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Five Shader Tips Every Blender Artist Should Know 

DECODED
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Five of my favourite material shader node tips.
Click this link to find out more about the ASUS ProArt 16 Studiobook - asus.click/Decoded
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The Eagle statue used in the dust demo comes from Spleen vision - sketchfab.com/3d-models/eagle...
Chapters:
00:00 Intro
00:23 Randomize seamless textures
02:52 Randomize colours
04:05 Add dust/snow/rain
08:23 Randomize non-tiling textures
11:34 Control lights with textures
#ASUS #ProArt #ProArtist #Creator #Intel

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1 июл 2024

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Комментарии : 42   
@jamesc5801
@jamesc5801 11 месяцев назад
For snow, you can also use a 'normal' node and 'seperate xyz' using the z axis to have it update live instead of having to apply object rotation.
@SchemingGoldberg
@SchemingGoldberg 11 месяцев назад
It's best to use the "Geometry" node with the "Normal" socket. That gives you the object's normals in world space. You can also use the "Vector Transform" node to convert from object space into world space, which does the same thing.
@jamesc5801
@jamesc5801 11 месяцев назад
@@SchemingGoldberg Yeahhh that's the one! i knew it was something like that
@derivepi6930
@derivepi6930 11 месяцев назад
The blinking lights - genius!
@DECODEDVFX
@DECODEDVFX 11 месяцев назад
You can build some really complex patterns with that method too.
@Kurt634
@Kurt634 11 месяцев назад
​@@DECODEDVFXwould love to see a video on creating some complex lighting systems using this method! I haven't seen any other videos that cover the potential things you can create with it
@paddywwoof
@paddywwoof 11 месяцев назад
Yes, all really sound tips explained clearly, but the lights one gets 11/10 from me too. I think I will try out some procedural textures with animated parameters...
@gottagowork
@gottagowork 11 месяцев назад
For randomization, random per island becomes unavailable for objects with a bevel modifier. In this case I will UV Unwrap "Project from view (bounds)" (from any angle, doesn't matter), select all in UV editor, then scale all around individual origins to zero. White noise node (which I'd use anyway) will require a vector snap 0.001 or something low, or it will produce gibberish. White noise node -> separate colors, both RGB and HSV: R and G (but scaled up) I use to control UV offset similar to yours. B either controls noise offset that also goes into UV offset, or random rotation value (none may be applicable to floorboards, but it has its uses elsewhere). H is used to mirror (* -1) nothing, U only, V only, or both axis. V is used to produce varying shades of the albedo. Since R and G are scaled up for the offset purpose, in raw form they can remapped pre-scale individually and used to scale the UVs for further randomization. Say 0-1 -> 0.8-1.2. If this *STILL* isn't enough to reduce/eliminate texture repeats, I'll start mixing several versions of the same texture setup above using noise to determine which one shows. I'm not a fan of the voronoi warp method as that create sharp transitions in the coordinates which will mess up bumps. As for the dust normal, often applying rotation is unavailable (i.e. due modifiers). Texture Coordinates/Normal is orientation specific, whereas Geometry/Normal is world specific. If you want to control the normal, instead of separate.Z, try the dot output from the normal node instead. Allows you to *set* the direction directly.
@bassemb
@bassemb 11 месяцев назад
I really like the fact that you can use the pen on the touchpad as well as the screen. Most of the time I prefer having my hand down on my graphic tablet. Well done ASUS. The wheel is super helpful too.
@DECODEDVFX
@DECODEDVFX 11 месяцев назад
