There is a built in way import a material from an existing project . Go to the menu file, choose append, and then select the project and drill down to the material. The material will now be available for use in the materials list. I enjoyed the tutorial - it has some good ideas.
This is fantastic. I definitely would like to see more! I started learning Substance simply because there are more tutorials out there, however if I could keep my workflow inside Blender as much as possible, I'd really love that!
Thanks for this. Really useful and well explained. It would be great to see how you could include a bit more bump texture within the rusty parts to add realism.
Great tutorial mate easy to understand, I love it, in 4:35 I suppose to have a peeling effect like you had but mine doesn't and followed your exact steps, really need help in this thanks and again great video
fabulous! can't wait for you mask node - it is one workflow feature I've wanted for years!!! There is another thing I wonder if sometime you might consider looking into for us noobs --- I'd be happy to pay for a node set up too!!!!.. and thats is a panel and riveting feaute for application to models like aircraft - I have yet to find anything really satisfactory...
Super cool. Just a little note, it would have been easier to first add the shadow in multiply on the rust color, and then the paint on top with the mix node. This way you would have had a sharper transition without having to carefully adjust the shadow gradient remap...
Believe it or not, I was looking for a procedural damaged paint material earlier in the morning and didn't find much (at least not for what I was going for). Having your video pop up in my subs was one of those WTF? moments lol I like the simplicity of the set up and also the look tho I think it could be improved with voronoi or musgrave trickery or whatever to make it less like rust patterns and more look like wall paint that has ripped/bend and fallen off. I have no Idea how to procedurally make the paint bend and curve around so you can see the other side of the paint-chips but that is what I hope to find (someone made a spaghetti with meatballs procedural material for Substance Designer so I doubt it's impossible). I also think your mask node is great, there are many awesome node set-ups around with crazy good looking results but they sometimes max out my PC capabilities with how much computation is going on which I always find a bit discouraging to use. I imagine a node set up that is purely designed to mask between materials, but lightweight and having the shapes completely inside the mask and not inside the material. So you add your perfect paint where there is no damage and no rust or whatever, as one material as one of several materials to that mask node, your second material is pure damage without the paint. And another one that is completely rust without the other two, the actual shape of the chipped paint and scratches is now created only with the mask layer, also the AO etc etc. I can't actually tell you why I want to have them separated like that, not sure myself but I feel like that would make materials universally easier to manage when something like damage is not a property of the material itself and rather a material category in itself and the actual form of the damage also is another one that exists only in between the two others. There is probably a reason why it isn't like that and I just haven't looked at it from the right angle!
I live for wtf moments. Yes, there is so much more potential for the material node in this video. Color variation and bump for the rust, variation in glossiness for the paint, etc.. I think I'll do more advanced materials in the future. Wanted to test something out and see if people would be into it. Cheers!
Soon! I'm pushing for next weekend, but who knows. I'm so hyper-critical of it and so I keep making changes. I'd wager that's the result of some undiagnosed mental illness of mine. Haha
Excellent video! Whilst creating procedural textures inside of Blender is awesome and fully capable, I struggle with figuring out how to actually use them as a seamless tile-able materials for export, aka baking them. Is this something that's not really possible?
Please consider that someone might still not know where some stuff are when making a tutorial. It's just on the second time you used something that you mentioned how to get MixRGB and some of the things you used in the tutorial.
Hi! excellent video. I wonder if there a way to make textures tileable in Blender in order to bake them, for example to use in game engines (pretty much how Designer does it). Thanks!
How can I apply TWO different Procedural Textures onto two different parts of one object like a hamburger bun. Rough on bottom and smooth on top. An then make the two procedurals blend together at the where they meet. Is there a weight paint that can control that?
So I want to make a comic book style shader with hatching/Crosshatching that is affected by Ambient occlusion, however I have no clue how to go about making a shader like that I specifically like the look of Comic Books from the 90s and would like to replicate that aesthetic with my own renders.
Instead of that addon I just copy and object with the material on it into my scene then delete it. Then select it from the material list for the object I want. Seems faster.
IMO using that addon for node groups is overkill. I don't really want a new panel per node group. What if you have 50 of 'em? There's a free addon that will scan blender files in a specified dir, locate node groups, and in the node editor the right-click/popup menu used to add new nodes will now have a list of your node groups ready to be dropped right in.
@@jorgenhall854 YW. Those two are pretty complementary. Presets for node groups and Matlib for materials. Presets is particularly nice when you find a nice collection of node groups online. Download the containing blend file(s) into a directory and, boom, the NGs are reusable everywhere.
