Material

Nodevember 2020

“Nodevember 2020” – the next challenge is coming from November 1 to 30  for amateurs and fans of procedural (node-) modeling and creation. The rules of the challenge are very simple – each participant creates one procedural material/object on a given topic each day with Blender exclusively using nodes. You can create whatever you want – models, meshes, materials, shaders, and even music, as long as they are procedural. Next, publish your created object on social networks with the #nodevember hashtag.

Webpage: nodevember.io

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.

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.