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OfNodesAndNoodles
United Kingdom
Приєднався 27 лип 2006
Tales of Nodes and Noodles. Adventures in Procedural Materials in Blender 3D. A CG Quest.
bFur - Procedural Fur and Hair for Eevee - Blender 3D
Available from Gumroad:
nodesandnoodles.gumroad.com/l/bfur
bFur is shell-textured shader-based hair and fur, 100% procedural in Blender and with features like curliness, thickness, random length, gravity, and flow-map "styling". All this with a single click!
The addon features built-in baking and exporting and nodes for use in Unity and Unreal.
#blender #hair #procedural
nodesandnoodles.gumroad.com/l/bfur
bFur is shell-textured shader-based hair and fur, 100% procedural in Blender and with features like curliness, thickness, random length, gravity, and flow-map "styling". All this with a single click!
The addon features built-in baking and exporting and nodes for use in Unity and Unreal.
#blender #hair #procedural
Переглядів: 82
Відео
Flow Painting Guide - Turbulent 2 Setup Guide - Part 2
Переглядів 130Місяць тому
In this video I go over the Flow Painting features of the addon. Available from: Gumroad: nodesandnoodles.gumroad.com/l/turbulent BlenderMarket: blendermarket.com/products/turbulent?ref=1824 Turbulent is a system of shader nodes which creates high-quality realistic water effects from simple geometry. The effects are entirely shader-based and customisable to get just the look you're going for. #...
Scene Setup Guide - Turbulent 2 Setup Guide - Part 1
Переглядів 323Місяць тому
In this video you'll learn how to use the Manager to set up and prepare your scene and bake the Turbulent textures. Available from: Gumroad: nodesandnoodles.gumroad.com/l/turbulent BlenderMarket: blendermarket.com/products/turbulent?ref=1824 Turbulent is a system of shader nodes which creates high-quality realistic water effects from simple geometry. The effects are entirely shader-based and cu...
Super Updates Monday - All the new features
Переглядів 2915 місяців тому
On this Super Updates Monday no less than 4 of my Blender Tools are getting exciting new features; PBR Layers POMegranate bFur Super Bump The new features include; Height map normalizing with nodes and/or textures Texture baking, packing, saving, and exporting Weight and Texture painting features Editable nodes My Gumroad store: nodesandnoodles.gumroad.com PBR Layers: nodesandnoodles.gumroad.co...
POMegranate 1.1 Features Guide
Переглядів 4775 місяців тому
POMegranate 1.1 brings with it some very useful new features including Normalizing height maps both destructively and non-destructively, and the ability to change the number of layers for created POMegranate nodes. POMegranate is Parallax Occlusion Mapping for Blender 3D making it a 2-click operation to add POM to your materials. Get it from Gumroad: nodesandnoodles.gumroad.com/l/pom #blender #...
POMegranate - Parallax Occlusion Mapping for Blender 3D
Переглядів 3,1 тис.6 місяців тому
POMegranate is Parallax Occlusion Mapping for Blender 3D and is available from Gumroad: nodesandnoodles.gumroad.com/l/pom #blender #parallax #materials
PBR Layers 1.2 - Complete Tutorials - Part 1
Переглядів 8286 місяців тому
Available from Gumroad: nodesandnoodles.gumroad.com/l/pbrlayers PBR Layers is a shader node system which makes it quick and easy to create and mix PBR material layers in Blender3D. Your PBR textures are grouped together in a single node representing all the textures of the set and with built in Scale, and Height control inputs. You can use Height and Factor mixing to blend PBR materials and pai...
bFur - Length Painting Guide
Переглядів 6488 місяців тому
bFur is the one-click solution for quick and easy fur and hair in Blender 3D. You can get it from my Gumroad store: nodesandnoodles.gumroad.com/l/bfur In this video you'll learn how to use the Height Painting function to control your bFur by painting onto your model directly in Blender's viewport. #blender #blender3d #hair
bFur - Procedural Fur and Hair for Eevee - Blender 3D
Переглядів 8688 місяців тому
Available from Gumroad: nodesandnoodles.gumroad.com/l/bfur bFur is shell-textured shader-based hair and fur, 100% procedural in Blender and with features like curliness, thickness, random length, gravity, and flow-map "styling". All this with a single click! #blender #hair #procedural
Super Bump 2 - The Complete Guide
Переглядів 2,3 тис.8 місяців тому
Available from Gumroad: nodesandnoodles.gumroad.com/l/superbump Super Bump is the shell texturing solution for Blender's Eevee engine bringing the power of material displacement otherwise unavailable to the real-time engine. With real depth, real shadows, and using hundreds of vertices instead of millions, Super Bump makes material displacement easy! If your Super Bump Manager panel doesn't loo...
