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2

I think the Layer Weight gives rather good results, you use it as a factor between a black Diffuse and a white Emission. Put a bit of Bump into the Layer Weight if you need to give the surface some little details.


2

I think you have to set a brighter color to your color ramp, and try playing with the position of the handles. Pure black makes glossy, pure white makes rough.


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Terminator effect, only way to make it work is using more geometry.


1

Your question is very imprecise, but if you want to see the grooves on the hull you could do it this way: Join all your objects into one, merge the vertices by distance. Select the edges that are supposed to become grooves. Bevel them. Give some correction in order to have nice grooves (my version needs to be re-worked in order to have a proper topology ...


1

You can create a gradient on separate object with no UV map, by using texture coordinates. If we use the texture coordinates of another object (like an Empty), we can easily control the position of colors by translating, rotating or scaling the empty. Add an Empty at the location you want a color change. In the material of the meta-ball-object, add Texture ...


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Convert your metaball object to mesh. Then apply Remesh modifier in smooth mode followed by SubdivSurface steps 2 for good topology. Apply materials the way you want it. Below is an example.


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I, too, am dismayed that this function is no longer available. There doesn't seem to be any direct substitute, but, if you really want to look at the shaders, you could ... Launch Blender from a command line with --debug-gpu-shaders Blender will emit a few hundred lines of "Shader file written to disk: (path)" Render your model, preferably alone in its own ...


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Your low poly and high poly maybe rendering on top of each other. Check your render and view toggles in the Outliner.


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Its probably due to lighting does it still persist when you move your light source around, and from the image of your node editor your normal map isn't applied yet.


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Try recalculating normals ctrl+N in edit mode or merge vertices by distance also in edit mode I think alt+M for the merge


3

The Clamp node is available in Blender 2.81


1

Blender has a few oddities, including: Script need to be reloaded/refreshed when changed/loading via the little double-arrow button in the node block next to the filename. Use that when/if loading/changing. If there are ANY errors or oddities in your script (at least in Blender 2.8) - this will result in your node not changing to reflect the current script ...


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I believe I see the problem: the Color Ramp's alpha information is available (in its second socket), but is not being passed on to the surface shader (only RGB, not RGBA, is being forwarded to the surface values). If we're willing to move back into shaders before the final render (as opposed to the raw color-to-surface pipeline), then we could switch from ...


1

It's moving but you can't see it because the projection is flat, it means that the image is only projected on the object local Z axis and therefore on the side you'll only see the stretched pixels of the picture. If in the Image Texture you choose Box instead of Flat you'll see the texture projected on the sides and you'll be able to move it. But keep in ...


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I tried your file, it works fine after I relinked the image from my local drive. Maybe the image link is broken? Did you assign the material in Edit Mode? there is my screenshot of all the windows.


1

I just followed the method in that link: you can use add shader in the end but results were not good so I used a mix of 50/50 you can use a light path node with out put of is camera ray to get rid of shadows. works in eevee too but you should enable ambient occlusion + make the shader show transparency + adjust the color ramp. if adjusting color ramp is ...


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I ended up splitting the shader into places that need metal and places that weren't metal using a texture as a mask, then combined them into the same mesh and used a mix node.


2

There are many ways to do it, here it's one of them: In your color ramps you need to replace the white color with a transparent one (just set the Alpha value to 0). That way you can have a white background and add the colors on top by using the Alpha output of the color ramps. An alternative way could be to use the black color instead of the alpha and ...


1

Depending on the way your mesh was made, it may or may not have an automatically generated UV map. As @ Master Heavy has commented, if it does, you can use a shader tree like this: using either X or Y, depending on which dimension of your subdivided plane is the long one. If the plane does not yet have suitable UVs, then you will have to unwrap it. That ...


2

You can use simple "stacking/layering" to make it procedurally. Basically I've used only Noise Texture with different Scale, Distortion, Detail and different Colour Ramps. You can add more "layers" of noise to have even better result. Note: Noise Texture node is from master build but using currently available in official release changes almost nothing....


2

I'm sure you could do it procedurally, but if you want to use an image texture you could go this way: Unwrap your object with the Smart UV Project mode. Give it a black image texture. Switch to Texture Paint mode, load a forged carbon image texture, choose Brush Mapping > Stencil (Cmd to move, CmdMaj to scale, CmdCtrl to rotate), paint the surface of your ...


1

Pretty easy faking colored caustics in cycles mixing a transparent shader and a Glass/Principled Shader with these nodes. However that trick does not work in EEVEE You could create it by using a color ramp on the surface material or a projection of color on the shadow if it's a still image it's a crude hack that changes the surface instead. like this: ...


0

Have you Unwrapped That Plane again because as i think this happens only when Plane is not Uv Unwrapped just go to top view and in the edit mode just hit 'U' and then hit 'Project from View' come back to object mode and also connect the texture coordinate and mapping node to the image texture This Should Work For You


0

Switching to LookDev mode seems to fix it, whilst plugging the texture directly into the material output node in order to get flat colors unaffected by lighting.


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I figured it out. The main problem was that the unit system was set to "none". I set it to "metric" (Context Scene), and then scaled down my object to 0.1. Then the light worked as expected. I also had to reduce the strength of the background to 0.2 (Context World). Is there a good summary of what needs to be considered when switching from 2.79 to 2.8?


4

To pick out similar colors in a spectrum, there has to be a notion of a distance between colors, which more or less makes sense to the eye. One (perhaps naive) way to do it would be just to take the 3D distance between colors in whichever space you are using for comparison. If that's RGB, that would be sqrt(dR*dR + dG*dG + dB*dB). You could put this in a ...


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