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blenderbitesize
United Kingdom
Registrace 10. 06. 2020
Short tips, tricks and tutorials for Blender 3D software!
CREATE A GLOSSY PLASTIC PROCEDURAL MATERIAL IN BLENDER V4
Learn how to make a procedural glossy plastic material in Blender VERSION 4.
For materials suitable for previous versions of Blender, please check out earlier videos on this playlist - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html
Blend file available on my new Patreon page here - www.patreon.com/blenderbitesize
Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize
Please remember to like and subscribe!
For materials suitable for previous versions of Blender, please check out earlier videos on this playlist - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html
Blend file available on my new Patreon page here - www.patreon.com/blenderbitesize
Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize
Please remember to like and subscribe!
zhlédnutí: 1 817
Video
CREATE A PROCEDURAL GLAZED CERAMIC MATERIAL IN BLENDER V4
zhlédnutí 2,7KPřed 6 měsíci
Learn how to make a procedural glazed ceramic material in Blender VERSION 4. For materials suitable for previous versions of Blender, please check out earlier videos on this playlist - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Blend file available on my new Patreon page here - www.patreon.com/blenderbitesize Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember...
CREATE A PROCEDURAL FROSTED GLASS MATERIAL IN BLENDER V4
zhlédnutí 3,5KPřed 6 měsíci
Learn how to make a procedural frosted glass material in Blender VERSION 4. For materials suitable for previous versions of Blender, please check out earlier videos on this playlist - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Blend file available on my new Patreon page here - www.patreon.com/blenderbitesize Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember ...
CREATE A NATURAL WOOD GRAIN PROCEDURAL MATERIAL IN BLENDER V4
zhlédnutí 2,2KPřed 6 měsíci
Learn how to make a procedural natural wood grain material in Blender VERSION 4. For materials suitable for previous versions of Blender, please check out earlier videos on this playlist - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Blend file available on my new Patreon page here - www.patreon.com/blenderbitesize Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please reme...
CREATE A DISTRESSED COPPER PROCEDURAL MATERIAL IN BLENDER VERSION 4
zhlédnutí 436Před 6 měsíci
Learn how to make a procedural distressed copper material in Blender VERSION 4. For materials suitable for previous versions of Blender, please check out earlier videos on this playlist - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Blend file available on my new Patreon page here - www.patreon.com/blenderbitesize Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remem...
CREATE A PROCEDURAL SOAP BUBBLE MATERIAL IN BLENDER VERSION 4
zhlédnutí 823Před 6 měsíci
Learn how to make a procedural soap bubble material in Blender VERSION 4. Blend file available on my new Patreon page here - www.patreon.com/blenderbitesize See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
New Patreon Page Now Available - Help Support This Independent Creator!
zhlédnutí 300Před 9 měsíci
Just a quick video to let you know that I now have a new Patreon Page where I have uploaded 90 of my current materials and will be uploading future .Blend files to for both Version 3 and Version 4 of Blender. Please help support this channel by coming over to www.patreon.com/blenderbitesize and subscribing today! Please remember to subscribe to the channel too!
