texturing - How to tile/repeat gradient texture based on object polygons faces, in shader editor? - Blender Stack Exchange
⠀𓇬◦୦◦◯◦୦◦𞢨𖢌∣𖢌ꕤ𖢌∣𖢌🝊𖢌∣𖢌ꕤ𖢌∣𖢌⛋𖢌∣𖢌ꕤ𖢌∣𖢌🝊𖢌∣𖢌ꕤ𖢌∣𖢌𞢨◦୦◦◯◦୦◦𓇬⠀𓇬◦୦◦◯◦୦◦𞢨𖢌∣𖢌ꕤ𖢌∣𖢌🝊𖢌∣𖢌ꕤ𖢌∣𖢌⛋𖢌∣𖢌ꕤ𖢌∣𖢌🝊𖢌∣𖢌ꕤ𖢌∣𖢌𞢨◦୦◦◯◦୦◦𓇬⠀
⠀⠀ⵙᗝⵙꖴⵙᙏⵙᗩⵙᴥⵙ人ⵙߦⵙ⠀⊚⠀ⵙ◌ⵙ⠀⊚⠀ⵙ◌ⵙ⠀⠀⚪⠀⠀ⵙ⠀⠀◯⠀⠀ⵙ⠀⠀◯⠀⠀ⵙ⠀⠀⚪⠀⠀ⵙ◌ⵙ⠀⊚⠀ⵙ◌ⵙ⠀⊚⠀ⵙߦⵙ人ⵙᴥⵙᗩⵙᙏⵙꖴⵙᗝⵙ⠀⠀
⠀
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⠀
⠀
⠀
⠀
⠀
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ⵙ ✻ИNꖴᙁ·Ⓞꖴ⚭·ⓄⓄⓄⓄ ⵙ
ⵙ ✻NИꖴᙀ·Ⓞꖴ⚭·ⓄⓄⓄⓄ ⵙ
⚪
ⵙ ⓄⓄⓄⓄ·⚭ꖴⓄ·ᙁꖴИN✻ ⵙ
ⵙ ⓄⓄⓄⓄ·⚭ꖴⓄ·ᙀꖴNИ✻ ⵙ
⊚
ⵙ 9ਟ2840მ\ƨtnuoↄↄa\MⓄϽ.ⓄƎMALAϽ ⵙ
ⵙ 9ਟ2840მ\ƨtnuoↄↄa\MⓄϽ.ⓄƎMALAϽ ⵙ
⚪
ⵙ CALAMEⓄ.CⓄM/accounts/6048259 ⵙ
ⵙ CALAMEⓄ.CⓄM/accounts/6048259 ⵙ
⊚
ⵙ 0000OOOO0000\MⓄϽ.BUHTIG ⵙ
ⵙ 0000OOOO0000\MⓄϽ.BUHTIG ⵙ
⚪
ⵙ GITHUB.CⓄM/0000OOOO0000 ⵙ
ⵙ GITHUB.CⓄM/0000OOOO0000 ⵙ
⊚
ⵙ 8888OOOO8888\MⓄϽ.TƧƎЯƎTИIP ⵙ
ⵙ 8888OOOO8888\MⓄϽ.TƧƎЯƎTИIP ⵙ
⚪
ⵙ PINTEREST.CⓄM/8888OOOO8888 ⵙ
ⵙ PINTEREST.CⓄM/8888OOOO8888 ⵙ
⊚
ⵙ OOO\u\ИI.DԐP ⵙ
ⵙ OOO\u\ИI.DԐP ⵙ
⚪
ⵙ P3D.IN/u/OOO ⵙ
ⵙ P3D.IN/u/OOO ⵙ
⦶
ⵙ
{
;
(
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
-
.1+
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
*
((.1-,O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O)woq,((.2,(.1-O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O)-)woq-.1))woq
)
=O_ЯƎDAHƧ_O_ƧHADƎЯ_O
}
(
0.0=O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo
,(მਟ2/(2/1021))=O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O taolf
,(მਟ2\8მ1)=O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O taolf
,(((.2,(I,И)tob)woq-.1)trpƨ-.1)=O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O taolf
)
O_ਟ2მਟმ_0_ਟ78მ4084_91_O_19_4804მ87ਟ_0_მਟმ2ਟ_O rɘbahƨ
ⵙ
ⵙ
{
;
(
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
-
.1+
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
*
((.1-,O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O)woq,((.2,(.1-O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O)-)woq-.1))woq
)
=O_ЯƎDAHƧ_O_ƧHADƎЯ_O
