Want to learn a new skill or learn how to organize your time better? The first 500 people to use my link will get a 1 month free trial of Skillshare; skl.sh/kaizentutorials08241
Incredible! Just started with Blender a few weeks ago and excited to see the possibilities ahead. Not sure about Skillshare but it halved the yearly price when I looked at it again after 24 hours
The curve based pipe is probably actually better done with a simple geometry setup: Convert Mesh To Curve -> Curve modifier Then, in Edit Mode, you always work with a mesh, but it gets converted into a curve as needed.
Great tips! I hope to do some camera tracking soon. Trivial note about the uvw/xyz thing. the uv coordinates indicate you're dealing with a 2D surface or image (the w is for rotation), while xyz are spatial coordinates. Since the objects intersect at 2d mesh, uv space is used.
And to undermine what I just wrote, lol, uvw are sometimes used as alternatives for xyz, to distinguish that space from the usual global or local space, which is probably what is going on here.
Your video editing is really good man, you have taste (which is a rare quality in a world divided between stagnant, stiff images or a hyperkinetic "change everything every 12 frames" approach). It's both relaxing and dynamic, cool.
@6:49 UVW are the coordinates used on the 2.5D space. This is why you UV unwrap your model, you're unwrapping it in UV+W coordinate system, specially when using normals or displacements as the 3rd dimension. Btw, it's in alphabetical order UVW...XYZ.
Love these kind of videos! Very informative, and the comments are yet another layer of treasure to unearth! Regarding the lattice setup, there is a quicker way! Once you have the lattice in position with the high res mesh you wish to deform, start by selecting the mesh, then Shift click the lattice. Then press Ctrl + P (to bring up the Set Parent To popup), and choose Lattice Deform. Voila! This automatically adds the lattice modifier to the mesh and you are ready to go from there (saving you a few extra steps in the process)! Regarding curves and beveling points, no need to convert to mesh to bevel corner verts.... As a curve, go into vertex mode and select the corner vertices you wish to bevel, press N to bring up the right-hand side viewport tabs, click on the Edit tab, and from within the Curve Edit panel, there is a fillet/chamfer button. Click this and play with the Radius and Round values from the Bezier Points Fillet popup in the lower left hand corner of the viewport (here you can also toggle between Round or Chamfer)! 🗿
Love the step bevels. I've never seen those custom profiles used before. Can be used for way more than steps too. Things like crown molding, or really any on-edge carved surface effects.
11:50 You can also get a vertex by spawning a cube in and pressing m+1 which merges all the verts together into the center of the object, to get the vert to the center of the project press shift c (aligning the cursor to the center of the project, it wont do anything if its already at the center) then shift s whale selecting the vert and selecting [Selection to cursor] (aka the top one).
15:55 I think the fastest stairs, with the most versatility to adjust to the constraints of the scene, is add plane>rotate x90>delete bottom and a side edge>add array mod 1 or -1 on x or y, 1 on z, apply mod, merge by distance, extrude the top stair down vertex and bottom stair vertex across using snapping to make a perfect 90 angle, join them, fill the face, extrude the face.
To be honest with stairs I would go with Archimesh addon from Blender, you have more control of what stairs you want to make and quite easy you can get any stairs you want.
This is great! I'll certainly use these. My tip that someone might find useful: Use geo nodes - set position - Combine xyz on the offset - noise texture on the z axis - on a subdivided plane for quick terrain
Great video, I didn`t know some of your tips. Btw. for pipes I always use skin modifier instead of bevel, works for most cases. If you try it, use ctrl+a to adjust the size of each section.
wow I just realized how cool the Tissue add-on was earlier today, and you had it right here! I wanna look into a bit more, but your review was perfect. thanks Kaizen
Here's a lighting tip I use : select your light, check 'use nodes' then add two value nodes join them with mix node to emission strength output then add a math greater than node to factor of mix node and a light path node which will drive value of math node using 'ray length'. then just play with values
A focal length of 26mm on a APS-C (cropped) sensor camera, such as a Sony ILCE-6400, is not that same as a 26mm focal length in a traditional full frame 35mm film camera. Blender assumes a full frame sensor. Focal length is sensor size dependent and Blender, like most software, default to full frame (36mm x 24mm sensor area). To be accurate, in the camera settings in Blender, you would need to set the 'size' to 23.6mm (sensor width of a Sony APS-C) instead of the default 36mm. It doesn't make a noticeable difference in your example, but in different or more complex scenes it might.
