Anisotropy in Blender 4.3

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  • Опубліковано 2 гру 2024

КОМЕНТАРІ • 28

  • @pietropasotti4418
    @pietropasotti4418 20 годин тому +13

    Waking up and find out there is a fresh new video from Chris 3d feels just like Christmas

  • @FirstLast_Nba
    @FirstLast_Nba 7 годин тому +2

    As the expression goes: When someone can explain complex things in a simple way then you know your dealing with a master of their trade.

  • @pZq_
    @pZq_ 9 годин тому +3

    I like that deep dive explanation tutorial. Thank you 🧡

  • @luispompa827
    @luispompa827 Годину тому

    Once and again, Christopher, you're a REAL teacher.

  • @cosmosraven
    @cosmosraven 12 годин тому +1

    A complete university course in one tutorial. Waited ages for this. Can't thank you enough.

  •  14 годин тому +1

    I love that even though i've been using blender since about 2.35, you can still teach me stuff that are not actually new in the software

  • @gurratell7326
    @gurratell7326 11 годин тому +1

    Nice and thorough walkthrough as usual :)
    And thank you for commenting about that bump node, I've been bothered by that for so long now, they really should name that Distance to Height instead and adding that m as in meter at the end so it looks more like the Displacement node so people understand that they shouldn't use the Strength slider.

  • @farbodfarokhnia1512
    @farbodfarokhnia1512 7 годин тому

    Very technical and detail... Love it!

  • @artbybruno1734
    @artbybruno1734 8 годин тому

    Fantastic stuff Chris! Thanks a lot for the info!

  • @Benn25
    @Benn25 5 годин тому

    Just what I needed. Thank you VERY VERY much.

  • @BAT_SHooT_CRAZY
    @BAT_SHooT_CRAZY 17 годин тому +1

    Very detailed and easy to understand, top tier tutorial👍👍

  • @s0ld1er16
    @s0ld1er16 5 годин тому

    Great video! I hope that EEVEE will support Anisotropy in the future :D

  • @DKNS_DSGN
    @DKNS_DSGN 9 годин тому

    Thx for demystifying the tangent socket for me. :D

  • @omnymisa
    @omnymisa 16 годин тому

    In the actual metal pieces I think the circular kind of lines are product of the cutting method that is often based on rotating and delineating the said piece to a knife and it result on transforming the general shape of the manufactured piece and also apply at a very minuscule level a series of circles al around but I thought the Shader Nodes was already able to emulate that surface, by the way nice it can be worked out easier now in the new version. Great video!

  • @sebbosebbo9794
    @sebbosebbo9794 9 годин тому

    absolute solid nailed again...
    💪💥🗯🔥💭❤💨🕊

  • @neilmarshall5087
    @neilmarshall5087 17 годин тому

    This goes well with the new Andrea Ciani video - "Radial UVmap in Geometry nodes".
    Both excellent tutorials bending our minds around the Matrix that is the texturing universe.

  • @andreamacor4135
    @andreamacor4135 20 годин тому

    Great tutorial, very great!!

  • @simbarashekunedzimwe1372
    @simbarashekunedzimwe1372 22 години тому +3

    This quality is outstanding. May I ask how you got to understand the math behind the nodes? The Photorealism you achieve is top drawer.

    • @jacekb4057
      @jacekb4057 22 години тому

      Yest he is amazing. Very valuable knowledge

  • @siormedici
    @siormedici 11 годин тому

    Great video, as always, the only thing I could think it could be missing is the use of a specific texture to drive the anisotropic appearance.
    To replicate a material having numerous radial polished spin marks for example.

    • @christopher3d475
      @christopher3d475  5 годин тому

      Yeah, Blender doesn't support a bitmap as a driver of the tangent unfortunately. I would love to see this added.

  • @AyushBakshi
    @AyushBakshi 11 годин тому

    25:23 It was here all this time and I thought I'd to go back and forth b/w blender and Rizom

    • @christopher3d475
      @christopher3d475  2 хвилини тому

      Yeah, Follow Active Quads is supremely useful.

  • @hermano8160
    @hermano8160 9 годин тому +1

    So, how is anisotropic working in subsurface scattering? Could you give some examples?

    • @christopher3d475
      @christopher3d475  5 годин тому +1

      I've done a video for the 4.0 release covering subsurface scattering. It shows what anisotropy is in that context, just search for that video.

    • @hermano8160
      @hermano8160 3 години тому

      @@christopher3d475 oh, missed that, thanks.

  • @eclairesrhapsodos5496
    @eclairesrhapsodos5496 2 години тому

    By the way did you noticed that blender limiting effects of bump based on distance from camera, like I tried to use microsurface bump as equivalent to roughness while having 0 roughness to make more interesting results but it just make bump disappear at even small distance completely. Like 2 meters away and all bump is gone lol. Is there any way to fix it, cause I remember in old versions its be just fine.

  • @andreamacor4135
    @andreamacor4135 22 години тому

    Thank'you!