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Unanswered Questions

963 questions with no 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 ...
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
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
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
193 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
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
0 answers
312 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
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:
3 votes
0 answers
472 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
911 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
217 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 ...
3 votes
0 answers
268 views

Recreating colored glass shader from VRay/Max to Blender/Cycles

Edit: Blend file: I am converting a somewhat simple scene from 3DSMax/VRay to Blender/Cycles. I'm almost done with the conversion, but I am having trouble with matching the glass shader used in the ...
3 votes
0 answers
69 views

Is it possible to shade objects in Cycles based on Z gradient, to highlight/darken edges?

I'd like to shade the edges of my objects darker, like a toon shader, based on abrupt Z depth transitions to neighboring pixels -- in other words wherever the Z gradient is high, darken the image. I ...
3 votes
0 answers
71 views

Accessing the Render Engine Type as a String from a Driver Expression

I am trying to make a Render Engine switch for node-trees, that will give control over ignoring or using certain node-chains depending on what render engine is used. This is basically an improvement ...
3 votes
0 answers
71 views

What happened to the color pallete?

Why don't I get the normal color pallette in my material? what happened? I've never seen this before. My color palette is seemingly faulty. I am sure it is not, rather I am surely at fault, but I ...
3 votes
0 answers
134 views

Displacement on Particle Location

I am trying to create a shader which uses displacement to create a dent in an object with a hair particle system, based on the locations of the hair particles. The strawberry I have created is setup ...
3 votes
0 answers
1k views

How to create a SOBEL shader?

I've been curious as to how recreate the sobel (edge detection) node from the compositor into the shader editor. It seems the general method consists to create an highpass image and then use a mixmode ...
3 votes
0 answers
102 views

How to stack displacement nodes?

When using displacement modifiers, you can use the resulting mesh normals of the first displacement as the base for the second, such that the end result is a 3 dimensional displacement. For example, ...
3 votes
0 answers
67 views

Cycles - How to transfer information from a shader to another non-destructively ? (no baking)

How can we non-destructively (witouth baking anything into vertex color nor bitmap) transfer information from one shader to another within cycles ? Here's an example : Here is a simple proximity ...
3 votes
0 answers
709 views

How to export blender material as .material file and GLSL on Blender 2.8

I've seen alot of tutorials that explain how to save material and import it via append file but i wanted to export the material node as .material file and if possible, convert it into GLSL shader ...
3 votes
0 answers
1k views

How does a shader detect if two objects overlap

I saw this shader (https://www.youtube.com/watch?v=L2Du5F7PfQM - an animated procedural water toon shader) . It says (in it's blender market page - https://www.blendermarket.com/products/pure-toon-...
3 votes
0 answers
565 views

Jagged edges using a toon shader and Evee

I am trying to create a cartoon style render using evee with light reflections on the material (wich is suposed to be metal). I tried everything like subdividing, auto smooth, changing shadow ...
3 votes
0 answers
469 views

How to convert a world generated Texture Coordinate into Object Texture Coordinate

In the material shader editor, one can use a Texture Coordinate from the Input, like generated, UV, object, etc. For example the object texture coordinate,the main benefit is that it will allow you ...
3 votes
0 answers
110 views

texture mapping without texture being mirrored on other side of object

I have a cylinder I want to map a texture to. To specify the location of the texture I use an empty. In the material node editor I then use the object function of the texture coordinate node and ...
3 votes
0 answers
685 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
693 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 ...
2 votes
0 answers
44 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
85 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
0 answers
131 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
44 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 ...

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