Thank you for this tutorial where you tell us exactly what you're doing, what buttons to press and what will happen etc. By far the easiest tutorial to follow along that I've watched. And great results as well. Love it that you do everything from scratch and don't download textures. Please keep doing tutorials like these! Thank you!
I'm using this texture to make a mountain and one of your recommended videos is for procedural snow, as if it read my mind. I love your work so much and thank you for making these tutorials!!!!!!
at "09:35" why after the color ramp my ball wasn't that that sharp and clear on the edge? Mine is vary different from yours. Thanks for this awesome tutorial.
I looked into other videos and there's a way to simulate the pointiness effect in Eevee: 1. Apply the displacement modifier, otherwise this won't work. It might be good to save your Blender project on another file so you have a backup. 2. Change Object Mode to Vertex Paint. 3. Click on Paint and in the drop-down select Dirty Vertex Colours. This paints the crevices a darker colour. 4. Go back to Object Mode. 5. Delete or disconnect the Geometry node. 6. Add in the Vertex Colors node you created: Add >> Input >> Vertex Colours >> Col. 7. Connect Color of this new node into your ColorRamp. 8. Adjust ColorRamp to whatever looks good. EDIT: Removed some unneeded steps. EDIT 2: The downside is that you'll probably have to recreate the Vertex Colors if you modify the geometry. EDIT 3: It seems you have to apply the displacement for this to work, so I added that step.
I couldn't make de rock 'cuts' darker, but the rock texture I made looked pretty good anyway... amazing tutorial, I'm still a noob on nodes but you made it easier!
Thanks for wonderful tutorial. When I apply this material to another object, the scales looks different. That is, I want to apply this to wall. When i did, the black and white parts are so wide / bigger in side which I expected as tiny color spots. I verified object scales. They are all 1:1:1. Please suggest.
If you're adding this as a material asset, the displacement won't effect the material, because I used a displacement modifier. So it only effects the mesh. If your adding the object as an asset, you still don't need to apply the modifier. The modifier will stay on the object even as an asset.
Hello. What is the difference between the materials so that they have that particular relief? how is it generated? For example in this case, it seems that the stones come out of the sphere giving it a little more reality. as if they are in the 3d model. I was looking at your snow tutorial and it has the same effect. But in the wood tutorial it doesn't. Thanks
I use the displacement modifier, to make the object bump out. But most of my materials I keep flat. I show you how to do it in this tutorial. Its at: 4:43
@@RyanKingArt Why is it not used on all materials? can the "bump" effect be generated in all materials? for example: the procedural arena material. If I want to implement it in a video game, is the bump given to me by the video game engine or is it given to me by blender? Sorry for so many questions but I can't find the answers on the internet. Thanks
@@juandedios So to use the Displacement in a game engine, you will need to apply the displacement modifier, so it sets the object's mesh in that shape. And for the normal map or bump map within the shader, you will need to bake out the maps into texture maps. Then you can use them in a game engine. I have a tutorial on how to bake textures on my UA-cam channel, if you'd like to check it out.
I loved this! So easy to follow, well explained and fun! It's super helpful as I'm just learning the shader editor! How would I go about adding moss on top? I tried adding a musgrave and noise texture in but I'm not sure how to incorporate it properly in the nodes... Is there like a mix displacement node? Thank you so much for all of your help!
thanks for watching! you can make a moss material, and a rock material, and then mix them with a mix shader node. then make a black and white mask, or gradient, and put that into the factor of the mix shader, to tell it where the moss will show up.
@@RyanKingArt absolute genius stuff! I followed a grant Abitt video where he did just that! Blows my mind how smart y'all 3d artists are, my mind is blown in new ways everyday! Thank you so much for you video, it was an immense help and I can't wait to see more of your work! Thank you for replying you total legend 😁
Hello Ryan, thank you for the tutorial. I've encountered a problem in the latest version of Blender. Using the geometry node to highlight the crevices of the rock doesn't work as it does in the video, even with the same node setup.
