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Unanswered Questions

1,188 questions with no upvoted or accepted answers
8 votes
0 answers
298 views

how to write a custom projection type?

Is it possible to create a lens shader with EEVEE/Cycles ? I'd like to have the control over the camera position and the ray direction per sample. This allows to simulate various conventional lens ...
6 votes
1 answer
4k views

Separate alpha from color in Shader Editor

In the Shader Editor, I can create an RGB node and in there, I can set an alpha value as displayed in this screenshot: However, no color separation node in blender supports extracting that value and ...
5 votes
0 answers
146 views

Flat shading when using displacement or bump

When using a bump or displacement node and bump only or displacement and bump in the material settings, the shade smooth option seems to not be working. Instead the geometry starts to show, auto ...
5 votes
0 answers
320 views

Custom shader script in compositor (de-linearize depth buffer)

Some months ago I wrote a minimal opengl 2.5d game engine with pre-rendered backgrounds (such old Resident evil, Alone in the dark and Final fantasy games). Depth is managed through a grayscale image ...
5 votes
1 answer
905 views

get this gradient style in blender

I'm trying to get this gradient style: My best result are with eevee with volumetric and gradient on a metaball, but i cannot figure out how to get the gradient fill the totally of the metaballs like ...
5 votes
0 answers
695 views

Control image texture source from outside node group

I'm working on turning a cavity node setup I found online into a node group I can append to my blender files. The setup uses several mapping nodes (that I already converted to math nodes so the ...
5 votes
0 answers
2k views

nVidia skin shader with the Principled BSDF

I've been using a skin shader primarily based on the Brecht skin shader, which is itself based on the Sum-of-Gaussians approach as seen in 14.4.7 from GPU Gems by nVidia. Its Cycles adaptation, which ...
4 votes
0 answers
28 views

translucent white resin with embeddings - material

I need to make a volumetric translucent material, possibly working in EEVEE. It is a white semi-translucent resin with objects embedded. The embedded objects are more visible near to the surface of ...
4 votes
0 answers
217 views

Migrating geometry shaders to Metal

I'm working on BlenderBIM (architecture addon for Blender) and we have a bunch of shaders to support plan annotations in viewports. Mainly it's simple shapes based of lines - lines, segment based ...
4 votes
0 answers
362 views
+50

Drawing non-polyline smoothed lines with `gpu` module

Backstory: Since bgl module will soon to be deprecated and it's doesn't work on Metal already I was trying to move code to gpu ...
4 votes
0 answers
192 views

Custom nodes, node limits, and compile times

I am working with some very complex custom toon shaders in Eevee. This causes several problems. First, the compile times are atrocious. Second, I am in danger of hitting the node limit if I also use ...
4 votes
0 answers
334 views

Understanding Blender's Invert Node and Varying Bit Depth Images

So, I am trying to wrap my head around exactly what the invert node is doing in the shader editor. I realize that this sounds like the most simplistic question in the universe, but please bear with me....
4 votes
0 answers
397 views

Is it possible to apply ocean modifier for only one face of geometry?

I was trying to recreate this illustration with my limited knowledge. And while doing that I tried to follow some tutorials. In one of the tutorials, the animation done with ocean modifier and ...
4 votes
0 answers
440 views

Shading according to velocity

I have a rigid body simulation of many objects and would like to change how they're shaded depending on velocity. It's easy to get location from object info node, but how about change in location ...
4 votes
0 answers
180 views

Possible to give a shadow a different material?

Hello. Let say that in a this image, i'd like all shadows to be rendered as an red emissive material, is this possible in render ? procedurally, witouth any modifiers, just by the shader editor ?

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