Nrd Kraft
Nrd Kraft
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Seeing Unseeable Colors—BCON LA 2024 Lightening Talk
I had the opportunity to give a little talk at the 2024 Blender Conference in LA! It was so fun and the other people who gave talks during the Lightening Talks section were so fantastic, likewise for all the talks and workshops, and the whole experience. Got to meat so many great people. Check out the other talks by looking at ​⁠‘s playlist of the whole conference (which they are still working on uploading at the time this video was uploaded):
th-cam.com/play/PL3GeP3YLZn5i13z8hC9kFXWjBEwdktCjK.html&si=Y1a6ani2UbH9HnhD
Thank you so much CG Cookie for arranging the first official US Bcon!! It was so much fun!
มุมมอง: 117

วีดีโอ

Random Seed-Value CAN-DO! (Blender Tutorial)
มุมมอง 2.7K9 หลายเดือนก่อน
Link to Andrew Price’s awesome Blender donut tutorial playlist: th-cam.com/play/PLjEaoINr3zgEPv5y 4MKpciLaoQYZB1Z.html&si=bJF3ku0zlYtRxATN Whether you’re new or an experienced Blenderer his channel ​⁠@blenderguru is always very helpful and super enjoyable. If you enjoy my content and would like to support future plans for this channel, I’d be super appreciative if you supported me on Patreon: w...
Your Clouds Are Wimpy-Let's Fix That (Blender Tutorial)
มุมมอง 53010 หลายเดือนก่อน
In this tutorial we will learn how to have unlimited density in volumetric materials with procedural textures (no voxels) like for making clouds. 💜 You may become a Patron to download the assets from this tutorial series without doing the work yourself. www.patreon.com/nrdkraft 🖼️ Reference Footage used from Pixabay 🎵 Music: touching heaven - drone 2 by Jer Kish #blender #blendercucles #blender...
What am I Doing on YouTube?
มุมมอง 11711 หลายเดือนก่อน
Beyond the lack of content of late I want to look ahead. To continue. And to plans of for what’s next. And beyond that?
This Metal Shader Is Better Than the Principled BSDF (Blender Tutorial)
มุมมอง 3.8Kปีที่แล้ว
🔗This is the first video in a series of tutorials. When more episodes are published, you’ll be able to learn how to make other useful shaders in the full playlist: th-cam.com/play/PLVgEBXHsfGiRS_O5aj0cVGQAWBlsxtIGQ.html List of IOR values of various materials for reference: pixelandpoly.com/ior.html 📝 At 9:16 you’ll notice “Clamp” is checked. DO NOT CHECK CLAMP, that was a mistake which I tried...
Textures Don’t Work on Curves-How to Fix It (Blender Tutorial)
มุมมอง 25Kปีที่แล้ว
If you need to add procedural textures to curves in Blender and want said textures to conform to the form of the curve even while animated, learn how to create accurate and adjustable texture coordinates for that purpose in this tutorial! These vectors work for more that textures in the Shader Editor, you can also use them to generate or affect things like placemat of elements within Geometry N...
Making Easy LED Studio Lights
มุมมอง 903 ปีที่แล้ว
Inspired by videos from DIY Perks, I decided to make my own lights for my studio. I hope to make slicker ones in the future, but these crude versions do the job and they’re easy to make! Watch the tutorial I watched to make this: th-cam.com/video/DhbMnQt14_o/w-d-xo.html Thanks to my friend Jerry for the music! Music: 910.10-Jer Kish
Don’t Build a Sound Studio This Way
มุมมอง 463 ปีที่แล้ว
A feature I thought I needed turned out not to be good for my creativity. What was it? Don’t make the same mistake as me! Maximize your environment for creative flow! Decals at 1:49 by Amy Kish! If you need decals for business or for fun contact her at: FlynneArt@outlook.com Non-copyright music used: First Love-Wayne Jones th-cam.com/video/mcRPlKTuF94/w-d-xo.html
Moving Furniture the Easy Way
มุมมอง 703 ปีที่แล้ว
Moving Furniture the Easy Way
Getting Ready for YouTube
มุมมอง 1093 ปีที่แล้ว
Getting Ready for TH-cam
Landing
มุมมอง 743 ปีที่แล้ว
Landing
Kastro
มุมมอง 1007 ปีที่แล้ว
Kastro
Deer Creature Time-Lapse (blender model)
มุมมอง 3.1K13 ปีที่แล้ว
Deer Creature Time-Lapse (blender model)

ความคิดเห็น

  • @RomboutVersluijs
    @RomboutVersluijs 22 วันที่ผ่านมา

    At this state its kind of a bug that specularity is overruling metal input. Normally when you use metal, specular tint can NOT influence the metal input

  • @wintermaiden
    @wintermaiden 27 วันที่ผ่านมา

    How am I just seeing this. 😵 This great how to understand color blindness. I thought they're more like to see less saturated on some colors.

