Making a Stylized Space Shader in Blender
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- čas přidán 26. 06. 2022
- Making a stylized/NPR space/galaxy shader that I've been having fun messing with for a bit in Blender!
I'll probably do more in depth tutorials when I get a new mic, let me know if you like this tutorial format though for more advanced or intermediate users!
At 8:20 I said final node tree would be at the end but forgot to put it there. I don't think its hugely important though bc it's a pretty small node tree anyway.
Sebastian Lague video referenced: • Coding Adventure: Ray ...
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bro woke up and decided to make the most hard to follow tutorial of 2023 🙏🔥🔥
If you want the texture to follow the object when moving or rotating, you can:
1- Replace the "Geometry-Position" vector for a "Texture Coordinate-Object" vector at the beginning of the node tree
2- Add a "Vector Transform" node (settings: Vector-World-Object) right after the "Geometry-Incoming" vector (this fixes some issues when rotating the object)
Thanks, your a life saver 😄
do you know how to make the material? how much do you charge me?
@@kyubyx6836Hey, I made a version without the diamond stars because they looked distorted on some objects. But let me check with Kris @krisp- if it's okay to share a download link
@@fedeparodi3464 Great shader and tutorial but I'm beginner where we can download it?
@@fedeparodi3464Hi I would be willing to pay for it as well!
This has to be one of the coolest things I've played around... I struggled setting up the raymarching steps (mainly because I put some "-" that werenn't there XD) but once I managed I played around with it and it's SOO POWERFUL and can create beautiful effects. Awesome job!
fantastic
glad some people are making some tutorials on this stuff, it is certainly fascinating and more practical than many think
pleaseeeeeeee remake this tutorial for idiots like me that don't really know how to use nodes. This is so cool but i get lost literally after the first 3 steps lml
I do plan on doing longer, in depth tutorials in the future! I can't usually record and it's hard to edit in depth explanations without a voice over rn
Oh.. my.. god.
I am in absolute love with this.
It was very well explained and easy enough to follow (with a bit of shader experience beforehand).
I love this program
The result is really beautiful, thank you!
Thx for the tutorial, I‘ve seen your work on twitter and had to sub bc it was so cool🔥
I just remembered that you have this tutorial on your channel and decided to check out.
This stuff is nuts, i kinda am into procedural textures and all that, but i would've never get to this point.
This is incredible
Beautiful effect! This is excactly what I've been looking for! Thank u so much!
amazing vid!
Madness!! I felt so dumb following the tutorial but the result was insane! I love it ! Thank you so much!
This is beautiful! Thank you very much!
Amazing tutorial, big fan of your artstyle ✨
That is very beautiful Kris 🤩
Awesome Tutorial. Absoluetly amazing.
💖
Would love more content like this, keep it up man! Subscribed!
Wow!
This is insanely cool
Amazing skills.
Hats off!
thanks, I got to try that! :)
and a mic and an explanation of the actual raymarching would be interesting, especially the math in blender, I get the theory of it but the implementation would be cool with more explanation :)
This one seems very interesting! I'd like to try this one myself, but I'm already stuck at 0:35. I can' really follow your steps as it goes to quick. Maybe you know a similar tutorial for that or could do a remake tutorial, so it's easier to follow?
I also got stuck at that for a while. The "Length" Node comes from "Converter-> Vector Math" and then use the dropdown box to change it to length. Ctrl - G makes it a group, and then it should be easier to follow from there. :)
theres something wrong with multiply here 6:10 where if i view it at the end with a orthographic view(render too) it becomes fully white
Just WOW
Awesome, cant wait for part 2 LOL 🤗
Guyss any idea on how i can bake this texture ????
The result is so pretty!
Although I do understand the principles behind raymarching, I still don't really understand how the math behind it works. I still have troubles understanding how vector math works, too. Your videos inspire me to learn more about all of that!
Thank you! and I'm glad I inspired you to want to learn! Code Parade also has one of my favorite descriptions of raymarching here: czcams.com/video/svLzmFuSBhk/video.html
this is incredible
You should drop a .blend file 😖for us to mess around with, I'd be down to pay for it (gumroad)
((((
I think the same!!
have you this file of shader somewhere to download for us?)
