Thanks as always! I also liked taking the end result, duplicating the color ramp that went into base color with it still hooked up to brick texture, turning all but 1 of the colors (usually the far left) to black, and then plugging that color ramp into emission.
What would be interesting is a material to geometry conversion tut or some kind of node wrangle device. I know this would increase the gons but I thought I would post. I like to export the physical shapes to Unity.
thanks for the video idea. 👍 You can actually do that, by baking a texture map of the displacement. Then you can add the displacement modifier, and add in the baked texture. Then you can just apply the displacement modifier, and the displacement will be actual geometry.
At 7:15 where you put the color value of the Voronoi into the brick, why do you get a completely different texture if you put the distance to scale? I have never seen a UA-camr explain the difference between distance/color and color/fac. Im hoping you can shine some light on this for me
You get a completely different look, because they are all different textures. if you Control + Shift + select the Voronoi, and continue to click on it, it will go down and preview all of the values. and you can see that each value is different.
fwiw: holding the ctrl then x will delete most nodes and leave the noodle going. Not if the destination is different from the origin, but it works. Or, you can hold the alt, then use the mouse to lift a node out of a noodle, so you can place that node into another. Again, results may vary for the same reasons. Have fun.
Hi! This is outstanding! I am wondering, is there a way to make it so we can modify the material in the material tab rather than having to go into the shader each time? Thanks for everything you do.
Real talk my dude. Where did you learn the basics to create a foundation on learning how to NODE? Also, how many hours would you say you dedicate a day to NODE learning... MMORPG levels? I would love to Node without ever having to touch and shape a cube again. Anyways, thanks a bunch for sharing and uploading your knowledge.
is it only me that it doesn't work when I switch from Brick Texture to Displacement, I checked everything multiple times but it's the same as in the video, only the craters don't want to form, help?
I wonder... Can you try to make a plastic material (like the type for plastic bags?) Or maybe like a ripped (or not) fabric material, with fraying (or not)?
This is awesome Ryan! Is there a way to take one of the colors inside the color ramp and make it emissive? This would be an awesome way to create windows and lights inside the material!
@@RyanKingArt The hardest part was getting the scaling to work, since one can't just plug a texture into another texture in Substance Designer (SD) as far as I know. Though it's something I should look into. One thing that I can't figure out is how to replicate another one of your sci-fi panels tutorials, the one where you plug a voronoi distance into the brick's vector. I just don't know what exactly is happening there, so I can't replicate it in SD. Though that's another thing I'll have to look into, see if I can figure out exactly how the input vector for the brick is modified by the output distance of the voronoi. EDIT: Actually, I did figure it out. The idea is that the voronoi texture's value determines where the brick colour is drawn. For instance... Let's say we're using a coordinate system that goes from 0.0 to 1.0, within the voronoi and brick textures, so if the pixel of the voronoi, let's say at 0.1 by 0.35 has a grey scale value of 0.25, then our output pixel, at 0.1 by 0.35, becomes whatever colour is in the brick texture at 0.25 by 0.25. If that makes any sense. That's how plugging the distance from a voronoi into a brick's vector works.
That is awesome Ryan, your videos always have something interesting. Mr. Ryan I wanna you help me to make a procedural texture and put it in a specific location on Geometry, I don't want to apply it in whole object just in a specific position.
@@RyanKingArt Perfect, but it doesn't seem to make what I want. Maybe i cant explain exactly what I want, I want to use procedural material like a stamp. Did you know substance software from adobe? I'm sure you know. Just drag and drop the material and you can position it anywhere in geometry. "Not all substance's material work like this way but there are some of them do". Thanks for your reply and I appreciate your time and work. ... Sorry for my bad English...
Hi Ryan, how did you get your material to update so quickly when changing the scale value? My render takes several seconds to update to a new pattern while yours changes very quickly.
hmm, well my computer is pretty powerful, so that might be why. You might want to make the adaptive subdivision less detailed, and that should speed up the preview. Or you could hide the subsurf modifier from the view, and turn it back on before you render.
Follow your tutorial and got same result but my lighting not good as yours Plz consider to make lighting trick because I watch your beginners lighting tutorial but if you can explain more tricky lighting tutorial God bless you
Eh this doesn't look that great on an actual spaceship model but thank you for sharing this. it was really helpful to mess around with. Its waaaay too dark.
