I complete agree. I was pleasently surprised when I first discovered the name of the pointiness output. I think 3D software would be a lot more accessable to beginners if they named more stuff like this.
I am an older guy learning new skills and have thoroughly enjoyed watching your tutorials today. Great content, good pace and very clear explanations. I will look forward to watching all of your content over the next few days. Thank you for sharing your knowledge. Thank you. Dg
Your step by step process, showing us how to build the nodes, was excellent! Easy to follow and nodes are starting to make more sense to me now. I have seen too many other videos where they just say, "connect this and this and this, and you get this..." which is just confusing. I think I could follow your ideas from memory now because you explained what each step was doing! Thanks!
Thanks. I don't personally like tutorials where they just show the steps without explaining why they did it. That's okay if you just need to solve a problem quickly, but it doesn't increase your understanding. So I try to explain things as much as possible.
I keep coming back to this one, many thanks for sharing :-) I think for smaller edges and models this seems to give a better result than the bevel/normal/dot product method.
Great video. It would be great if you could make a video to add actual physical imperfections in those pointy edges of objects using microdisplacements. Say concrete materials will have broken parts in the edges. Please do a tutorial on such thing. Thanks.
Couldn't you just add voronoi noise with color ramp to apply the bump? If you use the same input for the bump (actually scratch) and material, it should look like a scratch where another material shines through. For extra points, you could add some threshold to material change so you can get a light scratch where the "bottom" material doesn't shine through but you still get light interaction with the scratch.
7:28 High values of Detail don’t seem to have much effect on a Perlin noise node. If you want more detail, try using a Musgrave noise node instead, and lowering the Dimension value to, say, 0.01, 0.001, that kind of thing. Then you will see much more graininess in the noise.
I cant get this to work. When i plug the pointiness into colour ramp and adjust the sliders on the ramp, it doesnt find the pointy edges. I have made a cylinder with the same grooves as your model, but not getting the same result, it just makes the indents black and the main cylinder white. Any idea why this may be happening? Im using ver 2.93, and there is an extra socket below the pointiness socket labelled 'random per island', which yours doesnt have, does this make a difference? Has the newer version changed how pointines works? I hope you can help.
If you feed the Bump node of the blue base color with the MIx Rgb node of the top, you will obtain realistic bump of the paint scraches. :) Better than the noise.
Hello, mate. This video is a pure gem for me saving this to my favorites. Cheers! P.S.: You've got a very familiar accent to me. It reminds me (actually it's identical) of my British friends from the oil field I work at. I don't quite remember their origin but sounds like a bit of slow Scauser but more Northern England. Where are you from?
To anybody that is experiencing the issue with pointeness not seeming to do anything, except chnage the entire object color, i have found the issue. first you need to switch your render from evee to cycles, second is make sure your using the last viewport shading option, "Rendered" otherwise you wont see the effect occurring.
One fault I can think of is that grime, rust, paint chips, etc. tend to form in very specific places-areas that see the most wear would chip more (and not just every edge indiscriminately) while rust generally follows water, dripping down surfaces and collecting in recesses. This technique is perfect for small detail objects as-is but focal points could use some manual detailing, accomplished by plugging a greyscale image texture into the mix nodes' factor and painting that.
If you want more control over placement, you can add a vertex colour layer and use that to modulate the rustiness. This lets you hand-paint the variation in the material.
I'm trying to add wear to the edges of boards. I tried this technique but it doesn't detect any pointiness along the edges of the boards, hence no wear. I also tried beveling the edges but still now wear. What would be the best technique to add wear along the edges in this case, i.e. painted board?
Same issue here, im rendering in cycles, and trying to make procedural materials for geometric chocolates, so that the edge picks up a different color than the face, i have tried the pointiness method, and the ambient occlusion, however all that changing the color ramp does is shift the color of the entire object from black to white. even at minute percential changes it seems to affect the entire geometry.
@@franciscojacobo2341 You could also try using Ambient Oclusion node with option "Inside" to find pointy bits without using "Pointiness". That should work with EEVEE, too. from comment below this one
I'm finding that any procedural relying on the geometry node is not functioning correctly for me -- though I do notice that my geo node is not the same as what I'm seeing in the video, mine has an extra 'random per island' output channel. For me, putting in the same values everywhere as you to gives me a pure black mesh.
Well found the issue it was due to the amount of subdivisions on the edges. Unfortunately that won't work for me as it's a game asset but found a work around by using the bevel node instead.
Great content. Thank you! On the other hand you would really benefit from a better microphone and a better sound recording atmosphere, the sound of your voice has to many echoes and rough edges.
The node isn't working for me the way it does in your video. When I drag the color ramp handles it darkens the interior portion of the "rings" rather then the edges of the rings. Any idea why? Wish I could post a screenshot...
Make sure you drag the black handle passed the 50% mark on the color ramp. If that doesn't work, try swapping the colors around so the black handle is on the right and the white is left.
I tried this on an hilt of a sword and the entire hilt was either black or white, there was no middle ground. And yes, the hilt has hard edges. Nevertheless, seems like a really cool trick n.n
@@DECODEDVFX I see. I tried using the Bevel node as well and I think the issue you are referring to might be it. With the bevel node, edge loops that I had created also seem to impact what is detected as an edge, and the edge detected is very narrow.
