It was such a revelation when I first realised that you can make anything into UV coordinates! Have a play with it! You really can make anything with them!
Jesus, i can't belive the level of realism you can achive through procedural textures. As always the tutorial is perfect. Really liked that compositor nodes at the end. Thanks Erin. Keep doing this amazing work. It's gonna pay off for sure!!!
Another BRILLIANT tutorial. You are by far my favourite, go to, Blender channel. Once again, as an older guy, my head is hurting but it all makes sense and works perfectly. You are an inspiration. Thank you so much for sharing your knowledge and explaining every small detail. Such detail. Brilliant. Perfect. THANK YOU! Dg
Thank you very much for this tutorial series. There is a lot of knowledge and experience in your videos. Let me share a tip for slow computers: at 17:48 you can use a "Fresnel" instead of a "Diffuse" to work on the displacement. The samples go up faster.
You are a f*cking legend!!!!!! I saw the video is 24:17 long and thought it was a slow and laggy one, then shocked by how fast you're going all the way. So much content and pure talent. And a huge fan of your #nodevember renders. Kudos to you.
Thank you! Yeah these tutorials always take longer than you expect if you want to be thorough! Definitely as fast as I can make it without losing too much follow-ability
@@Erindale Just wanna know, how did you learn so much bro? I couldn't wrap my brain around one single tutorial of yours. If you could, please make a guide for beginners. Where to start and how to actually understand these nodes and proceduralism. Massive help for people like me. Thank you! 🙏
Go and watch/follow Lance Phan's Procedural Fabric Fibre tutorial. That's the one that got me started and really everything since then has been teaching myself by playing and seeing what different things do 😄
I needed to make this pattern once and I searched the entire web. I found a picture with a LOT of math functions (sine and cosines). Tried copying it but gave up after a while because it was too complication. I wish I would have found your video back then. This deserve many more views. Great work and thank you for providing all this for free.
Probably the best material tutorial I've seen. Using this with offset 2 (twill pattern) and controlling aniso rotation with a mask you can make very good carbon fiber using this technique. Starting with manipulation of coordinates to do what you want (in a brilliant way), continuing on with randomization and shape control. Previewing everything that happens, selecting between different textures, before finally ending up with simple shading and displacement (way too much imo unless you want a broken floor but I guess it's to show off the effect :D). Whenever I use pingpong 0.5 I always multiply by 2 so I have a more manageable 0-1 range instead of keeping track of what the results are previously. I never bother with displacement for floors (no closeups), so I prefer to convert the random color into a random normal modification (reducing with viewing angle to avoid bad normals), gradually changing to unmodified normal in the "grout". I'll also scale the mask to 0-0.5 and use it in specular if I need "raised" tiles with shadow gaps. I didn't spot the mode, but when using filmic instead of standard, I think we're supposed to use ASC CDL instead of Lift Gamma Gain (ref: sobotka.github.io/filmic-blender/) when grading. How would you go about creating a node version of the MAWeave.osl script? It has the flexibility of creating nice fabric weaves, but lacks the important outputs you end up with here. I found it in osl-shaders-master.zip found on the internet somewhere.
Thanks for the comment! Yeah I leave the ping pongs unchanged in this one because all that matters is they have the same gradient on each one so that the profiles and the edge gaps are the same on the sides and ends! Good point with the normal adjustment! I'll try and include that method in a future material!Ah I didn't know that about colour grading! We do have ASC-CDL, it's called Offset/Power/Slope on the colour balance node! I'll check out MAWeave! Thanks very much!
this is my 5th time (or so) watching this. Just want to offer some feedback about the speed: I think it's perfect! The pacing and clarity are a nice balance so that it's completely understandable on the first viewing, and also fast enough so that it doesn't feel tedious at all to watch and review again.
Thank you! I'm glad it's worth coming back to! I appreciate you saying that, a lot of people do mention the pacing but I generally make tutorials at the speed I'd prefer to watch. There's a pause button and speed controls if needed. I'm not a big fan of tutorials that I need to keep skipping forward past the person taking time to think. I'm happy this works as a review structure as well!
