3d:shading

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
3d:shading [2025/04/30 15:58] – [Texture Atlas] mh3d:shading [2025/06/04 14:58] (current) – [Eevee Bloom] mh
Line 89: Line 89:
 | ::: | Place on desired color column | | ::: | Place on desired color column |
 | ::: | Scale along the Y axis and place according to desired result. | | ::: | 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 textures is useful as the texture will repeat itself when scaled without it being too noticeable at glance. However, if you scale too much, a pattern will become visible as the texture repeats itself.+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 :  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: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. 
  
-{{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). 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).
Line 128: Line 137:
 ==== Stone with noise ==== ==== Stone with noise ====
  
-{{:3d:basic-stone-shader.png?700|3d:basic-stone-shader.png}}+{{:3d:basic-stone-shader.png?direct&700|3d:basic-stone-shader.png}}
  
 ---- ----
Line 187: Line 196:
  
 ---- ----
 +
 +===== 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 =====
  
  • 3d/shading.1746021502.txt.gz
  • Last modified: 2025/06/02 21:19
  • (external edit)