How To Make Complex Materials Easily in Blender!
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- čas přidán 25. 07. 2024
- In this Blender tutorial I will show you a process to make Complex Looking procedural materials in blender. The goal is to show that procedural materials are approachable and easy to do!
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Realtime Materials - blendermarket.com/products/re...
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Patreon - www.patreon.com/user?u=9011118
Website - www.ducky3d.com/
Twitter - / ducky3d
Instagram - / ducky3d
Thanks. I don't have your Realtime Materials add-on but I love that you aren't being very exclusive about it, still making amazing tutorials on procedural Materials.
bro its free for some limited materials ( but useful) Go gett ittt
I only started with Blender a few weeks ago and haven't done anything with texture nodes yet. I still managed to understand the steps you went through thanks to your excellent explanations and clear process and I'm incredibly excited to start having a play with what, until 15 minutes ago, looked truly impenetrable to me. :) Thanks so much!
I love that you do constant break downs and recaps through the video. So clear!
I’ve been doing blender for 3 years, this video and it’s explaining left with me with more info than the vast majority of videos I’ve seen
Never had the idea of putting 2 separate Principled BSDF and combining them later... that was an eye-opener for me, thank you.
I just started watching your tutorials and this one is the best yet! Much rather learn the concepts than just copying exact numbers.
Thanks for that! Hopefully I'll find more of your videos like this.
Thank you for explaining all of this in a manner that can be understood even by newbs like me! 👏👏👏
I’m glad to hear that!!
One downside to procedural scuffs, scratches, etc is that it's kind of 'dumb', and doesn't pay any attention to where wear and tear actually occur (i.e. areas that get bumped or rubbed a lot), not to mention even procedural textures can look kind of uniform over large enough areas. Ambient occlusion nodes and Pointiness can account for some of this, but there's definitely a point where hand-painting things can achieve better results.
True, but a mask can fix this problem. It is hand painting, but not nearly as hard(ambient occlusion is my choice usually)
thats why I use the best of both worlds. I mix procedural and painted materials. Just have my own asset library of precedural materials like wood and glass and then I add imprfections as I please
Absolutely kickass, I learn aot by just messing with stuff but I never thought to mix the principled bsdf one with another.
Very good compact tutorial really easy to understand
It also really helps when you go back and review/breakdown the components used and the purpose
Thanks for such a thorough breakdown and explanation on creating these procedural materials 👏👏👏
Although it's really easy to just buy Realtime Materials add-on and be done, It's super helpful to have knowledge of how the procedural materials work so you'll be able to properly adapt them to your project. Great tutorial.
We love and appreciate you, Nathan!! Wishing you your Best Year Yet, my Brother. 🙏🏾
Thanks Ducky! This is an awesome tutorial!
Dude, you are just a master in your field, thanks for such tutorials, keep up the good work!
You explained everything very well instead of just telling us "do this, then do this".
Yeah that was completely simple, one of the best most succinct generated material explanations out.
This was SO helpful in explaing materials and nodes. Nodes always seemed way too complicted to dive into at first but now I wanna mess around with it and see what I can come up with on my own :)
Personally, I would love a small series (with this material as an example) where you go deeper in complexity and show how you get more and more complex loking materials with more complex node setups because I WANNA KNOW HOW NOW lol.
Thanks again Ducky! Enjoyable as always
Go to the playlists on my channel and I have one about shading. I think there are two or three videos, called “intro to shading” the thumbnails are pretty bright. That should be what you’re looking for.
@@TheDucky3D Ty!!
This is absolutely SICK
Sick video! Thank you for this!!
The shader editor always got away from me once the nodes begin stacking up. You explained this so clearly and practically, it was a huge help. Thank you
I’m glad to help!
Great work mate ❤
thanks for this useful tutorial and i do have your RTM add-on its simply amazing :)
I need to learn how to do this!
Thanks for the video. I'm a new subscriber.
you are the master!
I mostly just watch Blender video's because I don't have time to learn it in depth, but love it.
Watching your videos, motivates me that , "I can do that", so humbly thanks!
Dude that’s awesome
love it
Thanks for cool and very simple explaining of nodes materials. I'm not so good in them, your videos allows me to understand this powerful part of blender. Thanks to you
I appreciate that!
@@TheDucky3D Hey, bro, do you have some videos about geometry nodes? I really want to learn about it, and other people may learn more cool stuff
it was a great tutorial. TY.
