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5 votes

How can I create a quantum fluctuation simulation?

Notes: Animate Musgrave (Voronoi or what ever) Texture > 4D - W parametr Render Properties > Volumes > Step Rate Viewport/Render 0.2
vklidu's user avatar
  • 36.9k
5 votes
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How to Create a Halftone Dot Effect in Blender Similar to This Reference Image?

Achieving the overall look and feel of the pattern seen in the image. I would describe it as columns of circles, with semi-random brightness. The semi-randomness is resembling Perlin noise in the ...
Markus von Broady's user avatar
4 votes

Make procedural pixelated shadow

Since you are in EEVEE, you can use a Shader to RGB node which is not available in Cycles. Then you can take a Geometry node's True Normal output (which ignores smooth shading contrary to the Normal ...
Gordon Brinkmann's user avatar
4 votes
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Make procedural pixelated shadow

Right click > Shade flat to make the shadow follow the geometry, however on it's own the sphere has too little detail to match the image. You can fix this, and gain some control of the "...
Christopher Bennett's user avatar
4 votes

Controlling an animated shader with a proximity Geo nodes

Simple dynamic setup with Geometry Nodes I'm using an empty as a controller. I didn't see why you would want to use Geometry Proximity so I took the liberty to discard your cube controller. Here is ...
Lutzi's user avatar
  • 2,079
3 votes
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Transparent Glass Material Eevee Blender version 4.2

Questions about Beta versions are usually off-topic here, but this is due to the change in how a lot of things work in EEVEE now: In the Settings of the material, for transmissive materials like glass ...
Gordon Brinkmann's user avatar
3 votes
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How can I create a quantum fluctuation simulation?

Volume to mesh (Geometry nodes) Simple setup Your example shows a geometry with solid faces. Here is a simple way of creating the mesh in Geometry nodes. Basically : Spawn a Volume Cube with a ...
Lutzi's user avatar
  • 2,079
2 votes

Reflective water-like smoke shader

You cannot convert a volume shader into a surface shader. However, you can generate a mesh from a volume and this mesh can have a surface shader. Unfortunately there is no way to do this directly with ...
Gordon Brinkmann's user avatar
2 votes
Accepted

thunderstorm seen from ISS shader for surfaces

The solution I have is far from perfect, but maybe that's something you can work with. It basically comes down to this: I have an animated Noise Texture for the lightning multiplied by an animated ...
Gordon Brinkmann's user avatar
1 vote

Image as plane imported turns the image grey and slightly blurry any idea how to make it look like the original?

There are two things going on here: Blur By default, any image texture in the shader editor uses the Linear interpolation to hide the pixel edges of your texture. It looks better in most cases, but ...
Lauloque's user avatar
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1 vote
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How to add Fall-Off texture to every instance in geometry nodes individually and keep each instances color?

Thanks to @Jakemoyo I was able to generate the shader I needed! I had to use an object from the scene, the white circle, that I UV unwrapped and added a mix shader with a principled and a transparent ...
Prtstrk's user avatar
  • 51
1 vote
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Maintaining consistent random colors for animated cars in Blender

Your issue Everytime you add an object/instance, the Object Info > Random is computed again for all objects. There are at least 2 ways you could avoid that behavior : keep the same cars and ...
Lutzi's user avatar
  • 2,079
1 vote

Extract code from Blender Shaders

What i was looking for was the input and output values for each node e.g.: Node: Noise Texture.001 Type: TEX_NOISE Input Vector is linked to Noise Texture.002 Input W has value 0.0 Input Scale has ...
Martin's user avatar
  • 11
1 vote

Even if "Backface Culling" is not checked, the mesh will still be incomplete

It has to do with your armature settings, disable the Armature modifier and your mesh will look good.
moonboots's user avatar
  • 163k

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