I really love this guide. I regularly try to achieve specific shading effects with nodes but can't get my head into them at all. This is a great combination of a fantastic end result AND clear guidance and advice. Many thanks for making it.
@@Erindale I know it's uber-basic for you, but do you have (or do you plan) a 'how to' for bricks and roofing tiles? I don't really like the Brick Texture node in Blender.
@@nottinghasm I don't have one yet but that sounds like a video worth doing! I also wouldn't recommend the brick node, it's limiting and (from what I hear) unoptimised. I'll aim to do bricks as the next video!
For more random values when dealing with 2D textures, I assign different Z values to additional white noise texture and get 3 more randoms per tile each time. Always seem to need more.
This is a great tutorial. I might try my hand at following it but using a procedural wood grain instead of images and see if I can get a decent result. I have a feeling I'll have to adjust a lot to compensate for deviating from your plan though. Thanks for your time and effort putting this together.
Epic demonstration, this was a lot to take in on one sitting, but the compositor demo at the end was the icing on th cake for me. Thank you so much Erin really helpful stuff.
Holy crap! Thank you so much for making this video! You made it look easy. I'm super excited to watch again and follow along. It seems like you're the dude to learn from
Dude awesome job really. I didn't understand most of it but even listening to you was bliss. Apparently, you know what you are doing and it is a pleasure to follow up on what you are doing, it is like soothing videos on youtube :) keep making these.
Within 1 minute I'm lost, it looks like a bowl of spaghetti and legos, but I love that this is possible and glad there are people who figure it out and share it. Cheers.
wow. this is super clever! i have been trying to do this for a month now (in my head) and it was supremely difficult! but your approach is eye-opening. thanks!
So calm to hear your voice, but still a headache to understand all the explanation,.., so I just catch.. It's a herringbone after all!!! -gonna watch more and more..!!! Thanks!!
Thank you so much! I would be happy to but I've bought so many textures over the years I'm not sure if what I'm using is redistributable! There is always cc0 textures or textures.com or even Google images that you can grab something similar from!
This pattern seems to come up a lot - a way of subdividing a large texture into tiles. Seems like something you could make into different node groups with common outputs and then slot it in where necessary? For example a hex tiling pattern, square tiling, herringbone, voronoi all seem quite compatible.
Yeah definitely! You can always group the coordinates/random value section together from this one, I have a video on a hexagonal tiling group, and the voronoi node can do voronoi as well as square tiling when randomness is set to 0! Also take a look at the Node Preset add-on that's with blender, that's why my Shift+A menu has templates at the bottom: that's all my useful custom nodes so I don't have to append every time. Definitely worth setting up!
Hi Erin, am a bit confused on the part after using the snap and adding the Y coordinate, its to separate the X tiles in the 4x scale of the Y?, also why you are using the x and y gradient as the X and the boards as the y, sorry for my poor english :c
I honestly learned it all by just playing with Blender! It's been an extremely useful tool for me to learn maths. I do have a course! It's not currently on udemy but it should be at some point this year. For now you can get it through Canopy Games: www.canopy.games/p/procedural-materials-in-blender
im still confused on how to control the uv coordinates. can you make a tutorial on the math node what the different functions does and how to control texture coordinates to create any shapes
My first video on blender nodes (Introduction to Procedural Textures) and the 6th on (Shape Generator) go into more detail about manipulating UVs to create shapes!
Loved this tutorial but I seem to get problems at the displacement chapter, not sure it's a version issue / using version 3.4.1. Like in the video, I place the white noise texture into the subtract then multiply it by the RGB curve node. I then get overlapping rectangles creating small squares in the process. So yeah, now i'm sadly stuck. Might you have an idea on how to fix this? I'd greatly appreciate it!
As long as you're just building up simple logical steps you can do it! It's only when you look back at the whole tree that it starts to get intimidating!
