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The Secret to Disney Textures in Blender 3D! Material Deep Dive 

SouthernShotty
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Unleash the magic of Disney-style materials in Blender 3D with our in-depth deep dive! In this video, we explore the techniques and secrets behind creating stunning materials inspired by Disney's iconic art style, right in Blender 3D.
Join us as we walk you through the process of crafting materials that evoke the essence of Disney animation. We'll cover essential tips, best practices, and expert insights to help you achieve that Disney-level quality in your Blender projects.
Whether you're new to Blender or a seasoned 3D artist, this deep dive into Disney-inspired materials will expand your skillset and enhance your creative output. Learn how to bring the enchanting world of Disney to life with your own 3D art!
Don't forget to subscribe to our channel for more Blender tutorials, tips, and updates on the latest features. Share your thoughts on Disney-style materials in the comments below and connect with fellow Blender enthusiasts.
#Blender3D #DisneyMaterials #MaterialCreation #3DAr

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1 окт 2024

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Комментарии : 49   
@Arjjacks
@Arjjacks Год назад
This is a great introduction to PBR materials in Blender, definitely covers the salient parts of what is a complex workflow. Couple of things to note, though: the IOR value actually does nothing if the transmission slider is set to zero. So for non-transmissive surfaces, you only need to plug in the specular formula using the appropriate Index of Reflection input (still taken from that same website, but opaque materials are not refractive so it's a reflection value for them, technically). Conversely, the specular slider is ignored if transmission is non-zero, with the specular instead calculated from the IOR value and roughness. Lukas Stockner actually goes into detail about this during his 2022 Blender Conference presentation, where he describes how the current Principled BSDF rather inefficiently has three different IOR parameters that it uses. One for transmission, one for subsurface scattering, and an internal one for the specular slider, with one of the main goals of the new Principled V.2 shader being to unify all these IOR's into a single input. Also worth noting that the transmission roughness slider is hidden if the light scattering mode at the top is set to Multiscatter GGX.
@SouthernShotty
@SouthernShotty Год назад
Oh, interesting, thanks for sharing. I referred to the manual, but I guess it's out of date. Pinning this for others to see.
@Milkman_thesecond
@Milkman_thesecond Год назад
@@SouthernShotty 🎉🎉🎉🎉🎉🎉🎉🎉GG😊
@NikkiHNguyen
@NikkiHNguyen Год назад
Great video! Only recommendation is to add chapter markers!
@benarmony1532
@benarmony1532 Год назад
True true
@ronfrancis6012
@ronfrancis6012 Год назад
The 's' in Fresnel is silent. That is, phonetically it is pronounces fruh-nel. I have seen some youtube videos pronounce the 's', which unfortunately will promote incorrect pronunciation. Fresnel equations are named after Augustin-Jean Fresnel, a French civil engineer.
@chlbrn
@chlbrn Год назад
There is one thing I have to say about SSS at 4:46. The subsurface radius is the distance that light can penetrate into object and the radius is divided into 3 main wavelengths which are red green and blue. The important thing here is that the values should never be randomly picked or arbitrarily chosen since the values have unit which corresponds to Blender's system unit. If your Blender settings are default. Then 0.1 means light can travel into objects 10cm long. Also, if you want to have real SSS effect, you should leave Subsurface to 1 and tweak the radius values because the fist SSS value is the multiplier of subsurface radius, the multiplication of those 2 values is the final distance for each wave can go into the object. Addition to that, you want your object to have real world size like a 1.6 to 1.8meter human model otherwise your SSS value will hard to measure.
@gottagowork
@gottagowork Год назад
1) Specular. The only reason to use this for metals is if you have only a base metal color and no edge tint. Adding specular will at least make a transition to white at glancing edges, which may be better than nothing. 2) Specular. It's a 0-1 value for artistic reasons. Creating and previewing maps/values for IOR is just cumbersome. Also, real materials are rarely perfectly close to a theoretical surface but has "hollow channels" on a microscopic level where specular energy is lost rather than bounced back. The control is also frequently used if you need to fake shadow gaps; i.e. if you can't afford modelling floor boards with actual gaps and they're not that important to the scene, you can mimic the specular energy loss in these gaps by reducing - or even completely eliminating - specular reflections. 3) Metallic. Should be either 1 or 0 for a "material". The only reason to use in-between values are for antialiasing purposes or if you're *FORCED* to use a single Principled BSDF which might be the case for game engines. Otherwise the preferred method is 1 for the "metal material" and 0 for the "paint material" or "oxide layer material" where each "material" is contained in separate Principled (or others) BSDFs. I'm not going into semiconductors here. 4) Don't trust these "IOR tables", especially for metals. Note how Titanium have a lower IOR than Diamond and Nickel is lower than Water and Gold is
