My Favorite Shading trick for photorealistic Materials in Blender 3.0

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In this tutorial we will be using a cool trick to achieve some more photorealism.

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Instead of mix use darken for the MixRGB node mode. It will pick the deepest groove from either the crack or grainy texture and you don't have to use a third colorRamp for the mix factor.

PierreRose
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I think it'd be more realistic if you switched it and had the scratches on top of the texture so that the texture wasn't showing inside the scratches That's how it would look if you had a textured surface and then scratched it, you'd scratch the surface texture off and have a smooth scratch inside.

sourdonkeyjuice
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Блиин, чувак, ты бесконечно крут!!!!
Благодарю за твой труд!!!

golovolom
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I need to remember this. Super useful! I'm not sure I would apply it the same way but that's just preference; I feel that in this example the roughed up surface almost looks mossy whenever it crosses a crack. Inside a crack like the ones shown here you wouldn''t have that kind of rough texture, since almost nothing get easily get in those types of cracks to rough up the surface in the first place. It would be relatively clean looking.

Mndblast
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White is 1.0, Black is 0.0 . The voronoi texture's edge is 0.0, the voronoi texture's face is 1.0 . The noise texture's range is 0.0 to 1.0.
If you subtract the noise texture from the voronoi texture and clamp the result (so it doesn't go below zero) you may get a similar result. Shape the noise, map the range, get different effects.

kenjinks
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You can actually use as factor a less than 1 node after the color ramp to have a perfect match

MrEliteXXL
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Love this idea. Thanks for sharing Ducky!

FruitZeus
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lol it's funny because I just learned how to make donut on blender and now yt recommended me this, I don't even understand what're you talking but it's interesting

karaee
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Imho the first version looked by far more realistic. In the second version the "erosion" lies OVER the grooves and makes no sense. In the first version the grooves were always visible as they are a much deeper surface detail. The "erosion" was then applyed to that surface detail as in reality.

zzador
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Awesome tutorial, thanks for sharing!

SamsTopBarBees
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Looks really great. I played a bit with the values, but the cracks are too straight for my taste. So I added a Noise Texture with a Colorramp into the Randomness of Voronoi. And to tweak the width of the cracks better I put a Map Range Node between Voronoi and the Colorramp. Nevertheless, great hack!

lutzpleuter
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Love it! I'm looking forward to applying this technique in my projects.

Your tutorial videos are always next level!

Thanks so much for sharing my friend! 😃

MRUStudios
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confused how having the bump ON TOP of the crack is more realistic, the crack is literally the absence of material there should be zero texture on top of it

murphy
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Request: Love your videos. I cannot find a good tutorial for that effect where something explodes or particles flow out of a source and come to rest in a perfect final shape or logo. It sounded like something you would know how to hit well. Please help.

nicolasarkin
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You are really skillful in blender and this is another good tip. However to my ey the old one looks more realistic. It surely does look like the erosion "ate" all the grooves but oit also wouldn't be straight cut as in the second method. But hey, is is only my opinion. great work!

MasterHatred
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Question..How would you add an emission, or glow where the cracks are at?

magmashred
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I have been useing the mix RGB to combo bump textures for a long time. I didn't know about the double bump nodes.

Mr.Vertex
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Great video
if it's not too much trouble can you make a video on manifold mesh error fix please !!??

burii_wp
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“Now we’re revealing the crack and that’s what we wanted”

andrei
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Can you do a "tentacle like" tutorial using geometry nodes similar to your old one from 2 years ago?

meezemusic