You can add an 'active keying Set' in the timeline and then go to keying. Whenever you add a keyframe, it will only add the keyframe types that you have specified. For example, Location or Rotation or other. To keep you timeline and graph editor more clean and tidy. 🗿🗿🗿🗿
Some very cool tips, except for that last one. Booleans are really easy to use, but they usually make a mess of your topology, which is a problem if you want to use subdivision surfaces or shade smooth or... basically anything for rendering...
There's a third and a fourth method to create pipes. Third would be using the skin modifier with the single vertex extrusion, this way you don't need to convert to curves back and forth, you can control the resolution with a subdiv and you can specify the thickness of each vertex inside the transform menu (N key) in edit mode, this way you have a cool benefit that is you can also branch a vertex and create Y connections on your pipes. Fourth would be doing your method but using geometry nodes to convert to and from curves.
Thank you for all your content Kaizen, just come across your channel. loving all the topics, and thank you loads for your lighting knowledge!!!! Blender is a massive hobby, well addiction at this point!!! lol. Only used UA-cam to learn Blender3D/3D modelling, wish I came across your channel and content years ago, but found now!!!🤘
You should try using a float curve instead of a colour ramp if you’re not actually working with colour values. Float curve is a lot faster to evaluate in a complex render.
why did you use that noise texture in the brushed metal (why not wave texture or something) and what does distance do in the bump node (cant you just change the strength?)
I use the noise to create a more random pattern. By then using the vector math we can create a more random pattern and also it works on any surface, instead of the wave texture which you need to specify an axis for.
Hi. For tip nuber one - can You recommend any application, witch can calculate information from picture, like focal length or fstop etc.? fSpy often can't calculate this things correctly
Glad you like it! I'm not sure you can easily change them. There's some tutorials on creating a CD style material though, so you're probably best of checking those out.
I found a quick solution to add bevel to any object especially complex by using a subd modifier set as simple and after that add anther one set as the default
Nice video, however, the first tip did not go into detail about moving video footage. I was hoping to learn about actually tracking your 3D objects to the environment in a moving video. Still, plenty of helpful tips here! Thank you for the high quality and valuable contributions to this website!
Thank you for the kind words! Actually the process for video would be identical with one major change; you need to track the footage first to make sure you're objects and plane 'stick' to the video. It's a bit old, but I have a video on how to do motion tracking in Blender here; ua-cam.com/video/prT_Ht9coHE/v-deo.html
omg I think the align the HDRI to the grid is the step I missed in my first project so the animation looked wonky in that the shadows would "slide into" the scene when animating the camera... xD
My desk is not reflective enough to capture reflections. It seems like it because of the angle, but it's not. However capturing reflections is really important if a surface is reflective enough, for sure! Here's an amazing tutorial on how to do that and combine it in compositing; ua-cam.com/video/PVSVVUChRP0/v-deo.html
Want to learn a new skill or learn how to organize your time better? The first 500 people to use my link will get a 1 month free trial of Skillshare; skl.sh/kaizentutorials08241
thank you Sir ! Awesome Video. Epic and easy to do Brushed Metal Material. Thank you ! thats really amazing. have a nice day.
@@blackswan6386 Thank you for the kind words, glad you liked it!
Incredible! Just started with Blender a few weeks ago and excited to see the possibilities ahead. Not sure about Skillshare but it halved the yearly price when I looked at it again after 24 hours
These tips go hard, I think i'll have to screenshot
same
📸📸
and this person tells how to learn blender...
@@VoidWalker-p6qit rhymes with “yolk” and it’s what this comment is! What’s the word? It’s gotta be… joke!!!
Wow...that is disappointing
The Glass shader is a massive life saver Kaizen. Finally someone explained how to properly use Refraction Nodes.
