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.
“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.
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!”
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:
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.