Or just use the distance value from the Voronoi Texture with a color ramp and for alternating the texture, just rotate it in the mapping node by 45 degrees in the X value. I learned that from trial and error. I needed a ton of holes in a plane and when I tried to use real geometry for the holes, it crashed, so I had to come up with the idea of using that method for the Alpha channel, looks great. That was a year ago.
You're an absolute genius! I was really stuck on making a grille for my model, watched so many videos with people using geometry but nobody else does it as smart as this😃. You're an absolute lifesaver. I'm struggling to understand the maths but this works so well. Thank you so much! Subscribed to your channel.👍
In this case with a Modulo of 1 you're right, the fraction and the modulo graph will look the same. But when you use a modulo operator, you can increase the "height" of the graph by increasing the modulo value, so it's more flexible. But as mentioned, in this specific case you're correct.
This is genius stuff. However I tried to apply the offset pattern to a fairly elongated plane and the holes didn't move, is it an X vs Y scale problem? (I did have to squish the shape a lot in the UV editor to make the holes look right with a single value, otherwise I had to use two vastly different numbers in the first vector multiply node). Could that affect how the offset math stuff works? Sorry if that makes no sense, I'm quite new to Blender and not too much of a math-head, I'm trying my best to understand what I did wrong :D EDIT : also I had to use a much higher value than you did to have a satisfactory amount of holes (500) but I don't know if that affects the math in any way either
Hm, so this whole pattern basically lays on your UV-Grid in the UV-Editor. I don't know how your setup looks like, but as long as your UVs look exactly like the surface of the geometry this should work very good. If you can't figure it out, you can send me some screenshots of the UV, Mesh and node tree on instagram: pointcloud_tutorials Maybe then I can provide a better help.
Sorry for the late reply. You could use a "less than" operation instead of the distance calculation. Because these many RGB squares have values from zero to one in them, so when you take values less than 0.5 on the X and Y axis for example, it should have a square pattern.
I feel limited when i use the UV coordinate because its not fully fractal. Anyone has a suggestion how to make this from the generated coordinates instead mapped in 3D not UV
I can understand that, but the generated coordinates are basically the bounding box vectors, that's why the holes won't be that nicely distributed and shaped.
Can i use it somehow to make a ring of circles on hand mesh. Using uv coordinates stretching it because of my uv map for this hand. What can i do with it?
That would be quite complicated because here it is made by a distance, which is basically radial. But you can just make a black tear drop in photoshop or paint on a white background and use this repeating pattern as an image texture. This texture you can use as the alpha value of a principled BSDF. Thats not really procedural but if you only need it for one size its okay.
Well, since this is just a shader which defines the surface color, you can not just add thickness to this appearence. But you can fake thickness by just layering multiple surfaces on top of each other with a bit space between them. Then it looks like you have thicker holes.
Yes, since this is bound to the UV-Map of the object you can just go to the UV-Editor and do whatever you want with the UVs. Including rotating them. You just have to go in the Edit Mode and then in the UV-Editor select the UVs and rotate them.
@@PointCloud Yeah it's in the alpha channel, aaah I bet it is because I'm in Eevee, doesn't become transparent in Cycles either though. How would I enable the transparency? Is it transmission?
@Lord Aniolist On the right of your Blender window you have these tabs, one of it is a red sphere (=Material Properties). Scroll there down to Settings -> "Blend mode" and choose Alpha Blend for example.
But if it's not transparent in cycles too, then the problem is in the shader tree itself. You have to plug the whole tree in the Alpha input of the Pricipled BSDF node.
@@PointCloud Yessss!! Thank you so much! I was missing the Alpha Blend lol Thank you for explaining this, I knew I was missing 1 little thing! I've wanted a metal shader with holes for months now and finally have one, thank you and am subscribing 😁♦
Question; does the surface have specific scale, diemensions value, or size? Tried to add this onto model's single plane, but the ColoRamp functions like a "lightswitch" turning it to either white or black.
