Hi VFX artist here 👋 to all the people saying that this isn’t procedural, let me explain to you why it is. On a normal model where you have created UV’s and maybe painted the textures in Mari or Substance painter, the texture is locked to those UV’s and that object. Whereas here Jonas has created a procedural shader with non procedural textures so that no matter the object or the UV’s the shader will always react correctly, the edges will always be worn out, the faces will always have streaking effects and no matter what there will be no texture stretching/distortion. Hope that helps, keep up the good work Jonas 👍
next up you should do a procedural street asphalt with markings and tyre wear off streaks, cracks etc... procedural rain puddles to quickly plug into every ground material in the scene would also be a great topic.
This is incredible Jonas, thank you. Been following you for roughly over a year and the amount of stuff I learn in a few minutes, with everything being so concise and easy to learn is unbelievable.
I keep coming here and leave in awe every time. Photorealism and that attention to detail of yours! It would take a lot of time to paint all these little imperfections manually, yet here you are, building clever shaders in such a way they look great and behave correctly even on greatly varying geometry. Put some Vray Decals on top for good measure and I'd mistake these screengrabs for photos.
GEIL! Ich hab's beim beton nie so ganz hinbekommen mit dem vray dirt zu arbeiten. der tipp mit der vray color auf multiplier ist echt stark, hab mich immer gefragt warum der effekt so schwach ist...
Dude amazing! Without doubt the best and most useful tutorial on how to me make a proper Vray material I have seen on TH-cam so far. Looking forward to check more of your videos!
Regardless which render engine you're using, there are so many goodies to take home here. I can easily apply these techniques to Karma in Houdini for my personal work. Thanks!
That's great! Yeah I try to show more general concepts of shading which are probably possible in most render engines. Maybe I should get away from being so V-Ray centric to attract a larger audience. Need think about that :-)
Very nice! I did not know that V-ray edges could be used with the composite node (I usually put it in the bump slot of the normalmap). Also nice touch with the extra bump to break up the edges!😍
@jonasnoell This video was massively useful. As always, keep posting tutorials stuff like this. They are great reminders, tips and tricks. You are helping raise the bar for everyone on our community!
Thank you for making this video..I had previously asked you for a video about concrete in the previous comments..Thank God that you made a very valuable video..I also learned how to solve the UV problem>>> The best teacher in vray . best content in all youtube Jonas !
This is super Cool! Thank you very much. You are a legend in V-ray world. Please also create a in depth tutorial for understanding the V-ray toon material, I am still struggling with it after playing with material and light for the toon.
Great video. Does anyone know if something similar can be achieved using Arnold and Curvature node? It seems that the composite shader does not work well with curvature node?
Good question, I don't have a logical answer to that to be honest :-) Basically I just remembered in the end that I didn't have any reflections and with pure white and low glossiness values it became too overblown with the current setup so I countered it using this way. But yeah that part could have been done better. :-)
can i ask - with the wall thickness, if i pu ta dirt distance of more than 150mm (which is the thickness of the wall) - then it all becomes the dirt color - do you just detach the polys you want with the dirt and leave the inner walls as another object (or ID) - if that makes sense?
Sure, can do. But this should only affect the inner occlusion mode. For inner occlusion you normally don’t use so high values as you normally just use it to mask out edges…
Hallo Jonas, danke für das tolle Tutorial. Viellicht kannst du bei Gelegenheit ein Video mit Regen oder Schnee im Außenbereich erstellen. Es könnte z.B. ein Garten oder ähnliches an Landschaft sein als Enviroment. Danke
@@JonasNoell danke für deine Rückmeldung. Genau Nasse Straße, Pfütze, oder ein Garten mit Grass und Pflanzen, die nass sind. Oder Regentropfen, die in das Poolwasser landen, oder Regentropfen die das Fensterglas herunterfließen, wenn man von innen nach außen sieht. rwalck.files.wordpress.com/2013/10/img_4649a.jpg hier ist ein Moodbild.
had this saved for more than a year in my playlist and when I needed it, oh files on patreon, at least specify in the begining that you have to pay for the files
Hey Jonas, another fantastic tutorial! A lot of good stuff shown in easy to understand way 🥰 I wonder if it is possible to make the material that create those leaks only on Vertical surfaces so these don't occur on top and bottom of those conrete slabs? Tried to find something on the internet but with no result. And chat GPT is crap when it comes to help in 3ds max 😅
Hi! I have a question, when and when not to change filter mult and blur parameters? And why? Also are this parameters the same thing in VrayBitmap or ther work in different ways?
