Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| 3d:shading [2025/08/19 10:06] – [Decals using UVs] mh | 3d:shading [2025/12/04 11:19] (current) – [Edge Glow] mh | ||
|---|---|---|---|
| Line 133: | Line 133: | ||
| ---- | ---- | ||
| - | ===== Sample | + | ===== Sample Shaders ===== |
| ==== Stone with noise ==== | ==== Stone with noise ==== | ||
| Line 151: | Line 151: | ||
| ---- | ---- | ||
| + | |||
| + | ==== Edge Glow ==== | ||
| + | |||
| + | Works with unwrapped shapes with hard edges. | ||
| + | |||
| + | Bake the textures to export in GLB, nodes are ignored in texture export. | ||
| + | |||
| + | {{: | ||
| ===== Texture Painting ===== | ===== Texture Painting ===== | ||
| Line 213: | Line 221: | ||
| Using **Node Wrangler** use **'' | Using **Node Wrangler** use **'' | ||
| - | Replace the | + | 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 **'' | ||
| + | |||
| + | Use the Alpha of the decal image as factor for the mix. Use **'' | ||
| + | |||
| + | 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/ | ||
| + | |||
| + | ---- | ||
| ===== Eevee Bloom ===== | ===== Eevee Bloom ===== | ||