Blender Shading Node
Blender Shading Node
→ UVMap Node
The UVMap Node is a specialized Input Attribute Node in Blender that is used to
fetch and utilize UV mapping coordinates in the Shader Editor. It allows the shader
to use a specific UV map assigned to a 3D model for texture mapping.
o Useful for textures that stay static in the world (e.g., world-aligned
gradients).
Object Space:
o Can be accessed using the Texture Coordinate Node → Object
Output.
o Useful for object-based shading, ensuring textures follow the
object’s movement.
C. Applying Height-Based Shading
The Y-axis position can be used to create altitude-based shading.
Example: A gradient shader for snow on mountains where higher areas
appear whiter.
D. Distorting and Warping Textures
The Position Node can be used to manipulate procedural patterns like
Voronoi, Noise, or Wave Textures.
Warping the texture using Mathematical Nodes (e.g., Multiply or Add)
affects how patterns wrap around an object.
Water: 1.33
Glass: 1.5
Plastic: 1.45
Metal: Varies, usually above 1.5
Diamond: 2.42
Fac Output (Factor Output, 0-1):
o The node outputs a grayscale value where:
B. Normal Output
Outputs the direction the surface is facing (X, Y, Z values).
Used for lighting calculations, shading, and faking depth with normal
maps.
🔹 Example Use Cases:
Fake lighting effects for toon shading.
Custom normal-based shaders for fresnel or edge highlights.
C. Tangent Output
Provides the tangent vector of a surface.
Mostly used in anisotropic materials (like brushed metal or hair).
🔹 Example Use Cases:
Anisotropic shading for materials like hair, satin, and car paint.
E. Incoming Output
Represents the direction from which the surface is viewed.
Helps in creating effects like fake reflections or rim lighting.
🔹 Example Use Cases:
Rim Lighting Effect (using it with a dot product to highlight edges).
F. Parametric Output
Outputs UV-like coordinates, but based on procedural geometry, not
actual UV mapping.
Often used in procedural texturing and procedural pattern generation.
🔹 Example Use Cases:
Procedural gradient effects without using UV maps.
G. Backfacing Output
Outputs 1 for backfaces and 0 for front faces.
Helps in two-sided materials (like transparent leaves or double-sided
cloth).
🔹 Example Use Cases:
Creating different materials on each side of a surface (e.g., cloth with
different front/back textures).
Culling unwanted backside rendering effects.
H. Pointiness Output
Measures curvature (sharp edges vs. smooth areas).
Often used for procedural dirt, wear, or edge detection effects.
🔹 Example Use Cases:
Dirt accumulation in crevices (using a Color Ramp to emphasize edges).
Edge highlighting effects in toon shaders.
C. Blend Factor
Adjusts the sharpness of the transition between the effect and the base
material.
A higher value makes the effect stronger and more concentrated.
🔹 Example Use Cases:
Smooth transitions for realistic shading.
Sharp transitions for stylized effects.
Option Function
IOR (Index of Determines how strongly the material reflects light at different
Refraction) angles.
The Fresnel Node does not directly create reflections but is used as an input to
blend different shaders or control roughness and transparency.
B. Normal
What It Does: Gives the direction the surface is facing.
Usage: Essential for realistic shading, lighting effects, and procedural
wear.
Example Use Case:
o Enhancing metal reflections based on object curvature.
C. Tangent
What It Does: Provides the tangent direction of the surface, which is
perpendicular to the normal.
Usage: Used in anisotropic shading, such as brushed metals and hair
strands.
Example Use Case:
o Simulating scratched metal or satin fabric reflections.
D. True Normal
What It Does: Outputs the actual normal without being affected by shading
smoothness.
Usage: Helps with accurate shading on low-poly models.
Example Use Case:
o Ensuring correct shading for low-poly assets or game models.
E. Incoming
What It Does: Returns the direction of an incoming light or camera ray.
Usage: Helps create custom lighting effects or camera-based shading.
Example Use Case:
o Creating fake lighting effects for toon shading.
F. Parametric
What It Does: Provides a UV-like coordinate system for procedural
texturing.
Usage: Used for procedural material mapping on parametric surfaces.
Example Use Case:
o Texturing spheres and tubes without needing a UV map.
G. Backfacing
What It Does: Outputs 1 for back-facing faces, 0 for front-facing faces.
Usage: Used to apply different materials to front and back surfaces.
Example Use Case:
o Making double-sided materials like leaves or cloth.
B. Is Shadow Ray
What It Does: Detects if the surface is being calculated for shadows.
Usage: Used to create custom shadow effects or disable shadows for
objects.
Example Use Case:
o Making a glass object not cast a shadow.
C. Is Diffuse Ray
What It Does: Detects if the surface is being seen through indirect diffuse
light.
Usage: Used to make materials behave differently for diffuse
reflections.
Example Use Case:
o Making a material emit light only in diffuse bounces.
D. Is Glossy Ray
What It Does: Detects if the surface is being viewed through a reflection.
Usage: Used to create special reflective materials.
Example Use Case:
o Making a mirror reflect something different than what is visible
to the camera.
E. Is Singular Ray
What It Does: Detects if the ray is a perfectly sharp (singular) reflection or
refraction.
Usage: Used for customizing how highly reflective or refractive
surfaces behave.
