When fine-tuning the finished render in “Compositing”, sometimes it is necessary to refer to the pixels coordinates of the processed image, for example, to apply effects distributed over the entire width or height of the image.
We can get the distribution factor of coordinates along with the height or width of the rendered image using texture nodes.
For objects rotation, we can use the “rotation_euler” property. This property is a list of three items, each of them corresponds to the rotation angle around the X, Y, and Z-axis. The otation_euler contains the rotation angle around the X-axis, rotation_euler – around the Y-axis, and rotation_euler – around the Z-axis. To rotate an object we must set a rotation angle to the appropriate field of the property.
For example, to rotate an active object around the X-axis to the 90 degrees angle we must execute the following command:
In Blender 2.8 node connectors in the “Shader Editor” window are straight by default, unlike earlier versions, where they bent curving. To return the usual connections bend, change the following settings:
Open the “Preferences” window
Switch to “Themes”
Expand the “Node Editor” tree branch
In the “Node Curving” field, set the value greater than 0. 0 means straight lines, the larger – the greater bend. A value of 4 corresponds to the bend that was in Blender 2.7x versions.
Interface elements in custom user panels often do not correspond to each other in size. As a result – the overall panel layout does not look beautiful. As an example, let’s create a custom panel and place an operator button and an input text field on it.
Some times we need to make a render of the scene with the single material, for example, for clay or wireframe renders. Blender has the global materials override option for the Cycles render engine in the “View Layer Properties” – “Override” but not for the EEVEE render engine.
Quick materials override for the EEVEE rendering engine can be made with a small script, as shown in the following video: