#blender shader tutorial
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OKAY, SO I FIGURED IT OUT, tutorial under the cut!
So this was DIFFICULT to figure out, because I'm stupid, and I scoured the internet for tutorials, and I found one that worked for me!
Blender Tutorial - Ghost material
But it needed some fine-tuning to work, so here's the way my nodes are set up
PINK EYES NOT INCLUDED, the eyes were separated and a different shader was applied to make them glow
OH and don't forget to set transparency in your material settings!
Also make sure your diffuse texture is black and white, go into your art application of choice (Photoshop, Sai, Gimp, Clip studio etc) and just turn the saturation all the way down to make it look exactly like mine!
Good luck everyone!
Blender help!
Does anybody know how to make your ripped sims in Blender have that same sort of shading ghosts do in the game? I tried making one myself, but the eyes were entirely visible in the head and I didn't like that
#TS4 render#sims 4 render#blender render#sims render#Sims 4#TS4#The sims 4#simblr#ts4 simblr#sims 4 simblr#ts4 tutorial#thesims4#the sims#tutorial#the sims 4 tutorial#sims 4 blender tutorial#ts4 blender tutorial#blender tutorial#sims 4#ts4#mine#the sims 4#blender#shaders#shader tutorial#blender shader tutorial
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new voronoi texture scattering method just dropped :3
youtube
(ok the video didnt embed the first time dang)
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blender tutorials are in another realm time-wise. its so easy to find a 10 minute video and go 'oh let's try this it'll be quick' and then you start and come out of it an hour later with a simple reference file with a colorful cube inside and a million more things to learn/memorize.
#shush alice#blender woes#for reference i was following a shader tutorial and taking notes on all the steps taken which is probably what added a good 30m or so#but its worth it because now i have 1. a completed reference file to plug into others later and 2. a list of what to do for future shaders#just trying to learn its and pieces of this program so i have plenty of reference/resources for future projects#since i dont have anything i want/need to use it for atm
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youtube
How to create a realistic water in blender 4
Also free shader and material in description
#art#artists on tumblr#youtube#3d artwork#blender#3drender#design#3d model#gaming#tutorial#blender4#blender art#material#manipulation#shader#waterfall
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k-707 2025 BOLD UPDATE INSTRUCTIONS
Hello everyone :)
The new k-707 is going to be released in the coming days :D but as it is a kind of new experience, we have some kinda instructions in order to get everything working fine.
Step right up, folks, for the grand unveiling of our biggest project yet! The K-707 isn’t just a mod—it’s a green revolution. Taking on almost every flower, patch of grass, bush, and tree makes this even more massive than the K-505. And trust us, our brains are already feeling the strain! :D
But before instructions, let me tell you the k-707 story ;)
We really hope you'll enjoy it. We worked hard on it with 5 rules :
Replace EVERY tree of the game
NO overrides with crazy high polygons amount
Follow as much as possible the Maxis directions ( trees style )
Decrease amount of polygons where it is possible
No trees defying gravity and laws of physics
It took long for few reasons ...
At first, we always knew the first version was a vast experiment. When ea made its direct x11 update, it was time to make a bold update ... but we didn't want simply remove the non-strictly-dds-x2 images and replace them ... we wanted more. We always wanted more, even we are not kinda ea gurus :D ( hey EA ! don't you want hire some true creators with a long term vision of your game ? ) <- poll : would you like k-hippie as maxis creators or not ? :D
Joke apart, it was difficult. Almost 1 year long, we searched and searched solutions to get rid of all problems we met when replacing foliage on a debug tree, or modifying anything on a debug tree ( for info : we are not blender gurus nor sims 4 core users )
All we knew was few lines :
When cloning a tree, you cannot lose the any of the vert color data. I suspect whatever tool(s) you are using to do the cloning is losing this data, since this setup is somewhat unique to trees.
