@@SilverwingVFX I have been looking at your work for reference since I was a college student, about 10 years ago, and thanks to you, my projects have been upgraded a lot. I still carry on my 3D video business with those memories to this day. I would like to express my deepest gratitude and support to you. Will there be a day when you become a Gold Wing?😅 Anyway, I am so grateful and respectful.🙏🔥
I truly appreciate your tutorial, the quality of the content is exceptional. thank you for my shoutout at the end of the videoI Thank you for sharing such valuable tutorial
i love your interesitng takes on things, there's always new knowlege, i tried something now that i discovered the color key node, what i did is i took a normal node and set it to tangent and normalized it then plugged it into the base color of the flakes node, then i plugged the same normal node into the color key in the color key node and i changed the gamma to 2.2 and left everthing on defult and it gave me a nice result 🚙
Thanks for your comment Zaidi. Its always nice to experiment around and arrive at nice looking results. Great to hear you expanded on my video 💪I see what you did there. Very clever way of getting a good key. I think it would not have to be that complex though. Any color would do I think. Anyway, thank you very much for 🚙 the video and a great start of the week to you!
@@SilverwingVFX your videos always give me light bulb moments, and that was one of them, and yes absolutely it doesn't have to be that complicated, what was really interesting to me is the gamma part, if I left the gamma at 1 the mask would look dark and act as a smooth ramp, I don't fully understand why since I assume the tangent node is linear, unless pressing normalize does something to the gamma, interesting side tangent (pun intended) 😂 and thank you, I hope you too had a great start for the week ✨🚗 (my Android phone doesn't have a blue car, probably will change materials in render time)
Thank you! Your videos are a huge help in achieving deep understanding and proficiency in 3d. Hope in the future you will cover topics about fabrics/velvet.
You take things to the next level we didn't know existed. That Color Key Node was new to me; very interesting! Thanks master. 🚗🚗🚕🚗🚗 (Sorry for late comment; stuck in traffic)
Hey hey and thank you for your super nice comment. Those are always appreciated, no matter what time! Cheers a great mid of the week and well managed traffic to you 🚗
I am subscribing to patreon and studying hard. I have a question. Concave vertex maps are often stored. Do you paint it yourself? Is there an easy way to make it?
Hey there and thank you very much for your comment as well of course for subscribing to my patreon. I usually paint them myself, as I would like the most control over my outcome. There are methods of creating those with fields (both concave, convex ones) but I found it a bit imprecise. Especially when you are subdivision surface modeling your objects and have nice mesh flow with nice supporting edges. I have not found a tutorial showing the technique to procedurally generate curvature maps, but it's rather simple. Create a vertex map on your object. In the vertex map options tick on "use fields" Delete the freeze object out of the fields and drag in the object itself into the field list. (The object you just applied the vertex tag and you want to get the edge selection) Then set the mode to... you guessed it... "Curvature" You can play around with the settings and see if it's good enough for your use case. Hope this little text tutorial helped 😊 Cheer and a great time to you! Raphael
Thanks Raph, great video this was! Since they added the color key node I've always wondered what that could be used for in shading world. I'd be curious if you had any additional tips as to how to integrate that into our node spaggettis.
Thank you very much for your nice comment. To be honest this was the first time I really used the color key node. I don´t think it has too many other uses. Maybe if you want to get an alpha out of some image elements 😇 I am sure someone can come up with a more creative way 🤔
this was weird coincidence... i was just last friday, thinking to do some car renders. i have watched few good tutorials in the past... but couldn´t remember/find them. (one was from Thanos "Motionpunk" Kagkalos patreon). anyway... i was so tired, so i decided to call it a night. Then You came and made this!😄 maybe i have to do some car renders now. 😄 THANK YOU!🚗🚙🏎
Hey Lasse, thank you for your entertaining story. I appreciate that I could help out with the right thing at the right time. Small tip. When shading cars I noticed the flakes might be a bit to strong and it starts to look like noise if you further away. So in the Color Key I set the white value of the Mask lower in value so the flakes get more alpha and there fore less strong. Cheers and thank you very much for your support and 🚗🚙🏎 the video 💪✨🙌
Love your thought process when approaching materials! Neat trick for separating the flakes, in the past ive always just rendered a 2nd material or just painted in those nice sparkle pings in post but deff gonna try a setup like this next time 👍
Hey Dan. Nice seeing your comment. There is not a wrong way of doing it if it looks good at the end. The cool thing with methods that do it in shader is that they also work in Animation 🙌 Glad you found it useful. Looking forward to your results 💪
The easiest thing would be adding very tiny scratches to the coating in random directions. That´s what causes the effect in reality. I have read a post about this in Vray an eternity ago. They did manage it the same way. Not sure if there is a more efficient way around nowadays 😇
Hello, I have a question. Sometimes I don't know how to make the plastic material on the surface of the product, which has high reflection and surface particle feeling. Should I use Fenier coloring or directly add color?
