Five Shader Tips Every Blender Artist Should Know

แชร์
ฝัง
  • เผยแพร่เมื่อ 7 มิ.ย. 2024
  • Five of my favourite material shader node tips.
    Click this link to find out more about the ASUS ProArt 16 Studiobook - asus.click/Decoded
    Support this channel and get access to exclusive content on Patreon- / decoded
    Facebook - / blenderdecoded
    Twitter - / decodedvfx
    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

ความคิดเห็น • 42

  • @jamesc5801
    @jamesc5801 10 หลายเดือนก่อน +17

    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.

    • @SchemingGoldberg
      @SchemingGoldberg 10 หลายเดือนก่อน +3

      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.

    • @jamesc5801
      @jamesc5801 10 หลายเดือนก่อน +1

      @@SchemingGoldberg Yeahhh that's the one! i knew it was something like that

  • @derivepi6930
    @derivepi6930 10 หลายเดือนก่อน +7

    The blinking lights - genius!

    • @DECODEDVFX
      @DECODEDVFX  10 หลายเดือนก่อน +3

      You can build some really complex patterns with that method too.

    • @Kurt634
      @Kurt634 10 หลายเดือนก่อน +1

      ​@@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

    • @paddywwoof
      @paddywwoof 10 หลายเดือนก่อน +2

      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...

  • @gottagowork
    @gottagowork 10 หลายเดือนก่อน +2

    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.

  • @bassemb
    @bassemb 10 หลายเดือนก่อน +2

    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.

    • @DECODEDVFX
      @DECODEDVFX  10 หลายเดือนก่อน

      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

  • @richard29sher
    @richard29sher 10 หลายเดือนก่อน

    Great tutorial, thanks for addressing these illusive challenges.

  • @matslarsson5988
    @matslarsson5988 10 หลายเดือนก่อน

    Some really interesting stuff here. Definitely gave me some ideas.Thanks for sharing!

  • @sebastianodibusti
    @sebastianodibusti 10 หลายเดือนก่อน +1

    Only one word bro, amazing!!! 👏🏻🔥

  • @zana3d
    @zana3d 10 หลายเดือนก่อน

    Extremely helpful. Thank you!

  • @juliaalder2007
    @juliaalder2007 10 หลายเดือนก่อน +1

    This is very useful. Thanks.

  • @Dantti
    @Dantti 10 หลายเดือนก่อน +4

    Great tips Rob, thanks a lot!

    • @DECODEDVFX
      @DECODEDVFX  10 หลายเดือนก่อน +1

      Thanks for watching.

  • @derdugati7126
    @derdugati7126 2 หลายเดือนก่อน

    These are pure gold tips! Thank you very much! =)

  • @Escher99
    @Escher99 10 หลายเดือนก่อน +4

    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.

  •  10 หลายเดือนก่อน

    Great ! We can also use a driver (exemple : #frame/2) to modify the UV coordinates !

  • @darrennew8211
    @darrennew8211 10 หลายเดือนก่อน +1

    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.

  • @belzunze8611
    @belzunze8611 10 หลายเดือนก่อน +1

    Muy buen canal, me gusta como explicas todo. Gracias

  • @snailer06
    @snailer06 10 หลายเดือนก่อน

    Thank you!

  • @Clases3d
    @Clases3d 10 หลายเดือนก่อน

    cool tips thank you!

  • @toodoo44
    @toodoo44 10 หลายเดือนก่อน

    Very nice tips

  • @fabiobona89
    @fabiobona89 10 หลายเดือนก่อน

    Gold, thank you!

  • @shirazkhan3443
    @shirazkhan3443 10 หลายเดือนก่อน

    Thank you Blender Lord for your presence.

  • @khayreddinekhayro7108
    @khayreddinekhayro7108 10 หลายเดือนก่อน

    THANK YOU

  • @ramiths8171
    @ramiths8171 6 หลายเดือนก่อน

    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.

  • @Albert_Sierra
    @Albert_Sierra 10 หลายเดือนก่อน

    Great tips.

  • @tallyman138
    @tallyman138 10 หลายเดือนก่อน +2

    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)....

    • @btn237
      @btn237 9 หลายเดือนก่อน

      I assume you could simply multiply the random value, using a different multiplier for the colour compared to the decal?

  • @ES-ol8lb
    @ES-ol8lb 10 หลายเดือนก่อน +2

    Absolute boss.

  • @wadeeliason969
    @wadeeliason969 10 หลายเดือนก่อน

    Very usefull. More tools for my toolbox

  • @conorsvfx
    @conorsvfx 10 หลายเดือนก่อน

    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 🙏🙏

  • @Vospi
    @Vospi 10 หลายเดือนก่อน

    I liked the previous thumbnail so much...

  • @SaranjivacSRB
    @SaranjivacSRB 6 หลายเดือนก่อน

    *The last one gave me some Ian Hubert vibes.*

    • @DECODEDVFX
      @DECODEDVFX  6 หลายเดือนก่อน +1

      I'm pretty sure Ian uses the same technique sometimes for blinking lights.

  • @Mamac2006
    @Mamac2006 10 หลายเดือนก่อน +1

    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

  • @fergadelics
    @fergadelics 9 หลายเดือนก่อน

    I was like number 999. Because that’s how I roll

  • @marcosurrealius
    @marcosurrealius 10 หลายเดือนก่อน +1

    Very cool indeed.

  • @EvanMapleMaggot
    @EvanMapleMaggot 10 หลายเดือนก่อน +1

    Thats useful. thanks!