Unanswered Questions
2,513 questions with no upvoted or accepted answers
3
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answers
262
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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 ...
3
votes
0
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217
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Aperture Science portals using OSL
I am wanting to create Aperture Science style portals, And I’m aware of various compositing techniques to do this, but to make it more flexible I am thinking about using Open Shading Language. I do ...
3
votes
0
answers
179
views
Procedural tile texture with different column width and tile lengths
I'm quite new to textures in Blender and still trying to understand how to create procedural textures using nodes. I'd like to create an approximation of these tiles. There are three column widths, a ...
3
votes
1
answer
74
views
Can someone explain why my Color Space options are different from any tutorial or documentation I've seen?
I'm wondering if anyone can explain what I'm seeing when I use the "Color Space" drop down on a Image_Texture node? No tutorial or documentation seems to have any info on this. I'm just ...
3
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0
answers
268
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Recreating colored glass shader from VRay/Max to Blender/Cycles
Edit: Blend file:
I am converting a somewhat simple scene from 3DSMax/VRay to Blender/Cycles. I'm almost done with the conversion, but I am having trouble with matching the glass shader used in the ...
3
votes
1
answer
94
views
Using CFD temperature data to generate lighting
I have a VTK file that contains volumetric data on the temperature at different points on a flame. It has been obtained using a CFD simulation, with the file containing different values of temperature ...
3
votes
0
answers
69
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Is it possible to shade objects in Cycles based on Z gradient, to highlight/darken edges?
I'd like to shade the edges of my objects darker, like a toon shader, based on abrupt Z depth transitions to neighboring pixels -- in other words wherever the Z gradient is high, darken the image. I ...
3
votes
0
answers
156
views
How does the Roughness Curve work?
When you go into a particle setting and check Children -> Roughness -> Use Roughness Curve, you get the curve widget instead of roughness parameters:
In fact, that's pretty much all Blender's ...
3
votes
0
answers
71
views
Accessing the Render Engine Type as a String from a Driver Expression
I am trying to make a Render Engine switch for node-trees, that will give control over ignoring or using certain node-chains depending on what render engine is used.
This is basically an improvement ...
3
votes
0
answers
71
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What happened to the color pallete?
Why don't I get the normal color pallette in my material? what happened? I've never seen this before.
My color palette is seemingly faulty. I am sure it is not, rather I am surely at fault, but I ...
3
votes
0
answers
134
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Displacement on Particle Location
I am trying to create a shader which uses displacement to create a dent in an object with a hair particle system, based on the locations of the hair particles.
The strawberry I have created is setup ...
3
votes
0
answers
1k
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How to create a SOBEL shader?
I've been curious as to how recreate the sobel (edge detection) node from the compositor into the shader editor.
It seems the general method consists to create an highpass image and then use a mixmode ...
3
votes
0
answers
102
views
How to stack displacement nodes?
When using displacement modifiers, you can use the resulting mesh normals of the first displacement as the base for the second, such that the end result is a 3 dimensional displacement.
For example, ...
3
votes
0
answers
67
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Cycles - How to transfer information from a shader to another non-destructively ? (no baking)
How can we non-destructively (witouth baking anything into vertex color nor bitmap) transfer information from one shader to another within cycles ?
Here's an example :
Here is a simple proximity ...
3
votes
0
answers
709
views
How to export blender material as .material file and GLSL on Blender 2.8
I've seen alot of tutorials that explain how to save material and import it via append file but i wanted to export the material node as .material file and if possible, convert it into GLSL shader ...