CREATE PROCEDURAL SURFACE DAMAGE IN BLENDER
zhlédnutí 1,1KPřed 11 měsíci
Learn how to make procedural surface damage in Blender. Blend file available on Gumroad here - blenderbitesize.gumroad.com/l/surface-damage See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
CREATE A SIMPLE PROCEDURAL AMBER MATERIAL IN BLENDER
zhlédnutí 2,2KPřed 11 měsíci
Learn how to make a simple procedural amber material in Blender. Blend file available on Gumroad here - blenderbitesize.gumroad.com/l/simple-amber See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
CREATE A PROCEDURAL OPAL(ISH) GEMSTONE MATERIAL IN BLENDER
zhlédnutí 1,2KPřed 11 měsíci
Learn how to make an opal-ish gemstone procedural material in Blender. Blend file available on Gumroad here - blenderbitesize.gumroad.com/l/opal-gem See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
CREATE A PROCEDURAL AGED BONE MATERIAL IN BLENDER
zhlédnutí 2,5KPřed rokem
Learn how to make an aged bone procedural material in Blender. Blend file available on Gumroad here - blenderbitesize.gumroad.com/l/aged-bone See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
CREATE A PROCEDURAL COBBLESTONE MATERIAL IN BLENDER
zhlédnutí 1,6KPřed rokem
Learn how to make a cobblestone procedural material in Blender. See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
CREATE A PROCEDURAL AGED MIRROR MATERIAL IN BLENDER
zhlédnutí 933Před rokem
Learn how to make an aged mirror procedural material in Blender. See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
HOW TO MIX TWO OR MORE MATERIAL SHADERS TOGETHER IN BLENDER
zhlédnutí 11KPřed rokem
Learn how to mix two or more material shaders together in Blender. See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Please remember to like and subscribe!
CREATE A PROCEDURAL SANDY BEACH MATERIAL IN BLENDER
zhlédnutí 784Před rokem
Learn how to make a sandy beach procedural material in Blender. Blend file available on Gumroad here - blenderbitesize.gumroad.com/l/sandy-beach See the full Blender Prodedural Materials playlist here - czcams.com/play/PL-J0k20j-Ffh5IWHjeT2Je-asx7YkFbj6.html Buy me a coffee at Ko-fi here - ko-fi.com/blenderbitesize Please remember to like and subscribe!
CREATE A ROCKEY PLANET SCENE IN BLENDER
zhlédnutí 632Před rokem
CREATE A ROCKEY PLANET SCENE IN BLENDER
CREATE A PROCEDURAL GALVANIZED STEEL MATERIAL IN BLENDER
zhlédnutí 1,7KPřed rokem
CREATE A PROCEDURAL GALVANIZED STEEL MATERIAL IN BLENDER
CREATE A PROCEDURAL BURGER MEAT MATERIAL IN BLENDER
zhlédnutí 2KPřed rokem
CREATE A PROCEDURAL BURGER MEAT MATERIAL IN BLENDER
CREATE AN EXPANDED POLYSTYRENE PROCEDURAL MATERIAL IN BLENDER
zhlédnutí 2,6KPřed rokem
CREATE AN EXPANDED POLYSTYRENE PROCEDURAL MATERIAL IN BLENDER
CREATE AN ADJUSTABLE DECAL PROCEDURAL MATERIAL IN BLENDER
zhlédnutí 730Před rokem
CREATE AN ADJUSTABLE DECAL PROCEDURAL MATERIAL IN BLENDER
CREATE A PROCEDURAL BLUEPRINT WIREFRAME MATERIAL IN BLENDER
zhlédnutí 914Před rokem
CREATE A PROCEDURAL BLUEPRINT WIREFRAME MATERIAL IN BLENDER
CREATE A PROCEDURAL FANTASY SHELL MATERIAL IN BLENDER
zhlédnutí 1,3KPřed rokem
CREATE A PROCEDURAL FANTASY SHELL MATERIAL IN BLENDER
CREATE A PROCEDURAL PARCHMENT PAPER MATERIAL IN BLENDER
zhlédnutí 3,2KPřed rokem
CREATE A PROCEDURAL PARCHMENT PAPER MATERIAL IN BLENDER
CREATE A PROCEDURAL CORRUGATED CARDBOARD MATERIAL IN BLENDER
zhlédnutí 9KPřed rokem
CREATE A PROCEDURAL CORRUGATED CARDBOARD MATERIAL IN BLENDER
CREATE A PROCEDURAL OMBRÉ GLASS MATERIAL FOR BLENDER
zhlédnutí 2KPřed rokem
CREATE A PROCEDURAL OMBRÉ GLASS MATERIAL FOR BLENDER
CREATE UNDERWATER LIGHTING PROCEDURALLY IN BLENDER
zhlédnutí 7KPřed rokem
CREATE UNDERWATER LIGHTING PROCEDURALLY IN BLENDER
CREATE A PROCEDURAL SKIN WITH ACNE MATERIAL IN BLENDER
zhlédnutí 1,3KPřed rokem
CREATE A PROCEDURAL SKIN WITH ACNE MATERIAL IN BLENDER
CREATE A PROCEDURAL ETCHED GLASS MATERIAL IN BLENDER
zhlédnutí 4KPřed rokem
CREATE A PROCEDURAL ETCHED GLASS MATERIAL IN BLENDER
CREATE A PROCEDURAL DOTTY COATING ON GLASS WITH BLENDER