The vertex color layout for trees is as follows. Green and Blue are ignored for channels 1…4 : Color 0 RGB Surface color tint Color 1 R Rustle direction X Color 2 R Rustle direction Y Color 3 R Rustle direction Z Color 4 R Rustle phase ( game generates two wind scales that change over time, this term interpolates between the two )
The pipeline keeps the rustle information in a vertex color format for what the game engine will load, which means it’s in the range 0 and 1. The shader remaps this into a 0.5 to -0.5 range before scaling it and applying the offset to the leaves. Note that these directions are clamped but not normalized ( they’re allowed to be different lengths ) The WindMagnitude material parameter acts as a scaling factor.
So, we started with this information, begging in vain for some help, both inside the Sims community and outside ... but nobody helped us. And frankly, it interested no-one except us and our beloved followers :)
We found multitude of tutorials ( funny how many they are as soon as it is clothes related ) but nothing related to our specific target. We paused our research many times, made direct x11 updates for our other k-mods and so on. Until ... zaceitorius in July 13rd 2024
Who is zaceitorius ? We do not know. A simple member of sims4studio with 6 posts who gave us a simple bright clue which seems obvious after all, but yet very very precious indeed !
And here we are today. 300 trees and numerous plants later ... <- another reason why it took a long time :D
We made a lot of vertex experiments, we lost data colors, remade again and again some other experiments and well, we are still experiment, remake small details which seem important to us and so on ... And for now, it works :D And now you are warned : the k-707 is far from perfect.



And now, the instructions :)
The k-707 covers both trees & plants, both debug and lot trees & plants
What's new ? No more than usual. We tracked all the non-strictly-dds-x2 images, reshaped some trees ( such as the multitude of oaks ), added some flowers ( where we removed them in 2021 ) but kept many foliage we already did. We tried to simplify many details but added some others and replaced some plants.
How many stuff it represents ? We do not know. Many indeed. We stopped the count :D
Because of its size ( and our love for our sanity ), THE RELEASE WILL ROLL OUT IN PARTS ( not slowly but piece by piece ). If we waited until it was all perfect, you’d be seeing it around ( maybe ) September 2025 ... Let’s not tempt fate—or burnout! :D
The K-707 is neatly organized for your convenience :
Each DLC gets 2 folders : one for plants, one for trees.
The base game gets 4 folders ( a bit different since most of the greenery is drawn from there ) divided into lots and debug folders.
Expansions which have very few greenies ( City, Get to Work, University ) get the same folder named : k-hippie-k707-multi-greeny-2025
IMPORTANT :
Leave them in each of their folders ( or create your owns based on a similar methodology )
If you merge files : we can’t help troubleshoot if it doesn’t work anymore, so be smart ;)
You’re free to do as you like, but we strongly recommend keeping this tidy folder setup. If you need to troubleshoot down the line, it’ll save you a major headache.
And for the mavericks out there who love merging files—go for it, but know this : we won’t be able to help if things go haywire.


Now, we could wax poetic about how stunning the K-707 is, how every leaf, petal, and blade of grass is crisper, richer, and beautifully integrated into your worlds—but hey, we'll do it later, inside the release post :D
We could do more, more realistic trees and so on but we do not want integrate crazy high poly models. We do not want an unplayable game isn't it ? ;)
The k-707 is not yet finished. We got some more work to do on it, shape the last details, and some re-checks.
But here is what is new compare to the previous version : we kinda cracked ( a bit only ) the code. Trees swinging in the wind like it’s a dancing contest ? No more. Trees defying gravity and laws of physics by groveling into the ground ? No more. Just remember we do not have the hands upon the worlds construction, so, when trees are not into the ground, well, call your reseller aka EA itself ...

