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 [2025/05/11 23:21] – [Texture Atlas] mh3d:shading [2025/08/19 10:13] (current) – [Walkthrough] mh
Line 97: Line 97:
  
 Select the parts of the mesh and select another slot material and click assign. Select the parts of the mesh and select another slot material and click assign.
 +
 +----
 ==== Seamless textures ==== ==== Seamless textures ====
  
Line 135: 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 194: Line 196:
  
 ---- ----
 +
 +===== Decals using UVs =====
 +
 +==== Result ====
 +
 +{{:3d:decal-with-uv.png?direct&700|}}
 +
 +----
 +
 +==== Walkthrough ====
 +
 +This works for objects that are already UV unwrapped.
 +
 +In the shader editor, add an image texture to the base color.
 +
 +Using **Node Wrangler** use **''CTRL'' + ''T''** to auto add the mapping branch.
 +
 +Replace the **Texture Coordinate** node by a **UV map** node.
 +
 +If necessary change the scale of the bottom texture.
 +
 +Duplicate the entire branch (with the Principled BSDF) and in this second branch replace the image with background alpha 0 channel to use as decal.
 +
 +Use **''CTRL'' + ''SHIFT'' + ''RIGHT CLICK'' & ''DRAG''** to mix the two Principled BSDF togethers.
 +
 +Use the Alpha of the decal image as factor for the mix. Use **''ALT'' + ''S''** on the mix to swap the channels if necessary. **The decal should be on the bottom input**.
 +
 +With the object selected, in the **Data** property panel, under UV Maps, add a second UV Map. Rename it decal and use it as the UV Map for the Vector coordinates of the mapping on the decal texture.
 +
 +Select the object and smart UV project it. Select all, scale it down and put it in an alpha 0 portion on the decal image.
 +
 +Select the faces where you want to decal and either **project from view** or **angle based projection** and scale/rotate to get the decal into position.
 +
 +----
 +===== 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.1746998501.txt.gz
  • Last modified: 2025/06/02 21:19
  • (external edit)