Using Texture Tools for Blender : you can in the UV Editing workpace/viewport click the Checker Map creation button and instantly switch into Texture Painting workspace/vieport and paint onto your object.. Maybe using one additional click for choosing the size.. (and maybe one for new material.. 😅) (Dont' forget to save…
(EDIT: After further reading the documentation I'm not sure this is possible atm with the current feature set + attributes) Anyone familiar with the new Attribute transfer node in geometry nodes, how can I transfer my custom normals pre-boolean to my after boolean geo? (All procedurally) Its not working because it has…
@melviso You need a few things: - To "stepify" the soft UV coordinates into sharp UV coordinates (aka cells on a grid). - To map these steps with random values*. - To add these stepped random values as UV offsets into the soft UVs (the original coordinates). * This is the most difficult part. You can use the Noise Texture…
What you did in setup 2 is most likely the default for the vector input of image texture nodes. I only say most likely, because I do not know if they behave differently for lights than they do for other objects. Also is this texture just a 2D softbox front or are you talking about a whole HDRi setup? If the latter, have a…
@m00k there's the Input -> Geometry[Position] node. It's the world-space location of the surface point as an XYZ vector. Since the values can go way beyond [0.0, 1.0] as it's 3D units, to map that position with a color I'd use the Color -> RGB Curves node (or Vector -> Vector Curves, which is very similar but requires more…
I'm lazy and want to keep add-ons to a minimum, so if it were me, I would create a node group in a blank material, then save the scene to a .blend file so it can be linked / appended as a template, where you import that blank material and have instant access to that preset node group from any material in your scene.
Not really contrast, but using Cycles you can use different shaders for rays that go through that visor into the camera by using a Mix node and controlling the mix factor with a couple of outputs from a Light Path node. So every object that you want to light up when seen through the visor needs the stuff in the "Method"…