If you're using this in an animation, you'll get faster renders by turning the AO into a texture. Here's a quick video on texture baking to get you started. th-cam.com/video/fbH4aQB5FiM/w-d-xo.html
Thanks for the tutorial! If you set the mix node to a blend mode like multiply, then set your color, you can get some more natural/organic looking interactions with the existing color. And you can also use something like this to affect the strength of your bump node, or your roughness material if you have one for an even more detailed effect. 👍
For something like a film or cinematic you'd manually paint a texture for that blend region, right? Using AO, originally meant to darken close corners and crevices, is a fast way to get a similar result, but you'd usually manually paint in a grayscale texture to control that.
@@doko3000 the real answer is that you would use substance painter, which allows you to use a mixture between AO, cavity, and a world space gradient to do it procedurally and quickly
This solved a mystery! Years ago, I was noodling about in Blender forums, and someone mentioned using AO 'for shading', but they never elaborated. I think this is what they were talking about! Much thanks for this, DECODED!
I told my wife - "I cannot vacuum! I need to study - the "ambient occlusion!" - and showed her this tutorial. She has now downloaded her own version of Blender - and last I saw: she was modelling a rolling pin and rigging it with physics dynamics.
If I'm not wrong, you can also do a "stylized gradient" with noise texture and gradient texture mixed with overlay into a ColorRamp. and locate it at the bottom of the building.
mind BLOWN.... i feel like a beginner again! such an excellent feature it never occurred to me that AO could be used to enable that smooth transition you created... and i'm always looking at old video textures i like as reference material, they have these smooth joins and the bottom of certain textures, now it's like i can just generate that automatically!
Especially adding it to the ground raising the quality. SUper nice it also works on the ground, thats simply a flat plane. Quite interesting that it get AO from the other meshes as
You can also use the gradient node and connect it in the factor, very similar to the ambient occlusion node, but the advantage of the first one is that it is lighter in EEVE
how so? wouldn't just make a vertical gradient from the ground rather than accumulating in crevices? anyway, on the opposite side of the spectrum, (meaning to make it heavier but more refined) you could mix in a noise texture to make the dirt more random and jagged.
I"d have to try it and play around, by I imagine it would look to neat and perfect, too uniformly present everywhere. Maybe adding noise or some measure of mesh curvature could help. AO emphasizes the nooks and crannies, the inner corners where whirling wind doesn't reach as well, where grime and dust and dead bugs and crud can build up.
I did this with a model of an old CRT screen I made to make it look like there was dirt accumulating around the edges of the screen. It's really effective but can look really weird if you're using Eevee.
Eevee is kinda "mysterious" compared to Cycle, CGcookies has a great course about perfect lighting on Eevee, i highly recommend checking it out, it will open so many new possibilities
Cycles is ray traced whilst EEVEE is screen space. What you can do is bake the colour texture in cycles then bring that into EEVEE and it'll preserve the effect, you'll have to rebake it every time you edit the model or move it however.
Really cool trick! It's one of those things you only realize when it's not there. I'm thinking here, you could mix/multiply or screen the AO output with some musgrave or noise texture to give it a more randomized and textured feeling to the grime too.
the more robost method is blend textures. make a simple trim sheet with all the dirt effects on it. and use it as an overlay on the main material with a secondary uv map. the advantage is a faster render and not having to worry about external objects. also more detaild dirt and leak textures. you can also port those to game engines assuming that kind of decal is supported. and you dont have to paint anything since you can reuse the trimsheet.
On Tattooine, all the buildings are in a constant state of being burried and unburried by sandstorms. While there is definitely wear on the buildings there is also varying degrees of sand piled up against the walls. So you'd need to drag some floor up around the building a bit.
