Protip: NEVER use the Strength slider on bump to change the amount, always use the distance since it will behave way more naturally. Imagine the distance being how much you would dial the displacement if you would use that, so generally you will have it down at maybe 0.0001 :)
Over the last 4 years I have watched and practiced many edge wear shader node setups. This is by far in my humble opinion a great tutorial that walks you through each step. Many thanks to Kaizen Tutorials:)
Probably your best video yet. Informative, concise, professional, subtle vfx, good pacing, and engaging content. If I can get nitpicky, the "Kaizen Face Cam" node and the video weren't aligned properly. The rest of the video was pixel perfect, a very evident jump from previous videos in terms quality.
Thank you! That’s really kind and I’m glad to hear my effort is showing haha. Yeah the facecam nodes aren’t perfect. Messing around with the scales was tedious and eventually I gave up haha
Something to consider regarding the use of AO to target edges: If you want to make game assets, you will need to bake and that requires cycles engine. There are differences between how edge procedural materials look in cycles and eevee. So, if you are making something for blender only, eevee is a way to go! As for cycles, the real results will show when in Rendering preview, so make sure to loot at that before actually baking (In the case where you need to change the node values if the overlay is too strong for example). Also, if objects intersect and there are animations, the shape of AO targeted edge materials can sometimes change (or generally be inconsistent from frame to frame) so bake this parts as well if possible...
For anyone who can't find the Musgrave texture, its function is now built into the Noise texture in newer versions of Blender. There are tutorials on TH-cam on how to adjust it, alternatively Blender should update the material if you import into into newer version.
I usually never leave a comment, but this tutorial is so insanely good! Not only do you teach how to do it but the way you're actively explaining every single thing you do is a massive help!
Couple of things: 1) Using map range node, try to normalize first and then manipulate so that all values stay within 0-1 range. If you need the values for something else, having them normalized will make further manipulation easier. 2) When showing off the polished metal ball, why are you using one that have concentric scratches? That's a "shading anomaly" that is extremely hard to replicate in Blender. 3) Because you can get into serious blending issues using layer weight/facing due to Blender (Cycles at least, I don't use Eevee) internal calculations not being accurate enough, I recommend using fully white blended with minimum 0.0001 (extra math/maximum node). Sure, those reflections will always show up, but at least you won't have any sharp transitions. 4) Might work in this general case, but always leave bump strength at 1 and adjust distance instead. The goal is to have the normals adjust the same way as if adaptive subdivision with microdisplacement was used, and whatever goes into displacement/scale should go into bump/distance to achieve the same normals. Adjusting strength does *something* but completely fails to mimic displacement. 5) It's worth mentioning that when using bump, the height doesn't scale automatically with density, ending up changing the normals - sometimes way excessively. Using normal maps preserve the angles, since the color directly maps to angles, and it's the apparent height that is automatically changed instead as density increases. So it's worth setting up a relation between the noise scale and a multiplier controlling the bump distance when creating a generic material like this. 6) Why use mix color when dealing with floats? I personally like my nodes to reflect what data they're dealing with. Unless you're dealing with color manipulations, I don't see the need. 7) Never type in values >1 into colors, use a value node instead. Nobody who sees the node will see the value is that high unless they examine the color. Which can cause problems when trying to use that output for something else. If you need to go outside 0-1, make it visible. 8) In the end, you do a classic mistake of "simply inverting the bump node". Now, in this case it doesn't really matter since the previous noise is generic, but if you've tweaked that noise to have say smaller islands of peaks, you're now inverting those peaks too. If you preview the value using microdisplacement, you can get an accurate value, check directions are ok, and check for discontinuities in the math and correct it before feeding it into the bump node instead.
First of all thanks for the in-depth reply! I agree with most of what you're saying, they're all fair points. Especially the Distance for the Bump node makes it look a lot better. Thanks for that! In regards to float values and mix nodes; I agree that whenever it makes sense using math nodes to mix float values is a better option. That''s why I'm using an 'Add' math node for combining 2 masks. However the Mix Color node has a lot of blending options (screen,multiply etc) that a regular mix node doesn't have. I know most, if not all, of these can be replicated using math nodes but my background comes from Graphic Design, so using the blend modes I've used for years make sense to me. Thanks again for your great and in-depth comment/feedback!
The mix node has the option to choose between Color, Vector and Float values. It's only going to be a tiny performance improvement, but if you are working with black and white (float) values, changing it from color to float will help. One thing to remember of course is that you will lose the colour mixing modes in the float and vector modes. Plz pin this comment if you think that this is a good advice.
Too bad the Float mix doesn't have the same math operations that Color have. Tbh I'd say that they should've just added a factor to the Math node instead of doing that Float mix.
I've wanted to get into masking for my materials and never managed to sit down and go through how it works until now, thank you so much for sharing this awesome tutorial. This texture has so much utility, it's amazing.
I saw people saying that the Kaizen vídeo's node wasn't aligned. What a incredible content bro. I do not have time to look at imperfection coming from this well-prepared content, keep pushing
Great video, pretty much everything you've said is solid and shows a good foundational workflow, but I would recommend at 15:22 changing the distance value instead of the strength, if you test the difference you'll notice reducing strength will make the bumps way more blurry than reducing the distance.
