Man there is a huge lack for this kind of valuable content I don't know what happened but it seems like people doesn't care anymore about CGI or they don't like to share tips and tricks hopefully it's not AI thing unfortunately people doesn't have standards and quality work these days anymore anything works for them whether good or bad, seriously man thanks for this video !
Just wondering. Why aren't you using the ramp with different colors for the flakes material? I use it for years and am able to recreate every color I need.
Hard to tell without pictures if that achieves the same effect. Are you talking about coloring the entire reflection? In my example the colored flakes should just appear around the highlights while the rest stays neutral.
I'm talking about the ramp for all flakes. Their behavior is not only seen on the spot, further the flakes color has an impact on the whole metallic appearance of the car paint, like it should, as far as I'm concerned. Why would you want to have the colored flakes effect only in the spot light? Is there a use case where you would need this specific behavior from the flakes? Would be interesting. Wenn, du willst kann ich dir mal meinen Renderings zu der von mir genannten Methode schicken. 😊
Hi, the general idea was to show how to split up the reflection in several channels, then offset each and combine it back together again. I used car paint flakes to demonstrate this effect in this examples. But there are numerous examples where you can use it. For example take a CD 💿 shader where you just want the highlights to have this color shift effect while the rest stays neutral. Otherwise your CD would look like a a colored mess. If your workflow works good for you then stick to that, it always depends on the usecase and there is not one solution that fits all cases. Im not trying to convert anyone to adopt my workflows 😀 Nonetheless if you want to send me some pictures: info(at)jonasnoell.com as I’m always interested to see how other approach the same task.
Is it possible to save shaders for later use in VRay? I've built a lot of stuff in several projects and would like to re-use them without having to build them from scratch again.
you realize you could just use the normal carpaint2 material and drive the color of the flakes with a grad. ramp? its faster to setup, faster to render.
@@JonasNoell of course you can, there even is an example in the documentation for creating multi colored flakes. what do you get from overcomplicating it?
@@blenderisms The flakes in the Carpaint Mtl are implemented horribly in my personal opinion. Yes, you can randomize the color. But they turn up everywhere and not just around the highlight, have issues with flickering/aliasing, and create dark spot in the shadow areas. But if you enjoy using the Carpaint Mtl and feel you are getting the same result then stick with it. If you happen to make a tutorial about it I will be the first one to watch 🙂
✅Check out Patreon for all my scene files, bonus videos, a whole course on car rendering or just to support this channel 🙂
patreon.com/JonasNoell
Man there is a huge lack for this kind of valuable content I don't know what happened but it seems like people doesn't care anymore about CGI or they don't like to share tips and tricks hopefully it's not AI thing unfortunately people doesn't have standards and quality work these days anymore anything works for them whether good or bad, seriously man thanks for this video !
Every time I see you posted a new video, I just drop everything I'm doing and start watching 🍿😁
A whole new world of material setup I was not aware of. Thanks Jonas!
Thank you so much for the most premium tutorial for a car paint i have ever seen
Pure perfection! You've taken this to the next level. Great tutorial as always Jonas.
Happy to hear that, Ali 😀
Thanks Jonas, you are next level, I always waiting for your new videos.
This is amazing. Now I understand how the shader for that Unreal demo Rivian was done.
In theory similar but they also had some sort of parallax effect in there where I’m at the moment a bit clueless on how to achieve something similar 😀
Also works perfectly in the Corona Renderer. Thanks
Good to know 😀👍
super cool :)
Hey curious as to where you get your flake normal maps from or how you make them? Thanks
I scattered some planes and then rendered out a normal direction renderelement. You can also find the files on my Patreon
Just wondering. Why aren't you using the ramp with different colors for the flakes material? I use it for years and am able to recreate every color I need.
Hard to tell without pictures if that achieves the same effect. Are you talking about coloring the entire reflection? In my example the colored flakes should just appear around the highlights while the rest stays neutral.
I'm talking about the ramp for all flakes. Their behavior is not only seen on the spot, further the flakes color has an impact on the whole metallic appearance of the car paint, like it should, as far as I'm concerned.
Why would you want to have the colored flakes effect only in the spot light? Is there a use case where you would need this specific behavior from the flakes? Would be interesting.
Wenn, du willst kann ich dir mal meinen Renderings zu der von mir genannten Methode schicken. 😊
Hi, the general idea was to show how to split up the reflection in several channels, then offset each and combine it back together again. I used car paint flakes to demonstrate this effect in this examples. But there are numerous examples where you can use it. For example take a CD 💿 shader where you just want the highlights to have this color shift effect while the rest stays neutral. Otherwise your CD would look like a a colored mess. If your workflow works good for you then stick to that, it always depends on the usecase and there is not one solution that fits all cases. Im not trying to convert anyone to adopt my workflows 😀 Nonetheless if you want to send me some pictures: info(at)jonasnoell.com as I’m always interested to see how other approach the same task.
Is it possible to save shaders for later use in VRay? I've built a lot of stuff in several projects and would like to re-use them without having to build them from scratch again.
Hi, I have a tutorial about that. You can check it out here: ua-cam.com/video/OWhTpYA_N_0/v-deo.html
thanks
I always use the linear float controllers. Is there a reason to use bezier instead?
No really in this case it should do exactly the same :-)
hi can u share the RGb value of green color of node in the sme
It would be pure green, so 0 255 0
you realize you could just use the normal carpaint2 material and drive the color of the flakes with a grad. ramp? its faster to setup, faster to render.
Not really but if it works for you then go ahead :-)
@@JonasNoell of course you can, there even is an example in the documentation for creating multi colored flakes. what do you get from overcomplicating it?
@@blenderisms The flakes in the Carpaint Mtl are implemented horribly in my personal opinion. Yes, you can randomize the color. But they turn up everywhere and not just around the highlight, have issues with flickering/aliasing, and create dark spot in the shadow areas. But if you enjoy using the Carpaint Mtl and feel you are getting the same result then stick with it. If you happen to make a tutorial about it I will be the first one to watch 🙂