When the scene is lighted with “Spot” or “Point” light sources, the rays from such lamps do not propagate in parallel. This makes noticeable distortion, for example when lighting with textures.
The parallel ray’s propagation (orthogonally to its plane) we can get from the “Sun” lamp, but such light source does not support lightning with textures.
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.
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.
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
“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.
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.
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:
- Open the “Preferences” window
- Switch to “Themes”
- Expand the “Node Editor” tree branch
- In the “Node Curving” field, set the value greater than 0. 0 means straight lines, the larger – the greater bend. A value of 4 corresponds to the bend that was in Blender 2.7x versions.
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.
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!”
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.