Blender Tutorial: Procedural Edge Damage

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  • Опубліковано 1 лис 2024

КОМЕНТАРІ • 83

  • @DECODEDVFX
    @DECODEDVFX  4 роки тому +8

    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

  • @AndyTanguay
    @AndyTanguay 4 роки тому +55

    pointiness...it's refreshing when something is named exactly what it is. ;-) That could have been 'surface normal comparative vector' or something.

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +9

      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.

  • @angstrom0000
    @angstrom0000 4 роки тому +32

    For a more complex mesh, I find that placing a bevel node in between the geometry and colour ramp gave better results.

    • @amagdy1999
      @amagdy1999 3 роки тому

      Man that was a lifesaver , cheers !

  • @bradley1048
    @bradley1048 3 роки тому +5

    I spent hours hand-painting my edge wear before I found this video. Thanks!

  • @vstreet7583
    @vstreet7583 4 роки тому +6

    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

  • @Mol0c
    @Mol0c 4 роки тому +1

    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!

  • @cmdrterrorfirma4244
    @cmdrterrorfirma4244 4 роки тому +4

    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!

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +2

      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.

  • @joshf6386
    @joshf6386 4 роки тому +1

    This was the tutorial i've been looking for for the past 4 hours. thx

  • @celsofx
    @celsofx 4 роки тому

    dude, that is awesome, thanks to you I will no longer be doing uvs for random objects that dont deform.

  • @SuperIceteapeach
    @SuperIceteapeach 2 роки тому

    Awesome tutorial! Easy to understand andd nice realism

  • @Marcus_Ramour
    @Marcus_Ramour 2 роки тому

    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.

  • @knight2255
    @knight2255 4 роки тому +3

    Another great tut, glad I found your channel!

  • @yassiraykhlf5981
    @yassiraykhlf5981 4 роки тому +2

    Thank you.
    good explanation

  • @shannonemerson6760
    @shannonemerson6760 4 роки тому +2

    Thank you, this is amazing useful for a current project!

  • @thered1493
    @thered1493 4 роки тому +1

    little tip, Ctrl + T adds a texture coordinate and a mapping node connected together :)

    • @khenricx
      @khenricx 4 роки тому +1

      Only work with the addon node wrangler activated

  • @MikkoRantalainen
    @MikkoRantalainen 3 роки тому +2

    You could also try using Ambient Oclusion node with option "Inside" to find pointy bits without using "Pointiness". That should work with EEVEE, too.

    • @mythicalphantom3377
      @mythicalphantom3377 3 роки тому +1

      Thanks man really helped a lot. I couldn't find a video on that.

    • @ujtb
      @ujtb 2 роки тому +1

      oh thanks for this!!! The pointiness didn't work for me. But ambient occlusion does! Thank you.

  • @pruephillip1338
    @pruephillip1338 2 роки тому +3

    At about 4:30 I had to stop, no matter what I did I got no white edges.

  • @NanogalaxyOrgMedia
    @NanogalaxyOrgMedia 4 роки тому +2

    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.

    • @MikkoRantalainen
      @MikkoRantalainen 3 роки тому +1

      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.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 4 роки тому +4

    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.

  • @adriansurtees272
    @adriansurtees272 3 роки тому +1

    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.

  • @woolenwoods665
    @woolenwoods665 4 роки тому +1

    very educaitonal! thx for sharing !!

  • @pepegarcia712
    @pepegarcia712 4 роки тому +1

    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.

  • @donross7820
    @donross7820 4 роки тому +1

    Really helpful! Thank you

  • @squarenoise1408
    @squarenoise1408 4 роки тому +3

    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?

  • @shmuelisrl
    @shmuelisrl 2 роки тому +1

    I'm using it in cycles on the default cube and it doesn't work properly

  • @LeopoldBaranowska-q5d
    @LeopoldBaranowska-q5d 7 місяців тому

    Thank you!!!

  • @franciscojacobo2341
    @franciscojacobo2341 3 роки тому +1

    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.

  • @simoncodrington
    @simoncodrington 4 роки тому

    Great video mate.