To apply that on a single Face, you should use the UV Texture Coordinate (maybe you have to unwrap it then again), and then with a "Mapping" node you can adjust the scale, position and rotation of that Texture Space. To make this pattern smaller, you have to increase the "Scale" value for example. Here I don't use a "Mapping" node, but usually it's done that way. You can see that in basically any other shader tutorial on my channel, here is an example: ua-cam.com/video/gRztKZlDWBA/v-deo.html
If you are in EEVEE, you have to enable transparency for a material manually. Materials Tab -> Settings -> Blend Mode, set it to alpha blend or alpha hashed for example.
@@PointCloud also how can I transfer for it to a different platform I tried exporting these holes to Roblox studio but when I do it’s invisible and nothing show but an invisible box. I export as an fbx
Or just use the distance value from the Voronoi Texture with a color ramp and for alternating the texture, just rotate it in the mapping node by 45 degrees in the X value.
I learned that from trial and error. I needed a ton of holes in a plane and when I tried to use real geometry for the holes, it crashed, so I had to come up with the idea of using that method for the Alpha channel, looks great. That was a year ago.
thank you!
I have no words to thank you with this tutorial! I needed something like this fro five years and couldn't find any solution. You are genius!!!!
Thank you very much, happy to be a helpful support.
You're an absolute genius! I was really stuck on making a grille for my model, watched so many videos with people using geometry but nobody else does it as smart as this😃. You're an absolute lifesaver. I'm struggling to understand the maths but this works so well. Thank you so much! Subscribed to your channel.👍
Thank you very much ;)
I modelled this exact thing and it was very taxing on my laptop and this is exactly what I was looking for, thank you.
I'm new and this was a struggle to follow along with. I ended up looking for a different video
Very nice breakdown, directly used it to replicate a DVI input
that thicc enchanting german accent
Thanks for the tutorial!
👍
Man This is genius!!!
Thanks so much for this great Tutorial
Is advice you to set the vector math node to fraction instead of of modulu. Muldulu give me weird artifacts when scaling uvs/math nodes
In this case with a Modulo of 1 you're right, the fraction and the modulo graph will look the same.
But when you use a modulo operator, you can increase the "height" of the graph by increasing the modulo value, so it's more flexible.
But as mentioned, in this specific case you're correct.
Thank you!
This is genius stuff. However I tried to apply the offset pattern to a fairly elongated plane and the holes didn't move, is it an X vs Y scale problem? (I did have to squish the shape a lot in the UV editor to make the holes look right with a single value, otherwise I had to use two vastly different numbers in the first vector multiply node). Could that affect how the offset math stuff works? Sorry if that makes no sense, I'm quite new to Blender and not too much of a math-head, I'm trying my best to understand what I did wrong :D
EDIT : also I had to use a much higher value than you did to have a satisfactory amount of holes (500) but I don't know if that affects the math in any way either
Hm, so this whole pattern basically lays on your UV-Grid in the UV-Editor. I don't know how your setup looks like, but as long as your UVs look exactly like the surface of the geometry this should work very good.
If you can't figure it out, you can send me some screenshots of the UV, Mesh and node tree on instagram: pointcloud_tutorials
Maybe then I can provide a better help.
Thanks for this again. This is very helpful on what I doing.. I have a question on when you bevel it.. where can i send you a pm?
If you have instagram, then: pointcloud_tutorials
Really great! How would you do it with squares?
Sorry for the late reply. You could use a "less than" operation instead of the distance calculation. Because these many RGB squares have values from zero to one in them, so when you take values less than 0.5 on the X and Y axis for example, it should have a square pattern.
I feel limited when i use the UV coordinate because its not fully fractal. Anyone has a suggestion how to make this from the generated coordinates instead mapped in 3D not UV
I can understand that, but the generated coordinates are basically the bounding box vectors, that's why the holes won't be that nicely distributed and shaped.
Can i use it somehow to make a ring of circles on hand mesh. Using uv coordinates stretching it because of my uv map for this hand. What can i do with it?
