V-Ray | Procedural MUD SHADER

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  • Опубліковано 24 сер 2024

КОМЕНТАРІ • 95

  • @JonasNoell
    @JonasNoell  Рік тому +2

    ✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
    patreon.com/JonasNoell

  • @yekdosecharpanj
    @yekdosecharpanj 4 місяці тому

    After watching your tutorials, I learned several important new points not covered elsewhere. Your teaching style is engaging and smooth. Thank you.

  • @F10F11hm
    @F10F11hm Рік тому +2

    I'm constantly in awe of the cleverness of your techniques. It must have taken years of iteration and experimentation to reach this level of mastery.

    • @JonasNoell
      @JonasNoell  Рік тому +5

      Haha, it’s mainly laziness on my end so I always try to find setups that make it as simple and fast as possible 😀

  • @asaduzzamanasad1067
    @asaduzzamanasad1067 2 місяці тому

    Dude_ Really cool...love it.... lot of learn,,thanks

  • @roberthvala6459
    @roberthvala6459 Рік тому +1

    First! You make it easy and strait to the point, thank you! Great tutorial.

  • @chistoprosto5859
    @chistoprosto5859 Рік тому +1

    Another excellent tutorial! You make it seem so easy and logical, but I could never come up with this on my own for my shading networks. Thank you for the inspiration and education you provide! Looking forward to the next one! :)

  • @ss54dk
    @ss54dk Рік тому

    your tutorial more and more crazy every time, the most crazy in all youtube channel

  • @juanromero-fi2cf
    @juanromero-fi2cf Рік тому

    Amazing, getting this result in a fast and procedural way is incredible, thanks!!!

  • @V4ka1
    @V4ka1 Рік тому +1

    Thanks you for these very high quality tutorials Jonas!!

  • @valeriogranito
    @valeriogranito 8 місяців тому

    Great tut and nice channel. If you look closer at dust on a body shell, you'll see that it's intensity change according to the angle you are looking at. In you scene, you used the same technique for 2 different effects. The one you used is working fine for the mud, but for the dust I think you should give a try to a falloff map, set to perpendicular/away. You'll see!

    • @JonasNoell
      @JonasNoell  8 місяців тому

      Hi yeah that’s an interesting idea. I guess if combine both should get some nice result. So to place the dust more on areas facing upwards but also have it affect by viewing direction. Good idea 👍

  • @CellarLakeStudios
    @CellarLakeStudios Рік тому

    Once again you knock it out of the park Jonas. I was just working on this. Thank you so much.

    • @JonasNoell
      @JonasNoell  Рік тому +1

      Haha, that's a lucky coincidence!

  • @crearte1
    @crearte1 Рік тому +1

    Great content always, I'm learning a lot from you, thanks a lot for sharing.

  • @fadisoueidi4127
    @fadisoueidi4127 8 місяців тому

    amazing tutorial. Thank you so much for this. cheers

  • @abdullahubeyd3060
    @abdullahubeyd3060 Рік тому

    thanks

  • @SaleemAkhtarArts
    @SaleemAkhtarArts Рік тому

    Premium stuff thanks Jonas

  • @scpk2246
    @scpk2246 Рік тому

    Jonas, your level is same with Grant Warwick - but you're doing this for free - THANKS A LOT!!! AS IN A LOT!!!

  • @furatmussa7341
    @furatmussa7341 11 місяців тому

    thx a lot

  • @pietervandenbulcke7750
    @pietervandenbulcke7750 Рік тому

    Very Nice tutorial. THNX

  • @user-pm2yo9gy2c
    @user-pm2yo9gy2c Рік тому

    thank you very much for the lesson

  • @andresn58
    @andresn58 Рік тому

    Nice Tutorial, ty very much !

  • @nel.barroso83
    @nel.barroso83 Рік тому

    Dude! Amazing Tutorial!

  • @kadirboztas6917
    @kadirboztas6917 Рік тому

    You are best, I learn a lot of things thanks👏👏

  • @blacklight4720
    @blacklight4720 Рік тому

    Dam, that's impressive tutorial.

  • @zohahs5276
    @zohahs5276 Рік тому +1

    Please do a detail tutorial on how vray samples + which global illumination is best suitable for which scenario and how to clear noisy renders without denoiser.thanks.

  • @mikegentile13
    @mikegentile13 Рік тому

    ❤as always great tutorial! Using simple shaders like the black one, so the artist can easily see the effect is your best tip ever! We have a snowify script that does something similar but with snow.

