You are an excellent teacher. I like how you know vex, vellum and hair so well that you can recite good settings for the look you want and then distil that information for the tutorial. Please continue making videos, it's criminal that you don't have more followers. But you will.
Thank you so much Mr Fabricio, it seemed very complex at first but it seems your tutorial is actually the most simple I have seen that tackles this timeless topic of cloth knitting and stitching, thank you once again
If anyone made the same mistake as I did, uvsample for normal not working, it's because I moved the position of the knitting pattern to the tube position before referencing normal values. You have to reference them as variable like Fabricio did before changing the position of the pattern geometry. Or you could reference the normal first, then directly change the position value with v@P = uvsample(1, "P", "uv", v@P); since the position didn't change for referencing normal, it should work now
hey thx for the awesome tutorial. i was wondering how you got the texture to show? when i add a texture image to my mat and apply it, it's just a solid color.
Put your material inside a material builder. On the material builder node, right click gear > edit parameter interface. Add a new "File - Image" parm, on the parm properties click "Built-in tags" button, search for "texture #", add that tag. Now load a texture on this new parm and it should display on the viewport. Alternatively, link this parm value with your original texture node to make everything dynamic.
no this would need a few tweaks to work in a multi tile case. Can't you just layout your current uvs to a single tile, just for the knit model, and optionally transfer back tiled uvs by proximity later?
it looks so real in the viewport dang
Thank you so much for this Tutorial Fabricio, I learn't lots of new things! and not just about knitting! respect!
These techniques are incredible thank you for sharing them!
Thank you Fabricio, you have natural talent for making it seem easy:)
Wow!!! Nice!!!!!!!!
I plan to use this for Christmas!!!!!!!!
You are an excellent teacher. I like how you know vex, vellum and hair so well that you can recite good settings for the look you want and then distil that information for the tutorial. Please continue making videos, it's criminal that you don't have more followers. But you will.
Amazing tutorial 👏🏽
super cool kitting,it help me more and more thing!
Thank you! That was a great tutorial!
Thank you so much Mr Fabricio, it seemed very complex at first but it seems your tutorial is actually the most simple I have seen that tackles this timeless topic of cloth knitting and stitching, thank you once again
Agreed 100%
Awesome, awesome video! thank you so much!
thank you so much for sharing your knowledge. just subscribed
Thanks for sharing!
nice tut,thank you
Thank you so much !
Good tutorial
Щиро вам дякую!!!)))
Good one man
this awesome..!
great, thanks
If anyone made the same mistake as I did, uvsample for normal not working, it's because I moved the position of the knitting pattern to the tube position before referencing normal values. You have to reference them as variable like Fabricio did before changing the position of the pattern geometry. Or you could reference the normal first, then directly change the position value with v@P = uvsample(1, "P", "uv", v@P); since the position didn't change for referencing normal, it should work now
Hey, how would I go about simulating this thing through vellum? Point deform low-resh grid mesh?
Do you know of any tutorials like this for maya? I'm trying to create a ski mask
hey thx for the awesome tutorial. i was wondering how you got the texture to show? when i add a texture image to my mat and apply it, it's just a solid color.
Put your material inside a material builder. On the material builder node, right click gear > edit parameter interface. Add a new "File - Image" parm, on the parm properties click "Built-in tags" button, search for "texture #", add that tag. Now load a texture on this new parm and it should display on the viewport. Alternatively, link this parm value with your original texture node to make everything dynamic.
@@fabricio_chamon brilliant i really appreciate you answering
Hi Fabricio can I do this tutorial with an object that has multiple UV Tiles ? Thank you so much though this was really intructive :)
no this would need a few tweaks to work in a multi tile case. Can't you just layout your current uvs to a single tile, just for the knit model, and optionally transfer back tiled uvs by proximity later?
ai delicio