My guess your issue is with 2d patterns like procedural brick texture because 3d noises look same from any view directions. For 2d patterns a common way is to use so called tri-planar projection. Blender doesn't have it by default but it's either possible to find on blenderartist.org or do it on your own: You make 3…
I’m having two issues with my textures in a material. The base color fades a lot when adding it to the material, and the Ambient Occlusion input seems to do nothing, so I had to multiply it with the base colour instead. Here’s my setup: This is how the colour is supposed to look: As you can see it is way more saturated…
Hi, For statement of libel, the statements here are true and correct. Not one word was stated extra and all stated were true and correct. We tried to serve a lawsuit to this guy - We put it at his company address. But that guy put his company address as a cemetry. Nobody lives there, except three security guards who take…
So, it did go well according to plan! There is quite a lot of empty UV space left from the fact the catsuit takes fringes of the UDIMS, so I guess I’ll use that space for the props. The sculpt of the catsuit needs more iteration, it’s not smoothed enough to my taste and it feels crumbly whereas I’d like it to feel smoother…
Screenshots would help... But here's a few thoughts: - if the boundaries of the facets and the faces of your mesh match, why use a normal map? The problem would then be extremely simple on the shader side (and making it 'uv independent'). -if they don't and you use a normal map, why not storing every facet information in…
hahah i loved how awkward and fake it was, and the looks on jesse's face as he tried to force conversation hahaha. also that smug as fuck look on walts face at the end was groovy.
Hi there Fabi, Eric - personally I am getting this out of a bake with a manually defined cage, done on a freshly imported unmodified boxsoft with the "custom split normals" left as they were on import therefore overriding the default 30 degrees smoothing. That's blender 3.1.0. From what I understand/guess, Blender is not…
> To fake/bake a world reflection, blue sky on the parts that point at it. Brown/black for the pieces that face the ground. Works great when you bake a gradient over the top of your model. > To fake/bake sub surface scattering, to a minor degree since the materials color could effect its spec depending on what type of…
Glad i caught this in time, i hate the put on a fake face/smile b.s. the worlds going to shit in a hand basket, these big companies buying everyone out and closing all the studios, it is almost every year now, we even have a thread for layoffs showing the trend in motion. If i where to go to apply or get grilled about who…
Hey everyone. I'm working on a project where we need to have multiple material instances which need to have the screendoor fade effect. I've gotten the screeendoor fade to work on the original material, however the effect does not seem to transfer over to the instances. Does anyone know how to solve/ work around this…