When Blender tutorials say "one node" they mean you need to do a whole complex process involving ten different nodes. This is still really cool though, definitely gonna use it
I mean, it technically is just one node, the Ambient Occlusion node. Everything before and after it is just standard basic texturing. You can turn this into a Group Asset and then you can plop it down as one node anytime you need it.
just noting that this does work in Cycles, but for anyone confused, you won't find an option to enable AO in Cycles' render properties menu. you just add the node and use it as described here.
Since Cycles is a path tracer, ambient occlusion exists inherently, not as an additional feature which is why it doesn’t have a checkbox. Path tracers are cool!
Amazing tutorial, just to add one more thing, i feel like mixing the two materials as shaders would give even better results rather than just the base colour
Nice job on the tutorials. At 3:53 when you said you added the node wrangler, you added the mapping and texture coordinate nodes. The node wrangler is an add-on that lets you add nodes with hot keys, like you did.
Great tutorial! You can also use the geometry node in shader editor with pointiness going into base color to bring out the cavity in any model. For this, you have to go into cycles to see the changes in real time, but then you can bake it and use it in evee. I usually add both to really bring out the details of sculpts.
Just wanna point out that having to create a cube to drop a blenderkit material onto simply because theres no way to download a material without also entirely overwriting an existing one is dumb and blenderkit needs to fix that.
You didn't cover whether this was for Evee or Cycles or both at the beginning. Just a friendly reminder that this would be very helpful to know with every tutorial.
I wasn’t even looking for this, but I was trying to figure out how to blend those transitions like that just yesterday, thanks algorithm 😅 and also thank you for this awesome tutorial 🙏🏼
One note: You can hold your LMB and pull down if you want all three scales to be changed at the same time. That goes for rotation and location, too, or any other options.
Important to note that with some effort you can achieve more artistic control and more compatibility with animation by creating a secondary white texture and manually painting black over the intersections with the "sharp" falloff. If your UVs are funny, you could create a secondary UV map and do a proper non-overlapping unwrap of your geometry into it to then use it with this mask texture.
This works on cycles, just switch over to cycles, and adjust the settings to what looks good for you. Obviously the only step you miss when in cycles is not needing to turn on Ambient Occlusion when on render properties 👍
Yeah, just switch to cycles and adjust the material parameters. I’ve found when switching from Evee to cycles the material effect stretches a lot further so reducing the effect works great
Certainly nice to use as an underlying texture, though to make it believable you still need randomly, but realistically scattered objects, such as pebbles, there.
Definitely, this was only made for the tutorial, but this trick is for sure needed to be used in conjunction with other details, it just adds a little extra pop to the scene.
Awesome tutorial. I would also like to ask you one question: What music are you using in the background? I really like it. Could you tell me what it is and where you got it from?
Does this also work in version 4.2 because the AO setting has been removed? But thanks for the tutorial and I like your style of explaining things a lot!
How would you turn off the vertical noise so that it’s just around the base rather than up the wall or the side - can you control where it appears when the objects touch?
how is the rendertime on this? i come from maya and arnold and there i know that using the ambient occlusion or cavity nodes instead of just painting in the AO by hand will drastically increase your rendertime. i see SO many blender tutorials using just nodes to create full scenes, does this work well in blender? is the render time increase from node based procedual VS hand paintet texture map so insignificant that you can just do that in blender?
Personally, when using this and rendering out the videos in the tutorial, I didn’t actually notice any difference but again this is in Evee which is pretty fast in general
While this is a really powerful technique the problem is that it's bit too powerful meaning that it's really difficult to include or exclude the objects from the scope of the AO effect. To make this approach more powerful we would need a more granular control to define which objects / groups are included in the AO pass used for material wear effect.
Eevee next will definitely have better ambient occlusion available but this is not specifically about ambient occlusion (the standard shadow technique) it’s about using the ambient occlusion node and adding edge wear and grime to corners
Just switch to cycles and adjust your material parameters to something that you want, all the same setup as evee minus switching on ambient occlusion as that’s built into cycles 👍
this doesn't work if you have a fog volumes in your scene, they will interact with non local AO and cause weird vertical or horizontal shadows throughout the affected mesh.