Example Use Case:
o Making highly polished metal reflect differently than rough
metal.
F. Is Reflection Ray
What It Does: Detects if the surface is being viewed through a reflection.
Usage: Used for altering reflection behavior in a scene.
Example Use Case:
o Making a glass object appear one way in reflections but another
way when viewed directly.
G. Is Transmission Ray
What It Does: Detects if the ray passes through a transparent surface.
Usage: Used for altering how transparent materials behave.
Example Use Case:
o Changing glass material color when light passes through it.
H. Ray Length
What It Does: Measures how far a ray has traveled before hitting the object.
Usage: Used for depth-based shading effects.
Example Use Case:
o Creating fog or absorption effects in transparent materials.
I. Ray Depth
What It Does: Counts the number of times a ray has bounced before
reaching the surface.
Usage: Used to create more realistic transparent materials by
controlling depth.
Example Use Case:
o Making glass look more complex when seen through multiple
layers.
J. Transparent Depth
What It Does: Counts how many transparent surfaces a ray has passed
through.
Usage: Used for limiting transparency effects in complex materials.
Example Use Case:
o Controlling how much light is absorbed in layered transparent
objects.
o Glass: 1.5
o Diamond: 2.42
The IOR controls the strength of the Fresnel effect. Higher values of IOR
cause light to reflect more at grazing angles (like at the edges of a glass object). It
can also control how reflective the material is.
Use Case:
o When simulating materials like glass or water, the IOR controls how
much reflection you’ll see at the edges of the material.
o For metallic surfaces, the IOR typically does not change, but for
dielectrics (non-metallic materials), the IOR is crucial to simulate
realistic surface interactions.
3. Fac (Factor)
Function: The Fac output gives the reflectivity factor based on the viewing
angle. It ranges from 0 (no reflection) to 1 (full reflection), determining how
much light is reflected at different angles. This value is calculated using the
Fresnel equation.
Use Case:
o The Fac output is commonly used to drive the reflective
components of a shader, such as the specular or reflection values
in a Principled BSDF node.
o It can be used to control the amount of reflection in materials that vary
depending on the view angle (for instance, glassy surfaces).
4. IOR (optional input)
Function: This option is essential when using the Fresnel node to simulate
realistic reflective materials. For objects like glass or water, the IOR should
be set according to the material's real-world properties. Adjusting this value
helps control how much light is reflected at glancing angles.
Use Case:
o For materials like glass, the IOR is typically set to 1.5, which is close
to real-world glass.
o For water, you would use an IOR of 1.33, and for diamond, the IOR is
usually set to 2.42.
o The IOR value is key to achieving the correct reflectivity for materials
that have internal refraction.
Applications of the Fresnel Node
1. Realistic Glass and Water Shaders
Goal: Simulate glass, water, or other transparent and reflective materials.
o How to use the Fresnel Node:
Location:
Shader Editor → Add → Input → Geometry
Primary Use:
The Geometry node is used to retrieve geometric data about the object,
such as:
Normal vectors (surface orientation)
Position of the surface relative to the world or object space
Incoming light angle relative to the surface
Object's geometry-specific properties like curvature, pointiness, etc.
This data is then fed into other nodes (e.g., for adding texture mapping,
controlling reflection, or creating procedural effects based on the object's shape).
Location:
Shader Editor → Add → Input → Particle Info
Primary Use:
The Particle Info Node is used to retrieve data about the particles in a particle
system. This data can then be used to influence how the particle is rendered in the
scene, such as by adjusting its material, color, transparency, or animation over
time.
Location:
Shader Editor → Add → Input → Point Info
Primary Use:
The Point Info Node is used to gather point-based information such as position,
normal, and density of particles or mesh vertices. This information can be used to
influence how materials are applied to geometry, how textures are mapped to
surfaces, or to create procedural shading effects based on the geometry’s spatial
properties.
Use in Modeling:
While the RGB Node itself isn't directly used for geometric modeling (as it deals
with materials and shaders), it is essential when you are trying to apply different
colors to 3D models. Here are some modeling-related applications:
1. Creating Color-Based Effects in Modeling:
o The RGB Node can help create colored materials that change based
on geometry, such as color variations on a model's surface based on
the geometry's position.
o For example, creating rust on certain parts of an object by using the
RGB Node in a mix shader setup to control the amount of rust.
2. Coloring Specific Parts of a Model:
o You can use the RGB Node to apply colors to different parts of a model
based on specific conditions, like applying different colors to different
faces of a model using face groups or vertex groups.
o This can be used when creating materials for specific parts of an
object in modeling, for example, adding a red color to one part of a
mechanical model to indicate it’s hot.
3. Creating Stylized or Cartoony Models:
o The RGB Node can be used to create very vibrant or stylized colors for
cartoon-style materials.
o For example, if you're creating a cartoon character, you can use the
RGB Node to define flat colors for their skin, clothes, or other features,
without needing complex textures.
4. Efficient Color Application During Modeling:
o For texturing workflows, the RGB Node is helpful when quickly
testing or applying solid colors to objects during the modeling process,
before adding more complex textures.
o This helps in visualizing how different parts of a model will look without
the distraction of complex textures.
