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Blender Tutorial: Add Random Variation to Duplicated Objects 

DECODED
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In this video, I'll show you how to add a quick node set-up which randomly changes the location data of your texture maps. Then, I'll show you how to add totally random colours changes. The result is a procedurally-generated material that looks slighty different on every object.
Follow DECODED on Facebook here - / blenderdecoded
Or on Twitter here - / decodedvfx

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1 окт 2024

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Комментарии : 131   
@DECODEDVFX
@DECODEDVFX 4 года назад
I'd love to know what you think of the new intro video guys. Leave a comment and let me know.
@mayorc
@mayorc 4 года назад
It's simple and effective, it's also short, very appreciated!
@marvinchen4550
@marvinchen4550 4 года назад
it looks so cool and professional! Good work, keep it up!
@AA-hg7xq
@AA-hg7xq 3 года назад
I think it's fine. Hate loud drum bangs and most music in a tutorial.
@sumeetsaxena
@sumeetsaxena 4 года назад
Thanks for this amazing tip. One thing however.. I realized that Array Modifier does not create object instances. And looks like you have created duplicate linked objects for this setup to work. This is not as convenient as using an Array.. I came up with an alternate technique to get around this. I used Dupli-Verts for instancing my Tile on a simple host/parent object, and then I put the Array modifier on this parent to scale the overall tiled plane, while also getting the instancing needed for your node setup to work. Let me know if there is any other work around which will allow me to use Array’s and not having to duplicate the tiles manually.
@Alex-by4zv
@Alex-by4zv 4 года назад
again I salute you, Decoded. Doing a lil' freelance project now, and I was looking for that randomness all over the place, and there you are. I kind of feel bad now for not looking for this info on your channel from the start :D It's the most solid like of the day from me, friend!
@DECODEDVFX
@DECODEDVFX 4 года назад
Great. It's always good to hear that people are using these techniques in their work.
@jeffspinner6579
@jeffspinner6579 4 года назад
Really helpful. (sry so curt, but seriously, I may use Blender to render some stuff instead of UE4 now...) I'm going to go deep into procedural texturing, and unfortunately, it's more a random walk than a course or two that will present things in a deductive manner beyond good beginner level. Without stuff like this, I'd have more delays on erasing my suck. Ty.
@icyfoi
@icyfoi 4 года назад
Fantastic thank you, very useful
@wg1948
@wg1948 4 года назад
Good stuff, more like these,thank you!!
@danielnewton2390
@danielnewton2390 4 года назад
This channel is amazing! I love finding hidden channels like this that have stacks of helpful videos that I have never seen before.
@DECODEDVFX
@DECODEDVFX 4 года назад
Thanks Daniel.
@jeffspinner6579
@jeffspinner6579 4 года назад
I know right? Even if the google gods don't have algos that help him, I make sure at least I tell him, I appreciate his work.
@AA-hg7xq
@AA-hg7xq 3 года назад
So how does one do the plank siding of a house? I have trouble w tiling images on the x axis because of the length. Making the side of the house plank by plank seems tedious. Any alt methods anyone?
@AA-hg7xq
@AA-hg7xq 3 года назад
A little clarity to above. Clapboard/Planks work ok in front view of house (narrower). But side view of house (2x longer) causes texture to tile. Help please. TIA
@im_Dafox
@im_Dafox 3 года назад
Oh man, I would double, triple, like it if I could. Easy, straight to the point and the "don't worry" lines like "it's not working yet BUT let's fix it, and understand how." Thanks a lot for this video, really helpful.
@DECODEDVFX
@DECODEDVFX 3 года назад
Thanks buddy.
@bawaamedicalsaduthurai4776
@bawaamedicalsaduthurai4776 3 года назад
Wow helped a lot thanks
@hasanhuseyindincer5334
@hasanhuseyindincer5334 4 года назад
Very nice.
@HowToGuroo
@HowToGuroo 2 года назад
you are the best thank you
@CarlosRodriguez-cr3mz
@CarlosRodriguez-cr3mz 4 года назад
Wow, I just found your channel and I love it, thank you!
@DECODEDVFX
@DECODEDVFX 4 года назад
Thanks!
