Blender Tutorial: Level Up Your Realism In Five Minutes With Cavity Maps

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 93

  • @jeffg4686
    @jeffg4686 5 ปีที่แล้ว +113

    nice technique. Never knew vertex paint had that option. So many hidden gems in blender.

    • @DECODEDVFX
      @DECODEDVFX  5 ปีที่แล้ว +15

      Yeah, Blender is full of little tools like this.

    • @Wahooney
      @Wahooney 4 ปีที่แล้ว +31

      I've had a day, so I'm gonna brag... I ADDED THAT FEATURE! Or more accurately, I rewrote it from scratch back in 2.48 when it gave REALLY janky results and it was put into the official codebase in 2.49 and I think it was used in Big Buck Bunny and future Blender Features. So happy when I see people use it :D

    • @neonalexandergomes8963
      @neonalexandergomes8963 4 ปีที่แล้ว +6

      @@Wahooney Thank you for your contribution man!

    • @GabrielsLogic
      @GabrielsLogic 4 ปีที่แล้ว +4

      @@Wahooney holy cow! It's people like you that make blender so awesome 🧡. Thanks man!

    • @allroundgamingrounder4478
      @allroundgamingrounder4478 3 ปีที่แล้ว +1

      Blender is gem ITSELF!

  • @vladimirtomin8223
    @vladimirtomin8223 2 ปีที่แล้ว

    This tiny jitter on rotating camera is what pushes it even further in my opinion. Looks great!

  • @4dvideojumblies666
    @4dvideojumblies666 4 ปีที่แล้ว +9

    Jesus this tutorial is awesome. Such a good channel!!

  • @Huguillon
    @Huguillon 5 ปีที่แล้ว +30

    Amazing video, and amazing channel... best channel I sub in 2019 so far

    • @DECODEDVFX
      @DECODEDVFX  5 ปีที่แล้ว +2

      Thank you Guillermo!

  • @obsidian295
    @obsidian295 3 ปีที่แล้ว +1

    I used this with a reddish "dirt" color in a stylized skin shader to shade the muscle contours and it worked great. thanks for the video.

  • @user-og6hl6lv7p
    @user-og6hl6lv7p 4 ปีที่แล้ว +9

    Cheers mate. I was trying to create a shader that would procedurally highlight edges and darken crevasses, basically trying to recreate the "Cavity" option in Solid render mode. I managed to get it to work for the most part using bevel, ambient occlusion and color dodge nodes, however crevasses were still being highlighted by the bevel node and appear unnaturally light. Your method helped out a tonne, so thanks again!

    • @Dhieen
      @Dhieen 2 ปีที่แล้ว

      yeah idk why we dont have a cavity node like in the viewport... so weird

  • @judofernando8298
    @judofernando8298 ปีที่แล้ว

    been searching for this for a while. thanks man

  • @pv8685
    @pv8685 2 ปีที่แล้ว +1

    Awesome. Thank you for sharing!

  • @hillfortherstudios2757
    @hillfortherstudios2757 2 ปีที่แล้ว +1

    Pretty Cool!

  • @deziner89
    @deziner89 5 ปีที่แล้ว +3

    Your tutorials are very informative and unique

  • @khalatelomara
    @khalatelomara 5 ปีที่แล้ว +2

    you are the real decode pro

  • @ragnardimarzo
    @ragnardimarzo 4 ปีที่แล้ว +1

    Thanks for your excellent tutorial. This technique really rocks!

  • @bloop6111
    @bloop6111 2 ปีที่แล้ว +1

    Awesome! Thank you :D

  • @JadeOart
    @JadeOart 4 ปีที่แล้ว +1

    oh my gosh, that adds so much to it! I'll have to try this some time, so simple and effective!

  • @georgios.marinoudis
    @georgios.marinoudis 3 ปีที่แล้ว +1

    Thank you

  • @ca6363
    @ca6363 2 ปีที่แล้ว

    Thank you so much!

  • @metekavruk_Alanya
    @metekavruk_Alanya 4 ปีที่แล้ว +1

    Thanks dude, will follow you.

  • @anastasiashopine7808
    @anastasiashopine7808 4 ปีที่แล้ว +1

    awesome, thank you so much!

  • @jurgenvantomme
    @jurgenvantomme 5 ปีที่แล้ว +5

    Impressive!

  • @culturecauldron9137
    @culturecauldron9137 4 ปีที่แล้ว +2

    great work! very useful

  • @gehriggosselin9468
    @gehriggosselin9468 4 ปีที่แล้ว +1

    HOLY SHIT HOW DO ALL THESE LITTLE THINGS EXIST I LOVE BLENDER. GREAT TUTORIAL!

  • @thenout
    @thenout 4 ปีที่แล้ว +1

    Super helpful, thank you!

