Can you cover the way you set up the projection node in another tut please? I'm struggling to find which attributes of the place 3D texture i connect to the placement matrix of the projection node. Thanks
Great material - thanks so much. Just because I’m a car guy and more than a little OCD... it’s “brake” not “break” and it’s a brake disc or rotor, not a brake pad. The pads are inside the caliper. The radial scratches would not cover the entire brake disc surface - the inner 1/4 radius or so is not in contact with the pads and so won’t be worn in the same way. Thanks again for your great videos. Excuse my OCD.... :-)
Hi im having an issue with the Proj type. I set it to sphereical but its warping the image and squashing it to the center. Is there a fix to this with the info i just gave?
@@arvidurs I think i figured it out. The place3dTexture Y position being directly on the plane was creating the pinch effect. I just had to change the position and it seemed to fix it.
Liked your video so much , but instead of getting shadow on the ground of image plane 50:12 , i am getting hdri as a texture on my plane its not transparent
When I try to use the "Isolate Selected", my render just turns black. I have the aiCellNoise selected. However, if I connect directly to the Surface Shader directly, the cell noise does render. I was wondering if you have a solution to that because I have searched around but cannot find a fix for the problem. I am using mtoa 4.2.0 and Maya 2020.4.
it is not a problem. if you do not connect aiCellnoise to the shader, the renderer does not know aiCellnoise exists. easiest method is always to connect to the shader's color to view it
Nice! I only don't understand why Anisotropy needs roughness, for examle IRL a material can be pretty much a mirror like and also have anis, meanwhile in 3D if you would zoom in it would be slightly rough, maybe it's just hard to see small roughness IRL. I had to work on one CNC product which was mirror like and using anisotropy was fairly challenging to get it look right, in 3D it was just way too rough to get same anis strenght so I played with bump/normal and displacement maps instead w/ 0 roughness which was a bit closer to real one but still behaving differently, tried using the coat too but it was breaking the behavior. Guess the only 1:1 solution was simply 3D Scan it in micrometer detail scale or sculpt it but that would be alot of polys.
even IRL there will be a micro roughness applied to the surface as you are brushing the material in one direction and then in the other. So I think it's still valid to apply very soft roughness. But I'm not an expert in material studies.
@@arvidurs Yeah I agree, almost everything has some sort of roughness either on microscopic level or as "wear" imperfections, still I think that anisotropy should not be driven by roughness or have roughness as requirement even IRL you probs rarely find or even can't find anis surfaces that's 100% glossy.. atleast in my opinion since it's driven by surface/shape itself how it reflects the surroundings rather than its material properties as you know yourself so it would be a bit more "art friendly". Can't recall now exactly but I think Redshift supports Anis without roughness which is physically correct.
The integer mtoa mask was really usefull ! You should have spent a little more time on the subject IMO as it seems like this trick isn't used very much even though it's really simple to get working.
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I dont even model anymore and i just enjoy watching all these things coming together. Something so satisfying about it.
Glad to hear Ziad! Thanks 😊
This is awesome reminds me of the Digital Tutor days when it was great before Plural Sight bought them out.
Thank you so much for sharing all this great info ! learned so much.
wow excellent tutorial! I am going to follow along but with Octane.
YES!!! i have an old bmv i have made, but my shading was not at all good! This is just what i needed! i'm lazy i almost abandoned the project lol
very nice love it 5:34 that seats need subds enabled looked facted. Keep it up Arvid!
yeah it does for closeups - not for these wider renders. but good catch, must be the 4k video :D
Epic. Great video tutorial thank you
Thanks so much!
Can you cover the way you set up the projection node in another tut please? I'm struggling to find which attributes of the place 3D texture i connect to the placement matrix of the projection node. Thanks
if you create the projection file as a projection ( there are 3 options) it should hook up everything automatically.
@@arvidurs i tried the way youdid but it didn't work
Great material - thanks so much.
Just because I’m a car guy and more than a little OCD... it’s “brake” not “break” and it’s a brake disc or rotor, not a brake pad. The pads are inside the caliper. The radial scratches would not cover the entire brake disc surface - the inner 1/4 radius or so is not in contact with the pads and so won’t be worn in the same way.
Thanks again for your great videos. Excuse my OCD.... :-)
oooh your absolutely right! brake not break :D Thanks for the mechanical insights as well :)
This is AWESOME! Pure gold content!
Amazing! Where can I find the Base Color Intensity Chart that you referenced at 6:26?
docs.unrealengine.com/en-US/RenderingAndGraphics/Materials/PhysicallyBased/index.html
Hi im having an issue with the Proj type. I set it to sphereical but its warping the image and squashing it to the center. Is there a fix to this with the info i just gave?
bit hard to say - it depends also on the maps you are using.
