Blender 2.8 | Cycles
CG-Lion Wood Presets Pack 1.0 is an advanced 3D procedural wood shader I developed for Blender and the Cycles render engine that produces consistent wood pattern on all sides of the model without requiring UV coordinates.
The shader has many tweak-able parameters for easy customization of the wood pattern, and also has built-in varnish coat and paint layers.
CG-Lion Wood Presets Pack 1.0 ships with a ready-to-use material preset library.
CG-Lion Wood Presets Pack 1.0 is available on Blender Market:
CG-Lion Car Paint Presets Pack 1.0
CG-Lion Spotlight Presets Pack 1.0
To mirror a skeleton (Armature) in Blender:
- Create bones for one side of the rig and name them with “.L” for Left or “.R” for right.
- Select all the bones on that side.
- In Armature Edit Mode choose:
Armature > Symmetrize
Blender will create mirrored copies of all the bones with respect to the Armature origin and flip their names to names ending with the opposite side.
- When editing properly symmetrized bones,
The X-Axis Mirror tool option will simultaneously update both sides of the Armature to maintain symmetry.
Blender 2.8 | Cycles Render
The shading normal‘s Z component can be easily used as a ready-to-use procedural mask for ‘covering effects’ like dust, snow, and if baked, also as a base for particle effects like debris and vegetation.
This simple shading flow example the shading normal‘s Z component, that represents how much the surface is facing upwards is separated , mixed (multiplied) with a noise textured and than fed into a ColorRamp Converter node for fine tuning the resulting mask:
This is the full shading flow of the snow effect in the image above:
Blender 2.8 | Cycles Render
CGL Car Paint Presets Pack 1.0 is a highly customizable photo-realistic car-paint shader I developed for Blender & the Cycles render engine.
The shader has built-in realistic effects like color blending, metallic flakes, clear-coat etc.
And ships with 32 ready-to-use real world car paint material presets.
CGL Car Paint Presets Pack 1.0 is available on Blender Market:
Realistic Spotlights for Blender & Cycles
Complex Fresnel texture for Cycles
By default, the view-ports Camera view in Blender displays the view from the camera that is set as the scene’s Active Camera.
If you split the view and in the new view select a different camera and set it as the Active Camera, the view in other view-ports set to camera view will update to display the new Active camera.
In short, by default, it seems you can’t assign different camera views to different view-ports..
But you can…
You just have to unlock the wanted view-port from the scene’s Active Camera by de-activating this button:
When the Use the scene’s Active Camera and layers in this view button is de-activated, your allowed to set an Active Camera for the specific view-port without changing the scene’s Active Camera setting, therefore not affecting other view-ports displaying the camera view.
To create constraints quickly:
- Select the target object.
- Shift + Select the object to constrain (Active Object)
- Press Ctrl + Shift + C
- Choose the wanted constraint type.
- select the constrained object to set the constraint parameters.
3ds max 2019 | V-Ray Next
A quick test of V-Ray Next‘s PBR workflow,
Namely designing materials while previewing them using V-Ray,
Defining the material properties using the new (to V-Ray) Metalness attribute, and using Roughness rather than Glossiness, shows good results IMO.
Results are generally consistent through Blender & Cycles, Maya & Arnold, and UE4.
- V-Ray Next – Metalness
- Metal In UE4
- Fresnel Reflections