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36 votes
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Geometry Nodes: Is it possible to connect point instances with curves? (Blender 3.0)

With the current alpha, Yes. Sort of. Here be a curve simpl. distribute pole things we resample him. then he be points of equal distance, along curv. we convert curv to points. this lets us rotate ...
Reinis Mazeiks's user avatar
27 votes

How can I make a texture look jagged or distorted?

You can get there using a brick and noise textures. Use a Brick texture for the randomly colored tiles Use a Noise texture to 'mess up' the edges Done.
jachym michal's user avatar
25 votes
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How can I emulate old photo cracks and creases procedurally?

There is several types of cracks and scratches in your reference image ... some are easier to handle than others. The simplest ones "empty maps" ... the key here is probably Musgrave texture ...
vklidu's user avatar
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24 votes
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How can I make a procedural polished granite material?

Creating a Procedural Polished Granite Material Guessing you're probably no longer in need of this effect, but thought I'd write a (hopefully) short tutorial in case anyone is interested in creating ...
Hexbob6's user avatar
  • 2,038
23 votes
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Create procedural spiral pattern

Final result One method is to create a volumetric cylinder and distort it by rotating it around the origin by an amount that varies based on the distance from the origin. First, create a volumetric ...
Rich Sedman's user avatar
22 votes

How to make a procedural white birch bark material in cycles?

Making a birch shader completely procedurally is quite a challenge, this is my version: (download blend file below) Like the other two answers already say: you achieve these effects with stretched ...
yann's user avatar
  • 1,973
19 votes

How to make a procedural white birch bark material in cycles?

Here's what I could come up with. It mostly relies on using a Voronoi texture squashed in Z axis, and a Color Ramp node to control the "spot radius" for the smaller spots. For the bigger branch dark ...
Duarte Farrajota Ramos's user avatar
19 votes
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Is it possible to have a procedural texture radiate from the CENTER of a sphere?

In order to have the procedural texture radiate from the centre you need to base in on the direction and the distance from the centre - you can then animate an offset on the distance in order to ...
Rich Sedman's user avatar
19 votes
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How to create a twisted spiral tunnel?

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, ...
Gorgious's user avatar
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18 votes

How can you make a scratched metal procedurally?

If we take a Voronoi Texture set to Distance to Edge, and do a Math -> Less Than operation we get this map: We can use another Voronoi Texture set to F1 to generate a map that lets us subtract out ...
Allen Simpson's user avatar
18 votes
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Is there a way to make procedural textures not go on infinitely?

I'm afraid it does come down to masking, on a case-by-case basis. As Gorgious comments, by the time you've masked a Wave texture, you may as well have rolled-your-own rings... maybe something like: ...
Robin Betts's user avatar
  • 78k
17 votes
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Procedural Cracked Hole Material

This is the best I could do: Feel free to mess around with the sliders. You can customize the hole in the middle, and the cracks' thickness and size.
Geri's user avatar
  • 1,363
16 votes
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How To Do UV Indexing in hexagonal pattern?

Hexagonal Tiling Updated. See Edit at bottom of this answer.. You can't map the centers of tiled hexagons onto one rectangular grid, but you can map them onto two overlapping rectangular grids, and ...
Robin Betts's user avatar
  • 78k
16 votes

Make special organic procedural texture

I ended up finding something that comes close ! Here is my procedure : 1.Add a cube. 2.Add this modifier : First displace texture is for animating, add empty for focus coordinates object : The ...
Pomess's user avatar
  • 431
16 votes

How do I make imperfect window glass?

If each window is a separate face you can unwrap with the Lightmap Pack method, scale down all the faces in the UV Editor with the Individual Origins Pivot Point selected, then in the Material use the ...
moonboots's user avatar
  • 163k
16 votes
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How do I procedurally spread a number of circles across the sides of a bigger one?

Yes, this can be done in blender procedurally. You can build a node that can do that. Don't worry. Follow this. First of all, you need to create a node that can be used to radially spread procedural ...
Abu Hurairah's user avatar
15 votes
Accepted

Is there an alternative to Random per Island for EEVEE?

You can create a new random attribute per island using Geometry Nodes. Add a Geometry Nodes modifier to your object. Use a Mesh Island node (specifically, the Island Index output) and a White Noise ...
Gorgious's user avatar
  • 31.6k
14 votes
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Hexagonal Voronoi texture

Hexagonal Voronoi A Voronoi texture works by dividing the texture-space into cells, defining a pseudo-random 'feature point' in each cell, which is a function of the cell's location. Then each shading-...
Robin Betts's user avatar
  • 78k
14 votes
Accepted

Apply a copy of an object to each disconnected curve using the curve modifier

Here's a somewhat limited version of the Curve modifier that only works on the X axis (it is possible to make it work on other axes, I just got lazy). It trims the ...
Kuboå's user avatar
  • 8,890
14 votes

What is the mathematical role of the Factor attribute in the mix color node?

$$Color_{burn} = 1 - \frac{1 - Color_1}{1 - Fac + Fac \cdot Color_2}$$ $$0 \leq Color_{burn} \leq 1$$ The osl source you can find in ...
X Y's user avatar
  • 6,238
13 votes
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How to make a procedural node setup to for raindrop effect for EEVEE?

Use a Voronoi texture node to control roughness and normal (bump). Use a mapping node to stretch the texture in z-axis and animate the z-axis location to make the rain drops run down the sides: On ...
Tobias Einarsson's user avatar
13 votes
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How can I make a texture look jagged or distorted?

I would approach it something like this: I would start by using the Position output of a Voronoi Texture with the randomness set to 0 as the Vector input of a White Noise Texture. The reason for this ...
Christopher Bennett's user avatar
13 votes
Accepted

How to generate "stellated" shapes?

Add Icosphere > Subdivision 1 Bevel Vertices cmd+B type 0.304, Merge by distanc M Search Poke Faces Scale S
vklidu's user avatar
  • 36.9k
13 votes
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Is there a way to get height info of any geometry in geometry node editor?

Yes. Probably two most reasonable options are: Difference of Bounding Box minimum and maximum, separating out Z component Statistical range of Z component of position for all vertices Below I use ...
Markus von Broady's user avatar
12 votes
Accepted

How to Twist a Procedural Material?

While @DuateFarrajotaRamos's answer will seem to work for small angles of rotation, it only approximates rotation and will not achieve 360 degree rotation mentioned in the question. Instead, you can ...
Rich Sedman's user avatar
12 votes
Accepted

Could this kind of texture be created procedurally?

Instead of using a musgrave node as in your .blend-file, I used two noise nodes where one of them controls the scale of the second one to make the fade "grainy". I also made the ColorRamp gradient a ...
Tobias Einarsson's user avatar
12 votes

Is there a way to make procedural textures not go on infinitely?

There is no common interface of texture nodes with "start at" and "end at" inputs. Therefore you need to limit the influence of each node with a method specific to that particular ...
Markus von Broady's user avatar
12 votes
Accepted

How do you make this perfect sphere of even quads and triangles?

In object mode Shift+A for Add -> Mesh -> Icosphere. Popup opens in the lower left of screen, choose your subdivisions there. In edit mode select all faces <...
Elan Hickler's user avatar

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