Now we apply the noise displacement to a 3D surface and pass the noise value on as an attribute to be able to use it in shading. Building an attribute driven shader we learn how to connect the worlds of geometry nodes and shading to achieve more sophisticated results.
Tominaga Jun
2023-03-26 06:17:51 +0000 UTCJIAXIN YU
2023-01-13 04:18:13 +0000 UTCEntagma
2022-05-18 16:34:31 +0000 UTCyorch
2022-05-18 16:27:48 +0000 UTCEntagma
2022-05-12 19:20:04 +0000 UTCBruno Demasi
2022-05-12 13:20:31 +0000 UTC