This was so well explained, heaps of gratitude. I was able to create the object to take into Dimension and texturise there thanks to this excellent video.
20+ years ago people made this with 4steps: 1.making one small bump (diamond shape in this case) 2. cloning bump in two dimensions 3. Bending this patern 360 4. extruding the hole edges, cap holes, chamfer (bevel). It was 4 minutes, not three, and in opposite direction. Nice tutorial, thank you.
Great knowledge to have. Thank you! However, the polygonal count on a small detail object seems a bit high, especially for those of us who make models to use in other programs.
@@ChippWalters Thanks! I thought to add how this knowledge could be used to create bump/displacement/normal maps for use in other programs, but then realized it might take a tutorial to explain.
Using microdisplacement, UV -> Separate.XYZ, then add a multiple of one to the other. *integer -> fraction -> *2 and you have one linear ramp up/down in a spiral (regular UV layout from a noncapped cylinder). Then do the same where you subtract instead of adding in the start, and you have an opposite spiral. Then do whatever you want with them, minimum should give similar results as geo with bevel node. Adding or multiplying is worth looking into, as well as smooth minimum and smooth maximum. Or run them through a sine function (remember to remap back to 0-1 before more math). Or a circular function like result-(result squared) -> square root (or 1-(result squared) -> squared root), can't remember. If the object is distant, just swap out displacement only for bump only. Not sure how to do it with geo nodes, never tried. Microdisplacement is problematic used on assets, as it samples the source which could be far away. But I don't think I'd ever want this level of geometry in any assets.
Hey there Chip, I have a complex curvy model that I want to knurl. I noticed how easy this appears to be but, my mesh is not even as is the knob. I don't have perfectly aligned vertical lines to intersect my perfectly aligned horizontal lines. Do you think I should still try to use this method? I'm having a heck of a time with all the techniques but that is due to my ignorance. This looks easy on my brain.
@@ChippWalters Ya, so many techniques and I'm not sure which is most practical for my model. Do you offer advice on an individual basis? My model is complex, I'm told.
also in view>'frame selected'... '/' is all the way to the right though so I recommend setting it to shift+f (f for focus), which is always under your fingers (or close).
A equals select all, f equals make a face. So when you select all the vertices and you hit the f key it'll turn an The selected edges to a face. Sorry I didn't do better.
This was so well explained, heaps of gratitude. I was able to create the object to take into Dimension and texturise there thanks to this excellent video.
I have been looking how to do this everywhere! Thank you so much for your video.
This was extremely helpful, Chip. Thank you!!!
20+ years ago people made this with 4steps: 1.making one small bump (diamond shape in this case) 2. cloning bump in two dimensions 3. Bending this patern 360 4. extruding the hole edges, cap holes, chamfer (bevel). It was 4 minutes, not three, and in opposite direction. Nice tutorial, thank you.
Thanks. Such an easy to follow tutorial.
Great! to the point no waste of time! suscribed!
Quick and stright to the point! Thanks!
Just what I was looking for, thank you!
Thanks for this tuto! Very helpful!
Nice.😊
Very Thanks for tutorial.
Exactly what i needed. thank you!
Thanks a lot. Just what I needed
Looks pretty!
thanks, it was just what I needed
do i hear an aquarium in the background ?
your scene setup looks very nice , i think ill setup something similar as my default startup file
Yeah, I recently added a new pico mostly coral only aquarium. I've had a few in the past and enjoy them.
Very nice tutorial 🙂
EXCELLENT TUTORIALLLL THANKS ALOTTT
u should have inner dimension as well... I was looking to 3d print a knob
I have synth but I cant find the synth kpack materials..that you picked @:42
They are the free kit ops materials that come with both the free and pro version of kit ops.
That was awesome!
Very good quality good thanks
Thank you!
Fantastic tip...
That what I was needed 👌
Great knowledge to have. Thank you! However, the polygonal count on a small detail object seems a bit high, especially for those of us who make models to use in other programs.
You can always create a flat knurled surface, create a normal map and then cylinder project it.
@@ChippWalters Thanks! I thought to add how this knowledge could be used to create bump/displacement/normal maps for use in other programs, but then realized it might take a tutorial to explain.
Where I can find your material addon is amazing, it will work on 2.93??
Yes, EEVEE Materials System is on Blender Market and Gumroad.
Very nice.
Fucking brilliant man! I'm creating a beer tap faucet/handle and wasn't sure how I was going to make the knurled part. This is it! Thank you!
Hello Mr. Chipp, did you ever end up releasing the plastic material pack for free? I'm trying to find it online but am not having luck. Thank you!
Ko-freemats come with KIT OPS PRO and KIT OPS FREE.
That was awesome. Thanks, Chip.
Question: is there a way to create these (the knurl effect) procedurally?
I imagine you can create a bump map to do it. Or just bake this knob onto a cylinder.
I'm no expert, but I would try the geometry nodes for this.
@@MarcinPetruszka that’s an awesome suggestion 🧐
Using microdisplacement, UV -> Separate.XYZ, then add a multiple of one to the other.
*integer -> fraction -> *2 and you have one linear ramp up/down in a spiral (regular UV layout from a noncapped cylinder).
Then do the same where you subtract instead of adding in the start, and you have an opposite spiral.
Then do whatever you want with them, minimum should give similar results as geo with bevel node.
Adding or multiplying is worth looking into, as well as smooth minimum and smooth maximum.
Or run them through a sine function (remember to remap back to 0-1 before more math).
Or a circular function like result-(result squared) -> square root (or 1-(result squared) -> squared root), can't remember.
If the object is distant, just swap out displacement only for bump only.
Not sure how to do it with geo nodes, never tried.
Microdisplacement is problematic used on assets, as it samples the source which could be far away.
But I don't think I'd ever want this level of geometry in any assets.
@@gottagowork definitely gonna give this one a try. Thanks.
Hey there Chip, I have a complex curvy model that I want to knurl. I noticed how easy this appears to be but, my mesh is not even as is the knob. I don't have perfectly aligned vertical lines to intersect my perfectly aligned horizontal lines. Do you think I should still try to use this method? I'm having a heck of a time with all the techniques but that is due to my ignorance. This looks easy on my brain.
You might try using a remesh modifier to get the lines correct. Or, another way is to use normal/displacement maps.
@@ChippWalters Ya, so many techniques and I'm not sure which is most practical for my model. Do you offer advice on an individual basis? My model is complex, I'm told.
Jump in at cw1.me/discord and we can belp
super sick stuff. its dope you're making all this stuff available for everyone. do your addons work for blender 2.91 by any chance?
Yes, they all do 😀
Simple, effective, great!!!
Awesome.
Wow!
How do you go into local mode? What key?
With this... / ...key
Use that key Elmo said, but on the numpad.
also in view>'frame selected'... '/' is all the way to the right though so I recommend setting it to shift+f (f for focus), which is always under your fingers (or close).
Great
Wow
You lost me at, "Hit A, F". Nothing happened ?? That's why I hate keyboard shortcuts in tutorials as nothing gets explained??
A equals select all, f equals make a face. So when you select all the vertices and you hit the f key it'll turn an The selected edges to a face. Sorry I didn't do better.