Posted May 15, 2022 by AshCruz
Finally the tenth update to my procedural shaders! This update includes new dither patterns, new inputs and outputs for nodes, the AvrageDither node group, and general tweaks. Still no pallet or color fixing yet but believe me when I say I’m working on it.
All of the two-tone and three-tone node groups now have the “int” output on top of the color output. “Int” exports a numeric value between zero and one opposed to a rgb one. This allows you to preform math on the patterns without having to mess with the colors. An application this can be used for is combining the properties of two node groups together: by adding, subtracting, multiplying and/or dividing the numeric outputs of different node groups you can create whole new patterns.
AverageDither is a node group that does exactly what you’d think, it using the “int” output to equally mix two dither shaders together. This node group is fairly simple but it’s nice to have it set up because I found that it’s the most useful way to mix two patterns together. The AvrageDither node group has a three-tone rgb output (or two-tone depending on what you mix) as well as its own “int” output so you can continue mixing and matching more than just two patterns.
The photos included are a quick show of how this node group can be used.
I’ve made some general tweaks to make things run a bit smoother. I’ve also fixed an issue whare some node groups weren’t able to reach the bright shade.
Also SUStino.blend has returned for anyone who already owns BlendNote