Microphones?.... But simpler | Blender Tutorial
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- čas přidán 21. 08. 2024
- For those who saw Default Cube's latest video on Microphones, you might be wondering about all those nodes needed to get a square texture. I felt like this may be a simpler method to do the same. Link to his video is added below. Consider liking and subscribe if you wish to see more from my channel.
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- Default Cube's Video: • Microphones?
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I appreciate these kind of tutorials so much! You can always get more control by adding more complexity, but sometimes a simple node tree is all you need. Thanks!
Thanks for the kind words Alex! I'm happy this helped you. 🙌
This is great as it is a quick and painless way to make the displacement! Not that I would not be using this method, but I would prefer CGMatter's way of doing it since it gives you more control of the texture.
Thanks! Yes you're right this is quick and simple but cg matter's way of doing it gives way more control at every step.
It is true that not everything has to be so complex. If there is a simple soultion to a particular objective then one must use it. Great information.
Right? Save time and move forward 📈 Thanks
"the only node" *proceeds to add color ramp*
Thank you for this fun and interesting tutorial. I discovered the DC tutorial a couple of weeks ago and went all the way through it and created my own version of it by sticking it into a node group, providing limited input values, etc. I spent a couple of days with it. I think I learned a lot from it and many thanks to DC for that amazing tut. That said, I discovered this tut only today and I thought I'd give it a try. I have to say, I like this method way more. Someone commented that this method has less control but I have to disagree. I made a node group using this method that is incredibly easy to use and it produces cleaner geo and renders faster. I can move a simple slider and make the holes square, circles, or rounded squares. Another slider varies the screen density, another for hole size from tiny holes to wires. Moving any one slider scales everything else so that visually, the overall look remains intact as you change any one parameter. The object interior can be completely invisible (showing the screen only) or transparent or solid or even emissive. The interior can have bump too without affecting the screen surface. Too bad I can't share a node group right here as I had fun with it and would share it. I'm not a Blender expert so I am easily impressed at this point but we all start somewhere. My biggest problem is that I can't produce a render. I have a system with 32GB ram, GPU is RTX 2060 Super. I'm using v3.0b for this project. It renders fine in viewport both in EEVEE and in CyclesX on my 4K monitor. When it goes to render, it sits for some time and eventually says "system is out of GPU and shared host memory". This is the only project that has ever failed to render for me so I suspect that it has to do with the adaptive subsurface modifier because I've never used it before.
Thsnks for the kind words! I'm happy this helped you. If you do plan to make a tutorial on your node setup in the future that might help others too, it sounds versatile. That's the fun of blender nodes. As for the GPU issue, yes I think it might be the adaptive subd too since it uses experimental. Check to see if your GPU isn't getting utilized elsewhere, or try CPU too, might be slower but won't stop mid render. Else you can use the regular subd and get similar results.
@@CGiJutsu I can now confirm that it was the experimental adaptive subdivision surface modifier that was causing my failure to render. I installed the official 3.0 release today and had the same problem. I turned off the experimental (the adaptive sds checkbox went away) and the render was successful. In EEVEE, it looked perfect without changing my models. In Cycles, as I made the screen material more dense, the screen wires (or holes) got all jagged. I went back to the sds modifier for the objects and cranked the quality from 3 to 6 and that helped a bit. To really fix it, I had to go back and edit the objects by further subdividing their faces. I found that big faces looked the worst (most jagged) so I assume that the displacement node in the microphone screen material just needs more geo because the standard sds modifier isn't enough. After subdividing objects about 6 times, there's about 36x as many vertices and faces and the render took at least 3x as long to finish, but, the microphone screen material now looks great in Cycles. If the experimental adaptive sds modifier had worked, it would be the preferred solution because it renders much faster than objects that have so much more real geo. I prefer to keep objects as simple as possible whenever practical. In hindsight, it makes sense that I had to further subdivide my objects to get the displacement to look good. I've seen lots of other tutorials where someone subdivided a large plane before applying a Musgrave noise texture to it to create terrain using a displacement node. After this success, I went back to look at the multi-res modifier. I've heard of that with respect to sculpting so I wondered if it could be applied to this microphone screen idea. I went back to the original lower poly objects, added the multi-res modifier, clicked a few subdivisions with it. It appeared to be good to go so I hit F12 and it failed again, same insufficient memory message. It's a very simple scene, with only a few simple objects, so I don't know what the deal is. At least it does render and look good if my objects have sufficient real geo. I can't get adaptive subdiv or multi-res to work.
These are usually experimental features and tend to add lot of polygons very quickly, so it's usually advisable not to use them, or use with caution.
Thanks
CGdoesn'tMATTER now !
Thanks for sharing it ❤
Appreciate it! 🙌
wow...
Have you made a tutorial on how to make ripped jeans in blender? Not ripped jeans with a texture, but actually ripping the mesh of a basic generic pant
I wanted a full sphere, but when I tried this on a full sphere the texture is stretched and warped, even after applying scale and unwrapping UVs :(
More blender tutor bra👍🏽👍🏽👍🏽👍🏽👍🏽👏🏽👏🏽👏🏽
More lined up soon! Happy you liked this one 🙌🏼
Are you perhaps the one who created the original mic on reddit?
No I'm not. I tried looking for that post too but couldn't find it.
That was me! 😀
Would you share the link to the original post if it is still up, for the people to see? 🙌🏼
You immediately added a second node you liar!
I guess I did! 👀