Hey, from a short tutorial I stumbled upon on YT, I was able to create a "curvature" material in Cycles for my HIGH POLY character: "Node Wrangler" needs to enabled via add-ons to get the "Viewer" node for the material. By adjusting the color ramp I can change the brightness and contrast of the curvature. But, I'd like to…
The manual usually has all the information you need on the operation of a node type: https://www.blender.org/manual/composite_nodes/types/color/z-combine.html
I have grouped the nodes for the Stylized shader for Blender 2.8, you can download it here: https://drive.google.com/file/d/1PmAQoN-lYD-xmV9GxuOCPhlqbwChjsjU/view?usp=sharing I was forced to split the node group because we can't plug a ColorRamp that hasn't the grayscale as an Input of it. There is a first node group to…
First post here :). I've been working on a cloud modeling/rendering engine for Blender, and I thought I'd start sharing the first proper test renders. Modeling is node based, and nodes are used to control the displacement, density, advection and other related things. Base mesh can be sculpted, which is internally converted…
@Zablorg < is the HTML entity for "<" (less-than), no equal. So replacing that piece with less-than and refreshing the script in the Script node makes it run (screen from 2.79):
@Deforges : the round edge shader is here already. It can be baked, works on intersecting geo, and its intensity can be controlled by vertex colors. It's called the Bevel node.
You could probably also automate the offset process a little bit by doing it in Blender's compositor with a file output node rather than using an external app.
I have no idea how to scale existing uv. There are not so many nodes to work with UVs there. What I suggested is basically data transfer of UV from initial model to one with contracted down faces so their uv space is getting contracted accordingly . Then upscale faces back to their original state and merge vertexes. It…
Some software consider the camera FOV value differently, horizontal or vertical. Toolbag for example uses vertical FOV and Blender uses horizontal by default (you can change it, it's the Sensor Fit setting in the camera properties). If you can get the camera position and rotation imported into the other software (doesn't…
@michalczyk: Interesting. Did you try rendering on GPU or do you need CPU-only OSL shaders in cycles? Depending on your hardware rendering on GPU can be like 10 times faster than on CPU. Recently some nodes that only worked with CPU have been ported (SSS and 2 volume nodes I afair). If those where the ones you needed you…