I'm creating a procedural brick wall shader at the moment, and I'd like to know if it is possible to somehow map a color ramp to a single brick individually using the Brick Texture node. Meaning, I'd like to map a color ramp from black to white to one of the bricks, a slightly different ramp (rotated differently) to the…
There is the Brick Trick Addon.. ..which do work also in 3.2... aaaannnd.. (wait a second).. 3.3.2.. there are several nodes in the shader editor available.. for example... : with th CellId you can also pick any individual brick.. theer are also other pattern.. swirls and also hexagon..
I think they mean cutting the surface of the object with a regular grid that also produces solid blocks on the inside of the mesh, as if you sculpted a wall of bricks into some arbitrary shape, the surface is smooth but it's still formed by full individual pieces on the inside. There must be some add-on for this, there's…
I want to share a node setup to break up tiling textures by rotating them, driven by a noise texture. This will not work well for textures with a regular pattern like bricks or textures too close to the camera, but works fine for stuff like landscapes. This setup manipulates only the vector input for the tiling textures…
In what way are you having a hard time? I'm too coming from Modo, and have to say I like Blender 2.8 more and more. I'm not as fast there as in Modo yet (been working with Modo over 10 years, professional modeler), just digging into Blender 2.8 for a couple of weeks now. But getting faster by the day with practice, and I…
Conventional path tracers can struggle with strong, small lights. Generally you'll get the most noise-free result with Cycles right now if you have some light coming from all sides. Once portal lights are included you should get a little bit more flexibility with how things are rendered. I've put together a pretty…