can you review the pidgeon tool bag? it's an addon that does dynamic decimation and renders faster, as well as image upscaling etc, i dont know how to use it very well
Sanctus , ExtremePBR and now for me Materialiq all three are very powerful > Extreme PBR has 1800 plus base textures and much more very very handy tool
@@davidescial Sanctus being procedural and the best shaders use displacment which means using cycles, it will be taxing if you don't have a good GPU. But regardless the good thing is that you can bake sanctus materials very easily to ease off the DSP. I would presume it should be ok , you may have to just bake your textures more often if the laptop runs out of juice
@@davidescial As procedural material my understanding is that you essentially don't need a UV map for the texture to work . Most of the times by shifting the seed or scales the object looks great , however by UV unwrapping some things will be in better control , for eg , if you add the road texture and your Road goes in the Y line but the texture is displaying the middle line going on X , by a UV unrwarp and rotation of the plane , the issue gets fixed and maybe in some materials where it does an effect on the edges or sames , marking sharps may help ( not that i have personally used this or know about this) otherwise it usually doesn't need an Unwrap as it is procedural , but yes having the Normals of the model set in the right way will make the shading more efficient .
In some ways yes , if you are using Bump and displacement , you will have to run Cycles in the experimental mode , subdivie your mesh and use the displacement to affect the actual topology of the mesh , but beyond that i do'n't know how does the 3d printer translates the displacement data affecting the mesh ,may need further confirmations
Hi everyone! Let me know if there are any tools you're using for materials in Blender in the comments below! :)
Hey Justin. Hope you are good in health. I have a simple question. Is there any way to place trees with each click in blender like twinmotion ?
Please do a review of a extreme Pbr addon it is the best of the best ❤❤❤❤❤
Great video, love the consistancy!!
can you review the pidgeon tool bag? it's an addon that does dynamic decimation and renders faster, as well as image upscaling etc, i dont know how to use it very well
Hey Justin. Hope you are good in health. I have a simple question. Is there any way to place trees with each click in blender like twinmotion ?
How's Extreme PBR? It's been one of the most popular ones...
Sanctus , ExtremePBR and now for me Materialiq all three are very powerful > Extreme PBR has 1800 plus base textures and much more very very handy tool
@@sameeruddini'm moving from rhinoceros to blander. Do you think sanctus addon runs well on discrete laptop (asus zen) or just in deskpc?
@@davidescial Sanctus being procedural and the best shaders use displacment which means using cycles, it will be taxing if you don't have a good GPU. But regardless the good thing is that you can bake sanctus materials very easily to ease off the DSP. I would presume it should be ok , you may have to just bake your textures more often if the laptop runs out of juice
@@sameeruddin does sanctus procedural material needs uv mapping or it envelops proceduraly the uv mapping on the actual mesh surface?
@@davidescial As procedural material my understanding is that you essentially don't need a UV map for the texture to work . Most of the times by shifting the seed or scales the object looks great , however by UV unwrapping some things will be in better control , for eg , if you add the road texture and your Road goes in the Y line but the texture is displaying the middle line going on X , by a UV unrwarp and rotation of the plane , the issue gets fixed and maybe in some materials where it does an effect on the edges or sames , marking sharps may help ( not that i have personally used this or know about this) otherwise it usually doesn't need an Unwrap as it is procedural , but yes having the Normals of the model set in the right way will make the shading more efficient .
can the procedural materials be converted to a mesh for 3d printing?
In some ways yes , if you are using Bump and displacement , you will have to run Cycles in the experimental mode , subdivie your mesh and use the displacement to affect the actual topology of the mesh , but beyond that i do'n't know how does the 3d printer translates the displacement data affecting the mesh ,may need further confirmations