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BUMP vs. GLOSSY: How To Completely Control Your Materials | All 3D Software
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- เผยแพร่เมื่อ 11 ก.พ. 2022
- Yo guys, this time on @RenderRam , I'm covering BUMP VS. GLOSSY, and why it's important to know when to use each one! This rule applies to most 3d softwares and rendering engines. Check it out!
Works because what defines any surface in reality is the roughness. When you use the bump, you are defining the level of roughness without using the glossiness ou roughness property of the shader, though the bump is much more render expensive. A trick to render the bump faster, is to put the bump in a gradient and use a dot product as an input taking the camera as reference. In doing so, the bump only appears in the geometry facing the camera, speeding up the render time.
by far one of the best and clear tuts for fstorm
Fantastic!! very well explained, shed light on something so damn important. Although I am a hardcore Vray user I find it very useful. Keep on posting such knowledgeable stuff and thank you!!
I am impressed by wood material. Great explanation !
Very well illustrated and clearly explained demonstration of something foundational in material creation. Keep it up man, I love your videos.
Wow! You covered such a complex topic so easily 🤯🤯🤯
You sir are a Wizard!
Simple but so effective! Nice one keep em coming bro!
Great tut!
Nice scene
Thank you very much for your tips RenderRam!
I was so lost trying to always focus on the roughness first.
No, thank YOU! 💪🏻
wow, thank you, great tutorials!
So Amazing tutorial! Please keep it going
Excellent tutorial bro. Need more material tuts .
Very nice video, thanks for the tips. What video card are u using, the interactive is pretty fast :D
Thanks! I’m using a single Nvidia RTX 3090
Amazing tricks. Keep up!
I like your vids here. can you make a video on how to creat bumb, normal, displacement from material and when to use them and to generate seamless texture as well. thanks and more power!
thanks alot! would love to see more Material Tutorial Videos. Could you show us how to make wood look realistic on a building far away .... where the texture is quiet visible in the distance. It alway looks like a color not like wood material :-(
Huuu that’s a VERY nice question! Far away objects have a bit different logic how they appear in render, will see to make a video about that definitely!
@@RenderRam that would be great. In general I find wood a difficult task to recreate. Where you get your textures from?
@@L30nHbl this texture is part of Arroway wood texture pack, they have large surface textures with 20k resolution
@@RenderRam ok great thanks! do they work in the far distance as well?
@@L30nHbl textures are 240x240cm, so they will have better performance when viewing from larger distance
Amazing tutorial! Thanks a ton!
Hi, congratulations and thanks for your videos! I have some questions:
1. At 3:52" what is your Falloff map setting? Is it default?
2. At 5:40" I would like to know which wood number Arroway used and how you set each ColorCorrect map to Difuse/Reflection/Refraction and Bump?
Thank you again!
Hi G3D, please send an e-mail to renderram.cgi@gmail.com, and I'll send screenshots
Really nice video!
Dude, that thumbnail though 🤣🤣🤣 LOLOL