Basically values below 1 will sharpen the texture and values above will blur it. I would leave this at default unless there is something specific you want to achieve…
Yo boss, I would like to ask if you could do all these stuff using compact material editor as well ? This slate material editor is just too complicated, I am sorry for being too dumb not to understand the logic behind all those bridges and connections you are doing there 💔
Sure, in fact I normally only use the compact editor. I just use the slate for the tutorials because people were complaining they couldn’t flow if I use the compact one 😀
Yes, but those are procedurally placed using triplanar and with procedurally generated dirt effects and so on. You could of course also use procedural noises to try to create the textures themselves but I can't see any benefit in that.
haha sometimes you have to go to the bottom of the comments to find the truth. All these commentators don’t seem to grasp the concept of procedural. There may be procedural nodes in the graph but the whole point of a procedural mat is that it is resolution independent. Once you put a map in there you’re working with a fixed resolution - there a real performance and image quality outcomes associated with. Just sayen.
So a material that uses procedural maps is by your definition not a procedural material then… Interesting 🤔Some maps are procedural some are not. If you want to exchange the remaining texture maps by noises then be my guest. And while you are at it you can make a tutorial about it and call it the true 100% pure procedural material. I would be the first one to watch 👍
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
Thanks😊
Hi VFX artist here 👋 to all the people saying that this isn’t procedural, let me explain to you why it is. On a normal model where you have created UV’s and maybe painted the textures in Mari or Substance painter, the texture is locked to those UV’s and that object. Whereas here Jonas has created a procedural shader with non procedural textures so that no matter the object or the UV’s the shader will always react correctly, the edges will always be worn out, the faces will always have streaking effects and no matter what there will be no texture stretching/distortion. Hope that helps, keep up the good work Jonas 👍
I think the missunderstanding probably is that some confuse a procedural SHADER with a procedural TEXTURE.
@@JonasNoell I think most are just used to watching blender tutorials 😅
4 minutes in and you have already used a bunch of features I've never touched on in my workflow 😅
Such good value for time.
Happy to hear that :-)
quello che colpisce di te è il modo chiaro di come spieghi le cose. Veramente bravo Jonas!!!!!
next up you should do a procedural street asphalt with markings and tyre wear off streaks, cracks etc...
procedural rain puddles to quickly plug into every ground material in the scene would also be a great topic.
Good idea will think about that!
This is the best tutorial about Vray I've had on youtube
Thanks for the feedback, happy to hear that 😀
man you are literally have the best vray / 3ds max content here!!
As always, it was a pleasure watching your work process.
This is incredible Jonas, thank you. Been following you for roughly over a year and the amount of stuff I learn in a few minutes, with everything being so concise and easy to learn is unbelievable.
The best channel about Vray
thanks the tut. was awesome with a lot useful info
I keep coming here and leave in awe every time. Photorealism and that attention to detail of yours! It would take a lot of time to paint all these little imperfections manually, yet here you are, building clever shaders in such a way they look great and behave correctly even on greatly varying geometry. Put some Vray Decals on top for good measure and I'd mistake these screengrabs for photos.
GEIL! Ich hab's beim beton nie so ganz hinbekommen mit dem vray dirt zu arbeiten. der tipp mit der vray color auf multiplier ist echt stark, hab mich immer gefragt warum der effekt so schwach ist...
Dude amazing! Without doubt the best and most useful tutorial on how to me make a proper Vray material I have seen on TH-cam so far. Looking forward to check more of your videos!