And here is yet another one where your approach of teaching concepts vs step by steps is much much appreciated! Thanks for doing these! Definitely subscribing!
THIS by far is the best Shading Tutorial I have ever seen. lol I also like the use of Grid Pattern on the Ground plane to make it look Professional. The Editing was Hilarious.
Wowza. Just brilliant and the extra effort put into making this is impressive and a pleasure to watch. Love your videos and may your channel really blow up. You deserve it
To think that making these materials was possible all along! I wish CG Boost released this course a lot earlier; bit.ly/roboticplanet It was truly an eye-opener for me on more than one level.
Tnx buddy, it´s te better tutorial to create this material from the nodes. You explain very cool, and everything is clear, now i can understand how use better the masks. You are the guy!
I really loved this tut video. It's probably one of the very few videos that make you think and learn for yourself. I learned a lot more from this video than I did from most of the videos that I have watched. 😄
something to consider for the newer artist out there. Procedural materials only work in the program they were built in. In the industry there are many different programs flying around that many people use. So it's always best to bake materials. You will almost always give people maps. I mention because he keeps saying professional materials...but I feel professional materials are almost always baked. Unless everyone in company is working in same program/ pipeline allows for this
Baking is really important indeed in the games, movie and vfx industry! So learning how to bake is a good practice if you want a job in one of those types of companies. I meant professional as in 'realistic with more than just a single base color'.
@@KaizenTutorials Yes and regardless, these are great tutorials that we all can learn from. Thank you for putting in the effort to teach . We need more people like you . Thank you, these are great, plz keep going!
Basically there's not a strong line between the two in terms of black and white values. You could fix this with more mix colors and math nodes, but I figured that wasn't worth it perse for this tutorial.
Off topic but are you Pisces? I recently stumbled on your videos actually, deadass couple hrs ago. You are phenomenal teacher. I'm a newbie at blender (on my 4th month) and everything is... lol basically feels like i'm relearning photoshop. My home is photoshop (for a photographer) but wow blender is amazing and I'm actually learning a TONNNN from you specifically. Job well done!! Keep up the work!!!! and Thank you for this. Just subscribed!! = D Oh btw through blender so far I made: Materia from FF7, Pokeball, Wacom Box, and Wooden Box. Excited to create more.
Haha no I’m a Ram. But thanks for the kind words! Glad to hear you like my content and I’m happy ive been able to teach you new things. Blender is truly amazing indeed! All the best on your learning journey and I wish you a lot of fun (and persistence haha)!
This is scaring me so much. Got a Uni final project to deliver in 30 days, did the modeling and thought paiting was gonna be fast (idk much about Blender and wanted to learn it for this final project) and now i am stressing cuz my project looks basic af and....only now i am seeing how much i still gotta do (it's a animation project and got no animation done still)
Oh dang! Try and create a workable schedule for you to do as much as possible, without swarming yourself. Set aside time daily to relax a little, or take a walk outside etc. You can do this!
Great Tutorial! I think your editing and graphics are really great and help a lot with demonstrating the content. May I ask if you do all of the editing and motiongraphics yourself or do you have a team to handle this?
This is a great tutorial, full of great info. But I have a simple question ( maybe ), is there a way to save a simple 1k texture of just the edge wear part of the material ??. I.E. A 1k image produced from the material on a flat plane with the edge ware at the edges of the plane only.
Thank you! I'm not sure if you can do that using this shader. You can try by re-creating the edge wear mask and applying that material to a plane. But since the effect is based around AO, I think it's not going to find those edges properly, as the AO node looks at concave/convex shapes. However if you can get it to work, then you can simply put a camera on top of your plane, make your render square, align the plane to fully fill the camera view and set the mask to output to the emission socket. Now make sure all other lights are gone and the world setting is black. Now you can render out this black and white mask image in any size you want.
thank you so much for this man this is really easy to learn but I noticed something from 15:09 to 15:10 when you move the camera and hide a part of the object the edge imper breaks and from what I've seen the problem is from the AO(I hope you correct me if I am wrong) and it's not just you but I've seen other people suffer from the same issue too do you think it's a bug from the software or something that can be tweaked?
No you're absolutely right and that's because AO in EEVEE is (I might be wrong here) a screen based thing, meaning that it changes depending on your camera angle. Which is why you'll want to bake down these textures IF you want them to be exactly the same in every shot/angle.
Can I check -- once I've followed this kind of a tutorial, can I then somehow bake the resulting texture with all the edges and other noise and boil it down to just one UV mapped texture for the object? I'm really finding Blender much easier to use since the UI overhaul -- the difference is like night and day from the first time I tried it -- so I'm also finding it easy to learn techniques like these.
Glad to hear you like it! Sadly you can’t bake in EEVEE. However you switch to Cycles, bake them and then switch back to eevee and use the baked textures. I have a video on game assets which goes over baking!
