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Unanswered Questions

1,518 questions with no upvoted or accepted answers
4 votes
0 answers
1k views

'image as plane' is always low quality than the original image

How can I render 'image as plane' with the same quality as original image? The quality of image is always blurred and has a faint color. This is how I did it. (*Increased the resolution of the ...
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 ?
4 votes
0 answers
4k views

How to export smoothing groups made with Auto Smooth?

I know that there is an Edge Split modifier, but it actually splits geometry edges, which causes problems with further modeling. When I use "Shading: Smooth" and then enable Auto Smooth, it works nice,...
4 votes
0 answers
103 views

GameEngine: KX_BlenderMaterial vs KX_PolygonMaterial

I have a question about the material types in the game-engine. e.g.: 2.66 Blender API - KX_PolyProxy(SCA_IObject) 2.66 Blender API - name ~ The material of the polygon. When is the material a ...
3 votes
0 answers
26 views

Cycles and OSL : how to implement a custom closure

I'd like to implement a custom shader in OSL (Open Shading Language) to reproduce the Hapke reflectance model (it allows to visualize the opposition surge effect, visible on the moon for example). I ...
3 votes
0 answers
110 views

How can I optimize this Minecraft-style flood fill voxel lighting system I made in geometry nodes?

I made this flood fill/breadth-first search style voxel lighting system using geometry nodes. However, due to the wonky set-up I have in the repeat zone, it lags quite a lot when the light is moved. I ...
3 votes
0 answers
310 views

Experimenting with creating an opal-like material (UPDATE)

I've been wanting to create a material that attempts to mimic the look of a white opal gemstone. The biggest issue I am having is figuring out how to effectively create the streaky rainbow effect on ...
3 votes
0 answers
120 views

Complementary Colors using the Color wheel

In Photoshop, I can find the complementary color easily by adding 180 to the Hue (or subtracting 180, if the Hue is already over 180). Since Blender maps the color Wheel from 0 to 1, shouldn't I ...
3 votes
0 answers
304 views

What happens to UV Tangents when using Custom Normals?

Tangent Normal mapping is done with the mesh Normals and UV Tangents. For it to work, these are supposed to be consistent with those used when baking, and orthogonal to each other. When you set Custom ...
3 votes
0 answers
1k views

How to recreate PS1-style vertex lighting?

How would I recreate per-vertex lighting for a PS1-looking model? Vertex colours almost work, but they do not account for lighting. Is there a solution? Example render:
3 votes
1 answer
343 views

Geometry Node Attribute Unusable on Density (Shader Nodes)

I've found something weird. I have an Fac Attribute in my geometry nodes (it's a simple gradient). When I use it in Shader Nodes, it works, but not for the density value on volume absorbtion or volume ...
3 votes
0 answers
472 views

Dilate/Erode image in Shader Editor?

In the compositor you can dilate/erode an image based on pixel brightness, like this : I'm wondering if there is a way to do the same in the Shader Editor (maybe with some clever vector math?). I'm ...
3 votes
0 answers
910 views

How to make an object cast shadows on other things but not itself? (Eevee)

I'm trying to make a low-poly model, and it looks very weird with casting shadows on itself. I'm trying to have it essentially only use vertex shading, not cast shadows, on itself. However, I still ...
3 votes
0 answers
315 views

Difference in color between image render and video render

Can anyone tell me why there is a subtle colour difference between my image render and video render? This is an EXR image sequence that I have pre-rendered and am importing into the sequencer in a ...
3 votes
0 answers
262 views

Material Color from Rotation Angle

I basically have a two-part hinged lever. One arm is fixed, and the other arm can rotate in Y 0 to -45 degrees (X and Z are constrained to 0). So it's rigid body active -> hinge -> rigid body ...

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