The Flash sale is over but you can still get massive discounts on my courses with the codes below. Use the code 30OFF to save 30% on The Interior Masterclass - decoded.gumroad.com/l/interiormasterclass Use the code LAUNCH to save 20% on The Essential Topology Guide - decoded.gumroad.com/l/ESSENTIALTOPO
It works ridiculously well on noisy textures where the seams are hidden. I thought I invented it at first, but I immediately saw someone else using the same technique. 😂
It’s actually used all time even in unreal engine , a lot of these tricks are used to produce the auto landscape material in unreal and that’s what makes 3d amazing , everything is knowledge and you just get to translate it everywhere, in unreal it’s called cellbombing and distance blend according to camera (as you put the title)
The video contains some incredibly underrated information, particularly the use of the voronoi texture to break up seamless repetition and the change in texture based on distance.
Just wanted to let you know I’m about two minutes into the video and my mind is already blown. I’ve seen a lot of different breakup methods in blender over the years, but I’ve never thought to use a single node.
I like to add a bit of noise to the dirt / ambient occlusion, if you don't then you get a very uniform edge which looks a bit fake. You can also use it with a mix node and a mould/moss pbr texture for added interest
Amazing! I need to start using that bevel node, and good tip to join the objects if they aren't already! I like the dirt too. I tried that before on my own and it turned out meh. Gonna make me that node to use! Thanks for your knowledge!
Please do a second one of these if you find more tips. I feel like this have just been the most useful 14 minutes I ever spent watching a blender tutorial. I'll apply these concepts to all of my materials from now on, be it in Blender or game engines :)
Cool tips! The other way you could potentially circumvent the problem of unwanted objects influencing the ambient occlusion node is to actually just join the objects together that you do want affected by each other's AO node and then tick on Only Local.
Thanks Bosscat; Some really important shader and procedural based tips and techniques here.! You made me better at procedural materials after watching this🙏 My Tip: Watch more DECODED!
If I want very high realism I need microdisplacement or bump to work perfectly. That can't happen simply by offsetting coordinates by Voronoi as it creates sharp transitions. If you try to "fake blur" the edges, that also doesn't work because the information density changes in this area; you get two (or three) different displacement/bump maps affecting the area, when there's only one for the big chunks. I prefer to softly blend several versions/rotations/scales/mirrors of the texture using the various color outputs of a noise texture, so four maximum. It works very well for textures that don't define shapes very well, like wood. Far less so for stones and pebbles, where it's pretty much useless. The bevel node on the chair "struts" doesn't make sense to me, nor the "struts" elevation being the same. There wouldn't be an outward bevel here as these are two pieces, one going into the other. It would go inward to help guide the insertion of the "strut". And you can't have two at the same elevation because they would be inserted into the same space of the main foot piece. Check out any dinner chair with two (four) "strut" pieces. But I have to say the Bevel node is a life saver. I just can't be bothered perfecting geometry for set pieces that are normally minor pieces in the background. The Bevel node also has a radius input, so you can apply a little noise to it to break up the perfectness. Using Texture Coordinates Normal, the separator isn't working in "world space" as you said, but in "local space". Use Geometry/Normal instead if you want only from the top regardless of object orientation. Semantics, but I'd also use SeparateXYZ as it gives a clearer indication of what data the math is dealing with.
this reminds me: we need an ambient occlusion node where you can exclude certain objects. the AO approach to add dirt to crevices breaks down as you said with anything that isn't there permanently, like the cat. And baking the texture also isn't always a solution. It is, but it's tedious work that could be solved with an AO+ node. Idk how exactly that would work, especially if we want some objects to influence the AO of some other but not of a third object, but I imagine there's a way Idk maybe there's someone here that contributes to the blender codebase, I would but I can't, so just a thought to maybe bring up for the next larger update
@@Smittel you could use weights or masks, all the ways to separate and select, but you might as well start baking things when it gets to be that involved.