@no-sleep
@no-sleep 4 года назад
holy shit dude, this is incredible
@alekskroskin6101
@alekskroskin6101 2 года назад
Amazing! Thanks
@user-mr9dc4zn6t
@user-mr9dc4zn6t 3 года назад
Thank you so much!
@linkmancin4455
@linkmancin4455 4 года назад
I'm pretty new to blender and these nodes confuse me but this is great! Thank you for sharing
@chrismalcheski9232
@chrismalcheski9232 4 года назад
You have saved the day!!! Thank you for a PERFECT video!!!!!!
@blenderhead7356
@blenderhead7356 3 года назад
Very very nice.
@sarinms92
@sarinms92 4 года назад
Awesome technique
@johnaart
@johnaart 4 года назад
Thanks... Why does this technic not work with the ARRAY modifier
@DECODEDVFX
@DECODEDVFX 4 года назад
An array modifier just creates instances of the original mesh. So every copy of the object has the same random output. Apply your modifier and separate each copy to its own object, then it will work.
@johnaart
@johnaart 4 года назад
@@DECODEDVFX Thanks.. That worked
@Andy_Shust
@Andy_Shust 2 года назад
Thank you, that was very helpful! BTW, this also works with linked duplicates, which is great.
@danieljackson182
@danieljackson182 3 года назад
Thanks 👍
@quangtrinh1893
@quangtrinh1893 Год назад
Amazing! Im new guy in blender, i'm just try finding yoube chanel about math in shading and suddenly your chanel appear, your explanation is great and quite easy to understand for a bad english person like me P/s: sorry for my worst english
@pd5156
@pd5156 4 года назад
It is possible to do same thing but with "one" object? I mean affter apply array modifer (or even before)? From my understanding each plank is a separate object in this video? Also very usefull, subscibed long time ago, tho :D
@SZMIDEL
@SZMIDEL 2 года назад
Amazing little trick... is there a way to get some random values on instances rather than seperate objects? I got a building model made from array modifiers and the object info doesnt apply to instances...?..I just wanted to randomize a roughness map across the modifier instances
@MrNdog1000
@MrNdog1000 2 года назад
Any suggestions on how to combine each object into one while preserving the separated xyz material? I have about 8k objects that I need to combine for performance purposes, but when I do, it goes back to before doing any of this.
@thirdofherne9232
@thirdofherne9232 7 месяцев назад
That's great. Thank you mate. Is there any way to apply it to each instance of an array do you reckon?
@gogolapeter
@gogolapeter 4 года назад
Great tutorial! Q: How to add a seed to the this random number. Because now if an object is attributed a number by the generator (let us say 0.2), this same number will be always used for the same object. Let us say I want to control the Hue and Saturation of the colour. All colours shifted to 0.2 Hue will be barely visible, because the saturation will also get a 0.2 value. I hope you get my point. Thanks.
@DECODEDVFX
@DECODEDVFX 4 года назад
You could put the random number output through a color ramp node, then change the ramp to be shades of gray. Now the output of that ramp node will have an upper and lower limit on the number it will produce. I hope that makes sense.
@JulianTrebes
@JulianTrebes 3 года назад
Very good explained tutorial, thank you very much for that! :)
@Rex-fm3vj
@Rex-fm3vj 3 года назад
But will it work If I wan't to for example export it to Unreal Engine 4 ?
@afrosymphony8207
@afrosymphony8207 3 года назад
guys i cannot recommend this technique enough if you are making trees and grass, omg, changed the way my nature scenes and made it a gazillion times better!!
@pukkacreative
@pukkacreative 4 года назад
Thank you so much! Subscribed.
@SupaKoopaTroopa64
@SupaKoopaTroopa64 3 года назад
you can actually plug the random value into the location section of the mapping node rather than using the combine/separate XYZ, since you are applying the same transform to all channels.
@joshuarifareal2542
@joshuarifareal2542 2 года назад
can this be automated so that I would not need to do this every single time? great tutorial btw!
@nmcrobie
@nmcrobie 3 года назад
This was a life saver, just could not work out how to do this in Blender so thanks again, great channel and great tips...
@Me_Abrar
@Me_Abrar 2 года назад
amazing, just the thing i was looking for
@hermionegreen333
@hermionegreen333 2 года назад
this is incredible, thank you
@fareschafai3344
@fareschafai3344 3 года назад
It's a very clear tutorial. You helped me a ton, thanks a lot !