    • @nrdkraft
      @nrdkraft 27 วันที่ผ่านมา

      Yeah this was from the LA Blender Conference in April lol. Yeah as it turns out they literally have less colors in their brain palette to mix, depending on the kind of colorblindness. Likewise people with tetrachromia literally have totally new colors that our brain doesn’t have.

  • @malymotion
    @malymotion 29 วันที่ผ่านมา

    I could note that you have an Acappella folder, that's from the acappella company or another kind of music a capella?? :P

    • @nrdkraft
      @nrdkraft 29 วันที่ผ่านมา

      @@malymotion Ah good catch, I don’t even recall where that would’ve bee seen in this video😛 I didn’t even know about a company by that name, so yes it’s for music, or at least it will be

  • @humbleraider6343
    @humbleraider6343 หลายเดือนก่อน

    Thank you for sharing this.

    • @nrdkraft
      @nrdkraft หลายเดือนก่อน

      @@humbleraider6343 You’re welcome!

  • @unknownrocketeer9289
    @unknownrocketeer9289 2 หลายเดือนก่อน

    umm hoyl cow, how do yhou even begin to learn this stuff haha, i'd say good tutorial but i dont think it quite appleis to me as im using the array modifier on a small object i used procedurally generated textures on, which then expaqnds along the x axis on a curve path i made to form a track and i have a road marker texture thats just going straight and not turning hmm, gotta be a simpler way

    • @nrdkraft
      @nrdkraft 2 หลายเดือนก่อน

      @@unknownrocketeer9289 ikr we shouldn’t have to go to all this trouble lol. But that’s why I did this so it’s easier in the future. I think I still have this file available somewhere on Patreon for download so people can just use the node without going thru all the steps in the tutorial. I should make it available for free if it’s not already.

  • @Thealexcgart
    @Thealexcgart 2 หลายเดือนก่อน

    I need this for Luxcore😔

  • @Ruuubick
    @Ruuubick 2 หลายเดือนก่อน

    Incredible tutorial!

    • @nrdkraft
      @nrdkraft 2 หลายเดือนก่อน

      @@Ruuubick Thsnk you much!

    • @nrdkraft
      @nrdkraft 2 หลายเดือนก่อน

      @@Ruuubick Thank you much!

  • @light2937
    @light2937 2 หลายเดือนก่อน

    Man, use the GPU along with the CPU!

  • @flynneart1111
    @flynneart1111 4 หลายเดือนก่อน

    Awesome info

    • @nrdkraft
      @nrdkraft 4 หลายเดือนก่อน

      Thank you!

  • @surfacepro5519
    @surfacepro5519 4 หลายเดือนก่อน

    I'm subscribing to your channel because as far as blender is concerned, you explain all the aspects without taking shortcuts in your explanation. That is very much appreciated. Keep up the great work.

    • @nrdkraft
      @nrdkraft 4 หลายเดือนก่อน

      Thank you so much! That’s the way I like people to explain things to me! That they don’t skip details that they assume I know while at the same time not talking down to me. So that’s what I endeavor to do.😁

  • @chrislopez7029
    @chrislopez7029 4 หลายเดือนก่อน

    how to Create a round end

    • @nrdkraft
      @nrdkraft 4 หลายเดือนก่อน

      Very good question! I did find a tutorial here on TH-cam that does that, but I think I might know a slightly better method. If so I’ll have to make my own tutorial for rounded ends on curves😊

  • @AbdullohAhmadjonov-y2x
    @AbdullohAhmadjonov-y2x 4 หลายเดือนก่อน

    you are really good teacher

    • @nrdkraft
      @nrdkraft 4 หลายเดือนก่อน

      Thank you so much! I try my best☺️

  • @possum7003
    @possum7003 4 หลายเดือนก่อน

    This is absolutely amazing!!! i love the explanation at the start, it gives you a good understanding of why it happens.