#sims 4 custom content#sims 4#sims 4 wysiwyg#sims 4 cc#k-hippie talk#ts4#the sims 4#k-hippie#k-mods#k-707#k hippie#k-505#sims 4 green#sims 4 expansions#sims 4 base game#sims 4 trees#sims 4 plants#ts4 overrides#sims 4 overrides
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How to convert Sims 4 3D CAS Rooms to Sims 3
Disclaimer: If you’re not familiar with Blender/TSRW/UVs then this tutorial may not be for you. If you don’t have Sims 4 Studio which needs the Sims 4 base game (or don’t know how to extract the meshes without it) this tutorial may not be for you. Honestly it’s pretty straight forward, but there’s a lot of trial and error and going in game and out of game checking placement, etc. I use Blender 4.1 for this, but you should still be able to do the same things in the older versions. I'm trying to make this as easy as possible. I’m here to answer any questions though 💕 Tutorial below
Things you’ll need:
Blender (whatever version you prefer)
Sims 4 Studio
TSRW ( I use version 2.0.86)
My Christmas CAS Room here
My TSRW work file here
Tutorial:
Find a Sims 4 CAS room that you like and open it up in Sims4Studio. This is the one I'll be using for the tutorial.
In the Texture tab, export the textures. The only textures that matter are the first 3 diffuse. Go to the Meshes tab and export the mesh, it will save as a .blend file. After that you can close out of Sims4Studio.
Open my Christmas CAS Room in TSRW. You'll get this message. Hit ignore and don't send. We only need this file as a reference to resize the SIms 4 CAS room. Export the mesh as an obj, name it whatever you like. You can close TSRW for now.
Open Blender and open the .blend file you exported from Sims4Studio. Make sure to delete studio_mesh_0 as it's just the shadow map and we don't need that. This is what mine looks like after fixing the textures.
Then import the wavefront obj you just exported from TSRW. Again we're just using this as a size reference.
This is what it looks like after I added the obj. I scaled, moved, and rotated the room to match up as close as I could with my reference mesh. When you have it lined up to your liking you can delete the reference mesh. I usually import the sims 3 body to see where my sim would be in CAS as well so feel free to do that too.
Now we have to separate the objects that use transparency in the scene to their own group. The transparent objects will always be located on studio_mesh_1. I usually do this in UV mode. Make sure UV Sync Selection is on. Where the red arrow is, that's the UV Selection button. It's blue so that means its on.
Tip: If you're using the same Blender version I am (I'm not sure if the older versions below Blender 3.0 do this) you can disconnect the alpha in shader editor and then you can easily see what uses transparency because it has a black background like the plants. Don't worry about the one outside the window as that's on the backdrop image and doesn't show in CAS.
Important: Also, make sure you delete the back of the mirror frame or it will show through the mirror in game. I usually select it in the UV editor as well and delete it.
After selecting all the objects that use transparency, I go to the 3D viewport window and press P, then selection. Now they're on their own layer as you can see. That's a very important step so please don't miss it.
Sims 4 CAS Rooms don't have a closed room like ts3 and if you don't add walls/ceiling with planes you'll be able to see that it in CAS. You can do this in any way you're comfortable with. If you don't understand how to do it feel free to ask me. For this tutorial I will not be doing this perfectly lol I've done enough rooms and I'm just trying to teach here 😩
Okay now last is renaming groups to import into TSRW. Make sure it's in this exact order and uses the exact group numbers.
Group 0 - Mirror
Group 1 - Windows/Curtains
Group 2 - View outside the window
Group 3 - Walls
Group 4 - Objects with transparency
Depending on the CAS Room you convert, yours may not have a mirror you know. You can delete groups in TSRW, experiment, feel free to ask me questions as well.
After renaming the groups, select only the groups you renamed and export as an obj. Make sure that object groups is checked so that they can stay in groups.
Open TSRW and open the testroom_cas.wrk file.
After opening the file you'll see this exact room in this tutorial lol because I had to test some things first 😅
Import the CAS room you converted from ts4. You'll get these two messages. Click yes on the first and no on the second.