@@Erindale Thanks a lot for your encouragement. I am watching all the videos in your procedural textures and I hope to learn at least half of what you are trying to teach. I hope I make it through.
How are your noodles visible as they pass under other nodes? I would REALLY like to set my node editor up this way.. EDIT: "Node Backdrop" in preferences -> themes -> Node Editor. Man that's SO much nicer!!
Theme preferences > Node Editor > Node Backdrop. I have the alpha set around 0.75 so when inactive theyll be slightly transparent. Makes it much easier to use imo
For anyone that finds this too complicated.. Take a deep breath.. Watch in 0.75x Speed.. Try to break it down stage by stage.. Simplify your node setup as much as possible ( Use shift+D instead of ctrl+shift+D and reroute.. make a similar but more simple texture like a brick wall to understand tiling
I followed twice (till where I hit the problem) and Wherever the smaller end of the board touches the longer end it has a thiner line then where the longer ends touch each other. please help me I'm going mad.
Hm odd! Have you definitely followed the same process with the ping-pongs? Is your UV map maybe distorted compared to your plane? Like if you've scaled the plane in one axis
@Erindale I’ll try again from beginning but my uv is fine it’s not stretched in one direction. I think it’s the mask. I’ll comment after I try again, but if you think you might know what the problem is let me know.
I see what I did wrong. In the fraction mix RGB the X was in the top and Y in the bottom as opposed to vice versa. Crazy that one minute detail can change the whole thing.
I'm glad you managed to find it! Yeah that is one of the things the with procedural systems. The flow of data is extremely important and changing now flow can fundamentally change the output.
@@Erindale yah thanks. your video’s really help understand procedural materials specifically with displacing in different directions like the bricks jutting out in your brick tutorial and also using white noise for randomization.
make a video that explains every node that you use. i can't understand anything in this video. i wached it because there was a sentence in thumbnail of this video "Getting Started with procedural nodes"
Take your time and watch the earlier videos. They go into more detail of the functions. If you need to understand every node specifically then the Blender documentation is probably what you're after. I have a video about the MixRGB node and the rest of the nodes here are just math nodes. The "getting started with procedural nodes" line is there because this is okay for beginners. It is part 8 though in the series. If you need some more support then there are 7 parts that are simpler to approach.
@@Erindale i think i said that too tough. Sorry for that because i dont know much words in english.because I am a sri lankan. Can you please make a play list of all your videos from easy to hard to absolute begginners in blender?
Sorry about that! You can always change the playback speed or keep pausing if you're following along! These videos are already long and they could end up 2-3 times longer if I slowed up!
@@Erindale ys i m kinda tring to learn making VDB and importing them in blender can u make a tut on using text in some VDB creation software and make it on fire then import back that text fire to blender i m hving trouble doing that.
This is truly amazing. It took me several days to achieve what you explained here in only 8 minutes
Thank you! It's definitely something you get faster at!
I watched this like 3 times, and it still just magic to me. I have no idea how the how the functions relate to eachother.
Thank you! They do start to make sense after a while haha
making the UV for each tile blew my mind... so many places that can be applied to. Thank you so much for this video!
It was such a revelation when I first realised that you can make anything into UV coordinates! Have a play with it! You really can make anything with them!
This is called master your craft!
Erin is an amazing teacher!
Jesus, i can't belive the level of realism you can achive through procedural textures. As always the tutorial is perfect. Really liked that compositor nodes at the end. Thanks Erin. Keep doing this amazing work. It's gonna pay off for sure!!!
Thanks, Jose! I appreciate that! I always say that procedurally controlled PBR textures are the greatest strength of a texture artist!
WOW!!! The best F******* video I ever seen about wood floor material. Congratulations and Thank you very much!
Thanks so much!
Another BRILLIANT tutorial. You are by far my favourite, go to, Blender channel. Once again, as an older guy, my head is hurting but it all makes sense and works perfectly. You are an inspiration. Thank you so much for sharing your knowledge and explaining every small detail. Such detail. Brilliant. Perfect. THANK YOU! Dg
Thank you so much! It's always great to hear these videos are helping! Thank you for sticking with them!
