Shading Nodes

Материал из Blender3D.

Перейти к: навигация, поиск

Geometry node - Front/Back output

The front/back socket provides a black/white mask, representing whether you're looking at the front or back side of a face (determined by the original face normals). A value of 1.0 indicates the front side, and a value of 0.0 indicates the back side. As a black and white mask it's flexible for all kinds of shading effects, but is most useful for blending material, for example different sides of a piece of paper.

( Page turning animation demo video - 185KB )

   Masking two materials

Extended Material

This is the same as the existing Material node, but gives more available inputs and outputs.

Most of the time, you won't need all the available options when designing you own shaders, so this new node has been kept separated from the classic Material node, preventing from having huge nodes with too many parameters to deal with.

   Material node editor: Invert node
   Composite node editor: Invert node


Also available in compositing nodes, the invert node makes it simple to do what was previously possible by subtracting an input by 1.0. The new node has options to invert the RGB channels, the Alpha channel, or both. This saves adding lots of extra nodes (separate RGBA, subtract, set alpha) when you want to do something simple like invert an alpha channel.

Личные инструменты