New answers tagged

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Answer provided by Nathan. Solution was to clear custom split normals in Object Data Properties/Geometry Data.


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you can get the result you want by plugging the generated texture coordinates from the vertex positions of your cube in the Texture Coordinate node instead of the Geometry node. Here's the result :


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I am not sure, but i think you clamped the light too much. I got this: if i increase your clamping (clamping direct and indirect light) from 0.03 to 0.2


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I achieved the following result. Apologies for the "before" shot, it's the only thing I have: I have this "gulf" scene where my beaches are just planes sticking into the "ocean". That's a plane with a big Ocean modifier and a 20m Solidify modifier. What I found was that in your ocean's node tree you can use an Ambient ...


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The windows sync with the selection you do. However if you want to retain a specific selection, just use the little pin icon, in the upper right handside of the shader editor to keep the tree "pinned". The second one will still update if not using the pin. Release the pin to go back to the active selection


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Color MixRGB Shader Node Looks like a Color > MixRGB shader node. Has its blend type set to "Multiply" and has been renamed to "Color Factor".


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Since most earlier answers to this question, Blender has provided a discontinuous White Noise texture node. Even the smallest change in its 'coordinate' will produce a completely new output in the 0-1 range... .. so your seed can simply be an addition to the 'W' input of the 1D version. Here, keyed, but could be driven by #frame, location, or whatever is ...


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To make this realistic you'll have to mix a couple of different methods. A key concept is that rice is a bunch of little individual grains and no two grains are exactly alike, even in terms of physical properties. I started with this as a model for a grain of rice. It's an icosphere because I like to live dangerously. I looked up the length of a grain of ...


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In material preview mode (the render mode you're using in your attached images), click the down arrow in the upper right corner of the viewport, just to the right of the render mode icons. Find World Opacity and turn it all the way up.


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Subdivide the cube. It requires more geometry to be displayed. "Dirty Vertex Colors" in Vertex Paint mode works the same way if you want to mask out edges and corners. EDIT: No wait I just realised what's wrong. You should move the color stop sliders in the ColorRamp node more to the left. Tried setting it up like yours and it's all black here as ...


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Increase the roughness on a glass shader. No roughness: Some roughness: Even more roughness: Blur will work just fine with distance, the closer the object is to the window, it will be sharper.


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It depends on how you're going to use the value. Generally, anything that goes into a shader should be within the 0 - 1 range. But not necessarily Normal values or perhaps Subsurface (theoretically in either case your model would have to be huge for this to make sense) because these values deal with scale or distance. The same could be said for the Emission ...


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It is possible to read an image in OSL using the 'texture(...)' call but it is not possible to write to an image directly from within OSL. For a 'life' simulation you need to be able to read the previous state while generating the new one and so the way to achieve this is to be able to read the previously rendered frame while rendering the current frame - ...


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It is impossible to say whether the groups you show conserve energy, because whether or not they conserve energy depends on what values you send them, and they don't output shaders anyways. If you want to conserve energy, and you don't want to clamp unless you have to, there are only various things to know: If you send a shader a color outside of the 0,1 ...


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You use clamp checkbox It limits outputs to only numbers between 0 and one There is also a clamp node that does the same thing, but you arent limited to only 0-1 with the node


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You don't need true transparency (the Alpha slot of Principled BSDF) to create stockings. You can just mix the skin color with the fabric color and use this as the base color of the Principled BSDF. For black stockings add some black sheen/fesnel. Simple Stockings Shader for Eevee If you want to use the shader in Eevee only you can use a simple setup: Mix ...


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I can just repeat myself from comment ... by using thinner thread you get bigger holes in knitting that brings your material from far view as partly transparent. And it is fully depend on you if you need such detail for close up look or you fake it by just darker/ brighter tone of skin for far view of whole leg. Here is example of knitting bump texture (...


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The default brightness contrast node is a broken piece of anachronistic mess. “Brightness” is exposure typically. “Contrast” is stretching values apart or pulling them together around some image maker chosen pivot point. So exposure is a pure multiply. Change to the CDL node and use slope. For contrast, you can use the power of the CDL. For a pivoted ...


