- 33
- 53 486
Michael Smit
United States
Приєднався 14 жов 2011
Embed Procedural Pebbles Without Extra Geometry
In this tutorial we generate procedural embedded pebbles in a material using a bump map in nodes without having to create particle emitters or additional geometry.
Full example blender file here: coderberry.com/cache/images/pebs_final.blend
For procedural texture basics check out my playlists.
0:00 intro
0:13 setting up blender
0:51 using Voronoi to create basic pebbles
3:31 Adding noise to your pebbles.
5:49 Making each pebble unique
11:07 Making the final render and conclusion
Full example blender file here: coderberry.com/cache/images/pebs_final.blend
For procedural texture basics check out my playlists.
0:00 intro
0:13 setting up blender
0:51 using Voronoi to create basic pebbles
3:31 Adding noise to your pebbles.
5:49 Making each pebble unique
11:07 Making the final render and conclusion
Переглядів: 424
Відео
Create Seamless Weathered Paint in Blender with Nodes
Переглядів 1,2 тис.2 роки тому
Use Nodes in blender 3 to create a weathered/cracked/flaking paint texture procedurally. For the full example download the blend file here: coderberry.com/cache/images/chipped_paint_final.blend 0:00 - Intro 0:15 - Setting up the blender environment 1:01 - Basic roller-applied paint texture 3:05 - Use Voronoi to create paint chips 8:14 - Break away paint along cracks between chips 14:58 - conclu...
Procedural Whorls in Blender
Переглядів 6222 роки тому
Add procedural whorls to your texture procedurally. In this case a Neptune-like gas giant, but the same principal applies to wood and other textures.
The Right Way To Distort Your Texture in Blender 3.0
Переглядів 7 тис.2 роки тому
The most common ways to distort your procedural textures add scaling and translation. Why? And how do you mix noise into your texture coordinate system evenly so it doesn't translate or scale? 0:00 - The problem with MixRGB 1:34 - What is mixRGB doing? 3:50 - Why does it translate my texture? 5:00 - How to fix it 5:37 - Why not to fix it by changing the mixRGB mode
Carving Wood from a Procedural Trunk in Blender 3.0 with Nodes
Переглядів 1,1 тис.2 роки тому
Using Blender 3.0 and material nodes, create a wood texture by creating a procedural trunk and carving bits out of it. Final blend file: coderberry.com/image_cache/wood_tutorial_final.blend 0:00 introduction/ setup 3:13 making tree rings 12:28 distorting the rings 20:37 wobbling the center 23:47 cutting out shapes 26:43 adding pores 30:20 adding colors 35:54 cycles & environmental light 37:50 m...
Adding Noise to Coordinates in Blender 3.0
Переглядів 1,6 тис.2 роки тому
Procedural textures commonly change the coordinate system using noise. Why? How does it work? What does it do? An example of using this technique for wood: ua-cam.com/video/ocQfHC3-V4Y/v-deo.html An example of using it to generate cracks: ua-cam.com/video/gGVCDorPye0/v-deo.html 0:00 - introduction 0:30 - Adding noise 1:44 - Generated Coordinates 3:25 - Checker Texture 4:51 - Noise Texture 5:34 ...
Seamless Cracks in Blender 3.0 - Method 2
Переглядів 11 тис.2 роки тому
Use procedural textures to create seamless cracks. For procedural basics check out my other playlists. For the other method look here: ua-cam.com/video/waZQzW_O2nI/v-deo.html The blender file with the result of this tutorial is here: coderberry.com/image_cache/voronoi_cracks.blend
Seamless Cracks in Blender 3.0 - Method 1
Переглядів 8122 роки тому
Use procedural textures to create a seamless cracks. For procedural basics check out my other playlists. For the other time I only uploaded a single method in 2.7 look here: ua-cam.com/video/C8hrH9HQGTI/v-deo.html The blender file with the result of this tutorial is here: coderberry.com/image_cache/cracks_3_tutorial.blend
Seamless Wood Grain in Blender 3.0
Переглядів 4,1 тис.2 роки тому
Use procedural textures to create a seamless natural wood. For procedural basics check out my other playlist. The blender file with the result of this tutorial is here: coderberry.com/image_cache/wood_section_4.blend 0:00 3d Rings 5:10 Variable Width Rings 7:41 Wiggly Rings 11:51 Color and Finishing Touches
Blender 3.0 Procedural Textures: Object Coordinates
Переглядів 1,4 тис.2 роки тому
What are Object coordinates in blender and how are they different from Generated ones?