Great tutorial, if you are considering getting substance painter this is much easier than that in my opinion. Especially because its all done within blender.
the node setups? Yeah but you can get better results in Cycles with different nodes. I have another video on that called 'How to Make Pro Materials in Blender'.
Just want to put it out there that no method for edge masks worked for me untill I unchecked the "Open shading language" checkbox that's at the top of the render tab in cycles. Idk why it was checked on, cos it's off by default, but just make sure it's off.
@Kaizen Tutorials - Question, how would you get the smart material out of Blender and into programs like Substance Painter or Unity to be used as a matcap/shader?
Not sure about substance but for example in Unity you would simply need to bake and export the textures. I have a video in creating game assets that goes over this and another one about baking procedural textures like these!
@@KaizenTutorials Thank you for the quick reply! That makes sense. Do the heavy lifting in Blender to create the graphic we desire, then bake it to be delivered into other programs like UE5, Unity, etc. Your video is great on baking textures because most other videos I've noticed leave out the normal maps, etc while you cover everything start to finish. You're up there in what I consider the S class of creative artists 😀If you have a video on breaking down geometry nodes, and what they are all about that would help me in my current growth (This video helped me a ton already, thank you). I am working on a personal project to try to create custom Blender plugins for artists but I haven't been able to have that much success on making multiple buttons function properly on one plugin. Do you have a video on how to create Blender plugins with multiple buttons for different functions? For example how to randomize the color of a targeted objects material with the click of a button then also have another for roughness.
Thanks for the video. Imagine what kind of a brave new world it would be when Blender introduces layer and multichannel texturing system...But maybe the next generation of humans will enjoy this upgrade
Not a criticism, just curious, is there a reason you keep your setups in frames in the main shader instead of bringing them together into groups? I usually turn that sort of thing into a group to make it easier/cleaner to drop them in as I need, but now I'm wondering if you know something I don't, haha.
So when I do the texture coordinate to mapping it gives me this weird multi color object and when I run it thru the voronoi texture it goes completely pink is it my PC or is there a setting I need to change? I'm hoping it's just a setting cuz I really want to do this and we'll my PC is very very old I can't afford anything else ATM and I'm trying to start making money making advertising or something in this area
Hmm vector coordinates, as from the mapping node give strange colours if your preview it. However if you plug the mapping node in the vector input of the Voronoi and then preview the voronoi you should just get a black and white output, not pink. So I'm not sure whats going on there. It could be that it looks pink due to you not having an HDRI whilst having the world environment set to HDRI though. but you would only see that in rendered view.
Brilliant! I like your style of narrative, although english is foreign to me. Nice material, very useful. I believe in Eevee, and i'm looking ahead, when Eevee will be able to do some "grown-up" thing, like GI and RT. Do you think that is possible in near time?
Thanks a lot! I know they’re working on EEVEE Next, which is said to release with Blender 4.0 in November. So it should include SSGI and some other very cool new things!
you lost me at 4:05 when you said lets create a mask and jumped to conect the nodes, i didn't know where to place this nodes, it seemed like a new shader file, so i got confused, from there on i couldn't follow the tutorial anymore because i didn't know what's supposed to be a mask, and how to attach it on my ongoing shader editor.... just some feedback.
yeeeeeeeeeeeeeeeeeessssssssssssssss thx a lot :))))))))))))) i often dont even render in eevee but simply record my scene (slowed down) on a 4k screen, it looks like renderd but is soooooo much faster...
The Map Range allows you to map (reassign) a range of values to another value. So by default it takes a value range from 0 to 1, including every step in between and outputs that to again 0 and 1. But you can change any of these values. So if you effectively want to invert the range you can take input range 0 to 1 and reassign that to 1 to 0. Meaning all values that were 1 before are now 0 and all values that were 0 before are now 1. Inverted :-) The less than node takes an input threshold (the value you specify) and outputs 2 values, 1 and 0, or white and black. By inputting a range of values e.g. from a texture, it's gonna look at those values and say; everything that's below the threshold, is now 1. Anything above is now 0. So you can't invert things with this node, but it can help crunch in values and create more contrast. Or select a certain range of values to control!
Any rtx card, preferably 30 series or up, 32GB ram and more is better. Processor is not that important. Any laptop with a 30 series card or more and 32GB ram will also have a good enough cpu!
Guuuys i need some help, i think, i am missing out some steps at 4:38, how the f everything become so contrast? Setup looks the same and i cant find any mistakes (v3.6)
This is Blender 3.6. But it doesn’t have any new nodes compared to 3.5, besides maybe the mix color node which was called mix node in 3.5. Just add the mix node and set it to color to get the same one!
I think AI is there to make our lives easier. Not to take it over! Similarly for 3D; it's going to help us do tedious tasks. Repetitive jobs which aren't very fun to begin with for most people! So I don't see any harm in that. Just maybe there's less of a reason to learn simple basic stuff, and more reason to learn how to be a creative, have an artistic vision and become an artist overall!