Super Bump 2 - Sci-fi Demo - Shell Texturing for Blender 3D
Переглядів 3639 місяців тому
Super Bump for Eevee is available from Gumroad: nodesandnoodles.gumroad.com/l/superbump Please note that Super Bump is intended for use only with Blender's Eevee render engine. Using Super Bump couldn't be easier! This guide takes you through the steps of installing the addon and importing the node. To install the addon: Click on Edit, then Preferences. Click on Addons, then Install. Browse to ...
Super Bump 2 - Shell Texturing for Blender 3D
Переглядів 2,9 тис.9 місяців тому
Super Bump for Blender is available from Gumroad: nodesandnoodles.gumroad.com/l/superbump Please note that Super Bump is intended for use only with Blender's Eevee render engine. Using Super Bump couldn't be easier! This guide takes you through the steps of installing the addon and importing the node. To install the addon: Click on Edit, then Preferences. Click on Addons, then Install. Browse t...
Assassin's Creed : Revelations - Fatih Camii and Janissaries' Camp - Take 2
Переглядів 46810 місяців тому
Second shot at a perfect run of Fatih Camii and the Janissaries' camp with sword and gun in Assassin's Creed : Revelations #assassinscreedrevelations #assassinscreed
Super Bump v1.2 - Setup Guide
Переглядів 614Рік тому
Super Bump for Blender is available from Gumroad: nodesandnoodles.gumroad.com/l/superbump Please note that Super Bump is intended for use only with Blender's Eevee render engine. Using Super Bump couldn't be easier! This guide takes you through the steps of installing the addon and importing the node. To install the addon: Click on Edit, then Preferences. Click on Addons, then Install. Browse t...
Turbulent - Easy Procedural Water for Blender 3D
Переглядів 1,8 тис.Рік тому
Turbulent - Easy Procedural Water for Blender 3D
PBR Layers - Material Mixing in Blender 3D
Переглядів 886Рік тому
PBR Layers - Material Mixing in Blender 3D
Super Bump - Shadow casting parallax occlusion for Eevee Blender 3D
Переглядів 5 тис.Рік тому
Super Bump - Shadow casting parallax occlusion for Eevee Blender 3D
Turbulent - Flow maps in Blender - Dev Diary 1
Переглядів 7 тис.Рік тому
Turbulent - Flow maps in Blender - Dev Diary 1
Brix Seamless PBR Texture Sets - Free Sample Pack
Переглядів 313Рік тому
Brix Seamless PBR Texture Sets - Free Sample Pack
Brix Seamless Textures Generator - Demo 1
Переглядів 293Рік тому
Brix Seamless Textures Generator - Demo 1
BRIX - Procedural Textures Pack for Blender3D
Переглядів 218Рік тому
BRIX - Procedural Textures Pack for Blender3D
Procedural Landscape from a Plane - Blender Tutorial
Переглядів 7 тис.Рік тому
Procedural Landscape from a Plane - Blender Tutorial
Looks great! A fluffy donut... irresistible 😍
If I just want to fake displacement on my texture do I use POMegranate or Super Bump? I do mainly props and not big landscape
There is a trade-off to be considered. Super Bump is only for Eevee. It will add some extra geometry and uses transparency but it will give you the best results and cast shadows. POMegranate is ideally used on flat surfaces and does not cast shadows but doesn't depend on transparency and works in Eevee and Cycles.
Nice to meet you! I have purchased this add-on. My question is. When I bake a height texture, I can only bake one texture, and the tips of the hairs are not thinned. How can I prepare a baked texture for each layer? Please tell me.
