3d:shading

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3d:shading [2025/03/29 15:10] mh3d:shading [2025/04/17 17:29] (current) – [Texture Coordinates] mh
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 **PBR** (Physically Based Rendering) are best rendered with Cycles render engine. The material reacts to the environment and lighting in a physically realistic way.  **PBR** (Physically Based Rendering) are best rendered with Cycles render engine. The material reacts to the environment and lighting in a physically realistic way. 
  
-**HDRi** textures can be used on the World shader to bring lighting to the scene. To turn it off in the display go to **Render > Film** and tick **Transparent**.+**HDRi** textures can be used on the World shader to bring lighting to the scene. 
 + 
 +To turn off its display **Render > Film** and tick **Transparent**.
  
  
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 ==== Texture Coordinates ==== ==== Texture Coordinates ====
  
-For all the texture nodes use a **Texture coordinate** node (use output ''Object''and a **Mapping** node (use input ''Vector''). Hook the output ''Vector'' of the **Mapping** into the input ''Vectors'' of the each texture images.+For all the texture nodes use a **Texture coordinate** node (output //Object//connected to a **Mapping** node (input //Vector//in turn connected to the texture images (in/out //Vectors//) as illustrated below. 
 + 
 +If you have **Node Wrangler** add-on activated, the keyboard shortcut **''CTRL + T''** will automatically generate these nodes.
  
-If you have **Node Wrangler** add-on activated, the keyboard shortcut ''CTRL + T'' will automatically generate these nodes.+{{3d:pbr-texture-coordinates.png?direct&800}}
  
-{{3d:pbr-texture-coordinates.png?}} 
  
 Incidently, using **Node Wrangler** add-on you can select the **Principled BSDF** and use ''CTRL + SHIFT + T'' to open a bundle of maps and have them set-up as a Principled Texture. Incidently, using **Node Wrangler** add-on you can select the **Principled BSDF** and use ''CTRL + SHIFT + T'' to open a bundle of maps and have them set-up as a Principled Texture.
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 In the case of texture painting, there is a way to add a bit of normals and bumpiness using the data from the image texture and a few color ramps as so : In the case of texture painting, there is a way to add a bit of normals and bumpiness using the data from the image texture and a few color ramps as so :
  
-{{3d:bump-from-image.png?750}}+{{3d:bump-from-image.png?direct&500}}
  
  
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 A texture atlas is a custom image combining many different textures all in one image. It has the huge advantage of asking the CPU/GPU to load only one image and pick all the textures for different objects from parts of that image. The inconvenience is that each texture will have a lower pixel resolution (being part of a greater image) A texture atlas is a custom image combining many different textures all in one image. It has the huge advantage of asking the CPU/GPU to load only one image and pick all the textures for different objects from parts of that image. The inconvenience is that each texture will have a lower pixel resolution (being part of a greater image)
  
 +==== Seamless textures ====
  
 +Using seamless textures is useful as the texture will repeat itself when scaled without it being too noticeable at a glance. However, if you scale too much, a pattern will become visible as the texture repeats itself.
 +
 +There are two ways to scale : 
 +
 +In the node editor, on the **mapping** node :
 +
 +{{3d:mapping-node.png?200}}
 +
 +In the UV editor, by scaling the unwrap. This second option is preferable if you are going to export your scene to a game engine as the UV unwrap (and it's scale) will be exported with it.
 +
 +{{3d:uv-edit-scale.png?200}}
 +
 +A handy feature of seamless textures is that they will continue applying if you modify your geometry. One good way to do this is with an edge slide (Shortcut : ''G'' + ''G''). If you want to edge slide beyond the existing geometry you need to remove clamping (Shortcut : ''C'' while edge-sliding).
 +
 +{{3d:clamping-removed.png?200}}
 +
 +----
 +
 +==== Procedural textures ====
 +
 +Procedural textures are created by using nodes instead of images or photographs to create a material. Basic texture nodes are mixed together (often with a **MixRGB** node) and the Color output is then used to give both roughness and normals to the material.
 +
 +{{3d:procedural-texture.png?800}}
 +
 +When creating textures with this method it's important to think macro-details and micro-details and mix them together. The ''Scale'' value of the basic texture nodes can be used to this effect.
 +
 +A rapid shortcut to create a mix node is to ''CTRL + SHIFT + RIGHT-CLICK & DRAG'' from one node to the other one that you want to mix.
 +
 +The procedural textures can be very easily tweaked and modified. They do not require much artistic skills as opposed to the //creation// of textures based on images and photographs (although those are often available for free or a small fee on many platforms online). One downside however is that these textures need to be baked to be exported to a game engine, although that is a minor downside as baking is often required when exporting to game engines anyways.
 +
 +----
 +===== Sample Low Poly Shaders =====
 +
 +==== Stone with noise ====
 +
 +{{:3d:basic-stone-shader.png?700|3d:basic-stone-shader.png}}
 +
 +----
 +==== Wood with noise ====
 +
 +{{:3d:basic-wood-shader.png?700|3d:basic-stone-shader.png}}
 +
 +----
 +===== Texture Painting =====
 +
 +Texture painting can be done in the **Texture Painting** workspace.
 +
 +To texture paint on an object, it needs to be UV unwrapped. (The default cube is already unwrapped).
 +
 +You also need a texture image to paint on. To easily create one, in **Texture Paint** mode select the **Texture slots** drop down menu and click **''+''** to add a texture.
 +
 +It will be automatically added to the material in the **Shader** editor.
 +
 +==== Color picker & Color Palette ====
 +
 +In the **Tool** tab, the **Color Picker** contains the color wheel to select different colors.
 +
 +Hovering over a color in the 3D Viewport and pressing **''SHIFT'' + ''X''** will update the color picker to the color hovered over.
 +
 +With a palette created and open, maintaining **''SHIFT'' + ''X''** and **''LEFT CLICKING''** will add the color to the palette.
 +
 +----
 +
 +==== Masks ====
 +
 +Masks can be added with the **Mask** brush but need a Stencil Mask to work on.
 +
 +These can be found with the drop down menu next to the **Texture Slots**.
 +
 +Once a mask is created and selected, simply paint with the **Mask** brush to apply a mask preventing further painting on that area with another brush.
 +
 +Remember to tick the **Fake user** icon to save the mask in the project file.
 +
 +----
 +
 +==== Texture images ====
 +
 +Texture images can be added in the **Texture** menu of the **Color Picker**
 +
 +You can duplicate a brush to create a texture image on the cloned brush.
 +
 +Once a texture image is created in the **Color Palette** use the **Texture** tab to open an existing image.
 +
 +Back in the **Color Picker** (**Tool** tab), under the **Stroke** property switch the **Method** to **Anchored**
 +
 +{{:3d:texture-paint-image-texture.png?direct&200}}
 +
 +----
 ===== Resource sites ===== ===== Resource sites =====
  
  • 3d/shading.1743257423.txt.gz
  • Last modified: 2025/03/29 15:10
  • by mh