Location:
Shader Editor → Add → Input → Tangent
Use in Modeling:
While the Tangent Node is primarily used in shading and texturing workflows, it
can indirectly influence modeling when you need to account for how your model will
be shaded or textured after completion. Here's how it applies to the modeling
process:
1. Surface Detail and Texture Mapping:
When you’re modeling with high-poly details or working with subdivision
surfaces, the way the tangent space is defined affects how textures like
normal maps and bump maps behave.
When you are ready to unwrap the UVs and apply a texture, the Tangent
Node ensures that the UV mapping aligns correctly with the tangent
direction. This ensures that any texture, especially normal and bump
maps, is applied consistently across your model.
2. UV Unwrapping:
Tangent information plays a role in UV unwrapping, especially when
working with complex organic models or non-flat surfaces. The Tangent
Node allows you to visualize how the tangents behave relative to the object,
helping you troubleshoot issues related to texture stretching or improper
orientation during the unwrapping process.
3. Normal Maps on Low-Poly Models:
When modeling low-poly models that will later be used in high-poly detail
baking (e.g., for game assets), the Tangent Node can be essential for
accurately applying the normal maps to the final asset. It ensures that
normal information from the high-poly model is correctly interpreted by the
low-poly model’s surface.
When to Use the Tangent Node:
Normal Mapping: When working with normal maps, to align the texture's
surface modifications with the object’s geometry.
Bump Mapping: For adjusting the surface appearance based on bump
maps.
Complex Shaders: In custom shaders that require understanding of surface
orientations and tangents.
PBR Workflows: When working with Physically-Based Rendering to
manipulate surface reflections and lighting based on surface directionality.
Texture Mapping: When working with textures that need to interact with the
surface in a tangent-oriented way.
Mesh Surface Detail: When adding fine details to a model using normal or
bump maps, especially in low-poly meshes with high-poly detail baking.
Location:
Shader Editor → Add → Input → Texture Coordinate
Location:
Shader Editor → Add → Input → UV Map
Location:
Shader Editor → Add → Input → Value
Location:
Shader Editor → Add → Input → Volume Info
Location:
Shader Editor → Add → Input → Wireframe
Location in Blender
Shader Editor → Add → Output → AOV Output
Location in Blender
Shader Editor → Add → Output → Material Output
Location in Blender
Shader Editor → Add → Shader → Add Shader
2. Roughness Input
Controls surface scattering.
Lower values (0.0 - 0.3): Material appears smoother and sharper.
Higher values (0.7 - 1.0): Material appears softer and more diffuse.
Example Use:
o 0.1 - 0.3: Plastic, wax, polished wood.
3. Normal Input
Controls how light interacts with the surface details.
Used to apply bump maps or normal maps for more realistic detail.
Affects shading but does not change actual geometry.
Example Use:
o Adding fabric texture to a cloth material.
Location in Blender
📍 Shader Editor → Add → Shader → Emission
2. Strength Input
Controls how intense the light emission is.
Higher values make the material appear brighter.
If used in Cycles Renderer, this can act as an actual light source affecting
surrounding objects.
Example Strength Values:
o 0.5 - 1.0: Soft glow effect.
o 10+ : Extremely bright, useful for strong lights like the sun or
explosions.
3. Emission Output
The node’s output is connected to the Material Output node to apply
the emission effect to an object.
Location in Blender
📍 Shader Editor → Add → Shader → Glass BSDF
2. Roughness Input
Controls the smoothness or blurriness of the glass surface.
0.0 (default) = Perfectly smooth glass (sharp reflections & refractions).
Higher values (e.g., 0.2 - 1.0) = Frosted or blurry glass (light scatters
more).
✅ Example Uses:
0.0 → Clean, polished glass (window, mirror, bottle).
0.2 - 0.5 → Slightly rough glass (car windows, old glass).
0.5 - 1.0 → Frosted glass (bathroom doors, privacy glass).
✅ Example Uses:
Water → 1.333 (realistic pool/water bottle refractions).
Window glass → 1.45-1.52 (realistic glass reflections).
Diamond → 2.417 (strong refraction & shine).
4. BSDF Output
The node’s output is connected to the Material Output node to apply
the glass effect to an object.
Location in Blender
📍 Shader Editor → Add → Shader → Glossy BSDF
2. Roughness Input
Controls how sharp or blurry the reflections are.
0.0 (default) = Perfect mirror-like reflection (sharp and clear).
Higher values (0.2 - 1.0) = Blurry reflections (satin or rough metal).
Uses GGX microfacet distribution model to simulate realistic roughness
effects.
✅ Example Uses:
0.0 → Mirror, polished chrome, or wet surfaces.
0.2 - 0.5 → Brushed aluminum or car paint.
0.5 - 1.0 → Rough metal, frosted plastic, or aged materials.
3. BSDF Output
This connects to other nodes (e.g., Material Output, Mix Shader) to create
a complete material.
It can be mixed with Diffuse, Transparent, or Glass shaders to create
complex materials.
Applications of the Glossy BSDF Shader in Modeling & Rendering
1. Creating Reflective Surfaces
Used to simulate mirrors, polished metals, and glossy floors.
Works well with HDRI environments to reflect realistic surroundings.
✅ Example Uses:
Bathroom mirrors or dressing mirrors.
Shiny floors in malls or offices.
Polished wooden furniture.