Hi there and thank you for picking up bFur. Please contact me at the email address on your Gumroad receipt so I can help you directly. Thanks again.
Whaaaaat?!! Okay you got some skills and I can appreciate that! I'm a music guy so you know I immediately think, ooooh art with the music, music with the art??? I love it! Anyway, keep up the good work, and feel free to stop by anytime. Much love! ✌🏾🤙🏾😎
Your work is just so good
Thanks Louis! Good to hear. 😊
Just a comment to say thank you!
You're welcome. Enjoy the series.
Brilliant! Very aesthetically pleasing 😍
Thank you very much!
that looks so good mate. Awesome work.
Thanks P. I appreciate it.
Does this work with 4.2 and Eevee "next"?
It does indeed. You only need to turn on Transparent Shadows in the Material's settings. I'll be updating the addon to correctly prepare materials for 4.2 by tomorrow.
Hi! Great video, I have a problem. After connecting the textures, when I connect the displacement, it changes all the geometry. It seems like the displacement of all the textures affects each other, and I haven’t been able to make it look right. Thanks again.
Hi there. Thank you. I'm not sure what's going wrong. Could the displacement be too strong?
very impressive 🙂
00:22 It's nice to meet Finnick's son with a yorkshire terrier XD So... shell texturing, right? I don't understand how you managed to make it look like that, I mean, you focus on the fur quite a bit, and there are individual ones that can be seen, but the layers can't be noticed.
Exactly, this is shell texturing. You can see the layers if you zoom in close to the model but they can be hidden either by simply adding more so they are more tightly packed, or with the "spread" control which biases the concentration of layers towards either the top or bottom of the shell. With dense fur you usually can't see the roots of the hairs so you can bias the layers towards the top to get a fuller look with fewer layers. Have a look at the tip of Finnick's tail at 00:27 and you can see the layered effect.
@@nodesandnoodles Ohh!! You're right! I watched the video twice but I hadn't noticed the tail thing, I think because I got distracted by the ears or the movement camouflaged it enough, or because I was viewing the video in thumbnail form instead of full screen, or all three XD
I would totally buy this if it somehow supported pixel depth offset
Gran trabajo gracias por compartir
Thank you, and thanks for watching.
On M1 Pro not work good, eat much CPU.
Hi Michal. Super Bump shouldn't have much of an impact on the CPU. Are you using Eevee, and are you rendering with the GPU?
@@nodesandnoodles I adding 2k rock texture with 65 layers, it's very lagy. I use 4.2 and GPU [14 cores] / metal ... I do not have any lags when I use normal maps with subdivision / displacement and bump, better results and without any lags.
I'm not familiar with the M1 Pro but I see online that its GPU is comparable to a GTX 1650. I have tested Super Bump with a GTX 1660 and get good results. Perhaps the M1's GPU doesn't handle transparency very well but I have no way of testing that here.
@@nodesandnoodles That's why I just add a comment for M1 PRO users, I see on video that this works super, but is little non sense spend $ for this who got M1 Pro like me. :)
I'll put out a message to Super Bump customers to see if other Mac users have had similar issues and if I find a solution, I'll let you know, and if I don't, I'll add a message to the product page to inform potential customers. Sorry it didn't work out but thanks for letting me know.
I'm not getting the 'Import Super Bump' under the Super Bump 2 header. Am I doing something wrong?
Hi there and thanks for picking up Super Bump. Drop me an email at the address on your Gumroad receipt with a screenshot of your Blender and the version you're currently running and I can help you out directly.
Hi dude i need your help i am a geography teacher and i want to model some geography shapes for students can you help me?
Hi there. Have a look at this tutorial by CG Geek on using Google Maps data to create 3D models in Blender: ua-cam.com/video/Mj7Z1P2hUWk/v-deo.htmlsi=sElj9U_cXlJa6lG5
you are a true assassin
hi ! thanks u for this great tutorial ! Is their a way to avoid the weird artefacts on the side of the rings ?
Hi Florian. Nothing perfect, I'm afraid. Those artefacts are inherent to the technique of displacing flat geometry. The closest thing to a solution is to add more subdivision until the stretched triangles can't be seen any more.