@@fergadelics while that is true, I'd still consider it something important enough to warrant some consideration regarding simplification. A bit like light linking, that too couldve been solved with baking. After all, baking a lot of textures is a significant time waster. optionally you could also just put a grime texture instead of using AO, but that too takes much longer.
The best work-around is to join all the objects that need AO to a single object and use the local only setting. It isn't always appropriate to do so, but it usually works.
@@Ifeelmylegssubtely Lightning can screw up the colors and sometimes forms as well, yes. Since in 3D it's controlled separately, might be a good call to check that as well.
The Flash sale is over but you can still get massive discounts on my courses with the codes below.
Use the code 30OFF to save 30% on The Interior Masterclass - decoded.gumroad.com/l/interiormasterclass
Use the code LAUNCH to save 20% on The Essential Topology Guide -
decoded.gumroad.com/l/ESSENTIALTOPO
That first Voronoi tile-breaking trick is so simple and quick yet so clever! Really nice to see people come up with neat little tricks like these
It works ridiculously well on noisy textures where the seams are hidden.
I thought I invented it at first, but I immediately saw someone else using the same technique. 😂
It’s actually used all time even in unreal engine , a lot of these tricks are used to produce the auto landscape material in unreal and that’s what makes 3d amazing , everything is knowledge and you just get to translate it everywhere, in unreal it’s called cellbombing and distance blend according to camera (as you put the title)
That voronoi trick is special. Thanks for sharing.
Thanks Chipp!
The video contains some incredibly underrated information, particularly the use of the voronoi texture to break up seamless repetition and the change in texture based on distance.
Super video. After several years using Blender I couldn't imagine to meet such simple and effective solutions to common problems!
Just wanted to let you know I’m about two minutes into the video and my mind is already blown. I’ve seen a lot of different breakup methods in blender over the years, but I’ve never thought to use a single node.
I like to add a bit of noise to the dirt / ambient occlusion, if you don't then you get a very uniform edge which looks a bit fake. You can also use it with a mix node and a mould/moss pbr texture for added interest
The bevel for self intersecting geometry tip is great!
that were the most useful 14 minutes of my day, those are great tips, I would love to see more videos like this
Ok done, bought both of your courses, gotta take it to the next level
Thank you! I hope you enjoy them.
This tutorial taught me a lot of useful skills. thank you for your teaching.
Thanks for passing such great knowledge on!
Amazing! I need to start using that bevel node, and good tip to join the objects if they aren't already! I like the dirt too. I tried that before on my own and it turned out meh. Gonna make me that node to use! Thanks for your knowledge!
Damn, you dropped gold✨✨
they are all very cool methods
This was really helpful, especially the method for blending two material borders
These are really cool tips amazing stuff
Brilliant tips and trick! Thanks!
so well explained! thank you thank you
Some good tips and techniques I’ll surely adopt. Thank you
Excellent tips! Thank you
Wow, I've done a lot of experiments with plugging texture nodes into vectors, but I never hit on that setup. Brilliant
Please do a second one of these if you find more tips. I feel like this have just been the most useful 14 minutes I ever spent watching a blender tutorial. I'll apply these concepts to all of my materials from now on, be it in Blender or game engines :)
The seamless merging trick is incredible. Sharp corners always drove me crazy
i would say all the tricks are really helpful to achieve realism.
Thank you for this tutorial.
I need more tutorial like this
great tips, i saw the voronoi trick recently from Ryan King Art but the others i didnt know!
Great tips. I was wondering if there is a geometry nodes or grease pencil method of putting dust in corners for the whole scene at once
really helpful tips, thanks
Cool tips! The other way you could potentially circumvent the problem of unwanted objects influencing the ambient occlusion node is to actually just join the objects together that you do want affected by each other's AO node and then tick on Only Local.
Damn, I intended to mention that.
Great stuff!
