For anyone having trouble not seeing the voronoi texture on their object around 3:32, you may have to mess with the scale of the voronoi depending on the size of your object.
Sure, make an empty at the center of the model, then rotate your camera to look at it and position it the distance away you want it to be. Then parent the cam to the empty and animate the empty’s rotation.
How can I assign this material to my model in blender and then bake it. It seems I am only viewing the material in the viewport but its not able to bake for some reason. Is it assigned to the model?
If you’re trying to bake the material to a texture, you really just have to mess with the baking settings. I believe you might have to have an identical model to bake it to. There are some great baking tutorials online. If you are baking, you have to bake the different channels separately. Like the normal, color, rough, etc.
@@kextnext I was able to bake it but there were some inconsistencies. Is it possible to have this material look just like it does here in another program. I. E after effects or unreal engine?
As long as the separate channels and image maps look alright, it should look the same. You can’t bake subsurface scattering, so maybe that’s the problem? You might have to take it out and add that back in whatever program you’re using.
I want this material in UE4. Is there a way I can use some of these steps to make it there. Or is there a way to export this model with the baked material?
I’ve never use Unreal before, but I plan to learn it in the future. There IS a way to bake the materials as textures though. It’s in the Cycles renders options, and you can bake different maps. I’m not exactly sure how, as I’ve never done it, but I highly recommend checking it out!
Hi, Dear Kext. I really like this tutorial. Can I translate this video into the Chinese version for more people who use Mandarin can watch it,, and I will not charge any pay.
If you’re talking about the shader, I would invert the black and white texture you’ve made and plug it into the emission socket with a mixRGB node to colorize it. Or, you could plug it into the factor of a mix shader node, with the principled bsdf in one socket, and an emission shader in the the other.