@@nodesandnoodles okay ! Thank you , Aldo wondering , is there any downfall to using adaptative subdivision on this type of mesh ?
@@FLORIANSPITERI-g3n nothing other than memory consumption and render times increasing a little. It should help a lot with the artefacts.
@@nodesandnoodles actually I did the whole tuto with it , could n t make it working without . And there is still a lot. Maybe changing the scale of the plan ?
The scale of the plane should only affect the height of the displacement. I usually use a plane subdivided by 10 cuts in Edit mode and a Subdivision Modifier with 4 levels for building the materials and then I turn on adaptive for the final render or just to see more detail.
genial y liviano!
Thank you for the quick demo , will try it out today , i would also like to know will this work with procedural materials too ? Like the sanctus or duck 3d librariesl ? Does one need to Plug the POM node group into the normal slot ?
The POM node needs a height texture to work, so you could bake any procedural height to an image texture and use that. It works like, for example, a UV Map node. It's a texture coordinates node. You can use it for procedural materials but it is best used with image texture arrangements.
@@nodesandnoodles ok good serr !
Sir Can we mix two textures in this Method??
It depends how you want to mix the textures. The POMegranate node doesn't do any mixing but you can have more than one POM node in a material so you could have one for each texture and then mix the textures with a Color Mix node. If you want to mix the Height textures, you'd have to create a mixed version of the height maps beforehand and then use that as the Height map for a POM node.
@@nodesandnoodles Thanks for the fast reply back..
do you have some sort of settings or add-ons that make the displacement look so smooth in the preview window? i have exactly the same number of subdivisions (both on the plane itself, and with the modifier), and i ensured my render settings matched yours. and yet my displacements are jagged and blocky, and theyre half the height for some reason, despite all material settings being identical. (or did blender perhaps change how the displacement works within the last year? because this has been a reoccurring problem of mine where my displacements always look worse than the tutorial im following).
I have no special addons, this is just vanilla Blender. I use a plane sized 1x1 to match the sizes of the UV map whereas Blender's default Plane is sized 2x2. Scale your plane by 0.5 either in Edit mode or in Object mode but remember to Apply the scale if you use Object mode. This will be the reason for which your displacement height is half that of the plane in the video. I'm not sure what could be causing the jagged blocky problem. For plane displacement, I recommend subdividing the plane in Edit mode with 10 cuts, and then add a Sub Div modifier with 4 levels. Make sure your plane is set to Smooth shading and it should look exactly like mine. Let me know if this works out for you.
@@nodesandnoodles scaling it down (on x and y only) was able to fix the height.👍 but the jagged edges remain still. i have the same number of loop cuts as you use in the video. so i really have no idea why its doing this 🤔 honestly its been this way for every tutorial ive ever followed using displacements. so im wondering if its a preference somewhere that i changed ages ago that is messing it up lol.
Cool. Glad to hear the scaling worked. Do you perhaps have Simplify enabled under the Render tab of the Properties panel? This would globally limit the number of levels for all Subdivision modifiers. Also, you should ignore the loop cuts I use in this video when using a square plane. I made those subdivisions to suit a scaled plane for displaying a 1920*1080 video. Your geometry should be squares as much as possible.
@@nodesandnoodles unfortunately no, simplified is turned off. Although its good to know that option exists 😅
Could you show me a screenshot of the bad displacement? Are you on Twitter/X?
Hey friend, been using POMegranet recently and loving it. Has really helped with some previously overcomplicated mesh topologies. I am wondering if the (apparent) 62 layer limit on Cycles rendering of the node is a Blender issue or something that POM enforces? I have the power, and it's not flow breaking, was just wondering. Thanks!
Hi Jon. I'm afraid I can't offer product support here. Please drop me a line at the address on your Gumroad receipt and I'll explain the deal with the layer limit and how it could be changed. Thanks.
@@nodesandnoodles My bad - great update!
no updated versions on gumroad?
I'm getting the files ready to post right now. Won't be long.
Awesome, is this compatible in 3.6.x?
It is indeed! I create all my add-ons in 3.6 and then adapt them for 4 and above.
