All Questions
Tagged with materials procedural
174
questions
0
votes
0
answers
257
views
Geometry Nodes - How to maintain individual instance index after Mesh Boolean operation?
I am instancing shapes on the points of a mesh, assigning each instance an index, which I then put into the group output to be used in the shader to make each instance a different colour.
I am doing ...
7
votes
2
answers
680
views
How to create an accurate procedural spin gradient?
I created this texture in Photoshop. It's 4096x4096 pixels, Grayscale, 16-bit, PNG. At 1.8MB the file size is reasonable, but I feel like if I could create this procedurally with nodes it would be ...
2
votes
1
answer
250
views
Procedural texture does not work
I am using blender and rhino.
but today i realize that my obj date from rhino can not be rendered in blender with Procedural material. does someone know the reason? thanks!
left is the cube from ...
1
vote
0
answers
225
views
How can I remove seams over procedural texture
I've created this character and want to create snake scale texture over body using this tutorial ... https://www.youtube.com/watch?v=mJVuodaPHTQ
I want to remove seams where joints are present in UV ...
2
votes
1
answer
416
views
How to prevent textures from stretching?
I am trying to create a cartoon realistic pizza. However though, when trying to add materials, some of the smaller dimensioned faces seems to stretch it out.
Here is an example of the Pepperoni, and ...
11
votes
2
answers
3k
views
How can I make a texture look jagged or distorted?
I have to make a bricks texture jagged or corroded this and have no idea how to make it. I tried Voronoi + Brick and nothing makes it look like this.
0
votes
0
answers
189
views
Baking results are blurry
I used a subdivided plane and manually changed the positions of vertices but when i decided to bake the textures in order to import model with baked textures (for game engines) i found that the ...
1
vote
0
answers
43
views
Why does my volumetric atmosphere not have an orange sunset region?
So this is the effect I'm looking for:
This orange glow in an atmosphere, right where the shadowy and the light side meet. However, my material (which should be pretty physically accurate as far as I ...
3
votes
1
answer
225
views
How to change wave texture mathematically?
I want to achive this result for my column without using additional modeling (just shading and procedural textures, sorry for bad quality, I don't have better one):
For now I have this material (the ...
0
votes
0
answers
280
views
Creating a procedural material from an image reference
I am new to blender so I don't have that much of an experience working with procedural materials yet.
I need to create a material similar to that covering the walls on the reference images
below:
I ...
1
vote
0
answers
25
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baking normal from procedural causes odd scretching around different materials
I have a mesh with three different materials. I applied different procedurals to each. When baking the diffuse texture give me no problems, but the normal maps are giving me strange stretch patterns ...
2
votes
0
answers
242
views
Apply material / texture to each generated mesh geometry (face) individually
With geometry nodes, I generated a more complex mesh procedurally from the faces of an ico sphere by splitting edges.
Here is my node geo node setup:
Now I wanted to apply a certain material, created ...
0
votes
1
answer
67
views
How to create procedural square transparent simulated shadow?
I am new to Blender, and I would like to create a procedural material that simulates a transparent shadow for a cube.
I already know how to create a simulated transparent shadow for a sphere (see ...
0
votes
1
answer
450
views
Why is my distorted noise texture not giving me it's correct bump normal information?
below I added an image of what I mean.
My noise texture gets distorted, but for some reason when plugging in the Fac or Color output into another bump node, The distortion is gone..
I'd love to know ...
4
votes
1
answer
1k
views
How can I pixelate a procedural texture with a pixel grid that is completely static in world space?
I am trying to create a voxelized fire simulation, and then texture it so that the center of the fire is the brightest point. Here you can see what I currently have:
The voxelized fire sim, it is 3d ...