Timeline for Shader output as factor input for other shader nodes
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
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| Apr 30, 2021 at 4:21 | answer | added | PJ3D | timeline score: 1 | |
| Apr 30, 2021 at 4:11 | comment | added | PJ3D | Thanks Chris, was trying to overcome shortcomings in Cycles for transmission which doesnt render well unless you give it thousands of passes. I wanted both reflection and refraction to make it look real. I understand now that BSDF outputs are not the same as color outputs which is why above didn't work. I have worked out a not great workaround but passable for now. Maybe transmission will be better in Cycles X. Will post my workaround as an answer. | |
| Apr 24, 2021 at 19:00 | comment | added | Christopher Bennett | Sorry, could you elaborate on what you're trying to accomplish? Like, what is the final result you're looking for. Do you want shiny glass with a green tint? | |
| Apr 23, 2021 at 19:03 | comment | added | Gorgious | @PJ3D It works, but only with Eevee or in Mat Preview : i.sstatic.net/e55s5.png It's very dependant on the HDRI though | |
| Apr 23, 2021 at 10:54 | comment | added | Chris | whenever a connection is red, you did something wrong. So you mixed up types. e.g.mixed color with a shader. A color is not the same type as a shader. Like Float is not the same type as integer. Although Blender might allow to plug a float in an integer (sometimes). Maybe you should watch first some shader nodes tutorials (just search in google for "blender shader nodes tutorial" - you will find lot's of them, to get a basic understanding. | |
| Apr 23, 2021 at 8:23 | comment | added | PJ3D | Founder a Shader to RGB converter node in Eeevee and tried that too but no change. | |
| Apr 23, 2021 at 8:21 | history | edited | PJ3D | CC BY-SA 4.0 | added 51 characters in body; edited title |
| Apr 23, 2021 at 8:07 | history | edited | PJ3D | CC BY-SA 4.0 | edited title |
| Apr 23, 2021 at 8:01 | history | asked | PJ3D | CC BY-SA 4.0 |