  • @fabioviola9202
    @fabioviola9202 4 ปีที่แล้ว +1

    Great tutorial! Thank you, it's very useful!

  • @joechan9126
    @joechan9126 4 ปีที่แล้ว +1

    fantastic! thanks for sharing

  • @julianwildauer
    @julianwildauer 5 ปีที่แล้ว +3

    Really interesting!

  • @zellator
    @zellator 5 ปีที่แล้ว +2

    Awesome!

  • @lonelylama5222
    @lonelylama5222 ปีที่แล้ว +1

    This makes a render go from not looking very realistic to looking like it could be real

  • @briticalhit4987
    @briticalhit4987 4 ปีที่แล้ว +4

    "Dirty vertex colours" is what I shall use to practice my Geordie accent impression from now on ;) Thanks for the brilliant tutorial! I've been wondering if there was a way to reproduce a dry-brush (as in painting tabletop miniatures) effect on models, and this looks perfectly suited

  • @sashabent6585
    @sashabent6585 5 ปีที่แล้ว +5

    you should do videos covering houdini, especially with houdini 18 coming at the end of the year, it's definitely a game changer!!!

    • @DECODEDVFX
      @DECODEDVFX  5 ปีที่แล้ว +2

      I don't know Houdini very well but the new version looks very good.

  • @infographie
    @infographie 2 ปีที่แล้ว

    Excellent

  • @pstuddy
    @pstuddy 5 ปีที่แล้ว +2

    Thanx man!!!

  • @swapnayak4348
    @swapnayak4348 4 ปีที่แล้ว

    Ambient Occlusion node does it too

  • @d1g1dav3
    @d1g1dav3 4 ปีที่แล้ว +4

    Everything works until I select "vertex paint" from "texture paint" in the texture paint tab. Then the model loses all detail entirely. I did create the "Dirt" vertex colour too so mildly confused. Any help would be appreciated.

  • @深淵の観察者
    @深淵の観察者 4 ปีที่แล้ว

    Thank You!

  • @satyamanu2211
    @satyamanu2211 4 ปีที่แล้ว +2

    Would we get a similar result if we use the ambient occlusion node ??

    • @DECODEDVFX
      @DECODEDVFX  4 ปีที่แล้ว +3

      Similar yes, but the AO node is very taxing on your CPU, so it can really increase render times. The dirty vertex option is basically a pre-baked AO map.

  • @dirkjurgens8804
    @dirkjurgens8804 3 ปีที่แล้ว

    What do you think is better, ambient occlusion node or the method with the dirty vertex colors do you use here? Thank you. You make great tutorials. Really great channel.

  • @luisrossa
    @luisrossa 4 ปีที่แล้ว

    Muy bueno!! Gracias

  • @abdenourbachir5882
    @abdenourbachir5882 5 ปีที่แล้ว +26

    what would make it even more amazing is adding some leak erosion based on that dirt....Not sure how you'd approach that though

    • @IGarrettI
      @IGarrettI 4 ปีที่แล้ว +5

      Have a separate material for the dirt/corrosion, use mix material and have it masked out by cavity. Done !

    • @gopolarisstudio
      @gopolarisstudio 4 ปีที่แล้ว

      @@IGarrettI wat

    • @theshuman100
      @theshuman100 4 ปีที่แล้ว +2

      i hear the dynamic paint modifier can simulate water running along the surface and set it to displace to have it carve out water lines

  • @freenomon2466
    @freenomon2466 3 ปีที่แล้ว

    awesome tip. hope I can use this tip in Unreal. :)

    • @DECODEDVFX
      @DECODEDVFX  3 ปีที่แล้ว

      you just have to bake it out to a map first.

  • @Dhieen
    @Dhieen 2 ปีที่แล้ว +1

    dirty vertex color option?? wow didnt knew that too

  • @jamescombridgeart
    @jamescombridgeart 4 ปีที่แล้ว +1

    Nice. Is there any reason you opted for this method instead of using the AO node?

    • @DECODEDVFX
      @DECODEDVFX  4 ปีที่แล้ว +1

      It gives a marginally different results from the AO node and it's less computationally expensive, since it uses vertex colours instead of raycasting. The AO node can really increase render times so it's best to avoid it where possible.

    • @jamescombridgeart
      @jamescombridgeart 4 ปีที่แล้ว

      @@DECODEDVFX ah I see. Cheers!

  • @flashleyska3978
    @flashleyska3978 4 ปีที่แล้ว

    Awesome tip.
    Is there a neat way to combine this with displacement map detail too?
    I’m trying to mix the vertex map with something to pick out the edges on the displacement map before plugging into the final mix factor.