@afrosymphony8207
@afrosymphony8207 3 года назад
so thats why my plants and leaves look like utter shite
@blendertime8150
@blendertime8150 4 года назад
Great video, helped me a lot 👍 Thank you
@caturindrasukmana7673
@caturindrasukmana7673 4 года назад
Dude you're breathtaking! I just subscribe your channel and got some new tips. Thanks and keep working dude :)
@DECODEDVFX
@DECODEDVFX 4 года назад
No, you're breathtaking! Thanks for the support.
@caturindrasukmana7673
@caturindrasukmana7673 4 года назад
@@DECODEDVFX do you know how to do the same thing in the model with array modifier instead of duplicate object? cause I think it will be more efficient to use array modifier rather than duplicate. :)
@DECODEDVFX
@DECODEDVFX 4 года назад
@@caturindrasukmana7673 As far as I know, that's not possible. However, you can create an array, apply it, and turn the array objects into individual meshes (using P>By loose parts in edit mode). That's what I did to make this video.
@caturindrasukmana7673
@caturindrasukmana7673 4 года назад
@@DECODEDVFX Okay I got it. Thanks dude
@brucerobertson9489
@brucerobertson9489 4 года назад
This was most helpful indeed, thank you!
@Aptass
@Aptass 3 года назад
This was very useful. Thanks a lot
@JaKlaro
@JaKlaro 4 года назад
how can I make a random image texture?
@androthebot
@androthebot Месяц назад
how to get this in arrays or instances?
@sebastianl511
@sebastianl511 8 месяцев назад
Very helpful, thank you!
@IgorMaliskaFilms
@IgorMaliskaFilms 4 года назад
thanks man! Great tutorial!!!
@pd5156
@pd5156 4 года назад
I'be made those planks with array modifier and the apply It... Now I have one object with 100 small pieces of wood. It is possible to make the same thing (variations of brightness and texture postion for each of the planks within one object :( )?
@DECODEDVFX
@DECODEDVFX 4 года назад
No. This method requires each piece to be a separate object with it's only random number. You'd have to press P in edit mode, and select "separate by loose parts" to make each object it's own mesh.
@capricalee
@capricalee Год назад
One question: If my texture has uneven pattern, like dust on the sidewalk texture left andf right side, affter array it's suppose to be a continuously long road with dust on both side, this method would break the dust pattern allover , it's any method can fix that?
@DECODEDVFX
@DECODEDVFX Год назад
You'll need to use a seamless texture or a procedural material.
@드빌-s5d
@드빌-s5d 4 года назад
its very helped to me thank you
@veronikaovcinnikova1868
@veronikaovcinnikova1868 4 года назад
It is a very nice and useful tip, thank you! But I have a Question: How to bring all this beautiful shader into the game engine, for example, in Unity?
@DECODEDVFX
@DECODEDVFX 4 года назад
I'm not sure if you can. Other than by baking the material of each object individually.
@kelvinn2022
@kelvinn2022 4 года назад
​@@DECODEDVFX Yes, you can only bake the material. It's not that complicated to do, but if you really don't want to bother with baking, there is an addon called "Pbr Texture Bakery" on Blender Market which can bake every map you need for you. The only thing you have to do is replace your Principled BDSF node by the Bakery node in the group section.
@AaronRotenberg
@AaronRotenberg 4 года назад
@@kelvinn2022 You should be able to reproduce this shader in a game engine without baking. There is nothing going on here that can't be done in real time, and many games use procedural generation effects like this to produce shading variation. I don't know how to do it in Unity specifically though.
@inthecompanyofcorvids
@inthecompanyofcorvids 4 года назад
Excellent, thank you.
@frogman7338
@frogman7338 4 года назад
great great great video. thanks for taking the time to explain what each node input does, helps so much
@DECODEDVFX
@DECODEDVFX 4 года назад
Glad it was helpful!
@danielhadad4911
@danielhadad4911 4 года назад
I wonder if there's a way to add randomness to each face of a single object, instead of different objects.
@DECODEDVFX
@DECODEDVFX 4 года назад
There's no automatic way to do it. You'd have to manually add each face to a new vertex group.
@GreenMagic0
@GreenMagic0 2 года назад
What mic do you use? It really sounds bad and annoying!