Dear author. I will specially add - for those who do not display this node in the preview, the Wrangler - only the engine cycles. It would be worth adding this, because it may not be entirely obvious, and the author should mention it once more in the video.
This is procedural. You can apply this material to any object and it will work straight away, you don't even need to unwrap it. And once you know how to do this effect, it's much faster than texture painting too. Also, texture painting sometimes struggles with clearly defined edges, especially if you want to keep UV resolutions low. If an object will be close to the camera I usually combine this effect with texture painting to get the best of both methods.
Please upload the .blend file so that we don't have to go through all of this just for a texture. We need to make things easier and quicker for the blender community so we don't just have to rely on substance painter.
You might want to check out this tutorial showing you how to add procedural cavity maps in Blender. 👍 ua-cam.com/video/Tyi03X9J8A4/v-deo.html
pointiness...it's refreshing when something is named exactly what it is. ;-) That could have been 'surface normal comparative vector' or something.
I complete agree. I was pleasently surprised when I first discovered the name of the pointiness output. I think 3D software would be a lot more accessable to beginners if they named more stuff like this.
For a more complex mesh, I find that placing a bevel node in between the geometry and colour ramp gave better results.
Man that was a lifesaver , cheers !
I spent hours hand-painting my edge wear before I found this video. Thanks!
I am an older guy learning new skills and have thoroughly enjoyed watching your tutorials today. Great content, good pace and very clear explanations. I will look forward to watching all of your content over the next few days. Thank you for sharing your knowledge. Thank you. Dg
Awesome, thank you!
AWESOME!!!
The great thing about this video is that without a lot of explaining he's already teaching you how procedural textures work!! I love it!
Your step by step process, showing us how to build the nodes, was excellent! Easy to follow and nodes are starting to make more sense to me now. I have seen too many other videos where they just say, "connect this and this and this, and you get this..." which is just confusing. I think I could follow your ideas from memory now because you explained what each step was doing! Thanks!
Thanks. I don't personally like tutorials where they just show the steps without explaining why they did it. That's okay if you just need to solve a problem quickly, but it doesn't increase your understanding.
So I try to explain things as much as possible.
This was the tutorial i've been looking for for the past 4 hours. thx
dude, that is awesome, thanks to you I will no longer be doing uvs for random objects that dont deform.
Awesome tutorial! Easy to understand andd nice realism
I keep coming back to this one, many thanks for sharing :-) I think for smaller edges and models this seems to give a better result than the bevel/normal/dot product method.
Another great tut, glad I found your channel!
Thank you.
Thank you.
good explanation
Thank you, this is amazing useful for a current project!
Glad to hear it Shannon.
little tip, Ctrl + T adds a texture coordinate and a mapping node connected together :)
Only work with the addon node wrangler activated
You could also try using Ambient Oclusion node with option "Inside" to find pointy bits without using "Pointiness". That should work with EEVEE, too.
Thanks man really helped a lot. I couldn't find a video on that.
oh thanks for this!!! The pointiness didn't work for me. But ambient occlusion does! Thank you.
At about 4:30 I had to stop, no matter what I did I got no white edges.
Great video. It would be great if you could make a video to add actual physical imperfections in those pointy edges of objects using microdisplacements. Say concrete materials will have broken parts in the edges. Please do a tutorial on such thing. Thanks.
Couldn't you just add voronoi noise with color ramp to apply the bump? If you use the same input for the bump (actually scratch) and material, it should look like a scratch where another material shines through. For extra points, you could add some threshold to material change so you can get a light scratch where the "bottom" material doesn't shine through but you still get light interaction with the scratch.
7:28 High values of Detail don’t seem to have much effect on a Perlin noise node. If you want more detail, try using a Musgrave noise node instead, and lowering the Dimension value to, say, 0.01, 0.001, that kind of thing. Then you will see much more graininess in the noise.
I cant get this to work. When i plug the pointiness into colour ramp and adjust the sliders on the ramp, it doesnt find the pointy edges. I have made a cylinder with the same grooves as your model, but not getting the same result, it just makes the indents black and the main cylinder white. Any idea why this may be happening? Im using ver 2.93, and there is an extra socket below the pointiness socket labelled 'random per island', which yours doesnt have, does this make a difference? Has the newer version changed how pointines works? I hope you can help.
very educaitonal! thx for sharing !!
If you feed the Bump node of the blue base color with the MIx Rgb node of the top, you will obtain realistic bump of the paint scraches. :) Better than the noise.
Really helpful! Thank you
Glad it was helpful!
Hello, mate. This video is a pure gem for me saving this to my favorites. Cheers!
P.S.: You've got a very familiar accent to me. It reminds me (actually it's identical) of my British friends from the oil field I work at. I don't quite remember their origin but sounds like a bit of slow Scauser but more Northern England. Where are you from?
I'm using it in cycles on the default cube and it doesn't work properly
Thank you!!!
