
A wave texture can be used to create sine waves (basically infinite repeating stripes).
Compare node allows you to ...
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Can we test out a bunch of different ColorRamps with the Asset Browser?
I've just Frankensteined cough created a script from other questions (like this one here How to set Hex in RGB Node? (Python)) to import color ramp definitions. Done this, I've found this question: ...
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Why does this normal map look weird when I use it?
Looks very much like what you get when you don't set the normal map image texture node to "Non-Color"
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How do you draw sin, cos and tan with shaders?
A really simple node setup that gives you a gradient as well, which of course can be changed to a solid line if you want.
Using a MixRGB node set to difference mode, comparing sin(x) to y just like ...
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How do you draw sin, cos and tan with shaders?
This aspect may not matter that much to you.. ( if it did, it might be better to go to a vector-graphics program and use its internal rasterization, or implement the graph as geometry in Blender).
As ...
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How do you draw sin, cos and tan with shaders?
you can use this node setup:
You can now add any math node between the two multiplier nodes.
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ColorRamp does not invert properly
You could do this with Invert if you had a pure black and white mask (values of 0 and 1, and nothing in between).
You can turn your current mask into this with a Math -> Divide node like so. Be ...
12
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How can I visualize a negative energy source with Blender?
You can assign a negative wattage to a light source - in the .gif below I have 2 lights: one (not moving) at 1000 watts, the other (moving) at -1000 watts. Notice how it also creates a negative "...
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Creating Tiny Splinters In Plastic Using Shaders or Geometry Nodes
Using Bump and material settings
Gunt.r answer is good, but instead of constant interpolation I would set a Linear or Beizer, this should look more realistic:
Also, you can get the required amount of ...
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Creating Tiny Splinters In Plastic Using Shaders or Geometry Nodes
A basic noise texture will get you pretty close
However, you're looking for a much lower density of detail - SO what you can do is:
Add another noise texture with a LOWER scale to mask over the top ...
3
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retro pattern shading for UV sphere
Trying to crunch this down to the minimum number of nodes, for a procedural version.
This way:
Takes the basic function y < (sin(x) + sin(y)) to give the wave ...
3
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retro pattern shading for UV sphere
Since there's a comment from the asker indicating that a solution using an image texture could be acceptable, this uses a drip mask that I made in Inkscape (packed into the blend, link below). It ...
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How to get Z Euler Rotation value of constrained object?
Is there a way to find the Z Euler rotation value of the empty after it has been rotated through the constraint?
Yes.
There are two different ways to get an object's transform into a driver:
One way ...
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How to get Z Euler Rotation value of constrained object?
I think I understand what you mean now:
You want to influence the light/shadows with the angle of the sun and additionally with a gizmo, but at the same time include the rotation of the head, right?
...
5
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Light path node ray depth counting direction
Rays start from the camera. For the first object a camera ray hits, the ray depth is evaluated as 0:
Here, a camera ray strikes the actively selected cube, which evaluates the ray depth as 0, ...
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How to procedurally select random parts of a texture and mask out the rest
i am not sure, but do you want something like this? Here i masked out the brick texture with a noise texture:
and this is how you can replace it with another texture:
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How to create a Wheat Straw Plastic material
Voronoi Texture will also work:
Multiple colors of dots:
Same color but varying brightness of dots:
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How to create a Wheat Straw Plastic material
You may try this setup. You may modify the colors and noise as per the requirement.
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Texture becomes black in Cycles
You have 2 layers of faces. Your material as it is set will appear black in Cycles because, as Gordon says, the UVs lay on a black part of your image. They will appear transparent in Eevee as the ...
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Blender for elevation models - split object z coordinate at 0
To handle vertical exaggeration in conjunction with the node Map Range, you need to know the height of your mesh.
Since there seems to be no way to process the ...
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Make fresnel visible only from a side of the mesh in eevee
You can do this, in a number of different ways, without any matcap or anything:
Left to right: original; rotated normal; directionally limited Fresnel.
The Fresnel calculation looks at the ...
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OSL script node : detect if two object collides and output a bool
It's my first experience with OSL, so I can't say if this code has no bugs, but at first look it works as it should. I used source from Secrop's comment and adapted just as he advised.
...
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Mixing shaders causes unwanted transparency
I fixed it by using a principled BSDF instead of a Refraction BSDF :
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Make fresnel visible only from a side of the mesh in eevee
I think you want to mess with the Geometry Node. This is me just plugging in the first random value that comes to mind, but I'm sure playing with some of the other attributes might work even better.
...
3
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Is it possible to use external resources as images?
No.
Blender itself does not have the in-built parts of a web browser/spider that interpret URIs and fetch their content automatically. You would have to modify its file handling code to recognize ...
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How do I keyframe a shader node?
RMB on the Fac field and pick Insert Keyframe, or hover your mouse over the property you wish to add a keyframe to and press I.
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My 3D model skin turns black in Cycles
Basically, the shader is set up to use a combination of diffuse and subsurface scattering stored in your diffuse color's alpha channel.
Eevee doesn't treat that material with any kind of transparency ...
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How to add circles at the junction points of the Voronoi lines?
Blender's Voronoi output is limited, and those 'points' are undefined, they are only the triple point of the boundary between cells. These are not points in memory, their specific coordinates are at ...
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How can I render a model with backface culling with Cycles?
Hulifer's answer is correct about the Fac problem. But backface culling as suggested in the question doesn't solve the mouth bag, tongue, teeth, eyes sockets, eyeballs, "X-ray" problem. ...
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How do I fix my bump map being messed up from certain angles?
You should plug the texture into the Height input, not Normal.
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How can I render a model with backface culling with Cycles?
You can multiply the fac with the backfacing boolean.
If Backfacing is false (0), you want to leave the fac unaltered (multiply by 1).
If Backfacing is true (1), you want the fac to be 0 (multiply by ...
8
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How to create a material similar to the fluorescent green fluid?
Here's one way to do it:
and what it looks like if it's the only source
To get precisely the look you want, play with the strength of the emission node and the Blend value of the Layer Weight node.
...
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how to make mesh mask an image
If you are referring to the small stars in the body, you can do that using the Window or Camera output from Texture Coordinate node as input in your texture:
Result (using Window as input):
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Cut off voronoi texture
With thanks to Robin Betts comment above!
The mask for the Fac input of the Mix Shader uses the Position output of the same Voronoi Texture Node that the Distance output from makes the cells for the ...
1
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Contact shadow distortion
Contact shadows is a screen space effect, which means that it uses only screen rendering information to make the effect, so it is not accurate. Try to reduce Thickness here:
Or try to set up Shadow ...
4
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Normals on human bake displaying incorrectly
See your current normal map, it has incorrect colors that are out of the spectrum of a good normal map:
Actually the bake went bad because the surface of the high-poly is going through the surface of ...
2
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Cut off voronoi texture
After some trial and error I noticed the Color output of the voronoi texture. This can be used to single out cells close to a specific area on the mesh.
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