}
(
0.0=O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo
,(მਟ2/(2/1021))=O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O taolf
,(მਟ2\8მ1)=O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O taolf
,(((.2,(I,И)tob)woq-.1)trpƨ-.1)=O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O taolf
)
O_ਟ2მਟმ_0_ਟ78მ4084_91_O_19_4804მ87ਟ_0_მਟმ2ਟ_O rɘbahƨ
ⵙ
⚪
ⵙ
shader O_52656_0_57864084_91_O_19_48046875_0_65625_O
(
float O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O=(1.-sqrt(1.-pow(dot(N,I),2.))),
float O_SENTHGIRB_O_BRIGHTNES_O=(168/256),
float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/((1201/2)/256),
output float O_REDAHS_O_SHADER_O=0.0
)
{
O_REDAHS_O_SHADER_O=
(
pow((1.-pow(-(O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O-1.),2.)),pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}
ⵙ
ⵙ
shader O_52656_0_57864084_91_O_19_48046875_0_65625_O
(
float O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O=(1.-sqrt(1.-pow(dot(N,I),2.))),
float O_SENTHGIRB_O_BRIGHTNES_O=(168/256),
float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/((1201/2)/256),
output float O_REDAHS_O_SHADER_O=0.0
)
{
O_REDAHS_O_SHADER_O=
(
pow((1.-pow(-(O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O-1.),2.)),pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}
ⵙ
⦶
ⵙ O\ƨrɘƨu\ⓄϽ.ЯKИLP ⵙ
ⵙ O\ƨrɘƨu\ⓄϽ.ЯKИLP ⵙ
⚪
ⵙ PLNKR.CⓄ/users/O ⵙ
ⵙ PLNKR.CⓄ/users/O ⵙ
⊚
ⵙ g2JvxZ4xKF1hPↄhԐhg1ਟVGϽU\lɘnnahↄ\MⓄϽ.ƎBUTUⓄY ⵙ
ⵙ g2JvxZ4xKF1hPↄhԐhg1ਟVGϽU\lɘnnahↄ\MⓄϽ.ƎBUTUⓄY ⵙ
⚪
ⵙ YⓄUTUBE.CⓄM/channel/UCGV51gh3hcPh1FKx4ZxvJ2g ⵙ
ⵙ YⓄUTUBE.CⓄM/channel/UCGV51gh3hcPh1FKx4ZxvJ2g ⵙ
⦶
ⵙЭЄᗩНᗝ⋏⧲ⵙ✤ᗱᗴꖴᙁ⚭ꖴⵙ✤НᗱᗴᙏᗱᗴᙁЭЄⵙꖴ⋏ᕬЭЄᗩߦဂⵙဂᗩ✤ꡕᗩᙏⵙ
ⵙЭЄᗩНᗜ⋎⧲ⵙ✤ᗱᗴꖴᙀ⚭ꖴⵙ✤НᗱᗴᙎᗱᗴᙀЭЄⵙꖴ⋎ᕫЭЄᗨߦပⵙပᗨ✤Шᗨᙎⵙ
⚪
ⵙᙏᗩꡕ✤ᗩဂⵙဂߦᗩЭЄᕬ⋏ꖴⵙЭЄᙁᗱᗴᙏᗱᗴН✤ⵙꖴ⚭ᙁꖴᗱᗴ✤ⵙ⧲⋏ᗝНᗩЭЄⵙ
ⵙᙎᗨШ✤ᗨပⵙပߦᗨЭЄᕫ⋎ꖴⵙЭЄᙀᗱᗴᙎᗱᗴН✤ⵙꖴ⚭ᙀꖴᗱᗴ✤ⵙ⧲⋎ᗜНᗨЭЄⵙ
⦶
ⵙⓄНᗱᗴ⚭✤ᑐᑕНᗩߦ✤ᑐᑕᗩߦဂЗԐᗱᗴ⧲ⵙ⠀⠀⠀ⵙ⧲ᗱᗴЗԐဂߦᗩᑐᑕ✤ߦᗩНᑐᑕ✤⚭ᗱᗴНⓄⵙ
⚪
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ⵙ