Incredible! Also congratulations 🎉🍾
Edit: and yes these style tutorials are great and would love to see more in depth explanation of your process, it’s a delight to watch
How did you make the node group? and how did you bring it into the shade?
ctrl+g to turn selected nodes into a group. you can use tab and ctrl+tab to go in and out of groups, and if you can add existing groups from the shift+a menu or just duplicate the first group you made with shift+d ofc. hope that helps!
New Subscriber 😊
Dude this is insane! Volumetric effects this fast to render!
Very Nice And Great Video im watching
Curtis Holt Channel Your Video
please, we need download this
Some kind of game! when I connect Map Range and install it on forMin 30, my figure is overexposed, what can it be?
If its the stars, be sure you're plugging it into the "exponent" socket of the "power" node. a lot of things like adding, multiplying, etc. by 30 will overexpose. Raising something to the power of 30 should make it darker.
This is unreal!
is this work with filmic / agx ?
1:59 Is this bad in any way? I don't think this could affect the final thing (up to where I'll stop in the video at around 3:43).
You're right, in this example, that warping doesn't affect anything. I think I had that in there because many of my doodles with this shader used those texture coordinates for a noise texture for extra detail, and the warping was an issue until I figured out how to get rid of it.
This is a really clear tutorial. Love that it's a bit more advanced. And the result is super rad. Thanks!
what addons does this use?
Wow, thank you ✨
i don't understand from here 0:34 :"( how did u do that?
...Why didn't I think of this...
PERFECTION.💯
Can I get this node group?
Hi, may I know why you use "position" as ray origin? From my research, the ray origin should be the camera origin.
Yep! usually when creating a render engine, you want to start the rays at the cameras own position.
In this case, we're only rendering inside the actual mesh, so we don't need to raymarch any of the space between the camera in the mesh. That means we can move the rays forward and start the rays on the actually geometry of our mesh, and use less raymarch steps to get a clean result since we don't render what we don't need.
@@krisp- @Kris Bettini Thanks for the reply. Is that mean it works the opposite way, the ray origin starts from the geometry toward the camera?
@@fong968 it still marches in the direction it would usually go, imagine taking a ray coming from the camera, and pushing it forward until it's origin is on the surface of the mesh. the direction stays the same
@@krisp- Do you mind explaining a little bit about the geometry incoming node from your perspective? There is not much about it on the internet... what I only understand is the ray coming backward from the shader point to the camera/view.
@@fong968 yeah ofc! Incoming is just ray direction * -1, the reason I don't invert it is because I just use subtraction rather than addition in the raymarch step to cancel it out
very beautiful
well that generated some crazy looking result and some settings will result in more crazy stuff. but whatever that was a pretty nice and helpful video thanks🤩
Yooo the math wizard is back.
It's not obvious that you shared this tutorial. So thank you
Nice tut, but I screwed up somewhere. I did not get the sphere, it was a disc and went downhill from there. A .blend would be cool to dissect.
What's the "Length" node you use here? I can't find it anywhere
It's one of the options for the vector math node
amazing
IT was all gooood until i started to copy past the step node after that ......my cube just didnt want to follow this tutorial ......the checker thing he did for me it was linear checkers and no randomness or dept in them
Can some one tell me what i am doing wrong !! cuz i followed this tutorial step by step still every thing breaks when changing the SDF group with noise texture !
realised what the issue was .....
I didnt create the SDF node second time again i just copy pasted first one and tried to make it a different copy but sadly it didnt work thats why it didnt work
CREATE THE SECOND SDF (the one with voronai texture ) from scratch like in video
What did you do at 00:35
select some nodes and press ctrl+g to make a node group
How did you get viewer on blender?
you need the node wrangler addon enabled. it's already built in but not enabled by default. with node wrangler, you can use ctrl+shift+lmb to connect something to viewer
@@krisp- it didn't work for me, it only connects to the materil output and doesn't add a node in any way
I would love to see the nodes for the bubbles coming out of the top of the first animation.