I actually do architectural tutorials for blender from time to time and I did a video of how to make light mix as basic composition tutorial yet a pretty requested feature like the one in corona and maxwell render
Ah, you could also probably use a similar tactic to blend in new textures, like let say you have a concrete wall that you want to have it sort of chipped away near the edges revealing brick underneath. Though that'd also probably require some clever use of a noise texture and color ramps to get the two textures to blend in a natural looking manner.
idk, if you still check comments, but this video is awesome! Right now i help to draw a scene pictures for novel, and this trick changed photo so well and more real, like it almost photography.
Great content :) This reminds me of the techniques used in Jama Jurabaev's "Real Time Environment Design in Blender" course. Kind of funny, he actually uses star wars concepts in those videos.
@@ThatLooksNiceCo as we can see here for sorrow ... way to handy but I actually use general AO using compositor , but applying it to the whole image is just makes it less controllable
Is there a way to tell the AO shader for the ground only to take specific other objects into account? I tried to use this method for a scene where I render a skater in front of a skating pipeline. The problem was that the pipeline looked too sharp on the ground like you described in your video. When I tried to add some edge dirt to both the wall of the pipe and the ground by using the AO node it works quite well but now the skater in front of the pipe also has this dirt under his feet on the ground :) So I wonde if there is a way to use this technique for the ground but avoiding that every object standing on the ground get this dirt underneath it.
This is such a brilliant touch. thank you! I was just wondering, why wouldnt you have ambient occlusion on everything? Is it not everywhere in reality?
It's interesting you talk about dirt and grime. Well what if it's supposed to be brand new, and you want that extra bit that makes it feel like it's actually in the scene?
If you're using this in an animation, you'll get faster renders by turning the AO into a texture. Here's a quick video on texture baking to get you started. th-cam.com/video/fbH4aQB5FiM/w-d-xo.html
ok
And objects moving near each other won't change each others materials in the drive-by :)
Thats also great if you are using Optix instead of CUDA to render, since AO is not supported yet.
Thanks for the tutorial! If you set the mix node to a blend mode like multiply, then set your color, you can get some more natural/organic looking interactions with the existing color. And you can also use something like this to affect the strength of your bump node, or your roughness material if you have one for an even more detailed effect. 👍
Nice! Thanks
For something like a film or cinematic you'd manually paint a texture for that blend region, right? Using AO, originally meant to darken close corners and crevices, is a fast way to get a similar result, but you'd usually manually paint in a grayscale texture to control that.
@@doko3000 the real answer is that you would use substance painter, which allows you to use a mixture between AO, cavity, and a world space gradient to do it procedurally and quickly
This solved a mystery!
Years ago, I was noodling about in Blender forums, and someone mentioned using AO 'for shading', but they never elaborated.
I think this is what they were talking about!
Much thanks for this, DECODED!
Great tip!
I been giving this trick to everyone that uses blender cuz it is awesome and its nice to see that finally more people will talk about it
I told my wife - "I cannot vacuum! I need to study - the "ambient occlusion!" - and showed her this tutorial. She has now downloaded her own version of Blender - and last I saw: she was modelling a rolling pin and rigging it with physics dynamics.
Amazing
The tutorial that was missing on yt
Well I think Blender Guru did something like this but didn't go into any detail, so this is more useful!
Yeah, Andrew briefly touched on the subject in the kitchen tutorial he made at the start of 2019.
Nobody asked for this tip, because nobody knew how much this tip is needed. Thanks a lot.
You can also use this trick to have some fake foam around floating objects in ocean scenes and such.
Useful!! most textures are always so clean
If I'm not wrong, you can also do a "stylized gradient" with noise texture and gradient texture mixed with overlay into a ColorRamp. and locate it at the bottom of the building.
Great little video mate. Perfect showcase for the AO node to really stick things together
mind BLOWN.... i feel like a beginner again! such an excellent feature
it never occurred to me that AO could be used to enable that smooth transition you created... and i'm always looking at old video textures i like as reference material, they have these smooth joins and the bottom of certain textures, now it's like i can just generate that automatically!
