Vshade 1.8 - Professional Shader System For Blender Cycles And Eevee

by Hikmet Koyuncu in Surfacing



VSHADE for Cycles PDF Documentation


VSHADE for Eevee PDF Documentation




VSHADE Installation Guide






CHANGELOG

VSHADE 1.8

  • "Specular Workflow" option added to Cycles and Eevee shaders.

    When this value set 1.0, "Specular PBR Workflow" uses rather than "Metallic PBR Workflow"; "Roughness" option turns "Glossiness", "IOR", "Custom fresnel" and "Additive reflection" options do not use; "Metalness" option can stil uses, but this would be break Specular Workflow.

  • "Specular Shader" node added for Cycles.

    You can use this shader for "Specular RGB Workflow". This is lightweight shader than "Solid Shader" and "Uber Shader".

  • "Specular Shader" and "Specular Shader (Lite)" nodes added for Eevee.

    You can use this shader for "Specular RGB Workflow". These are lightweight shaders than "Solid Shader" and "Uber Shader".

  • "Dielectric Shader (Basic)"  node added for Cycles.
  • "Colors > Workflow > Specular Workflow" node added. You can easily use PBR texture files based on Specular Workflow.
  • "Colors > Convertor > Specular to IOR" and "Specular to IOR (Dielectric)" nodes added.
  • Reflection color behavior fixed when use "Additive reflection" fixed.
  • "Edge Tint" option behavior changed. Now edge tint of the metals looks physically based, rather than artistic, and enabled for default. If you don't want edge tint, then set "Black" color or set "0.0" value for "Use fresnel" option.
  • When color textures are bound to the "Alpha" color slot, that texture is now converted to "Average Black & White" format instead of "Luminance Black & White" format, like Vray.
  • "Colors > Color > RGB to BW Average" node added. This node converts RGB colors to averaged black&white colors.

Choose a product version:

Sales 30+
Published almost 2 years ago
Blender Version 4.1, 4.0, 3.6, 3.5, 3.4, 3.3, 3.2, 3.1, 3.0, 2.93, 2.92, 2.91, 2.9, 2.83
Render Engine Used cycles, eevee
License Royalty Free
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