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.
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!
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.
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.
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.
Waking up and find out there is a fresh new video from Chris 3d feels just like Christmas
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.
I like that deep dive explanation tutorial. Thank you 🧡
Once and again, Christopher, you're a REAL teacher.
A complete university course in one tutorial. Waited ages for this. Can't thank you enough.
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
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.
Very technical and detail... Love it!
Fantastic stuff Chris! Thanks a lot for the info!
Just what I needed. Thank you VERY VERY much.
Very detailed and easy to understand, top tier tutorial👍👍
Great video! I hope that EEVEE will support Anisotropy in the future :D
Thx for demystifying the tangent socket for me. :D
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!
absolute solid nailed again...
💪💥🗯🔥💭❤💨🕊
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.
Great tutorial, very great!!
This quality is outstanding. May I ask how you got to understand the math behind the nodes? The Photorealism you achieve is top drawer.
Yest he is amazing. Very valuable knowledge
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.
Yeah, Blender doesn't support a bitmap as a driver of the tangent unfortunately. I would love to see this added.
25:23 It was here all this time and I thought I'd to go back and forth b/w blender and Rizom
Yeah, Follow Active Quads is supremely useful.
So, how is anisotropic working in subsurface scattering? Could you give some examples?
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.
@@christopher3d475 oh, missed that, thanks.
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.
Thank'you!