Especially adding it to the ground raising the quality. SUper nice it also works on the ground, thats simply a flat plane. Quite interesting that it get AO from the other meshes as
You can also use the gradient node and connect it in the factor, very similar to the ambient occlusion node, but the advantage of the first one is that it is lighter in EEVE
how so? wouldn't just make a vertical gradient from the ground rather than accumulating in crevices?
anyway, on the opposite side of the spectrum, (meaning to make it heavier but more refined) you could mix in a noise texture to make the dirt more random and jagged.
I"d have to try it and play around, by I imagine it would look to neat and perfect, too uniformly present everywhere. Maybe adding noise or some measure of mesh curvature could help. AO emphasizes the nooks and crannies, the inner corners where whirling wind doesn't reach as well, where grime and dust and dead bugs and crud can build up.
Simple, efficient, clean and quick to do. Nice.
This is perfect for a scene that's been giving me some trouble. And here I was, messing with dynamic paint and vertext colors like a fool.
Very cool! I am a total newbie and I never would've realized that. I liked and subscribed. Thanks mate!
I did this with a model of an old CRT screen I made to make it look like there was dirt accumulating around the edges of the screen. It's really effective but can look really weird if you're using Eevee.
Eevee is kinda "mysterious" compared to Cycle, CGcookies has a great course about perfect lighting on Eevee, i highly recommend checking it out, it will open so many new possibilities
That's because eevee uses screenspace ambient occlusion
I prefer testing stuff in Cycles but rendering in Eevee
Cycles is ray traced whilst EEVEE is screen space. What you can do is bake the colour texture in cycles then bring that into EEVEE and it'll preserve the effect, you'll have to rebake it every time you edit the model or move it however.
@@Lubble- that's kind of wierd
Really cool trick! It's one of those things you only realize when it's not there.
I'm thinking here, you could mix/multiply or screen the AO output with some musgrave or noise texture to give it a more randomized and textured feeling to the grime too.
Great tutorial! Thanks!
My god! You are a really observant guy! I wouldn't have noticed that in two lifetimes!
Ive been looking for this forever
Well this was impressively simple! I'm actually shocked at how well the ambient occlusion node works for this!
Really good tips. Good luck with your project.
Amazing, it was just the thing I was noticing missing from my architecture renderings . Loved The Video.
Very helpful and straightforward tutorial thank you
Simple yet effective!
Always great tips
Very useful. Thanks. Like your style.
Great tip! Same goes for any hardsurface stuff I assume. I need to use this more!
Nice video!
Thanks Ryan!
thanks, these kinds of details make or break a render
Thanks for this tip.
And wow the render ie the thumbnail, is really amazing!
Thanks. It's literally just a few of the assets I've modelled thrown together.
awesome! thanks!
The timing of this couldn't be better. I'm about to render a large animation that's very much going to benefit from this, thanks :)
aaaaaaaand genius as usual. Nice stuff once again!
the more robost method is blend textures. make a simple trim sheet with all the dirt effects on it. and use it as an overlay on the main material with a secondary uv map. the advantage is a faster render and not having to worry about external objects. also more detaild dirt and leak textures. you can also port those to game engines assuming that kind of decal is supported. and you dont have to paint anything since you can reuse the trimsheet.
Holy cow this was exactly what I needed!!!
Thank you so much. I'm even not using a blender LOL. But great, it is suitable for any 3d modelling texture
Hugely underrated tip!!!
bro you a legend
Thank you.
Wow this is great!
Brilliant!!
Thanks!! - very good advice my friend!
I'm happy for the existence of this channel
Thank you.
Thank you so much
Thank you
Daaaaaaamn Thank you so much man!!! Everything star wars related is very much appreciated!!
On Tattooine, all the buildings are in a constant state of being burried and unburried by sandstorms. While there is definitely wear on the buildings there is also varying degrees of sand piled up against the walls. So you'd need to drag some floor up around the building a bit.
amazing!
Very cool
Really great quick tip!
great video keep up the realism tips
I actually do architectural tutorials for blender from time to time and I did a video of how to make light mix as basic composition tutorial yet a pretty requested feature like the one in corona and maxwell render
Great tip - Thankyou!:)🙏😀
thank you!
