Procedural fabric fiber in Blender
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- Опубліковано 1 жов 2024
- How to create a fabric fiber texture without any baking or image texture. Everything is node based.
Watch explanation here: • Blender node insanity ...
My goodies for sale: lancephan.gumr...
Me: you can do this right?
Brain: you're kidding
Same
With Substance Designer it is one hundred times easier with better results.
@@mgodoi3891 oh really? I'd love to but substance lags on my machine. I'll purchase it we. I'm done upgrading my PC
@@mgodoi3891 : No challenge ... SD is way better, BUT
This is pure genius. As Mark Watney said in 'The Martian':
"I'm gonna have to science the SHIT out of this"
That's exactly what mr. Phan is doing ... and I love it.
When you understand textures on that level, you can help in builing the fastest, lightest 3D software (games).
Pretty sought after skill, I'd say.
Matheus Godoi just pay for it
Just wanted to come back and say thanks for this video! You basically got me into proceduralism and I'm literally now paid to do play with proceduralism in Blender for my job now. Crazy the impact things can have - thank you
This is an incredible technique, created by a very talented man. Thank you for teaching an older guy how to develop his own Blender skills. The Blender community is a breath of fresh air in this everything for profit world. You are an exceptional talent and I thoroughly enjoy all of your tutorials. THANK YOU. Dg
Learn became fun again, right? Love the community of Blender and open sources in general
your mind is about to explode and your jaw is about to drop
He wasn't kidding 😂
The technique is great, but the video isn't super helpful as a tool for learning Blender because you don't say _why_ you use each node, and what they do to create the pattern. The video does a good job of showing how to get this exact effect, but it's hard to apply that knowledge to other tasks when only the _what_ is explained, and not the _why_.
nameHere_ 100% agree. I was getting more and more frustrated every minute when watching this. Especially after 1/3 of a instruction. No idea what and why he did after. Even after watching insane made sane tutorial. Multiplying x times y...ech...useless without explanation for me.
I'd recommend watching CGMatter's procedural node course on UA-cam
"And we'll bring it up aaaaaLIDDEBITT"
Just a liddebit
The release candidate of Blender 2.8 is now available, but for some reason the Node Wrangler add on was changed and some hotkeys are now different
Beginning of video kinda stupid - why do you ask "what do you think how i did this?". We can read the name of video dude. ^^ But thx for tutorial.
@@AnimaStudio88 You really didn't need to say that fam
@Star Niko He really got out of his way to be mean, wasn't he?
This deserves more appreciation, may your channel grow bigger sir
New sub here
Thank you
Plsss help. The moment from adding greater than maths node. I am getting different render. Instead of black planes I am get black bumps. I don't why but literally every time I try to follow a tutorial something always goes different from the UA-cam . It is really frustrating. Plsssss help. Is it setting that's pushing everything off. Or is it just fate. 😭😭😭😭
at 4:40 I'm not getting any displacement from the geometry. I followed the tutorial to a T I don't understand what went wrong.
go into render mode
I never thought you could do that without substance designer
Nice one!
One small addition (hope I didn't overlook this in your tutorial):
If you add another Math Node to the overall thing, connecting your input value to the Displace Height with a Setting: Divide 0.1 (change this once to your liking) divided by the input value
you will get the same mesh height no matter how grainy you want to have the fiber :)
Just working through this. What are you pressing at 2:37 for Lazy Connect? I see it show at the bottom of the screen but as you don't have keycast we miss this? or is this an addon that I need to enable? I have to admit this is my first tutorial of yours I am watching so maybe you mention it in other Tutorials? I understand it advanced but we learn by doing...
Just answered my own question. First basic tutorial says enable Node Wrangler
I don’t know if you solved your problem yet but it’s ctrl+shift+LMB after you do that it’ll connect to a viewer node and then to the surface tab of the material output node. I hope this helps cause I was having trouble too.
Another thing make sure you have the add on called “Node Wrangler” toggled on in order for it to work
@@EladdNZZ OMG Thank you very much, very helpful
Blender really needs an asset manager where you can synchronize free materials with a Git repository and one default material library with texture and other stuff included. Can't wait until the asset manager will be available in the stable version.