Using inverse AO is not a good way to do curavature, that is a very old-school last resort thing, there are 3 or more other ways to do it more correctly, using pointiness as example
Yep I know. But none of those work in EEVEE and since this is an EEVEE based shader, this is the way to go. For Cycles definitely better options like I've shown in an older video. The Bevel node is perfect for Cycles.
Can I ask a help I am a nuke compositor and I want to render out the individual passes from the blender like .specular passes and direct and indirect light passes and emission passes and etc
You have to do that in compositing. Check out these manuals for more info; docs.blender.org/manual/en/latest/render/layers/passes.html and docs.blender.org/manual/en/latest/compositing/introduction.html
This version is largely compatible with cycles but cycles also offers better options. That’s why I have my previous video on professional materials in cycles as well! 🤗
Protip: NEVER use the Strength slider on bump to change the amount, always use the distance since it will behave way more naturally. Imagine the distance being how much you would dial the displacement if you would use that, so generally you will have it down at maybe 0.0001 :)
Good tip, thank you!
Over the last 4 years I have watched and practiced many edge wear shader node setups. This is by far in my humble opinion a great tutorial that walks you through each step. Many thanks to Kaizen Tutorials:)
Wow, thank you!
Probably your best video yet. Informative, concise, professional, subtle vfx, good pacing, and engaging content. If I can get nitpicky, the "Kaizen Face Cam" node and the video weren't aligned properly. The rest of the video was pixel perfect, a very evident jump from previous videos in terms quality.
Thank you! That’s really kind and I’m glad to hear my effort is showing haha. Yeah the facecam nodes aren’t perfect. Messing around with the scales was tedious and eventually I gave up haha
Something to consider regarding the use of AO to target edges:
If you want to make game assets, you will need to bake and that requires cycles engine.
There are differences between how edge procedural materials look in cycles and eevee. So, if you are making something for blender only, eevee is a way to go!
As for cycles, the real results will show when in Rendering preview, so make sure to loot at that before actually baking (In the case where you need to change the node values if the overlay is too strong for example).
Also, if objects intersect and there are animations, the shape of AO targeted edge materials can sometimes change (or generally be inconsistent from frame to frame) so bake this parts as well if possible...
One of the best tutorials about smartmats in eevee. Need more videos about eevee mats, you have a talent!
Wow, thanks!
For anyone who can't find the Musgrave texture, its function is now built into the Noise texture in newer versions of Blender. There are tutorials on TH-cam on how to adjust it, alternatively Blender should update the material if you import into into newer version.
Good tip, didn't know this!
I usually never leave a comment, but this tutorial is so insanely good! Not only do you teach how to do it but the way you're actively explaining every single thing you do is a massive help!
Thanks a ton! Appreciate that 🤗
Couple of things:
1) Using map range node, try to normalize first and then manipulate so that all values stay within 0-1 range. If you need the values for something else, having them normalized will make further manipulation easier.
2) When showing off the polished metal ball, why are you using one that have concentric scratches? That's a "shading anomaly" that is extremely hard to replicate in Blender.
3) Because you can get into serious blending issues using layer weight/facing due to Blender (Cycles at least, I don't use Eevee) internal calculations not being accurate enough, I recommend using fully white blended with minimum 0.0001 (extra math/maximum node). Sure, those reflections will always show up, but at least you won't have any sharp transitions.
4) Might work in this general case, but always leave bump strength at 1 and adjust distance instead. The goal is to have the normals adjust the same way as if adaptive subdivision with microdisplacement was used, and whatever goes into displacement/scale should go into bump/distance to achieve the same normals. Adjusting strength does *something* but completely fails to mimic displacement.
5) It's worth mentioning that when using bump, the height doesn't scale automatically with density, ending up changing the normals - sometimes way excessively. Using normal maps preserve the angles, since the color directly maps to angles, and it's the apparent height that is automatically changed instead as density increases. So it's worth setting up a relation between the noise scale and a multiplier controlling the bump distance when creating a generic material like this.
6) Why use mix color when dealing with floats? I personally like my nodes to reflect what data they're dealing with. Unless you're dealing with color manipulations, I don't see the need.
7) Never type in values >1 into colors, use a value node instead. Nobody who sees the node will see the value is that high unless they examine the color. Which can cause problems when trying to use that output for something else. If you need to go outside 0-1, make it visible.
8) In the end, you do a classic mistake of "simply inverting the bump node". Now, in this case it doesn't really matter since the previous noise is generic, but if you've tweaked that noise to have say smaller islands of peaks, you're now inverting those peaks too. If you preview the value using microdisplacement, you can get an accurate value, check directions are ok, and check for discontinuities in the math and correct it before feeding it into the bump node instead.
First of all thanks for the in-depth reply! I agree with most of what you're saying, they're all fair points. Especially the Distance for the Bump node makes it look a lot better. Thanks for that! In regards to float values and mix nodes; I agree that whenever it makes sense using math nodes to mix float values is a better option. That''s why I'm using an 'Add' math node for combining 2 masks. However the Mix Color node has a lot of blending options (screen,multiply etc) that a regular mix node doesn't have. I know most, if not all, of these can be replicated using math nodes but my background comes from Graphic Design, so using the blend modes I've used for years make sense to me. Thanks again for your great and in-depth comment/feedback!