You could pipe this into a noise node and then a displacement node to make the seam between surfaces look more natural too.
Nice tip, thanks.
Ah, you could also probably use a similar tactic to blend in new textures, like let say you have a concrete wall that you want to have it sort of chipped away near the edges revealing brick underneath. Though that'd also probably require some clever use of a noise texture and color ramps to get the two textures to blend in a natural looking manner.
Muy bueno!! Gracias
Great tip! Love these short videos
Nice!
It's amazing
very nice
This is a amazing tip. Thank you so much for sharing.
Thanks for the quick tip. Really helpful
idk, if you still check comments, but this video is awesome! Right now i help to draw a scene pictures for novel, and this trick changed photo so well and more real, like it almost photography.
Thank you!
Thanx for the lesson! That's what i needed.
Thanks for this, this is great!
This videos awesome huge starwars fan here!
Great content :) This reminds me of the techniques used in Jama Jurabaev's "Real Time Environment Design in Blender" course. Kind of funny, he actually uses star wars concepts in those videos.
Sir you are amazing
Love your videos!
great vid tbh, really useful and short
thanks bro, very useful!
Thank you, this was exactly what i was missing!
Awesome :D
Great tip! Thanks for making this!
Holy shit this is game changing for me... thank you so much!
Was avoiding it because these nodes don't support Optix, but man! This is a must have!!
Yeah, it's supported from 2.92
THIS IS SUPER SUPER AMAZING!! will you make tutorial of how to model and bake normal maps for low poly objects?
a great tutorial !!! thanks a lot
good heckin. fantastic
Very useful! Thanks!
Smart !!
.
.
.
.
❤️LOVE YOUR VIDEOS❤️!!!!!!!!!!!!!!!!!!
Thanks for all your effort to make good content😊
Thanks!
Any tips for up close shots of foilage? Like peeking through leaves and or bug's eye view from down in the grass
wish we could "spray" shading onto the grounds etc ( image textures ) to "blotch" them up a bit
I really love ao , but the problem with it and bevel node that they don't work with optix 😑
I can't afford an RTX card anyways... :D
@@tigransafaryan6619 : As of 2.9 optix works with non RTX cards. At least I was able to check it on with my old trusty 1050ti card.
@@quadgon this is not the problem, if you tried to put an ao node in optix, it will stop 😗
Yep, AO and bevel nodes both don’t work with RTX. It’s a shame because they’re extremely handy for procedural textures. 🙁
@@ThatLooksNiceCo as we can see here for sorrow ... way to handy
but I actually use general AO using compositor , but applying it to the whole image is just makes it less controllable
Great stuuf mate ,is that node new in 2.9 ????
It was first introduced in 2.8
Is there a way to tell the AO shader for the ground only to take specific other objects into account? I tried to use this method for a scene where I render a skater in front of a skating pipeline. The problem was that the pipeline looked too sharp on the ground like you described in your video. When I tried to add some edge dirt to both the wall of the pipe and the ground by using the AO node it works quite well but now the skater in front of the pipe also has this dirt under his feet on the ground :) So I wonde if there is a way to use this technique for the ground but avoiding that every object standing on the ground get this dirt underneath it.
very nice video!!
This is such a brilliant touch. thank you! I was just wondering, why wouldnt you have ambient occlusion on everything? Is it not everywhere in reality?
Holy shit, thank you
It's interesting you talk about dirt and grime. Well what if it's supposed to be brand new, and you want that extra bit that makes it feel like it's actually in the scene?
holy shit that was awesome
Plase can you tell me where i can found the hdr you are using and coloer management that you are using in the video ❤❤
Colour management was just default with contrast set to medium high. This is the HDRI. hdrihaven.com/hdri/?h=goegap
thanks you
But are you using filmic blender colour management 😅😅
@@musabsarjo yes. Filmic is default now.
can you use that to instead of a solid color multipy a dirt texture onto it (so using AO as a mask)?
Yes