    • @JonasNoell
      @JonasNoell  Рік тому +1

      Yeah, it's always best practice to isolate what you are working on

  • @yuriihrytsenko7680
    @yuriihrytsenko7680 Рік тому

    Top!
    Thanks!

  • @lucidu4euh
    @lucidu4euh Рік тому

    great tutorial ✌I've been applying dirt and mud to vehicles for several projects recently and developed a similar approach with layered vraydirt maps (the override material was clever and didn't cross my mind). But I'm working with vehicles converted to VrayProxies and can't get triplanar maps to work with them unfortunately, so I had to develop several work arounds. You might want to incorporate an additional dirt map in the composite map that uses streaks, with a bias in Z. But this can become problematic on a vehicle with so many curves

    • @JonasNoell
      @JonasNoell  Рік тому

      Yeah the z bias was creating some unwanted results in this case, I was playing around with it for a while. Why you couldn't get VRayTriplanar to work with Proxies? Should work with no issues...

  • @ahmadserro
    @ahmadserro Рік тому

    💛💛💛💛

  • @darkheaven7404
    @darkheaven7404 Рік тому

    Sir please make a tutorial on grapes Procedural texture

  • @pixelquarry
    @pixelquarry Рік тому

    Another great tutorial. I don't quite get what the RGB multiplier in VRayColor does. How can it be more than white? Is this some "beyond 1.0" magic?

  • @jimmwagner
    @jimmwagner Рік тому +1

    When is the long and detailed course for v-ray materials and lighting being released? Do you need to take all my money now or after it gets released? :)

    • @JonasNoell
      @JonasNoell  Рік тому +1

      I have a course on car rendering already available now :-) For a whole course I will see if and when I have the time for that...

    • @F10F11hm
      @F10F11hm Рік тому

      @@JonasNoell Don't forget about the endless engines animation course (stunning work!), please add this one to your to-do list, as well. :)

    • @iannolisgeorgianimis4925
      @iannolisgeorgianimis4925 Рік тому

      Seconded! I would buy any course or join patreon to get access to it!

  • @brandhuetv
    @brandhuetv Рік тому

    thank you for these fantastic tutorials, want to ask, if we have an animation, does the distance map for the mud, change and flicker with car movement?

    • @JonasNoell
      @JonasNoell  Рік тому +1

      If its driving over a perfectly flat plane then not :-) Otherwise you can choose a UV based approach instead of the distance texture by just using a simple gradient for example.

  • @KernitTheFont
    @KernitTheFont Рік тому

    I was hoping to apply this technique for Cinema 4D and Vray 6, but annoyingly, you can only plug solid colour or texture maps into the C4D MultiSubTex node, not complete materials.

    • @JonasNoell
      @JonasNoell  Рік тому +1

      MultiSubTex is also the wrong node as that is just to layer maps. You have to chose something like a BlendMaterial, LayeredShader or whatever the C4d Equivalent is

    • @KernitTheFont
      @KernitTheFont Рік тому

      @@JonasNoell Aaah, I thought the 3DS MultiSub Object shader and C4D MultiSubTex were the same thing. I wish ChaosGroup would add equal functionality across implementations.

  • @user-dd7nz5yc8y
    @user-dd7nz5yc8y Рік тому

    very nice, however this will not work with animations since the procedural effect will break as the distance change from the floor.
    Is there a way to bake it ? or maybe use a falloff parallel to world Z ?

    • @JonasNoell
      @JonasNoell  Рік тому

      You can just add a new UV Map with a different channel and assign a gradient ramp.

  • @fadisoueidi4127
    @fadisoueidi4127 8 місяців тому

    Hi Jonas, I tried to replicate this with a Corona Layered Material but it says "Unsupported Multi Nesting" a bummer! Any idea of a workaround?

  • @janchen6001
    @janchen6001 Рік тому

    帅 乔

  • @wilismatrix9847
    @wilismatrix9847 Рік тому

    very beautiful model, where we can buy this car model ?

    • @JonasNoell
      @JonasNoell  Рік тому

      It's part of Chaos Cosmos, so it's included in V-Ray

  • @ciprianandrus1544
    @ciprianandrus1544 Рік тому

    Hello, is there any simpler method to combine all the materials from an object (let's say all the elements on a car) into one multi sub-object material?

    • @JonasNoell
      @JonasNoell  Рік тому

      You can attach all parts and it should be doing that by itself.

  • @ThomasMiller3D
    @ThomasMiller3D Рік тому

    So good! The use of VRayOverrideMtl to clear up the glass kinda blew my mind to be honest. I read the documentation for VRayOverrideMtl, but I still don't fully understand how it works for the reflection and refraction in this case. My main point of confusion is how the reflection override only affected the glass and not the whole vehicle. Wouldn't using the original clean multi/sub object in the reflection slot of the overridemtl affect the glossiness/roughness of the dirt and mud materials?

