Unanswered Questions
3,247 questions with no upvoted or accepted answers
8
votes
0
answers
304
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
155
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
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
911
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
699
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
152
views
is there any way to get to velocity of a fluid and use it in the cycle material editor
I'm trying to use flip fluids to make lava is there any way to use the motion blur vectors, or get the velocity to mix a material. or in the script editor is there anyway to drive that.
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
1
answer
626
views
Is possible to generate a preview material from python?
I would like to generate the preview of a list of materials. I could create a sphere and apply the material, render and save it in a loop, but what I would like is to use the internal functionality of ...
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 ...
4
votes
0
answers
379
views
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
870
views
How can I see the numeric values being sent between material nodes?
Is there a way I can just hover over, click a button, hold a key, or something, so I can see the actual numbers being sent between nodes? Is there an add-on or something? I'm tired of guessing.
...
4
votes
0
answers
118
views
Struggling with the texture for Wagashi (a Japanese dessert)
I am trying to reproduce Wagashi (a kind of Japanese dessert) in a 3D scene. It is called Hanabi and I used this video as my reference:
https://www.youtube.com/watch?v=NXJzjPtl9Sg
A model with ...
4
votes
0
answers
254
views
Jagged shadow with custom toon shader
I'm trying to render (using EEVEE) a couple of objects with very simple toon shaders but I can't get the shadows right. I want hard shadows but right now they are all weird-shaped.
Here is what I ...