zhlédnutí 808Před rokem
CREATE A PROCEDURAL DOTTY COATING ON GLASS WITH BLENDER
CREATE A FLOWING LAVA LAMP ANIMATION FROM SCRATCH IN BLENDER
zhlédnutí 4,3KPřed rokem
CREATE A FLOWING LAVA LAMP ANIMATION FROM SCRATCH IN BLENDER
Amazing - thank you, superbly explained.
thank you
Thank you!
You're welcome.
I shall proceed to do no good >:)
👍
I purchased the .blend file .. Thank you so much
Thank you!
Would this texture be visible if I were to 3D print? 😊
No, you'd need to convert it to geometry first.
I don't understand these shader tutorials that only show you how to replicate a specific result and don't explain anything about all the different nodes and elements you are using and why you are using them... This doesn't improve your understanding of shaders. Only makes you addicted to watching tutorials...
As the tutorial progresses, you can see what each node does. You could also take the time to experiment and play to see the changes and how they affect the node tree. That's a good way to learn. The goal of this was of course to create a specific material. Otherwise, I'd have given it a different title. There are hundreds of Blender tutorials on CZcams focusing on individual nodes if that is the type of support you are seeking.
dude how can I export that light seem
I don't follow the question as I don't understand what you mean by light seem.
@@blenderbitesize I mean reflection
Export where and for what? Reflections tend to be based on the surfaces the object sit on or near, and the lighting in the scene so I'm not sure you can export a reflection.
hi guys. steve here
Hello
Please return, These are saving my life
Glad you are liking them. Not long now until I have some updated ones for 4.2
TYSM this is saving my media project
Glad it helped.
In 4.1 they have done away with the musgrave texture, it has been replaced by additional options on the noise texture node. It makes an otherwise excellent video difficult to follow unfortunately but thanks anyway.
Yes, there have been lots of changes in 4.1 and 4.2 which I plan to cover with a new set of tutorials in the near future.
This doesn't make any sense. I don't understand what u mean by other color
After watching again, please could you let me know the timecode of where your struggling.
@@blenderbitesize at 1:00 you say other color and i have watched the video like 20 times tryna figure out where the other color is
@@blenderbitesize also where is the clear coat option in 4.2 I can't find it. Seems to be alil different
@@blenderbitesize the principle bsdf won't pop up
On the colour ramp, there are two colours. One at either end. Once you have entered the values for the first, select the other.
how can you make a material that move on it's own?
I don't understand. You still need to animate it somehow. Could you clarify?
thank you for this and all the other tutorials❤❤
You're welcome!
thanks I used it for tire shading
You're welcome. Glad to hear what these materials are being used for.
this might sound autistic but i just screamed " i love this" and hit the like button
I just smashed the love button after reading your comment!
right to the point and just the right pace to follow along without pausing. thank you!
Thanks for the kind feedback.
This video has two problems. First, why use a color ramp node to select a shade of gray? Color ramp is a mapper, maps an input to an output, without input it outputs the value to the right of the slider, white in this case. It's now acting exactly as the base color as is without anything connected. Second, if you reduce the saturation of pure white or any shade of neutral grey for what matters... you get the same exact color, no change. It's then using two nodes to set a color when no one of those is doing anything worth of mention. The node tree works exactly the same, 100% just tweaking the base color. It's a good way to explain how to use the principled for more advanced materials, but this part of the extra nodes is a bit confusing.
