A two-part tutorial on how Vector Displacement works in Blender, how to use it in practice, and how to create geometry using only the Shader Editor nodes.
Part 1:
Part 2:
Autron: Erin Woodford
Blender 3D: tutorials, articles, tips, notes
A two-part tutorial on how Vector Displacement works in Blender, how to use it in practice, and how to create geometry using only the Shader Editor nodes.
Part 1:
Part 2:
Autron: Erin Woodford
Detailed time-lapse about creating a procedural cup of coffee with a donut in Blender using the only Shader Editor nodes. The three-dimensionality of objects is achieved through the use of vector displacement.
Author: Erindale Woodford
Erindale Woodford, the creator of very complex and advanced shaders, has released all of his shaders from the Nodevember 2020 event.
A pack of 30 shaders can be downloaded from Gumroad.
All shaders are available for free for personal and commercial use.
Making a clock in Blender with nodes tutorial. The result is a procedural real-time clock shader.
Author Dr. Blender
A simple technique for creating beautifully animated shaders by combining noise textures:
Video by Sam Debenham
Continue reading “A technique for combining noise to create a beautiful animated shader”
“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
When fine-tuning the finished render in “Compositing”, sometimes it is necessary to refer to the pixels coordinates of the processed image, for example, to apply effects distributed over the entire width or height of the image.
We can get the distribution factor of coordinates along with the height or width of the rendered image using texture nodes.
Continue reading “How to get the render pixels coordinates in compositing”
In Blender 2.83 in the EEVEE render engine the “Additive” and “Multiply” modes that were present in Blender 2.80 were removed from the possible transparency blending modes.
But if you need to use these transparency blending modes in Blender 2.83, you can get them with nodes.
Continue reading “Blender EEVEE transparency blend modes – Multiply and Additive”
Blender 3D add-on for converting material nodes into python source code and storing it in the library.
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Gumroad |
In Blender 2.8 node connectors in the “Shader Editor” window are straight by default, unlike earlier versions, where they bent curving. To return the usual connections bend, change the following settings:
To shift the texture randomly on different objects, the easiest way is to change its location along any of the axes by a random value.
Procedural shader with Latin font made with Blender nodes.
By Sam (Worldsday) Brubaker
Available in the BIS library.
Simon Thommes published his stream about making a circuit board with shader nodes in the nodevember challenge.
Hans Chiu shared a stream about making a procedural animated zipper material.
Nodevember is a monthly challenge you invited to make procedural objects for Blender every day. It can be a material, a shader, an object, anything, if only it would be procedural. “If you can call it nodes, you can call it Nodevember!”
Webpage: nodevember.io
The official Blender documentation provides a method to get the “Specular” value for the PBR-material reflections if the “IOR” value is known. To get the “Specular” value from the “IOR” value, we can use the following equation:
It is not difficult to create it with nodes:
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.
In Blender Cycles using common lamps we can illuminate objects with any texture, not just a single color.
Add an object, for example – sphere, to the scene:
shift+a – Mesh – UVSphere
and set a simple diffuse shader to it.
A single procedural element from the BIS library can be easily transformed into a repeating pattern.
Let’s get a single circular elemetn from the library and place it in the center of the plane.
Continue reading “How to make a pattern from the single element of the BIS library”
Except for the “Gradient Texture” node, we can obtain a gradient factor by using some simple equations. Look for the mathematics with a spherical gradient sample.
Can be created based on a downward-facing cone equation.
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.