@@arvidurs I think i figured it out. The place3dTexture Y position being directly on the plane was creating the pinch effect. I just had to change the position and it seemed to fix it.
I can't believe someone had the same issue, posted about it, and I thought to look! thank you
i got same issue,you fix it ,thank you❤
how did you model the background because my hdri image is not fitting properly
can you show to setup the shadow matte
Hi Arvid, thanks for the tutorial! Could you also upload this source files so that I can starting learning from it?
that windsheild roughness part is really hard to follow, can you please do a in depth video on that.
Why am i not the same alligator texture on my leather seat as you got sir? Did all same process for that.
can you tell what is that ref viewer you are using
excellent job sir.
Liked your video so much , but instead of getting shadow on the ground of image plane 50:12 , i am getting hdri as a texture on my plane its not transparent
aiNoise is the real Star here, i need to use it more, thx Arvid!
Thanks so much for posting this, it's very clear and informative, I always liked your tutorials, and scripts, You're a great teacher
Hi Torey. You're very welcome!
Outstanding
Awesome video again Arvid!
how can i export the texture maps from this full shader setup...?
thank u so mach for this tutorials sir
i request one tutorial for render pass arnold and comp. in nuke
What I wanna know is where hell I learn to connect all that things ?
How did you get that image environmet?
i am trying to do the thin film en the headlight but i dont see an "thin film thickness" option in the node. how do i make it visible? please help.
Theres a dedicated thin film shader for that that you can connect to the main shader
@@arvidurs thanks! However I figured out how to expand the attributes for standard surface shader
Thank you! Learned a lot
Absolutely brilliant!
When I try to use the "Isolate Selected", my render just turns black. I have the aiCellNoise selected. However, if I connect directly to the Surface Shader directly, the cell noise does render. I was wondering if you have a solution to that because I have searched around but cannot find a fix for the problem. I am using mtoa 4.2.0 and Maya 2020.4.
it is not a problem. if you do not connect aiCellnoise to the shader, the renderer does not know aiCellnoise exists.
easiest method is always to connect to the shader's color to view it
33:56 I'M THE BEST!
what image viwe use it? See it so clean
Nice! I only don't understand why Anisotropy needs roughness, for examle IRL a material can be pretty much a mirror like and also have anis, meanwhile in 3D if you would zoom in it would be slightly rough, maybe it's just hard to see small roughness IRL. I had to work on one CNC product which was mirror like and using anisotropy was fairly challenging to get it look right, in 3D it was just way too rough to get same anis strenght so I played with bump/normal and displacement maps instead w/ 0 roughness which was a bit closer to real one but still behaving differently, tried using the coat too but it was breaking the behavior. Guess the only 1:1 solution was simply 3D Scan it in micrometer detail scale or sculpt it but that would be alot of polys.
even IRL there will be a micro roughness applied to the surface as you are brushing the material in one direction and then in the other. So I think it's still valid to apply very soft roughness. But I'm not an expert in material studies.
@@arvidurs Yeah I agree, almost everything has some sort of roughness either on microscopic level or as "wear" imperfections, still I think that anisotropy should not be driven by roughness or have roughness as requirement even IRL you probs rarely find or even can't find anis surfaces that's 100% glossy.. atleast in my opinion since it's driven by surface/shape itself how it reflects the surroundings rather than its material properties as you know yourself so it would be a bit more "art friendly". Can't recall now exactly but I think Redshift supports Anis without roughness which is physically correct.
Hi Arvid, thanks for this great tutorial! One question, how do you overlay these reference images over Maya ?
Called pureref I do have a video on that tool
ty very much
This is really nice,
The integer mtoa mask was really usefull ! You should have spent a little more time on the subject IMO as it seems like this trick isn't used very much even though it's really simple to get working.
Yeah hehe lots of videos on my channel have information like this. And in the industry it’s used a lot btw
Love it!
thanks alot :)
I think is much better to export the car into subtance painter instead of try to connect all that cable
Awesome .. thanks ..
Most welcome!
hey arvid how did you created those details as a bump map on the tires??
Hey, did you watch the video?
@@arvidurs yes
I just want to paint my car … what software ?
awesome as usual :)
Yeees! Finally, thanks Arvid! :D
For some reason I really dont understand the projection bit. 😥
I’m projecting the hdri/backplate on to the bg Geo to get proper reflections and refractions off and on the car
@@arvidurs ohhh, i think I got you now, thanks for that!
Nice :)
The shadow of the image at the start is quite bad
大佬,牛掰。👍
not realistic at all
Thanks a lot. Awesome tutorial!