3d:shading

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3d:shading [2025/06/04 14:37] – [Eevee & Compositing] mh3d:shading [2025/08/19 10:13] (current) – [Walkthrough] mh
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 ---- ----
  
-===== Eevee & Compositing =====+===== Decals using UVs =====
  
-==== Basics ====+==== 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. Open the **Compositing** workspace.
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 Add a **Viewer** node and render the scene. Connect the render to the **Viewer** node. 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.1749040635.txt.gz
  • Last modified: 2025/06/04 14:37
  • by mh