Im following this tutorial now in 2022 and I am wondering what node should i use in place for the MixRGB node since that no longer seems to exist. Thanks!
I'm wondering, what would one do if you want to populate a scene with a number of models with displacement modifiers on them? I mean, how would you do that without making your file very laggy and heavy?
@@RyanKingArt yea adaptive is really handy. On another video ive seen something that might be better for multiple mesh. His array stack was like this: subdivision, displace and finally decimate. This gave me quick good result (and more controllable with the decimate). Also it is viewable in the basic viewport instead of cycles.
Hey , i have some problems, first thing it seems like the noise texture isn't working properly the gaps between the bumped things isn't deep from the top of the sphere but from the bottom of the sphere the texture seems fine and I don't know how to fix it, also when I'm at the render mode the object is very dark is it something about the lighting?
Hmm, that's weird. I don't know why that is happening. It could be maybe because you didn't convert the normal to bump data with a bump node? Also, check to make sure the specular value is at .5
@@RyanKingArt yup i think it all worked now , but i have another question and sorry for bothering, when i try to use a cube to bake the texture on it , after baking the lines that should tell that these locations are deeper , they disappear, the bake just show the base color i think, hope u get it and can solve it? "Btw the sphere work normal when bake"
When I add this to my object it is stretched out on the x and tiny on the Y I can't fix it and it is driving me up the wall. My computer monitor may face the wrath of my fist or window if I can't figure this out.
This might be because you need to apply the scale of your object. Select your object, and press Control A, and apply the Scale. Hope this fixes the problem.
Very useful so far. Would need it later next year. You mentioned in the beginning of your tutorial, that your solution wouldn't be so pretty w/ Evee-renderer. How much is the difference to Cycles by your mind? In detail I could check by myself of course ...
Thanks a lot, nice tutorial, but I’d avoid to use displacement because using that texture on a big model would require a lot of poly count, IMO it’s more useful have an only bump material, more suitable, or make displacement as an option. Now, since cloud fractal is not available on shader editor (why?), that part should be changed, and displacement should be connected to relative node in shader editor. Just an opinion, amazing result with a quite simple function, as I like!!!
I totally agree. I made this video over a year ago. This was one of my first procedural material tutorials, and I kinda cringe at it now. I wouldn't do that now, I would make the displacement using the nodes.
@@RyanKingArt Looking great! no way to get rid of the top bar with the distribution you are using? No fullscreen under the window settings? now i have to dust off my linux machine 😀
@@RyanKingArt I use a 2.5 inch drive bay that i installed in front of my computer case. So i just swap between distros. Lately been using Arcolinux. Erik Dubois the creator is making good tutorials here on youtube. As long as i can customize everything and be creative its all good. Do not get stuck in r/unixporn on reddit. I got stuck for months customizing my distro. arcolinux.info/
Purchase the project files and help support the channel:
Patreon: www.patreon.com/posts/43550590
Gumroad: ryankingart.gumroad.com/l/ENXre
This is absolutely amazing. Your tutorials make me feel like I can achieve anything.
Thank you : )
Seconded!!
Thank you for this tutorial where you tell us exactly what you're doing, what buttons to press and what will happen etc. By far the easiest tutorial to follow along that I've watched. And great results as well. Love it that you do everything from scratch and don't download textures. Please keep doing tutorials like these! Thank you!
Thanks! I try to explain everything as best as I can, so my viewers can walk away actually understanding why and how they created the result.
I saw the node tree at the beginning and went "Nope! Too advanced for me!" but you made it seriously easy and I learned a lot from this. Thank you.
Glad to hear that. Thanks for watching!
With this high density mesh, my computer said the same thing... NOPE
I liked the results so much that I bought the materials pack on your Gumroad page. Thanks again for the great tutorial.
I saw that! Thanks so much for your support! It really helps me out.
