@melviso The first issue is probably caused because of rounding errors. Check the math that separates the UV into squares. As for the inputs, you would disconnect the noodles from the value nodes and instead put them into the node group input. You can then set default values for them.
For what I've seen, you can control it per material as it is a node that connects to the shader. It also has a radius input, so If somehow we can get a node outputting the edge crease value of the mesh, we could control the bevel effect per edge.
Hello! I would like to show you guys my node setup for combining normals in Blender, I have created because I work a lot creating textures in Blender, and this was always something hard for me but I finally cracked the way to properly combine normals avoiding all the problems of "normal overlaying" in the node editor, also…
@f1r3w4rr10r that's cool, can confirm it, you import the group itself as a node tree: Importing the material seems to import all node groups used by it, so you can use the material as a container of all your preset groups, as well as being able to import individual groups.
What's the process for reporting bugs? Is there a forum or do I go straight to developer.blender.org and open a bug report? Basically using vertex color through the attribute node has been busted for the longest time (the color values aren't linearized correctly, and if you try to correct that with an inverse gamma node to…
Jed, that's looking fantastic ! You are on a roll :) Is that achieved through clever use of regular Cycles nodes, or is it a OSL shader ? (I would assume that OSL might give more creative freedom ... but then of course, Cycles nodes being accelerated might be better for the end user) Regardless, can't wait to try it !
What makes Maya the top contender in terms of Rigging is it'S ability to have multplies ways and options of doing things, whether you're a python prefessional rigger or just an amateur like me who like to build his own solutions on it's way. In Blender, you have access to some ''deformer modifiers'', to constraints and of…
I implemented the Dota 2 hero shader, minus warps and detail map, in Cycles. This means that I had to turn the super nice energy-conserving GGX BRDF into Phong specularity from the 80s. You can download the shader here: http://pasteall.org/blend/35343 or here:…