The mix node has the option to choose between Color, Vector and Float values. It's only going to be a tiny performance improvement, but if you are working with black and white (float) values, changing it from color to float will help. One thing to remember of course is that you will lose the colour mixing modes in the float and vector modes.
Plz pin this comment if you think that this is a good advice.
Thanks! You’re right, the mix node is now more useful than ever.
Too bad the Float mix doesn't have the same math operations that Color have. Tbh I'd say that they should've just added a factor to the Math node instead of doing that Float mix.
I've been trying to get the same result for half a year and I succeeded through this tutorial!
I hope you will make more materials like this.
Awesome, glad to hear I could help. I'll probably do something similar again eventually :-D
I've wanted to get into masking for my materials and never managed to sit down and go through how it works until now, thank you so much for sharing this awesome tutorial. This texture has so much utility, it's amazing.
Thank you, glad I could help! 🙏🏻
I saw people saying that the Kaizen vídeo's node wasn't aligned. What a incredible content bro. I do not have time to look at imperfection coming from this well-prepared content, keep pushing
Awesome haha! Thank you for the kind words and support!
0:35 Smeaf comments are so funny. That's nice addition that you did)
😂😂 haha good job noticing that
Great video, pretty much everything you've said is solid and shows a good foundational workflow, but I would recommend at 15:22 changing the distance value instead of the strength, if you test the difference you'll notice reducing strength will make the bumps way more blurry than reducing the distance.
Thanks for the tip! 🙏🏻
Thanks for that...time to update my evee scenes with edges I never thought were possible... been using the grease pencil for majority of that!
your work keeps getting better and better. how you teach and visualize is amazing. thanks for all your tuts kaizen!
Thanks a lot! Appreciate the kind words.
And here is yet another one where your approach of teaching concepts vs step by steps is much much appreciated! Thanks for doing these!
Definitely subscribing!
Thanks again and thanks for the sub!
THIS by far is the best Shading Tutorial I have ever seen. lol I also like the use of Grid Pattern on the Ground plane to make it look Professional. The Editing was Hilarious.
Thanks a lot Harnai! Big praise 🙌🏻
Great! Video as usual
Wowza. Just brilliant and the extra effort put into making this is impressive and a pleasure to watch. Love your videos and may your channel really blow up. You deserve it
Thank you very much! These words are a big drive in pushing myself further and further to make the best videos possible. 🤗
@@KaizenTutorials 💥
Explanation method is priceless & editing for understanding are amazing 👏🏼
Thanks a lot 😊
Amazing video. Thank you. I'll be adopting these techniques and I've watched all the ads that popped up to help you out.
Thanks and you're amazing! Appreciate that :-D
this style of tutorial needs to be more prevalent, I wish I had this level of per-node explanation when I first started using material nodes
Thanks for the compliment! 🙏🏻
To think that making these materials was possible all along! I wish CG Boost released this course a lot earlier; bit.ly/roboticplanet It was truly an eye-opener for me on more than one level.
This is one of the best tutorials about the the subject, straight to the point!
Is there a way increase how far the edge mask shows?
Thanks! You can control the edge mask effect by tweaking the map range values.
bro i wish every tutorial is like this, the animations and cuts are on the point and the learn effect is 110% thank you sir ! sub+notification ! wow
I appreciate that!
This video is top notch, and very very useful..
As someone who's been bad at eevee materials for a long time, this helps a ton
Glad to hear it! 🤗
Tnx buddy, it´s te better tutorial to create this material from the nodes. You explain very cool, and everything is clear, now i can understand how use better the masks. You are the guy!
I watched the vid 3 times so I don't miss any information. Thanks a lot ❤
Happy to hear that! 🤗
Thank You. Shared to my Twitter friends.
Awesome, thanks!
I really loved this tut video. It's probably one of the very few videos that make you think and learn for yourself. I learned a lot more from this video than I did from most of the videos that I have watched. 😄
Thank you, i love to hear this. It’s great to see the info is useful to others!
something to consider for the newer artist out there. Procedural materials only work in the program they were built in. In the industry there are many different programs flying around that many people use. So it's always best to bake materials. You will almost always give people maps. I mention because he keeps saying professional materials...but I feel professional materials are almost always baked. Unless everyone in company is working in same program/ pipeline allows for this
Baking is really important indeed in the games, movie and vfx industry! So learning how to bake is a good practice if you want a job in one of those types of companies. I meant professional as in 'realistic with more than just a single base color'.
@@KaizenTutorials Yes and regardless, these are great tutorials that we all can learn from. Thank you for putting in the effort to teach . We need more people like you . Thank you, these are great, plz keep going!
Followed this tutorial and I have to say, I'm surprised at how amazing you can make something look in Eevee verse Cycles!
Glad you like it! Thanks.
7:42 either color ramp or map range
That´s so litt!! However, I do actually have a question, why the edge mask is not that hard in terms of bump compared to the scratches?