Thank you very much for this tutorial series. There is a lot of knowledge and experience in your videos.
Let me share a tip for slow computers: at 17:48 you can use a "Fresnel" instead of a "Diffuse" to work on the displacement. The samples go up faster.
Thank you! That's a great tip! Thanks for that!
You are a f*cking legend!!!!!! I saw the video is 24:17 long and thought it was a slow and laggy one, then shocked by how fast you're going all the way. So much content and pure talent. And a huge fan of your #nodevember renders. Kudos to you.
Thank you! Yeah these tutorials always take longer than you expect if you want to be thorough! Definitely as fast as I can make it without losing too much follow-ability
@@Erindale Just wanna know, how did you learn so much bro? I couldn't wrap my brain around one single tutorial of yours. If you could, please make a guide for beginners. Where to start and how to actually understand these nodes and proceduralism. Massive help for people like me. Thank you! 🙏
Go and watch/follow Lance Phan's Procedural Fabric Fibre tutorial. That's the one that got me started and really everything since then has been teaching myself by playing and seeing what different things do 😄
I needed to make this pattern once and I searched the entire web. I found a picture with a LOT of math functions (sine and cosines). Tried copying it but gave up after a while because it was too complication. I wish I would have found your video back then. This deserve many more views. Great work and thank you for providing all this for free.
Glad it's coming in useful!! I find the math in this super satisfying
@@Erindale indeed it is. Beautiful how everything connects and makes sense.
So, that means that you can make higher quality materials procedurally in blender, than the most image textured materials out there... Awesome!
If you can manipulate seamless image textures into whatever procedural arrangements you want, that's where you can really get the best of both!
So glad I found your channel, you do tutorials on procedural textures that I can't find anywhere else.
Thank you! I'm glad you think that!
Probably the best material tutorial I've seen. Using this with offset 2 (twill pattern) and controlling aniso rotation with a mask you can make very good carbon fiber using this technique. Starting with manipulation of coordinates to do what you want (in a brilliant way), continuing on with randomization and shape control. Previewing everything that happens, selecting between different textures, before finally ending up with simple shading and displacement (way too much imo unless you want a broken floor but I guess it's to show off the effect :D). Whenever I use pingpong 0.5 I always multiply by 2 so I have a more manageable 0-1 range instead of keeping track of what the results are previously. I never bother with displacement for floors (no closeups), so I prefer to convert the random color into a random normal modification (reducing with viewing angle to avoid bad normals), gradually changing to unmodified normal in the "grout". I'll also scale the mask to 0-0.5 and use it in specular if I need "raised" tiles with shadow gaps. I didn't spot the mode, but when using filmic instead of standard, I think we're supposed to use ASC CDL instead of Lift Gamma Gain (ref: sobotka.github.io/filmic-blender/) when grading.
How would you go about creating a node version of the MAWeave.osl script? It has the flexibility of creating nice fabric weaves, but lacks the important outputs you end up with here. I found it in osl-shaders-master.zip found on the internet somewhere.
Thanks for the comment! Yeah I leave the ping pongs unchanged in this one because all that matters is they have the same gradient on each one so that the profiles and the edge gaps are the same on the sides and ends! Good point with the normal adjustment! I'll try and include that method in a future material!Ah I didn't know that about colour grading! We do have ASC-CDL, it's called Offset/Power/Slope on the colour balance node! I'll check out MAWeave! Thanks very much!
I love your ASMR calming explanation with no condescending comments.
Thank you! I definitely hope I never come across as condescending!
God wow, I was actually searching for this yesterday after watching your hexagonal tiles tut...
Thank you so much!!!
Thank you! I'm glad they're helpful!
this is my 5th time (or so) watching this. Just want to offer some feedback about the speed: I think it's perfect! The pacing and clarity are a nice balance so that it's completely understandable on the first viewing, and also fast enough so that it doesn't feel tedious at all to watch and review again.
