If only Blender had also a correct way to blend detail normal maps with baked ones, like what UE4 can do. (The top left normal map is simply flat, needed for this to work, did this with someone's guide if I remember right). But @Prime8, thanks for the simpler solution with the Y+ and Y- situations. There's been few node…
@f1r3w4rr10r World position vector seems to make a constant 3d mask in the world if i pipe it into the color ramp, sound pretty logical if i type it out like this :p Been trying using the particle info node. I get some results with passing the distance of the particle to the emitter but I still can't create a mask in a…
2.63 RC1 is out! Ngons ahoy! BMesh * BMesh is the new Blender mesh system with full support for N-sided polygons instead of only triangles and quads. * In particular there is a new Dissolve tool to remove vertices, edges and faces without making holes in the mesh, a new Inset tool to inset faces, and a much improved Knife…
Here's another question for you all. Is there a way (either by default or through a clever addon) to jump directly from a material (say in the material list, or even under the mouse hovering on a model in the viewport) directly to a UI panel (floating even ?) automatically switched to shader editor, in object mode ? Having…
OK, first thing you should know about Cycles is that you should never, ever use the ambient occlusion node. It basically just adds ambient diffuse light to your render. Here's the basic Cycles shader. It gives you Lambertian diffuse and specularity with no Fresnel response. The Mix factor mixes between the first shader and…
That system is really not well communicated, and also a bit an outlier comming from other DCC's. The whole thing is based on reference counting, the numbers show you how many times a datablock is referenced (so every reference is a 'user') . If reference count is zero - the thing wont be save into the blend file → things…
New bake mode for TexTools "Thickness", uses the new AO cycles node in the 2.8 branch to bake inverted normals AO with inverted color output. Other improvements include multi island support for the rectify tool inside TexTools. This includes partial selections. Some personal work I am using TexTools myself for (Texture…
Hello ! Well I am glad I asked - thank you for all the suggestions :) I still have to try the methodds involving Geometry Nodes, but the Split Modifier approach brought up by @okidoki put me on a viable track already. Streamlining it as follows, without even using a modifier : 0 - Assuming that "regular UVs" have been done…
@frmdbl: The only thing I'm finding is if I enable this: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Bake_Texture_to_Vertex_Colors Is this what you're talking about? Using that I'm not seeing the changes propagated, maybe because I'm not using an image. Basically I have this (my current vertex colors):…
@melviso When I think about it for a moment, you can probably do that with image textures, if you just keep yourself to 2D surfaces and are not trying to create something cohesive across a whole 3D object like single blocks of wood. I mean manipulating UV coordinate vectors is pretty much the core of what happens in the…