It’s not about using the ambient occlusion default setup… it’s about using the ambient occlusion node to create fast and easy edge wear and extra texture layering where objects touch…
Is the first 40 seconds just repeating itself and stalling for time and showing off the text animation we did not click to find out about? Or is it some other purpose it repeats itself halfway through the introduction?
Not only does it not work without enabling AO in the engine, it also works with a bunch of interference that can only be cured by powerful video cards. Total crap.
When Blender tutorials say "one node" they mean you need to do a whole complex process involving ten different nodes. This is still really cool though, definitely gonna use it
lol so true :D
I mean, it technically is just one node, the Ambient Occlusion node. Everything before and after it is just standard basic texturing.
You can turn this into a Group Asset and then you can plop it down as one node anytime you need it.
just noting that this does work in Cycles, but for anyone confused, you won't find an option to enable AO in Cycles' render properties menu. you just add the node and use it as described here.
Thanks, this was my exact question.
you, good sir, are my hero.
Since Cycles is a path tracer, ambient occlusion exists inherently, not as an additional feature which is why it doesn’t have a checkbox. Path tracers are cool!
I have to add that while it works, AO node is very ressource consuming, especially to mix different materials with Cycles. But it does look good
Amazing tutorial, just to add one more thing, i feel like mixing the two materials as shaders would give even better results rather than just the base colour
Nice job on the tutorials. At 3:53 when you said you added the node wrangler, you added the mapping and texture coordinate nodes. The node wrangler is an add-on that lets you add nodes with hot keys, like you did.
My bad! 🫣Said that wrong and didn’t even notice! Thanks for pointing out and glad you enjoyed it 👍
You were not kidding, this looks great and it's easy and quickish to do
Thank you!
Great tutorial! You can also use the geometry node in shader editor with pointiness going into base color to bring out the cavity in any model.
For this, you have to go into cycles to see the changes in real time, but then you can bake it and use it in evee. I usually add both to really bring out the details of sculpts.
Great tip! Thank you
Lighting. It's all about lighting
yes but small details matter as well.
@@von.3d ye I'd say large, medium and small details and making their distribution interesting. Just covering the whole screen with details won't do it
Lighting is important but also what light is illuminating.
Some people make models for games and lighting isn't going to give you this full of details without breaking memory
Now, I fell in love with AO
This is SO good for a video that's just 5 minutes. Thanks so much for the awesome tips and how-to guide!
Appreciate the feedback! Thank you 😊
A good lighting setup is the first thing to make any render look realistic
Yes but this tutorial is about add details in textures, and it also add A LOT of realism.
What an excellent set up to share! Thanks this is really useful.
Glad it was helpful!
He is on blender version 4.0, in case anyone is wondering. For some reason that part of the screen is cropped out for most of the video.
Just wanna point out that having to create a cube to drop a blenderkit material onto simply because theres no way to download a material without also entirely overwriting an existing one is dumb and blenderkit needs to fix that.
I think you can if you add another material slot to the existing object and select that before downloading from blenderkit
This is fantastic. Thanks so much for the clear presentation. I appreciate it! Also, love your editing, music, and vibe. Subscribed!
Thanks for subscribing! and thanks for the feedback on the video!
Incredible thank you!
You didn't cover whether this was for Evee or Cycles or both at the beginning. Just a friendly reminder that this would be very helpful to know with every tutorial.
I use blender kit a lot. Still learning about lighting. Awesome tutorial man thanks.
No problem! Glad you liked it!
I wasn’t even looking for this, but I was trying to figure out how to blend those transitions like that just yesterday, thanks algorithm 😅 and also thank you for this awesome tutorial 🙏🏼
No problem! Algorithm is a strange thing 😂😂
One note: You can hold your LMB and pull down if you want all three scales to be changed at the same time. That goes for rotation and location, too, or any other options.