Excellent Tutorial
Great to see thanks
Ive watched u for years, learned so many things, this video style ur doing just now with the node explanations and detailed reason for use, is phenomenal...instant understanding of why and how. great stuff. many thanks for your time in making these amazing vids for learning blender.
Thank you man that’s very encouraging
@@TheDucky3D your tutorials are fantastic and have taught this auld dug a lot of new tricks.
very nice tutorial userfull thx
Great 👍
Very well taught... :)
Great Video. I've watched a few other videos and the "instructor" just flew through the tutorial making it hard to follow. I really appreciate keeping it simple and how you slowly add each section.
thx bro
When you mix with a noise it is best practice to use the "linear light" mix mode because noise is on average a value of 0.5, the linear light subracts this without extra nodes (it wont move).
Love the subject
I’m glad to hear that
Nice tuto WE need more video
if you get some rust(scratches, any demage ect.) texture(dark on light) and bump node, you can connect it with the first bump and the texture. Than you get super realistic surface shape control. dont forget on mapping node for that rust texture😉
Very cool tutorial bro!!!
Thanks
Nice
you can add bevel shader and add another extra damage texture.
you're awesome
I love you bro.
You are the best/
Thank you dude
Thank you so much for this tutorial! this also works in cycles? or only in evee?'
10/10
can you do a video quickly showing all the materials? i'd love to see what they all look like or most of them.
nice can you explain how to bake this procedural texture to image texture for game or sketchfab
13:51 going through the workflow process and noting everything we did
Love the the videos. Just wondering what version of blender you think the best to use right now?
The most recent version
could you use this to paint in the wear and tear with a mask say?
Another Question is how to bake those materials in blender in order to export them to other things like Marmoset/Unreal.
Does this work for evee
Is it possible to use the "RealTime Materials" as layers in a custom material we would create? So instead of the BSDF that you created, can we use the "RealTime Materials?" If we can do this, can you please make a video describing the process? Thank you.
How much does that addon costs???
I heard people say the Mix RGB is gone but I never really realized that until I checked it now... the thing is, I always add nodes from the context menu and never type in the name to search for them... so when I want to add a Mix RGB, I press Shift+A and go to Color and then Mix Color (I didn't notice the name change before) which gives me the Mix node already set to Color. So I just thought, what are you talking about? In my Blender it's still there 😆
Yea I think it was a good call making the tree types in one node, tho confusing at first
I think I have understood it like never before o.O Thank you for that!
Maybe my question is very beginner's question, but:
Is this exportable outside of Blender? For example, could I take it to a video game engine? Is there a difference between trying to take it to, for example, Unity than to Cryengine? Or would the considerations be the same? Thanks!
Procedure materials need to be baked into images and you can do that with a few tutorials that are on CZcams now. And I’m working on an add on that will do that for you.
@@TheDucky3D I see. Through a bake. Thank you! And for all your content too.
DOES it work in a MacBook?
Ducky, do u happen to play any video games and if so, which? :)
I love this but i wish there was an easier way to do this inside game engines. Player gets damaged, use something like this to show wear and tear on the players materials. The only other way is to create assets the easy way using this add on in blender to export as a static material in your game but i digress
Hopefully that will be easier soon
so what next that we need to do . for use in unreal engine?
Watch a video on baking procedural materials in blender. I have yet to make one myself
oh thank u .
houu ! hope my pc not crash
For some reason I can't get the HDRI image to show up in my viewport.
Weird, are those check boxes showing up?
@@TheDucky3D Ah, I had to crank up the World Opacity option. Is this a special HDRI? It does not show up in the World Node editor. These are great videos. Thanks
Please make another intro and post a video
So you don't NEED to unwrap if it's procedural materials?
Not exactly, the texture coordinate node at the end will dictate that. We used object coordinates, which do not require you to unwrap. But sometimes the way you build a procedural material would need you to use your UV coordinates which you can activate in that texture coordinate node.
is it too late to learn blender?? one question can AI make animation short movies??
No don’t worry about AI
weee
Is there a Ducky video where he doesn't mention background noise? lol
I have to otherwise people will complain about it
@@TheDucky3D Those people aren't worth your time!
Lol first
Is it me or has his beard always been red or black
It’s mostly dark brown with some random red parts
@@TheDucky3D oh my god I got replied by ducky🤩🤩🤩
GIVE ME THIS ADDONS PLEASE I DONT HAVE MONY PLEASE