@DECODEDVFX
@DECODEDVFX 2 года назад
This is a really old video. It was probably recorded with a webcam mic.
@SrdjanPavlovic11080
@SrdjanPavlovic11080 4 года назад
Excellent tutorial!!! Can this be accomplished with obj transformation, for example old planks that would be slightly different?
@bharathmettu4252
@bharathmettu4252 6 месяцев назад
New intro is basic, But I love the Video Content.
@DECODEDVFX
@DECODEDVFX 6 месяцев назад
I forgot about that intro. I think I only used it once.
@AndyTanguay
@AndyTanguay 4 года назад
This may be a dumb question, but at 2:24, how were you previewing the product of that Object info node?
@DECODEDVFX
@DECODEDVFX 4 года назад
ctrl+shift+left click with node wrangler enabled shows you a preview of the node. You may want to check out my node wrangler video. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-BvfQ1pMxgDk.html
@AndyTanguay
@AndyTanguay 4 года назад
@@DECODEDVFX THANK YOU!
@sSPACEoNE
@sSPACEoNE 4 года назад
Obj inf works only with separate lags. Can i use it somehow with complete object? Some way to randomize poligones?
@DECODEDVFX
@DECODEDVFX 4 года назад
No way that I know of. It has to be seperate objects.
@sSPACEoNE
@sSPACEoNE 4 года назад
Mb some way through faces index,.. Ok any way great lesson! Mutch usefull when 30+ min Blenders Guru or same.
@Thandidladla
@Thandidladla 4 года назад
using the concepts of imperfection and perfection wisely will in fact get you to the next level. thanks for sharing this great technique :)
@phamthaiduy7435
@phamthaiduy7435 4 года назад
Thank you alot for the useful videos. I can't use your node for my wooden texture cause it has some tile problem (the texture is not seamless) so when the UV randomly display on the surface it has some kind of discontinued seam. How can I move UV randomly within the bound of texture map? Thank you alot
@trygvij1604
@trygvij1604 4 года назад
I have a theory that those annoying dislikes you sometimes see on good videos are accidental dislikes from phone users. At this moment this video has 0 dislikes and I would expect that most people watching this are on a computer since it has something to do with 3D work. How's my theory? Does anyone agree?
@trygvij1604
@trygvij1604 4 года назад
Forgot to say. AMAZING VIDEO! Thanks for the great content!
@DECODEDVFX
@DECODEDVFX 4 года назад
68% of viewers were using a computer, if you were wondering.
@CKahl4077
@CKahl4077 4 года назад
This is an awesome tutorial. I do have one question: Can you do this for arrayed objects? I tried it as is in the tutorial, but it didn't work. Is there something I can change to give arrayed objects the same variation?
@DECODEDVFX
@DECODEDVFX 4 года назад
Array objects are instances, so they all have the same random output as the original you applied the array to. You need to apply the array, then separate each copy to be a different object using P>Separate loose parts.
@sumeetsaxena
@sumeetsaxena 4 года назад
DECODED There is a work-around that will allow you to use Arrays. You can place your tile as a Child to a simple Parent/Host object using Dupli-Verts/Plane. Once this is done, you can put an Array modifier on the parent object, and you will get unique instances for all the child objects. This works very well, and is non-destructive. But is a long winded, and may not be obvious to everyone.. I think we should raise this to the Blender developer community and see if they can allow an option for Array items to be instanced as well.
@christophervaca7116
@christophervaca7116 4 года назад
That is a great look. This will help my materials. What compositing would you add to an interior scene? Thanks.
@MahmoudGhonim-m6b
@MahmoudGhonim-m6b 5 месяцев назад
Big Thanks
@cr4723
@cr4723 2 года назад
This video is wrong. It shows variation to material / shaders. But where is the variation to objects?
@DECODEDVFX
@DECODEDVFX 2 года назад
Huh?
@cr4723
@cr4723 2 года назад
@@DECODEDVFX The title is: Add Random Variation to Duplicated OBJECTS. But you show: Random Variation to MATERIALS. I look for Add Random Variation to Duplicated OBJECTS. (Cone, Cube, Cylinder, Position, Rotation, Scale).
@ДенисЗаболоцкий-ф4л
Thank you!