Thanks for the feedback, I really appreciate it. As with all of my videos, they are my way of doing things. I cant always guarantee that they are the best way or the way someone else would have done it. Over the years I've noticed that there are often more than one way to do things with blender so if you find a different way that works better for you, run with it. These are mostly a spring board to encourage exploration.
What in tarnation have I just watched? The ColorRamp without input is simply as good as a preselected color, why do you even use a ColorRamp then? The Noise Texture is intentionally set to 4D, but you only use three dimensions of input. The Hue/Saturation node in your case is working with its default color - white - in which case it does NOTHING. The Hue/Saturation node changes the hue and saturation of a given color, but white has no hue or saturation. Consequently, the noise texture has no effect on anything, the ColorRamp does nothing but output a constant color, so in the end what you've achieved is literally equivalent to simply configuring the Principled BSDF node and setting it to a constant color. Literally all of the nodes you've created (besides Principled BSDF) do not serve any purpose. This is either some weird kind of post-ironic comedy, or you're a person with zero knowledge about Shader Nodes who, for some reason, tries to teach others about it.
Thanks for the feedback, I really appreciate it. As with all of my videos, they are my way of achieving something. I don't claim they are the right way, the best way, or even the only way. Just a record of how I did something. If there are other ways that work, that's awesome. I just found that this combination of nodes gave me the look that I needed.
Worked wonders! Cheers.
Thank you. Glad you enjoyed it.
My man! This worked perfectly for me! Thanks :D
That's great to hear, thank you.
Thank you! This was a great tutorial and very easy to follow along with.
That's wonderful to hear, thanks for your positive feedback.
Not quite what I was looking for, but must say that this is one of the easiest-to-follow Blender tutorials I've ever seen. Your pacing, speech and explanation was perfect. Keep it up cuz
Thanks for the awesome feedback. Appreciate it!
You always have just what I need. Thanks man!
Thank you 😁
Can you show how to add a third material shader to these?
I literally show that at 4:45 in this video.
@@blenderbitesize My apologizes
No worries.
Thank you!
You're welcome.
Can you teach us how to set up the lighting and curve plane to set the stage?
I can certainly do that.
I cannot understand how the voronoi turns into circles when its plugged into value and the below voronoi is plugged into threshold. How did it turn into circles? Im not understanding the logic behind this.
In short, it's math and masking.
I understand masking but you need a circle to mask, in the future how do I figure out which node or math function to use if I want to do something custom which is not available on CZcams? How will I approach it? ( I'm bad at math lol)
@@technoober8352 Press CTRL+SHIFT+LMB on each node to get a preview of what it is doing (in shading view with viewport shading enabled). If you start at the left and work your way along, you can see what each node does to the previous nodes. In this case, the Voronoi Texture is creating "cells" with shading from black through grey to white. The math node (LESS THAN) is then calculating the values within each cell and if the colour value within a cell is less than 1 (white) then it will output a value of 0 (black). If the value is 1 (white) then it will output a value of 1 (white). This black and white output from the math node (LESS THAN) creates the white circles on a black background and is then used as a mask (FAC input) within a mix shader. The top BSDF input in the mix shader will use the black areas of the mask and the bottom BSDF input in the mix shader will use the white areas from the mask. Hope this helps.
how to get random color in the dots?
If you watch my confetti tutorial, I provide one idea there.
Do you know if there is any benefit to combining multiple materials with separate BSDF's with a mix shader like in this video as opposed to combining the materials with the mix node into a single BSDF? Would this just be a "cleaner" process to get the same result?
In all honesty, I didn't think you could use a mix node because they are for combing nodes whereas the mix shader will take the output from bsdf nodes and mix.