  • @AbdulAziz-co8rm
    @AbdulAziz-co8rm 3 ปีที่แล้ว

    are you intentionally shaking the camera? looks great tho

  • @robert-brydson-1
    @robert-brydson-1 2 ปีที่แล้ว

    does it have to be unwrapped ?

  • @daton3630
    @daton3630 4 ปีที่แล้ว +1

    should have known this before switching from c4d to blender ;-;

  • @Thyco2501
    @Thyco2501 4 ปีที่แล้ว +1

    I had something different in mind when you said you were going to create a dirty texture.

    • @DECODEDVFX
      @DECODEDVFX  4 ปีที่แล้ว +2

      ( ͡° ͜ʖ ͡°)

  • @phalhappy8612
    @phalhappy8612 3 ปีที่แล้ว

    will it work with a mesh with loose geometry but intersect each other?

    • @lordtalosgaming1448
      @lordtalosgaming1448 2 ปีที่แล้ว

      No, it won't. The dirty vertex colors algorithm works based on the angles around vertices, which is unaffected by intersecting loose parts.

  • @nictanghe98
    @nictanghe98 4 ปีที่แล้ว

    Can you ad a per frame to this ?

  • @n3tbug330
    @n3tbug330 4 ปีที่แล้ว

    Is there a way to apply this to multiple meshes at once

    • @DECODEDVFX
      @DECODEDVFX  4 ปีที่แล้ว +1

      Unfortunately not.

  • @MultiPets.
    @MultiPets. 3 ปีที่แล้ว

    Feel like your turntable beziercircle has too few steps so the movement is a bit choppy

  • @mikeallenfpv
    @mikeallenfpv 3 ปีที่แล้ว

    Is the Facebook Group still active? Would love to join if anybody's got a link! Don't see one in the description and did a brief search but not sure which one is DECODED's group.

  • @juutuub0
    @juutuub0 4 ปีที่แล้ว

    how would one and dirt after normal map, I mean dirt in the little features introduced by the normal map?

    • @lordtalosgaming1448
      @lordtalosgaming1448 2 ปีที่แล้ว

      The normal map doesn't introduce any dirt. The Dirty Vertex Colors algorithm takes into account only vertex angles, which depends on the geometry of the mesh, and is independent of texturing.

    • @juutuub0
      @juutuub0 2 ปีที่แล้ว

      @@lordtalosgaming1448 Sorry for the unclear question. I meant to ask if it's possible to calculate "cavities" from a normal map for the purpose of adding dirt similar to this. I mean the situation where the mesh isn't actually detailed and a normal map is used to add apparent detail.

  • @recfor3d91
    @recfor3d91 3 ปีที่แล้ว

    What GPU do you use?

    • @DECODEDVFX
      @DECODEDVFX  3 ปีที่แล้ว

      I rendered this on a CPU, but I have an RTX 3070 now.

  • @danielpool2039
    @danielpool2039 4 ปีที่แล้ว +2

    Are you kidding me? How long has this feature been there without me seeing it?

    • @DECODEDVFX
      @DECODEDVFX  4 ปีที่แล้ว +4

      About eight years...

  • @rakeshtegginamani4690
    @rakeshtegginamani4690 3 ปีที่แล้ว

    Sir kittu rani chennamma statue 3d model send me pls sir

  • @thenout
    @thenout 4 ปีที่แล้ว

    I'm wondering, does using the Pointiness output of the Object Info (I guess) node as a mix factor achieve the same result? Or, to put it differently, is this Vertex Paint feature derived from the Pointiness? Sure looks like it

    • @DECODEDVFX
      @DECODEDVFX  4 ปีที่แล้ว +1

      Not exactly. Dirty vertex colours is like a mix between the ambient occlusion node and the pointiness factor.

    • @thenout
      @thenout 4 ปีที่แล้ว

      @@DECODEDVFX Thank you. I'd be very interested in a video detailing the advantages / pros and cons on this topic

  • @ep8778
    @ep8778 4 ปีที่แล้ว

    👍👍👍👍

  • @frantization
    @frantization 4 ปีที่แล้ว

    Any one know how can we bake it from vertex into picture like in blender 2.79?

    • @aaronnelson7605
      @aaronnelson7605 4 ปีที่แล้ว

      You should always use the latest version of blender

  • @SellusionStar
    @SellusionStar 3 ปีที่แล้ว

    How to get your photo scanned model more photorealistic! 🤣

  • @一颗光头
    @一颗光头 2 ปีที่แล้ว

    This method seems to be very unfriendly to models with smooth surfaces.

  • @rileyanderson7227
    @rileyanderson7227 4 ปีที่แล้ว

    Is that Buddha? Buddhaful mornin

  • @Lubble-
    @Lubble- 4 ปีที่แล้ว +1

    Didn't work....