Blender 3.0 Procedural Textures: Irregular Tiles
Переглядів 9092 роки тому
How to take a texture (procedural or otherwise) and tile it in an irregular pattern (instead of grid) with variations to each each tile in Blender 3.0 with Nodes. Blend file from the tutorial here: coderberry.com/image_cache/tiling_irregular_tutorial.blend BlenderGuru Tutorial that uses a version of this with image textures: ua-cam.com/video/-VgtSL5ZpYc/v-deo.html
Blender 3.0 Procedural Textures: Regular Tiles
Переглядів 1,5 тис.2 роки тому
How to take a texture (procedural or otherwise) and tile it with variations to each tile in Blender 3.0 with Nodes. Blend file from the tutorial here: coderberry.com/image_cache/tiling_tutorial.blend
Blender 3.0 Procedural Textures: Built In Textures
Переглядів 1,2 тис.2 роки тому
A quick overview of some of the most useful built in procedural textures in blender.
Blender 3.0 Procedural Textures: Manipulating Coordinates
Переглядів 2,6 тис.2 роки тому
Video explaining how to take your texture coordinates and manipulate them to resize, stretch and offset all or a part of your procedural texture. Get the blend file from the tutorial here: coderberry.com/cache/images/basic_coordinate_manipulation_tutorial.blend
Blender 3.0 Procedural Textures: Generated Coordinates
Переглядів 9362 роки тому
Video explaining what generated coordinates are and how they relate to your procedural texture.
Blender 3.0 Procedural Textures: UV Coordinates
Переглядів 3,6 тис.2 роки тому
Blender 3.0 Procedural Textures: UV Coordinates
Blender 3.0 Procedural Textures: Coordinates
Переглядів 3,9 тис.2 роки тому
Blender 3.0 Procedural Textures: Coordinates
Procedural Fish Scales in Blender 2.9 (1/2)
Переглядів 7102 роки тому
Procedural Fish Scales in Blender 2.9 (1/2)
Generating Cracks Procedurally in Blender 2.9 with Nodes - Method 1
Переглядів 6 тис.3 роки тому
Generating Cracks Procedurally in Blender 2.9 with Nodes - Method 1
Boondoggle's Hornswoggle: A Catchy Cat Chanty For Cute Cuddling Kittens (A Preview)
Переглядів 993 роки тому
Boondoggle's Hornswoggle: A Catchy Cat Chanty For Cute Cuddling Kittens (A Preview)
Enter The Sweaterverse (Cat Sweater Jam)
Переглядів 233 роки тому
Enter The Sweaterverse (Cat Sweater Jam)
AMAZING Parameterized Shed Design with OpenScad
Переглядів 3483 роки тому
AMAZING Parameterized Shed Design with OpenScad
literally the best exeplanation I've ever found on youtube for nodes, THANK YOU!
You are very welcome
Please help me out; I can't find Displacement so I couldn't change it to Displacement Only 5:20 . I am using 4.1. Also can I change the cracks color I want to make a black object and change cracks color to red
Thank you so much for this video. The method for creating the overlapping scales mask is super brilliant. It took me a while to understand what you did and I would never have figured it out for myself. Thanks
the downloaded link is dead
oops. Fixed it. The correct link is coderberry.com/cache/images/chipped_paint_final.blend
Insanely helpful. This was focused enough to be helpful to anyone trying to solve the problem in the title, but you also tricked me into understanding WHY your solution works, instead of just letting me copy your work. 10/10 tutorial. Thanks!