Thank you! I'm glad it's worth coming back to! I appreciate you saying that, a lot of people do mention the pacing but I generally make tutorials at the speed I'd prefer to watch. There's a pause button and speed controls if needed. I'm not a big fan of tutorials that I need to keep skipping forward past the person taking time to think. I'm happy this works as a review structure as well!
I really love this guide. I regularly try to achieve specific shading effects with nodes but can't get my head into them at all. This is a great combination of a fantastic end result AND clear guidance and advice. Many thanks for making it.
Thank you! That means a lot! Nodes really can take a while to get into but there's so much that can be done! I'm glad the video was useful!
@@Erindale I know it's uber-basic for you, but do you have (or do you plan) a 'how to' for bricks and roofing tiles? I don't really like the Brick Texture node in Blender.
@@nottinghasm I don't have one yet but that sounds like a video worth doing! I also wouldn't recommend the brick node, it's limiting and (from what I hear) unoptimised. I'll aim to do bricks as the next video!
We need more content like this. Keep it up.
Thank you so much! I certainly will!
For more random values when dealing with 2D textures, I assign different Z values to additional white noise texture and get 3 more randoms per tile each time. Always seem to need more.
That's a great tip! We always can use more randomness!
This is a great tutorial. I might try my hand at following it but using a procedural wood grain instead of images and see if I can get a decent result. I have a feeling I'll have to adjust a lot to compensate for deviating from your plan though. Thanks for your time and effort putting this together.
As long as you're using the same coords as I use for the images on your procedural wood it should work seamlessly 👌
Epic demonstration, this was a lot to take in on one sitting, but the compositor demo at the end was the icing on th cake for me. Thank you so much Erin really helpful stuff.
Great to hear that - thank you so much!
Holy crap! Thank you so much for making this video! You made it look easy. I'm super excited to watch again and follow along.
It seems like you're the dude to learn from
Dude awesome job really. I didn't understand most of it but even listening to you was bliss. Apparently, you know what you are doing and it is a pleasure to follow up on what you are doing, it is like soothing videos on youtube :) keep making these.
Too kind! Thanks so much!
I just finished doing it and man!!! I learned a lot . I really liked you workflow and thanks a lot.
Great work! Glad you enjoyed it
Think I might need to watch this like 20 times before truly soaking it all in. Hell of a shader.
Thanks so much! Proceduralism really excels for patterns like this!
@@Erindale - yeah, procedural definitely the way to go. Just takes getting used to. I have a lot to learn. Haven't done much math in long long time
Within 1 minute I'm lost, it looks like a bowl of spaghetti and legos, but I love that this is possible and glad there are people who figure it out and share it. Cheers.
I can tell people really like your videos, because they're already posted on my discord channels before I get the chance. Keep up the good content.
Ah thank you for letting me know!! I really appreciate that!
wow. this is super clever! i have been trying to do this for a month now (in my head) and it was supremely difficult! but your approach is eye-opening. thanks!
Glad it's useful!
Super mind blowing! Thanks for this
Glad it's useful!
Thankyou, exactly what I needed for fabric texture
After my first watch (I'm sure I'll watch again) everything i can say is, Thank You! And Daaaaaaaaamn it looks good!
Thank you! *Tearing up
By next nodevember I'll become a "node wrangler" thanks to you 😊
Yes! We have Mayterials in May as well!
This always blows my mind
Thanks so much!
Awesome!!!
Thank you!
you are a phenomenon!
Thanks so much man!
First time commenting on youtube, just want to say you are amazing!
Thank you that means a lot!
So calm to hear your voice, but still a headache to understand all the explanation,.., so I just catch.. It's a herringbone after all!!!
-gonna watch more and more..!!! Thanks!!
Hah thank you! Sometimes staying awake is the hardest part!
Great work!
Thanks, I appreciate that!
Brilliant!!! Thank you so much for the video!!!
