now Flashcards
Tile vs. Random (mask mapping)
texture paint(only?), image area, n, "texture mask"(dm), "mask mapping"(dm). "random" is denser and more smooth/uniform "tile" is more spread/wide, looks more like tile work?
full denoise(outdated)
compositing:use nodes(cb),nodes area, shift a, “search”, “denoise”, put in between “render layers” and “composite”
‘RL’ “noisy image” to ‘D’ “image”, ‘RL’ “denoising normal” to ‘D’ “normal”, ‘RL’ “denoising albedo” to ‘R’ “albedo”, ‘D’ “image” to “‘composite’s “Image’”, render again or “editor type”(um), “image editor”, “browse image to be linked”(use a current project’s image) left of “+ new” on lower middle, “render result”, replug ‘D’ “image” to “‘composite’s “Image’” or rerender with f12.
__Compositing is like post production.
__tick denoising data checkbox first.
material preview mode
upper right/ z, select
used to preview material properties in low res/realtime
node wrangler
(Shading)edit, preferences, add-ons, serach: node wrangler(cb)
adds a “viewer” node above “material output” module.
ctrl+shift+LM to connect module to “viewer”(preview)
noise texture
shading(in node area): shift+a, texture(em), noise texture.
__places noise texture layout on object.
__can ctrl+shift+LM to connect module to “surface”(preview)
Allows changes to the object’s fruited noise texture to not be grainy/sandy/chalky.
[shading] node area, shift+a, input(em), texture coordinate, TC’s “object” node to Noise Textures’s “vector” node.
Brings Noise Texture’s layout to fruition
shading workT: node area, shift+a, vector(em), displacement.
take “noise texture”s fac(tor) to “displacement”s height, then “displacement’s” displacement to “material output’s” displacement.
From here you can/should reconnect “Principled BSDF’S” BSDF to “Material Output’s” surface node.
can be done by dragging node tether or, ctrl+shift+LM.
Actual warping of surface mesh.
Image warping on surface mesh.
both image and actual warping of surface mesh.
(I think)
materials properties, settings(dm),surface(dm),displacement(dm)
__displacement only: warps surface mesh.
__bump only: warped image on surface mesh.
__displacement and bump: warped image and surface mesh.
((I think))