Most material graphs function in very similar ways. The only difference is how open they are. Material X is very open. You can control literally everything. Which is a good thing. They just need to add more patterns and noise maps
It's easier to keep track of stuff if you create the 3 different materials, each one of them with it's own mtlxstandard_surface, and then after that, you blend them together with the masks
Awesome lesson. Good to see matx + karma has the same chops as other renderers
thanks for sharing, I was playing with this and did not had good results, always nice to have a new perspective on things
Thank you so much, Rohan! You make me like MatX and Karma XPU. 😍
Thank you very much, I can't wait to start the video. :)
man, i love what you did . Thanks a lot for share i.
Thank you
Awesome tutorial always could you explain any tip to flake shade?
is there a way to export those node as texture?
Hi, thanks for this. Really useful information. Some useful tips no matter what render engine is used.
Thanks
i love how similar the logic with Keyshot material graph
Most material graphs function in very similar ways. The only difference is how open they are. Material X is very open. You can control literally everything. Which is a good thing. They just need to add more patterns and noise maps
amazing lesson thanks for that dude!!
PD: would be great have a similar one with Octane if you have the time!! :)
I think I can do that.
I really appreciated! that would be awesome! @@rohandalvi
Octane Solaris Please
It's easier to keep track of stuff if you create the 3 different materials, each one of them with it's own mtlxstandard_surface, and then after that, you blend them together with the masks
wanted to ask this same exact question,I am assuming that there is a perfomance advantage in using one material?
But you can blend only two materials in Karma.
@@Al1987ac but you can blend two, and then the result of that one, blend it with a 3rd one and so?
@@asr59 Ok, let me test it in H20.
@@Al1987ac that's how I've done it in blender and ue4 before, so my guess is it will be the same, is like layering materials