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	<title>利用者:Thbraun - 版の履歴</title>
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	<updated>2026-10-06T08:11:03Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Thbraun&amp;diff=135785&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T20:48:30Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 20:48時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Thbraun&amp;diff=135784&amp;oldid=prev</id>
		<title>wiki&gt;Thbraun: /* The Node Editor */</title>
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		<updated>2012-03-19T16:00:30Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;The Node Editor&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Material Vector Nodes =&lt;br /&gt;
&lt;br /&gt;
== Normal Node ==&lt;br /&gt;
The Normal node generates a normal vector and a dot product. Click and Drag on the sphere to set the direction of the normal.&lt;br /&gt;
&lt;br /&gt;
This node can be used to input a new normal vector into the mix. For example, use this node as an input to a Color Mix node. Use an Image input as the other input to the Mixer. The resulting colorized output can be easily varied by moving the light source (click and dragging the sphere). &lt;br /&gt;
&lt;br /&gt;
The (face) normal is the direction of the face in relation to the camera. You can use it to do the following:&lt;br /&gt;
* Use this node to create a fixed direction -&amp;gt; output {{Literal|Normal}}. &lt;br /&gt;
* Calcuate the {{Literal|Dot}}-Product with the {{Literal|Normal}}-Input. The {{Literal|Dot}}-Product is a scalar value (a number). &lt;br /&gt;
** If two normals are pointing in the same direction the {{Literal|Dot}}-Product is 1.&lt;br /&gt;
** If they are perpendicular the {{Literal|Dot}}-Product is zero (0).&lt;br /&gt;
** If they are antiparallel (facing directly away from each other) the {{Literal|Dot}}-Product is -1. ''And you never thought you would use the Vector Calculus class you took in college - shame on you!''&lt;br /&gt;
&lt;br /&gt;
So now we can do all sorts of things that depends on the viewing angle (like electron scanning microscope effect or some of techniques described in the section [[Doc:2.4/Tutorials/Textures/Map Input Techniques|Doc:Tutorials/Textures/Map_Input_Techniques]]). And the best thing about it is that you can manipulate the direction interactively.&lt;br /&gt;
&lt;br /&gt;
{{Note|One caveat|The normal is evaluated per face, not per pixel. So you need enough faces, or else you don't get a smooth result}}&lt;br /&gt;
&lt;br /&gt;
=== Normal Node Example ===&lt;br /&gt;
[[File:Blender3D EdgeEnhancementWithNodes.png|thumb|center|650px|Using the ''Dot''-Product for viewing angle dependent material, in this case the ''Alpha''-Value.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Blender3D GusIsPregnant.jpg|thumb|300px|What a surprise - Gus is pregnant!]]&lt;br /&gt;
In the shown example the {{Literal|Dot}}-Product is used to govern the {{Literal|Alpha}}-Value of the material. The [[#RBG_Curves_Node|RGB Curves]] node is used to sharpen the blend between black and white (which results in a range from fully transparent to fully opaque).&lt;br /&gt;
&lt;br /&gt;
The material is an ordinary blue/cyan material with a high {{Literal|Emit}} value and {{Literal|Z-Transp}} activated; the background is black. So, as the face angle gets closer to pointing directly at the camera, the material gets more transparent. As the face gets closer to pointing at a right angle to the camera (in this case facing up or down), it gets more opaque.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Using Normal to reflect bumpy-looking textures ===&lt;br /&gt;
We can use the Normal node to shift the reflection, and thus the shinyness, of a material as shown below. This effect can also be done without nodes, using the materials and texture panels. However, using Nodes allows you to graphically see what is going on to create the final material. The result is that, even though the surface mesh in your model is physically smooth, the reflection makes it look like it has a very fine bumpyness or uneven coating to it, like a really bad paint job or surface prep job was done. This is key to making realistic-looking surfaces. &lt;br /&gt;
&lt;br /&gt;
[[File:Manual-Material-Node_normal.jpg|center|thumb|650px|Using Normal for bump effect]]&lt;br /&gt;
&lt;br /&gt;
This map starts out using the [[Doc:Manual/Materials/Nodes/Types#Geometry_Node|geometry node]] to modify a base material called {{Literal|MatNode.001}}, shown in the header as MatNode.00 (the &amp;quot;1&amp;quot; was cut off to make the Node skinny, which may happen to you). The Geometry node puts out the View vector set, which flattens the color (removes any shine). MatNode.001 is itself a base tan color with a marble texture that affects and mixes in a purple where the texture is black. &lt;br /&gt;
&lt;br /&gt;
A second material, {{Literal|MatNode}}, which is the default gray color with a noise texture, is routed through our handy Normal node. The ball has been rolled up and to the right. That puts out a mask that you can see in the {{Literal|Output}} viewer that is showing the {{Literal|Dot}} product output. [[Doc:Manual/Materials/Nodes/Types#Mix_Node|Mixing]] that mask with the marbleized color and noise material/texture creates the final output for Material.001. As an exercise for the reader, giving the MatNode a color (instead of the grey) would create a specularity effect.&lt;br /&gt;
&lt;br /&gt;
=== Using the Normal Node to create special Light-Sources ===&lt;br /&gt;
{|align=center&lt;br /&gt;
 |colspan=2|[[File:Blender3D NormalNodeAsLightSourceSetup.png|framed|none|Using the {{Literal|Normal}} node as a special kind of lightsource.]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[File:Blender3D WithNormalNodeAsLightSource.jpg|thumb|300px|With the “Light” from the {{Literal|Normal}} node.]]&lt;br /&gt;
 |[[File:Blender3D WithoutNormalNodeAsLightSource.jpg|thumb|300px|Without the “Light” from the {{Literal|Normal}} node.]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
An obvious usage for the {{Literal|Normal}} node is to use it as a very special lightsource. In (''Using the {{Literal|Normal}} node as a special kind of lightsource'') the {{Literal|Orco}} coordinates are used, so the blue light rotates with the object rotation. If we would have used the {{Literal|Normal}} coordinates, we would have created a kind of object specific backlight. {{Literal|Global}} coordinates  would give a more ordinary, stationary lamp. &lt;br /&gt;
&lt;br /&gt;
The {{Literal|Fac}} value in the {{Literal|Mix}} node (the one with the caption “&amp;lt;code&amp;gt;Add&amp;lt;/code&amp;gt;”) determines the amount of added color.&lt;br /&gt;
&lt;br /&gt;
== Mapping Node ==&lt;br /&gt;
Essentially mapping node allows the user to modify a mapping. It is possible to use it do same operations as the Map Input panel found in Material buttons allows. It also makes it possible to do several things that are not possible in Map Input. Mapping can be rotated and clamped if desired. Currently mapping node supports only flat mapping type though.&lt;br /&gt;
&lt;br /&gt;
The controls of the node have been ordered in X, Y, Z order. If you want to use the clamping options, try enabling Min and Max.&lt;br /&gt;
&lt;br /&gt;
=== Mapping Node Example ===&lt;br /&gt;
[[File:Blender3D CheckersWithNodes.png|thumb|center|650px|Using mapping nodes to produce amazing chess checkers texture.]]&lt;br /&gt;
&lt;br /&gt;
This simple example shows one possible way to use mapping nodes to produce interesting textures. As you can see simply by mapping same texture a bit differently can make it useful. Using the same technique it would be easy to mimic different kind of stripy fabrics.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Vector Curves ==&lt;br /&gt;
Use this node to remap a vector value using curve controls.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Materials/Nodes/Types/Color|Doc:2.5/Manual/Materials/Nodes/Types/Convertor}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Thbraun</name></author>
		
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