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Look for Links. Requested clarification, am making same assumption that you're after adding your group node between BSDF and Material Output. Similarly to Look for Links method from this answer. The concept is to look for a certain link in all materials and, if it exists poke a group node inbetween. Edit To reflect your Node Group Name of Node Group (...


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Assuming you want to add your node group between Material Output node and Principled BSDF node, here's the script. Also if you want to learn more about nodes with python look here : https://blender.stackexchange.com/a/23446/115433 import bpy #group = bpy.data.node_groups['your_node_group_name'] group = bpy.data.node_groups['1CameraBasedTransparency'] #get ...


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The code can be translated into a form that can be passed to the Node Expressions add-on to automatically build the node group. Paste the following text into a new text block named 'HSVtoRGB' and add the expression "TEXT:HSVtoRGB" to use it. # Function to demonstrate converting HSV toRGB #Inputs are Hue (0-360),Saturation(0-1), Value (0-1) inputs(...


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To imitate the border, simply use a gradient as a mask between two Principled BSDF shaders. As for the top material, glass with higher roughness works pretty well.


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I figured out a solution. By marking the 'Sharp' edges as 'Ceases', and then using the 'Subdivision Surface' modifier (which lets you acknowledge creases). This seems to smooth everything out really well, without the need for shaders. Tab into edit mode, and select the edges that you want to preserve, right click and mark as creases (or Shift-E and drag) ...


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Is this an exercise, or .... ... will this do?... EDIT: No, it won't. If you want to do logic like this by hand.. One way to approach the case statement would be use the implicit cast of True and False to 1 and 0, and multiply the truth-value of the case-condition with the color that would result if it were true. .. so the above cluster says (v,t,p) * (i =...


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You can use a ColorRamp to create the pattern. The Modulo and Divide nodes control the number of Color segments (5 in this example). Note: You can only use up to 10 segments (you're limited by the Array modifier).


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Location does indeed just add to the vector-- using a mapping node that maps location is no different than using a vector math/add node. Scaling just multiplies the vector's components. Rotation of 2D coordinates moves your x,y to length * cos (thetaInitial+thetaMapping), length * sin (thetaInitial+thetaMapping). The only thing that's remotely complicated ...


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Start by reading this link: Render with a wider dynamic range in cycles to produce photorealistic looking images Done reading the whole thing? Don't skip the link. Come back when you are done. As you would know by now, when using filmic as color space you are working with a much wider dynamic range, and what you call "white" is not at a value of 1, ...


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You might find it more intuitive to use an RGB Curve node once you've normalized the value using Map Range.


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Make sure you are on the shader editor. In 2.9.12 the interpolation options are there:


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The hard way But the way you can use to pour sugarlicious material on. As usual we'll begin with a simple vertex. Easiest way is to add a cube, or plane, and go into edit mode, vertex select mode, select all with A then Right Click > Merge > At Center. Add a Displace modifier set to X, lower the midlevel and increase the strength. Don't mind the ...


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I would use a Bezier Curve, it's typically easier to create tunnel-like objects. In the Object data properties, add a bit of depth to create the tunnel. Increase the preview resolution (number of subdivisions between each control point) and the bevel resolution. Add a material, go in to the Shader Editor. The curves come in auto-UV unwrapped so we will be ...


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In my opinion there is no need to create the actual geometry, since you may achieve the same effect (more or less) with normals and displacement (if you are using cycles microdisplacement will do the trick). So I would start with a typical cylinder and I would use a seamless texture with stripes. The trick is simply to rotate the texture, for few degrees ...


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You can achieve this effect by using the dynamic paint system. Select your steel plate and give it a dynamic paint physics modifier, set it to be a canvas. Then set your laser object to be a dynamic paint brush. Add a wetmap output at the bottom of the canvas settings. Now in your shader settings you can get a vertex info node and set import the wetmap data. ...