  • @luisrossa
    @luisrossa 4 роки тому

    Excellent!!!

  • @zsolt2470
    @zsolt2470 2 роки тому +1

    4:30 I followed the protocol. It doesn't work for me, it doesn't show the edges on the model

  • @ep8778
    @ep8778 4 роки тому

    thanks. it's a great tutorial !

  • @dimas_bhakti4290
    @dimas_bhakti4290 4 роки тому +1

    ahh, thanks man, thiis is great tutorial , thanksss

  • @christheother9088
    @christheother9088 11 місяців тому +1

    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.

    • @DECODEDVFX
      @DECODEDVFX  11 місяців тому

      Yeah it isn't a great system. It usually needs a few supporting loops near edges to work correctly.

  • @SpaceManRD
    @SpaceManRD 4 роки тому

    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.

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 4 роки тому +1

      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.

  • @sahebfahmi
    @sahebfahmi 3 роки тому

    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...

  • @GordonNadezda
    @GordonNadezda 3 роки тому +1

    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?

    • @franciscojacobo2341
      @franciscojacobo2341 3 роки тому

      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.

    • @marsmotion
      @marsmotion 2 роки тому

      @@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

  • @antonioreis7629
    @antonioreis7629 3 роки тому

    Muito bom!!! Parabéns!!

  • @Latvian3Dman
    @Latvian3Dman 4 роки тому

    short question, is it just for rendering part? Not creating a edge-weared material?

  • @Crash_Legacy_14
    @Crash_Legacy_14 3 роки тому +1

    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.

  • @Larky2k
    @Larky2k 4 роки тому

    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?

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +1

      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.

    • @Larky2k
      @Larky2k 4 роки тому

      @@DECODEDVFX Yea everything was connected the same way as your Video. Shall have a another look

    • @Larky2k
      @Larky2k 4 роки тому +1

      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.

  • @nac9494
    @nac9494 4 роки тому

    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.

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +2

      This video is almost a year old. I have upgraded all my equipment now.

    • @MikkoRantalainen
      @MikkoRantalainen 3 роки тому

      One could argue that there's wear effect in the pointiness of the voice :D

  • @jjc1mowery
    @jjc1mowery 4 роки тому

    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...

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому

      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.

    • @MikkoRantalainen
      @MikkoRantalainen 3 роки тому

      Also make sure your normals are right way up.

  • @eviatsing2032
    @eviatsing2032 2 роки тому

    How come the pointiness node on mine does not work?

  • @Hozq3D
    @Hozq3D 4 роки тому

    Great tutorial, but what about Eevee?

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +1

      It doesn't work in EEVEE.

  • @invaliduser9395
    @invaliduser9395 3 роки тому

    does this work with image textures?

    • @DECODEDVFX
      @DECODEDVFX  3 роки тому

      Yes, it's just a mask to mix two materials. It works with procedurals and texture maps.

  • @esuriddick
    @esuriddick 4 роки тому

    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
      @DECODEDVFX  4 роки тому +1

      Try adding more geometry to the sword. Pointiness is based on vertex positions, so it works best on a fairly dense mesh.

    • @esuriddick
      @esuriddick 4 роки тому +1

      @@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.

  • @MrMoaner
    @MrMoaner 4 роки тому

    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.

  • @أحمد-ف9ل6ق
    @أحمد-ف9ل6ق 4 роки тому

    Why don't you just texture paint it?

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому +3

      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.

  • @Cyber_Kriss
    @Cyber_Kriss 4 роки тому

    Next time, activate GPU rendering dude... Thanks for your tutorial by the way.

    • @DECODEDVFX
      @DECODEDVFX  4 роки тому

      GPU rendering isn't compatible with my current graphics card, unfortunately.

  • @Penguinz4LOLZ
    @Penguinz4LOLZ 4 роки тому +1

    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.

  • @waltage
    @waltage 4 роки тому

    ahahah lol blender curvature is better than in substance! because Substance mix geometry curvature and UV map in curvature map making stupid seams