Eevee

Global materials override for the Blender EEVEE render engine

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:

Script and video by Vitaly Sokol.

Base PBR-materials scheme

The basic scheme for making a PBR (physically based) node shader in Blender looks like as follows:

Note that all the “ImageTexture” nodes, except for the “Base Color” node, use the “NonColor” colorspace.

EEVEE Shadow Catcher

There is a convenient opportunity in the Cycles render engine to render an object with shadows on a transparent background using material with the “shadow catcher” option. There is no such material in EEVEE render engine, however, in EEVEE we can make our own “shadow catcher” based only on nodes.

Completed “EEVEE Shadow Catcher” material you can get from the BIS library.

Texture pixelization

The simplest way to pixelate texture, procedural or not – get the color from the single pixel and fill the region with required width and height (resolution) with this color.

Here is the gradient texture with red – green – blue colors:

To pixelate it with the first step of resolution we can make some vectors manipulations.