This was super eye-opening! My only tweak would be to attach a math node between the number of threads and the bump distance so it always scales
yeah that will solve the problem
@@LancePhan Could you explain what type of conversion and value to put there? I put the math node to Power and the value to -1.300 and it seems to work fine, but is this the right way to do it?
@@alexanderchaplinbraz1113 The relationship between them is inverse proportionality so I would do a divide node with the thread count going into the bottom, and whatever number works for your constant into the top but if your way is scaling correctly then that's good too!
@@alexanderchaplinbraz1113 one math node to divide one by the number of threads (eg 1/4 where 4 is the number of threads) and then multiply that by the height (eg 0.25*0.2) and feed the result into the distance socket on the bump node.
@@DaveCollison I'm trying to find where this math node would be placed. Help please :D
1:42 Cycles material displacement is no longer an “Experimental” feature.
Would be great if Blender had Marvellous Designer functionality.
did anyone else have a problem with modulo (at around 3:25)? When I add the node and adjust the settings like in the video, the gradient doesn't repeat. I'm using blender 2.93
Piss off !!! I ain’t t gonna tell you sh😈t! Awesome dude!
I was looking for it for months, no not the cloth material but tricks with modulo
Whoa.. That's magic. My mind is officially blown
Never knew that a Blender tutorial could be this interesting. You have a great sense of humor.
Great work and thanks for sharing!
First of all thank you very much for the tutorial!!
Second of all thanks to youtube for recommending this to me at the right time! 😍🔥🔥
Watch till the end where yo can find the essence of the video.
Me: I can do fabric with numbers yo!
Friend: Wut?! How?
Me: Piss off
:)
Great stuff Lance! Cheers.
cycle didn't show the displacement result like your's at 18:39....did i miss any settings??.....
Fck me!)) I usualy mix 2 wave textures -> bump -> normal. Have no idea what for anybody needs those size of details.
I've been looking for procedural weave tutorial for days and it's a 2 years old tutorial! Thank you so much!
I'm sorry, but I followed exactly like instructed, but this still doesn't work. What did I miss?
Creativity is good I like it. And I subscribe your channel😍😍👌👌
The thumbnail alone is a piece of artwork 😉🤗
yup
The only funny thing is when at 15:00 you say that for the shortcut to work it's necessary to have node wrangler on. Like there is any chance someone who doesn't know that is still keeping up.
Other than that it's topnotch content. Thank you so much!
Phantastic work you showed us here.
A pleasure to watch.
Thank you.
ok ur viewers are getting the first step wrong, those who actually make this 50% will fail as u dont tell how exactly u subdivide ur plane, i am getting very very different results by dividing in edit mode and applying subsurf modifier
why alpha value is directly connect in alpha value of principled bsdf shader.
Is it good or not ??
cool video content-wise, but why so cocky? Procedural materials are industry standard and nothing to brag with or to tell someone to piss off.
Wow! Is it Ressource light for Gamingengines?
I followed every step. I instead ended up with marshmallows
I use all node some connected some cant i duplicate nodes then add another nodes some connected some not after adjusting nodes i add another nodes some connected some not after all done i duplicate all node and connect to each other some connected and some not after done i added couple nodes again some connected some not.😴
thanksfor the tutorial! but there is so many node-related things we d['nnt understand/ meybe you can make a node tutorial teaching us the principle behind using those nodes
would be nice if you could explain what the math nodes are doing, exactly :)
40 seconds in and I had my abs workout for the day :P really interesting stuff, thanks a bunch !
looking at 10:30, I wonder if it's easier to make it with a brick texture node. but your XY game is awesome :)
at 2:32 i didnt understand how you did the node viewer? I did control shift 2 times and didnt work. Can you help me ?
I wish i knew math nodes. I dont know why but i have the feeling that there is a much simpler way.
Good tutorial... but i can't get the displacement to do nice round arches... they end up being sharp pointy triangles no matter how much i mess with the rgb curve... and yes the plane has been subdivided... so i'm unsure if theres a bug or i'm missing something.
Try subdividing using the modifier and increAse the level
There are many possible ways you can make it wrong and it's not possible for me to tell since I don't know how you end up with that error. Maybe you didn't connect the curve to the displacement ? If you follow the tutorial exactly, then it should work, there must be something you did differently.
Maybe you plugged the output in the factor and not the color
I had the same issue - used cardinal instead of linear for the first RGB ColorRamp.
