Short mixed tips about anything Blender

4) Edges shaders theory [still redacting]

We have in Blender 3 main ways to draw edges and crevasses:
1) Pointiness connector of the … node
2) Ambient Occlusion node
3) Bevel node

I think each of these can be good but it depends on what scenario it’s applied.

The only problem with the Bevel node is that it don’t make the difference between concave et convex edges. Convex edges are areas of wear and tear, friction, giving more harsh edges. Concave edges are zones where dirt accumulates, giving more soft edges. The two have very different visual results. Convex edges can be more shiny or diffuse depending of the material (a painted metal will be shiny-soft but shiny underneath). Concave can be more matt, nos shininess at all because dirt is the most diffuse material.

3) X Wireframe Shader

My personal take on a wireframe shader with X bars across, like the metal beams from the constructions machines and cranes.
Not suited for up close renders, more for background details structures, using a few polygons.
It can be used as a simple wireframe shader if you take down the X and Crossings values [img. 3]. Be careful with the texture coordinates. It works best with cubes and rectangles-faced and regular volumes.
The shader is UV Mapped. Open the group [Select > Tab] to connect to Object or Generated.
With a geodesic dome for example, it gives unexpected results, but nice of you look for something different. Beams got a small bump applied to them.

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The node group. Note that for glass objects (metal solide beans with transparent plate between), use the Color For Glass connector. By adjusting the Scale sliders, X or Y, you change the number of division for the corresponding direction.

The open group. If the UV mapping don’t work for you, reconnect to the Generated or Object connector [the orange node]


2) Wireframe Shader

A modification from the custom wireframe shader from Angus on Blendswap.
I cleaned the node tree inside the group, added the possibility to create irregularities in the wires. It can also be used as am edge shader in certain objects.
Remember to always use the UV Texture Coordinate socket and each object need to have the UV Map reset.
Like this:
Select the object > TAB > Select All (Press A) > U > Reset

You can download the .BLEND file here for free: https://www.dropbox.com/s/kak3wzg7jrs0lrc/AGUS_Wireframe_E10-Mod.blend?dl=0

Node structure of the group:


1) JPEG or PNG textures?

To a question asked on Reddit:
A question about textures – do you download (use) JPEG or PNG textures?

The best answer is to stay practical. In general, when you work with textures (like a concrete pattern), if you need an alpha channel (transparency), use PNG. If you don’t need transparency, use JPG with a save quality settings to 10 or 12. Under 10 you start to see some artifacts.
In my 20+ years of Phtotoshop practice, I only ONCE experienced a loss of a JPG picture (a big one I could not open) because of compression failure. Once. JPG lose quality only if the compression factor is too low.

Why use JPG? Because the difference in disk space become huge if you stock big textures. The same image can be 6x bigger in PNG. Here’s my test (also here):

The same image first saved as a PNG, then converted to JPG. Opened both in Photoshop side by side: I can’t see any difference. The JPG is 390 Ko, PNG is 2380 Ko.
So use JPG in 10-12 quality and you’ll be fine.

But if you use graphics or texts, then go to PNG for safety. Sometimes, JPG with no gradient logos, or anything clean graphics, some artifacts appears.


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