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⚪
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⚪
ⵙⓄН❁ᙀꖴIပⓄ✻ᗱᗴНⵙ⠀⠀⠀ⵙНᗱᗴ✻ⓄပIꖴᙀ❁НⓄⵙ
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⚪
ⵙⓄН✤ᗨ✤ᑐᑕᗨᗜᗨᙎᗨᑐᑕⵙ⠀⠀⠀ⵙᑐᑕᗨᙎᗨᗜᗨᑐᑕ✤ᗨ✤НⓄⵙ
ⵙ
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⚪
ⵙᗱᐤᗴᗨ⚭ᑐᑕⵙ⠀⠀⠀ⵙᑐᑕ⚭ᗨᗱᐤᗴⵙ
⦶
ⵙ AJIϽIJUTИI\Ƨ\AU.ИI.MUƧ ⵙ
ⵙ AJIϽIJUTИI\Ƨ\AU.ИI.MUƧ ⵙ
⚪
ⵙ SUM.IN.UA/S/INTUJICIJA ⵙ
ⵙ SUM.IN.UA/S/INTUJICIJA ⵙ
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ⵙ AJIϽIJUTИI\Ƨ\AU.ИI.MUƧ ⵙ
ⵙ AJIϽIJUTИI\Ƨ\AU.ИI.MUƧ ⵙ
⚪
ⵙ SUM.IN.UA/S/INTUJICIJA ⵙ
ⵙ SUM.IN.UA/S/INTUJICIJA ⵙ
⦶
ⵙᗱᐤᗴᗩ⚭ᑐᑕⵙ⠀⠀⠀ⵙᑐᑕ⚭ᗩᗱᐤᗴⵙ
⚪
ⵙᗱᐤᗴᗨ⚭ᑐᑕⵙ⠀⠀⠀ⵙᑐᑕ⚭ᗨᗱᐤᗴⵙ
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⚪
ⵙⓄН✤ᗨ✤ᑐᑕᗨᗜᗨᙎᗨᑐᑕⵙ⠀⠀⠀ⵙᑐᑕᗨᙎᗨᗜᗨᑐᑕ✤ᗨ✤НⓄⵙ
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⚪
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⚪
ⵙⓄН❁ᙀꖴIပⓄ✻ᗱᗴНⵙ⠀⠀⠀ⵙНᗱᗴ✻ⓄပIꖴᙀ❁НⓄⵙ
ⵙ
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⚪
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⚪
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⚪
ⵙⓄНᗱᗴ⚭✤ᑐᑕНᗨߦ✤ᑐᑕᗨߦပЗԐᗱᗴ⧲ⵙ⠀⠀⠀ⵙ⧲ᗱᗴЗԐပߦᗨᑐᑕ✤ߦᗨНᑐᑕ✤⚭ᗱᗴНⓄⵙ
⦶
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⚪
ⵙᙏᗩꡕ✤ᗩဂⵙဂߦᗩЭЄᕬ⋏ꖴⵙЭЄᙁᗱᗴᙏᗱᗴН✤ⵙꖴ⚭ᙁꖴᗱᗴ✤ⵙ⧲⋏ᗝНᗩЭЄⵙ
ⵙᙎᗨШ✤ᗨပⵙပߦᗨЭЄᕫ⋎ꖴⵙЭЄᙀᗱᗴᙎᗱᗴН✤ⵙꖴ⚭ᙀꖴᗱᗴ✤ⵙ⧲⋎ᗜНᗨЭЄⵙ
⦶
ⵙ g2JvxZ4xKF1hPↄhԐhg1ਟVGϽU\lɘnnahↄ\MⓄϽ.ƎBUTUⓄY ⵙ
ⵙ g2JvxZ4xKF1hPↄhԐhg1ਟVGϽU\lɘnnahↄ\MⓄϽ.ƎBUTUⓄY ⵙ
⚪
ⵙ YⓄUTUBE.CⓄM/channel/UCGV51gh3hcPh1FKx4ZxvJ2g ⵙ
ⵙ YⓄUTUBE.CⓄM/channel/UCGV51gh3hcPh1FKx4ZxvJ2g ⵙ
⊚
ⵙ O\ƨrɘƨu\ⓄϽ.ЯKИLP ⵙ
ⵙ O\ƨrɘƨu\ⓄϽ.ЯKИLP ⵙ
⚪
ⵙ PLNKR.CⓄ/users/O ⵙ
ⵙ PLNKR.CⓄ/users/O ⵙ
⦶
ⵙ
{
;
(
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
-
.1+
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
*
((.1-,O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O)woq,((.2,(.1-O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O)-)woq-.1))woq
)
=O_ЯƎDAHƧ_O_ƧHADƎЯ_O
}
(
0.0=O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo
