Unanswered Questions
1,459 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
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 ...
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
194
views
Custom nodes, node limits, and compile times
I am working with some very complex custom toon shaders in Eevee. This causes several problems. First, the compile times are atrocious. Second, I am in danger of hitting the node limit if I also use ...
4
votes
0
answers
341
views
Understanding Blender's Invert Node and Varying Bit Depth Images
So, I am trying to wrap my head around exactly what the invert node is doing in the shader editor.
I realize that this sounds like the most simplistic question in the universe, but please bear with me....
4
votes
0
answers
400
views
Is it possible to apply ocean modifier for only one face of geometry?
I was trying to recreate this illustration with my limited knowledge.
And while doing that I tried to follow some tutorials. In one of the tutorials, the animation done with ocean modifier and ...
4
votes
0
answers
443
views
Shading according to velocity
I have a rigid body simulation of many objects and would like to change how they're shaded depending on velocity. It's easy to get location from object info node, but how about change in location ...
4
votes
0
answers
180
views
Possible to give a shadow a different material?
Hello.
Let say that in a this image, i'd like all shadows to be rendered as an red emissive material, is this possible in render ? procedurally, witouth any modifiers, just by the shader editor ?
4
votes
0
answers
4k
views
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
votes
0
answers
103
views
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 ...
3
votes
0
answers
27
views
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
114
views
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
315
views
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
121
views
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
votes
0
answers
306
views
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 ...
3
votes
0
answers
1k
views
How to recreate PS1-style vertex lighting?
How would I recreate per-vertex lighting for a PS1-looking model? Vertex colours almost work, but they do not account for lighting. Is there a solution?
Example render:
3
votes
1
answer
345
views
Geometry Node Attribute Unusable on Density (Shader Nodes)
I've found something weird. I have an Fac Attribute in my geometry nodes (it's a simple gradient). When I use it in Shader Nodes, it works, but not for the density value on volume absorbtion or volume ...
3
votes
0
answers
473
views
Dilate/Erode image in Shader Editor?
In the compositor you can dilate/erode an image based on pixel brightness, like this :
I'm wondering if there is a way to do the same in the Shader Editor (maybe with some clever vector math?).
I'm ...
3
votes
0
answers
913
views
How to make an object cast shadows on other things but not itself? (Eevee)
I'm trying to make a low-poly model, and it looks very weird with casting shadows on itself. I'm trying to have it essentially only use vertex shading, not cast shadows, on itself. However, I still ...
3
votes
0
answers
262
views
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
answers
219
views
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 ...