Unanswered Questions
1,460 questions with no upvoted or accepted answers
3
votes
0
answers
110
views
texture mapping without texture being mirrored on other side of object
I have a cylinder I want to map a texture to.
To specify the location of the texture I use an empty.
In the material node editor I then use the object function of the texture coordinate node and ...
3
votes
0
answers
685
views
Procedural Materials On Fluid Simulations
Been struggling with this for a while. I've made a procedural lava shader and I want to put it on a fluid sim. The problem is, all the mapping methods I've tried make the fluid travel through noise ...
3
votes
0
answers
206
views
First attempts with SSS - where is the nose?
I am trying to make the skin for my female mesh and watched some tutorials on Skin Shaders. I tried to rebuild YanSculpts Tutorial https://www.youtube.com/watch?v=ktsyL2Kp5bQ&t=388s and the result ...
3
votes
0
answers
4k
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Difference between a fac output and a Color output
What is the difference between fac output and Color output in BLender? My understanding about fac is, it is grayscale information(devoid of any color). In which case it confuses me when people take a ...
3
votes
0
answers
79
views
What is the significance of the value of the limit on the roughness attribute of the Oren Nayar shader?
In exploring the settings of the Oren Nayar shader in the Blender internal rendering engine, I find that there is an upper limit of 3.14 for roughness.
Is this the constant Pi?
Why is this the ...
3
votes
0
answers
249
views
Material Mode in Shading Panel
I have this version of Blender
What is the difference between the two Material modes in the Shading panel ?
On my PC GLSL seems to work, instead Multitexture seems doesn't work.
3
votes
0
answers
694
views
OSL: Giving the texture method a color instead of string
Is there a way to give the OSL method
texture(string, float, float, ...)
a color input instead of the string which reads an image file?
Or is there any type of ...
3
votes
1
answer
515
views
Distorted highlights when rendering microscratches (bump map)
I'm trying to create a 'spiderwebbing' / 'swirl' effect caused by microscratches around highlights, but for some reason get triangular rays instead of a round halo. I've tried loads of scratch ...
2
votes
1
answer
17
views
Removing Shading Crease
I want to understand where is this shading crease coming from more than fix the problem.
I tried merging vertices, checking for faces behind this shape, removing custom normals, reset vectors with Alt ...
2
votes
0
answers
28
views
Random per island gives different color to every face
Am I misunderstanding what an island is? When I press L, it selects all connected geometry which is as expected. But islands seem to be something else entirely?
Here's the .blend file
2
votes
0
answers
38
views
How can I add "blur" the edges of my volume shader?
I'm trying to create this:
This is my result based on some changes I made to this tutorial:
I'm satisfied but I want a less defined border. I also added lens distortion and fog glare in the ...
2
votes
0
answers
44
views
How can one randomize both instance topology and instance shading variation across object instances?
I created several parallel instances of a wooden beam object using the following Geometry Node Tree:
And with the following Shader Node Tree:
As expected, each instance of the beam has the same ...
2
votes
0
answers
74
views
Convert height map to normal map in the shader editor
I can't find a way to convert greyscale image to normal map within the shader editor.
I don't talk about using height map to add details with bump/displacement node. I don't talk about baking details ...
2
votes
0
answers
25
views
How can I get the final evaluated material color of each face?
I want to be able to get the final evaluated color for each face regardless of what shader node setup I have. I just want to get the final color result flowing into the Base Color socket of the ...
2
votes
0
answers
86
views
How can I get the light direction vector without the roll values?
From watching videos and looking at other posts, it seems like the common way is to just straight up copy the sun's rotation values for the light direction vector. However, this also copies the roll (...