3d:shading

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3d:shading [2025/03/29 15:10] mh3d:shading [2025/06/04 14:58] (current) – [Eevee Bloom] 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}}
  
  
 ==== Texture Atlas ==== ==== Texture Atlas ====
  
-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 great advantage of asking the CPU/GPU to load only one image and objects are unwrapped to pick their textures from different pars of that image.  
 + 
 +The drawbacks are that you need equivalent maps for different values of roughness, metalness, normals and AO and each texture will have a lower pixel resolution (being part of a greater image) 
 + 
 +This technique works very well to add a stunning level of detail to the shading of Low Poly environments instead of flat colors 
 + 
 + 
 +| {{:3d:autumn-palette.png?direct&200|}} | Unwrap objects from side view with **Unwrap > Project from View** | 
 +| ::: | Select all vertices and squash down along X axis | 
 +| ::: | Place on desired color column | 
 +| ::: | Scale along the Y axis and place according to desired result. | 
 + 
 +---- 
 + 
 +==== Texture Slots ==== 
 + 
 +Texture slots enable you to give different textures to different parts of a mesh.  
 + 
 +Select the parts of the mesh and select another slot material and click assign. 
 + 
 +---- 
 +==== Seamless textures ==== 
 + 
 +Seamless textures repeat themselves when scaled down without it being too noticeable at first glance. A pattern does become visible if you scale too much as the texture repeats itself. 
 + 
 +There are two ways to scale :  
 + 
 + 
 + 
 +| {{3d:mapping-node.png?direct&200}} | {{3d:uv-edit-scale.png?direct&200}} | 
 +| In the node editor, on the **mapping** node | In the UV editor, by scaling the unwrap. | 
 + 
 +The second option is preferable when exporting the scene to a game engine as the UV unwrap (and it's scale) will be conserved in the export. 
 + 
 + 
 + 
 +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?direct&700|3d:basic-stone-shader.png}} 
 + 
 +---- 
 +==== Wood with noise ==== 
 + 
 +{{:3d:basic-wood-shader.png?direct&700}} 
 + 
 +---- 
 + 
 +==== Random colors from ramp ==== 
 + 
 +{{3d:random-material.png?direct&700}} 
 + 
 +---- 
 +===== 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}} 
 + 
 +---- 
 + 
 +===== Eevee Bloom ===== 
 + 
 +Open the **Compositing** workspace. 
 + 
 +Tick the **Use Nodes** option. 
 + 
 +Add a **Viewer** node and render the scene. Connect the render to the **Viewer** node. 
 + 
 +Optionally add a **Image Editor** viewport and view the **Viewer node** for a clearer view of post-process. 
 + 
 +Use **''SHIFT'' + ''RIGHT CLICK''** over the noodle to insert a **Reroute** and after the **Render Layers** node add a **Glare** node. 
 + 
 +Switch to **Fog Glow** and adjust settings. 
 + 
 +{{:3d:eevee-bloom.png?direct&500|}}
  
 +When in Layout view, Rendered preview, the Viewport Shading dropdown menu enables to activate the Compositor when in Camera view, Always or never (default).
  
 +This is useful to get any post-process effect to display in real-time in the Layout view.
 ===== Resource sites ===== ===== Resource sites =====
  
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