There is a whole channel to explore :-)
@@JonasNoell 🔥🔥🔥
There is a Turkish word for successful people ; ADAMSIN!!
Regardless which render engine you're using, there are so many goodies to take home here. I can easily apply these techniques to Karma in Houdini for my personal work. Thanks!
That's great! Yeah I try to show more general concepts of shading which are probably possible in most render engines. Maybe I should get away from being so V-Ray centric to attract a larger audience. Need think about that :-)
@@JonasNoell If you want to attract a larger audience, consider Blender tutorials 😄
Very nice! I did not know that V-ray edges could be used with the composite node (I usually put it in the bump slot of the normalmap). Also nice touch with the extra bump to break up the edges!😍
@jonasnoell This video was massively useful. As always, keep posting tutorials stuff like this. They are great reminders, tips and tricks. You are helping raise the bar for everyone on our community!
Your tutorials are so good!!!!
Wow, this is mind blowing 🤯
Thank you for making this video..I had previously asked you for a video about concrete in the previous comments..Thank God that you made a very valuable video..I also learned how to solve the UV problem>>> The best teacher in vray . best content in all youtube Jonas !
Haha your welcome 👍
what’s “the uv problem?”
Great tutorial Jonas, thanks!
Thanks mate ❤
Excellent tutorial. much appreciated. and watching it is also a pleasure...
And here I was, thinking I wouldn't learn anything new. Silly me ;) Another great tutorial!
This is super Cool! Thank you very much. You are a legend in V-ray world.
Please also create a in depth tutorial for understanding the V-ray toon material, I am still struggling with it after playing with material and light for the toon.
Ah cool, good idea!
Love this turorial, thank you
Great video.
Does anyone know if something similar can be achieved using Arnold and Curvature node?
It seems that the composite shader does not work well with curvature node?
very very helpful tutorial, thanks a lot ❤
thank you
another masterclass, thanks for the great content
thank you for your great tutorials 👌
Awesome! Any plans for organic shaders using SSS, like sponges, skin, food, etc.?
I have some tutorials about SSS already in my channel you can check those out first
Amazing!
Good tutorial
thank you so much, this so good and beautiful
love this tutorial! thanks, this is very useful
Very cool. Wondering why you chose to change the reflection instead of leaving it white and change the glossy instead.
Good question, I don't have a logical answer to that to be honest :-) Basically I just remembered in the end that I didn't have any reflections and with pure white and low glossiness values it became too overblown with the current setup so I countered it using this way. But yeah that part could have been done better. :-)
@@JonasNoell no worries. I'm always wondering the "why" on things. Nice work as always!
Love it
dumb question...what is the shortcut for the search in material editor?
Hello! Can we have the textures to follow exactly the tutorial? Thanks you
This is amazing, very reusable as well. Makes me wanna drop Zbrush sculpting for stuff like this, as it gets super repetitive and boring...
Yeah, try to automate repetetive tasks as much as possible!
Super! Thank you sir! Can you share where you buy/download the dirt textures for the masks?
I normally build them myself, but you can find them on my Patreon
thanks
awesome
Would you say that this and your other tutorials could be applied to corona aswell, ofc using coronas equivalent maps?
I'm no expert in Corona but I'm quite sure most can be transferred. But the easiest would be to just try and see if it can be done by yourself or?
@@JonasNoell Yea i will do some tests and see how it goes, i think it can be fully replicated. Thank you
can i ask - with the wall thickness, if i pu ta dirt distance of more than 150mm (which is the thickness of the wall) - then it all becomes the dirt color - do you just detach the polys you want with the dirt and leave the inner walls as another object (or ID) - if that makes sense?
Sure, can do. But this should only affect the inner occlusion mode. For inner occlusion you normally don’t use so high values as you normally just use it to mask out edges…
Hallo Jonas, danke für das tolle Tutorial.
