Unanswered Questions
3,859 questions with no upvoted or accepted answers
4
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How to implement a new BRDF in Cycles
I want to implement a new BRDF in Cycles.
I've already tried to code an OSL node but I couldn't because the way that BRDF closures are implemented in OSL seem to only permit BRDF closure composition.
...
4
votes
0
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4k
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Alpha transparency not showing in cycles viewport
Using cycles I have simple cut out people in the scene: planes with .png textures on them. The transparency shows in the material editor and is rendered correctly but is not displayed in the viewport. ...
4
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0
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748
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How can I use a node-based texture for smoke flow in Cycles?
Preface:
I'm thinking that this might be a bug, because the behavior's pretty weird.
I'm posting it here in case it is the intended behavior and there's some trick I should use.
I can successfully ...
4
votes
0
answers
591
views
Why is this happening when I bake physics to keyframes?
So, I'm trying to do some stuff with physics and cell-fracture, and I need motion blur. When I bake the physics and render w/ motion blur, the objets aren't in the scene. So I tried baking the physics ...
4
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0
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4k
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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
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0
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103
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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 ...
4
votes
0
answers
566
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Dynamic Paint Brush Erase doesn't work in Render Output
Got some problems when trying erase colors with a Dynamic paint brush.
I have plane which is affected by particles Dynamic paint brush (surface & color).
When I try erase some spaces on the plane ...
4
votes
1
answer
1k
views
Spiral texture/material on the sphere
How to setup material with a texture on the sphere which will look like this
I have draw in Paint straight line but I don't know how to bend it spirally around the sphere with material nodes. Also, ...
3
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0
answers
26
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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
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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
45
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Is it possible to estimate irradiance equivalent in lux based on brightness of fully white diffuse shader in the scene?
The Context
I wish to estimate approximate amount of lighting received by surfaces in an interior scene in lux units providing I use similar to real world values in my lighting in lumen units. This ...
3
votes
0
answers
37
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Is it possible to create a volume scatter Cycles material with "real" scattering?
I might not understand the Volume Scatter material properly...
A real "milky" glass (like diffuse volumetric plexiglas) would scatter light in any direction. If you put a printed paper with ...
3
votes
0
answers
311
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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
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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
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0
answers
304
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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 ...