This is awesome! I kept running into issues with the textures sliding how did you approach that? Aside from that been super impressed with the new rope sim tools
But I also write you here a short explanation. You just need to plug albedo in diffuse channel, bump into...bump and displacement into displacement. But I'll show you the node tree next week on patreon
@@solid-work on sweeps, they are extremely stretched along one axis. You just have to click on the material tag and...decreased the value for the texture along the length axis...there should be two percentage Parameters when you click on the material tag. Just decrease one until it looks good
@@Nvneik im going to try this video: ua-cam.com/video/Rdc4WYD85T8/v-deo.html and see if that does it. this guy's method with the tracer referencing the spline, and then having n-side, and then putting both as children of a sweep, that looks like it could work. i'll let you know.
Basically you just have to plug the maps into the corresponding material inputs. Height map goes into bump, displacement into displacement and color into diffuse channel👍
@@3DBONFIRE it'll be better if you will attach an instruction on how to use these textures because every render works a little differently, and for beginners as I am this is a problem :) sorry, but I didn't catch how to use those textures, and even if I go to Patreon I'm not sure that I ll get it, cause I'm using an Arnold render
@@andreykochergin oh ok, its...really basic 3D knowledge, thats why i skipped this part. Otherwise sometimes, Tutorials will get too long... But hey: I think these materials, come with 2 or 3 textures each. One color map for color information and a bump/displacement map for height information. Its not so complicated.
@@3DBONFIREYou are right! It really was not so hard. I've just found where I did a mistake - just needed to change the length of the V parameter, so now it looks much better) sorry for bothering you, and many thanks for sharing this!
Very very nicely presented. Thankyou so much.
so so helpful all the time. Thank you.
You can mitigate texture flipping on the ropes by setting an up vector in your sweep or spline wrap.
Very useful tutorial
Thanks a lot
This is awesome! I kept running into issues with the textures sliding how did you approach that? Aside from that been super impressed with the new rope sim tools
Thank you, I still need to solve this texture sliding issue...
( I really enjoy your tutorials💪👍)
@@3DBONFIRE Me too, ended up back using HoRope for animations :( Thanks man! Likewise!!
Nice!
Just purchased your rope materials. Would you please show us how you would build them in Redshift?
Oh sure, I think I can upload a short tutorial on patreon next week
But I also write you here a short explanation. You just need to plug albedo in diffuse channel, bump into...bump and displacement into displacement. But I'll show you the node tree next week on patreon
@@3DBONFIRE Thanks for replying. I'm not on Patreon yet 😅
@@3DBONFIRE - I tried this, but the UVs are all over the place for me. How did you set up your UVs?
@@solid-work on sweeps, they are extremely stretched along one axis. You just have to click on the material tag and...decreased the value for the texture along the length axis...there should be two percentage Parameters when you click on the material tag. Just decrease one until it looks good
How do you extrude the cloned spline so you can add textures to it?
hey could you explain what you did to make the ropes 3D? sweep I'm guessing but I can't seem to get the cloner to work with the sweeps with a rope tag
I'm having this same issue literally right now!
@@ItsJessEdits i've been trying for over 6 hours now hahaha
@@Nvneik it’s so frustrating that it’s not mentioned here xD and everything I’ve googled doesn’t end up helping since these are simulated!!
@@Nvneik im going to try this video: ua-cam.com/video/Rdc4WYD85T8/v-deo.html and see if that does it. this guy's method with the tracer referencing the spline, and then having n-side, and then putting both as children of a sweep, that looks like it could work. i'll let you know.
@@Nvneik PS im looking at his vid at 3:46 rn
Just purchased your rope materials. Would you please show us how you would build them in Octane!
I showed this in some older patreon tutorials👍. There are some rope tutorials when you go back in the posts on my patreon
Basically you just have to plug the maps into the corresponding material inputs. Height map goes into bump, displacement into displacement and color into diffuse channel👍
@@3DBONFIRE it'll be better if you will attach an instruction on how to use these textures because every render works a little differently, and for beginners as I am this is a problem :) sorry, but I didn't catch how to use those textures, and even if I go to Patreon I'm not sure that I ll get it, cause I'm using an Arnold render
@@andreykochergin oh ok, its...really basic 3D knowledge, thats why i skipped this part. Otherwise sometimes, Tutorials will get too long... But hey: I think these materials, come with 2 or 3 textures each. One color map for color information and a bump/displacement map for height information.
Its not so complicated.
@@3DBONFIREYou are right! It really was not so hard. I've just found where I did a mistake - just needed to change the length of the V parameter, so now it looks much better) sorry for bothering you, and many thanks for sharing this!
Dude, can you share the specs of your computer? please 🙏
he's got 2 Nvidia 3090s. I've got a 3070 and my set up is not happy with me.
Test comment
Do you think this Houdini spline advection is still too far off for cinema 4d? ua-cam.com/video/t6-RhPhc18E/v-deo.html