VSHADE - Professional Shader System for Blender Cycles & Eevee 1.8

Vshade 1.5.2 released…

Vshade for Cycles & Eevee - Changelogs

Vshade 1.5.2

  • Emission” setting of the “Volumetric Shader” fixed.
2 Likes

Vshade 1.5.3 released…

Vshade for Cycles & Eevee - Changelogs

Vshade 1.5.3

  • No caustics” setting of the “Uber Shader” fixed.
2 Likes

Thanks for keep updating it.
Vshade it’s definitely a must-have addon. Once you start using it there’s no going back.

2 Likes

VSHADE for Blender 3.0 released.

2 Likes

Is it possible to create realistic leaves with VShade?
I didn’t see a translucent shader group in the image.

Yes, possible.

Basic examples:

Thin leave:

Thick leave:

1 Like

VSHADE 1.6 released…

VSHADE for Cycles & Eevee - Changelogs

Vshade 1.6

  • Customizable “COLOR RAMP” nodes added.

  • Procedural “ASPHALT” special texture node added.

  • Procedural “BRICK TILES” special texture node added.

  • Procedural “CARDBOARD” special texture node added.

  • Procedural “CAUSTICS” special texture node added.

  • Procedural “COBBLESTONE” special texture node added.

  • Procedural “COLORED STARS” special texture node added.

  • Procedural “CORK” special texture node added.

  • Procedural “DESERT” special texture node added.

  • Procedural “EYE” special texture node added.

  • Procedural “GALAXY” special texture node added.

  • Procedural “GAS PLANET” special texture node added.

  • Procedural “GROUND” special texture node added.

  • Procedural “MUD” special texture node added.

  • Procedural “NEBULA” special texture node added.

  • Procedural “PLASTER” special texture node added.

  • Procedural “SPONGE” special texture node added.

  • Procedural “STARS” special texture node added.

  • Procedural “SUN” special texture node added.

  • Procedural “TILES” special texture node added.

  • Procedural “WATERMELON” special texture node added.

  • Procedural “WICKER” special texture node added.

  • Procedural “WOOD 2” special texture node added.

  • Procedural “WOOD 3” special texture node added.

  • Procedural “WOOD 4” special texture node added.

  • Procedural “WORLD” special texture node added.

  • “CHANGE PATH” operation for relative paths is fixed.

  • “ROUGHNESS MAP CREATOR” node added.

  • Now “CHANGE PATH” operation can change “indirect library” paths.

  • “PBR MATERIAL CREATOR” now can find texture files automatically without user “suffix” defines.

  • “TRANSPARENT” sockects name changed to “ALPHA”.

  • “OPACITY” sockets added.

4 Likes

VSHADE 1.6.1 released…

VSHADE for Cycles & Eevee - Changelogs

Vshade 1.6.1

  • Some PBR MATERIAL CREATOR bugs fixed.
1 Like

BlenderMarket

VSHADE now sales on BLENDER MARKET.

2 Likes

VSHADE 1.7 released…

VSHADE for Cycles & Eevee - Changelogs

Vshade 1.7

  • Now you can change VSHADE Panel’s context/tab location other than “Scene” context/tab.

  • Distance” value of the “Displacement” node fixed.

  • Scale multiplier” value added on the some Texture nodes.

  • Now you can add Vshade node when on the Edit Mode.

  • Some bugs fixed.

3 Likes

VSHADE 1.8 released…

VSHADE for Cycles & Eevee - Changelogs

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.

2 Likes