@@RyanKingArt Could you please make a procedural geometry nodes tutorial on greebles? I have a few custom models I want to appear around a vertex group but all i can find is crap about the discombobulator. Nothing about kitbashing greebles onto a model.
*Procedural Material Pack #9:* ryankingart.gumroad.com/l/propack9
*Purchase the project files:* ryankingart.gumroad.com/l/panels
You, Ryan, are The Man!! Much love for ya.
Thank you! 😀
Thanks as always! I also liked taking the end result, duplicating the color ramp that went into base color with it still hooked up to brick texture, turning all but 1 of the colors (usually the far left) to black, and then plugging that color ramp into emission.
oh yeah that does look cool! just tired it. I also turned up the emission strength, and added a glare to it.
Thanks for another great tutorial Ryan. You are an excellent teacher, it is very easy to follow along.
glad you like it. Thanks for watching!
Your content is so underrated. Your like a procedural God.
Lol thanks! 🙂
That was awesome!
thanks!
thanks pro you're video's really help me
Glad to hear that. Thanks for watching!
Excellent Ryan - You have quite a gift to share with the world!
thanks!
Really nice material!👏
glad you like it!
you are an amazing teacher. thank you for sharing your knowledge with us 😊
you're welcome!
So simple and so brilliant!
glad you like it!
This is so cool! Thank you!
Glad you like it!
Cool stuff, Bro - very cool!
Thanks!
Your material videos are really greate. 👍
Glad you like them!
This is such a good tutorial. Thank you very much. I learned a lot from that and want to try this in my project😃
Glad it was helpful!
fantastic tutorial, i can't quite get it looking as good but inspiring
thanks for watching!
Another nice one Ryan!!
thank you!
Hi everyone 🖐🏻
Hello! Thanks for checking out my video.
Amazing 🤩🤩
thank you Blender Stuffs!
You are awesome! Loved the video
Thanks so much!!
How Ryan? How do you always hit the nail right on the head! This will be so useful for me, thank you! Keep up the great work!! (:
Glad you like it!
That trench reminds me of the death star, put it on a sphere, turn it sideways... lol
Last time you made a BORG cube, now the Death Star. ;)
Haha yes, I had that thought too. Kinda looks like the Death Star Trench. 😄
nice
Thanks!
What would be interesting is a material to geometry conversion tut or some kind of node wrangle device. I know this would increase the gons but I thought I would post. I like to export the physical shapes to Unity.
thanks for the video idea. 👍 You can actually do that, by baking a texture map of the displacement. Then you can add the displacement modifier, and add in the baked texture. Then you can just apply the displacement modifier, and the displacement will be actual geometry.
@@RyanKingArt But this wont do a whole selected object though just a face?
nice work
thanks!
At 7:15 where you put the color value of the Voronoi into the brick, why do you get a completely different texture if you put the distance to scale? I have never seen a UA-camr explain the difference between distance/color and color/fac. Im hoping you can shine some light on this for me
You get a completely different look, because they are all different textures. if you Control + Shift + select the Voronoi, and continue to click on it, it will go down and preview all of the values. and you can see that each value is different.
fwiw: holding the ctrl then x will delete most nodes and leave the noodle going. Not if the destination is different from the origin, but it works. Or, you can hold the alt, then use the mouse to lift a node out of a noodle, so you can place that node into another. Again, results may vary for the same reasons. Have fun.
thanks for the info 👍
Hi! This is outstanding! I am wondering, is there a way to make it so we can modify the material in the material tab rather than having to go into the shader each time? Thanks for everything you do.
yes, that is possible. I'd like to make a tutorial on that sometime. 👍
I would call this procedural scifi greebles
yeah that's basically what it is.
Thank you realy love your vedio
glad you like it!
Real talk my dude. Where did you learn the basics to create a foundation on learning how to NODE? Also, how many hours would you say you dedicate a day to NODE learning... MMORPG levels?
I would love to Node without ever having to touch and shape a cube again. Anyways, thanks a bunch for sharing and uploading your knowledge.
🔥🔥
thank you!
is it only me that it doesn't work when I switch from Brick Texture to Displacement, I checked everything multiple times but it's the same as in the video, only the craters don't want to form, help?
I also use this procedure generated texture on the world scene and turn it into space scenes look. Can you make a video for that too?
thanks for the video idea.