Thanks Harnai!
That lattice-shrinkwrap technique is fire! 🔥I've been using Blender for almost 4 years, and I don't think I've seen that one before.
Niiice happy that there's still stuff I can teach to veterans!
I think he saw this from Aryan
@@carltonquine9277yep
it's my third time when I see this in few days, it's still very handy tho.
@@carltonquine9277100%
Aryan is the first youtuber who showed this. His ebook talked about this also.
The curve based pipe is probably actually better done with a simple geometry setup:
Convert Mesh To Curve ->
Curve modifier
Then, in Edit Mode, you always work with a mesh, but it gets converted into a curve as needed.
That’s also a good option yes! 🙌🏻
That step technique was pretty impressive 🗿
Hah! Thanks!
one of the most packed blender tutorials I've seen! Appreciate your work man.
Awesome, thank you!
Great tips! I hope to do some camera tracking soon. Trivial note about the uvw/xyz thing. the uv coordinates indicate you're dealing with a 2D surface or image (the w is for rotation), while xyz are spatial coordinates. Since the objects intersect at 2d mesh, uv space is used.
And to undermine what I just wrote, lol, uvw are sometimes used as alternatives for xyz, to distinguish that space from the usual global or local space, which is probably what is going on here.
haha thanks for that info! Didn't know that. I guess it makes somewhat sense, but also not really lol
Your video editing is really good man, you have taste (which is a rare quality in a world divided between stagnant, stiff images or a hyperkinetic "change everything every 12 frames" approach). It's both relaxing and dynamic, cool.
Eyy thanks! I don't get many compliments on my editing and it takes a ton of time so I really appreciate this!
shieet! the dispersion glass and the shrink wrap with the 1D lattice actually was a great tip!
Thanks, glad you like 'm!
12:45. The glass dispersion material is awesome...!!!
Glad you like it! Once I realized how easy it is to setup I was very excited haha
I've struggled to understand the glass & refraction nodes, I found your example helpful to see how it can be used, cheers!
Nice, glad I could help!
@6:49 UVW are the coordinates used on the 2.5D space. This is why you UV unwrap your model, you're unwrapping it in UV+W coordinate system, specially when using normals or displacements as the 3rd dimension. Btw, it's in alphabetical order UVW...XYZ.
Ah nice, never knew that!
My favorite blender trick is watching kaizens videos 🗿
Eyoooo haha thanks!
Love these kind of videos! Very informative, and the comments are yet another layer of treasure to unearth! Regarding the lattice setup, there is a quicker way! Once you have the lattice in position with the high res mesh you wish to deform, start by selecting the mesh, then Shift click the lattice. Then press Ctrl + P (to bring up the Set Parent To popup), and choose Lattice Deform. Voila! This automatically adds the lattice modifier to the mesh and you are ready to go from there (saving you a few extra steps in the process)!
Regarding curves and beveling points, no need to convert to mesh to bevel corner verts.... As a curve, go into vertex mode and select the corner vertices you wish to bevel, press N to bring up the right-hand side viewport tabs, click on the Edit tab, and from within the Curve Edit panel, there is a fillet/chamfer button. Click this and play with the Radius and Round values from the Bezier Points Fillet popup in the lower left hand corner of the viewport (here you can also toggle between Round or Chamfer)! 🗿
Glad you like it, thanks! And also thanks for providing your own useful tips. Super nice and I didn't know both of those!
@@KaizenTutorials You're welcome! :)
very nice!! thank you - tissue - ffs yes this is powerful. do some geometry node hacks too. damn blender is amazing
It sure is!
Love the step bevels. I've never seen those custom profiles used before. Can be used for way more than steps too. Things like crown molding, or really any on-edge carved surface effects.
Yes! Absolutely so. You can use it for tons of things!
Tip: if you have a SVG, you can make a logo with it using SVG import and Boolean.🗿
Nice tip!
11:50 You can also get a vertex by spawning a cube in and pressing m+1 which merges all the verts together into the center of the object, to get the vert to the center of the project press shift c (aligning the cursor to the center of the project, it wont do anything if its already at the center) then shift s whale selecting the vert and selecting [Selection to cursor] (aka the top one).