Location in Blender
📍 Shader Editor → Add → Shader → Holdout
Location in Blender
📍 Shader Editor → Add → Shader → Mix Shader
Location in Blender
📍 Shader Editor → Add → Shader → Principled BSDF
Location in Blender
📍 Shader Editor → Add → Shader → Principled Volume
4. Creating Clouds
Use a Noise Texture in the Density input to create cloud formations.
Increase Anisotropy for soft, scattered light.
Adjust Color to white or slightly gray.
✅ Result: Realistic clouds with proper light scattering.
Location in Blender
📍 Shader Editor → Add → Shader → Refraction BSDF
Location in Blender
📍 Shader Editor → Add → Shader → Specular BSDF
Location in Blender
📍 Shader Editor → Add → Shader → Translucent BSDF
Location in Blender
📍 Shader Editor → Add → Shader → Transparent BSDF
Location in Blender
📍 Shader Editor → Add → Shader → Volume Absorption
This node works with the Cycles Render Engine (it does not work in Eevee).
Location in Blender
📍 Shader Editor → Add → Shader → Volume Scatter
This node works only in the Cycles Render Engine (not in Eevee).
4. Connect the output to the Base Color or Principled BSDF input of the
material shader.
5. Use the UV Map input to specify how the textures are mapped if you are
using custom UVs for each texture. Otherwise, the default UVs will be applied.
Example:
If you’re working on a model of a terrain, you could blend a grass texture with a
dirt texture to create a more complex material. You might use a mask or a
procedural texture to control the Mix Factor, allowing the textures to blend based
on different areas of the object.
The Brick
Texture node
The Brick Texture node in Blender is part of the Texture category and is primarily
used for creating materials that simulate the appearance of bricks or brick-like
patterns. This node generates a repeating brick pattern, which can be customized
for various effects, such as creating realistic walls, floors, and other masonry-like
surfaces.
Overview of the Brick Texture Node
The Brick Texture node is designed to simulate the appearance of a brick wall or
pattern using a variety of customizable parameters. It can produce both classic
uniform brick patterns and more irregular ones, depending on the adjustments
made to its settings. The resulting texture can be applied to materials for realistic
architectural and environmental effects.
Hue/Saturation/Value Node in
Blender
The Hue/Saturation/Value (HSV) Node in Blender is used to manipulate the
color properties of an image, texture, or shader. It provides a simple and intuitive
way to adjust the hue, saturation, and value (brightness) of colors. The node
works in the HSV color model, which is a more intuitive way for humans to think
about color adjustments than the RGB (Red, Green, Blue) model used in many other
applications.
This node is extremely useful in shading, texturing, and color manipulation to
create custom, dynamic, and stylized visual effects. It is widely used in procedural
texture creation, material creation, and color grading.
o When Fac is 0, the output is Color1, and when Fac is 1, the output is
Color2. The result is a lighter color, as the two colors are added.
3. Multiply:
o This mode multiplies the RGB values of the two colors together.
o This can be used for creating contrast effects or for subtracting one
color from another.
5. Screen:
o This mode is essentially the inverse of Multiply and lightens the result
by inverting and multiplying the two colors, then inverting them again.
o Formula: 1 - ((1 - Color1) * (1 - Color2))
o It's useful for brightening colors, such as simulating light glows or
highlights.
6. Overlay:
o A combination of Multiply and Screen. It multiplies dark colors and
screens light colors, often used for creating high-contrast effects in
textures and materials.
o This mode is commonly used for painting effects or to add complex
texture layers.
7. Darken:
o Selects the darker of the two colors and uses it as the output.
8. Lighten:
o Selects the lighter of the two colors and uses it as the output.
9. Difference:
o This mode subtracts the RGB values of the two colors and then applies
the absolute difference.
o Formula: |Color1 - Color2|
10.Divide:
o This mode divides the RGB values of Color1 by Color2.
3. Max (Input)
o This input defines the maximum value of the input range (the range
from which the value is coming). It is the upper bound of the original
value range.
o Example: If the input value is from 0 to 1, you would set Max to 1.
4. To Min (Input)
o This input defines the minimum value of the output range (the range
you want to map to). It is the lower bound of the range to which the
values will be transformed.
o Example: You might want to remap from a range of 0 to 1 into a range
from -1 to 1. In this case, you would set To Min to -1.
5. To Max (Input)
o This input defines the maximum value of the output range (the range
you want to map to). It is the upper bound of the range to which the
values will be transformed.
o Example: Continuing from the previous example, if you want the
output to go from -1 to 1, you would set To Max to 1.
Outputs of the Map Range Node
Result (Output)
o The output represents the remapped value after applying the
transformation from the input range to the output range. It is the value
that results after the original input value is adjusted based on the
min/max ranges provided.
o Example: If you input a value of 0.5 with the input range of 0 to 1 and
the output range of -1 to 1, the result will be 0.
Operation and Formula
The formula behind how the Map Range Node works is:
Result=Value−MinMax−Min×(To Max−To Min)+To Min\text{Result} = \frac{\
text{Value} - \text{Min}}{\text{Max} - \text{Min}} \times (\text{To Max} - \text{To
Min}) + \text{To Min}Result=Max−MinValue−Min×(To Max−To Min)+To Min
This formula scales the input value based on the given ranges. Here’s what each
part of the formula does:
(Value - Min) / (Max - Min) normalizes the input value to a 0 to 1 range.
(To Max - To Min) scales this normalized value to the output range.