Uhm, certainly. Can you explain how these rings are supposed to be distributed?
@@PointCloud 8 circles form a ring around the forearm.
Hm, in this case you can basically just use a wave texture node and arrange it on the UV maps to be circular around the arm.
@@PointCloud i already did it). But i need rings of circles near that lines)
Thank you. How can I increase the thickness and chamfer?😘
Well, since this is a shader and only visible on the surface, it can't have a real thickness.
danke bro video hat sehr geholfen!
Danke ;)
Hi can we make custom shapes instead of circle, like a tear drop shape, i am making a hat and on its back side the mesh holes are shaped liek that
That would be quite complicated because here it is made by a distance, which is basically radial.
But you can just make a black tear drop in photoshop or paint on a white background and use this repeating pattern as an image texture.
This texture you can use as the alpha value of a principled BSDF.
Thats not really procedural but if you only need it for one size its okay.
@@PointCloud thank you
Cool! Can we add some thickness to this?
Well, since this is just a shader which defines the surface color, you can not just add thickness to this appearence.
But you can fake thickness by just layering multiple surfaces on top of each other with a bit space between them.
Then it looks like you have thicker holes.
Try displacement, this may help.
I use it with a solidified plane and works great!
can we rotate the mapping orientation of the holes?
Yes, since this is bound to the UV-Map of the object you can just go to the UV-Editor and do whatever you want with the UVs.
Including rotating them.
You just have to go in the Edit Mode and then in the UV-Editor select the UVs and rotate them.
I get the black dots, but they won't become transparent and I have no idea why, everything else works besides the transparency part.
Is it plugged in the Alpha channel?
And if you use Eevee, have you enabled the transparency in the material properties?
@@PointCloud Yeah it's in the alpha channel, aaah I bet it is because I'm in Eevee, doesn't become transparent in Cycles either though. How would I enable the transparency? Is it transmission?
@Lord Aniolist On the right of your Blender window you have these tabs, one of it is a red sphere (=Material Properties).
Scroll there down to Settings -> "Blend mode" and choose Alpha Blend for example.
But if it's not transparent in cycles too, then the problem is in the shader tree itself. You have to plug the whole tree in the Alpha input of the Pricipled BSDF node.
@@PointCloud Yessss!! Thank you so much! I was missing the Alpha Blend lol
Thank you for explaining this, I knew I was missing 1 little thing! I've wanted a metal shader with holes for months now and finally have one, thank you and am subscribing 😁♦
Question; does the surface have specific scale, diemensions value, or size?
Tried to add this onto model's single plane, but the ColoRamp functions like a "lightswitch" turning it to either white or black.
To apply that on a single Face, you should use the UV Texture Coordinate (maybe you have to unwrap it then again), and then with a "Mapping" node you can adjust the scale, position and rotation of that Texture Space. To make this pattern smaller, you have to increase the "Scale" value for example.
Here I don't use a "Mapping" node, but usually it's done that way.
You can see that in basically any other shader tutorial on my channel, here is an example: ua-cam.com/video/gRztKZlDWBA/v-deo.html
@@PointCloud Mapping node fixed that.
Alas, I got more work with trying to add armature back for the ”unwrapped” model…
Exactly what i've been looking for. however I went through this a few times and I can't get the holes to be transparent. They are always black
If you are in EEVEE, you have to enable transparency for a material manually.
Materials Tab -> Settings -> Blend Mode, set it to alpha blend or alpha hashed for example.
Question why is my whole thing transparent I want to only make the holes transparent and not the lines around the holes
Sounds like your black/white mask has an issue.
@@PointCloud also how can I transfer for it to a different platform I tried exporting these holes to Roblox studio but when I do it’s invisible and nothing show but an invisible box. I export as an fbx
Its just a shader, the geometry is untouched. So it's only working in blender. Maybe you can rebuild it in another Software.
when on topview.. its not circle?
What shape do they have?
Maybe your object is scaled and that's why the holes are elliptical?
@@PointCloud i restart then its ok now.. thanks
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