Five Shader Tips Every Blender Artist Should Know
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- เผยแพร่เมื่อ 7 มิ.ย. 2024
- Five of my favourite material shader node tips.
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The Eagle statue used in the dust demo comes from Spleen vision - sketchfab.com/3d-models/eagle...
Chapters:
00:00 Intro
00:23 Randomize seamless textures
02:52 Randomize colours
04:05 Add dust/snow/rain
08:23 Randomize non-tiling textures
11:34 Control lights with textures
#ASUS #ProArt #ProArtist #Creator #Intel
For snow, you can also use a 'normal' node and 'seperate xyz' using the z axis to have it update live instead of having to apply object rotation.
It's best to use the "Geometry" node with the "Normal" socket. That gives you the object's normals in world space.
You can also use the "Vector Transform" node to convert from object space into world space, which does the same thing.
@@SchemingGoldberg Yeahhh that's the one! i knew it was something like that
The blinking lights - genius!
You can build some really complex patterns with that method too.
@@DECODEDVFXwould love to see a video on creating some complex lighting systems using this method! I haven't seen any other videos that cover the potential things you can create with it
Yes, all really sound tips explained clearly, but the lights one gets 11/10 from me too. I think I will try out some procedural textures with animated parameters...
For randomization, random per island becomes unavailable for objects with a bevel modifier. In this case I will UV Unwrap "Project from view (bounds)" (from any angle, doesn't matter), select all in UV editor, then scale all around individual origins to zero. White noise node (which I'd use anyway) will require a vector snap 0.001 or something low, or it will produce gibberish. White noise node -> separate colors, both RGB and HSV:
R and G (but scaled up) I use to control UV offset similar to yours.
B either controls noise offset that also goes into UV offset, or random rotation value (none may be applicable to floorboards, but it has its uses elsewhere).
H is used to mirror (* -1) nothing, U only, V only, or both axis.
V is used to produce varying shades of the albedo.
Since R and G are scaled up for the offset purpose, in raw form they can remapped pre-scale individually and used to scale the UVs for further randomization. Say 0-1 -> 0.8-1.2.
If this *STILL* isn't enough to reduce/eliminate texture repeats, I'll start mixing several versions of the same texture setup above using noise to determine which one shows. I'm not a fan of the voronoi warp method as that create sharp transitions in the coordinates which will mess up bumps.
As for the dust normal, often applying rotation is unavailable (i.e. due modifiers). Texture Coordinates/Normal is orientation specific, whereas Geometry/Normal is world specific. If you want to control the normal, instead of separate.Z, try the dot output from the normal node instead. Allows you to *set* the direction directly.
I really like the fact that you can use the pen on the touchpad as well as the screen. Most of the time I prefer having my hand down on my graphic tablet. Well done ASUS. The wheel is super helpful too.
I totally agree. I prefer painting directly on a screen for precession stuff, but it can be quite tiring on your arms for long periods. It's definitely one of my favourite things about the laptop
Great tutorial, thanks for addressing these illusive challenges.
Some really interesting stuff here. Definitely gave me some ideas.Thanks for sharing!
Only one word bro, amazing!!! 👏🏻🔥
Extremely helpful. Thank you!
This is very useful. Thanks.
Great tips Rob, thanks a lot!
Thanks for watching.
These are pure gold tips! Thank you very much! =)
Rather than making the UV super small you could also combine the last two techniques and add a snap node so they always occupy one colour.
Great ! We can also use a driver (exemple : #frame/2) to modify the UV coordinates !
I've also had excellent results using the world position of the object rather than the random or the per-island. Works especially well when you want the same seamless procedural textures on multiple instances of similar models (e.g., brick or plaster walls of a house, roof tiles, etc).
You can also run the random output through a white noise node and modify the W for different nodes. That'll avoid the effect where every Drackula book is black, for example.
I'm loving the light effects on the ferris wheel.
Muy buen canal, me gusta como explicas todo. Gracias
Thank you!
cool tips thank you!
Very nice tips
Gold, thank you!
Thank you Blender Lord for your presence.
THANK YOU
I think white noise is better at generating random numbers(also normalized b/w 0 to 1) we can use random from object info and feed it to white noise node to get the random offset.
Great tips.
Good one, very helpful. Thanks!
Your library expample shows a problem that I have for a long time: You only have one single random number per object. That's why all the Dracula books share the same color.
I wish there would be a real random number node in the shader nodes (like there is now for geometry nodes)....
I assume you could simply multiply the random value, using a different multiplier for the colour compared to the decal?
Absolute boss.
Very usefull. More tools for my toolbox
Great tutorial! For the books i know there's a way of randomizing the scale/shape using using shaders or drivers on the shape keys but i can't figure it out. If you knew I'd be very grateful 🙏🙏
I liked the previous thumbnail so much...
*The last one gave me some Ian Hubert vibes.*
I'm pretty sure Ian uses the same technique sometimes for blinking lights.
is it just me or putting a touchscreen on a notebook where every time you touch it it wiggles on the hinge a bad idea
I was like number 999. Because that’s how I roll
Very cool indeed.
Thats useful. thanks!