Thanks my dude this helped a lot. I only went about 5 minutes in because i just needed a low poly rock but it still works great!
Thanks for watching!
this is the best blender tutorial i've ever watched. Thank you so much for making it. I subscribed
Thanks! I appreciate that!
Another great tutorial. I love your work. Thanks!
glad you like it!
I keep coming back to this video, thank you for the knowledge!
Glad to help!
Dude I love You much. Thanks for showing how geometry - pointiness works
Thank you for watching!
I'm using this texture to make a mountain and one of your recommended videos is for procedural snow, as if it read my mind. I love your work so much and thank you for making these tutorials!!!!!!
thanks for watching
Thank You. i really like how it made my cliffs look.
glad you like the result!
men you are awsome!!!better than everyone!!!!!!!
Thank you very much.
Excellent tutorial, easy to follow with great results at the end! :)
Glad you liked it!
at "09:35" why after the color ramp my ball wasn't that that sharp and clear on the edge? Mine is vary different from yours. Thanks for this awesome tutorial.
Incredible tutorial, thank you so much. Just subscribed!
Glad the video was helpful. Thanks for the sub!
11:00 this is my stop. Thanks btw! (Also if you didn't notice, I've been all over the place on this channel). :D
thanks!
wow thank you so much this tutorial was soo useful that my laptop became a cooker and now i use it cook eggs with it
thanks for watching 😄
I looked into other videos and there's a way to simulate the pointiness effect in Eevee:
1. Apply the displacement modifier, otherwise this won't work. It might be good to save your Blender project on another file so you have a backup.
2. Change Object Mode to Vertex Paint.
3. Click on Paint and in the drop-down select Dirty Vertex Colours. This paints the crevices a darker colour.
4. Go back to Object Mode.
5. Delete or disconnect the Geometry node.
6. Add in the Vertex Colors node you created: Add >> Input >> Vertex Colours >> Col.
7. Connect Color of this new node into your ColorRamp.
8. Adjust ColorRamp to whatever looks good.
EDIT: Removed some unneeded steps.
EDIT 2: The downside is that you'll probably have to recreate the Vertex Colors if you modify the geometry.
EDIT 3: It seems you have to apply the displacement for this to work, so I added that step.
Cool! Thanks for the info!
@@RyanKingArt
You're welcome.
Very nicely explained!!!
Thanks!
amazing video. Thanks a lot for creating this video.
Glad it was helpful!
Thanks for this tutorial. Very helpful!
Thanks for watching!
excellent tutorial! thank you! my result is very good
Thanks for watching!
Incredible, thanks you!
Thanks!
@@RyanKingArt 💪💪🔥
I couldn't make de rock 'cuts' darker, but the rock texture I made looked pretty good anyway... amazing tutorial, I'm still a noob on nodes but you made it easier!
Thanks for watching!
A good one. You should explain the lights in more details, right in the beginning.
Ok cool. Thanks for the feedback.
Thanks for wonderful tutorial. When I apply this material to another object, the scales looks different. That is, I want to apply this to wall. When i did, the black and white parts are so wide / bigger in side which I expected as tiny color spots. I verified object scales. They are all 1:1:1. Please suggest.
Thank you for everything you teach us! One question... do I need to apply the displace modifier if I want to save the material as an asset?
If you're adding this as a material asset, the displacement won't effect the material, because I used a displacement modifier. So it only effects the mesh. If your adding the object as an asset, you still don't need to apply the modifier. The modifier will stay on the object even as an asset.
@@RyanKingArt thanks!
Amazing
Thanks!
Hello.
What is the difference between the materials so that they have that particular relief? how is it generated?
For example in this case, it seems that the stones come out of the sphere giving it a little more reality. as if they are in the 3d model.
I was looking at your snow tutorial and it has the same effect. But in the wood tutorial it doesn't.