Disclaimer: Make sure you reduce polygon sizes or it won't import and give you an error
Import your textures (yours may be different than mine depends on the converter) but most have been the same that I've seen. Group 0 is the mirror it doesn't require a texture. Group 1 and Group 4 usually have the same texture.
Disclaimer: TSRW an be finnicky with textures sizes, I havent gotten any issues since using the 4GB patch, but just in case. Texture sizes from ts4 can run pretty big 4096x2048 even 8196x4096. I would resize to no bigger than 2048x1024 in my opinion, but whatever works for you.
After export to sims3pack or export as package file. Make sure you compress your files and you should be good to test your CAS room in game.
This is the finished product. Should look something like this or better lol considering this was quick 😅
If you would like to make your own from the original ts3 cas room, I would suggest watching this Youtube video (it's for TS4 but it still applies and is helpful) and the link to the original ts3 cas room is here. Since we can convert ts4 to ours you could probably just build your own and go from there as well.
Thanks to @mookymilksims for testing things for me and converting her own. If you would like to try this tutorial out and experiment with room placements using @boringbones Ultra wide CAS mod which changes the field of view in cas so that you can see the whole cas room, it is here. I didn't use it for mine, but that's only because I found out about it after from Mooky lol and I'm tired of converting them 😅 but feel free to ask me any questions if you need help 😊
#ts3#tutorial#sims3#I hope this helped#been procrastinating finishing this 🙃#cas room tutorial#sorry if it's long#tried to be thorough and make sure everything was correct
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So I wanted to make a 3D model of my recent hoppip art and it kinda got out of hand lol this was rly fun to play around with Blender's toon shaders and get the 2D look I wanted!!
Big huge shoutouts to Lightning Boy Studio's Blender toon shader tutorial and to Xetirano's Blender Parralax Shader tutorial . They are both amazing and taught me a lot, please check them out!!!
#b3d#sugar makes art#hoppip#pokemon#3d art#sugar does 3D#the big eye version was a happy accident#i wanna make more things that look like this neyehehhee
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Ok I give up for now with the VRchat model.
By tomorrow I will have so much work that will keep me busy for a few months and can't work on the model until then.
This weekend I've redone the model in Uity 65 times, deleted, changed something in Blender, and repeat.
Here are the issues... (I use the Avatar test room on VRChat to show)
The view position. On Unity it's right in her head but on VRchat it's on the floor under her dress.
2) Crouching and crawling are looking strange like she is pretending to be a T-Rex.
3) And her legs go through the dress even though I did weight-paint everything and looked good on Blender.
4) I used VRCFury so the character could change hair and clothes on VRchat and they are nowhere to be found.
5) Her feet go through the floor while walking, but the feet are normal in Unity.
6)Different outfits and hairstyles are weirdly shaded or colored. PJ, Work dress, loose hair, and hair with cloth are fine. They all have the same material and the same shader settings: poiyomi toon, shade: realistic (only the eyes are unlit texture). But it still looks grey-ish/dark.
7)Some clothes and hairstyles are see-through In Blender the normals are flipped right but in Unity they are still see-through.
8) I can't get the right animation for her dress movement like it should be.
The ONLY things that work right: hair and ears wiggle and the eyes move. 😑
I am no expert and this is my very first VR model, I got so far with tutorials and the big help from @rubydevilcat-blog (Again, thank you so much!)
If anyone has advice or can help, let me know, please! I make a list for the next time I'm working on them.
(And to the people who asked me to do 3d/VR Model commissions, sorry but no!)
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hey there! I've been working in blender for a while now but I'm really enthralled by how clean and kinda cel shaded your textures look would it be alright to ask what your general shader setup looks like or how you achieve that? thanks!