Always assumed you could do something like this but didn’t think it’d be so easy
Important to note that with some effort you can achieve more artistic control and more compatibility with animation by creating a secondary white texture and manually painting black over the intersections with the "sharp" falloff. If your UVs are funny, you could create a secondary UV map and do a proper non-overlapping unwrap of your geometry into it to then use it with this mask texture.
Thank you for that!
My good sir, I must say, the AOOOOOOOO was tastefully done 😂
Thank you 😂
Seriously, i couldn't stop laughing during the whole video after this wild "AOOOOOOO". That's the perfect exemple of "learn with fun".
this is simple but WOOWW tutorial.thx dude
You're welcome!
This is GREAT, thank You!
You're very welcome!
I love YOUR VIDEO AND THE MUSIC its perfect
Thank you! Appreciate the feedback
Finally, now I know how to do it.
Thank you!
No problem! Glad it helped! 👍
@polyplayground
Can u pls explain this better
What do u mean ?
Holy moly mate, this trick was awesome, thanks a lot for that! 🙏🙏
Not a problem! Glad it’s helping so many people 👌
such a great AO tutorial Thank you :)
Glad you liked it!
It's insane!
Wow This video is very educational!😳thanks!
Glad it was helpful!
This is cool. More bite sized tips plz
Wow! Thank you!
You're welcome!
fantastic thank you so so much 😁
This is pretty dang cool!! I'll be giving this a go on my renders as well~
It makes a huge difference!
This is fantastic. Could you make a tutorial on how to use this with Cycles?
This works on cycles, just switch over to cycles, and adjust the settings to what looks good for you. Obviously the only step you miss when in cycles is not needing to turn on Ambient Occlusion when on render properties 👍
Really good clear tutorial, thank you 🙏
Thank you! Glad it helped 😊
I plugged in the AO node and voilla: Blender crashed
Very helpful, thank you!
Glad it was helpful!
Humorous and crisp tutorial! Deserved an Abo.
Especially loved the AOOOOOOOO 😂
Thank you! Glad you enjoyed it!
Simple and powerful, thanks 🙏
Glad you liked it!
Excellent tips!
Glad it was helpful!
Awesome trick. Wondering if there’s any similar approach to blend normals between objects. We have this in UE. Any simple approach for this in Cycles?
Im prob gonna come back to this video a lot
Holy crap
So many ideas running through my mind already 😂❤
😊👌
This has to be the first Blender tutorial I've seen where you don't first off start by deleting the default cube.
Haha, have you seen where they go?! 👀 instagram.com/reel/C7evHGDqr-N/?igsh=bnZwNW94aWJ5cGw2
thanks for the tutorial
No problem!
Is there a way to make that kind of soft transition but in Cycles ?
Works great! Newbie Question: Is there any option to realize this effect even in Cycles?
Yeah, just switch to cycles and adjust the material parameters. I’ve found when switching from Evee to cycles the material effect stretches a lot further so reducing the effect works great
@@polyplayground aah perfect, I have to test it right away:)
Certainly nice to use as an underlying texture, though to make it believable you still need randomly, but realistically scattered objects, such as pebbles, there.
Definitely, this was only made for the tutorial, but this trick is for sure needed to be used in conjunction with other details, it just adds a little extra pop to the scene.
Excellent tips ! Thank you soo much !!
No worries! You’re welcome
this is a great tut
Thank you! Appreciate the feedback 👌
Awesome tutorial. I would also like to ask you one question: What music are you using in the background? I really like it. Could you tell me what it is and where you got it from?
Can’t remember the name of the song off the top of my head but the website I use is artlist.io 👍😊
Thanks
No problem
quick and efficient. Nice
Pavlovian response added to boost algorithm: AOOOO
😂👌
thank you very much
You're welcome! Glad it helped!
Helpful 😎
Glad to hear!
yoyo this is so gold NIcsuuuu
Does this also work in version 4.2 because the AO setting has been removed? But thanks for the tutorial and I like your style of explaining things a lot!
It does! The AO setting has not been removed in 4.2 :)
@@polyplayground Thank you!
5 minutes of my time well spent
How would you turn off the vertical noise so that it’s just around the base rather than up the wall or the side - can you control where it appears when the objects touch?