Basically there's not a strong line between the two in terms of black and white values. You could fix this with more mix colors and math nodes, but I figured that wasn't worth it perse for this tutorial.
Off topic but are you Pisces? I recently stumbled on your videos actually, deadass couple hrs ago. You are phenomenal teacher. I'm a newbie at blender (on my 4th month) and everything is... lol basically feels like i'm relearning photoshop. My home is photoshop (for a photographer) but wow blender is amazing and I'm actually learning a TONNNN from you specifically. Job well done!! Keep up the work!!!! and Thank you for this. Just subscribed!! = D
Oh btw through blender so far I made: Materia from FF7, Pokeball, Wacom Box, and Wooden Box. Excited to create more.
Haha no I’m a Ram. But thanks for the kind words! Glad to hear you like my content and I’m happy ive been able to teach you new things. Blender is truly amazing indeed! All the best on your learning journey and I wish you a lot of fun (and persistence haha)!
Absolute gold. Very impressive tutorial and editing. kudo
Thanks a lot! 🤗
very useful, thank you!
Grettings from Brasil. Very nice video, you explained everything in a good, nice and easy way.
Thank you very much!
This is scaring me so much. Got a Uni final project to deliver in 30 days, did the modeling and thought paiting was gonna be fast (idk much about Blender and wanted to learn it for this final project) and now i am stressing cuz my project looks basic af and....only now i am seeing how much i still gotta do (it's a animation project and got no animation done still)
Oh dang! Try and create a workable schedule for you to do as much as possible, without swarming yourself. Set aside time daily to relax a little, or take a walk outside etc. You can do this!
@@KaizenTutorials thank you so much for the kind words
Wonderful tutorial! It embraces the simple with the complex.
Glad it was helpful, thanks!
Great Tutorial! I think your editing and graphics are really great and help a lot with demonstrating the content. May I ask if you do all of the editing and motiongraphics yourself or do you have a team to handle this?
Thank you! Appreciate that. I still do everything myself!
@@KaizenTutorials Quite impressive. Do you do this fulltime?
Yes!
Hey! Thanks for your tuttorial.
Will you do something like that for Character good looking material? I really can't find any tuttorials about that.
I don’t think so! Characters are a lot different and harder to do and usually work better with hand painted stuff like you can do in Substance
@@KaizenTutorials Got it. Thanks!
Great, easy tutorial with jokes and without any "Water". Thx for this tutorial! Respect!👍
Haha thanks! Glad you like it 🙏🏻
This is a great tutorial, full of great info. But I have a simple question ( maybe ), is there a way to save a simple 1k texture of just the edge wear part of the material ??. I.E. A 1k image produced from the material on a flat plane with the edge ware at the edges of the plane only.
Thank you! I'm not sure if you can do that using this shader. You can try by re-creating the edge wear mask and applying that material to a plane. But since the effect is based around AO, I think it's not going to find those edges properly, as the AO node looks at concave/convex shapes. However if you can get it to work, then you can simply put a camera on top of your plane, make your render square, align the plane to fully fill the camera view and set the mask to output to the emission socket. Now make sure all other lights are gone and the world setting is black. Now you can render out this black and white mask image in any size you want.
Thanks , I’ll give it a go 👍
At 0:35 is that smeefs profile picture
hahaha yep nicely spotted
@@KaizenTutorials i knew it
Bro this video is gorgeous
Glad you think so, thanks!
Nice tut buddy!
Thank you! 🤗
freakin awesome tutorial!! thank you so much!
Thanks a lot! 😎
thank you so much for this man this is really easy to learn
but I noticed something from 15:09 to 15:10 when you move the camera and hide a part of the object the edge imper breaks and from what I've seen the problem is from the AO(I hope you correct me if I am wrong) and it's not just you but I've seen other people suffer from the same issue too
do you think it's a bug from the software or something that can be tweaked?
No you're absolutely right and that's because AO in EEVEE is (I might be wrong here) a screen based thing, meaning that it changes depending on your camera angle. Which is why you'll want to bake down these textures IF you want them to be exactly the same in every shot/angle.
Can I check -- once I've followed this kind of a tutorial, can I then somehow bake the resulting texture with all the edges and other noise and boil it down to just one UV mapped texture for the object? I'm really finding Blender much easier to use since the UI overhaul -- the difference is like night and day from the first time I tried it -- so I'm also finding it easy to learn techniques like these.
Glad to hear you like it! Sadly you can’t bake in EEVEE. However you switch to Cycles, bake them and then switch back to eevee and use the baked textures. I have a video on game assets which goes over baking!
What a precious toturial
but I have a question
how can we bake the texture in the end?🙂
Sadly, no not that easily! Since EEVEE doesn't allow baking. So you'll have to use an addon for that!
But kaizen, I'm using 4.2. The Musgrave texture map isn't there anymore. Are there any tips on how to do the scratch mask on 4.2?
Musgrave is now part of the Noise Texture. Look up how you can get it within the noise texture with a few settings!
I think this video is the Donut for shading, thank you so much for this!!!