Nice one and correct, that’s another way of doing this! 🙏🏻
that lattice tip was so good dude
15:55 I think the fastest stairs, with the most versatility to adjust to the constraints of the scene, is add plane>rotate x90>delete bottom and a side edge>add array mod 1 or -1 on x or y, 1 on z, apply mod, merge by distance, extrude the top stair down vertex and bottom stair vertex across using snapping to make a perfect 90 angle, join them, fill the face, extrude the face.
It might be mathematically perfect, but that’s definitely more work than the bevel method!
To be honest with stairs I would go with Archimesh addon from Blender, you have more control of what stairs you want to make and quite easy you can get any stairs you want.
This is great! I'll certainly use these. My tip that someone might find useful: Use geo nodes - set position - Combine xyz on the offset - noise texture on the z axis - on a subdivided plane for quick terrain
Nice, thanks for sharing your tip!
Great video, I didn`t know some of your tips. Btw. for pipes I always use skin modifier instead of bevel, works for most cases. If you try it, use ctrl+a to adjust the size of each section.
Great tip! Thanks 🙏🏻
This video actually taught me alot of things"I didn't know" this time 👍Cool
10/10!
Haha yes! 💪🏻💪🏻
these are so good! such a perfect video to reference when you go "wait, how do I do that one thing?". Thank you so much!
Glad you like it! :-D
wow I just realized how cool the Tissue add-on was earlier today, and you had it right here! I wanna look into a bit more, but your review was perfect. thanks Kaizen
Awesome! Yeah its quite versatile and unique
You can bevel curve using curvemachine addon, really handy, also thank you for the tips!
Nice one, and you're welcome. Glad you like them!
this guy is seriously underrated.
Yooo thanks 🧡
lol that RoyalSkies shot was fully memeworthy
The tissue addon was new for me. Look like there is a fair bit to it! Thank you.
Yeah it’s actually pretty intricate and allows for tons of cool stuff. Also for archviz or cool organic models.
6:15 i know this is not what video is about but I bought a conform objects addon for that absolutly worth it!
Nice, yeah for most things there's a handy addon available! I like to show that it's all possible inside of Blender too though :-)
Sony A6400 is APSC censor, you might need to multiply with your focal length of 26mm with 1.5 crop factor.
Yep, you're right! Should've accounted for that.
0:10 For personal use 🌚 hnnn hnnn 😜
💀💀💀
This video prompted me to create a Playlist named "blender tips". well done!
Haha that’s awesome!
Same
I have 4 more of these vids btw ;-)
@@KaizenTutorialsthank you. I'll be checking them out when I get back to my computer. Keep up the good work.
Here's a lighting tip I use : select your light, check 'use nodes' then add two value nodes join them with mix node to emission strength output
then add a math greater than node to factor of mix node and a light path node which will drive value of math node using 'ray length'. then just play with values
Nice! Thanks for sharing.
Very good tips. Thank you very much!
Thanks a lot!
I'm still very new to Blender, so these tips are extremely helpful. Thank you. Subscribed.
Thanks for the sub!
A focal length of 26mm on a APS-C (cropped) sensor camera, such as a Sony ILCE-6400, is not that same as a 26mm focal length in a traditional full frame 35mm film camera. Blender assumes a full frame sensor. Focal length is sensor size dependent and Blender, like most software, default to full frame (36mm x 24mm sensor area). To be accurate, in the camera settings in Blender, you would need to set the 'size' to 23.6mm (sensor width of a Sony APS-C) instead of the default 36mm. It doesn't make a noticeable difference in your example, but in different or more complex scenes it might.
You're 100% right and I never really thought about that. Great info and tip, thanks!
You can add an 'active keying Set' in the timeline and then go to keying. Whenever you add a keyframe, it will only add the keyframe types that you have specified. For example, Location or Rotation or other. To keep you timeline and graph editor more clean and tidy. 🗿🗿🗿🗿
Awesome tip, thanks for sharing!
