#Nodevember
Day 6: Drawing
Tried a unique take on the prompt with this quickdraw animation, I'm super happy with how this turned out.
All animation is done in the shader as well.
#b3d
#nodevember2020
#Nodevember
Day 17: Fungus
Tried something less math and mostly played around with different noise methods. 1d voronoi is actually really useful.
#b3d
#nodevember2020
31 Days. 31 spheres. 31 procedural shaders.
Thousands of nodes and noodles.
#Mayterials
was super fun and I can't wait until next year. Luckily
#Nodevember
takes place before then so you will see many more shaders from me.
I think I found a good solution for lighting on object interiors :D I'm going to move the palette quantization over to a separate kernel so I can precompute it as a LUT, but then I'll start editing a video explanation
super pretty palette too.
#ayylot
palette by
@Alphons63
🧵
Because a lot of people are asking me about selling or sharing this, here's why I'm not doing that and here's how you can use paint effects like this for yourself anyway :)
I've recently been playing around with this cool shader based outline effect that uses the mesh silhouette.
It has limitations but it looks pretty cool. No compositing, all realtime in EEVEE
#b3d
#Nodevember
Day 2: Candy
Not sure if I'm super happy with the breaking animation but overall I'm pretty happy with how this came out.
#b3d
#nodevember2020
Posted these on discord but not on Twitter. Made an atmosphere with Rayleigh scattering based on the great video from
@SebastianLague
No volumetric materials, the renderer is made from scratch on the world shader, I also used wavelength based colors instead of RGB.
#b3d
#Nodevember
Day 11: Prehistoric
I decided to make the mosquito trapped in amber inspired by Jurassic Park.
I learned some neat methods with this one like cutting away at shapes. Made some helpful node groups too.
#b3d
#nodevember2020
#Nodevember
Day 24: Game
Not only did I make this simple wireframe fps style game, but I made an easy way to edit levels.
Editing levels even updates things like the minimap in the top left.
#b3d
#nodevember2020
heyo! I'm a 19 yo tech artist and haven't really worked in game dev or anything but I'd really like to :] I've mostly used Blender but I'm also comfy in Unity and Godot and learn new engines fast!
I'm working on a portfolio and resume but I figured I'd get a headstart because...
#Nodevember
Day 15: Cyberpunk
Some sort of surveillance drone. it seems to scale to nothing because I inverted half the sphere to act as a separate object here to make shaping easier.
I also realized it didn't loop well after the overnight render
#b3d
#nodevember2020
I haven't posted a shader or material in a while but I plan on doing it more frequently again. I made this procedural cinnamon bun for
@erindale_xyz
's weekly discord challenge. The theme was food. just a plane and a shader as usual.
#b3d
#Nodevember
Day 3: Fruit
I noticed a lot of issues with this but I only noticed after I rendered the animation overnight so I didn't want to rerender.
#b3d
#nodevember2020
#Nodevember
Day 19: Fluid
Inspired by the Half-Life: Alyx liquid shaders.
I actually turned part of the bottle inside out to make the glass look thin but it's barely noticeable because lighting completely refractive objects with no background is hard.
#b3d
#nodevember2020
#Nodevember
Day 4: Grain
It's so flickery because I needed like 500 transparent passes so the render was taking a while. Lower res and fewer samples than I would like.
#b3d
#nodevember2020
Just showing my progression with procedural shaders in less than a year. Image 1 was from November 1st last year. If you want to get into making shaders but don't feel like your capable of replicating the work of advanced users, just practice and you'll get there eventually.
Reimplemented albedo indirect, added a second reflection bounce, and added bump map support.
The directional light doesn't affect indirect light yet but I'll add that next.
#b3d
IDK why I just like making food shaders. Here is a procedural sushi shader on a just a plane in
#b3d
. A lot of people didn't realize that my cinammon bun was just a plane so here is a version of the shader with no displacement.cinnamon
Simple smoothing + dithering layers with white noise means this runs insanely fast with minimal warping.
The only downside is blurring at steep angles but that's better than the visible layering anyway imo.
Another geo nodes global illumination doodle.
Based on reflection probes but I can do interesting things like changing the density of the grid in realtime without any performance difference which allows for some interesting things.
#b3d
#Nodevember
Day 12: Ancient
This is surprisingly simple.
Mostly rgb curves for the shape, my bezier glyph generator, and some noise + voronoi for surface details and cracks.
#b3d
#nodevember2020
@delafilms
It's not very readable so here's a breakdown:
Drawn curves resampled to 2 points turned to mesh with line profile, extruded up into a cube, cut from scene with boolean, boolean edges extruded, random variation for vertex positions, voronoi texture with transparency
#Nodevember
Day 10: Paint
Feeling less burnt out so I'm gonna try doing some more complex stuff again.
Big thanks to
@Cuboxel
for rendering this for me, it would have taken forever with 300 transparent passes.
#b3d
#nodevember2020
#Nodevember
Day 26: Geometric
I figured most people would do 2d or 3d geometry so have this mathematically correct 4d hypercube.
Too much math and too man nodes, head hurty.
#b3d
#nodevember2020
Here is a render of an animated directional light. This shows off the light bounces really nicely.
I had to tweak some issues I noticed with light leaking through corners but I got it figured out.
#b3d
#eevee
Viewport performance. Not always 60 fps but EEVEE handled this surprisingly well.
This has been a fun project for the past few days but I think I want to try implementing this in Unity or UE4.
#b3d
Gonna do some simpler Nodevember stuff for a bit because I'm also trying to revamp my path tracer.
Better optimization and temporal sampling but I need to reimplement reflections and albedo stuff.
Rendered in 7 seconds at 256 samples in EEVEE with nothing but the world shader.
Just finished season 1 of Infinity Train and I loved it. Wanted to do some more modeling again so here is some One-One art. Used some shader magic for the door as well.
@OweeeeenDennis
#b3d
#Nodevember
Day 26: Mineral. This was my first time touching procedural vector displacement and I'm super happy with the outcome. From there, I just had to make a realistic crystal shader which wasn't too hard with volumetrics + glass.
#b3d
#nodevember2019
#Nodevember
Day 30: Illusion:
I had this idea and I think it worked pretty well. Nodevember being over is sad but also happy in a way because daily shaders is really hard to do.
Good job to everyone else who participated! Can't wait for next year.
#b3d
#nodevember2020
Made this (mostly) physically-based dispersion shader as a modification to a dithered dispersion shader
@ParallelMayhem
made.
This method (first) is more realistic and has an infinite level of detail rather than the 3 levels of detail with traditional rgb method (second)
#b3d