The level of technical detail you go into and the scientific mastery you have is not only impressive but also inspiring. It makes it fun and interesting for me when the teacher knows their stuff to this depth and precision because it shows that you're passionate about what you do, and also take care with how you communicate the ideas. And passion is contagious. I am always willing to go deeper, to understand my craft better, but my issue is that I often jump around, I need to be more organized with my learning, more disciplined.
Nice and thorough walkthrough as usual :) And thank you for commenting about that bump node, I've been bothered by that for so long now, they really should name that Distance to Height instead and adding that m as in meter at the end so it looks more like the Displacement node so people understand that they shouldn't use the Strength slider.
This goes well with the new Andrea Ciani video - "Radial UVmap in Geometry nodes". Both excellent tutorials bending our minds around the Matrix that is the texturing universe.
Great video, as always, the only thing I could think it could be missing is the use of a specific texture to drive the anisotropic appearance. To replicate a material having numerous radial polished spin marks for example.
In the actual metal pieces I think the circular kind of lines are product of the cutting method that is often based on rotating and delineating the said piece to a knife and it result on transforming the general shape of the manufactured piece and also apply at a very minuscule level a series of circles al around but I thought the Shader Nodes was already able to emulate that surface, by the way nice it can be worked out easier now in the new version. Great video!
really interesting video. I wonder, would you use the anisotropy for metal only on flat parts that are like cylindertops, flat and round, or could and woudl you use it on other hardsurface parts or metal statues or screws as well? How to decided this?
I think it makes sense to consider how a metal part would have been physically machined. The tangents along a chamfer would be parallel to the edge, for example, and a flat surface would have been milled with an end mill, and maybe ground with a surface grinder. The latter would be easy: you set up tangents with a UV map like shown. For a milled surface though, that's a bit trickier. You'd likely have parallel rows of strands which arc perpendicular to the path of the end mill. To achieve that, you could probably pass the tangents through a distortion map before plugging into the BSF specular tangents.
By the way did you noticed that blender limiting effects of bump based on distance from camera, like I tried to use microsurface bump as equivalent to roughness while having 0 roughness to make more interesting results but it just make bump disappear at even small distance completely. Like 2 meters away and all bump is gone lol. Is there any way to fix it, cause I remember in old versions its be just fine.
Waking up and find out there is a fresh new video from Chris 3d feels just like Christmas
As the expression goes: When someone can explain complex things in a simple way then you know your dealing with a master of their trade.
*you're, young padawan.
@@bitspacemusic both of y’all beat me to it. His first part and you’re second part.
Once and again, Christopher, you're a REAL teacher.
This feels like a uni course with a really good professor. You are really doing some of the good work with this channel, thank you
A complete university course in one tutorial. Waited ages for this. Can't thank you enough.
The level of technical detail you go into and the scientific mastery you have is not only impressive but also inspiring. It makes it fun and interesting for me when the teacher knows their stuff to this depth and precision because it shows that you're passionate about what you do, and also take care with how you communicate the ideas. And passion is contagious. I am always willing to go deeper, to understand my craft better, but my issue is that I often jump around, I need to be more organized with my learning, more disciplined.
Nice and thorough walkthrough as usual :)
And thank you for commenting about that bump node, I've been bothered by that for so long now, they really should name that Distance to Height instead and adding that m as in meter at the end so it looks more like the Displacement node so people understand that they shouldn't use the Strength slider.
Very technical and detail... Love it!
I like that deep dive explanation tutorial. Thank you 🧡
Great video! I hope that EEVEE will support Anisotropy in the future :D
I love that even though i've been using blender since about 2.35, you can still teach me stuff that are not actually new in the software
Thank you for updating this 😀
Very detailed and easy to understand, top tier tutorial👍👍
This goes well with the new Andrea Ciani video - "Radial UVmap in Geometry nodes".
Both excellent tutorials bending our minds around the Matrix that is the texturing universe.
Great video, as always, the only thing I could think it could be missing is the use of a specific texture to drive the anisotropic appearance.
To replicate a material having numerous radial polished spin marks for example.
Yeah, Blender doesn't support a bitmap as a driver of the tangent unfortunately. I would love to see this added.
In the actual metal pieces I think the circular kind of lines are product of the cutting method that is often based on rotating and delineating the said piece to a knife and it result on transforming the general shape of the manufactured piece and also apply at a very minuscule level a series of circles al around but I thought the Shader Nodes was already able to emulate that surface, by the way nice it can be worked out easier now in the new version. Great video!
Fantastic stuff Chris! Thanks a lot for the info!
Thx for demystifying the tangent socket for me. :D
This quality is outstanding. May I ask how you got to understand the math behind the nodes? The Photorealism you achieve is top drawer.
Yest he is amazing. Very valuable knowledge
absolute solid nailed again...
💪💥🗯🔥💭❤💨🕊
Just what I needed. Thank you VERY VERY much.
Simply brilliant, thank you !
Great tutorial, very great!!
Amazing!
25:23 It was here all this time and I thought I'd to go back and forth b/w blender and Rizom
Yeah, Follow Active Quads is supremely useful.
So, how is anisotropic working in subsurface scattering? Could you give some examples?
I've done a video for the 4.0 release covering subsurface scattering. It shows what anisotropy is in that context, just search for that video.
@@christopher3d475 oh, missed that, thanks.
Can an anisotropy direction map be painted? What would it look like?
really interesting video. I wonder, would you use the anisotropy for metal only on flat parts that are like cylindertops, flat and round, or could and woudl you use it on other hardsurface parts or metal statues or screws as well? How to decided this?
I think it makes sense to consider how a metal part would have been physically machined. The tangents along a chamfer would be parallel to the edge, for example, and a flat surface would have been milled with an end mill, and maybe ground with a surface grinder. The latter would be easy: you set up tangents with a UV map like shown. For a milled surface though, that's a bit trickier. You'd likely have parallel rows of strands which arc perpendicular to the path of the end mill. To achieve that, you could probably pass the tangents through a distortion map before plugging into the BSF specular tangents.
By the way did you noticed that blender limiting effects of bump based on distance from camera, like I tried to use microsurface bump as equivalent to roughness while having 0 roughness to make more interesting results but it just make bump disappear at even small distance completely. Like 2 meters away and all bump is gone lol. Is there any way to fix it, cause I remember in old versions its be just fine.
Thank'you!