DUST! Let's not forget it exists...
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- เผยแพร่เมื่อ 21 ส.ค. 2024
- Dust Texture - shop.imeshh.co...
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I hope this trick helps you add a little bit more realism! Of course, make sure to add other realism techniques but this will surely help! :) - ภาพยนตร์และแอนิเมชัน
I'm pretty sure this dust texture could be generated procedurally in the Shader Editor with a pretty simple combination of Noise Texture nodes, Musgrave Texture nodes, Mapping nodes (to ensure big scales) and Color Ramp nodes. That would ensure:
-property over the texture asset
-infinite variation of the final pattern (Noise textures and Musgrave textures have under certain conditions a W value that can act as a seed)
-no repeating pattern issue
The Musgrave texture node alone is already a very good starting point to begin with.
Oh yeah totally! But just for speed a quick little texture to download helped the tutorial :). Would love to show a procedural version, which would also be great for quality when zooming in etc (no compression etc)
ITS EASY WITH A VORONOI
@@pushkarc28 My voronoi tends to break my geo into fracture parts! I hate when that happens. /jk
Voronoi is a remarkably versatile texture node. I used it to create a starry backdrop, and oddly enough that image texture at 1:40 looks exactly like the same kind of thing.
@@lawrencedoliveiro9104 No doubt! I'm going to make another tutorial with procedural versions. But downloading and simply dropping in a texture was a lot easier for now
It isn't a greenscreen issue, I'm part ghost...
Welldone Sir
@@Douye_Adedeji2696 haha thank you 😁
Which part?
@@CarpeUniversum at the start, the side of my head is blending in with the background a little bit. I felt ghost-like
Here i was like “where are the balls on the steps coming from” lmao
Came here for dust, left with learning about node groups and even the silly Shift + Right Click that I've been needing in my life. Thank you
There are videos about dust in blender already, even procedural approaches which is much better at control.
Fair enough :) I know a lot of my viewers are just starting out so i hope i can educate them if they are unfamiliar. A procedural version will be coming soon 🤞, a texture was just a lot easier and quicker for now to get the desired effect :))
The blender Guru talks about dust all the time!
Finally a video where i can see the guys mouse, he says words clearly and actually SHOWS how to open stuf like the soft roll instead of
I've been using my little "Dust Group" everywhere for a while now and I can't imagine going back now.
Sometimes I also mix the dust "mask" with the main roughness.. I'm not sure if it does anything but my brain tells me so 😆 Anyway, great video as always! Thank you!
Haha I'm curious if it does help, but no harm in doing that!
I have played with a new version whcih I'll try and upload soon which includes the curvature and ambient occlusion created by the objects.
Everything is going to be dusty 😂. Just remember not to go too crazy haha
THANK YOU, KRIS! I've been wondering how to add dust to surfaces for more realism, since nothing is ever really truly spotless in an average room. Really appreciate your doing this video! 😀
No problem at all! I'm glad it helped :)))
Thanks Meshh, I really appreciate your videos
No problem 👍👍☺️
i think putting a bit of bump it would make look it a lot better
Dot product vector math node is also usefull if you want to put something on the top.
Love the content as always! I even remember the start of Imeshh! Nice to see you are doing well my man! I'm working on some scenes with your assets as always
Thanks so much for your kind words! Do share your renders with #imeshh, I'd love to see them! :))
I think some cavity shading would work for this too: Dust is gonna accumulate in cavities
That can be for tutorial dust 2.0 😂
I think realistic dust would contain a larger distribution of finer particles, so the overall shininess of the object is reduced. What we have here is an object which is still shiny but with a few flecks scattered on it.
@@lawrencedoliveiro9104 yeah that's definitely also true
My Patrons have had a dust node for years now 😋
I know, it's nothing too new but "dust node" on TH-cam would sadly get less clicks and then TH-cam won't promote it because it doesn't get clicks, so then TH-cam doesn't promote it. Hopefully now this reaches a wider audience who didn't know about a dust node 🤞
Very interesting!
Masks should always be in the 0 - 1 range. Maybe use a color ramp node instead of the multiply one.
Now use it to make snow on the object
Don't quote me on this, but i heard somewhere i think it was pablo that said it, if you're going for realism with the way the Principled BDSF is set up, the Specular slider should never be changed, so left at 0.5, this only if you're trying to mimick perfectly a real life material, not cartoon or stylized, but yeah i not 100% sure about this.
Thank you for this nice and helpfull tutorial.
TIP : if your dust is stretched, select your object, go in edit mode and select everything with A, then right-click -> UV unwrap faces -> Smart UV Project -> OK
I can see multiple coloured balls bouncing down your stairs, are they real or 3d, models?
The entire backdrop is 3D :))
Thank you very much for the video - please turn on the subtitles for us less proficient in English, thank you.
Sorry i'll look into this! I thought YT does it automaticlaly
Hadn’t ever really thought about this. Easily overlooked, like you said. Thanks for the great idea!
I'm glad i could help :)
1:45 Was this a OBS resize done just by the power of the mind? It sure looked like it to me!
- so dusty - thx!! :^]
nice stuff, check out what clearcoat can do for you here.
New level unlocked
Multiply is commutative. Are you just crossing those wires just for fun?
I wanted the texture to be on top, so that if i reduce the factor then it will reduce to multiply caused by the normal and layer weight mask, leaving me with just the dust.
If i did it the other way round and reduce the factor, I'd be left with the layerweight and normal mask which is less important
Yes multiply works both ways, but it's the factor amount which is important here
When are you coming back as Daredevil?