Thank you for asking! My shader setup is pretty simple, I just use an emission shader or just plug the image straight into the output haha if there're any shadows on my models it's usually painted in by hand I think the biggest thing that helps my shader look so nice is that I change my color management settings from filmic to standard
Other than that I have used the default principled BSDF shader a few times with one of the default "studio lights" or HDRIs as the world lighting
Here's a tutorial on how to set up the HDRIs to be rendered if you're interested
youtube
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Hi great and powerful taldigi do you have any tricks for a beginning picking up 3D animation? Starting a filmmaking class soon and want that to be my main medium
download Blender it's a powerful, free, and open source software that has tons of user support and tutorials for everything under the sun. Skills you learn doodling in blender will give you a jump start on everything in the field. Steam also offers blender, which is helpful if you want to keep updated on it's own.
There are tons of resources: models, plugins, and shaders available. Everything under the sun. The program even has a built-in video editor.
look, i can make teddie tremble like a chihuahua who can comprehend the economy
The learning curve is sharp. But it's worth it. Pick something to try: model animation, rendering, texture work: and fiddle with it. there's no shame in making mistakes or asking questions. You aren't being graded or judged and starting as early as possible is the best way to go about it.
Practice makes perfect. Just do it. Or don't. idk man you do you.
#Anonymous#I am completely self taught#and I am no professional- what I do is hobby work.#been trying to convince a friend to just.. download the damn program and try it out for a few years now#and I'm sure they could have been a pro by now but idk apprehension is a hell of a drug
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Made a pretty blender shader AND I made a tutorial for it :D
youtube
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Adele's Ramsay Living for TS3
2 years ago, on a fateful evening, I decided to convert this set to TS3. Although this had already been converted, I had my reasons to do my own conversion. Long story short, there were things that I didn't like and things that I liked.
One thing that I liked in the previous conversion was the effort to make the table tops glass. So I experimented with the Basic Shower which is supposed to have frosted glass. I don't know why EA use horrible textures; when you replace the NormalMap with a proper frosted glass texture it looks amazing.
So, using this knowledge as a base, I worked on the frosted glass table tops and after countless failures, I finally managed to have the effect I wanted. The key is having the right values for UVSelector parameters in the shader.
I also changed the textures for the bottle; tried to recreate it as a multiplier. Then made another version. Bottles are semi-transparent glass and recolourable. Don't ask me how I made them - I don't remember. But I if have to guess, there is this tutorial that I know of. The first part is about recolourable glass.
I wasn't feeling Adele's art for the painting. So, I used the recolours made by @timeparadoxsims. The artist is @len-yan and the art is amazing. If any of them want me to remove the painting from my downloads, I will do so but cry inwardly. 😢
I know people hate reading and just want to download but THIS IS IMPORTANT: Several items share textures. So you need to have the 'masters' in your game for the 'slaves' to work. I will group them and explain further.
The Loveseat is the master for the following objects: Armchair, Sofa, End Table (Solid Top), Coffee Table (Solid Top).
Loveseat, Armchair, Sofa -> 4 Channels - 2 presets with second being Adele's black overlay & metal and wood parts still CAStable.
Loveseat Polycount -> HLOD: 1746 MLOD: 702
Armchair Polycount -> HLOD: 1578 MLOD: 726
Sofa Polycount -> HLOD: 1962 MLOD: 1096
End Table, Coffee Table -> 3 Channels - 1 Preset
End Table Polycount -> HLOD: 710 MLOD: 444
Coffee Table Polycount -> HLOD: 1322 MLOD: 720
The Cushions for Loveseat is the master for following objects: The Cushion for Armchair, The Cushions for Sofa.
All Cushions -> 1 channel, 3 different multipliers - 5 Presets with 2 of them being overlays. You don't need moveobjects on to place them on their appropriate seating. If you use alt to place the seating you need to use alt to place the cushions as well.
Loveseat & Sofa Cushions Polycount -> HLOD: 160 MLOD: 80
Armchair Cushions Polycount -> HLOD: 80 MLOD: 40
The Glass Top End Table is the master for The Glass Top Coffee Table.
