This is the fourth tutorial I've followed from you, and I absolutely love your Blender tutorials! You've officially become my favorite resource for learning. Keep up the amazing work!
It's a really nice example, but you will need to work on removing the inner bevels as it's no longer edge wear if the inner sections are getting the same effect. The inner edges would gather dust, dirt and debris while the outer edges would look like what you have done here. Really nice tutorial and very well explained, but have a go at using the Ambient occlusion node to remove the or change the inner areas.
thank you, difficult to find a good tuto on this topic with all infos . Very good tuto , with no silence cut , no speedify voice, its long a while i can see a tuto to the end with no brainfire.
I'm using this pretty same method when getting annoyed with Substance Painter to texture mechanical parts and works well, especially on smaller details when we don't need extreme zoom in. In mho much faster and controllable then texturing it in SP.
instantly used this idea as i was curious how could i access edges and apply customised normal maps(not bevel only) . This mix and difference node made a difference! Thanks for sharing this idea, will use it also to create edges of water body, submerged objects and similar(probably only with boolean, as i dont know how could i get object intersection information on shader level...me be possible on compositor level i guess - render normal pass and blur it on selected objects?)
It does not work for me. I really don't know why. I have tried it multiple times now, but the result always stays the same. In the rendered preview the mesh is black and after connecting the color ramp it just shows the base color I selected. Pls help T.T
Very good video, thank you. I needed to detect the edges, to soften them. I mean, after the ramp node I connected to the normal channel using a bump node. But I can’t make it work. Could you make a video with that? It would be a good practical way to soften edges without adding geometry.
If this method doesn't work, check whether you are in cycles and rendered mode. This method cannot be checked in material preview mode. 이 방법 작동 안되면 사이클 렌더인지 렌더 모드인지 두개 확인해볼것 내가 까먹을까봐 적어놈
@@neilmarshall5087 dawg if u didnt need this vid, u can go watch another, being harsh for no apparent reason, also who's "OUR" people like me need this, just because u dont doesnt mean the rest dont too.
That's a great method for adding edge wear! 👍
This is the fourth tutorial I've followed from you, and I absolutely love your Blender tutorials! You've officially become my favorite resource for learning. Keep up the amazing work!
It's a really nice example, but you will need to work on removing the inner bevels as it's no longer edge wear if the inner sections are getting the same effect. The inner edges would gather dust, dirt and debris while the outer edges would look like what you have done here. Really nice tutorial and very well explained, but have a go at using the Ambient occlusion node to remove the or change the inner areas.
for that you can combine it with geometry / pointiness, this exactly maps depths and heights...
They both look great. One looks new and one looks worn. It's all subjective. beauty is in the eye of the beholder.
this is the exact tutorial i needed for my artwork.. thank you so much
Dude, you really helped me. Thanks!
Really cool method. Thanks for sharing!
thank you, difficult to find a good tuto on this topic with all infos .
Very good tuto , with no silence cut , no speedify voice, its long a while i can see a tuto to the end with no brainfire.
Great tutorial, exactly what I needed for my project!
Thanks for such a helpful, effective tutorial :D
Excellent procedural material 👏🏻
Nice tutorial☺ Exactly what I needed and looks really good. Thanks alot. Subbed!
As others pointed, great method!
I'm using this pretty same method when getting annoyed with Substance Painter to texture mechanical parts and works well, especially on smaller details when we don't need extreme zoom in. In mho much faster and controllable then texturing it in SP.
Thanks bro! Really cool! Been wanting to Get into shading and stuff. This was very inspiring!
Thank you, very useful method!!
great tutorial, thanks for the info
instantly used this idea as i was curious how could i access edges and apply customised normal maps(not bevel only) . This mix and difference node made a difference! Thanks for sharing this idea, will use it also to create edges of water body, submerged objects and similar(probably only with boolean, as i dont know how could i get object intersection information on shader level...me be possible on compositor level i guess - render normal pass and blur it on selected objects?)
Is there anyway you can do this without cycles
Helloi there !! And most important thing, how to save that texture, because when im doing it, im getting only the black texture....
Brilliant!
It does not work for me. I really don't know why. I have tried it multiple times now, but the result always stays the same. In the rendered preview the mesh is black and after connecting the color ramp it just shows the base color I selected. Pls help T.T
I had the same problem. you need to be in cycles and in rendered view for it to work.
the thing is that some edges are worn and the others are not and when I rotate the model it the opposite happens @@AdamBaird
I've had issues with my edge wear data dying when I rotate the object, is there a fix for this?
Very good video, thank you. I needed to detect the edges, to soften them. I mean, after the ramp node I connected to the normal channel using a bump node. But I can’t make it work. Could you make a video with that? It would be a good practical way to soften edges without adding geometry.
Thank you :)
If this method doesn't work, check whether you are in cycles and rendered mode. This method cannot be checked in material preview mode.
이 방법 작동 안되면 사이클 렌더인지 렌더 모드인지 두개 확인해볼것 내가 까먹을까봐 적어놈
pls for eevee aswell :/
I did the same thing but it wasn't working...
im not getting day im only getting all black texure for some reason
I had the same problem, make sure you're previewing it through the rendered view and not the material preview
@@leonh6716 Im previewing it through the rendered view but its still black
Scuffs in the recesses are not a “pro”, but quite the opposite.
Great job, but you forgot to mention that this method works only for evee.
wow
✨️🤗
First 🎉
great and super easy
Stop wasting OUR time on needless modeling. Its not what the tutorial is about.
Stop being ungrateful and just skip forward if you don’t want to watch that
Wtf man, so rude. Reported.
@@bryangrunauer How is stating my reality rude? Go into detail.
Stop wasting our time and go away
@@neilmarshall5087 dawg if u didnt need this vid, u can go watch another, being harsh for no apparent reason, also who's "OUR" people like me need this, just because u dont doesnt mean the rest dont too.