So, I was watching the video when I noticed your rendering speed, so far it's been the fastest I've seen, what kind of PC do you have and what are its specs ??
Pretty disappointed that you didn't show us the final render to see how it looks
I saw alot of talks in years on the nearby theme ,, how to creat a more believeable surfaces Material an how to change glossy or ruffness values that depends on the angle of view .
So in chats for this topic often a big conversation or discusion or questions came up like ,, is this a percieved human eye or physical world efect (sub Micro Detail effect)..etc..and is this a good or bad idea..
f.e.surfaces a polish stone that reflect more light or act more glossy or more specular or mirror like when it come to angle of view is low vs high (sry my english skills)..
So this thematic is not uncovered come direct in my mind again specialy the problem of the nodesetup ..
would love to see this topic again for 3.3 V.
thx great tut again thx...
p.s. I tr yto find the topic but I think it was how to make instant a more believable surface look with this trick or so.
thanks for the tips
No probs!
Why do you want to remove it in reallife but add it in your virtual world?
I would also add to hyper realism .. hair. Yes, it is hair, because I have so many of them at home that sometimes it seems that I am already bald. For some reason, no one makes fingerprints on glasses, and such a dark stripe from tea on cups. Also dead insects. Usually even in a very clean house there are a few dead flies, or spiders. I live in a big house and this is a frequent occurrence, especially in summer. It also applies to many things in the gaming industry. For example, the fact that the grass is always swaying, lol. The first time I opened the 3d editor with grass assets, I thought it was grass to use underwater. I look at the street grass all the time, and I never see such ripples. Grass always stands straight, without movement. What about hair? Why is hair always made as if it were separate hairs, and sway at the slightest movement. But in real life it doesn't look like that. The hair is quite heavy and usually just hangs in one piece.
There's no dust in my house. I deleted CSGO.
Hey, I’ve been doing everything on a MacBook Pro 2019 i9. Wondering what workstation you have to get your quick/relatively fast performance?
theoretically you could just use a generative noise texture for the dust could you not?
Definitely! Just a lot easier for the tutorial to say "add this texture"
@@imeshh yeah good point 😅
Follow it up with a sneeze simulation
*ACHOOOO!* Sorry, just practicing for the next video
Thanks I wanna get into electronic soft.
Bot? 😂
Great! 👏🏻👏🏻👏🏻
Thanks Marco! :)
"Anyone"? This is not very true, a bit of a far stretch in my opinion, but aside from that: nice tut!
how did you make your intro looks cool :)
that facing ratio multiply doesn't make any sense
In what way?
I’m trying
nice and "clean"
Thanks :))
dusty old trick
😂
Loved the video! But doesn't this require a high sample count and no denoising to be visible unless it's a closeup?
Archviz prefers high sample count for the extra realism
Ideally yeah but I'm also one to also push to higher samples if i can. Especially to see details like the bump on white walls
I hate to tell you this but I think that's a balloon dog
A balloon dog made of metal 😅
nothing more annoying in tutorials than humorous pauses and moments where nothing is happening "for comedic purposes."
why are there balls comming down your stairs what i dont understand
Its a 3D backdrop I made, and balls made it more fun haha
Bruh, you're losing your balls down the stairs and yet none roll around on the livingroom floor... do you have a doggie catching all those lost balls! How did you knurl you wall geo, or is that part of the comp too!? I use HOps. I thought given normal data is non-color, you should use a separate XYZ node instead esp given IIRC normal data is -1 to 1, not 0 to 1, so are you losing data? I actually would have been interested as to why you chose which socket to put the two things you mixed over the reverse, i.e., why have the one on the bottom instead of it in the socket on the top? When you say save the node to a blend file, isn't it better to change the assignment to an asset and then save it to wherever you want in the Asset Manager? I can even create a profile pic for the new group node.
Thanks for the tutorial!
what gpu do you use ? im buying the imeshh pack in a week or two, looking forward to it.
Awesome! I have a 3070 with 8gb VRAM but if you can afford a GPU with more VRAM then that is incredibly important. Only 8gb simply is a pain in the ass for archviz in Blender 😅
@@imeshh yeah i was considering 3060 just because of that. hope its still fast enough
@@efk8085 ah the 12gb option would be great! The 3060 is still a great card for sure
nice lag
Already registered in way too many places. Way too many usernames and passwords. Keep your dust image. I'll find another one.
Sorry that looked like it made you angry :/. I don't like giving out download URLs freely on the internet as we give away a lot of stuff, it ends up costing us so much if we don't control it as much as possible :(
But here you go! shorturl.at/RZ245
Download
Upload?
Pc specs?
Rtx 3070, 64gb ram and a theadripper 3970x :)
@@imeshh cool, that threadripper can also be a saving grace in a out of vram situation
@@tjseries3057 it has saved my ass on a few occasions haha
once again a clickbait for a really known "trick" lol
Ehm... this is a standard workflow for 20 years now. Clickbaity nonsense.
Unfortunately if it is not clickbaity, then no one clicks, so TH-cam doesn't promote, so no one clicks, so youtube doesn't promote... and less blender users can learn the dust trick. I miss the old days of TH-cam promoting subscriptions more than recommended clickbait videos 🥲
No offense, but if I were to learn hyper-realism and the first thing I see is that mediocre background rendering you got there then I wouldnt take the video any serious and move on lol
No probs! It was a bit of fun and i like it so nvm haha