@@nodesandnoodles nice one
How can we bake/export it? It's not possible with all the node set ups I know.
Hi Julia. Blender's built-in exporters can't handle procedural materials so POMegranate can't be exported. Unreal and Unity have their own POM nodes so you could simply use the same height map and not need to export anything.
Does it work with blender 4.1?
It does indeed. It works in both Cycles and Eevee but is best in Eevee. Cycles is limited in texture reads.
@@nodesandnoodles I am also wondering where did you get the crystal material, because I would love to use it in my latest project.
I got the crystal PBR set from Textures.com www.textures.com/download/PBR0579/138828 Unfortunately, it's not available for free so you'll need a subscription to get it.
@@nodesandnoodles i wish i could get it so bad...
thank you for this tut i have purchased the nodes but when i click shiftA i cant find them
Hi there and thank you for picking up the nodes! You need to import the nodes to your Blender project to use them in the shader editor. Follow the steps at the top of the documentation page: blendermarket.com/products/uv-grid-materials-pack/docs
cool 😀👍
Btw. For image sequence and video editing in general it is better to use cycles all the time. Because eevee has some built-in filters. And they bring flickering sometimes
Is there a way to export it into Unreal as a strand or whatever?
You could export the shell mesh, bake the height map and export that as a texture, and use those in Unreal but this would require custom nodes like the ones I made for my Super Bump tool. In fact, bFur uses the same tech as Super Bump so I could port the nodes. Good idea! I will include this in the next update to bFur.
@@nodesandnoodles Yesss, I want to use this in Unreal Too
Is it possible to export it without baking it to uv albedo? like my final render in standalone program and I can only load textures in there but usually I change and randomize uvs + have multiple materials or use UDIMs for that.
I'm afraid not. None of the exporters bundled with Blender can export procedural materials. You could arrange the sizes and offset so that you export a seamless tiling texture and use that with your random uv approach.
Thank you so much !
I feel like you omit the most important information.. the shortcuts and the tools you use inbetween, really frustrating.
The shortcuts I use appear on screen in the bottom right as icons and text.
Is it work with cycles?
No, Super Bump is for Eevee as a replacement for Cycles's material displacement. If you're working exclusively with Cycles, you should just use material displacement.
PBR Layers just keeps getting better and better, thanks a lot for your work! 😃
Thank you! Glad you like it. 😄
this is nuts mate. i love fiddling around in blender but honestly, when you're in the flow, sometimes the repetitive stuff is a bummer for creativity, so with the heavy lifting out of the way and simplified like this, you can really ride the creative wave, fully concentrating and go bananas! such a timesaver and all, brilliant! very happy i happened to come by your channel! cheers!
Thanks Jim! I hope you enjoy the rest of the channel. Do you already have PBR Layers? If not, you'll find it on my Gumroad page. Thanks again for watching.
Love it! Looks super impressive! What's the main problem with its Cycled incompatibility?
bFur uses "shell texturing" which involves creating many stacked layers and using transparency to trim out everything below any given layer. This works very well in Eevee but in Cycles requires a very high number of Transparent bounces (possibly hundreds) which causes render time to skyrocket and works the processor VERY hard.
Sorry to bother but my displacement just doesn't seem to work: (from 8:23 to 9:12). Switching to displacement only and changing render engines to cycles doesn't seem to display anything.
Ok, here's a list of everything I can think of that must be correct for displacement to work; 1. You must use Cycles. 2. The material's Surface - Displacement setting must be Displacement Only or Displacement and Bump. 3. The plane must be subdivided a lot. There must be enough vertices to represent the detail of your height map. 4. Your height map must be connected to the Height input of a Displacement node (not a Vector Displacement node) 5. The Displacement node's Scale input must not be 0. Ideally it will be 1. (I also change the Mid Level from 0.5 to 0) 6. The Displacement node's output must be connected to the Displacement input of the Material Output node. Check that all of those are correct for your setup.
Did you get it to work in the end?