Thanks
I use the displacement modifier, to make the object bump out. But most of my materials I keep flat. I show you how to do it in this tutorial. Its at: 4:43
@@RyanKingArt Why is it not used on all materials? can the "bump" effect be generated in all materials? for example: the procedural arena material.
If I want to implement it in a video game, is the bump given to me by the video game engine or is it given to me by blender?
Sorry for so many questions but I can't find the answers on the internet.
Thanks
@@juandedios So to use the Displacement in a game engine, you will need to apply the displacement modifier, so it sets the object's mesh in that shape. And for the normal map or bump map within the shader, you will need to bake out the maps into texture maps. Then you can use them in a game engine. I have a tutorial on how to bake textures on my UA-cam channel, if you'd like to check it out.
@@RyanKingArt I am realizing that one of the problems I am having doing this is my language. I am not English speaking
Thanks
@@RyanKingArt So the "bump map" can be baked? or is it generated by the engine? Thank you
I loved this! So easy to follow, well explained and fun! It's super helpful as I'm just learning the shader editor! How would I go about adding moss on top? I tried adding a musgrave and noise texture in but I'm not sure how to incorporate it properly in the nodes... Is there like a mix displacement node? Thank you so much for all of your help!
thanks for watching! you can make a moss material, and a rock material, and then mix them with a mix shader node. then make a black and white mask, or gradient, and put that into the factor of the mix shader, to tell it where the moss will show up.
@@RyanKingArt absolute genius stuff! I followed a grant Abitt video where he did just that! Blows my mind how smart y'all 3d artists are, my mind is blown in new ways everyday! Thank you so much for you video, it was an immense help and I can't wait to see more of your work! Thank you for replying you total legend 😁
Nice one
Thanks!
That was fun!!!
Glad to hear that!
Thanks!
Thank you for watching!
how do you do these but with stretched objects like cuboids or cylinders cause it always warps
Select the warped object, and press Control A, and apply the scale. that should fix the warping.
big help thanks!
Glad it helped!
Hello Ryan, thank you for the tutorial. I've encountered a problem in the latest version of Blender. Using the geometry node to highlight the crevices of the rock doesn't work as it does in the video, even with the same node setup.
are you using blender eevee? The pointiness value only works in cycles.
Im following this tutorial now in 2022 and I am wondering what node should i use in place for the MixRGB node since that no longer seems to exist. Thanks!
I am literally watching your new video about the MixRGB node! Disregard this question!
ahh ok. Thanks for watching.
I'm wondering, what would one do if you want to populate a scene with a number of models with displacement modifiers on them? I mean, how would you do that without making your file very laggy and heavy?
Hmm... You could try instead using the displacement in the shader nodes, and use the adaptive displacement.
@@RyanKingArt yea adaptive is really handy. On another video ive seen something that might be better for multiple mesh. His array stack was like this: subdivision, displace and finally decimate. This gave me quick good result (and more controllable with the decimate).
Also it is viewable in the basic viewport instead of cycles.
Hey , i have some problems, first thing it seems like the noise texture isn't working properly the gaps between the bumped things isn't deep from the top of the sphere but from the bottom of the sphere the texture seems fine and I don't know how to fix it, also when I'm at the render mode the object is very dark is it something about the lighting?
Hmm, that's weird. I don't know why that is happening. It could be maybe because you didn't convert the normal to bump data with a bump node? Also, check to make sure the specular value is at .5
@@RyanKingArt yup i think it all worked now , but i have another question and sorry for bothering, when i try to use a cube to bake the texture on it , after baking the lines that should tell that these locations are deeper , they disappear, the bake just show the base color i think, hope u get it and can solve it? "Btw the sphere work normal when bake"
hello thank you for the tutorial !! is there a new name now for the node mixRGB?
nevermind i found it (Color -> Mix Color)
yeah, its now changed to the mix color node
Why my final rock texture seems gray, i mean without color when i render it? Before i rendered was all so nice
Hmm, sorry I don't know. Does it have to do anything with your lighting?