Haha thanks that’s a big compliment! 🤗
Great tutorial, if you are considering getting substance painter this is much easier than that in my opinion. Especially because its all done within blender.
Thanks! Yeah i agree, if you don’t want a fully procedural solution in particular substance is going to be king
How do you have multiple node sets for one material/
Just make more than 1 node group within 1 shader
can we use the same setting in cycles?
the node setups? Yeah but you can get better results in Cycles with different nodes. I have another video on that called 'How to Make Pro Materials in Blender'.
Just want to put it out there that no method for edge masks worked for me untill I unchecked the "Open shading language" checkbox that's at the top of the render tab in cycles. Idk why it was checked on, cos it's off by default, but just make sure it's off.
Thanks for sharing!
@Kaizen Tutorials - Question, how would you get the smart material out of Blender and into programs like Substance Painter or Unity to be used as a matcap/shader?
Not sure about substance but for example in Unity you would simply need to bake and export the textures. I have a video in creating game assets that goes over this and another one about baking procedural textures like these!
@@KaizenTutorials Thank you for the quick reply! That makes sense. Do the heavy lifting in Blender to create the graphic we desire, then bake it to be delivered into other programs like UE5, Unity, etc. Your video is great on baking textures because most other videos I've noticed leave out the normal maps, etc while you cover everything start to finish. You're up there in what I consider the S class of creative artists 😀If you have a video on breaking down geometry nodes, and what they are all about that would help me in my current growth (This video helped me a ton already, thank you). I am working on a personal project to try to create custom Blender plugins for artists but I haven't been able to have that much success on making multiple buttons function properly on one plugin. Do you have a video on how to create Blender plugins with multiple buttons for different functions? For example how to randomize the color of a targeted objects material with the click of a button then also have another for roughness.
@BUniqueBCreative thanks! No i don’t have any videos on plugins. Honestly i dont know how to make them either! I wish I did haha
Excellent Video!! Thank you!
Glad you liked it!
Thanks for the video. Imagine what kind of a brave new world it would be when Blender introduces layer and multichannel texturing system...But maybe the next generation of humans will enjoy this upgrade
Haha that would be really cool. Effectively substance painter
Okayyyyy Prof. !! Great video
Thanks a lot!
Not a criticism, just curious, is there a reason you keep your setups in frames in the main shader instead of bringing them together into groups? I usually turn that sort of thing into a group to make it easier/cleaner to drop them in as I need, but now I'm wondering if you know something I don't, haha.
Haha no, no secret! Grouping is awesome for sure, but just didn’t want to include that in the video because of time consideration
So when I do the texture coordinate to mapping it gives me this weird multi color object and when I run it thru the voronoi texture it goes completely pink is it my PC or is there a setting I need to change? I'm hoping it's just a setting cuz I really want to do this and we'll my PC is very very old I can't afford anything else ATM and I'm trying to start making money making advertising or something in this area
Hmm vector coordinates, as from the mapping node give strange colours if your preview it. However if you plug the mapping node in the vector input of the Voronoi and then preview the voronoi you should just get a black and white output, not pink. So I'm not sure whats going on there. It could be that it looks pink due to you not having an HDRI whilst having the world environment set to HDRI though. but you would only see that in rendered view.
4:32 I find that no change I make to the noise texture produces any noticeable difference while previewing the AO node
That’s weird! Did you enable AO as a setting in the render properties?
i swear to god if someone else tells me to enable node wrangler imma lose it
cool video tho
But… have you actually enabled node wrangler? 🤔
AAAAAAAAAAAAAAAAAAAAAAA
which version of Blender are you using?
Not 100% which version I used in this video, but I'm currently using 4.0.2!
Brilliant! I like your style of narrative, although english is foreign to me. Nice material, very useful. I believe in Eevee, and i'm looking ahead, when Eevee will be able to do some "grown-up" thing, like GI and RT. Do you think that is possible in near time?
Thanks a lot! I know they’re working on EEVEE Next, which is said to release with Blender 4.0 in November. So it should include SSGI and some other very cool new things!
Great video! Thanks! 👍
Glad you liked it!
why my ao keeps changing when i zoom into the model. thanks for the amazing tutorial
Because it is screenspace based. So it works using your camera bounds and thus as you zoom in the screen changes and the AO updates.
@@KaizenTutorials in other words you cannot achieve edge effect that stays in place in eevee as the title says?
you lost me at 4:05 when you said lets create a mask and jumped to conect the nodes, i didn't know where to place this nodes, it seemed like a new shader file, so i got confused, from there on i couldn't follow the tutorial anymore because i didn't know what's supposed to be a mask, and how to attach it on my ongoing shader editor.... just some feedback.
Hmm ok, sorry to heat that. Thanks for the feedback!
you sound and look like brother of Blender Guru, nice. Blender is so cool
Haha thanks
yeeeeeeeeeeeeeeeeeessssssssssssssss thx a lot :))))))))))))) i often dont even render in eevee but simply record my scene (slowed down) on a 4k screen, it looks like renderd but is soooooo much faster...
