Unanswered Questions
3,208 questions with no upvoted or accepted answers
8
votes
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
0
answers
141
views
Recreate Solidify Thickness Clamp in Geometry Nodes?
I am trying to build the Solidify modifier in geometry nodes. Generally this is simple as there are many ways to offset a copy of the geometry. And we have Extrude to create the Rim. However, I am ...
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
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
625
views
Is it possible to control the radius of the skin modifier with geometry nodes?
Is it possible to apply to an object (formed by only vertices) a skin modifier, and then control the radius of the modifier using geometry nodes?
This means that the object would have two modifiers, ...
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
0
answers
2k
views
Seam on middle of Bevel with modifier
When applying bevels (or, in my case, exporting meshes with Bevel modifiers), results are best with an even amount of bevels (2, 4, 6..). However, the seams are always transferred to the outer edges ...
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
0
answers
260
views
How to make a Zoetrope out of a single mesh?
Can anyone explain how to go about making a 3D printable Zoetrope?
Unlike any other zoetrope I've seen, each of these are a single, spinning mesh rather than a series of similar objects in a circle. ...
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
74
views
Spiral Array with geometry nodes issue
I'm trying to spiral out some elements/bridges off a central column with geometry nodes.
This setup works for the most part but I get these two elements in a wrong position and rotation.
how can this ...
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 ...