Blender
Using Node Groups as instances
Using Node Groups in Blender is very convenient to simplify and optimize node trees. Having assembled a universal combination of nodes into a node group, we can easily use this group in another shader, quickly obtaining the desired result without the tedious assembly of the same nodes each time.
WING IT! – movie by Blender Studio
WING IT! – short cartoon movie by Blender Studio.
Creating procedural desert rocks
Creating procedural desert rocks in Blender by Ryan King Art.
Part I
Selecting a Tool in Blender 3.6 using the Blender Python API
To switch the active tool using the Blender Python API, we must use the wm.tool_set_by_id operator, passing the identifier of the required tool in its parameter. In earlier versions of Blender, to call this operator from an area with a different context, for example, from the Text Edit area, it was necessary to override the context.
Selecting a Tool in Blender 3.6 using the Blender Python APIRead More »
Simplifying the node tree using several Group Input nodes
Creating beautiful and impressive procedural shaders or geometric nodes in Blender requires building complex node trees consisting of a large number of nodes and many connections (links) between them. After some time it becomes difficult to track where this or that link, stretched across the entire node tree “on three screens”, begins and where exactly it ends. A simple trick can help to simplify the node tree a little and reduce the number of connections – using several copies of the Group Input node.
Simplifying the node tree using several Group Input nodesRead More »
Showing indices for mesh vertices in Blender
When working with mesh geometry using the Blender Python API, it is often necessary to visually control which vertices are processed by scripts and which are not. Ordinary Blender users may also find it useful to be able to navigate the mesh’s vertices by their numbers.
Removing vertex selection for BMesh
As with normal mesh manipulation via the Blender Python API, when using the BMesh object to deselect vertices, it is not enough to simply change the value of their “select” property to the opposite. To deselect the vertices of the BMesh object, the “select” value must also be changed for the edges and polygons adjacent to them.
Creating procedural brushed aluminum material
Creating procedural brushed aluminum material in Blender by artist B.