Creating procedural relief fabric material in Blender
Creating procedural relief fabric material in Blender by 100drips.
Creating procedural relief fabric material in Blender by 100drips.
Typically, the Geometry Nodes tree in Blender is built differently for each mesh. This makes it possible to apply different effects to different objects. However, when we need to apply one effect to many objects in the scene, assigning a separate Geometry Nodes modifier to each of them and duplicating the nodes may be counterproductive. It is much easier to create a collection in which, when an object is placed in it, the desired effect will be applied to it.
Applying Geometry Nodes to all objects in the collectionRead More »
When we set up lighting in a scene in Blender, we usually set the direction of the light to the desired point manually for each light source. However, this process can be simplified and we can specify the point to which all selected light sources in the scene will be directed at once.
Quickly setting the point at which the light sources in the scene should be directedRead More »
Creating procedural brick wall in Blender using Geometry Nodes by Ryan King Art.
Since version 4.1, the normal smoothing operator in Blender has been completely replaced by a modifier implemented on the Geometry Nodes mechanism. This is convenient for solving a number of problems, but if the Auto Smooth modifier is not located on the last place in the modifier stack, before other modifiers that change the mesh geometry, this leads to the appearance of artifacts. To quickly move the Auto Smooth modifier to the end of the stack, we can use a simple script.
Moving the Auto Smooth modifier to the end of the modifier listRead More »
Blender add-on “NodeTree Source” updated to v. 1.3.1
In order to make control over the direction of mesh vertices normals in Blender more visual, we can create a simple bunch of nodes in Blender Geometry Nodes.
Visualizing vertex normals in Blender using Geometry NodesRead More »