+ To Min shifts the output to the correct starting point based on the output
range.
Applications of the Map Range Node
The Map Range Node can be used in various ways in Blender, both in shading and
procedural workflows. Some common applications are:
1. Texture Remapping
You might have a texture, such as a Noise Texture or Voronoi Texture, which
outputs values between 0 and 1. The Map Range Node allows you to map those
values to a more useful range for your shading or modeling needs.
Example: A Noise Texture gives output between 0 and 1, but you may
want to map it to a range from -1 to 1 to use it in a displacement map or
adjust the contrast. This would be done by setting the Min and Max inputs to
0 and 1, and the To Min and To Max inputs to -1 and 1, respectively.
2. Controlling Displacement and Bump Mapping
When you are working with displacement or bump maps, you can use the Map
Range Node to map the values of your texture or procedural data to an
appropriate range for controlling the displacement depth.
Example: If you're using a Noise Texture for a displacement map but want
it to have a much stronger effect, you can increase the output range by
adjusting the To Min and To Max values.
3. Normalizing Input Data for Animation
In animation, you may need to control the speed or timing of an animated effect,
and the Map Range Node can help you scale time or frame values to a more
suitable range.
Example: If you have a value that increases from 0 to 10 over time and you
want to remap it to a more appropriate range, such as from 0 to 1 or from -1
to 1, the Map Range Node can scale this automatically for you.
4. Lighting Effects
The Map Range Node is often used to control lighting effects by remapping light
intensity values to specific ranges for shaders. This is useful when you want non-
linear adjustments for brightness or when working with custom shading effects like
Fresnel or Emission shaders.
Example: You might want to create a custom falloff effect where the
intensity of light decreases in a non-linear manner. The Map Range Node
would allow you to map the intensity of the light from a default range of 0 to
1 into a new, custom range that suits your visual needs.
5. Animating Materials (Gradient Mapping)
You can use the Map Range Node to animate materials or shaders, allowing them
to change gradually over time or based on other factors, such as the camera
distance or object position.
Example: If you want an object's material to change from one color to
another as it moves in the scene, you could use the object's position as input
to the Map Range Node to smoothly transition its material properties.
6. Driving Parameters in the Node Tree
The Map Range Node is useful for driving the parameters of other nodes based on
the input data. For example, you can remap values from a texture and use those
values to drive the transparency of an object or to modify the strength of a shader.
Example: If you're using a procedural texture to drive the opacity of an
object, you can use the Map Range Node to remap the texture's output
range so that it affects the transparency more subtly or more intensely.
Additional Options and Features
Clamp (Checkbox):
o The Clamp option ensures that the output value remains within the
specified To Min and To Max range. If Clamp is enabled, any value
outside the output range will be clamped to the nearest boundary
(either the To Min or To Max value).
o If Clamp is disabled, values outside the output range will not be
clamped and will pass through the node, which can result in
unexpected or unbounded results.
When to Use the Map Range Node in Modeling
The Map Range Node is more commonly used in shading and procedural
workflows rather than direct modeling tasks. However, it can be used in modeling
for controlling the influence of textures on displacements, vertex groups, or
controlling procedural effects like the growth of a mesh or shape based on an input
range.
Example: In procedural modeling, you could use the Map Range Node to
control the size of different parts of a model by mapping a value (such as
distance from the center) to another range that controls the object's scale or
displacement.
o This input represents the color value that you want to split. It could be
a color from a texture, procedural node, or any other node outputting
RGB color data.
o The color input is typically any RGB value, such as a value from a color
picker, a texture map, or the result of combining various colors through
different nodes.
Outputs of the Separate Color Node:
1. Red (R)
o Type: Float (Scalar)
o This output represents the intensity of the Red channel in the color
input. The output will be a value between 0 (no red) and 1 (full red).
o It’s a scalar value representing the contribution of the red component
in the input color.
2. Green (G)
o Type: Float (Scalar)
o This output represents the intensity of the Green channel in the color
input. The output will be a value between 0 (no green) and 1 (full
green).
o It’s a scalar value representing the contribution of the green
component in the input color.
3. Blue (B)
o Type: Float (Scalar)
o This output represents the intensity of the Blue channel in the color
input. The output will be a value between 0 (no blue) and 1 (full blue).
o It’s a scalar value representing the contribution of the blue component
in the input color.
Application and Uses of the Separate Color Node
The Separate Color Node is useful in a variety of situations when you need to
work with individual color components. It allows for greater flexibility in shading and
texture creation, enabling more nuanced control over materials and effects.
Here are some key applications and uses for the Separate Color Node:
1. Manipulating Individual Color Channels
Use Case: If you need to adjust or manipulate a specific color channel (e.g.,
adjusting the red channel for a warmer effect or tweaking the blue channel
for a cooler effect), you can separate the color components and modify them
independently.
Example: You might separate the color and then use the Red output to
increase the warmth of a material, while leaving the Green and Blue
channels unaffected.
2. Creating Custom Shaders Using Channel Data
Use Case: You can use the individual RGB channels for different shader
effects. For instance, you may want to drive certain properties of a material
with different color channels, such as roughness, specularity, or even
displacement.
Example: You could use the Red channel to control roughness, the Green
channel for bump map intensity, and the Blue channel for specularity or
reflection intensity. This allows a texture map to control multiple material
properties in a nuanced way.