    • @nrdkraft
      @nrdkraft 4 หลายเดือนก่อน

      Well thanks! Understanding it is such a revelation which I wanted others to have too😊

  • @emanuelepasquali709
    @emanuelepasquali709 5 หลายเดือนก่อน

    DIRECT AND CLEAR beautiful content

    • @nrdkraft
      @nrdkraft 5 หลายเดือนก่อน

      Thank you so much!☺️

  • @Vital_Struj
    @Vital_Struj 5 หลายเดือนก่อน

    Where have you gone? Are there any plans for future?

    • @nrdkraft
      @nrdkraft 5 หลายเดือนก่อน

      Thanks for asking! Actually I’ve just gone and come from the Blender Conference!

    • @Vital_Struj
      @Vital_Struj 5 หลายเดือนก่อน

      @@nrdkraft Great!

  • @macarmoni
    @macarmoni 5 หลายเดือนก่อน

    Something I found working as well to make a volume shader appear more solid looking is decreasing the steprate under the volume tab. Blender needs for volumes sometimes just more samples for volume objects to look more solid. This same step value can be adjusted overall as well under the render tab -> volumes. Great video, learned a ton more with geo nodes thanks to you :D

    • @nrdkraft
      @nrdkraft 5 หลายเดือนก่อน

      Yes that is also a good help for detailed volume! I do so for fine detail of clouds in planet atmosphere.

  • @hakankosebas2085
    @hakankosebas2085 5 หลายเดือนก่อน

    what about radius coordinate, I need it in corrugated pipe where valleys of the pipe diffirent color

    • @nrdkraft
      @nrdkraft 5 หลายเดือนก่อน

      Ooh that’s a very good one! So, it depends on personal preference, but depending on your setup, I’d say the easiest way might be to use whatever means you’re using to corrugate your curve (if it’s something like a displacement map in Geo Nodes) plug that into its own Store Named Attribute which you can call upon in the Shaders, and manipulate that attribute there however you want (like putting it thru a ColorRamp and maybe a Mix Color). However there are other methods if your setup is much different. Please let me know!

  • @BonzoDeAap
    @BonzoDeAap 5 หลายเดือนก่อน

    Amazing stuff! Great visual explanation at the start and easy to follow the process. Top tier tutorial!

    • @nrdkraft
      @nrdkraft 5 หลายเดือนก่อน

      Thank you!🥹 If it’s useful to people that’s what I hope for😊

  • @litecode1024
    @litecode1024 5 หลายเดือนก่อน

    wow

  • @sobreaver
    @sobreaver 6 หลายเดือนก่อน

    Great tutorial, I can see all the little effort put into it and it feels good and fresh, easy to learn, got my sub for sure. Thanks a lot !

    • @nrdkraft
      @nrdkraft 6 หลายเดือนก่อน

      Thank you so much! I hope I can produce some new tutorials soon!😊

  • @alinerdelav
    @alinerdelav 6 หลายเดือนก่อน

    19:44 how to save as an asset for the asset library

  • @alinerdelav
    @alinerdelav 6 หลายเดือนก่อน

    I made it all, but i dont know how to plug it into my shader! because my shader has many texture coordinates, so im not sure where should it go

    • @nrdkraft
      @nrdkraft 6 หลายเดือนก่อน

      What kind of texture are you trying to map using this tutorial?

  • @olec.salomonsen9716
    @olec.salomonsen9716 6 หลายเดือนก่อน

    Really awesome work! Can this approach be used to curve an emission light inside a mesh? Eg "bend light" .. If I make an emission shader (gradient using color ramp) it folllows a specific axis, even if I bend or wrap a mesh to another mesh, the emission lights just continues as a straight line along an axis.

    • @nrdkraft
      @nrdkraft 6 หลายเดือนก่อน

      That’s a good question! It depends on how I understand the result you’re looking for, but I’m sure there is a way to do any setup you want. Even if your goal doesn’t require an actual curve object, you can certainly manipulate a stripe or stripes of light to make it curved just about anyway you want. For example using a math node set to something like add or subtract over the input into your ramp, then using anything, like a wave texture, noise texture, a radial texture, or a manipulated vector or gradient. This will nudge different parts of the stripe over, or up or down.