Very nice tips, it's great that you made another episode of this wonderful series
Thank you! 😊🙏🏻
As always very helpful!
Thanks, glad you like it!
15:53 i use extra object add-on for the stairs 🙂.... anyways, Quality content as always!
Thank you *sensei* !!!
Niiiice! That’s a great option too. Thanks for the kind words 🧡
For the first tip, I think it's better to track your scene first and then add your object.
you're right if it's a moving shot definitely track it first!
Ur videos are really great
Instead of using a single vertex u can add the curve-path then u can bevel it to give it the thickness for making pipe
Thank you and thanks for your input!
Some very cool tips, except for that last one. Booleans are really easy to use, but they usually make a mess of your topology, which is a problem if you want to use subdivision surfaces or shade smooth or... basically anything for rendering...
Booleans almost always require cleanup for a good topo workflow, that's true! But they're still a great way to create intricate shapes easily!
Love the stairs method!
Thank you mate!
Thanks for this. Your explanation about how to combine 3D stuff with actual footage was beneficial.
Nice, happy to hear this was useful to you!
There's a third and a fourth method to create pipes. Third would be using the skin modifier with the single vertex extrusion, this way you don't need to convert to curves back and forth, you can control the resolution with a subdiv and you can specify the thickness of each vertex inside the transform menu (N key) in edit mode, this way you have a cool benefit that is you can also branch a vertex and create Y connections on your pipes. Fourth would be doing your method but using geometry nodes to convert to and from curves.
Yes! I personally never got a decent result using the Skin modifier, but GN is absolutely a valid and super flexible option!
Easily explained. You are wonderful ❤
Thanks a lot!
Didn't know about that Tissue Addon, looks super interesting, thanks! ✌
No problemo
These tips are awesome!! Really appreciate this series!! 🔥
Thank you :-D
Thank you for all your content Kaizen, just come across your channel. loving all the topics, and thank you loads for your lighting knowledge!!!! Blender is a massive hobby, well addiction at this point!!! lol. Only used UA-cam to learn Blender3D/3D modelling, wish I came across your channel and content years ago, but found now!!!🤘
Thanks a lot for the kind words! Appreciate it :-D
Dude these are awesome tips. I wanna thank you because I learned tons from you.
Thanks! Glad to hear these were useful to you!
That was pretty good .
Nice simple tips.
Thanks!
Tip to apply modifiers like a pro :
just over the modifier n press ctrl + a
much faster then normal way
makes you look cooler then others👍
Aawhhh yeah!
Excelent job, as always, thanks
Thank you for that!
ngl the title of this video definitely suits the content , tysm
Haha 👍🏻
Tips to add decals to the models
nice idea!
You should try using a float curve instead of a colour ramp if you’re not actually working with colour values. Float curve is a lot faster to evaluate in a complex render.
Thanks for the tip and you're right!
thank you Kaizen and thank you guys for the amazing tips
You're very welcome! :-D
16:00 I actually use two array modifiers for stairs
That's a good one if you don't want the stairs to go down to the floor on each step yeah :-)
So good, man, thank you so much!!
Thank you!
fspy is great for matching real photos to 3d cameras
Yes it really is, especially if you don't know the setup of the camera etc!
why did you use that noise texture in the brushed metal (why not wave texture or something) and what does distance do in the bump node (cant you just change the strength?)
I use the noise to create a more random pattern. By then using the vector math we can create a more random pattern and also it works on any surface, instead of the wave texture which you need to specify an axis for.
Hi.
For tip nuber one - can You recommend any application, witch can calculate information from picture, like focal length or fstop etc.? fSpy often can't calculate this things correctly
I don’t know any other tool than Fspy no 😅
Great tutorial, thank you very much. Could you also think about a tutorial on combining 3D model and real footage with a tracked camera? :)
Yeah I probably can in the future!
dang I had no idea you could add modifiers to a lattice lol
Cool stuff right?! It's super powerful!
Book marked. Thanks a bunch..
That brushed metal material tip was amazing. Can we change the colors of anisotropy? Just like the anisotropy on CD drive
Glad you like it! I'm not sure you can easily change them. There's some tutorials on creating a CD style material though, so you're probably best of checking those out.