@@Notyourbusinesschap I don't know in version 2.80, but in the previous ones you can have the groups of nodes available without having to make append constantly i.imgur.com/Q1058Fz.png
Seems like a real waste of time and responsiveness making the material in Cycles' rendered view. The bulk of the work could have been done in the "Lookdev" (or whatever they call it now) view. There's a bit of a difference between Cycles' final result and the preview/Eevee, but those are just things that can be tweaked when finished without any real trouble.
Choo choo one difference is that bump does not work well inside EEVEE. So if you are created a procedural material, and using the bump node, it works better in cycles. I think there are ways to create procedural normal maps (work well in EEVEE) but I don’t know how
I just chose Cycles because not everyone is currently using 2.80. And I believe some users with older graphics cards have issues with the workbench engine and EEVEE.
@@WaywardArtCompany I understand. All I'm saying is that the process is renderer agnostic as far as Blender is concerned. Just makes more sense to have an instant view of whatever you're making rather than waiting for the noise to clear up. Others having trouble with the engine or using a different version doesn't really have any bearing on what you're doing on your end or what the end result will be. The information is the same. Not that any of this really matters much, I'm just speaking out loud.
@@Lanmind01 I've had zero troubles at all with Eevee's bump capability. Taking grayscale textures (procedural or otherwise) and plugging it into the height of a bump node, then into a normal input of a shader gives exactly the result expected. It may not be as pronounced as in Cycles (due to the fact that Eevee lacks raytracing, so the shading on the smaller details isn't as deep), but it wouldn't have made much of a difference in a tutorial like this. As it's more about how to create the material, not how pronounced the bump is. Having an instant visual response when making a material is better than waiting for the noise to clear up to see if the result is what you expected.
One of the best vids ive seen yet for Blender. Methodical, knowledgable, clear and consise. Many thanks!
There is a built in way import a material from an existing project . Go to the menu file, choose append, and then select the project and drill down to the material. The material will now be available for use in the materials list. I enjoyed the tutorial - it has some good ideas.
Mind numbingly simple. Man. Thanks.
One of the greatest tutorials on procedural shader in Blender... Thanks a lot!
I really dig these Tutorials about procedural shading.
This is fantastic. I definitely would like to see more! I started learning Substance simply because there are more tutorials out there, however if I could keep my workflow inside Blender as much as possible, I'd really love that!
Really fabulous tutorial! As someone who is not new to 3D but new to Blender this is the type of content I’ve been looking for.
Excellent video! I always struggle with this kind of stuff but your video makes it very clear.
Thanks for this. Really useful and well explained. It would be great to see how you could include a bit more bump texture within the rusty parts to add realism.
This is exactly the kinda video I been looking for. Yes please keep em coming.
Nice man, you are really good at teaching nodes. Clear explanation of everything.
Excellent video, as always. Thank you very much. The addon you're preparing looks fantastic.
Very nice tutorial video ... just the right pace to follow and easy to understand. Thank you!
Superb tutorial! Really explains very well the powerful procedural texturing potential of Blender nodes!
That is an really good tut on procedural materials. Well done !
First node tutorial that I as a beginner could understand 🥳 Thanks a lot!
Great video, thanks for all your hard work. More like this would be greatly appreciated.
just cool! your video and Blender community - it's something special!
Great tutorial! You explain it very clear. I would love to see more of your tutorials
Great tutorial mate easy to understand, I love it, in 4:35 I suppose to have a peeling effect like you had but mine doesn't and followed your exact steps, really need help in this thanks and again great video
I don't work with 3D programs, but damn this was entertaining. Thank you good sir!
loved the video, i actually go the node to code addon because of this video and it was exactly what i was looking for so thank you.
Fantastic video. You are a great instructor. Thanks
Great, please more nodes... thanks for the tip on Node2Code... thanks to you I will be buying it.
Absolutely fantastic tutorial. Thank you! Keep them coming.
Nice. Hope to see more of this kind of videos.
More stuff like this would really help me. I am very ignorant when it comes to nodes. I only know the very basics.
fabulous! can't wait for you mask node - it is one workflow feature I've wanted for years!!! There is another thing I wonder if sometime you might consider looking into for us noobs --- I'd be happy to pay for a node set up too!!!!.. and thats is a panel and riveting feaute for application to models like aircraft - I have yet to find anything really satisfactory...
I would love more of these. It was very helpful bra!
Thank you. Amazing video and very well explained.
Woah i mean wow.... mask tool looks dope.....brilliant
Oh, my, Gawd, this was SOOOOOOOOO helpful dude! Thanks a lot man! I actually needed this!
Great tutorial and so helpful! Thanks so much!
excellent work, thanks for sharing
Wayward Art Co is God-Tier.
Masterful! Thank you for this.
