Creating procedural cloud material
Creating procedural cloud material in Blender by Ryan King Art.
When creating add-ons for Blender, developers almost always create the user UI panel with tools that provide the main functionality of the add-on. Typically, such custom panels are placed in the N-panel block, called by pressing the N key. However, if it is assumed that the user will often call the panel with add-on tools, its call can be bound to a keyboard shortcut and the panel can be called from the keyboard.
Showing custom UI panel in Blender by pressing keycodesRead More »
With Geometry Nodes in Blender, we can control the geometry of the mesh, focusing on its bending – the angle between adjacent polygons. This allows, for example, to separate the smooth “organic” geometry and sharp “hard surface” geometry.
Controlling the angle between polygons using Blender Geometry NodesRead More »
To set an icon to a button when creating the custom user UI panel in Blender, we look for the text identifier of the desired icon (usually using the built-in Icon Viewer add-on) and set its value to the “icon” parameter when binding the desired operator to the button. However, the icons used in the tools panel are not existed in the common Blender icons list.
Setting an icon from the tools panel to a button in the custom UI panel in BlenderRead More »
Starting from Blender 3.6, the default display of face normals for Geometry Nodes in the Spreadsheet area has been removed. We can return the display of normals using the output attribute and the Normal node.
Creating procedural checkered kitchen marble floor material in Blender by Ryan King Art.
Switching between the “DEFAULT” and “FALLBACK” modes for tools in Blender allows us to use the tool in the first case by dragging the mouse anywhere in the 3D viewport, and in the second – only inside the area limited by the control ring.
Switching between DEFAULT and FALLBACK modes for a tool in BlenderRead More »
In Blender, when creating complex procedural materials or geometry nodes, the node tree often moves away from the starting point of the node editor area. Later, when working with materials, this causes some inconvenience – when switching from material to material, the node tree “runs away” and we have to scroll the screen each time to see the nodes. This problem can be solved using a simple script that will move the entire node tree to the origin of the node editor area.