Thanks Bosscat; Some really important shader and procedural based tips and techniques here.! You made me better at procedural materials after watching this🙏
My Tip: Watch more DECODED!
If I want very high realism I need microdisplacement or bump to work perfectly. That can't happen simply by offsetting coordinates by Voronoi as it creates sharp transitions. If you try to "fake blur" the edges, that also doesn't work because the information density changes in this area; you get two (or three) different displacement/bump maps affecting the area, when there's only one for the big chunks. I prefer to softly blend several versions/rotations/scales/mirrors of the texture using the various color outputs of a noise texture, so four maximum. It works very well for textures that don't define shapes very well, like wood. Far less so for stones and pebbles, where it's pretty much useless.
The bevel node on the chair "struts" doesn't make sense to me, nor the "struts" elevation being the same. There wouldn't be an outward bevel here as these are two pieces, one going into the other. It would go inward to help guide the insertion of the "strut". And you can't have two at the same elevation because they would be inserted into the same space of the main foot piece. Check out any dinner chair with two (four) "strut" pieces. But I have to say the Bevel node is a life saver. I just can't be bothered perfecting geometry for set pieces that are normally minor pieces in the background. The Bevel node also has a radius input, so you can apply a little noise to it to break up the perfectness.
Using Texture Coordinates Normal, the separator isn't working in "world space" as you said, but in "local space". Use Geometry/Normal instead if you want only from the top regardless of object orientation. Semantics, but I'd also use SeparateXYZ as it gives a clearer indication of what data the math is dealing with.
impressive!
Great video, thanks!
Thanks for watching!
Thnx! Good tips
Wait wait wait whaaaaaat???? The beveled normal on the intersecting geometry. What kind of sorcery is this 😮
I use the polygon Uber mapping node provided by blender guru for seamless textures
this reminds me: we need an ambient occlusion node where you can exclude certain objects.
the AO approach to add dirt to crevices breaks down as you said with anything that isn't there permanently, like the cat.
And baking the texture also isn't always a solution. It is, but it's tedious work that could be solved with an AO+ node. Idk how exactly that would work, especially if we want some objects to influence the AO of some other but not of a third object, but I imagine there's a way
Idk maybe there's someone here that contributes to the blender codebase, I would but I can't, so just a thought to maybe bring up for the next larger update
@@Smittel you could use weights or masks, all the ways to separate and select, but you might as well start baking things when it gets to be that involved.
@@fergadelics while that is true, I'd still consider it something important enough to warrant some consideration regarding simplification. A bit like light linking, that too couldve been solved with baking. After all, baking a lot of textures is a significant time waster. optionally you could also just put a grime texture instead of using AO, but that too takes much longer.
The best work-around is to join all the objects that need AO to a single object and use the local only setting. It isn't always appropriate to do so, but it usually works.
thanks
Nice! I'm gonna send you a bottle of Sweet Baby Ray's...
The sauce is the boss!
すげえ
The voronoi trick is really master race, it's a huge time saver compared to traditional technics, thanks a lot
Hi Rob - do you have a tut on baking the ambient dirt note into a texture? To avoid the cat and anything else getting the effect. Cheers!
Yes, here's an old video about baking nodes to textures. th-cam.com/video/fbH4aQB5FiM/w-d-xo.html
This is some preeem information
Hey buddy can u pls tell what is ur pic specs
AMD 5950X CPU, Nvidia RTX 4090 GPU, 32gb RAM, 3tb SSD storage.
dirt cat
Why even after I know everything, my projects still looks like garbage
Try to understand what they are missing. If idea, composition, shapes, colors and forms all check out, the matter might be in some details.
@@ShadeAKAhayate even if you cover all of this things still can look very unrealistic which is due to how you lighting is set up.
@@Ifeelmylegssubtely Lightning can screw up the colors and sometimes forms as well, yes. Since in 3D it's controlled separately, might be a good call to check that as well.
Hmm how to make the ugly old style looking material
First