Awesome, thanks!
the nodes are just coming out black for me i dont know what the problem is ive got everything right in the settings tho and node wrangler is enabled
And you're using the right engine? EEVEE? Are you using 4.2? Might have changed some stuff with EEVEE Next...
Can someone explain to me how the "Map Range" and "Less Than" nodes invert the colors? I can't seem to wrap my head around it, thanks in advance!
The Map Range allows you to map (reassign) a range of values to another value. So by default it takes a value range from 0 to 1, including every step in between and outputs that to again 0 and 1. But you can change any of these values. So if you effectively want to invert the range you can take input range 0 to 1 and reassign that to 1 to 0. Meaning all values that were 1 before are now 0 and all values that were 0 before are now 1. Inverted :-)
The less than node takes an input threshold (the value you specify) and outputs 2 values, 1 and 0, or white and black. By inputting a range of values e.g. from a texture, it's gonna look at those values and say; everything that's below the threshold, is now 1. Anything above is now 0. So you can't invert things with this node, but it can help crunch in values and create more contrast. Or select a certain range of values to control!
@@KaizenTutorials I understand now. Thanks for taking the time to explain!
Great tutorial, your a legend!
Thank you for the kind words!
how to make view port layout like this? Looks really comfy
You mean with the grid and everything? That's a texture and setup I made. I'm working on turning it into a product for everyone! :-)
This video is so advanced, it makes the moon landing look like child's play
5/7 rating from @KaizenFan1 is sus tho, should be at least 6/7
Hahaha niiice! Nah 5/7 is the perfect rating. Classic!
Tel me friend : best laptop for blender software or laptop combination Like RAM , Processor &. Graphics card.
Any rtx card, preferably 30 series or up, 32GB ram and more is better. Processor is not that important. Any laptop with a 30 series card or more and 32GB ram will also have a good enough cpu!
Thank you my friend for giving this information about laptop and I am from India I have subscribed your channel and watch it.
What a great tutorial and video!! Alot of good info! 🤟👍👍
Thanks so much!
Guuuys i need some help, i think, i am missing out some steps at 4:38, how the f everything become so contrast? Setup looks the same and i cant find any mistakes (v3.6)
The values in the map range node have changed. If you look closely you can see it change! Use the same values to have it work properly.
@@KaizenTutorials yeeeap, already tried, didnt help, but i found a way to do it different so its ok
Wow!
What version of blender is this... I'm trying to follow along but allot of the nodes are not available in the version I'm using (3.5)
This is Blender 3.6. But it doesn’t have any new nodes compared to 3.5, besides maybe the mix color node which was called mix node in 3.5. Just add the mix node and set it to color to get the same one!
@@KaizenTutorials Thanks
Also, since when does eevee support the AO node? where have I been!?
I know right?
Thanks.
You're welcome
对工作非常有帮助,谢谢大佬
You're welcome!
One question, how do you see the future of 3D world and 3D design with artificial intelligence?
I think AI is there to make our lives easier. Not to take it over! Similarly for 3D; it's going to help us do tedious tasks. Repetitive jobs which aren't very fun to begin with for most people! So I don't see any harm in that. Just maybe there's less of a reason to learn simple basic stuff, and more reason to learn how to be a creative, have an artistic vision and become an artist overall!
im using blender4 and im finding and using the same nodes but NOTHING looks similar xD what and how ?
It should still all look similar tbh? I think I used 3.6 for this video, but not a whole lot has changed!
@@KaizenTutorials yeah my bad i was impatient and missed a few steps xD
Using inverse AO is not a good way to do curavature, that is a very old-school last resort thing,
there are 3 or more other ways to do it more correctly, using pointiness as example
Yep I know. But none of those work in EEVEE and since this is an EEVEE based shader, this is the way to go. For Cycles definitely better options like I've shown in an older video. The Bevel node is perfect for Cycles.
@@KaizenTutorials Alright makes sense
Great video👍
Thanks 👍
I have a big request can we do a video on colour space color management like Aces and agx for blender, the difference the pros and cons..
Hmm yeah might be good! I’ll think about it.
Can I ask a help I am a nuke compositor and I want to render out the individual passes from the blender like .specular passes and direct and indirect light passes and emission passes and etc
You have to do that in compositing. Check out these manuals for more info; docs.blender.org/manual/en/latest/render/layers/passes.html and docs.blender.org/manual/en/latest/compositing/introduction.html
Awesome as always! Perfect editing too!
Oh thank you!
Great 😃
i wonder if the same material in cycles would change a lot or if it'd be comtabile 🤔
This version is largely compatible with cycles but cycles also offers better options. That’s why I have my previous video on professional materials in cycles as well! 🤗
thank you
You're welcome
please re do this! evee has ray tracing now 4.2 plz!
Maybe yeah!
This is AWESOME
Thank you, but what happens if you make another video? 😜
I actually love making eevee materials!!! The only issue i have is that you can't bake materials in eevee sadly
Yeah that’s a shame :-(
9:53 I can't, my pc can't run version of blender above 2.76😞, but I'll try to make this material, it'll probably be fun
Oh dang! That's a shame, hope you still enjoy making it tho.