Great Tutorials! Thanks for your great contributions!
Awesome tutorial
Perfect, so that sound allow me to ask about a technical stuff to put a procedural material at a specific location in Geometry, make it as a stamp.
so... this is a tutorial on procedual textures aaaaand how to make your own nodes 😍
Woah thanks man! Blender material creation is so much easier than UE4 lol
This was an awesome tutorial, thank you
Thank you so much for this Tutorial, I've learned a LOT!!!
Super cool. Just a little note, it would have been easier to first add the shadow in multiply on the rust color, and then the paint on top with the mix node. This way you would have had a sharper transition without having to carefully adjust the shadow gradient remap...
Yes to all.
انت شخص محترف اتمنى زياده من الدروس مثل هذي لانها تصلح للأفلام السينمائية
???
Very good job, thanks for lesson
Great tutorial
Great video. Please make more.
This is so cool. Great timesaver.
brilliant, keep them coming.
Believe it or not, I was looking for a procedural damaged paint material earlier in the morning and didn't find much (at least not for what I was going for). Having your video pop up in my subs was one of those WTF? moments lol
I like the simplicity of the set up and also the look tho I think it could be improved with voronoi or musgrave trickery or whatever to make it less like rust patterns and more look like wall paint that has ripped/bend and fallen off. I have no Idea how to procedurally make the paint bend and curve around so you can see the other side of the paint-chips but that is what I hope to find (someone made a spaghetti with meatballs procedural material for Substance Designer so I doubt it's impossible).
I also think your mask node is great, there are many awesome node set-ups around with crazy good looking results but they sometimes max out my PC capabilities with how much computation is going on which I always find a bit discouraging to use.
I imagine a node set up that is purely designed to mask between materials, but lightweight and having the shapes completely inside the mask and not inside the material. So you add your perfect paint where there is no damage and no rust or whatever, as one material as one of several materials to that mask node, your second material is pure damage without the paint. And another one that is completely rust without the other two, the actual shape of the chipped paint and scratches is now created only with the mask layer, also the AO etc etc.
I can't actually tell you why I want to have them separated like that, not sure myself but I feel like that would make materials universally easier to manage when something like damage is not a property of the material itself and rather a material category in itself and the actual form of the damage also is another one that exists only in between the two others.
There is probably a reason why it isn't like that and I just haven't looked at it from the right angle!
I live for wtf moments. Yes, there is so much more potential for the material node in this video. Color variation and bump for the rust, variation in glossiness for the paint, etc.. I think I'll do more advanced materials in the future. Wanted to test something out and see if people would be into it. Cheers!
I bet, it will never look the same, if I try to imitate this workflow. :oL But great to see, what is possible. Thanks for your efforts.
Thx, i learn a lot from this video
Very excited for your add on Mask Tools! Do you have an expected release date for it?
Soon! I'm pushing for next weekend, but who knows. I'm so hyper-critical of it and so I keep making changes. I'd wager that's the result of some undiagnosed mental illness of mine. Haha
Cool stuff!, wonder if it will work with Eevee :) Waiting for the Mask tools looks very useful!
This video is incredibly helpful, thanks a lot. It would be nice to just see the keys pressed on the keyboard.
Totally into this. Developing a node-group fetish, myself.
i wish the touch and clicks you do were displayed dow left of the video. but still very good content
Excellent video!
Whilst creating procedural textures inside of Blender is awesome and fully capable, I struggle with figuring out how to actually use them as a seamless tile-able materials for export, aka baking them. Is this something that's not really possible?
Great tutorial !
Please consider that someone might still not know where some stuff are when making a tutorial. It's just on the second time you used something that you mentioned how to get MixRGB and some of the things you used in the tutorial.
This is a great video thanks so much, learning about nodes isn't easy but this was quick and helped. How come you dont use evee as a render engine?
Hi! excellent video. I wonder if there a way to make textures tileable in Blender in order to bake them, for example to use in game engines (pretty much how Designer does it).
Thanks!
Great Tut! Love it! :)
How can I apply TWO different Procedural Textures onto two different parts of one object like a hamburger bun. Rough on bottom and smooth on top.
An then make the two procedurals blend together at the where they meet. Is there a weight paint that can control that?
Huge help. Thank you.
Please more of this 🎈
So I want to make a comic book style shader with hatching/Crosshatching that is affected by Ambient occlusion, however I have no clue how to go about making a shader like that I specifically like the look of Comic Books from the 90s and would like to replicate that aesthetic with my own renders.
This is so cool tysm :)
Nice tut! Thanks!
this is amazing, super helpfull
That was extremely helpfull
amazing great tutorial!
Very good!
Really good
Great! Thx a lot!