  • @proudlove
    @proudlove 6 หลายเดือนก่อน

    I think if you use a SpiralCurve as your profile with equal Start and End Radii and 0 Height you'll have an easier time with the x,y UVs. You avoid the complicated gap between the last segment and the starting segment in a CurveCircle profile. You can MergebyDistance after the CurvetoMesh to shade smooth again.

  • @juuun6
    @juuun6 7 หลายเดือนก่อน

    tysm !!

    • @nrdkraft
      @nrdkraft 4 หลายเดือนก่อน

      You’re welcome!😊

  • @JoeTheDino
    @JoeTheDino 7 หลายเดือนก่อน

    Amazing content, thank you.

    • @nrdkraft
      @nrdkraft 7 หลายเดือนก่อน

      Thank You, sir!😊

  • @alocrisis
    @alocrisis 8 หลายเดือนก่อน

    thank you so much.......just half of the video has already been a great help to achieving what i needed...i am subscribing to your page ASAP

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      Thank you so much and I’m glad I could help! I hope whatever your project is will turn out awesome!🙂

  • @fairplex3883
    @fairplex3883 8 หลายเดือนก่อน

    I am wondering if this technic can be used in Blender 4.0 with the new Principled Shader that has been updated to adress many issue the previous Principled BSDF node had.

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      I was certainly taken aback when the new Principled shader was released after I posted this video.😆 The truth tho I think is that my setup 𝘤𝘢𝘯 be used in 4.0 (other than that the 4.0 Principled node’s Specularity seems to have an error with metal which I hope they fix soon) but the question is whether it’s really needed now. Since one of the motivations behind my making this node group was the overwhelming size of the old Principled shader, in 4.0 that irritation has basically been solved with the node panels that have been introduced. I’ve honestly been more comfortable just using the Principled shader than I was before.

  • @riccardofasoli5726
    @riccardofasoli5726 8 หลายเดือนก่อน

    i'm confused. specular doesn't affect metallic materials. at all. u can just set metal to 1 and tweak the specular value and nothing will change. so what's the point of that whole nodegroup into the specular socket of a fully metallic shader???? (btw the factor is there because u may have masks to define metallic parts of a textuse, like a manhole on a road. it could be a boolean but this way u leave more artistic control.)

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      Yes I ran into this issue too. Specular used to affect metal as it should in the version of Blender we had while I recorded this, but I noticed in Blender 4.0 when they updated the Principled shader, the Specular doesn’t work as it should on metal. I submitted a report on this problem to the Right Click Select website and I’m hoping they address the error in another version of Blender soon. But yes, if they fix it, that setup for the Specular (through IOR like here if one chooses to do so) will serve a function of technical realism. And yes allowing a factor or Boolean for metallic parts might be useful for some people in certain cases, this tutorial merely focuses on cases where one wants an entire material to be metal. But that’s more just a preference, especially now that the Principled shader looks less busy as is anyway thanks to node panels since 4.0.

  • @dongiovanni1993
    @dongiovanni1993 8 หลายเดือนก่อน

    Fortunately, blender has its python API inside. So, you always can open the text editor, put there something like: import bpy # Replace "MyNodeGroupName" with the actual one, and run the script. bpy.data.node_groups["MyNodeGroupName"].inputs.new("NodeSocketInt", "I am an Integer!") then hit <Alt+P>, and call it a day. ;-) But ensure that you're in blender ver >= 2.91 (in my 2.76b this crashes the whole thing). Also you can play with other int types like ("NodeSocketIntFactor", "NodeSocketIntPercentage", "NodeSocketIntUnsigned") if you wish.

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      Ooh, that’s a good tip to keep in mind! I’m going to pin your comment so others can find it useful. I need to get more comfortable with Python and scripting myself.😁

    • @dongiovanni1993
      @dongiovanni1993 8 หลายเดือนก่อน

      @@nrdkraft That's why open software rules. If there is no necessary button to press, we just create it, then press it. :-)

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      @@dongiovanni1993 Exactly! And chances might be someone else made that button that we can download if it’s something others want too. Just one of the many perks of open source!😁

  • @erikauditore7189
    @erikauditore7189 8 หลายเดือนก่อน

    such a great video!!!

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      Thank you so much!!☺️

  • @caribbeanchild
    @caribbeanchild 8 หลายเดือนก่อน

    The too weak ones actually look better. It's all subjective.