Musgrave got axed from Blender. I tried unchecking 'normalize' in the noise texture and playing around, bypassing the missing texture, but never got it as nice as your demonstration. Of course, this is my first week using Blender for anything other than racecar onboard video editing!
I knew the noise texture had been removed but will be looking at alternatives when I update these for 4.2
This is amazing instructional vid! Your pacing is excellent. So many others rush it, or go too slow.
Thank you!
i cannot find the light outpout node.
What version of Blender are you using?
2:12 For those who are in a version that blender doesn't has musgrave texture, it can be solved easily by craeting a noise texture node, and changing the fBM to Hetero Terrain.
Thanks for sharing that. This changed in blender 4.
Thanks! How could I replace the stripes with an image or logo? and then add some noise as a texture?
Any tips on how to make this with eevee2
I tend not to use eevee in Blender 3 but hope to offer advice for future videos relating to blender 4.2
@@blenderbitesize it's fantastic for tires in cycles 4.2...eevee? Yikes 😆
Thank-you for taking the time to do this tutorial! What a great material! I was thinking you must have a teaching background. I was able to follow along, for the most part, on audio alone. You explain things so well. Much appreciated!
Thanks for the kind feedback. I have taught various creative practices for a couple of decades so it was nice to hear it comes across well.
thank you very much!
You're welcome
Nice! Thank you for video 😊 Could you please explain how to work with textures like this? For example, I have a glass and I need to add two or three logos (stickers) to this glass
That would be a different process. I'll add it to the list of videos to do.
Blender could be easier on this aspect....
Lots of things in life could be easier, for sure.
so yours seems to turn glass and diamondy right when you apply the shaders but mine just remains matte even when i render it. why?
Are you using the cycles render engine?
thanks
You're welcome
Hello there, The shader is stunning, I downloaded it, but the node tree just don't appear and I struggle to see how I can apply the shader to another object ... really a beginner here, didn't find the answer elsewhere ... Please help me 😅
I think we've already resolved this via email.
Yes, thank you again!
@@GuillaumeTouillet You're welcome.
3:25 THAT WAS THE PAST?? WTF WHY DID THEY CHANGE IT THE STATIC IS SOOTHING
Change is inevitable, unfortunately. Much like new versions of Blender.
@@blenderbitesize lmaooo i have a old tv.. it even has those old tv lines sooo i'm happy that still has it
@@Antonwalnuts It is a very nostalgic thing in many ways. Waking up in the middle of the night and hearing/seeing it and realising TV shows had ended for the night - another thing that has changed. Also, the Poltergeist movie - would that even work without the static?!
@@scanncuttutorials true! i mean for me it's not really nostalgic it's more "yo this is pretty cool why'd they change it?"
thanks
You're welcome
Can i use an black and white image texture i painted in Photoshop instead of color ramp ?
Hi! I am watching your tutorials for a while now, but I still found it hard to learn texture nodes. Do you have any advice?
Keep trying. Play with settings. Repeat.
Thank you so much mate
You're welcome.
Is there a way to enable an emission as well as a principled bsdf into the material output?
Not 100% sure I follow. If you're asking if you can mix a material with an emission shader for this method, then yes you likely could.
@@blenderbitesize how do you do that? For example I’m recreating the kitt’s voice box from knight rider, and in the original show when he talks it’s through a voice box that reacts to his voice. But I want to add a png file on top of that because it says ‘knight 2000’. So I want an emission as well as a png file
I see. You didn't mention the additional png in your previous message. That might need a different approach as it sounds like you're needing three things to be applied to your object. Whilst you can mix three things using this method you are essentially masking. You may need an alternate set up of nodes though so that the png has its original qualities but the other two textures mix. You'd also need to consider the voice animation which could be controlled by drivers linked to an audio file. Unless someone has done this before, you may need to piece this together from various other tutorials.