Viewport & EEVEE module dev at Blender.
#malt3d (http://github.com/bnpr/Malt) creator.
Node Zones support has been added to Material nodes.
In addition to a Repeat zone (like the one in Geo-Nodes), we have a new For Each Light zone.
This allows creating custom shading that works consistently with arbitrary light types and colors.
Node Zones support has been added to Material nodes.
In addition to a Repeat zone (like the one in Geo-Nodes), we have a new For Each Light zone.
This allows creating custom shading that works consistently with arbitrary light types and colors.
Refraction layers allow chaining multiple refractions for a “mesh-based” compositing workflow.
Refraction layers allow chaining multiple refractions for a “mesh-based” compositing workflow.
Similar to the NPR Input and the NPR Refraction, the AOV Input lets your sample AOV images.
Here we can read the AOV from the behind layer because the Refraction Material doesn’t write to the AOV (otherwise it would overwrite the Suzzane AOV).
Similar to the NPR Input and the NPR Refraction, the AOV Input lets your sample AOV images.
Here we can read the AOV from the behind layer because the Refraction Material doesn’t write to the AOV (otherwise it would overwrite the Suzzane AOV).
These nodes output image sockets, so you can sample them with an offset and make your own filters.
In fact, the filters that come with the branch (Curvature, Cavity, Edge Detection...) are just regular node group assets, so you can tweak them to fit your artistic vision!
These nodes output image sockets, so you can sample them with an offset and make your own filters.
In fact, the filters that come with the branch (Curvature, Cavity, Edge Detection...) are just regular node group assets, so you can tweak them to fit your artistic vision!
The NPR Refraction is similar to the NPR Input, but it reads the layer behind a refraction material.
The NPR Refraction is similar to the NPR Input, but it reads the layer behind a refraction material.
You can think of this as an extension of the ShaderToRGB workflow.
You can think of this as an extension of the ShaderToRGB workflow.
We have a new NPR node tree where these features are being added. NPR trees use the same nodes as Materials, except:
- New NPR-only nodes are available.
- BSDF nodes can’t be used here.
We have a new NPR node tree where these features are being added. NPR trees use the same nodes as Materials, except:
- New NPR-only nodes are available.
- BSDF nodes can’t be used here.
At @blender.org , we are working in collaboration with @dillongoostudios.bsky.social to heavily improve NPR workflows in #b3d.
🧵Thread🧵 👇
At @blender.org , we are working in collaboration with @dillongoostudios.bsky.social to heavily improve NPR workflows in #b3d.
🧵Thread🧵 👇