Surface Imperfections: Dirt mask & Occlusion mask - Procedural Material Creation with Mantra ep. 09

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  • Опубліковано 23 січ 2025

КОМЕНТАРІ • 18

  • @AriseWorks
    @AriseWorks  5 років тому +1

    If you want to follow along with the course with all the assets, you can get them here: gumroad.com/l/CWEiY
    Hey, I just met you, and this is crazy, but here's my twitter, so follow maybe? twitter.com/oossoonngg
    or instagram for that matter instagram.com/oossoonngg/

  • @alexeyivanov9205
    @alexeyivanov9205 Рік тому

    Very helpful. But how to combine two displacements with negative and positive values?

  • @ModelWhatYouSee
    @ModelWhatYouSee Рік тому

    Anyone else drag and drop the occlusion and dirtMask node on the geo and it not work? I'm using 19.5 so didn't know if something changed...

    • @AriseWorks
      @AriseWorks  Рік тому +1

      Will try to check soon and see if it still works

    • @AriseWorks
      @AriseWorks  Рік тому

      It works. At least directly in mantra render, not in lops or some such.

    • @ModelWhatYouSee
      @ModelWhatYouSee Рік тому

      @AriseWorks I'll give it another shot thanks 😊

  • @sqworkshop
    @sqworkshop 3 роки тому

    How inside material builder convert SRGB to linear color space? pow to 2.2 not enough

    • @AriseWorks
      @AriseWorks  3 роки тому

      There's a video about gamma fix, should help

  • @alonzo_at
    @alonzo_at 5 років тому

    Could you show how to add decals?

    • @AriseWorks
      @AriseWorks  5 років тому +1

      If you are thinking about good experience like in, say, Keyshot - this is going to be a disappointment. I know of a way of doing decals [possibly there is a better way], and I think I'll record a video on that, but generally speaking I'd really suggest doing those in Mari/sbsP/qMixer (if the 2020 release is going to have that option).

    • @alonzo_at
      @alonzo_at 5 років тому

      @@AriseWorks Yeah I was hoping for a way like in the unreal engine - just throw in a decal, place it (scale, direction and depth) and call it the day :)

    • @AriseWorks
      @AriseWorks  5 років тому +1

      UE4 does it using buffer operations, irrc available only for deferred rendering pipeline. At any rate, unreal has one of the best solutions for decals when applicable. Sadly, to my knowledge it's not easy to replicate such behaviors in Mantra. Like I said, I might stop on this topic in this workshop.

  • @manhcao3403
    @manhcao3403 3 роки тому

    thank you very much

  • @massimobaita7178
    @massimobaita7178 5 років тому

    Thank You very much!

  • @hved
    @hved 5 років тому

    wish this were karma rendering series

    • @AriseWorks
      @AriseWorks  5 років тому +5

      I'm going to cover Karma, with more examples and setups. And H18, and other interesting things.

    • @hved
      @hved 5 років тому

      @@AriseWorks sounds promising!

    • @mouhammadwasseemshaabani3348
      @mouhammadwasseemshaabani3348 4 роки тому +1

      But this is more like a material tutorial than a render tutorial... So I guess all the principles are still working exactly in karma, nothing would be changed...am I right? and thank you sooooo much by the way, I am so glad to find your channel, keep the great tutorials up