Procedural Shaders for Designers - Udin Blender Shaders 2.0
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- เผยแพร่เมื่อ 8 มิ.ย. 2024
- Udin Blender Shader 2.0
Download now at udinbv.gumroad.com/l/shaders
Check out udinbv.com
We just released the new version of our Blender procedural shaders, broadening the horizon further than just Automotive Design and improving the overall quality by a big margin.
This video walks you through the different aspects of this new release and shows practical examples of how to use it!
If you want to learn more or need help with it you can reach us:
Instagram: @udin.bv
Personal Instagrams: @___odi___ & @esamust
Discord: discord.gg/UrCEjYn6hF - วิทยาศาสตร์และเทคโนโลยี
Incredible work Odi!! This is next level!! I will try it out this weekend for sure and looking forward to purchase the pro version!
I don't know if it's already there but my only feedback would be to have a bevel slider on the shaders, I find that quite helpful to get that extra detail on my models!
Totally! That's definitely something we plan to add! We have a lot of ideas of updates, we just wanted to have the first version out! Thanks a lot for your feedback! :)
Materials are carefully chosen and considered. Great work!
Excellent!
Incredible work Odi!
Thank you very much. For me, materials is not an easy subject, but thanks to this I will improve my renders!!!!
right after keyshot announced they are going 100% subscription based this drops. amazing work, timing could not be better hahaha
I would love to see a more detailed explanation of how the carbon fiber material calculates the direction it should go in. That sounds like an insane thing to figure out! 🤯
That's something we want to do, giving more context to specific materials! The carbon fiber would definitely be one of them!
Hello, I used the monkey head model to do the test, the application of plastic material, no obvious effect when adjusting the scratch, but the stain has the effect, why? I've been learning blender for a while now, and I'm a little confused about this, can you help me solve it? Hope you can make some use of the tutorial, looking forward to your reply. thank you
incredible loving it
If you decide to branch into Octane shaders for blender, you'll have a customer here!
WOW ! This looks next level professional! Sub and buy. ✅✅ You had me at forged carbon!!! WOOHOO!
Amazing work! Will there be a version to use in blender octane, too. That would be fantastic. Thank you for the great work!
I assume most of the math could be carried over, but some of the nodes are different and this could mean that there would be compromises! And in any case it would be a massive amount of work, so not a priority for now! But I agree with you it would be super cool :)
Ty as a car design student
THANKS
Absolutely love this. Is there by any chance this will be available on Blendermarket ? As I want to keep all my purchases at one place. :)
Yes! This will come very very soon! :)
@@the_odi Thanks for the response. Will buy it as soon as it touches the Blendermarket. I have turned the notifications on for your channel as well. Keep it up. :)
@@xDaShaanx thanks a lot for the support! :)
Wow, that's fantastic. It's amazing to see you guys keep pushing it to get closer to Substance.
Amazing Odi Thanks!
Do I need to have OSL enabled for this to work properly?
No! We looked into that but it becomes problematic with GPU accelerated rendering and all! Everything is node based here so you can just use it out of the box! :)
Question: When I apply a shader and then modify its settings like color or scale, it appears to save all these changes to the base material in the library so now every time I want to go back to that base material its now changed. How do I lock the library materials so they wont change?
That is a Blender setting that you can change! At the top of the asset browser you can pick the different ways to bring in the data, it is by default on "Append reuse data" (it probably says "follow preferences", but the default preference is on reuse data), you can open the dropdown menu and pick "append" (without reuse data), this will mean that everytime you drag and drop something from the asset browser, it will be the base settings of it, without any of your tweaking! The problem with this is that you can quickly end up stacking up a lot of materials that are the same so just keep a eye on it! :)
@@the_odi Thank you for the quick response! This is great info, my current strategy is to drag and drop a material, and if I want to tweak it I then just make a duplicate of it in the material settings and this breaks the link to the library. The only problem with this is I have to remember what materials I tweeted and made duplicates of hahah. I’ll give your strategy a shot though! I have to hand it to you guys though, these assets are absolutely incredible! Very very well done and thought out on your end, they are a total game changer in how I assign materials.
Is it possible to purchase the product even if someone doesn't own a credit card for instance through paypal. Maybe there will be an opportunity to buy it in blendermarket?
It's on Blender Market. Along with a very generous free version.
@@DeGrey Hello thank you! When will the version 2.0 be available on blendermarket?
any way to port these to unity?
It is not planned. The math is the same though, so you can port them by copying the logic. I don't know Unity shader system so I cannot tell you how tough it would be.