Hey there and thank you for your comment and your question! I think I would have to see the material first because there are so many different ones it´s hard to give instructions based on a material that I have not seen. In general there are different plastics. Some try to mimic metal and can therefore have a colored reflection. Then there are usual plastics that follow the usual dielectric material behavior e.g. just a diffuse with a reflection with an Index of around 1.5 If you have such a normal looking plastic with small glitters inside, then you would make a glossy material as the base and then add the flakes on top without a coating. If the coating is what you like better, and I think this is what you asked me in your question, is that you just use a diffuse material as your plastics color and then let the coating give the plastics reflection / shine to it. The best way to approach those things in my opinion is always to ask yourself what is going on in the real material. What is plastic and what is "glitter". How does the surface structure behave, how rough is it etc. Hope I could help you there. If you want to share a material sample image with me so I could get the full picture (pun intended) then you can share it with me via email. I will not share my mail address here, but you can easily find it with a bit of effort (if you go in my website)
Amazingly detailed tut as always Raphael! I have a bit of a dumb question tho: how do you create those folders in your object manager? Are those just nulls with a custom icon?
Hey hey. Thank you very much for your kind words! The folders are indeed just custom symbols for Nulls. I think they came in in C4D R26 Ich you click on the Null and go to the Attributes manager "Basic" tab then roll down "Icons" and click "Load Preset" there you will find the folder symbol 🙌
@@jo_la Ha, super nice. There is a trick where you can use all the symbols that C4D has, which are a lot: In the linked video from around the 2 minute mark. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-91wGj87ZmzE.html
Thanks so much Lucas. Great to hear you like id. And no worries no need to feel bad at all. The goal here is to provide free knowledge 💡 Thank you for 🚘 the video 🙌✨
That is a texture I made in illustrator. The texture it self is very clean. I dirty it up in the nodetree of the mat material. I can upload the base texture for you if you want.
@@SilverwingVFX Yes, I said texture in terms of the design, not the material, sorry. I would be very grateful if you could make the illustrator file available. Thanks
Thank you very much. Appreciate your positive feedback. The name of the HDRI is the canada_montreal_home_pierre_bathroom by Maxime Roz: www.maxroz.com/hdri It´s included in the free pack.
Thank you for your comment Pieter! The Layered approach is more or less like a huge Universal Material. Everything lives and interacts within the same space. It´s probably most prevalent with the specular layer. You can stack multiple of those on top of each other and therefore get multiple coatings stacked (usually not the case in real world materials, but good if you try to e.g. emulate an anti reflective coating) In an composite the specular would act as its own entity of material and you would not get a coating but a partly transparent material depended on the mix strength that you have set. For a coating in a composite mat, you would have to go for a pure 100% strength refection and then mix it with the underlying material with a Fresnel curve to get the same coating effect as with the specular on the layered. I hope this was helpful to give you a little insight into the differences. If you have more questions. Feel free to ask! Cheers, Raphael
I agree that it would be nice to have an extra slider for this. Though you can get more flakes by scaling down the transform / projection and then counter that with the flakes size!
Thank you for your question! You can become a member of my patreon (no matter what tier). There you have access to the C4D as well as the ORBX for the Stanadlone and many more scene files. patreon.com/silverwingvfx
Hey there. Here you go: You can see a little bit in this video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uj63Rkxv4_4.html The tech specs are are following: Windows 11 Pro 64bit Motherboard: ASUS WS X299 SAGE 10G Processor: i7 10980XE, 18 Cores - 36 Threads, 3.0 GHz Ram: 128 GB DDR4 3200 MHz CL18 Graphics: 1 X Nvidia RTX 4090, 1 X Nvidia RTX 3090 (Reference Design / Founders Edition) eGPUs: 2 X Nvidia RTX 3090 (Reference Design / Founders Edition) Display: LG C2 42" OLED. 2x DELL_U2713HM 2560 X 1440 PSU: 1500 W, BeQuiet CASE: Lian Li PC-X2000FN eGPU Enclosures: 2x Razer Core X
Raphael this was Flake-tastic... i mean awesome, the explanation was super clean. The triplanar method is super cool I was stuck doing the Box (cubic) projection to overpass the edges but this is way much better. 🚙🛻