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Unanswered Questions

1,184 questions with no upvoted or accepted answers
3 votes
0 answers
683 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 views

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
689 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
513 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
0 answers
41 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
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
75 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 (...
2 votes
1 answer
29 views

Fix Crease Where Two Objects Meet

Goal: To get the two objects (mountain and flat plane) to have a seamless transition while still keeping them as separate objects. What I've Done: I made it so that the mountain texture fades to the ...
2 votes
0 answers
121 views

RG(B) Map to create a toon/cel face shadow mask

First time modelling a proper anime-style character. I've been trying to create some smoother toon/cel shade-style shadows for the face of a character, I saw an idea used for Unreal that used an RGB ...
2 votes
0 answers
41 views

Does anyone know how to get the color of the light?

I've been trying to figure out how to create a shader in the shader node editor that will take the color of whatever light is hitting the object and put that color all over the object. My intention is ...
2 votes
1 answer
243 views

Is it possible to generate curvature mask from geometry normal?

I want the smooth and sharp curvature mask of geometry so that I can use it in a mix color > factor. I know we can do with ...
2 votes
0 answers
123 views

Normal/Bump maps causing flat shading

Whenever I add a normal/bump map to a smooth object the shading goes flat. Even on a UV sphere the issue remains. The shader is only using procedural textures so I can't change anything to non-color ...

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