Update: I think It may have because I left the default value for the centre point of one of the 2 colour ramps (. 5) instead of increasing to 1.
Had the same issue. Further subdividing was the answer.😎,,..btw. great tutorial Lance Phan. haven't seen such an indepth tutorial on creating procedural cloth like this anywhere ..wow !!
I don't know why you went through all that trouble at the end to recreate the shader. you could just plug the alpha channel into the translucency input on the principled shader and cut your video down considerably. Also you fly through that section so quickly because it's obviously something you do a lot, so it comes of as difficult to follow. Great tutorial though!
there is no translucency on the principled shader, the subsurface is not the same thing.
I did everything right in the first try... But at what cost?...😂
Good Stuff ..
At time index 7:41 you have almost got roof tiles !
U crazy man! Incredible technique!
Wow 😯😍😍 man you are genius and this approach is fantastic. I'm subscribing to learn more from you. 👍🏼
This is awesome! I found a good formula for the bump distance, using math nodes and the Value input node (called V next up): V / (V * (V / .25)). It looks great at varying scales. I also just used a Principled BSDF with higher than 1 sheen (around 10 or so) and high roughness for the cloth material, that makes it look like real cloth. Thanks for this amazing tutorial!
why so complicated, that's just 0.25/V
Love it man ... so nice... can you give some source where you can learn vector math and all ?
This is high school math, I learnt it back in high school, not on the internet. So maybe there are sources of info, but I don't know about them
Just Subscribed nothing else.
Can you just email the blend file? lmao
No Screen Cast Keys? Dislike!
you can do it in Eevee too, just set material blend mode to Alpha Clip
yes, the preview at the beginning is eevee
Okay, youtube, I watched it.
Ok I finally understood this but here are two things to take into account if you're not getting it.
First: At 7:31 You can see, (And althought this is already clear working with one of the XYZ values) that despite working with values, when added, they have their mapping and it is not "mixed" in fact this is what happens when you use blender's primitive textures, they have different values across the object.
Second: At 10:08-ish he uses the greater than to make a "mask" of the previous waves so the part that is fully black won't be affected when using multiply.
Or in another way: He uses the waves just to get a mask with greater than, so the second waves that alternate only work where needed. And where is not needed? Where the other waves are fully dark (4:02).
The rest is explained in the node insanity made sane. I hope this could help some of you watching this video, also trying to explain this made me have to tie it all together a bit better, so this comment is a future reference for myself.
Why it changed to expirimental in render
Thanks for this, great tutorial and I love the look of the material! One thing that bugs me though is that if I apply the material to any object I lose all information except colour. Is it needed to adjust any values for different objects?
What shader are you connecting to?
i love the final words haha! SUBBED!
I dont like instructions like this. I prefer explanation. You could have placed just a node setup. You are relly good mate but You are not a good teacher for me. The setup is really impressive.
How can multiply texture? It is absolutely counterintuitive. What does it mean? What is being multiply in rgb? Texture by value? Xyz? It like multiplying mood by apples and dividing with time, for me....
I wish i could understand what is behind this calculations.
Check out the next video titled "node insanity made sane" where I explain the math for hardcore artists.
This video is for a broader audience, a lot of people will run away as soon as I start talking math so I don't get too technical here.
Lance Phan thx. I am not the one who runs away. I am the one who like to dig deeper in order to understand stuff like this. Math behind procedural textures is what i really want to know. I just said to myself-you need to know it. No idea why. I am old beginner into 3d world.
bro u fucking saved my day i love you
Just started to learn NODES and my BIG problem is how you know what nodes you need to pick for what effect. There are so many and what effect they have is puzzling and mind blowing.
Cheers
PS. Just signed up.
✳️Is there a good way to control the flags of the colorramp (their position and valie for example) outside of the node group?
Unfortunately no, we can make some work around but can't really solve the problem
That's a shame :(
But thanks for the reply and keep up the great work👍
@@benni2294 On second thought, I think you can use drivers to control the color ramp keys from somewhere else. You just can't add or remove the keys. It's a complicated work, but possible.
@@LancePhan right but that's a very messy process. I always wished for a bit simpler method for other nodes as well, because some of them don't have sockets to input something to change their value.
