A good rule of thumb with the bump node is to set the DISTANCE to roughly what you want then use the STRENGTH as a fine-tune slider from that point onwards. I find that for many textures, when everything is scaled right including lights, a DISTANCE of 0.02 is perfect and then I can fine tune with the strength slider if needed. Doing it this way also means you only have to consider the distance setting when comparing effects between different textures and files.
Loved the video. it was very helpful. if i can ask a question, How do you add an image on the texture? for example like a drawing or words while maintaining the paper texture.
Sorry I missed this question! I just received a similar inquiry, here's the easiest way to go about it: Depending on your needs, the best bet would be to add an image texture of the overlay image, followed by a MixRGB node set to 'multiply'. You can plug the noise texture into one socket, and the overlay image into the other socket, and set the factor to "1" then output the color into the 'base color' socket of your Principled BSDF.
the easiest way to go about it: Depending on your needs, the best bet would be to add an image texture node of the overlay image, followed by a MixRGB node set to 'multiply'. You can plug the noise texture into one socket, and the overlay image into the other socket, and set the factor to "1" then output the color into the 'base color' socket of your Principled BSDF
How about baking PBR material using addons? I don't even remember if it's possible with vanilla (it's been so long that i haven't touched it, that i don't even remember), but why don't you try that way?
Ya you can definetely bake out individual textures in cycles (no need for plug-ins). The scope of this was really more for using the textures in 2d projects, hence only rendering individual frames. The goal was to get scanned paper textures without a scanner, so keeping it procedural was the point for me in this case. I will probably expand on this further at some point. I didn't really explain what to do with it once the texture once it was made since I was just using them in 2d animation projects in After Effects- but anyway if you want to know how to export PBR textures I touch upon it briefly in a recent video about procedural skin shaders (at the end) but there are so many great tutorials for that particular process so it shouldn't be hard to find!
Cool tutorial, thank you for sharing it! I have one question though. If I wish to apply an image to the paper, do I have to plug an _Add Shader_ between _ColorRamp_ and _Principled BSDF_?
Thanks - glad it was helpful! Depending on your needs, the best bet would be to add an image texture of the overlay image, followed by a MixRGB node set to 'multiply'. You can plug the noise texture into one socket, and the overlay image into the other socket, and set the factor to "1" then output the color into the 'base color' socket of your Principled BSDF. You can also export the textures for use in other programs - such as in my case, where I simply needed a bunch of textures to drive a texture overlay in an after effects project. Good luck!
Oh, and keep in mind that depending on the dimensions of the overlay image, it may require you to alter the UV of the plane, which is whole seperate concept really
A good rule of thumb with the bump node is to set the DISTANCE to roughly what you want then use the STRENGTH as a fine-tune slider from that point onwards. I find that for many textures, when everything is scaled right including lights, a DISTANCE of 0.02 is perfect and then I can fine tune with the strength slider if needed. Doing it this way also means you only have to consider the distance setting when comparing effects between different textures and files.
Really simple but very useful tutorial, many thanks
Thanks.. I've used for make some office books. They're more realistic than the real ones!
That's very lovely one thanks.
Thank you! i created my wall with that
that's awesome! Glad to help !
Thank you!
Thank you so much! Much love for your work :)
Thanks that makes my day!
Thank you so much!
its really helpful bro
Cool intro dude
Thank u so much Sir!!!
You are very welcome!
Very awesome!
Thanks!!
Thanks alot im thinking of Doing a Papercut Style Animation in blender so this helps alot
Excellent work. Pl lower the channel intro audio to match with your commentary.
Loved the video. it was very helpful. if i can ask a question, How do you add an image on the texture? for example like a drawing or words while maintaining the paper texture.
Sorry I missed this question! I just received a similar inquiry, here's the easiest way to go about it: Depending on your needs, the best bet would be to add an image texture of the overlay image, followed by a MixRGB node set to 'multiply'. You can plug the noise texture into one socket, and the overlay image into the other socket, and set the factor to "1" then output the color into the 'base color' socket of your Principled BSDF.
@@lazerslab love u video😊
@@The_Real_Mini Thanks!
How do I an an image on the texture in blender? Please dumb it down a bit because Im semi new
the easiest way to go about it: Depending on your needs, the best bet would be to add an image texture node of the overlay image, followed by a MixRGB node set to 'multiply'. You can plug the noise texture into one socket, and the overlay image into the other socket, and set the factor to "1" then output the color into the 'base color' socket of your Principled BSDF
How about baking PBR material using addons? I don't even remember if it's possible with vanilla (it's been so long that i haven't touched it, that i don't even remember), but why don't you try that way?
Ya you can definetely bake out individual textures in cycles (no need for plug-ins). The scope of this was really more for using the textures in 2d projects, hence only rendering individual frames. The goal was to get scanned paper textures without a scanner, so keeping it procedural was the point for me in this case. I will probably expand on this further at some point. I didn't really explain what to do with it once the texture once it was made since I was just using them in 2d animation projects in After Effects- but anyway if you want to know how to export PBR textures I touch upon it briefly in a recent video about procedural skin shaders (at the end) but there are so many great tutorials for that particular process so it shouldn't be hard to find!
gracias por el tutorial
you're welcome!
Cool tutorial, thank you for sharing it! I have one question though. If I wish to apply an image to the paper, do I have to plug an _Add Shader_ between _ColorRamp_ and _Principled BSDF_?
Thanks - glad it was helpful! Depending on your needs, the best bet would be to add an image texture of the overlay image, followed by a MixRGB node set to 'multiply'. You can plug the noise texture into one socket, and the overlay image into the other socket, and set the factor to "1" then output the color into the 'base color' socket of your Principled BSDF. You can also export the textures for use in other programs - such as in my case, where I simply needed a bunch of textures to drive a texture overlay in an after effects project. Good luck!
Oh, and keep in mind that depending on the dimensions of the overlay image, it may require you to alter the UV of the plane, which is whole seperate concept really
I see. I'll give it a try as soon as possible. Thank you for your advices! 😄
SO COOLLLLLLLLLLL
Thanks!
When I connect the bump the object gets pink :/
Are you using cycles?
This should work in both EEVEE and Cycles. If you wanna send a screen shot of node tree I can check to see if anything is mismatched.
@@lazerslab how would I do that? But I can assure you that I did everything right haha connected the factor in the height and all
@@DanteMoraes Well I guess if you did everything right then there isn't much I can do for you - maybe the plane just wants to be pink?
@@lazerslab very likely haha I'll search for an answer. Thank you
@@DanteMoraes good luck!
thx ez