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3d:shading [2025/04/29 22:52] – [Wood with noise] mh | 3d:shading [2025/06/04 14:58] (current) – [Eevee Bloom] mh | ||
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==== Texture Atlas ==== | ==== Texture Atlas ==== | ||
- | A texture atlas is a custom image combining many different textures all in one 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 | ||
+ | |||
+ | |||
+ | | {{: | ||
+ | | ::: | 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 ==== | ||
- | Using seamless | + | Seamless |
There are two ways to scale : | There are two ways to scale : | ||
- | In the node editor, on the **mapping** node : | ||
- | {{3d: | ||
- | In the UV editor, by scaling the unwrap. | + | | {{3d: |
+ | | In the node editor, on the **mapping** node | In the UV editor, by scaling the unwrap. | ||
+ | |||
+ | The second option is preferable | ||
- | {{3d: | ||
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 : '' | 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 : '' | ||
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==== Stone with noise ==== | ==== Stone with noise ==== | ||
- | {{: | + | {{: |
---- | ---- | ||
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---- | ---- | ||
+ | |||
+ | ===== 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 **'' | ||
+ | |||
+ | Switch to **Fog Glow** and adjust settings. | ||
+ | |||
+ | {{: | ||
+ | |||
+ | 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 ===== | ||