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Unanswered Questions

963 questions with no answers
2 votes
0 answers
1k views

Show the Image of the selected Image Texture Node in Image Editor

I dug up this old post about a CMYK-ish shader: Blender halftone pattern filter In the blend file you can load from there, you find that whenever you select an Image Texture Node the image will show ...
2 votes
0 answers
321 views

Differences between Principled bsdf and other shaders

The Blender docs states: The emphasis on compatibility with other software means that it interprets certain input parameters differently from older Blender nodes. With that in mind there are only ...
2 votes
0 answers
141 views

How to mix and animate a lot of shaders

So I have 12 shaders of rather complex materials. I need to be able to smoothly mix between these shaders and be able to animate this mix. At the moment I have this setup (12 shaders into a mix shader ...
2 votes
0 answers
38 views

How to achieve this shading/lighting

Can anyone help me to achieve similar color and lighting scheme as in the model below? So far, I've tried texture coordinate and color ramp nodes, couldn't get the desired result.
2 votes
0 answers
502 views

Does anyone know the best way to change shadow colors?

I have used the shader nodes to almost get what I want, however I am running into many difficulties. I am making isometric 2D sprite art to a mod an existing game so I need to work within the confines ...
2 votes
0 answers
344 views

Blender Refraction BSDF too dark

as you can see in the first picture if i use an refraction shader on a plane in front of the fire/persons it´s way darker then without. I want to use it for an heat distortion because of the fire. I ...
2 votes
0 answers
334 views

Basrelief node setup for rendering height map

H i , i want to convert a 3d model to a basrelief using cycles node setup and render it in a height map i achieved this results but thats not what i wanted , i want to find a way thru node setup that ...
2 votes
0 answers
224 views

Is it possible to blend a normal map with Matcap style shader?

I was wondering if it's possible to take a tangent normal map and blend it with a matcap style normal shading similar to what's done in the sketchfab viewer? In Cycles by the way. This is my Matcap ...
2 votes
0 answers
327 views

Applying Specular Highlights Separately? (Eevee Nodes)

For a bit of context for what I'm stuck on: I'm working on an original anime/toon shader for skin. It takes the base texture colour and applies a colorramp-ed shadow from a principled bsdf shader with ...
2 votes
0 answers
462 views

Is it possible to bake a volume shader into vdb?

I made a cloud shader but I would like to export it as vdb. Is there any way to do this? It doesn't have any fluid simulation.
2 votes
0 answers
561 views

How to access triangle vertices and their attributes in shader nodes

Is there a way to access the attributes of a triangle or face associated with the currently processed fragment? I see that we can get barycentric coordinates for each face using Geometry node -> ...
2 votes
0 answers
106 views

Hierarchical Voronoi?

I'd like to vary the size of Voronoi cells (from the Voronoi Texture node) depending on a vertex attribute. The final goal is to have larger and smaller scales on a procedural creature's skin, ...
2 votes
0 answers
125 views

Beginner help with Old-Style Vehicle Lights

I've been using blender seriously for all of a week now, but I have experience with modeling, texturing, and the generalities of 3D modeling from other programs. My current project involves texturing ...
2 votes
0 answers
614 views

Disable ambient occlusion for a specific material (eevee)

How can I disable ambient occlusion for just a single shader? I’m rendering with Eevee. For example, I’d like everything but the grass to have ambient occlusion enabled. I’ve enabled ambient occlusion ...
2 votes
0 answers
503 views

Is it possible to render shadows pixel perfect to UV textures without modifying Blender's source code?

To match the style of low poly pixel textured art, I would like to render shadows onto other meshes (at the very least a flat ground plane) with shadow values snapped per pixel of the UV of other ...

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