Unanswered Questions
1,757 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
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 ...
6
votes
1
answer
2k
views
How to crop image based on Alpha in Compositor?
I wonder if there is any way to crop a image based on alpha data like this:
The reason I want to do this is that I want to crop the White area of another image (of the same dimension to the Alpha ...
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
1
answer
492
views
Which format for saving transparency from bloom and respecting colors (tried PNG/TGA/TIFF/EXR)
TL;DR: How can I properly save a picture with semi-transparent "emit" pixels coming from a bloom? I understand that .PNG can't handle that, but I'd expect TIFF/Targa/.EXR to handle it ...
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
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
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
377
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
192
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
442
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
883
views
Simulate light bending due to gravity
I'm trying to demonstrate light bending due to gravity, but my knowledge of Blender isn't up to the job.
As a test I have a sphere with the Glassy BSDF shader. The colour is set to white, and I've ...
4
votes
0
answers
654
views
Alpha textures show only when selected
I'm making a radar display animation (those spinning once) for a movie project. What I do is:
Set up a material in cycles to see how it fits together (using b&w images)
Create alpha textures to ...
4
votes
0
answers
4k
views
Alpha transparency not showing in cycles viewport
Using cycles I have simple cut out people in the scene: planes with .png textures on them. The transparency shows in the material editor and is rendered correctly but is not displayed in the viewport. ...
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
26
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
110
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
1
answer
43
views
How do I over lap three or more render layers in the compositor?
I'm trying to place three images on top of each other using the compositor. I don't really know how to do it, I think I could use the alpha over approach but I'd need to use the alphas of both the ...
3
votes
0
answers
310
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
120
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
379
views
Why does bloom not work over a transparent background?
I'm using the Eevee engine and the fireworks are emissive particles, bloom is turned on.
I tried both eevee and cycles, I want to use eevee though.
I tried PNG with RGBA color, 8bit and 16bit color, ...
3
votes
0
answers
304
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: