All Questions
30
questions
0
votes
0
answers
19
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
60
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 ...
2
votes
2
answers
95
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 ...
0
votes
1
answer
86
views
Make transparent this black procedural emission using Combine XYZ and Value nodes?
I'm trying to use these CombineXYZ and Value nodes for transparency and emission.
Edit: I'm trying to make the "Sphere" emission transparent, especially the black part.
1
vote
0
answers
30
views
How to create L shaped brick pattern with shader nodes?
how can I create this L shaped pattern?
5
votes
1
answer
264
views
How does Smooth F1 Voronoi work mathematically?
I’m told that Smooth F1 Voronoi uses Smooth Minimum to visually smooth out the Voronoi Edges.
But how does it do that? I know the math behind Smooth Minimum and F1 Worley Noise, but how does Smooth ...
1
vote
1
answer
390
views
Correct Face Attributes not working
I'm trying to create a mesh with a procedural checkerboard shader, but when I scale the mesh, the material scales as well, even when I have Correct Face Attributes applied. Oddly, it seems to work ...
1
vote
1
answer
53
views
Geometry nodes : Is there a way to assign a material to a specific instance?
Currently building a geometry nodes setup that create a web of sphere distributed along the point of a curve as follows:
I would like to have the spheres with more than 1 connection to be green and ...
2
votes
1
answer
102
views
Shaders: How do I make a musgrave pattern tri-planar?
I'm working on this procedural wood texture (I'm going for a stylized look) using a musgrave texture as a base. As pictured below, this works well with vertical surfaces, but when viewed from the top ...
1
vote
0
answers
86
views
How to map the Gradient Texture based on the loose parts of a single object?
Is it possible to map the Gradient Texture in a way that no matter the position of the mesh on the space? So $0$ will always be at one end of the mesh and $1$ at ...
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 ...
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 ...
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 ...
1
vote
1
answer
293
views
How to add circles at the junction points of the Voronoi lines?
As follows in the image, I would like to add circles of the points where the Voronoi lines join, as I did in my sketch.
I do not understand if it is possible, I would like if it is, to understand how ...
0
votes
2
answers
540
views
Procedural smooth convergent lines shader
You'll understand once you see the image. I wanted to make a procedural shader that made smooth lines converge in the middle, but the catch is that I want the lines to smoothly fade instead of having ...