To anybody that is experiencing the issue with pointeness not seeming to do anything, except chnage the entire object color, i have found the issue. first you need to switch your render from evee to cycles, second is make sure your using the last viewport shading option, "Rendered" otherwise you wont see the effect occurring.
Great video mate.
Thanks 👍
Excellent!!!
4:30 I followed the protocol. It doesn't work for me, it doesn't show the edges on the model
thanks. it's a great tutorial !
ahh, thanks man, thiis is great tutorial , thanksss
No problem.
To get the pointedness to work, I needed to add some geometry, a default cube didn't work. Showed up fine when in render mode.
Yeah it isn't a great system. It usually needs a few supporting loops near edges to work correctly.
One fault I can think of is that grime, rust, paint chips, etc. tend to form in very specific places-areas that see the most wear would chip more (and not just every edge indiscriminately) while rust generally follows water, dripping down surfaces and collecting in recesses. This technique is perfect for small detail objects as-is but focal points could use some manual detailing, accomplished by plugging a greyscale image texture into the mix nodes' factor and painting that.
If you want more control over placement, you can add a vertex colour layer and use that to modulate the rustiness. This lets you hand-paint the variation in the material.
I put like.
Thank you.
I tried following using a cylinder and couldn't get the pointiness to work at all, unsure what went wrong...
I'm trying to add wear to the edges of boards. I tried this technique but it doesn't detect any pointiness along the edges of the boards, hence no wear. I also tried beveling the edges but still now wear. What would be the best technique to add wear along the edges in this case, i.e. painted board?
Same issue here, im rendering in cycles, and trying to make procedural materials for geometric chocolates, so that the edge picks up a different color than the face, i have tried the pointiness method, and the ambient occlusion, however all that changing the color ramp does is shift the color of the entire object from black to white. even at minute percential changes it seems to affect the entire geometry.
@@franciscojacobo2341 You could also try using Ambient Oclusion node with option "Inside" to find pointy bits without using "Pointiness". That should work with EEVEE, too. from comment below this one
Muito bom!!! Parabéns!!
short question, is it just for rendering part? Not creating a edge-weared material?
I'm finding that any procedural relying on the geometry node is not functioning correctly for me -- though I do notice that my geo node is not the same as what I'm seeing in the video, mine has an extra 'random per island' output channel. For me, putting in the same values everywhere as you to gives me a pure black mesh.
same, have you found a solution to this problem?
Followed what you have done, was going well till the MixRGB and now it looks like zebra stripes, any ideas or is it blender changing it in 2.83?
No changes as far as I know. It sounds like it could be a mapping issue. Make sure you've got the noise node connected to the mapping node.
@@DECODEDVFX Yea everything was connected the same way as your Video. Shall have a another look
Well found the issue it was due to the amount of subdivisions on the edges. Unfortunately that won't work for me as it's a game asset but found a work around by using the bevel node instead.
Great content. Thank you!
On the other hand you would really benefit from a better microphone and a better sound recording atmosphere, the sound of your voice has to many echoes and rough edges.
This video is almost a year old. I have upgraded all my equipment now.
One could argue that there's wear effect in the pointiness of the voice :D
The node isn't working for me the way it does in your video. When I drag the color ramp handles it darkens the interior portion of the "rings" rather then the edges of the rings. Any idea why? Wish I could post a screenshot...
Make sure you drag the black handle passed the 50% mark on the color ramp. If that doesn't work, try swapping the colors around so the black handle is on the right and the white is left.
Also make sure your normals are right way up.
How come the pointiness node on mine does not work?
Great tutorial, but what about Eevee?
It doesn't work in EEVEE.
does this work with image textures?
Yes, it's just a mask to mix two materials. It works with procedurals and texture maps.
I tried this on an hilt of a sword and the entire hilt was either black or white, there was no middle ground. And yes, the hilt has hard edges. Nevertheless, seems like a really cool trick n.n
Try adding more geometry to the sword. Pointiness is based on vertex positions, so it works best on a fairly dense mesh.
@@DECODEDVFX I see. I tried using the Bevel node as well and I think the issue you are referring to might be it. With the bevel node, edge loops that I had created also seem to impact what is detected as an edge, and the edge detected is very narrow.
Dear author. I will specially add - for those who do not display this node in the preview, the Wrangler - only the engine cycles. It would be worth adding this, because it may not be entirely obvious, and the author should mention it once more in the video.
Why don't you just texture paint it?
This is procedural. You can apply this material to any object and it will work straight away, you don't even need to unwrap it. And once you know how to do this effect, it's much faster than texture painting too. Also, texture painting sometimes struggles with clearly defined edges, especially if you want to keep UV resolutions low.
If an object will be close to the camera I usually combine this effect with texture painting to get the best of both methods.
Next time, activate GPU rendering dude... Thanks for your tutorial by the way.
GPU rendering isn't compatible with my current graphics card, unfortunately.
Please upload the .blend file so that we don't have to go through all of this just for a texture. We need to make things easier and quicker for the blender community so we don't just have to rely on substance painter.
ahahah lol blender curvature is better than in substance! because Substance mix geometry curvature and UV map in curvature map making stupid seams