Really helpful
Very usefull, tanks! :D
omg is amazing,thanks!
Your angel from heaven
Great thank you
Very nice. Thx for sharing your knowledge. Would be great if you do more procedural stuff with deep explanation.
Fayk AO - cool!!!
easier and more realistic.. 👍👍👍
So useful
great lesson.. but how to call texture coordinate in one click? Time on video - 1 minute 15 seconds. Thanks
If you turn on the 'Node wrangler' add-on in blender prefs you can hit ctrl-T to do that. Node wrangler does a lot of other nice short cuts as well.
@@Cryptic808 thanks)
The fake AO is a good idea.
How to open mapping and texture coordinate when the noise texture is added. He didn't tell use how to expand it.
Life Saver!!!!
Instant sub
Instead of that addon I just copy and object with the material on it into my scene then delete it. Then select it from the material list for the object I want. Seems faster.
When applied to a wide object, rust stretches in one direction. How to avoid that?
in object mode, CTL+A and apply all. that should correct distortions in your generated normals
@@gradypowers3874 Thanks so much, man. I am a beginner in texturing. I admit I never really understood the purpose of Apply Transform command
how did you connect it to the viewer? 5:57
Bill Sequins ctrl+shift+left click with Node Wrangler addon installed (just enable it in the preferences).
Funny most of the procedural texture tutorials all show how to do scratches or rust, is that all Blender is good for?
8==D
IMO using that addon for node groups is overkill. I don't really want a new panel per node group. What if you have 50 of 'em? There's a free addon that will scan blender files in a specified dir, locate node groups, and in the node editor the right-click/popup menu used to add new nodes will now have a list of your node groups ready to be dropped right in.
bmbiz What addon is that? Sounds awesome!
@@jorgenhall854 Node Presets. It's actually one of Blender's built-in addons docs.blender.org/manual/en/dev/addons/node/node_presets.html
bmbiz Ah, thanks! After writing I also found the built in Material Library addon which is another nice option!
@@jorgenhall854 YW. Those two are pretty complementary. Presets for node groups and Matlib for materials. Presets is particularly nice when you find a nice collection of node groups online. Download the containing blend file(s) into a directory and, boom, the NGs are reusable everywhere.
@@jorgenhall854 Try this mega collection: bwide.wordpress.com/node-groups/bwide-nodepack-for-blender (it's old but there are few if any issues).
it seems a bit strange how you can't export nodes from blender by default
@@Notyourbusinesschap I don't know in version 2.80, but in the previous ones you can have the groups of nodes available without having to make append constantly i.imgur.com/Q1058Fz.png
One can simply append all the needed group nodes into a new blender file, and set that as a new startup file.
@@mega_jc 👍
01:14 oh look, mapping and texture coordinate nodes appeared like magic -_-
?
@@RuneRealmRPG what keys did he press lol. Would be nice for newcomers to know
Too speed fro "noobs", sorry...
Seems like a real waste of time and responsiveness making the material in Cycles' rendered view. The bulk of the work could have been done in the "Lookdev" (or whatever they call it now) view. There's a bit of a difference between Cycles' final result and the preview/Eevee, but those are just things that can be tweaked when finished without any real trouble.
Choo choo one difference is that bump does not work well inside EEVEE. So if you are created a procedural material, and using the bump node, it works better in cycles. I think there are ways to create procedural normal maps (work well in EEVEE) but I don’t know how
I just chose Cycles because not everyone is currently using 2.80. And I believe some users with older graphics cards have issues with the workbench engine and EEVEE.
@@WaywardArtCompany I understand. All I'm saying is that the process is renderer agnostic as far as Blender is concerned. Just makes more sense to have an instant view of whatever you're making rather than waiting for the noise to clear up. Others having trouble with the engine or using a different version doesn't really have any bearing on what you're doing on your end or what the end result will be. The information is the same.
Not that any of this really matters much, I'm just speaking out loud.
@@Lanmind01 I've had zero troubles at all with Eevee's bump capability. Taking grayscale textures (procedural or otherwise) and plugging it into the height of a bump node, then into a normal input of a shader gives exactly the result expected. It may not be as pronounced as in Cycles (due to the fact that Eevee lacks raytracing, so the shading on the smaller details isn't as deep), but it wouldn't have made much of a difference in a tutorial like this. As it's more about how to create the material, not how pronounced the bump is. Having an instant visual response when making a material is better than waiting for the noise to clear up to see if the result is what you expected.
Choo choo I’m speaking about this known issue where bump is pixelated in EEVEE: docs.blender.org/manual/en/dev/render/eevee/limitations.html#materials
That is one fantastic tutorial, I sure I be watching it several times in the future.