,(მਟ2/(2/1021))=O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O taolf
,(მਟ2\8მ1)=O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O taolf
,(((.2,(I,И)tob)woq-.1)trpƨ-.1)=O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O taolf
)
O_ਟ2მਟმ_0_ਟ78მ4084_91_O_19_4804მ87ਟ_0_მਟმ2ਟ_O rɘbahƨ
ⵙ
ⵙ
{
;
(
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
-
.1+
(O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O-.1)
*
((.1-,O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O)woq,((.2,(.1-O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O)-)woq-.1))woq
)
=O_ЯƎDAHƧ_O_ƧHADƎЯ_O
}
(
0.0=O_ЯƎDAHƧ_O_ƧHADƎЯ_O taolf tuqtuo
,(მਟ2/(2/1021))=O_TOOЯ_ЯƎWOP_O_POWƎЯ_ЯOOT_O taolf
,(მਟ2\8მ1)=O_ƧƎИTHGIЯB_O_BЯIGHTИƎƧ_O taolf
,(((.2,(I,И)tob)woq-.1)trpƨ-.1)=O_ЯƎDAHƧ_TИƎIDAЯG_LAIDAЯ_ЯAƎИIL_O_LIИƎAЯ_ЯADIAL_GЯADIƎИT_ƧHADƎЯ_O taolf
)
O_ਟ2მਟმ_0_ਟ78მ4084_91_O_19_4804მ87ਟ_0_მਟმ2ਟ_O rɘbahƨ
ⵙ
⚪
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shader O_52656_0_57864084_91_O_19_48046875_0_65625_O
(
float O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O=(1.-sqrt(1.-pow(dot(N,I),2.))),
float O_SENTHGIRB_O_BRIGHTNES_O=(168/256),
float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/((1201/2)/256),
output float O_REDAHS_O_SHADER_O=0.0
)
{
O_REDAHS_O_SHADER_O=
(
pow((1.-pow(-(O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O-1.),2.)),pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}
ⵙ
ⵙ
shader O_52656_0_57864084_91_O_19_48046875_0_65625_O
(
float O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O=(1.-sqrt(1.-pow(dot(N,I),2.))),
float O_SENTHGIRB_O_BRIGHTNES_O=(168/256),
float O_REWOP_TOOR_O_ROOT_POWER_O=19.48046875/((1201/2)/256),
output float O_REDAHS_O_SHADER_O=0.0
)
{
O_REDAHS_O_SHADER_O=
(
pow((1.-pow(-(O_REDAHS_TNEIDARG_LAIDAR_RAENIL_O_LINEAR_RADIAL_GRADIENT_SHADER_O-1.),2.)),pow(O_REWOP_TOOR_O_ROOT_POWER_O,-1.))
*
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
+1.