You sir, are brilliant. Thank you so much for this technique, it worked very well even though I skipped some parts towards the end!
When I make the "thread" group, there's three connections rather than 2? And they're labeled "Value" not input.... not sure why it won't group the same way as yours.
my jaw! i lost it, you own me JAW !!!
Thank you sir! That's exactly what I've been looking for! Great tutorial, and great result! Keep it up!
Very impressive thanks
My dude!!! the normal/ alpha node works wonders! I'll be experimenting with it for a while, if I find a way to optimize or simplify the node I'll give you a call. Thanks a lot for your work!
This is fucking incredible. You are a GENIUS!
Awesome video, very helpful! Although, I'm in 2.92 and I can't seem to get the black parts in between each thread.
Even tho the nodes were followed correctly in the video. I went back and found an unlinked node that should have been linked but other than that.
No reason why the gap between threads should be missing on my end. Good vid tho!
i did finish but one of the main thing to do this was also to know how to get cloth sim right, my cloth keeps tearing and behaves weird please make how to simulate cloth
I did the simulation in Marvelous Designer, use only the basic functionalities.
Noice 🌚
Hi, what if I wanted color differently the X and Y component.
I mean, how do I separate fabric going along X axis from the one on the Y axis?
Wonderful tutorial. How did you learn all this? Are you just a math wizard?
I only barely followed what the hell was happening there, but man, I have to say, I've ended up with a beautiful cloth texture. Thanks very much for running me through that.
OK, now that's official, you are the best. I gave your name on some Blender site for 3D artist saying that I learned a lot from you, I hope you don't mind.
Nobody can understand
Is a pair of map ranges and a multiply more efficient than the coloramp method?
yeah but the map range node was not available at the time of this video.
impressive. thanks.
What an amazing tutorial! Thank you very much ! Here is a question: I want to apply this shader to an object in X, Y and Z axis. Which direction to follow?
Blender video of the day, for sure. Lot the commentary too.
typo, meant "love the commentary too"
WOW!
AMAZING!
Its a kind of Magic. Nodes! Nodes! All you need is Nodes! ha ha ha.
Impressive result but wow the node map is so complicated it makes me think: "Wouldn't baking be faster?"
yes, baking is faster, but then you wouldn't know how to use math in textures.
@@LancePhan I see. I thought this was presented as an example of the proper solution to this problem, not an example of using math in nodes. It is a fine example of the later. :)
your lessons doesnt work
that's huge man! thanks.
your tut is nice.. like so
Specifically; what does the experimental rendering option do?
it allows you to turn on adaptive subdivision and displacement. The displacement is no longer in experimental mode though.
@@LancePhan So a lot of these options are normally hidden. Interesting.
LOL the end is soooo funny
This is madness
O que foi isso que eu acabei de ver, cara tu é sessacional, to iniciando em modelagem 3D mas nunca imaginei que algo assim era possível.
parabéns mesmo...
Po se tu consegue ver esse video em ingles certamente tu consegue comentar em ingles tmb, pq comentou em pt?\
Bom, eu prefiro, pq não?
Revisiting this after your space/time manipulation vids, is much clear now, how you're using adding to displace vectors.
Cloth usually look fuzzy when you look closely at it as it has smaller strands in it. How can you do that?
18:08 Seems you should add a math node to make the Bump Distance input be a function of the texture scaling.
👏👏👏👌🙏
I absolutely love this shader, really. I do wish it worked in eevee though. My main computer has been down for a while so I've been using a low budget laptop until I can afford to buy another motherboard. Needless to say the laptop doesn't have a gpu so eevee is my goi to for short animations although cycles is my 1 true love lol.Thnx for this ingenious shader. If I find a way to convert it to eevee I'll let you know.
this shader works in eevee, doesn't need any conversion. You only need cycles to visualize the displacement during the process, but you can use the bump node instead
@@LancePhan I'm sure I followed the tutorial verbatim but when I try to render in eevee my shirt is pink like when there's a texture node without a texture. I'm trying again right now with the displacement detached. Fingers crossed. Thnx.
My apologies. I'd added something into the shader that wasn't supposed to be there. It worked in cycles so I thought I'd done it correctly. Again sorry.
I wanted to do a similar thing recently and I couldn't figure it out quickly with nodes so I literally modeled a tileable part of it and used it as a height map.