Thanks so much! I'm glad it's useful!
Wooooooooooooooow so cooooool man
Thank you so much haha
Amazing!
Thank you!
it would be nice to provide the textures for those of us who are following along. But the quality is superb
Thank you so much! I would be happy to but I've bought so many textures over the years I'm not sure if what I'm using is redistributable! There is always cc0 textures or textures.com or even Google images that you can grab something similar from!
This pattern seems to come up a lot - a way of subdividing a large texture into tiles. Seems like something you could make into different node groups with common outputs and then slot it in where necessary? For example a hex tiling pattern, square tiling, herringbone, voronoi all seem quite compatible.
Yeah definitely! You can always group the coordinates/random value section together from this one, I have a video on a hexagonal tiling group, and the voronoi node can do voronoi as well as square tiling when randomness is set to 0! Also take a look at the Node Preset add-on that's with blender, that's why my Shift+A menu has templates at the bottom: that's all my useful custom nodes so I don't have to append every time. Definitely worth setting up!
God'Of Procedural... you are. ;)
Hi Erin, am a bit confused on the part after using the snap and adding the Y coordinate, its to separate the X tiles in the 4x scale of the Y?, also why you are using the x and y gradient as the X and the boards as the y, sorry for my poor english :c
Amazing tutorial! Just can't find the right oak wood texture... Any help or did I miss something?
awesome, thanks for this
Glad it's helpful!
epic dude! btw what gpu are you using?
I use an RTX 2070 Super! And my CPU is a Ryzen 9 3900x which helps a lot with compositing
Where did u learn all this?! I'm lost and fascinated at the same time. Do u have a udemy course for all of this?
I honestly learned it all by just playing with Blender! It's been an extremely useful tool for me to learn maths.
I do have a course! It's not currently on udemy but it should be at some point this year. For now you can get it through Canopy Games: www.canopy.games/p/procedural-materials-in-blender
im still confused on how to control the uv coordinates. can you make a tutorial on the math node what the different functions does and how to control texture coordinates to create any shapes
My first video on blender nodes (Introduction to Procedural Textures) and the 6th on (Shape Generator) go into more detail about manipulating UVs to create shapes!
Loved this tutorial but I seem to get problems at the displacement chapter, not sure it's a version issue / using version 3.4.1.
Like in the video, I place the white noise texture into the subtract then multiply it by the RGB curve node. I then get overlapping rectangles creating small squares in the process.
So yeah, now i'm sadly stuck. Might you have an idea on how to fix this? I'd greatly appreciate it!
Try asking on my discord. It's always easier to debug with screenshots
Things can escalate rather in a Node Editor. It makes my head spin.
As long as you're just building up simple logical steps you can do it! It's only when you look back at the whole tree that it starts to get intimidating!
@@Erindale Thanks a lot for your encouragement. I am watching all the videos in your procedural textures and I hope to learn at least half of what you are trying to teach. I hope I make it through.
i dont understand how modulo made segments when u used in x cooridinate, can u explain pls?
Modulo returns the remainder in a division. So like 2.2/2 has a remainder of 0.2 etc.
How are your noodles visible as they pass under other nodes? I would REALLY like to set my node editor up this way..
EDIT: "Node Backdrop" in preferences -> themes -> Node Editor. Man that's SO much nicer!!
Theme preferences > Node Editor > Node Backdrop. I have the alpha set around 0.75 so when inactive theyll be slightly transparent. Makes it much easier to use imo
@@Erindale I couldn't agree more. Thanks!
Damn!!!!! It is good. Unfortunately can't understand what you are doing 😅😅 too much info for my beginner skills 👶
Oh no!! Try some of the earlier tutorials! The first two should get your head in the right place!
How? Are you so good? Where can I learn this?