Viellicht kannst du bei Gelegenheit ein Video mit Regen oder Schnee im Außenbereich erstellen. Es könnte z.B. ein Garten oder ähnliches an Landschaft sein als Enviroment. Danke
Hallo was genau meinst du mit Regen? Nasse Straßen und Pfützen?
@@JonasNoell danke für deine Rückmeldung. Genau Nasse Straße, Pfütze, oder ein Garten mit Grass und Pflanzen, die nass sind. Oder Regentropfen, die in das Poolwasser landen, oder Regentropfen die das Fensterglas herunterfließen, wenn man von innen nach außen sieht.
rwalck.files.wordpress.com/2013/10/img_4649a.jpg
hier ist ein Moodbild.
@@nasi3228 Alles klar, ich schau mal was sich da machen lässt 🙂
@@JonasNoell Danke!!!!
had this saved for more than a year in my playlist and when I needed it, oh files on patreon, at least specify in the begining that you have to pay for the files
It’s literally specified in the first minute so not really sure what you are talking about.
@@JonasNoell not if it's free or not
@@mihaiciocan2169 Oh, I'm so sorry that you had to use your brain
💛💛💛
Hey Jonas, another fantastic tutorial! A lot of good stuff shown in easy to understand way 🥰
I wonder if it is possible to make the material that create those leaks only on Vertical surfaces so these don't occur on top and bottom of those conrete slabs? Tried to find something on the internet but with no result. And chat GPT is crap when it comes to help in 3ds max 😅
Can do, you would need to combine it with another mask though. You can try a basic fallof with local world Z-axis for example.
@@JonasNoell Yeah, that falloff mask works like a charm. I've never explored those functions of falloff map, thanks so much!
You’re welcome ☺️
thanks so much mate i love your tutorials - wish you could do corona ones also?
Let's see, currently I don't own a license for Corona...
A procedural material by definition means no bitmaps are used. I get that there’s no texture painting uvs but there’s still a bitmap in there.
Hi! I have a question, when and when not to change filter mult and blur parameters? And why? Also are this parameters the same thing in VrayBitmap or ther work in different ways?
Basically values below 1 will sharpen the texture and values above will blur it. I would leave this at default unless there is something specific you want to achieve…
I'm not a max user but is the composite node the same as layered texture in Maya?
From my understanding yes
Perfect
So great!! BTW I wonder where do you usually find your textures?
Quixel Megascans is great
Love u dude
is it posible achive same results for vray in sketchup?
Only one way to find out I guess
@@JonasNoell do you also use vray in skp?
@@luisfe7187 nope
Yo boss, I would like to ask if you could do all these stuff using compact material editor as well ? This slate material editor is just too complicated, I am sorry for being too dumb not to understand the logic behind all those bridges and connections you are doing there 💔
Sure, in fact I normally only use the compact editor. I just use the slate for the tutorials because people were complaining they couldn’t flow if I use the compact one 😀
So basically you use textures in procedural shader?
Yes, but those are procedurally placed using triplanar and with procedurally generated dirt effects and so on. You could of course also use procedural noises to try to create the textures themselves but I can't see any benefit in that.
I ❤ you😜
Not procedural tho
Depends on your definition I guess
@@JonasNoell nope
Cool
haha sometimes you have to go to the bottom of the comments to find the truth. All these commentators don’t seem to grasp the concept of procedural. There may be procedural nodes in the graph but the whole point of a procedural mat is that it is resolution independent. Once you put a map in there you’re working with a fixed resolution - there a real performance and image quality outcomes associated with. Just sayen.
So a material that uses procedural maps is by your definition not a procedural material then… Interesting 🤔Some maps are procedural some are not. If you want to exchange the remaining texture maps by noises then be my guest. And while you are at it you can make a tutorial about it and call it the true 100% pure procedural material. I would be the first one to watch 👍
Thank you so much for sharing, you are my favorite author. Also, can the last edge bump bitmap be directly connected to the original vrayedgesTex?
Hi there! Technically yes but it would generate a slightly different effect as it would just define the rounded corners width.
thank you