@@nodesandnoodles I appreciate the trouble your going to through, but I'll have to try tomorrow when I have some free time. As someone who has no experience with blender other than a donut and these videos my guess is that I either fucked up following the instructions, incorrect blender settings, or I'm working at a scale that makes the effects so small I don't notice them. I'll go through your list of possible reasons tomorrow
@@nodesandnoodles Ok it seems to like its an issue with both scale and subdivision I had to bump up the subdivision by 2 and I had to play with the values cause the scale im working at is much smaller (mm). So the values you used weren't working because they're too large for me. My bad for bothering you with such a simple issue lol. Nonetheless, I appreciate the help you provided. I'll be heading to the chainmail tutorial next and hopefully that works perfectly and i can implement it into my ring!
Glad you got it sorted.
Great tutorial but the height map isn't showing up for me. I'm guessing it's because I'm using a cylinder instead of a pane. However, I'm doing this for a reason. Worst case scenario it doesn't work on the cylinder and I switch to a pane and chop off the extra bits. Why didn't i think this until im 6 parts into the video. I dunno
Hi there. It should work on a cylinder like it does for a plane. Is your cylinder UV unwrapped?
@@nodesandnoodles Yeah, I followed blender guru's guide on unwrapping an object. Adding a single crease line across the cylinder and unwrapped it. Unfortunately, it doesn't work
Have you tried the result of this tutorial on a plane to see if that works? I tested this node setup on a cylinder and it worked fine. Check if it works on a flat plane and if it doesn't, there must be an error somewhere in your network. What exactly isn't working? You say the height map isn't showing up. Do you mean the bump effect isn't working, or the height map outputs black?
@@nodesandnoodles Just applied everything from tutorial 5 to a plane and there's no bump effect. I'm seeing an output of my picture on both shapes (plane and cylinder) however, they're not popping out of the material like yours. Like in tutorial 3 and 4 you had spheres and then bricks sticking out of the object. Like inflated. I'll go back to the beginning and see if I missed a step I appreciate the trouble you're going through to answer my issues!
Ah! I get it now. To see the "inflation", you need to use Displacement, not just Bump. Have a look here: ua-cam.com/video/XnnP19bhn4A/v-deo.html
I bought it and it's great for sure I'll have fun :D THANKS !!!
Great! Thank you for picking it up! Enjoy and happy blending!
@nodesandnoodles thanks, which version of Blender is preferable to use ?
@MENDA4X Super Bump will work for any version of Blender from 3.0 onward. Personally, I prefer 3.6.
@@nodesandnoodles Thanks, when I want to add the texture it does not allow me because I do not get the option of the folder icon, you have to add something else to the configuration ?
@@MENDA4X could you please email me a screenshot of your blender at the address on your Gumroad receipt?
I once bought a material add-on on the blender market. Although it has support for eevee, I checked that there were too many nodes connected in the internal series. As a result, just placing a shader in the 2 million scene caused the FPS to drop directly to the remaining 5. ...But you can put 20 shader in the cycle. It's so smooth. I really don't understand why there are so many differences.... So I would like to know whether the use process of this plug-in is smooth in eevee's scene with about 2 million faces?
Super Bump is designed to give a high-poly appearance to low-poly objects. I have never tried it with a 2 million face mesh but I would not expect it to work well. Since the mesh is so high-poly, I would render in Cycles and use material displacement. With Super Bump, I find that the most important factor for viewport FPS is how much of the screen is occupied by Super Bump objects, as well as how many Super Bump layers the objects have. IMPORTANT: Super Bump works by duplicating the mesh several times and expanding these duplicates outward. This means that if you use Super Bump on a mesh with 2 million faces, that's 2 million more faces for every layer and it's not uncommon to use 30 - 60 layers. When you say "too many nodes", I must assume you are referring to a procedural material. Procedural materials will almost always have more nodes than a Bitmap based material which uses only textures. The Procedural/Bitmap trade-off is this; Bitmap uses more memory but less processor. Procedural uses less memory but more processor. I wouldn't expect any procedural material to run "smoothly" on a model with 2 million faces, though "smoothly" is relative. In terms of viewport FPS, it's not useful to compare Eevee to Cycles because Eevee will try to draw the complete scene at high quality before moving on to the next frame whereas Cycles can move on after just 1 pass so, yes, FPS will be higher but the image will be unrefined and unusable.