  • @Aidenjh11
    @Aidenjh11 8 หลายเดือนก่อน

    When I apply this node setup to geometry that I made previously without it, the existing Curve Properties / Bevel data (Resolution, "Fill Caps" etc.) overrides the Curve Vector node, even though the Curve Vector node will completely remove the curve if I disconnect the Store Named Attribute from the Group Output - -so I know it is at least driving its existence in some way.

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      Oh that’s interesting! Yeah in order to accommodate an effect you want, you may have to incorporate the principles of this node setup either outside of the group created here, or in a new one more accommodating to your needs. In all honestly I don’t work with curves much beyond the experimentation I did for this tutorial lol

  • @saintelmo5590
    @saintelmo5590 8 หลายเดือนก่อน

    Thank you for this tutorial. I am going to use this in conjunction with my hair creation technique (which does not involve Blender Hair System). Subscribed. You actually take the time out to explain this process, and it is much appreciated. Thanks again, and Happy New Year to you and yours.🍺

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      Thank you! I’m glad I was able to provide something that can prove useful somehow! I hope you find success in developing your own technique😁

  • @NicCrimson
    @NicCrimson 9 หลายเดือนก่อน

    Yes please tutorials for the textures you made

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      I’d be happy too! That’s probably a subject that would be suited well for a livestream, so I may do that this Friday evening😊

  • @NicCrimson
    @NicCrimson 9 หลายเดือนก่อน

    This is too good to be free

    • @nrdkraft
      @nrdkraft 8 หลายเดือนก่อน

      Aw thank you! I like free, so I figure others do too😆

  • @linolafettatnet
    @linolafettatnet 9 หลายเดือนก่อน

    You can see the effort you put into the tutorials. I have learned a trick or two again, cool! Good luck on your youtube journey, its rewarding!

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      Thanks so much! Making videos is more work than I wish it was sometimes, but it’s great when others find value in it! And thank you! I’m hoping for the best.😊

  • @TheBlaster199
    @TheBlaster199 9 หลายเดือนก่อน

    is it possible to make it work for volumes ? it will be super handy for animating clouds along it but i didn't find if it's possible

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      Ooh that’s a great question. Sadly I don’t think so as what we do in this tutorial only crests data for vertices themselves. To do something similar for volume I think we would have to use volume objects in Geo Nodes, probably manipulating the density of three different volume objects and then combining them as XYZ data after the fact in the shader, and even then I don’t think we could easily transfer the data from a curve to a volume. But never say never! I’ll have to experiment with it and see if something effective can be done!

    • @TheBlaster199
      @TheBlaster199 9 หลายเดือนก่อน

      @@nrdkraft Thanks a lot for you answer ! I find you lasts videos very interesting and easy to understand (even if i admit it's too advanced for me now) you explain things very well, very good job 💪 Can't wait to see if you find a way to figure this out

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      @@TheBlaster199 Thank you so much!😊 I’m always glad if I can explain things the best way I can. And I’ll try to experiment with that when I can get a chance!😁

  • @wadeeliason969
    @wadeeliason969 9 หลายเดือนก่อน

    Could you use a math node and use the round function not sure if it will work

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      Indeed! That would merely be internal workings tho. On the outside the node would still show a value that uses increments of tenths (or hundredths while holding Shift), which would result in nothing happening as you click the little arrows on the sides of the value until the number reaches the amount it’s being rounded by. In which case it would make more sense user-experience-wise to leave it as is. Turning it into a real integer value as seen from the outside is also merely an aesthetic choice but it’s also easy enough to do.😁

    • @wadeeliason969
      @wadeeliason969 9 หลายเดือนก่อน

      @@nrdkraft that makes sense

  • @apraxas
    @apraxas 9 หลายเดือนก่อน

    pretty neat stuff here!

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      Thank you so much! Hope it’s useful☺️

  • @activemotionpictures
    @activemotionpictures 9 หลายเดือนก่อน

    Thank you for sharing these videos and also the thought process behind it. Instant subscribed.