@@RyanKingArt Yep that was sry i just miss clicked and take away my lighting x) nice tut mate!
@@daviddaykken4529 Thanks!
When I add this to my object it is stretched out on the x and tiny on the Y I can't fix it and it is driving me up the wall. My computer monitor may face the wrath of my fist or window if I can't figure this out.
This might be because you need to apply the scale of your object. Select your object, and press Control A, and apply the Scale. Hope this fixes the problem.
@@RyanKingArt I love you, my monitor thanks you. I had to walk away last night
@@Willow_and_Sage Glad I could help you out. : )
Very useful so far. Would need it later next year. You mentioned in the beginning of your tutorial, that your solution wouldn't be so pretty w/ Evee-renderer. How much is the difference to Cycles by your mind? In detail I could check by myself of course ...
I think the main difference is that Eevee can't use the pointiness value. Other then that, Eevee just isn't quite as realistic of a rendering engine.
Thanks a lot, nice tutorial, but I’d avoid to use displacement because using that texture on a big model would require a lot of poly count, IMO it’s more useful have an only bump material, more suitable, or make displacement as an option. Now, since cloud fractal is not available on shader editor (why?), that part should be changed, and displacement should be connected to relative node in shader editor. Just an opinion, amazing result with a quite simple function, as I like!!!
I totally agree. I made this video over a year ago. This was one of my first procedural material tutorials, and I kinda cringe at it now. I wouldn't do that now, I would make the displacement using the nodes.
How do you make the background transparent? Mine renders the background gray color as-well as the rock sphere.
In the render properties, go to film, and then select, transparent.
@@RyanKingArt Got it, thanks.
Now how i use this material on my projects?
You will need to append in the material into your other Blender projects.
the mapping is the same on the first texture mapping nodes you made, why did you duplicate them?
Yep your right. I don't know why I did that. It was just easier. You can do it differently if you'd like to.
How do I export the texture?
You will need to bake the texture to texture maps. I have a tutorial on that on my UA-cam channel if you'd like to watch it.
can you make a video for how to add the face made by keen tools and the body
I will look into that. Thanks for the tutorial request!
Thank you for your reply
probably a stupid question, but how do I export the material?
You will need to texture bake the material to texture maps. Check out my texture baking for beginners tutorial.
@@RyanKingArt thank you!!
When i add the bump nope my object turns pink... can anyone please provide a solution to this??
Hmm, are you using Blender Eevee? I'm using Cycles, to do this tutorial.
My bad 😄 now it's working after switching to cycles... Thanks alot 👍
Great looking video quality. Nice size on the text. is that a display resolution of 1.25 or similar in the blender preferences? Cheers
Thanks! I have mine set to 1.36.
@@RyanKingArt Looking great! no way to get rid of the top bar with the distribution you are using? No fullscreen under the window settings? now i have to dust off my linux machine 😀
@@Iglum Cool! I think I could remove the top bar in the videos. What Linux Distro do you use? I use Linux Mint.
@@RyanKingArt I use a 2.5 inch drive bay that i installed in front of my computer case. So i just swap between distros. Lately been using Arcolinux.
Erik Dubois the creator is making good tutorials here on youtube. As long as i can customize everything and be creative its all good. Do not get stuck in r/unixporn on reddit. I got stuck for months customizing my distro.
arcolinux.info/
Awesome! Arcolinux Looks pretty cool. Sorry I didn't see your comment until now. UA-cam didn't send me a notification.
Still working after years
glad to hear that!
I threw this rock at subscribe & Like Button...
LOL Thanks
Everyone in YT has a sales pitch
Well, I'm trying to do this for a living, so I need a way to make income from my videos so that I can keep making them.
these are adicting
Haha, thanks!
Water
Cool
Now bake it and make it tileable 😈😈😈,
Maybe I can do a video on that sometime.