I have a beginner course on Canopy Games or I collaborated on a more advanced course with CGMasters. Otherwise just CZcams and experimenting
do you have a link for the wood textures you used? ive not had much luck finding ones that work
I had some paid ones I think. You should be able to find good paid ones on Poliigon or free ones on polyhaven ✌️
For anyone that finds this too complicated.. Take a deep breath.. Watch in 0.75x Speed.. Try to break it down stage by stage.. Simplify your node setup as much as possible ( Use shift+D instead of ctrl+shift+D and reroute.. make a similar but more simple texture like a brick wall to understand tiling
I usually watch tutorial at 2X speed. For this one, I watched at inverse(2) speed.
Would you make procedural brick, realistic sand, rock, ice, snow.. please.
Thanks for the suggestions! Added to the list!
We could do cloth texture with that too
7:39 it's almost a perfect thread texture
I followed twice (till where I hit the problem) and Wherever the smaller end of the board touches the longer end it has a thiner line then where the longer ends touch each other. please help me I'm going mad.
Hm odd! Have you definitely followed the same process with the ping-pongs? Is your UV map maybe distorted compared to your plane? Like if you've scaled the plane in one axis
@Erindale I’ll try again from beginning but my uv is fine it’s not stretched in one direction. I think it’s the mask. I’ll comment after I try again, but if you think you might know what the problem is let me know.
I see what I did wrong. In the fraction mix RGB the X was in the top and Y in the bottom as opposed to vice versa. Crazy that one minute detail can change the whole thing.
I'm glad you managed to find it! Yeah that is one of the things the with procedural systems. The flow of data is extremely important and changing now flow can fundamentally change the output.
@@Erindale yah thanks. your video’s really help understand procedural materials specifically with displacing in different directions like the bricks jutting out in your brick tutorial and also using white noise for randomization.
Blender Bob Ross ftw
make a video that explains every node that you use. i can't understand anything in this video. i wached it because there was a sentence in thumbnail of this video "Getting Started with procedural nodes"
Take your time and watch the earlier videos. They go into more detail of the functions. If you need to understand every node specifically then the Blender documentation is probably what you're after. I have a video about the MixRGB node and the rest of the nodes here are just math nodes.
The "getting started with procedural nodes" line is there because this is okay for beginners. It is part 8 though in the series. If you need some more support then there are 7 parts that are simpler to approach.
@@Erindale i think i said that too tough. Sorry for that because i dont know much words in english.because I am a sri lankan.
Can you please make a play list of all your videos from easy to hard to absolute begginners in blender?
they're here: czcams.com/play/PLVm7O9OzjT6Fu8aDrP3N1Ni1ATbUH926s.html
@@Erindale ohh
it seems like i didn't search that and then i complained you.
Apologuises for all.
Thanks.
Why the nodes are not straight like in mine? How did you do that?
If you go Edit>Preferences>Themes>Node Editor>Noodle Curving and increase the value there!
@@Erindale thanks!
megical
Could you do this in geometry nodes?
Going to have a swing at that on today's livestream! If it works out I'll do a tutorial as well 👌
@@Erindale I loved the live stream today. I got a little bit late, but rewatched it now.
1 Brillant
Thanks Richard
too fast...
Sorry about that! You can always change the playback speed or keep pausing if you're following along! These videos are already long and they could end up 2-3 times longer if I slowed up!
@@Erindale sure it is very interesting but very difficult to follow ! (and I'm not a beginner) ! (may be in several parts ?)
@@dance_crooner I'll try and plan out the future videos to be a bit more regimented and followable! Thanks for the feedback!
Need to watch this at 0.1 speed
Hmm it hmmm no words idk how to do that tho i m 3 months user at the moment
Haha don't worry! Using procedural textures is fairly advanced so no rush!
@@Erindale ys i m kinda tring to learn making VDB and importing them in blender can u make a tut on using text in some VDB creation software and make it on fire then import back that text fire to blender i m hving trouble doing that.
Amazing stufff althought it looks as if the home was built on a poor foundation lol
You're right! Haha I should have turned down the displacement a bit more but I wanted to illustrate making a displacement map procedurally! 😅
Way to fast to understand...