Procedural stylized eyes
Pack with nine procedural stylized eyeballs materials.
Materials are ready to render with Blender “Cycles” and “Eevee” render engines right away.
Pack with nine procedural stylized eyeballs materials.
Materials are ready to render with Blender “Cycles” and “Eevee” render engines right away.
Blender add-on “TimeMe” v.1.2.0 update.
There are three mathematical constants in Blender which you can enter in any field and immediately get its numeric value.
They are:
In Blender 2.8, the displacement node in Cycles render-engine was changed from scalar to vector. If you simply connect a black and white height map to the Displace input of the material output node, like in Blender 2.7, it will not give the desired result.
To make the correct node displacement in Blender 2.8 add “CombineXYZ” and “VectorDisplacement” nodes to the material node tree. Connect the height map to the “Y” input of the “CombineXYZ” node and its “Vector” output to the “Vector” input of the “VectorDisplacement” node. After that, connect the “Displacement” output of the “VectorDisplacement” node to the “Displacement” input of the material output node.
Blender 2.80 Release Candidate is enabled for downloading on the official Blender site.
BIS (Blender Interplanety Storage) updated to v.1.7.0.
But BIS still accenting on procedural materials.
When we create a field on the add-on interface panel, the value of which changes something in the node tree, each time the user changes the field value the node tree recompiles. If the user changes the value in that field by holding and moving the mouse, too frequent node tree recompilation will cause Blender to hangs.
This problem can be solved using decorators for deferred updating of the node tree.
Code by Skarn.