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Glass is reflective, so if you want to completely get rid of the reflections it won't look like glass anymore. This can be done by using a refraction shader which only passes light through and does not reflect any rays. If you want to just tone down the reflections you can mix a refraction shader with a glossy shader sharing the same parameters. Below is ...


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Additionally to what you're doing you need to go to the shader editor, press N, go to options in the material you want this effect in, and find "Options > Settings > Back Face culling" uncheck.


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I specifically made a long playlist where the main characteristics of stylizing a shader play a big role in your character considering: Vertex painting (to create specific shadows) use separate RGB to create filter for channels that can be later used as specular, reflective, etc. maps. Using a threshold to limit the light (aka Ramp Shader) Many math ...


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If you UV-unwrap your model and use the UV coordinates as "Vector" input for your procedurals, you should be fine independent of deformation. You will probably need to readjust the scale of some of the procedural textures after using a different set of input coordinates, though.


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Click on Object Data Properties (green triangle) then the Normals down arrow and finally check Auto Smooth.


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So pretty simple solution actually...I basically used an object (in this case icosphere) inside the cube and gave it an emission shader and used the boolean modifier set to intersect with the cube. Not perfect, but did the job somewhat reasonably.


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So, I don't know if this is the best answer, but you asked specifically about workarounds, and one thing I try to do when doing NLA animation is to keep actions all organized on a single armature. As far as I'm concerned, an armature is the basic organizational unit of NLA work. But then, how do you make a material value show up in an armature? By using a ...


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Sure. If you have an image describing some gradient, you can use a texture lookup in the exact same way you'd use a colorramp: This technique is actually pretty common with some old game techniques.


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Try increasing the samples and/or decreasing the tile size in the Volumetrics Settings in the Render Properties tab. Start and end work to increase resolution as well, however these settings modify the volume visibility based on camera distance, so be careful that your camera will remain within the distance range:


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It doesn't work because your "transparent" Principal BSDF is not transparent because the Alpha slot value is 1.0. It should be 0.0. But you don't need to mix 2 Principled BSDF shaders for transparency. You just need one Principled BSDF. Then plug the mask (Image Texture node) into the Alpha slot of the Principled BSDF node. That's all :-) Of course,...


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I can't be sure this is your problem without seeing a bit more of your shader-tree, but.. There's a difference between Generated-space and Object-space coordinates, where render-time displacement is concerned. The Generated coordinates of mesh elements are evaluated before displacement. (They measure 0-1 along the sides of the bounding-box of the (unscaled) ...


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As a script Make sure you have selected an object with a material, and the material contains a value node. This will create a custom property under the current scene, and drive the value node with the value of the current property. import bpy def main(): ao = bpy.context.active_object if not ao: print("Select an object") ...


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Currently this solution relies on using an alpha version of the software (download 2.93 here) but it is pretty straightforward. Don't use for production until it is officially released. Also, it seems it only works for Cycles if you are using a Windows OS. Add a Geometry Nodes modifier to your object. Plug an Attribute Fill node between the input and output....


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The selection of the mesh is disabled, you need to enable it first. It's a 2.79 blend file and for some reason, the materials are not shown correctly in Blender 2.8+. But you can recreate them: Add the Shading workspace: [+] → Sculpting → Shading Click the Filter icon, and select the first 5 Restriction Toggles. This includes Selection, the arrow icon. The ...


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The "Displace Modifier" is an amazing and underused alternative to the "experimental feature set" solution and, when used with the "Multiresolution Modifier", can be completely nondestructive. Here's a video tutorial explaining how (for Blender 2.79): https://www.youtube.com/watch?v=dl_3A76ih-Y Here's a screenshot from the video:...


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You can use the Home button or press A to select all of your nodes and then use Numpad . to frame selected.


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I would just make a material with one section to handle the setting of the colors (I used a SeparateXYZ on the X followed by a ColorRamp), and then another section to make the "Trim" by using a Brick Texture with pure white fill-colors and a pure black mortar. Multiply the two together to copy the black from the trim onto the colors:


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