All Questions
Tagged with materials procedural
174
questions
1
vote
2
answers
245
views
+50
How to Bend Object Coordinate Procedurally?
I'm trying to create a mapping that curves the line to keep it the same width. But I couldn't find anything on the entire internet.
I would like to understand what approach and how to do it. ...
-1
votes
0
answers
28
views
Procedural rounded corners in the Shader Editor
I basically want to procedurally create this in my material, where I can control the border thickness and corner radius. That's it. Thanks in advance.
2
votes
0
answers
30
views
How can I get variation in a carpet texture
I'm using this image as reference for what I want my carpet to look like:
The carpet has a lot of variation as most carpet does especially in the bottom left corner. I want to know how to turn a ...
5
votes
1
answer
256
views
How can I create a procedurally stained wall material?
For the material, I would like to create the concrete material and the stains that seem to be caused by water leaks. Particularly, I'd like to know how to create the stain patches for the material.
2
votes
0
answers
23
views
Creating a procedural field-line pattern with material nodes
I'm working on a procedural texture that generates a field-line pattern like you might see in diagrams like this:
Requirements
The arrow heads aren't important from that diagram. I'd like to have ...
0
votes
0
answers
29
views
Procedural gradient creates banding... Why?
This is beyond frustrating. I'm using a simple linear gradient on a cube (black to transparent), and I get this awful banding. How can I get rid of it?
0
votes
0
answers
17
views
Is it possible to create an Eevee material that changes its color depending on if a specific object is behind it?
I want to make an outline that is made with a solidify modifier with inverted normals with backface-culling, where the color of the outline is controlled with a texture. There are however scenarios ...
0
votes
1
answer
59
views
Procedural materials that rotate with instances
I need to add realistic materials to CAD-based models with unfriendly geometry. There are thousands of models, so re-meshing and UV-unwrapping is not an option.
I've gotten decent results with ...
1
vote
1
answer
77
views
How to make material static?
I have this material applied to a human figure. I want to see what it would be like if the colors were not bouncing around different faces. Does anyone know how to achieve that?
Blend file:
1
vote
0
answers
59
views
Procedural Texture Repetition boundaries Problem
I'm trying to build a texture mapping that can do the following things:
Adjust number of repetitions, Right, Left Top and Bottom
Space the tiles apart from each other
Scale Rotate Translate Entire ...
0
votes
1
answer
98
views
Geometry Nodes messes up Vector Displacement
Please help me check out the Maths of these nodes.
I’m combining the Shader Nodes and Geometry Nodes to create something.
This “Multiple Balls” object is using Geometry Nodes to assign “Individual ...
0
votes
1
answer
48
views
Procedural material for corrosion
I am modeling some small stainless steel parts that have pitting corrosion on the surface. The pits look like small needle pokes randomly positioned on the surface.
I have tried using the Noise ...
0
votes
1
answer
39
views
Seamless overlapping in procedural material
I'm currently developing a procedural art material. A combination of slate and gold. So far the design is good, but what I can't do is to bring the three different gold materials together, - ...
2
votes
1
answer
46
views
Procedural Space Texture has Unwanted Red Streak when Viewing from Head-On Angles
So I built this material all-by-myself with information learned in a few other procedural texture material tutorials. It's meant to be a stylized space texture, with moving purple and red space clouds....
2
votes
2
answers
91
views
3D procedural material workflow
I’m a product designer getting into blender to do product renders and animations and being having issues with procedural materials workflow.
I recently bought Lance Phans’s wood shader and have been ...