3. Texture Mixing Based on Color Channels
Use Case: You can use the separated color channels to mix multiple textures
or materials based on the individual components of a color. This is useful
when you want to apply different textures to different parts of a surface
depending on the RGB values.
Example: Using a texture map that contains both color information and uses
the Red, Green, or Blue components to determine where to apply specific
materials or effects. For instance, using the Blue channel to determine the
intensity of a water effect or transparency in a shader.
4. Color-Based Masking
Use Case: The individual color channels can be used to create masks for
blending materials or applying procedural effects. This can help isolate or
highlight certain color ranges within a texture and use them as control maps.
Example: If you have an image with varying colors, you can extract the
Green channel to use as a mask to blend between different materials or
effects based on the green content in your texture.
5. Creating Grayscale Maps from Color Information
Use Case: Sometimes, you may want to generate grayscale maps from
certain color components. By using the Separate Color Node, you can
extract a single channel (such as Red) and use it for further operations like
creating bump maps, roughness maps, or opacity maps.
Example: You could extract the Red channel and use it to drive the strength
of a bump map. Darker values would result in less displacement, and lighter
values would give more displacement.
6. Color Correction and Adjustment
Use Case: The Separate Color Node can be used as part of a color
correction workflow. By isolating individual color channels, you can apply
different mathematical operations (via the Math Node or Mix Node) to
correct or alter colors for stylized effects or to match a specific color grading.
Example: By manipulating the Red channel, you can adjust the color tone of
an image to make it more red or green, or correct for any unwanted color
casts.
7. Animating Color Variations
Use Case: The separate channels can be animated individually, providing a
way to animate specific color properties in your scene over time.
Example: If you want to animate a material that gradually changes from blue
to red, you could animate the Blue channel to decrease while the Red
channel increases, allowing for smooth transitions of color.
8. Advanced Color Mixing
Use Case: The Separate Color Node is often used in combination with
other nodes like the Combine Color Node, Mix Node, or Math Node to
create advanced effects such as color-based blending, procedural color
generation, or even procedural textures.
Example: Using the Red channel from one texture and the Green channel
from another, you can create complex material effects that combine or
modify different textures.
When to Use the Separate Color Node in Modeling
The Separate Color Node is primarily used during the shading and texturing
stages of modeling. It is typically used when you want to:
1. Isolate and manipulate specific color channels in a texture or material.
2. Create masks or control maps for procedural effects, material properties,
or texture blending.
3. Adjust materials dynamically based on the individual components of the
input color.
4. Generate specific grayscale effects based on color channel intensities.
You would typically use the Separate Color Node in situations where you need to
separate color data for more precise control, such as during texture-based
procedural shading, material creation, and visual effects design.
o This input represents the vector that you want to separate into its
individual X, Y, and Z components. The vector can be any 3D value,
such as a normal, position, or directional vector. It could come from
other nodes such as a texture, position, normal map, or procedural
vector computation.
Example: A Normal input (representing the normal vector) could be passed into the
Separate XYZ Node, allowing you to manipulate its individual components.
Outputs of the Separate XYZ Node:
1. X
o Type: Float (Scalar)
o This output represents the Y component of the input vector. Like the X
output, it’s a scalar value that represents the magnitude along the Y-
axis.
Example: A vector pointing straight along the Y-axis would have a value of 1 in the
Y output.
3. Z
o Type: Float (Scalar)
o The Shader input represents the shader or material whose output you
want to convert into an RGB color. This can be the result of any shader
(such as Principled BSDF, Diffuse BSDF, or a custom shader setup),
a texture (like an image texture), or any complex shader network that
generates a material's final color.
o This input usually connects to a shader node or the result of a
Material node or shader-based calculations. It can represent the final
output color value of a shader, which the Shader to RGB node
converts to a usable color format.
Outputs of the Shader to RGB Node:
1. Color
o Type: Color (RGB)
o The Color output represents the RGB values of the shader. This is a 3D
vector with values for Red, Green, and Blue channels. The values are
typically in the range of 0 to 1 for each channel, representing a
normalized RGB color. It can also include values outside this range,
depending on the shader being used and the effects like lighting,
reflection, and glossiness.
Applications and Uses of the Shader to RGB Node
The Shader to RGB Node is useful in a variety of scenarios where the result of a
shader needs to be treated as a color or used in conjunction with other color-
manipulation tools. Below are some common applications and examples of how this
node is used in Blender:
1. Extracting Color Information from Shaders
Use Case: The Shader to RGB Node allows you to extract color information
from a shader network, making it easier to manipulate the resulting colors for
further shading or effects.
Example: If you want to apply a specific effect based on the color of a
material (e.g., a shader that simulates a metallic surface), you can extract
the resulting color and use it in other nodes for additional transformations or
visual effects. For example, you could drive the roughness of the material
based on the color information extracted from the shader.
2. Creating Color-Based Effects in Shaders
Use Case: This node is frequently used when creating color-based
procedural effects. For example, you may want to manipulate or combine
the result of different shaders based on their colors.
Example: If you’re creating a texture that blends two materials, you could
use the Shader to RGB Node to extract the color from each shader and
then use a Mix RGB Node to blend those colors together based on a custom
mask or effect.