Got blocked at 0:36 sec of the tutorial, no idea where that node group is coming from lol
Just press ctrl+g with any nodes selected to create a node group. enter the group with tab and exit with ctrl+tab
wow, what is the first music track ?.... sensational, thank you for the tut ! =)
this is absolutely amazing could you please make a more in depth tutorial please
It's awesome 😍 How do you rotate the material with the object? Whenever I'm transforming the object, the material changes 🤔
Rotate the camera around the object.
You can replace the "Geometry-Position" vector for a "Texture Coordinate-Object" vector at the beginning of the node tree. Now the texture follows the object. You can also add a mapping node to animate the "evolution" of the noise.
The only issue I found with this, is when rotating the object in object mode, the depth of the effect is shifted. To fix that, you can add a "Vector Transform" node (settings: Vector-World-Object) right after the "Geometry-Incoming" vector.
where the hell did you get the glare node from
It's in the compositor nodes, under filter if I remember correctly
@@krisp- is this for 3.3?
@@Badtoimz it's been in blender for as long as I can remember
@@krisp- naw I think you got like a addon on
@@Badtoimz Go to compositor, press shift+a, go to filter, and there should be a glare node
this needs like an in depth explanation
this is GORGEOUS!!!!🌟
Is there a way to download the material from somwhere?
It's not up for download anywhere but I might upload it sometime
@@krisp-ok, thank you for letting me know👍! You could probably sell it if you want because it’s really cool and complex✨
@@bluebird9290 Thank you! I'd probably release it for free if I do release it since the tutorial exists and it's not super fast or versatile for a variety of renders imo
I still think it's pretty and I'm glad people like it :D
ty for this tutorial, the explanation depth was good for it but i'd be happy with a more in-depth one too. i started learning blender two days ago, and now i feel like a wizard! :D
i lost my jaw during the video.
I don't have much expirience in material making but i still wanted to try it out and it turned out very well, the only problem is that when i try to render the object wich i applied the shader to the colors in the body render correctly but the sparkles insde jus appear as rows of hexagons, does any one know why this happens?
edit: nevermind turns out the problem had to do with me not aplying subdivision modifier to the body xD
that somehow causes a problem when rendering
off to learn how to actually make shaders to i can come back to this tutorial and finally make this shader
hi i wanted to know how you made this floating effect, i would like to learn how to do it please
(Sorry if the message is written wrong, I don't know much English 😅)
In case any one is wondering. Yes, this does work in cycles as well as eevee.
Completely identical.
Hello
Hi!
i couldn't follow this tutorial very well i cant seem to get the nodes you use in the video in my material
you are probably the smartest node person ever because how tf do you figure this out
Could somebody help me? Whenever i add in and connect the noise texture in the node group it turns pink
Can you upload the shader to gumroad?
I'm curious, blender doesn't have a way to just save and share shader files like you would in unity, does it?
honestly the tutorial jumps around too much and doesnt do a good job of showing whats happening. plus the words are covering some of the things so its hard to see what things are.
you skipped so much at 35 lmao
I skipped pressing ctrl+g to make a node group? Everything done in the node group is shown after 35 seconds. That's why the beginning of the video recommends prior shader experience :3
The end result seems very interesting. However this entire video is quite pointless considering we're left to wonder what to do for 90+ percent of the time.
Many people have replicated it and posted results. It's recommended for more intermediate users for a reason, as I didn't have a mic at the time and didn't have time to create a more in-depth explanation :3
Ton tutoriel est vraiment inutile si tu n'expliques rien au début on ne sait même pas comment faire apparaître les NodeGroup ça n'as strictement aucun sens.
Thats why the beginning of the tutorial states that its recommended for people who have prior shader experience. Actions like creating a node group (ctrl+g) are very common with shader creation, so I didn't think leaving that out would make the tutorial "useless". I didn't have the time to make an extensive tutorial on implementing ray marching step by step, but wanted to post a breakdown anyway.
I wouldn't consider it useless because many people have found it helpful and shared their results with me :D
the shader is great but the tutorial sucks