Always wait for your video ❤❤😊
Thank you, that's awesome!
I'm also a product animator 🙂
4:35 WHAT!! okay title accurste I didnt know it can do that, rofl, gues I SHOULD be using it lol
I found a quick solution to add bevel to any object especially complex by using a subd modifier set as simple and after that add anther one set as the default
Oh nice one! Thanks for sharing this tip.
but how to fix topology after boolean? or the only way is to manually connect and align stuff
Manually is the best and safest way yes!
Ramadan Mubarik to All
Happy Ramadan :-)
Nice video, however, the first tip did not go into detail about moving video footage.
I was hoping to learn about actually tracking your 3D objects to the environment in a moving video.
Still, plenty of helpful tips here! Thank you for the high quality and valuable contributions to this website!
Thank you for the kind words! Actually the process for video would be identical with one major change; you need to track the footage first to make sure you're objects and plane 'stick' to the video. It's a bit old, but I have a video on how to do motion tracking in Blender here; ua-cam.com/video/prT_Ht9coHE/v-deo.html
Thank u so much for sharing your brilliant skills~!!
No problem, thanks for the kind words!
Awesome!!! More videos like this please 🙏 🙌👍
Thanks! Will do 🙌🏻
Thanks!
You're welcome!
I started to learn blender
and the development of Sora Ai's ability is scary,
Do you advise me to continue learning, or should I stop?
I get it's scary but it wont replace humans for a long time. Do what you love and if that's blender, keep at it!
i love you....
🧡
omg I think the align the HDRI to the grid is the step I missed in my first project so the animation looked wonky in that the shadows would "slide into" the scene when animating the camera... xD
Ah yeah it's quite important!
One question, in the first tip i see that your desk is a bit reflective so shouldn't it reflect the model as well. Is there a way to do that?
My desk is not reflective enough to capture reflections. It seems like it because of the angle, but it's not. However capturing reflections is really important if a surface is reflective enough, for sure! Here's an amazing tutorial on how to do that and combine it in compositing; ua-cam.com/video/PVSVVUChRP0/v-deo.html
0:10
DAS ROYAL SKIES
:OOOOOOOOOO
Heck yeah
Yeah, 3:50 it looks awesome but I have never fpund myself actually using it, lol
No time like the present ;-)
Increase the glossy and transmission passes for Cycles in order to get a more realistic glass!🗿
good tip, thanks! Although a sidenote; this does mean slower renders :-)
How did you move the Kamera for the animation on the Image. When i move IT the picture moves with it
The camera animation you're seeing was done in my editing software. It's just a simple camera shake and a zoom in Davinci Resolve.
💎 such a gem
Thank you! 😊
bro i feel litle selfish here lol i watched a bunch of your videos and i just subscribed . thank you for all the videos good luck bro
Did you make a video before on Link the hero of winds and the octopus character from Animal Crossing in the Great Sea, near Dragon Roost Island?
I did not! But it's one of my favorite games, so I wish I did haha
Where is that Wind Waker clip from?
It's actually a 3D scene on Sketchfab by Tyler Soo that I recorded and gave a Blender UI overlay :-)
19:35 Can somebody explain why having two booleans with "exact" solver results in incorrect output?
I don't know why and it's also not 100% always the case. But often it creates issues and setting them to fast fixes it...
Is that sokka from netflix avatar , in your thumbnail?
It is I
Bro did NOT go over the jiggle physics tip 😭
LOL, I want to make money you know
lovely
Awesome❤
Thanks!
hey kaizen can you make a video on NVidia omniverse
Maybe in the future I will!
@@KaizenTutorials thank you so much
Sora ai will replace 3rd artists
Have a happy holiday
Nah it wont. It can never make what's inside my head!
Big Follower Mr kaizen
You found out things alot of what are covered in the blender documentation kinda funny how you found that huh
Gotta find the intel somewhere right? But in this case none of this came from blender documentation actually.
0:55 why not use fspy?
You could yes, but you don't always need it. For simpler stuff where you know the camera specs you can just do it manually too!