You can add a mib_shadow_transparency node to your shading network. Connect out_transparency from your texture (if you're using the alpha channel) to the transparency attribute on the mib_shadow_transparency node and connect that node to your Shdow Shader attribute on your shading group node. Make sure the shadow color is…
I'm trying to make some custom proceedural nodes for substance painter and I'm having problems using the "triplanar_greyscale" node. Here's a test substance I setup: As you can see it's a very basic setup with a pattern, a triplanar node, and a switch to turn it on and off. When I export it as a SBSAR and bring it into…
I present to you: Power Nodes. Official page: https://www.power-nodes.com/ Patreon: https://www.patreon.com/radupopovici Twitter: https://twitter.com/radu_popovic Github: https://github.com/rpopovici/power-nodes Blender artists forum: https://blenderartists.org/t/power-nodes-project/1237749 Goals of this project: * user…
Never mind figured it out. create bump node and plug a texture in to it create a mia round corners and set a radius connect out value of mia round corners to normalcamera of bump node connect out normal of bump node to normalcamera of shader, or just drag the bump node to the bump slot same thing.
CrazyButcher, Thanks, I will add those. I will look into nested node networks. A custom input node shouldnt be too hard to do. Davison3D, you can invert using a subtract node and set the A input to 1. but I agree that I should add a OneMinus node. Saturation is something I want to add.
Cheers all! I do know that the grunge maps are heavy, I'd actually used clouds previously by the effect isn't as nice as the grunge. Still, there's a project for us - Cheap Grunge. Rogelio, yeah when it comes to the blend node I also wondered why they didn't have screen and overlay built into the blend node. You can see…
Is it possible to create a Texture-node, that you expose as a parameter in the material instances, that affects several TextureSample-nodes within the material? I have three TextureSamples with different UVs-input that all reference to the same texture. I want to make that texture in to one parameter for my material…
Does somebody know an optimal way to do it? For example I do a rotation noise input to rotate things scattered by fx-node. How can I pass that input through fx-node itself simplest way possible? Preferably doing the fx-map scattering only ones. To get output with every thing rotated plus another output as rotation factor…