I accustomed to use Blender nodes to construct realtime shader prototypes. Still I know pretty little about real math beneath them. Is it possible to see somewhere what actual calculations are ? How Factor input work for example for color blending variants of two inputs. Or how Zcombine node works ? Just so I could suggest…
As far as I read Blender uses OGL to draw its interface. Also saw reports that manipulating e.g. nodes in the node view gets slower depending on scene complexity even if only node editor is visible. Probably nothing the user can do about. Yes, 2.8 feels like a step back in performance. Heck, I went out and bought the…
there are some plans to add some sort of node based geometry generation - which will probably support such a behaviour... but this will take a while until it materializes...
@gnoop We can use two connected face corner positions to get a tangent vector. I'm not too sure how data transfer works but for this using nodes like "capture attribute", "store named attribute" or "evaluate on domain" set to the "Face" domain it will select the vectors from every 3rd corner and store it on each face. you…
Never tried that.. but if you use nodes for the light.. then there is by default a Light Output node feed by an Emmission Shader .. so.. oh no you meant the effect on other objects.. well Cycles is meant to be an physical correct based renderer.. AFAIK only polarized light can effect the glossiness of objects.. and IDK if…
@m00k Thanks for explaining. The Particle Info node is used to tell the material about the individual particle that is instancing the object using that material. You can't use this node to know about particles not instancing the object with that material, or even a sibling particle in the same emitter (to get the distance…