Realistic Materials In Blender EEVEE are EASY!

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➕ Addons You Need:
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📚 My Favorite Blender Courses:
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Chapters:
00:00 Intro
00:20 Creating an Edge Mask
03:57 Setting up an Ambient Occlusion Mask
05:06 Making a Scratch Mask
09:14 Time for the Base Color
11:48 The Metalness map
12:31 Creating the Roughness map
13:30 The Final layer - Normal Map
15:39 Outro
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Twitter - @kaizentutorials
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🎶 Music:
Epidemic Sound

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Protip: NEVER use the Strength slider on bump to change the amount, always use the distance since it will behave way more naturally. Imagine the distance being how much you would dial the displacement if you would use that, so generally you will have it down at maybe 0.0001 :)

gurratell
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Probably your best video yet. Informative, concise, professional, subtle vfx, good pacing, and engaging content. If I can get nitpicky, the "Kaizen Face Cam" node and the video weren't aligned properly. The rest of the video was pixel perfect, a very evident jump from previous videos in terms quality.

abjt
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Over the last 4 years I have watched and practiced many edge wear shader node setups. This is by far in my humble opinion a great tutorial that walks you through each step. Many thanks to Kaizen Tutorials:)

harringtonday
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One of the best tutorials about smartmats in eevee. Need more videos about eevee mats, you have a talent!

ComplexTagret
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Another great tutorial to the list. Clear, precise, straight to the point, with awesome editing. You are one of my top references for blender and I would like to thank you for teaching me so much about this program.

spankler
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Something to consider regarding the use of AO to target edges:

If you want to make game assets, you will need to bake and that requires cycles engine.
There are differences between how edge procedural materials look in cycles and eevee. So, if you are making something for blender only, eevee is a way to go!
As for cycles, the real results will show when in Rendering preview, so make sure to loot at that before actually baking (In the case where you need to change the node values if the overlay is too strong for example).


Also, if objects intersect and there are animations, the shape of AO targeted edge materials can sometimes change (or generally be inconsistent from frame to frame) so bake this parts as well if possible...

rexrip
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I've been trying to get the same result for half a year and I succeeded through this tutorial!
I hope you will make more materials like this.

Eendentertainment
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The mix node has the option to choose between Color, Vector and Float values. It's only going to be a tiny performance improvement, but if you are working with black and white (float) values, changing it from color to float will help. One thing to remember of course is that you will lose the colour mixing modes in the float and vector modes.
Plz pin this comment if you think that this is a good advice.

thekalaakaar
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Couple of things:
1) Using map range node, try to normalize first and then manipulate so that all values stay within 0-1 range. If you need the values for something else, having them normalized will make further manipulation easier.
2) When showing off the polished metal ball, why are you using one that have concentric scratches? That's a "shading anomaly" that is extremely hard to replicate in Blender.
3) Because you can get into serious blending issues using layer weight/facing due to Blender (Cycles at least, I don't use Eevee) internal calculations not being accurate enough, I recommend using fully white blended with minimum 0.0001 (extra math/maximum node). Sure, those reflections will always show up, but at least you won't have any sharp transitions.
4) Might work in this general case, but always leave bump strength at 1 and adjust distance instead. The goal is to have the normals adjust the same way as if adaptive subdivision with microdisplacement was used, and whatever goes into displacement/scale should go into bump/distance to achieve the same normals. Adjusting strength does *something* but completely fails to mimic displacement.
5) It's worth mentioning that when using bump, the height doesn't scale automatically with density, ending up changing the normals - sometimes way excessively. Using normal maps preserve the angles, since the color directly maps to angles, and it's the apparent height that is automatically changed instead as density increases. So it's worth setting up a relation between the noise scale and a multiplier controlling the bump distance when creating a generic material like this.
6) Why use mix color when dealing with floats? I personally like my nodes to reflect what data they're dealing with. Unless you're dealing with color manipulations, I don't see the need.
7) Never type in values >1 into colors, use a value node instead. Nobody who sees the node will see the value is that high unless they examine the color. Which can cause problems when trying to use that output for something else. If you need to go outside 0-1, make it visible.
8) In the end, you do a classic mistake of "simply inverting the bump node". Now, in this case it doesn't really matter since the previous noise is generic, but if you've tweaked that noise to have say smaller islands of peaks, you're now inverting those peaks too. If you preview the value using microdisplacement, you can get an accurate value, check directions are ok, and check for discontinuities in the math and correct it before feeding it into the bump node instead.

gottagowork
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I usually never leave a comment, but this tutorial is so insanely good! Not only do you teach how to do it but the way you're actively explaining every single thing you do is a massive help!

anatoli_moi
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your work keeps getting better and better. how you teach and visualize is amazing. thanks for all your tuts kaizen!

etienneman
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I've wanted to get into masking for my materials and never managed to sit down and go through how it works until now, thank you so much for sharing this awesome tutorial. This texture has so much utility, it's amazing.

roselightmoon
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Wowza. Just brilliant and the extra effort put into making this is impressive and a pleasure to watch. Love your videos and may your channel really blow up. You deserve it

Mike-Bell
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Thanks for that...time to update my evee scenes with edges I never thought were possible... been using the grease pencil for majority of that!

SZMIDEL
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0:35 Smeaf comments are so funny. That's nice addition that you did)

valerazsd
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Great video, pretty much everything you've said is solid and shows a good foundational workflow, but I would recommend at 15:22 changing the distance value instead of the strength, if you test the difference you'll notice reducing strength will make the bumps way more blurry than reducing the distance.

bobross
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Explanation method is priceless & editing for understanding are amazing 👏🏼

rv.
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I saw people saying that the Kaizen vídeo's node wasn't aligned. What a incredible content bro. I do not have time to look at imperfection coming from this well-prepared content, keep pushing

AudreyGoncalves-
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THIS by far is the best Shading Tutorial I have ever seen. lol I also like the use of Grid Pattern on the Ground plane to make it look Professional. The Editing was Hilarious.

HarnaiDigital
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Amazing video. Thank you. I'll be adopting these techniques and I've watched all the ads that popped up to help you out.

DaleNoble