Thanks for this!!!! Very helpful :)
No problem! Glad it helped 😊👍
how is the rendertime on this?
i come from maya and arnold and there i know that using the ambient occlusion or cavity nodes instead of just painting in the AO by hand will drastically increase your rendertime.
i see SO many blender tutorials using just nodes to create full scenes, does this work well in blender?
is the render time increase from node based procedual VS hand paintet texture map so insignificant that you can just do that in blender?
Personally, when using this and rendering out the videos in the tutorial, I didn’t actually notice any difference but again this is in Evee which is pretty fast in general
A question.. This process must be added to all the materials in the scene?
Yeah, you would have to add it to each material you want it to work on
@polyplayground Thanks!
I appreciate your videos.
I recently start using the contact shadow in the light setting. It helps too.
Greets from Italy ! 👍
While this is a really powerful technique the problem is that it's bit too powerful meaning that it's really difficult to include or exclude the objects from the scope of the AO effect. To make this approach more powerful we would need a more granular control to define which objects / groups are included in the AO pass used for material wear effect.
lovely
AOOOOOOOOOOOOOO!!! ahahah, mate you make my day ! LOL!
Haha thank you!
Out of topic question. Which video editor do you use
I use CapCut the desktop version 👍
genius
How to bake this?
But can it baked game ready für unity or unreal?
Do you use ai
will this work on cycles ?
It does, just adjust parameters when switching between Evee and cycles as it will give a different look
AAOOOOOOOO kkkkkk great video, very powerfull tuto
👍👍😊
But what about animation? If my character close to the wall that has AO node in it, will my character affecting the AO?
Yes, it will. Unless you tick on Only Local in the AO node. Then it ignores all other objects in the scene and only ambiently occludes itself.
for cycles do not check inside
Pero si usas Cycles te ahorras muchos de esos pasas!
what about cycles?
for cycles do not check inside
@@lineobiribin1157 what inside?
sorry buddy but Blender's New "eevee next" just killed that method
Eevee next will definitely have better ambient occlusion available but this is not specifically about ambient occlusion (the standard shadow technique) it’s about using the ambient occlusion node and adding edge wear and grime to corners
This tends to stop working once u add a volume cube on the scene
how can i do this in 4.2?
Works exactly the same way 😊
Why isn’t Node Wrangler added by default???
I know! Hopefully they do this in new updates
how to do this in cycles
Just switch to cycles and adjust your material parameters to something that you want, all the same setup as evee minus switching on ambient occlusion as that’s built into cycles 👍
does this only work in Eevee?
Works on both Evee and Cycles, but when using in evee or cycles you will just need to adjust parameters
Noice!
Does raytracing break this in 4.2?
Nope! Still works just fine :)
thats only for evee ?...
Nope, it works on Cycles as well, just switch to Cycles and adjust the parameters in the materials :)
this doesn't work if you have a fog volumes in your scene, they will interact with non local AO and cause weird vertical or horizontal shadows throughout the affected mesh.
Thats strange, I just test this myself and it works fine for me
eevee just switch to cycles then all your problems will be solved. Eevee lololol
It’s not about using the ambient occlusion default setup… it’s about using the ambient occlusion node to create fast and easy edge wear and extra texture layering where objects touch…
@@polyplayground I know its a super great technique I was just trolling ;)
Hope Ai can generate node by hey blender 😁
Just ambient occlusion.
Is the first 40 seconds just repeating itself and stalling for time and showing off the text animation we did not click to find out about? Or is it some other purpose it repeats itself halfway through the introduction?
aooooo!
AOOOOOOOOO 🤣
i farted 🌮
(9@45)))
Not only does it not work without enabling AO in the engine, it also works with a bunch of interference that can only be cured by powerful video cards. Total crap.
That's like 7 nodes.... not 1
nice tip, useless music. If you want to edit your 3 scale values at once just drag your mouse over the 3 inputs and type your value
Your lighting in that opening scene is nasty, which makes it look more bland than it really is, and for the love of God, use Cycles.