Both tables have 1 Channel & 1 Preset. Polys are same as the solid tops.
Decorative Bottles
Both have 1 Channel & 1 Preset.
Polycount -> HLOD: 242 MLOD: 119
Decorative Vase
3 Channels - 2 Presets
Polycount -> HLOD: 446 MLOD: 344
Large Frame Painting
1 Channel - 18 Presets
Polycount -> HLOD: 82 MLOD: 64
I've also included the collection file which comes with its own icon for easy recognition. As always, I might have missed something; if you find anything weird don't hesitate to tell me so I can try and fix it. I hope you'll enjoy this beautiful set by talented Adele. Happy simming.
- Credits -
Adele for the meshes and textures.
@len-yan for the art.
@timeparadoxsims for the ts2 recolours
Google Fonts Montez, Kurale
Made with: SimPE, GIMP, s3oc, s3pe, Blender, Texture Tweaker 3, and TSRW
@pis3update @kpccfinds @xto3conversionsfinds

- DOWNLOAD -
:: MEDIAFIRE | SFS ::
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Working on something new and almost done.
I wanted to take a break from character modeling and do a simple environment. I was inspired by this Grant Abbitt's beginner low-poly tutorial but wanted to make something more advanced. It's been a good way to learn the Blender 4.X changes though - since I was used to using 3.X over the last few months/years.

This looked pretty simple, and I liked the idea of having a small pocket environment stuffed with props and detail. It also lines up with a lot of the props that I made for school last year, though I made all those in Maya and had a much worse time.
The scene is modular, and it's fun to think about what other room/corners I could make. I enjoy this part of the process the most - filling a room with props/art and telling a story with it. Maybe a warrior room, a rogue room, a mage room, a druid room, that sort of thing.
The tech art behind the scenes is fun as well. I dont know how much I will end up animating in this scene, but I always enjoy making goofy shaders and working with the new post-processing options has been a gamechanger.
This window boolean is pretty neat too.
For now I just stuck my old Kass model in there because the postprocessing painted look reminds me of Breath of the Wild and its a nice set to show him off in. I sat my minotauren in there as well and he's looking comfy.
your character here
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quick list of stuff people have asked me about and it's taken a long time for me to do it bc i am very forgetful (i'm sorry)
sliders i use for allllll my sims: obscurus. some are broken but i still got them in my game anyway. ily obscurus. update (or don't) them whenever you feel like it. i'll be here patiently waiting. idk i can't function without these so yes get them.
various reshade stuff: marty's immerse shaders (they cost $$$ but worth it), load order help from pictureamoebae (amoebae has a lot of tutorials that i recommend you look through!), i have allll the shaders installed from the installation process (quint, prod, cshade, etc.)
free music recs: i just use epidemic sound i'm sorryyyyy. you gotta have a sub. i do genuinely recommend it. t's the only thing i use. i have a referral link here. the first link isn't an affiliate link at all.
blender version i use is 4.3.2
blender add ons u should get: blenderkit, rig plus, procedural crowds
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How to fix Transparency w/ Lashes and Alpha Hair in Blender! Cycles & Eevee!
(This tutorial also helps with adding transparency to Sims 4 Object cc. If needed, I can make a post on that as well.)
This is NOT a Tutorial on how to fix broken/ glitched lashes in the SIMS game!!!
It was brought to my attention that others do not know how to fix this issue in blender, so I've made this post to help out. This tutorial works for BOTH Eevee and Cycles! (This only matters at the end when in the materials tab.)
None of the CC is Mine! Ty to ALL creators!
This is work for all methods of DAE exports.
This is Erecen. They will be our tutorial model today.
As you can see, the Alpha CC hair and lashes are not... working like how we saw them in game. So! We will need to fix this up within our Shading Node Wranglers to correct this.
(If you use a GLASS mesh, make sure you are shade wrangling on the GLASS!)