@Rotem_S
@Rotem_S 4 года назад
To make sure each randomness degree of freedom is separate from all others you can also multiply each instance of the random number by a different prime factor then modulo them all by one
@artemplatesales
@artemplatesales 4 года назад
please give also a tutorial for your intro I love that
@DECODEDVFX
@DECODEDVFX 4 года назад
Thanks! Glad you like it. The intro was actually very simple. I imported the font into Blender and used the text tool to make the text geometry. For the texture, I just plugged a gradient node into the color ramp and changed the ramp settings to be various shades of purple and blue. A mapping node was plugged into the gradient, so I could rotate the gradient to match the original logo. Once I had the gradient in place, it was just a case of plugging the color ramp into an emission shader. I keyframed the brightness of the shader to match the music. I placed the camera above the text, enabled bloom and a few other EEVEE settings, and hit render. The whole thing took maybe 20 minutes. Hope that makes sense.
@artemplatesales
@artemplatesales 4 года назад
@@DECODEDVFX thank you very much
@tupacfilms
@tupacfilms 4 года назад
Fresh new tips every time thanks for that. I would suggest to enforce the meaning of decoded into your animation a bit more just to show your real 3d skills. Sound is good and bit mysterious it reveals something. The fade in, simple and good but the middle of the animation would withstand something more going on, end is good too. But works, if you like it keep it.
@DECODEDVFX
@DECODEDVFX 4 года назад
Thanks.
@cecilialandaburu3409
@cecilialandaburu3409 2 года назад
hello ily great info!
@DECODEDVFX
@DECODEDVFX 2 года назад
Thanks!
@scpk2246
@scpk2246 2 года назад
hi, is this possible on SubOject Level with multiple objects?
@DECODEDVFX
@DECODEDVFX 2 года назад
The only way I can think to do this with one multi-object mesh is to unwrap everything, then use the random per object output of a geometry node.
@scpk2246
@scpk2246 2 года назад
@@DECODEDVFX oh, thanks for the quick reply - that's nice idea -I hope blender would make a OBJECT ID feature like in 3DsMax+Vray, which auto detect multiple SubOject, and it's a quicker method for instant random Hue and Saturation - anyway, thanks so much for this helpful tutorial 😀
@DECODEDVFX
@DECODEDVFX 2 года назад
@@scpk2246 I'd absolutely love a per mesh random node. I might write an add-on for it myself if the blender devs don't do it soon.
@scpk2246
@scpk2246 2 года назад
@@DECODEDVFX wow! can't wait for you to do that! so exciting
@woolenwoods665
@woolenwoods665 4 года назад
in 3:05, you actually selected the one of the floor. Did u put separate mesh together to do the demonstration? I guess that is the reason why i cound't replicate what u did here, cause i juse used one mesh
@DECODEDVFX
@DECODEDVFX 4 года назад
They are all separate objects sharing the same material.
@pangolinproductions576
@pangolinproductions576 4 года назад
I like the intro!
@DECODEDVFX
@DECODEDVFX 4 года назад
Cool. Thanks.
@SanOcelotl
@SanOcelotl 2 года назад
this does not work with an array of objects?
@DECODEDVFX
@DECODEDVFX 2 года назад
No.
@SanOcelotl
@SanOcelotl 2 года назад
@@DECODEDVFX any way to do it?
@DECODEDVFX
@DECODEDVFX 2 года назад
@@SanOcelotl each plank or whatever needs it's own object ID in order for this to work. Each object in an array is an instance of the first, so they all share the same ID. You'd have to apply the array to make the instances real, then in edit mode select everything with A, press P > separate by loose parts. That will make each object separate so this set up will work.
@jimmcneill
@jimmcneill 4 года назад
I like the new intro and I absolutely love your tutorials--great info in a short amount of time and everything is clearly explained. Well done on all fronts!
@DECODEDVFX
@DECODEDVFX 4 года назад
Cheers Jim. Appreciate it.
@cerebralvision
@cerebralvision 4 года назад
This is extremely useful. Thank you!
@DECODEDVFX
@DECODEDVFX 4 года назад
Thanks Mathew.
@AirFuchs1
@AirFuchs1 4 года назад
New best Blender channel! Thanks a lot.
@DECODEDVFX
@DECODEDVFX 4 года назад
Thanks
@hexxt_
@hexxt_ 4 года назад
Hue saturation and valeu node existe Decoded : i ll'ignore that
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