Excellent explanation, thank you very much. Why haven't you made more videos?, it's a pity because they are very good.
Thanks! No specific reason. It's just not what I'm doing at the moment.
Does this still Work in 4.0?
Just found this. So grateful mike. I didn't go to school for 3D but ended up in this occupation with a full time job- and I so happy. Thank for this video!!
I have been looking for a video like this for a about 2 days. Thank you so much! A clear explanation of how functions/math work in the context of UVs in blender. This is very helpful. Based on this video I will now go through your series.
You're very welcome!
very well explained! love it. Keep it up!
I love you.
I love you.
I have a question! Is there a way to change the color of the cracks only? Working on a project and trying to do this cracked effect on a wall, but would like the cracks to be gold colored
This has come in very handy. I fed the first bit fo this in to some other kinds of noise to make a steel drain that looks as though its been turned on a lathe.
Glad to hear it!
thanks for that, I was struggling when making a cookie on my own after following the famous donut tutorial and this helped me a lot ! <3
Glad I could help!
Is there any way to preview the procedural texture in the UV editor window? Surely this would be useful?
Thanks, I'll be using this!
Wowwww just what I was looking for!! Trying to make a cookie to learn blender and was racking my head on how to make nice cracks!!
Glad it was helpful!
@michaelsmit486 the link the blender file is no longer working -- can you re-post the tutorial blender file? Thanks!
Fixed in the description. it's here: coderberry.com/cache/images/pebs_final.blend
@michaelsmit486 agree with "your tutorials are great and deserve more views!"
This is a totally under-appreciated Blender tutorial gem on procedural textures. And, more generally, it's a terrific primer for understanding Blender coordinate systems. Lots of revelations for those of us who didn't study computer graphics academically. First, Michael walks us through different coordinate systems available in Blender. Then he demonstrates how to manipulate these coordinate systems using math converters to achieve various tiling effects. Finally he injects the use of various built-in Blender noise-related texture generators to magnify the effects. What I really like here is that Michael is explaining WHY these techniques work. So many tutorials show you only HOW to use these techniques. @Michael I really hope you'll do the Blender community another huge favor sometime soon and create your next Blender series! Kudos!
Ok, this is fantastic, and I watched it several times, BUT... Can I take out the noise texture on the 'grains', and add another procedural texture, that has wood grain, and knots, and colors, etc? I can't figure out how to use this 'shape' and add other textures/colors/adjustments to it. I still love it BTW, I just want to take it to the next level 😎
Thankyou for one of the most useful shader tips ever
glad it was helpful!
hmmmm, nothing's showing up. I must be doing something wrong
I need to fix the link in the decription but coderberry.com/cache/images/basic_coordinate_manipulation_tutorial.blend should have an example that works
Quick question = how could you make the wood rings get together to the end (tree tip) ?
That was a pretty efficient way to simulate wood rings
Awesome, this is exactly what i needed! thanks a lot
You're welcome!
Thank you!!! I was stuck exactly at this point and your video helped me a lot!
Glad it was useful!
Yeeeeeah! I was searching for cooking reciepe and found this gem
Nooooo it doesnt work for stl😭
STL doesn't understand the nodes, but you can bake the texture into an image and then export the object with that instead.
@@michaelsmit486 i want to 3d print it
@@Panchothefatcat Generally speaking I would not use blender to make models for 3d printing although some people do. If you want procedural 3d modeling for 3d printing I would suggest openscad.
Man thats so awesome! This did help me soooo much, thank you!
You're welcome!
Thanx
You're welcome
As far as the mapping node goes: The location is expressed in inches there, but does not translate proportionally to inches in the world space. I am trying to make a conveyor belt by moving the texture along X but it does not move as quickly as the object placed on the conveyor belt. Any thoughts? Scaling the texture in the UV editor has an effect but I want to create a nice workflow.
You've earned my respect these videos are excelsior
Thank you, sir.