    • @JonasNoell
      @JonasNoell  Рік тому

      The Override in this case defines how that material looks in reflections or refractions. So in the Refractions we use the clean version of the shader. If in this example you would put a chrome ball next to the muddy car it would reflect without mud in the chrome ball . That's why I also had to use the clean version in the Reflection Override as in the headlight there is a lot of chrome reflecting itself. So that's why I had to use Reraction AND Refraction Ovrd.

    • @ThomasMiller3D
      @ThomasMiller3D Рік тому

      @@JonasNoell Got it! It's starting to make sense, thank you! In this case, what would you do if let's say the vehicle is in a scene where there are a lot of reflections (standing on top of a still puddle, for example, where you would clearly see the vehicle in the reflection), would you get rid of the OverrideMtl and work on the glass material separately from the rest of the vehicle's multi/sub mtl?

    • @JonasNoell
      @JonasNoell  Рік тому

      @@ThomasMiller3D In this case I would probably select separate the interior from the exterior and apply the clean version of the shader for the interior.

    • @ThomasMiller3D
      @ThomasMiller3D Рік тому +1

      @@JonasNoell Makes sense! Thanks Jonas!

  • @user-dw5ws7lr9h
    @user-dw5ws7lr9h Рік тому

    Hello, I want to know why there is no model at the bottom of the car, but there are shadows. And there is no lighting in the scene. Why do the car highlights and the background of the picture have gradients?

    • @user-dw5ws7lr9h
      @user-dw5ws7lr9h Рік тому

      I really enjoyed your tutorial and hope you will continue to update it. :)❤❤❤

    • @JonasNoell
      @JonasNoell  Рік тому

      The floor is a matte object :-) And the gradients exist because whatever reflects in there also has gradients built in (sky)

  • @3dnutta
    @3dnutta 4 місяці тому

    Is this possible in Maya with VRay, can assign material id's as a vray attribute but I do not see any way of being able to make that useful with the shaders. Yes could prob get this effect per material but that is a lot of shaders to update and modify for the look dev.

    • @3dnutta
      @3dnutta 4 місяці тому

      Oh meant to say, really nice job here!

  • @user-px5oh6ps8k
    @user-px5oh6ps8k Рік тому

    Hi Jonas - could you please shed a light on your computer setup - CPU, GPU, RAM etc.?

    • @JonasNoell
      @JonasNoell  Рік тому +1

      Threadripper 3990x, RTX 3060TI, 64GB Ram

    • @user-px5oh6ps8k
      @user-px5oh6ps8k Рік тому

      @@JonasNoell I ask because I am curious what engine is responsible for render previews in your video - is this GPU only, or something else (CPU, CPU+GPU)?

  • @martindione386
    @martindione386 Рік тому

    excellent lesson as always, would this thechnique work if the truck is animated?

    • @JonasNoell
      @JonasNoell  Рік тому +1

      It would work unless you deform the geometry of the truck. In this case you would need to use UV maps instead of Triplanar, as the projections would "move through" the geoemetry during deformations. But depending on the shot/cameraangle/animation it would be more or less visible, so maybe it doesn't matter in the end...

    • @scpk2246
      @scpk2246 Рік тому

      @@JonasNoell how about baking the maps to objects?

    • @nathanmitchell7074
      @nathanmitchell7074 4 місяці тому

      @@JonasNoell I think also if the truck animates/jumps above the ground (like off a ramp) the distance texture cause the mud at the bottom to disappear as it gets further from the ground? I guess you could bake it out.

    • @JonasNoell
      @JonasNoell  4 місяці тому

      @@nathanmitchell7074 Or you can just link a groundplane that links together with the car. But if your primary usecase is animation then there other techniques which work better in that case.

  • @albertofigueroa7804
    @albertofigueroa7804 Рік тому

    This seems like a good reason for not using Corona ): Apparently there's no way to connect a Multi-Sub Obj into a CoronaLayered Mtl. Do you think there's a way around to make it work?

    • @JonasNoell
      @JonasNoell  Рік тому

      I'm not very familiar with Corona not sure sorry

    • @albertofigueroa7804
      @albertofigueroa7804 Рік тому

      @@JonasNoell I tried to do it applying the Dirt Map (CoronaAO) in each material separately and it worked marvelous (much more time of course). It's my first decent results using dirt/distance maps. Thank you!