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      My pleasure! And thank you for the sub!!😊

  • @flynneart1111
    @flynneart1111 9 หลายเดือนก่อน

    Thanks I can follow your speaking and teaching better in your tutorials than others

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      Thank you! As evident during this, I need to go slow enough for even myself to follow😂

  • @PrometheusPhamarus
    @PrometheusPhamarus 9 หลายเดือนก่อน

    Thanks for showcasing, but.. The volume item ..or cube volume in blender isn´t ideal for this type of clouds, you would be better off just sculpting and convert mesh to volume and add volume displacement, the shading would look just as good if not better, and faster to render..and you can design the shape more as you want..I you go for the cumulonimbus style. But the best is to simulate such type of clouds with Embergen, houdini..if you can afford Embergen, otherwise for hobby, personal projects, you can use Houdini Apprentice and simulate and export anyway to VDB. For starting of with cube volumes or a cube with volumetric items, that should in my opinon be used for larger skyscape coverage with fractal noise, and not to use for the cumulonimbus style, but One huge problem putting noise fractals on to volume items like this, Blender can´t access the cloud fractal in the density channel for materials, or for the volume cube in geometry nodes, that is otherwise, specificly designed to produce good noise fractals for clouds, but for density in material channel, in´t possible..I am not sure why this lack of attention to this still persists, blender could produce much better results with this than just the 8 other fractals available, which isn´t ideal for clouds. Use the cube volume for lower level clouds, or mesh with volume material and add that, but for the type of clouds aimed for here, use a fluid simulation or sculpt it and convert with mesh to volume, and volume displace.

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      Thanks for your insight! In fact I did have this in mind for a larger sky scape as you suggested. I merely used a smaller scale as a quick demo. This tutorial was meant as a quick solution or a possible fix that I hope could be helpful to someone in a pinch perhaps even in something less specific than clouds, but certainly not a 101 on everything cloud. At the end of the day if this isn’t the solution that someone was looking for, they are absolutely free pass my tutorial by and find a better one more specific to their own situation.

    • @PrometheusPhamarus
      @PrometheusPhamarus 9 หลายเดือนก่อน

      @@nrdkraft It Can work decently, I did a little experimental using the volume cube, adding a fractal to it, and exporting to USD Format, which gives a vdb file in the volume folder to use. Imported to lightwave as vdb and checked how that would render, just for test and fun. But the main problem for larger sky scapes is the fractal textures, it´s just these ones to use and some additional model settings within them... magic musgrave noise voronoi wave In lightwave I can create really nices larger skyscapes, it has like 80 fractals and of those a special weather fractal, gardner cloud fractal, turbulence, turbulent noise, simples noise, fbm noise, windy wave noise..and many more noise types to use, with the weather fractal it´s pretty much enough to get the right settings, it has so much built in to that noise, wind scale, cloud scale, lacunarity, gain, cloud gain, wind gain, offsett, attenuation..and more than that, built in to one single texture node, coordinate positions and mapping is built in, texture can be inverted by a little checkbox invert, and the textures are scaling right, not the inverse way as the blender noise does. So yeah..I really whish they adress the fractals in blender, starting by letting us access the cloud fractal...which we can´t for the density of the cube volume, then adress the scaling issue. Ca not post links, it seems youtube removes my posts if I do.

    • @PrometheusPhamarus
      @PrometheusPhamarus 9 หลายเดือนก่อน

      @@nrdkraft Also, samuel kruger is the one to look at for shading the clouds, I do it a little different than he does though, but the principles are pretty much the same. He has a download vdb that is nice to use...that one is simulated in Houdini. Break your crayons also have a good showcase of shading clouds in blender, based on what Samuel Kruger have describe, and is also using a houdini simulation. Houdini apprentice you can use for hobby or personal work, and simulate and export vDB and render as Samuel and Break your crayons are doing, though for pro work or generating income, you would need to get the license.

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      @@PrometheusPhamarus Thanks for the tips! I’ll look those up when I can make the opportunity develop my own various clouds workflow. Certainly alot of expertise out there far beyond the potentially useless tip in my video

    • @fergadelics
      @fergadelics 8 หลายเดือนก่อน

      Loved the thumbnail. Could have used a beach scene with a bully. I went on a mission a while back and ended up liking best a mesh with layered modifiers essentially. The clouds looked like they hit the gym. Ripped. The project was more stylized though. From the research I ended up with a mega variety cloud museum asset library. From 2d up to CPU crushing simulations. Super fun. This channel is new to me. I like it.

  • @IvoKlerk
    @IvoKlerk 9 หลายเดือนก่อน

    You can just press N while in your shader nodes and in the panel change the input type to integer right?