@kunemann
@kunemann Год назад
Still waiting for the Disney secret 😅 nonetheless a good video 🙂
@sourdonkeyjuice
@sourdonkeyjuice Год назад
He said it's PBR
@kunemann
@kunemann Год назад
@@sourdonkeyjuice there’s nothing secret about PBR
@kunemann
@kunemann Год назад
@@sourdonkeyjuice read the title dude
@danielletchford9281
@danielletchford9281 4 месяца назад
Has Blender 4.1 changed the texturing setup because I can't find these things when I tried to follow along...
@TheDucky3D
@TheDucky3D Год назад
The secret is revealed!!
@SouthernShotty
@SouthernShotty Год назад
🤫
@m4r_art
@m4r_art Год назад
Some people who thinks it's Blender doing the art are super wrong. It's the hours spent thinking about art, making the design, failing and improving upon failed design. That's how you design this kind of characters and backgrounds. You have a very long time in years doing donuts, teacups, stick figures without a soul and super deformed abnormalities until you learn how to control your art enough so as to call it intended - good design.
@devar7502
@devar7502 Год назад
Guys, get this straight. This video might seem HARD, but it is genuinely a GOLD MINE.
@sidekick3rida
@sidekick3rida 10 месяцев назад
The Principled BSDF shader in Blender 4.0 accepts IOR for specular calculation
@turtlelearns3d
@turtlelearns3d Год назад
You textures are gorgeous, this is exactly what Im trying to learn. I also love the wobbly hair on the goober! 🥰
@christopher3d475
@christopher3d475 Год назад
The biggest issue with the current Principled BSDF is that it's not energy conserving and often not energy preserving. I did an extensive video about this, showing how it affects a scene. But the good thing is that the developers are fixing this in a new version of the P-BSDF, which is currently called' Principled V2. It's properly energy conserving and preserving which is super nice. Another thing that in the current build is that they're doing away with the Specular channel and simply using the standard convention of using the IOR to drive glossy reflections. This may be a bit more challenging for less experienced users, but it's more technically correct.
@andrewanderson6747
@andrewanderson6747 8 месяцев назад
Impressed to see your comment! Your videos are very informative!
@JavierSam_Uy
@JavierSam_Uy Год назад
It is a short and to the point masterclass.
@DustinWise
@DustinWise Год назад
You are Prometheus. Appreciate you, I do.
@goatpepperherbaltea7895
@goatpepperherbaltea7895 Год назад
0:17 I love history wrestling
@aleksandarpanayotov1169
@aleksandarpanayotov1169 Год назад
Amazing tutorial, I have one question - why do we divide the reflection value by 0.08 at the end?
@cliffhansen7789
@cliffhansen7789 10 месяцев назад
Can I ask what camera settings do you use for your claymation animation? For example, if you are doing a human character, do you scale it down to 12 inches or so, or do you keep it human scale?
@Losjo4093
@Losjo4093 Год назад
The renderman renderar isnt optimized and takes 2 minuets for one decent frame with 32 samples but on cycles it only takes 20 on the same complex scene
@RomboutVersluijs
@RomboutVersluijs Год назад
Are you sure about that part of using specular with metallic. Normally it's either on or the other. I always believed cycles also uses this.
@Losjo4093
@Losjo4093 Год назад
this is quite good
@danielrio9579
@danielrio9579 Год назад
I hope some day I'd be able to create gorgeous materials just like you 😭
@zin8324
@zin8324 Год назад
I have a question! WHO taught you this?!!
@1zymn1
@1zymn1 Год назад
Your statue is totally The King of Town.
@MrNiceGuy412
@MrNiceGuy412 Год назад
Adding a map range to a roughness map on sss will give more realistic results like sweat
@ErikMKeller
@ErikMKeller Год назад
On point explanation of the PBR fields. Thanks!
@craigernstzen2372
@craigernstzen2372 Год назад
This is excellent, I learned alot! Thank you.
@iesunliger
@iesunliger Год назад
have export fbx character model tutorial ?
@keithseymour9316
@keithseymour9316 Год назад
Love videos that are part history wrestling.
@Lj3942
@Lj3942 Год назад
appreciate your effort.really valuable content for everyone,specially for beginners like me.
@arpitdwivedi5302
@arpitdwivedi5302 Год назад
you are always on time i was working on tis toy story shot recreation thanks for the info
@GaryParris
@GaryParris Год назад
congratulations, very well done!
@hanson251985
@hanson251985 Год назад
I can't save it on playlist :(
@tatopaz4364
@tatopaz4364 Год назад
Im working on my thesis and this is very helpful, thank you very much!!!
@fiftyrock
@fiftyrock Год назад
fire video bro! at 8:29 how do you solo a node like that so you can see what you're working with? Been trying to figure this out for a while haha
@Webofshadowsclips
@Webofshadowsclips 10 месяцев назад
Node wrangler! Haven't gotten there yet, but pretty sure that's what you mean. I'm sure you found that out already though
@sohamy2480
@sohamy2480 Год назад
What happened to your hair ?
@danielfilipepro
@danielfilipepro Год назад
Great video! Learned a lot
@xDaShaanx
@xDaShaanx Год назад
Thanks for this :D
@ChaosOver
@ChaosOver Год назад
My materials look as good as on the big screen! Oh wait...i work for the big screen. XD @SouthernShotty is that flake normal map a bake from PxrFlakes?
@stephanekamdem9145
@stephanekamdem9145 Год назад
Fine ❤🎉
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