-
(1.-O_SENTHGIRB_O_BRIGHTNES_O)
)
;
}
ⵙ
⦶
ⵙ OOO\u\ИI.DԐP ⵙ
ⵙ OOO\u\ИI.DԐP ⵙ
⚪
ⵙ P3D.IN/u/OOO ⵙ
ⵙ P3D.IN/u/OOO ⵙ
⊚
ⵙ 8888OOOO8888\MⓄϽ.TƧƎЯƎTИIP ⵙ
ⵙ 8888OOOO8888\MⓄϽ.TƧƎЯƎTИIP ⵙ
⚪
ⵙ PINTEREST.CⓄM/8888OOOO8888 ⵙ
ⵙ PINTEREST.CⓄM/8888OOOO8888 ⵙ
⊚
ⵙ 0000OOOO0000\MⓄϽ.BUHTIG ⵙ
ⵙ 0000OOOO0000\MⓄϽ.BUHTIG ⵙ
⚪
ⵙ GITHUB.CⓄM/0000OOOO0000 ⵙ
ⵙ GITHUB.CⓄM/0000OOOO0000 ⵙ
⊚
ⵙ 9ਟ2840მ\ƨtnuoↄↄa\MⓄϽ.ⓄƎMALAϽ ⵙ
ⵙ 9ਟ2840მ\ƨtnuoↄↄa\MⓄϽ.ⓄƎMALAϽ ⵙ
⚪
ⵙ CALAMEⓄ.CⓄM/accounts/6048259 ⵙ
ⵙ CALAMEⓄ.CⓄM/accounts/6048259 ⵙ
⊚
ⵙ ✻ИNꖴᙁ·Ⓞꖴ⚭·ⓄⓄⓄⓄ ⵙ
ⵙ ✻NИꖴᙀ·Ⓞꖴ⚭·ⓄⓄⓄⓄ ⵙ
⚪
ⵙ ⓄⓄⓄⓄ·⚭ꖴⓄ·ᙁꖴИN✻ ⵙ
ⵙ ⓄⓄⓄⓄ·⚭ꖴⓄ·ᙀꖴNИ✻ ⵙ
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Mad Tea Lab
⠀
Oooooooooooooooo:%20 oooooooooooooooo%20 %20 sketchfab
sketchfab.com
Oooooooooooooooo:%20 oooooooooooooooo%20 %20 sketchfab
sketchfab.com
How to design and use components in 3d with Spline - YouTube
Polygonjs - Procedural Design & Animation
Orchard
Front Desk Architects and Planners Forum - Profile of OOOO
0000888888880000:%20overview%20for%200000888888880000
www.reddit.com
OO8OO.TUMBLR.COM
⚪𖡼⚪⸱🞄⸱⏺⸱🞄⸱⬤⸱🞄⸱⏺⸱🞄⸱⚪🞋⚪⸱🞄⸱⏺⸱🞄⸱⬤⸱🞄⸱⏺⸱🞄⸱⚪𖡼⚪
Abyss - YouTube
Blobitecture - Wikipedia
JAMES DUKE HANDBOOK OF MEDICINAL PLANTS OF BIBLE
JAMES DUKE HANDBOOK OF MEDICINAL SPICES
FRUTIGER AERO - Twitter Search / Twitter
OOOO | NodeToy
Create and share shader graphs with the world
Pinterest
Рим Ахмедов - Книга откровений. По следам Одолень-травы читать онлайн бесплатно
LibKing.Ru
JAMES DUKE HANDBOOK OF NUTS
newest submissions : FrutigerAero
Mass Effect 3 Ambience Music (mixed by Douglas Howarth) - YouTube
Profile - OOO - Blender Artists Community
Blender Artists is an online creative forum that is dedicated to the growth and education of the 3D software Blender.
Live Scene Capture to Texture - General Forums / Blender and CG Discussions - Blender Artists Community
LIVE SCENE CAPTURE → IMAGE TEXTURE Lets talk abour rendering your scene in realtime and outputting the result into a texture. This is a common technique used in games for portal effects and whatnot but it is not an essential feature to have in offline rendering software like Blender. There still seems to be demand for this technique though. This post has been prompted by the frequent requests to break this effect down on a twitter post: https://twitter.com/kolupsy/status/1525811584718741505?s=...
O | Blender Forums
The Beauty of Mirror's Edge Catalyst | Gameography - YouTube
ISOTHERMIC MESH - Google Search
ArtStation - Eden Archives
Eden Archives is a compound where all the history of the planet is archived, protected and displayed.
The compound is divided into three sectors:
Sector A
This is the library sector of the compound, in which information and history about the planet can be found.
Sector B
In this sector of the compound, ancient artifacts of the planet are stored in high-protection and displayed.
Sector C
This is the entrance of the compound, where the visitors can get information about the compound, and the planet.
PROJECTS
All projects Vincent Callebaut Architectures Paris