***IMPORTANT UPDATE*** After they watched this video, someone on Twitter managed to figure out an even BETTER method for achieving these results without any of the aforementioned caveats. After some toying around I was able to refine it even further, making stylized grass SO much easier to achieve. I'll post an update video soon to better elaborate on this.
Again, haven't done any sort of recording/voice-over for anything in over 3 years, so big sorrys if quality is bad or if I stutter a bunch or something. I got like big social anxieties and am kind of a dumb, so uh yeah, hope anyone finds this video remotely helpful.
I actually recorded probably an hour of footage cuz I am super anxious in front of a microphone, and had to do multiple takes. - But hey, I am proud I did it at all. Even if the sound *did* get a teeny bit suck halfway through. I trieded my best.
really like the video! i think it was a good tutorial, you explained most steps you did and why. stuff like naming the grass might not be the most important detail for a tutorial (and i mean you said this wasnt a beginner tutorial so...). hope to see more fun tutorials from you :)
Thanks so much, I made a follow-up video as a better method has just been worked out. It achieves the same effect without any of the caveats or complex work arounds; utilizes only two materials and nothing more. ua-cam.com/video/zjKKZL03HNs/v-deo.html A good portion of this follow-up video is dedicated to me explaining what's changed and why, but if you wanted to skip straight to the new solution (having already watched this video,) I've included a timestamp in that video's description. (note: you will want to change the particles to render as paths, not as objects, in particle system settings, as this effect now works with paths.)
hello, how do you separate de material to it be one for particles and the other for the surface, im trying to make it cast a shadow on itself but I can't find the setting. thank you.
So I *was* expecting to get a copyright ID from Nintendo, as I obv used music/sfx from Super Mario World.. However I didn't expect some company called "ScreenwaveMediaMusic" to ID me instead. Copyright ID is already a petty practice. Even worse when the music you're claiming isn't even yours.
I think Nintendo Hired them to do that , I just checked out their ( ScreenwaveMediaMusic ) Website , they provide Content ID services to its client , so I guess that's the issue
The Devil I’ll probably have to do a tutorial on it. Basically overlapping different musgrave textures on top of eachother; requires a bit of work. -I assume tho you saw my revised method? (It makes the process of achieving shadows infinitely easier.)
@@LanceBerylDev ooh, like using mix shaders on textures and a bit of color ramp? i think i kinda get it, like the way kristof did his rock i guess. yes, watched it. it's awesome how you got it work. i kinda thought about lightning boy's tree too but couldn't figure it out.
I plan on doing a revised tutorial start to finish after I finish my current project. Basically though its multiple musgraves hooked up to multiple color ramps, with a bunch of mix nodes stacking them on top of eachother.
***IMPORTANT UPDATE*** After they watched this video, someone on Twitter managed to figure out an even BETTER method for achieving these results without any of the aforementioned caveats. After some toying around I was able to refine it even further, making stylized grass SO much easier to achieve. I'll post an update video soon to better elaborate on this.
Could you tell us the easier solution? Thank you :)
Thanks Lance! Could you also start the video with a high res shot of of you nodes and particle settings? We appreciate the videos bud!
Again, haven't done any sort of recording/voice-over for anything in over 3 years, so big sorrys if quality is bad or if I stutter a bunch or something. I got like big social anxieties and am kind of a dumb, so uh yeah, hope anyone finds this video remotely helpful.
Looking good for only half an hour. Great job, I've been considering trying Blender if I get a new computer
I actually recorded probably an hour of footage cuz I am super anxious in front of a microphone, and had to do multiple takes.
-
But hey, I am proud I did it at all. Even if the sound *did* get a teeny bit suck halfway through. I trieded my best.
really like the video! i think it was a good tutorial, you explained most steps you did and why. stuff like naming the grass might not be the most important detail for a tutorial (and i mean you said this wasnt a beginner tutorial so...). hope to see more fun tutorials from you :)
Thanks so much, I made a follow-up video as a better method has just been worked out.
It achieves the same effect without any of the caveats or complex work arounds; utilizes only two materials and nothing more. ua-cam.com/video/zjKKZL03HNs/v-deo.html A good portion of this follow-up video is dedicated to me explaining what's changed and why, but if you wanted to skip straight to the new solution (having already watched this video,) I've included a timestamp in that video's description. (note: you will want to change the particles to render as paths, not as objects, in particle system settings, as this effect now works with paths.)
hello, how do you separate de material to it be one for particles and the other for the surface, im trying to make it cast a shadow on itself but I can't find the setting. thank you.
So I *was* expecting to get a copyright ID from Nintendo, as I obv used music/sfx from Super Mario World..
However I didn't expect some company called "ScreenwaveMediaMusic" to ID me instead. Copyright ID is already a petty practice. Even worse when the music you're claiming isn't even yours.
I think Nintendo Hired them to do that , I just checked out their ( ScreenwaveMediaMusic ) Website , they provide Content ID services to its client , so I guess that's the issue
i was struggling to procedurally make the grass color looks painterly like the last before after pic.
how did you make it to look like that?
The Devil I’ll probably have to do a tutorial on it. Basically overlapping different musgrave textures on top of eachother; requires a bit of work.
-I assume tho you saw my revised method? (It makes the process of achieving shadows infinitely easier.)
@@LanceBerylDev ooh, like using mix shaders on textures and a bit of color ramp? i think i kinda get it, like the way kristof did his rock i guess.
yes, watched it. it's awesome how you got it work. i kinda thought about lightning boy's tree too but couldn't figure it out.
How did you make the last texture?
I plan on doing a revised tutorial start to finish after I finish my current project. Basically though its multiple musgraves hooked up to multiple color ramps, with a bunch of mix nodes stacking them on top of eachother.
Do u use ROBLOX studio?