    • @JonasNoell
      @JonasNoell  Рік тому +1

      @@albertofigueroa7804 Ok perfect :-) Yeah one by one would work as an alternative, however I like that in VRay I can just just throw the whole MultiSubobject Mtl inside.

  • @yuanzhang8448
    @yuanzhang8448 Рік тому

    Will the distance map be unstable if animation is rendered

    • @JonasNoell
      @JonasNoell  Рік тому

      As long as the car keeps the same relative distance to the floor then not. But if the car jumps or something I would use a UV based approach instead for the distance part.

  • @gonanavasdosaches
    @gonanavasdosaches 11 місяців тому

    Aplica lo mismo para corona render?

    • @JonasNoell
      @JonasNoell  11 місяців тому

      Should work pretty much the same

  • @myown-ht4lk
    @myown-ht4lk 5 місяців тому

    How can corona user achieve this. Some maps are not available I'm the corona render and corona layered material does not support multi\sub material for base object.

    • @JonasNoell
      @JonasNoell  5 місяців тому

      Then you would need to make a layered material for each of the shaders which in this case is a little bit more annoying as there are a lot of materials in the SubObjectMtl

    • @myown-ht4lk
      @myown-ht4lk 5 місяців тому

      @@JonasNoell oh thanks. Pretty annoying. 😢

  • @TheOriginalFez
    @TheOriginalFez 6 місяців тому

    Hi Jonas. I'm trying to replicate your Procedural MUD SHADER, and I'm running into an issue with a Vehicle's Tires. How did you go about yours? I ended to UV Mapping are across x4 UDIMS (SideWalls,Tread, etc) and I can't figure out how to use "Vray's multi sub tex and/or Blend Mtl" to apply the MUD Shader. Any help would be greatly appreciated. Also Great Tutorials.

    • @JonasNoell
      @JonasNoell  6 місяців тому +1

      Not really sure how that should be a problem as the Mud would be applied "procedurally" using Triplanar and VRayDirt as shown in the video ignoring any UV's.

    • @TheOriginalFez
      @TheOriginalFez 6 місяців тому

      @@JonasNoell
      Thanks for the Reply Jonas. It turned out the file was corrupt, so I had to redo everything and the Mud Shader works as it should. Although I had to Use several Vray Mtl's for each UV/UDIM, to get it Mapped and Rendered properly. So I guess my question now, is there a way to use "Vray's - MultiSubTex" to "ObjectID" a specific 1020UV/UDIM etc?. From what I've read it's not possible, but just wondering if you had any insight. Thanks

    • @JonasNoell
      @JonasNoell  6 місяців тому +1

      @@TheOriginalFez I hate UDIMs, so I'm not really very experienced in using them 🙂But couldn't you apply a separate material ID for each UV set and then use the MultiSubTex with those?

    • @TheOriginalFez
      @TheOriginalFez 5 місяців тому

      ​@@JonasNoell
      Thanks for the Reply, and pretty funny hating on UDIM's, I would have though to the contrary. Finally had time/figured it out, and yes ended up using "UV Sets", "Opacity" as Masks with "MultiSubTex" Material ID to Mtl. Thanks for the advice, you have definitely made me more of a "Procedural Shader" fan, and I'll throw some shade at UV/UDIM's. Keep up the great tutorials, and thanks again.

  • @GG-gr2px
    @GG-gr2px Рік тому

    What will happen if you animate the car? Will those textures follow the transformation? Or any deformations, in case you wanna crash this car?

    • @JonasNoell
      @JonasNoell  Рік тому

      As long as you just use move, rotate, scale there won't be any issues. If you crash the car and deform the mesh itself then the Triplanar won't work. In this case just use a simple Box UV or something instead. Or spend the time to do a proper unwrap.

  • @Triplanar
    @Triplanar 11 місяців тому

    can this be done in a corona?

    • @JonasNoell
      @JonasNoell  11 місяців тому

      I wouldn’t know why it shouldn’t

  • @jollks6750
    @jollks6750 Рік тому

    What hardware are you using to render so fast? quantum computer? :)

    • @JonasNoell
      @JonasNoell  Рік тому +1

      Threadripper + the power of Adobe Premiere :)

  • @digitalesthetics
    @digitalesthetics Рік тому

    wish corona layers material could take multi sub materials. but nope. Hasn't for several years now.

    • @JonasNoell
      @JonasNoell  Рік тому +1

      Actually I was quite surprised to see that it is supported in V-Ray :-)

    • @digitalesthetics
      @digitalesthetics Рік тому

      @@JonasNoell i found another way. But it involved connecting the layer on every material on the car.