Thank you 🙏🏻
You are most welcome.
Thank you sm !
Trying to think how to apply this to things like barrels, which are cut then bent. If I apply the texture to each individual stave after it's bent, then it'll be as if the bent shape was carved out. Any suggestions?
Good question. This is a problem for things like bark textures on trees as well. The not-great answer I know off the top of my head is you have to bake the texture to UV coordinates. The thing i'd look into is if geometry nodes give you access to coordinate systems before deformation. If it does you could pull those and then bend after.
@@michaelsmit486 Baking is probably the easiest way for sure. I'm going to experiment with linked objects, shape keys and data transfer too to see what I can achieve. Didn't even think of geometry nodes.
Nice work! Looking forward for the next video on creating seamless natural wood.
If you haven't already seen it, this was the final one I did on wood grain in blender: ua-cam.com/video/Nv05CnyjU2I/v-deo.html . Not as popular though so maybe this one was better.
@@michaelsmit486 Thank you!
I'll check the others
Really great tutorial 👍🏽
But the final doesnt export as a modified mesh.
Hey, im not new to blender but i am really amazed of how much i´ve learned from your video, just because you are describing things and how do they work. Good work, keep making these man!
Relly nice, well done :)
Thank you.
Thank you Michael for a very detailed and useful video.
Glad it was helpful!
Hi. Is it possible to have a few isolated lines, like a vase that's cracked but still intact? Thanks.
Yes. Check out the comments on ua-cam.com/video/C8hrH9HQGTI/v-deo.html for some blend file examples
Or.. you might use the chipped paint strategy from ua-cam.com/video/4B1XssKo7aE/v-deo.html it's not exactly creating cracks like this but you could use a similar strategy
@@michaelsmit486 Will check those out. Thank you so much!
I'm not convinced that this is "the right way" to distort a texture. Noise texture outputs "random" values on [0,1] and you've shifted that to be [-0.5,-0.5]. You've then decided that what you want is a weighted average of these values with your coordinate values. Let N be your (shifted) noise values, X be your coordinates, and r be the ratio used in your weighted average. Your new coordinates become (1-r)*X + r*N. For r = 0, you have your undistorted coordinates. And for r = 1 you have pure noise. But for something like r = 0.5, you actually *are* scaling your coordinate system, something you claimed to want to avoid. This isn't a big deal with the texture in your example, but if you set the wave texture scale to something like 1 you would clearly see the scaling as you increase r. And you can in fact see that the wave texture effectively scales by a factor of 2 going from r = 0 to r = 0.5. The issue here is the use of a weighted average. That's not necessarily what we want when adding noise to a texture. Of course, what we want just depends on our desired results, but what follows is what I would consider "the right way." When adding noise to your coordinate system, what you want it to be doing is taking each point in your coordinate system and shifting it by some "random" amount. This looks like X + r*N. This operation can be achieved in a single node with a single Multiply Add from Vector Math. I'd argue that for r to reflect the scale of these coordinate perturbations, N should be on [-1,1], so you should scale by 2 and then subtract 1, rather than just subtracting 1. Really, the same results can be achieved in either setup by tweaking different values. But I think the way I described is much cleaner and is "the right way" if you don't want your textures scaling when you add noise.
I was not very precise. In the context of the mixrgb method I was addressing "how to linearly transform between noise and the coordinate system" where 0 is all coordinates and 1 is all noise. So in that context when I say it scales what I mean is the amount of noise scales as you move away from 0. If instead you want to linearly add in noise to the coordinate system then agree you should ditch the weighted average and add in scaled noise.
You should show off your results a bit. Ideally with a nicely lit and rendered little animation, but at the very least with a larger capture of the viewport.
Good idea! I'm pretty lazy about these, but maybe next time I'll put in the effort:)
@@michaelsmit486 Just giving the feedback because your tutorials are great and deserve more views!
All comments appreciated!
You the bomb dude
Incredible. Subbed to you. :)
Thanks!