Very Cube movie-like!
thanks!
I wonder... Can you try to make a plastic material (like the type for plastic bags?) Or maybe like a ripped (or not) fabric material, with fraying (or not)?
thanks for the tutorial ideas. 👍
👍
Thanks Jason!
This is awesome Ryan! Is there a way to take one of the colors inside the color ramp and make it emissive? This would be an awesome way to create windows and lights inside the material!
yes, just plug the color ramp into the emission value on the principled.
@@RyanKingArt how do you isolate the one color that you want to be emissive and leave the others non-emissive?
@@BraggsTippingPoint you can use a color ramp for that. set the color ramp to constant, and drag the tabs around.
@@RyanKingArt You're awesome! Thank you!
Thank you for the vid. If you need an idea, I would love to see how you would make jeans fabric. Keep up the good work.
Thanks for the idea!
@@RyanKingArt No problem. Any time! I'm modelling Lucky Luke, so I could need it 😊
Impressive
thanks!
👍👍👍
thanks!
Cool 👍
thanks!
what blender version you use for now?
version 3.2.2
@@RyanKingArt TQSM
I've been using Substance Designer recently and somehow I was able to translate your Blender tutorial into something that mostly works in Substance.
Oh wow thats cool! 👍
@@RyanKingArt
The hardest part was getting the scaling to work, since one can't just plug a texture into another texture in Substance Designer (SD) as far as I know. Though it's something I should look into.
One thing that I can't figure out is how to replicate another one of your sci-fi panels tutorials, the one where you plug a voronoi distance into the brick's vector. I just don't know what exactly is happening there, so I can't replicate it in SD. Though that's another thing I'll have to look into, see if I can figure out exactly how the input vector for the brick is modified by the output distance of the voronoi.
EDIT: Actually, I did figure it out. The idea is that the voronoi texture's value determines where the brick colour is drawn. For instance... Let's say we're using a coordinate system that goes from 0.0 to 1.0, within the voronoi and brick textures, so if the pixel of the voronoi, let's say at 0.1 by 0.35 has a grey scale value of 0.25, then our output pixel, at 0.1 by 0.35, becomes whatever colour is in the brick texture at 0.25 by 0.25. If that makes any sense. That's how plugging the distance from a voronoi into a brick's vector works.
That is awesome Ryan, your videos always have something interesting.
Mr. Ryan I wanna you help me to make a procedural texture and put it in a specific location on Geometry, I don't want to apply it in whole object just in a specific position.
in edit mode you can select the specific faces and apply materials to those faces.
@@RyanKingArt
Perfect, but it doesn't seem to make what I want.
Maybe i cant explain exactly what I want, I want to use procedural material like a stamp.
Did you know substance software from adobe? I'm sure you know. Just drag and drop the material and you can position it anywhere in geometry. "Not all substance's material work like this way but there are some of them do".
Thanks for your reply and I appreciate your time and work.
... Sorry for my bad English...
Hi Ryan, how did you get your material to update so quickly when changing the scale value? My render takes several
seconds to update to a new pattern while yours changes very quickly.
hmm, well my computer is pretty powerful, so that might be why. You might want to make the adaptive subdivision less detailed, and that should speed up the preview. Or you could hide the subsurf modifier from the view, and turn it back on before you render.
I have an idea for a video that if you make the foam material like on coffee or beer?
thanks for the idea!
Follow your tutorial and got same result but my lighting not good as yours
Plz consider to make lighting trick because I watch your beginners lighting tutorial but if you can explain more tricky lighting tutorial
God bless you
How do you export this into Unity?
You will need to bake the material out to texture maps. Check out my texture baking for beginners tutorial.
Eh this doesn't look that great on an actual spaceship model but thank you for sharing this. it was really helpful to mess around with. Its waaaay too dark.
thanks for the feedback 👍
@@RyanKingArt Could you please make a procedural geometry nodes tutorial on greebles? I have a few custom models I want to appear around a vertex group but all i can find is crap about the discombobulator. Nothing about kitbashing greebles onto a model.
Is god 🤙
what?
Can this be imported into unreal
Yes, if you bake out the textures to texture maps.
wait till this guy finds out about JSplasment
Dude cool tutorials, i'm realy a fan of you; but i think you over-explain some parts and that's a bit time consuming
Sorry about that. a lot of beginners watch my videos so I like to explain things. : )