(This picture is only showing which is the Glass mesh!) Plz ignore this if you are not using Glass mesh export on Ripper.
Lashes/Hair Transparency
First import your sim and wire the texture nodes how you normally would. Stay in Shade Editor/Shading tab.
You will now want to Add a 'Mix Shader' node. Search for it by typing in "Mix Shader". Select and now drop it between your Principle BSDF node and Material Output node.
After this, you will want to Add a Transparent BSDF. I added mine the same way as the Mix Shader and have place it under my Mix Shader node.
With this Transparent BSDF node, you'll want to wire it to the TOP Green Circle of your Mix Shader node. (1 in pic below) This will disconnect your current wiring from Principle BSDF. This is fine since you now want to wire the Principle BSDF node to the BOTTOM Green Circle of your Mix Shader node. (2 in pic below)
Afterwards, you will now need to go to your Base Color node; (Where your sims diffuse lies!) It should be the top left node, unless you have moved it. (3 in pic above) Now take the Alpha dot and drag it all the way to FAC on the same Mix Shader node. From here, we need to go to 'Editor Type'.
After locating Editor Type, you now want to locate the sphere listed as Material.
You now want to find the correct SETTINGS tab. Please note how you render your renderings. If you render in EEVEE, take note of the picture above. Same for CYCLES as taking note in the picture above. This is very important since the SETTINGS options switch between these two areas depending on the Engine.
In Eevee, this should be in the first SETTINGS tab in the materials properties tab.
In Cycles, the SETTINGS you will need is located under the tab listed as Viewport Display. From there, a new drop down will be available called Settings. (This is the correct SETTINGS you want)
Either engine will now have a few modes now visible.
For both Blend Mode and Shadow Mode, change them from Opaque to Alpha Hashed. (It is only required to change Blend Mode to Alpha Hashed for the transparent textures to work. Hashing shadows makes a nice balance of translucency and ambient occlusion.)
And that should be it! Your lashes/Alpha CC hair should be working correctly now!
I hope this helps! If not, please feel free to msg me of any other further know issues. Thank you to @spookyxdoom for bringing this topic up!
I even had my bf try it out without knowing a single thing about Blender and they figured it out just fine with this tutorial.
I already plan on doing other tutorials on how I fix overlapping textures as shown below.

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Another 3D shader practice~ yippeee~
Following different tutorial from the same guy, it's from this video but just the magic transparency part. I wanna try the outlines from a different video instead bc I think that was made before grease pencil?
youtube
youtube
His video titles are clickbaity but they are genuinely good tutorials asdkjnajkds
It's late so I'll put the screenshots for them later
But yeah, the transparency; in the video, he mentioned an Alpha Clip blend mode. That option no longer exist since Blender 4.2 iirc, but you don't need it bc Blender already automatically add them.
So you just need to add the Geometry node to the fac on the mix shader node and ur good to go~ I totally didn't go down a slight rabbit hole trying to figure out how to add that "missing" Alpha Clip function and testing out bunch of alternative placements, before finally reading the comment update
Anyway~
Make sure the color on the Transparency BSDF node stays white. the #FFFFFFFFF kind of white.
I think it works like multiply in drawing programs. If you put white on multiply, nothing shows up. But when there's a slight tint or gray color, it'll turn darker.
Like that, but it adds a layer of tint on the transparency, which is not.. what I'm going with at least? I guess if you want to have that tint, go for it. Just don't forget to increase the samples number for render. Otherwise it'll just be a bunch of dithering qwq
Emission is where you add colors. .. I haven't try it out with actual models and more colors but emission is what gave the color for the box
The second box have its own shader material so I can change the color~
Man when shit works it really feels like when you're playing with a robot or electronics n just.. dismantling them n then putting them together~ It's fun.... when it's not frustrating lol
#kc rambles#i wanna giv the gem practice another go#and maybe after that I can either try making a boba with this transparency thing#Youtube
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