3. Applying Color Ramp to Shader Output
Use Case: After converting the shader output to RGB, you can use it as an
input for a Color Ramp to modify the shader’s color in a more customizable
way.
Example: If you have a procedural shader that produces various shades of
gray or some other color, you can use the Shader to RGB Node to convert it
into RGB color, then pass it through a Color Ramp Node to remap the colors
to a specific palette or effect.
4. Lighting and Reflection Effects
Use Case: In some complex shaders, you may want to isolate the lighting or
reflection effect in terms of its color value.
Example: When creating a material that reacts dynamically to lighting (like a
reflective surface), you could use the Shader to RGB Node to extract the
color of the reflection or lighting and use that for further shading or
compositing effects, such as creating highlights or adjusting the glossiness of
the material based on lighting conditions.
5. Shader Debugging and Color Visualization
Use Case: The Shader to RGB Node is also useful in debugging or
visualizing shaders by converting their result into a color format that can be
seen on the model or used to analyze the shader output.
Example: When working with complex shading networks, it can sometimes
be difficult to visualize intermediate shader results. By connecting the shader
result to the Shader to RGB Node, you can view the color output directly,
helping you understand how the shader interacts with lights, materials, and
textures.
6. Customizing Shader Behavior Based on Color
Use Case: Sometimes you may want to alter the behavior of a shader or
material based on its resulting color, which can be extracted and used in
other calculations.
Example: You might create a material where certain color ranges trigger
different effects. After converting the shader output into RGB, you could use
nodes like Compare, Math, or Color Ramp to evaluate the extracted color
and apply effects such as blending different materials or changing the
properties of the shader dynamically.
7. Using Color Information for Texture Generation
Use Case: The Shader to RGB Node can be used to generate textures
based on the output of a shader. For example, you might want to generate a
baked texture of a material based on how it looks under lighting conditions.
Example: After converting the shader result to RGB, you could use that color
information to generate a new texture that can be applied to the object. This
technique is commonly used for creating baked lighting or baked normal
maps where color information is essential.
When to Use the Shader to RGB Node in Modeling
The Shader to RGB Node is typically used in shading and material editing,
rather than in pure modeling, but it has applications in generating color effects,
manipulating material properties, and debugging shaders. Here are some cases
when it is useful:
1. When you want to extract the color from a shader to use it in other
nodes, especially when combining multiple shader results or when
generating textures from shader outputs.
2. When creating complex material effects that depend on specific color
ranges or color-based manipulation.
3. For debugging and visualizing shaders to better understand the
interaction of materials and lighting.
4. When working with dynamic material changes where shader colors
need to drive changes in the material’s properties (e.g., modifying glossiness
or roughness based on the material’s color).
o This is the first vector input that you want to perform mathematical
operations on. It can be any vector value, such as a position, normal,
or direction. This input is usually connected to another node that
generates or outputs a vector (such as the Normal, Position, or
Object Coordinates nodes).
2. Vector 2:
o Type: Vector
o In some operations, you can use a scalar value as one of the inputs.
For example, in the Multiply operation, you can multiply a vector by a
scalar value instead of another vector. This is useful for scaling vectors
by specific amounts.
Outputs:
Vector:
o Type: Vector
2. Subtract
o Operation: Subtracts one vector from another.
o Use Case: Can be used for calculating the difference between two
positions or directions, such as determining the relative distance or
orientation between two points in space.
o Example: Subtracting one position from another to calculate the
vector between two points.
3. Multiply
o Operation: Multiplies each component of a vector by a scalar value or
another vector.
o Use Case: Used for scaling vectors (i.e., stretching or shrinking in a
particular direction). If multiplying a vector by a scalar, the vector is
scaled by that scalar. If multiplying by another vector, the result is the
component-wise multiplication.
o Example: Scaling a normal vector for bump mapping or scaling a
position vector.
4. Divide
o Operation: Divides each component of a vector by a scalar value or
another vector.
o Use Case: Used for normalizing vectors or scaling them by an inverse
value. It can also be used for comparing components across vectors.
o Example: Dividing a vector by its length to normalize it (make it a unit
vector).
5. Dot Product
o Operation: Calculates the dot product of two vectors, resulting in a
scalar value.
o Use Case: The dot product is useful for determining the angle
between two vectors. If two vectors are perpendicular, their dot
product is zero; if they are parallel, the dot product equals the product
of their magnitudes.
o Example: Used in shaders to calculate the amount of light a surface
receives based on its angle relative to a light source (e.g., Lambertian
reflectance).
6. Cross Product
o Operation: Calculates the cross product of two vectors, resulting in a
vector that is perpendicular to both input vectors.
o Use Case: Used for calculating a surface normal or direction in 3D
space. Commonly used in physics simulations and rendering to
calculate the surface normal for lighting effects, or to compute the
orientation of an object.
o Example: Computing the normal of a surface from two direction
vectors (e.g., two edges of a triangle).
7. Length
o Operation: Calculates the magnitude (length) of a vector.
o Use Case: Useful for determining how far an object or point is from
the origin, or for normalizing vectors by dividing them by their length.
o Example: Used in distance calculations or in checking whether an
object is within a certain radius.