I totally agree. I prefer painting directly on a screen for precession stuff, but it can be quite tiring on your arms for long periods. It's definitely one of my favourite things about the laptop
@juliaalder2007
@juliaalder2007 11 месяцев назад
This is very useful. Thanks.
@shirazkhan3443
@shirazkhan3443 11 месяцев назад
Thank you Blender Lord for your presence.
@zana3d
@zana3d 11 месяцев назад
Extremely helpful. Thank you!
@darrennew8211
@darrennew8211 11 месяцев назад
I've also had excellent results using the world position of the object rather than the random or the per-island. Works especially well when you want the same seamless procedural textures on multiple instances of similar models (e.g., brick or plaster walls of a house, roof tiles, etc). You can also run the random output through a white noise node and modify the W for different nodes. That'll avoid the effect where every Drackula book is black, for example. I'm loving the light effects on the ferris wheel.
@richard29sher
@richard29sher 11 месяцев назад
Great tutorial, thanks for addressing these illusive challenges.
@derdugati7126
@derdugati7126 3 месяца назад
These are pure gold tips! Thank you very much! =)
@matslarsson5988
@matslarsson5988 11 месяцев назад
Some really interesting stuff here. Definitely gave me some ideas.Thanks for sharing!
@sebastianodibusti
@sebastianodibusti 11 месяцев назад
Only one word bro, amazing!!! 👏🏻🔥
11 месяцев назад
Great ! We can also use a driver (exemple : #frame/2) to modify the UV coordinates !
@Escher99
@Escher99 11 месяцев назад
Rather than making the UV super small you could also combine the last two techniques and add a snap node so they always occupy one colour.
@ES-ol8lb
@ES-ol8lb 11 месяцев назад
Absolute boss.
@fabiobona89
@fabiobona89 11 месяцев назад
Gold, thank you!
@Dantti
@Dantti 11 месяцев назад
Great tips Rob, thanks a lot!
@DECODEDVFX
@DECODEDVFX 11 месяцев назад
Thanks for watching.
@ramiths8171
@ramiths8171 7 месяцев назад
I think white noise is better at generating random numbers(also normalized b/w 0 to 1) we can use random from object info and feed it to white noise node to get the random offset.
@Clases3d
@Clases3d 11 месяцев назад
cool tips thank you!
@toodoo44
@toodoo44 11 месяцев назад
Very nice tips
@snailer06
@snailer06 11 месяцев назад
Thank you!
@Albert_Sierra
@Albert_Sierra 11 месяцев назад
Great tips.
@khayreddinekhayro7108
@khayreddinekhayro7108 11 месяцев назад
THANK YOU
@belzunze8611
@belzunze8611 11 месяцев назад
Muy buen canal, me gusta como explicas todo. Gracias
@tallyman138
@tallyman138 11 месяцев назад
Good one, very helpful. Thanks! Your library expample shows a problem that I have for a long time: You only have one single random number per object. That's why all the Dracula books share the same color. I wish there would be a real random number node in the shader nodes (like there is now for geometry nodes)....
@btn237
@btn237 10 месяцев назад
I assume you could simply multiply the random value, using a different multiplier for the colour compared to the decal?
@Vospi
@Vospi 11 месяцев назад
I liked the previous thumbnail so much...
@wadeeliason969
@wadeeliason969 11 месяцев назад
Very usefull. More tools for my toolbox
@conorsvfx
@conorsvfx 11 месяцев назад
Great tutorial! For the books i know there's a way of randomizing the scale/shape using using shaders or drivers on the shape keys but i can't figure it out. If you knew I'd be very grateful 🙏🙏
@SaranjivacSRB
@SaranjivacSRB 7 месяцев назад
*The last one gave me some Ian Hubert vibes.*
@DECODEDVFX
@DECODEDVFX 7 месяцев назад
I'm pretty sure Ian uses the same technique sometimes for blinking lights.
@Mamac2006
@Mamac2006 11 месяцев назад
is it just me or putting a touchscreen on a notebook where every time you touch it it wiggles on the hinge a bad idea
@fergadelics
@fergadelics 10 месяцев назад
I was like number 999. Because that’s how I roll
@EvanMapleMaggot
@EvanMapleMaggot 11 месяцев назад
Thats useful. thanks!
@marcosurrealius
@marcosurrealius 11 месяцев назад
Very cool indeed.
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