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      I’m hoping it will be that easy soon. But in the version of Blender I am currently using, Integer isn’t one of the options available when creating a new group input. So for now we have to make due with a certain work-around

    • @IvoKlerk
      @IvoKlerk 9 หลายเดือนก่อน

      @@nrdkraft Isn’t this what you’re looking for: i.stack.imgur.com/brfCL.png ?

    • @nrdkraft
      @nrdkraft 9 หลายเดือนก่อน

      Yes precisely. If I am correct however, it looks like that screenshot is looking at the inputs of a group in Geometry Nodes. Geometry nodes indeed already supports easily adding an integer input. Not so for Shader Nodes yet tho. But maybe soon!

    • @MikeSierraFox
      @MikeSierraFox 16 วันที่ผ่านมา

      @@nrdkraft Not sure if it's a 4.2 update, but it's definitely possible to do with shader nodes now. Just grouped a noise texture, put scale into the group input as an example - Group Socket -> Scale -> Type -> Integer. Works like a charm.

    • @nrdkraft
      @nrdkraft 15 วันที่ผ่านมา

      @@MikeSierraFox You are right! I believe it is an update that came with 4.2. Also available is Boolean which shows up as a check box! That ought to be really handy for Group nodes!

  • @jessebuller
    @jessebuller 10 หลายเดือนก่อน

    You do a good job with your tutorials. I like your explanations. Thank you.

    • @nrdkraft
      @nrdkraft 10 หลายเดือนก่อน

      Aw thank you I appreciate that! I try to make things understandable!

  • @JohnWesleyDavison
    @JohnWesleyDavison 10 หลายเดือนก่อน

    Hope I'm able to catch the live stream.

    • @nrdkraft
      @nrdkraft 10 หลายเดือนก่อน

      I hope you are too! I’m going to aim for this Friday evening (U.S.)

  • @JebusKristie
    @JebusKristie 10 หลายเดือนก่อน

    Working in Blender 3.6.2 and 4.0 and for some reason the step where you subtract 1 from the resolution and divide it by the original number seems to be unnecessary now? Not sure if they changed the way it calculates the flattened vector, but for some reason when I subtract 1, the x vector is misaligned by one face. Can anyone verify if that is correct? Unless I missed a step, but I've gone back over it a few times and it only seems to align if I eliminate that step.

    • @nrdkraft
      @nrdkraft 10 หลายเดือนก่อน

      Oh very interesting! I’ll have to check that in 4.0! [checks] Oh you’re right! It looks like they fixed this for us since I recorded this, thanks for alerting me to this!

    • @BonzoDeAap
      @BonzoDeAap 5 หลายเดือนก่อน

      Yup, tried this in blender 4.1 and the subtract 1 from the resolution and divide it by the original number seems to be unnecessary now

    • @snapxynith
      @snapxynith 5 หลายเดือนก่อน

      @@nrdkraft Thank you for this solid tutorial. I came across the video when I was getting into blender successfully this year but the shorthand references to hotkeys and mode changes were too fast for me initially. Now that I've had time to understand a lot of the modes and standard hotkeys, this was a very digestible tutorial and especially was impressive to see the visual explanation of the coordinate space at the beginning.

    • @nrdkraft
      @nrdkraft 5 หลายเดือนก่อน

      @@snapxynith Awesome! I’m glad I could be helpful! And welcome to the Blender community! I hope you enjoy being a part of it☺️

  • @ashasekayi
    @ashasekayi 10 หลายเดือนก่อน

    Great tip! Thanks for sharing.

    • @nrdkraft
      @nrdkraft 10 หลายเดือนก่อน

      You bet! I’ll be showing how to put a bit more into this node in the livestream tentatively this Friday☺️

    • @ashasekayi
      @ashasekayi 10 หลายเดือนก่อน

      @@nrdkraft That's awesome. :D I hope to catch it.

    • @nrdkraft
      @nrdkraft 10 หลายเดือนก่อน

      @@ashasekayi I hope you do too!😁

  • @Zwackelmann173
    @Zwackelmann173 10 หลายเดือนก่อน

    Great Fix :D Gonna remember that when I make a scene with clouds :)

    • @nrdkraft
      @nrdkraft 10 หลายเดือนก่อน

      Yay! I hope it comes in handy😁 Thanks man!