Unanswered Questions
5,158 questions with no upvoted or accepted answers
8
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0
answers
303
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 ...
6
votes
0
answers
4k
views
Convert Animation Nodes to Object and Keyframes
I have This Node Tree in Animation Nodes:
As you can see it creates objects and edit their location.
but When I render, even If I normally bake all the Dynamics, the cache disappears and then it ...
5
votes
0
answers
154
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
58
views
How exactly is orientation determined for hair particles rendered as objects?
I am using a Blender 2.8.x hair particle system to render particles using objects, but I cannot figure out precisely how the generated objects are oriented. At least not in all cases. If I do NOT ...
5
votes
0
answers
322
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
909
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
1
answer
2k
views
How to bake two objects (an item and a shrink-wrapped decal on it) into one texture image?
I'm very very new to blender and have been searching on how to do this for a while now to no avail, please forgive me if I'm posting a simple/answered question.
I am making a very simple mask that ...
5
votes
0
answers
698
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
687
views
Particle Instance Modifier : colour each instance based on the emitter texture (like Hair strands materials do)
In cycles, with particle hair strands, I can get the colour from the texture of the emitter object for colouring the entire strand.
When I use the "Particle Instance" modifier on a mesh (a simple ...
5
votes
1
answer
581
views
Why Cloud texture has square cell pattern?
When I am using Cloud texture as bump map in Blender Render, this cells appear. How can I make them go away?
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 ...
5
votes
0
answers
560
views
How to Offset a Particle cache in Time
This has been asked before - in 2013 - in relation to smoke:
How to offset multiple smoke instances by time?
The answer was inconclusive, so I'm wondering if there's something new since?
I'd like ...
4
votes
0
answers
29
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
218
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 ...