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Published: 2014-05-05 17:03:37 +0000 UTC; Views: 6598; Favourites: 89; Downloads: 393
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Description
Basicly when it's spherical or half spherical then that's all u need.And no need for normals, because our eyes are pretty smooth.
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Comments: 27
carollevinier [2017-08-22 03:01:49 +0000 UTC]
The text does not let me see is node that is next to al multiply and glossy.......................
sorry never mind
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IsmaelUchihaSan [2016-01-17 17:32:38 +0000 UTC]
question...How could you put one division in the mix shader?Β onedrive.live.com/?authkey=%21β¦
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Hiddenus In reply to IsmaelUchihaSan [2016-01-18 12:04:21 +0000 UTC]
To hide input/output sockets you have to select that node and press Ctrl+H. It will hide every socket that isn't used, so plug something to sockets you want to keep before so.
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IsmaelUchihaSan In reply to Hiddenus [2016-01-19 02:59:18 +0000 UTC]
thanks but I have another questionΒ Β Β Β Β in the multiply node,Β How you turned face an color to value too?Β onedrive.live.com/?authkey=%21β¦
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Hiddenus In reply to IsmaelUchihaSan [2016-01-19 15:27:57 +0000 UTC]
There are two nodes that do similiar thing, but are designed for different purposes.
In Color > Mix you have two color input, factor input and color output. It's good for affecting the colour of the texture that lands in input or using texture to mix two colours.
In Converter > Math you have only two factor inputs and one factor output. It's not limited to 0 - 1 range so it can be used in different ways, but it doesn't use colour at all, so every texture will be turned into black and white. Black is 0, white is 1, but as I said, you can make the final value of calculation that node does having values exeeding 0 - 1 range.
I hope I haven't turned it into too complicated explanation. ;D
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IsmaelUchihaSan In reply to Hiddenus [2016-01-20 05:28:40 +0000 UTC]
thank you, only one question moreΒ Β Β my color rampΒ appears different from yoursΒ Β Β Β appear these signs and numbers,
How do I change this node to be the same as yours?Β onedrive.live.com/?authkey=%21β¦
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Hiddenus In reply to IsmaelUchihaSan [2016-01-20 19:13:40 +0000 UTC]
The one which you point as my is probably from image that refered to ColorRamp node from older version. Blender team also improves the program and makes unavoidable changes.
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mr-me168 [2015-07-16 20:33:57 +0000 UTC]
Amazing eyes, quick question, I found the jpg download, but not the node download, is it still up?
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Hiddenus In reply to mr-me168 [2015-07-17 01:40:43 +0000 UTC]
This node set never was available on it's own. It was part of pack of materials, which are now not available neither.
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hashirbutt [2015-06-26 14:30:17 +0000 UTC]
So we have do add plane mesh and nodes Emmision...?
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Hiddenus In reply to hashirbutt [2015-06-26 15:08:26 +0000 UTC]
For lights? Yes. Fake specularity in Cycles is.... Fake... Certainly decreases quality of image in my opinion.
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Kaedetsuka [2015-04-01 09:17:47 +0000 UTC]
Thanks for sharing Hiddenus,Β may i ask what is the big add you used on "basic diffuse and refletion"?
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Hiddenus In reply to Kaedetsuka [2015-04-01 14:42:36 +0000 UTC]
Big add? You mean the ColorRamp? It's even writen there... xP
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Hypster83 [2015-03-29 23:10:09 +0000 UTC]
Hi! Thanks for your nice work!Β do you have the same for wing and cloth?
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Hiddenus In reply to Hypster83 [2015-03-30 01:43:04 +0000 UTC]
I have whole bundle of materials which is unavailable since people were complete ignorants for my requests for feedback...
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The-Original-RPer [2014-06-15 17:00:52 +0000 UTC]
OH MY GOSH! THANK YOU! 8D This is brilliant! I wish I had discovered your little pocket of dA sooner~!
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Hiddenus In reply to The-Original-RPer [2014-06-15 23:56:31 +0000 UTC]
You might be interested in whole bundle. Ether for use as it is or to see how nodes are connected for specific results.
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The-Original-RPer In reply to Hiddenus [2014-06-16 00:47:48 +0000 UTC]
Actually I am! 8D Just downloaded it but--I'm sure you've been asked a million times how to apply them. But yeah, not too sure how to apply them. Tried adding a material in Cycles, switched to nodes and then--?
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Hiddenus In reply to The-Original-RPer [2014-06-16 12:30:57 +0000 UTC]
You can ether open the .blend file I put into zip (GPU one if you're using your graphic card for rendering or CPU if not) and press Ctrl+U to save it as startup. You'll have then set the bounces number to optimal number, have all material groups everytime you'll make new file and (if it saves user shortcuts too) have shortcut for importing .obj files
If you want to load only those materials you need (number of materials available doesn't affect render speed, only number of used ones) then when you have opened your scene you're working on then you can press Shift+F1 to switch screen to importing, locate my .blend files open them in Blender like an archive and in NodeTree folder will be all materials.
Using Nodes View is useful when you want to use some material which have transparency and color which you take from same texture.
Ie. You can load "Transparency" group and it will add additional line called Shader to which you can apply ie. "Hair" group. Then add color texture to hair and look into Nodes View. You'll see each material as separate group connected to each other (kinda obvious, but I can't resist talking like to some newbie ) and the texture on the left. From the gray dot named Alpha drag it to free socket in "Transparency" group. Now this texture will give both color and transparency from alpha channel.
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Hiddenus In reply to Codename-K [2014-06-15 23:56:47 +0000 UTC]
I'm glad it;s so useful.
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Hiddenus In reply to skipyC [2014-05-14 21:02:26 +0000 UTC]
I assume it was useful for you. ^^
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