8. Distance
o Operation: Calculates the distance between two vectors.
o This is the primary input where you provide the wavelength (in
nanometers, nm) that you want to convert into a color. The wavelength
of light corresponds to different colors in the visible spectrum and
beyond (ultraviolet and infrared).
o The values generally range from about 380 nm (violet) to 700 nm
(red) for visible light. For light beyond the visible spectrum, such as
ultraviolet (UV) and infrared (IR), the wavelengths can range from 10
nm to 1,000 nm or more.
380 nm – 450 nm: Violet
450 nm – 495 nm: Blue
495 nm – 570 nm: Green
570 nm – 590 nm: Yellow
590 nm – 620 nm: Orange
620 nm – 700 nm: Red
2. Gamma (optional):
o Type: Float
o This input allows you to adjust the gamma correction applied to the
output color. It can be used to fine-tune the color response to the
wavelength based on the needs of your rendering.
o Gamma correction adjusts the brightness and contrast of the color to
simulate real-world color perception, making it useful for creating more
realistic lighting and materials.
Outputs:
Color:
o Type: Color (RGB)
o This is the output of the Wavelength Node. It gives you the color that
corresponds to the input wavelength. The output is based on the color
of light at the specified wavelength and can be connected to various
other nodes like shaders, materials, or light sources to create realistic
effects.
Operations and Function of the Wavelength Node
The Wavelength Node is primarily concerned with converting a wavelength (a
float value in nanometers) to an RGB color that corresponds to that wavelength of
light. The core operation of this node is simple: it uses a color model to map a given
wavelength value to its corresponding color in the visible spectrum or beyond.
Color Mapping for Wavelengths:
The Wavelength Node operates by mapping a numerical wavelength input
to a color in the RGB color space. This color is designed to represent what a
human observer would perceive if light at that wavelength were shining on a
surface or into a scene.
o For instance, an input of 450 nm would output a blue color, and 700
nm would output a red color. The output color is determined based on
the well-established color spectrum of light wavelengths.
Gamma Correction:
Gamma can be used to modify the output color to account for the perceptual
nonlinearity of human vision. In typical rendering systems, gamma correction
is important because it ensures that colors are displayed with the correct
brightness and contrast. Higher gamma values will make the color brighter
and more vivid, while lower gamma values may give you a more subdued
color.
Applications of the Wavelength Node
1. Simulating Light Sources and Color:
o The Wavelength Node is useful for simulating different types of light
sources with specific wavelengths. For example, when creating a light
source with a specific color temperature (like sunlight or a colored LED
light), you can use this node to convert the light's wavelength to the
corresponding color.
o It's particularly helpful in scientific rendering, astronomy, or color-
sensitive rendering, where wavelengths of light are important for
accuracy.
2. Spectral Shading and Scattering:
o The Wavelength Node is essential in spectral rendering or light
scattering simulations. In these cases, light's interaction with
materials (such as subsurface scattering or refraction) depends on
the wavelength. Materials can absorb or reflect different wavelengths
in different ways, creating effects like color shifts, rainbows, or
diffraction patterns.
o The node is helpful in creating materials that respond differently to
various wavelengths, such as skin shaders, which simulate how
different wavelengths of light interact with skin in a realistic way.
3. Color Spectrum Representation:
o When dealing with scientific visualization, data visualization, or
any form of artistic work that involves precise control over light, using
the Wavelength Node allows you to represent the entire visible color
spectrum (and beyond) in a highly accurate manner.
o You can use the node to generate a spectrum of colors based on
specific wavelengths, helping to visualize how light works in various
scenarios, like light transmission, scattering, or chromatic aberrations.
4. Creating Material Effects Based on Wavelength:
o For more advanced material setups, the Wavelength Node can be
used to create materials that change depending on the light's
wavelength. For example, materials that behave differently when
exposed to UV light or infrared light can be created by using the node
to map the wavelengths into the shader’s behavior.
o This is especially useful for scientific simulations or creative
effects where you want a material's properties to change based on the
wavelength of light it receives.
5. Environmental and Artistic Shaders:
o The Wavelength Node can be used in artistic or stylized rendering to
create effects like colored fog, chromatic aberration, or
atmospheric scattering, where specific wavelengths of light are
scattered more or less based on the material’s properties.
o It can also be used to create artistic light streaks, color filters, and
other effects that simulate real-world light behavior based on its
wavelength.
When to Use the Wavelength Node in Modeling
While the Wavelength Node is primarily used in the shading context, there are
situations where it can also play a role in modeling, especially in workflows that
involve scientific accuracy, artistic effects, or detailed light simulations. Here’s when
to use it:
Light Simulation:
o When you need to simulate light sources with a specific wavelength,
such as colored lights in a scene (e.g., simulating UV lights, lasers, or
LED lights), the Wavelength Node will provide the correct color
corresponding to the wavelength.
Material Interactions:
o If you're modeling materials that react differently to certain
wavelengths (like skin, which has unique scattering properties for
different wavelengths of light), this node will help fine-tune the
material behavior.
Realistic Rendering in Scientific Visualizations:
o In scientific projects where the rendering needs to represent
wavelengths accurately, such as in astronomical renderings, light
absorption models, or spectroscopic simulations, the
Wavelength Node is invaluable.
Artistic Shader Effects:
o If you're creating artistic materials or effects based on the wavelength
of light (such as color gradients for light rays, holographic materials, or
other visual effects), this node helps bring a realistic or stylized
representation of color from the wavelength to the final shader output.