your videos are always awesome... You explain everything so clearly and simply. Without people like you who share their knowledge with many others, Blender would be no fun.
Your best video yet Max!!! You really explained this simply, rather then getting people to just plug this into this without understand what each nodes effect had in the process.. well done! Getting edge wear in cycles can be really tricky and I've watched so many different way, but none did that little trick where you made the white value 10... top work!!
We need more tutorials out there like this. Not just telling you to do A then B then C but explaining what A does and how it works, what B does and how A affects it and then moving onto C and how that works with what happened at A and B. Actually showing how to use Blender instead of how to do this 1 specific thing in Blender and having no idea how you actually got there at the end. Love the work ty Max
Great tutorials. If you have node wrangler addon enabled you can select the material press ctrl shift T browse to the maps folder select all the files albedo roughness normal press principle texture button and it sets it all up manually. Same thing with octane if you have node wrangler octane version. Saves a ton of time. Also works for megascans, browse to the megascan texture directory and apply them to the models that come in grey shaded.
I always found too many nodes scary so i used to just use some tricks to avoid using too many nodes but that always resulted in underperforming textures and this video just removed thay scare for me. Im not scared to use tons of nodes now. Ty
Oh boy. Thank you for this tutorial. Very well explained. Once i start thinking the factor being a mask it became all logical. I was trying for weeks to create an old .. aged texture for ancient structures . I guess we can all bake this in a standard texture for games or 3d world viewers ? Thank you again .. ❤👍
Nice trick with the colorramp, all these years I never knew you could have a value above 1 lol I suggest you try out the GeoNodes method for edge/cavity, works great in Eevee & Cycles, & its not screenspace so doesnt get weird on larger objects. Basically you just pass a named attribute containing 'Edge Angle' to your material shader, there's a tutorial on youtube about i, nicest thing is its super fast unlike ambient occlusion can be on massive objects.
I'm *pretty* sure that when you attach a color or vector output into a value input, it doesn't take the average or luminance across the channels, it takes the first index of the multiple channels, with color that means it takes the Red channel. Since your image is pretty desaturated, that's probably fine but it's important to know.
in case you are having trouble finding the effects of the shader work you are doing, switch the viewport mode to Render View, Material view won't show you the affects. (this had me confused for a good 20 minutes).
Have you ever thought about using UE5 to use Lumen and nanite for your style? Just curious on what you think about the difference between the two programs in your workflow.
Who did not visible shadows 1) change the evee to cycles in render settings 2)and the top right viewport options change to last ball(render type),thats it.
For some reason, Blender 4.0.2 crashes for me when I switch to Render Mode and have the Ambient Occlusion node on one of my materials. Do you know how to fix this?
if i may ask something, id like to know why you had to put the color ramp brithest color to above 1 value to make the multiply work instead of using overlay or lighten - something to use the white values.
Great video! Does textures something to do with not seeing my renders the same way in my phone? I've been changing color management but it doesn't work. What do you do so yours look so amazing in social media? D:
I recently tried using the AO node for grunge but I found that in the scene I'm working on my volumes erased the AO effect where they intersected with the object. Is this something you've ran into or might I just be doing something wrong here?
@@maxhayart Ah, the only thing is I do want the AO from other objects as this is for the grunge that builds up the in corners/crevices where objects interact. I just wish there was a way to stop specific objects interacting with the AO I guess
If you can’t do it there, you may want to try something like substance painter or quixel mixer! I don’t know much about these programs but I’ve seen some incredible results.
You'll only find AO where you have raytracing rendering - So UE does not have AO. What you can do is bake AO maps out from Blender and import that into UE as a texture on your model.
Really love these. It's the small details that really add to scenes. Much appreciated.
Love these videos, like when you are lazy and don't know what to do I watch videos like yours and improve my blender skills.
your videos are always awesome... You explain everything so clearly and simply. Without people like you who share their knowledge with many others, Blender would be no fun.
Love the tutorial. The way you explain is so beginner freindly. Really helpful.
I thought learning to code was a good thing, Then I see how fun and how much work it is to be a good 3d modeler. Thank you , Max!
Your best video yet Max!!! You really explained this simply, rather then getting people to just plug this into this without understand what each nodes effect had in the process.. well done! Getting edge wear in cycles can be really tricky and I've watched so many different way, but none did that little trick where you made the white value 10... top work!!
We need more tutorials out there like this. Not just telling you to do A then B then C but explaining what A does and how it works, what B does and how A affects it and then moving onto C and how that works with what happened at A and B. Actually showing how to use Blender instead of how to do this 1 specific thing in Blender and having no idea how you actually got there at the end. Love the work ty Max
You are genius. Always finding the best and applicable tricks in the fast and most simple way to implement and explain. Thank you a lot Max!
The way everything showed is so clear and concise. This video has helped me a lot with these types of texture. Thank you Max!
The KING has spoken guys
Great tutorials. If you have node wrangler addon enabled you can select the material press ctrl shift T browse to the maps folder select all the files albedo roughness normal press principle texture button and it sets it all up manually. Same thing with octane if you have node wrangler octane version. Saves a ton of time. Also works for megascans, browse to the megascan texture directory and apply them to the models that come in grey shaded.
This guy is Absolute Genius.
Thanks bro love from INDIA
So elegant Max.
Always loved it.
The content flow is so uniform, keep it up.
the sighs in the middle make me think Max is trying so hard to make it as beginner friendly as possible! xD Keep up the good work man!
Brother your general comments about nodes explained me some stuffs I never realised lmao
Thanks G !
I always found too many nodes scary so i used to just use some tricks to avoid using too many nodes but that always resulted in underperforming textures and this video just removed thay scare for me. Im not scared to use tons of nodes now. Ty
Thank you so much I've been struggling so much with learning grunge as I want to make dirty industrial scenes this has helped me so much
Great tutorial, I'd never used this ambient occlusion trick before
This video so helpful holyyy
Great info. I had a mess in the Node editor to make it realistic. With AO is too easy. Thank for the video
Just perfect, many thanks for the class
This is so useful, i need to get this in my standard routine. Thanks a bunch !
Great tutorial man, love these kinds of videos!
Thank you! Always a pleasure to watch you work.
Thanks for sharing this, mate
This was super thorough! Thank you!
Oh boy. Thank you for this tutorial. Very well explained. Once i start thinking the factor being a mask it became all logical. I was trying for weeks to create an old .. aged texture for ancient structures . I guess we can all bake this in a standard texture for games or 3d world viewers ? Thank you again .. ❤👍
Nice trick with the colorramp, all these years I never knew you could have a value above 1 lol I suggest you try out the GeoNodes method for edge/cavity, works great in Eevee & Cycles, & its not screenspace so doesnt get weird on larger objects. Basically you just pass a named attribute containing 'Edge Angle' to your material shader, there's a tutorial on youtube about i, nicest thing is its super fast unlike ambient occlusion can be on massive objects.
ur best max
so smart and easy. fucking genius
Your videos are great
I'm *pretty* sure that when you attach a color or vector output into a value input, it doesn't take the average or luminance across the channels, it takes the first index of the multiple channels, with color that means it takes the Red channel. Since your image is pretty desaturated, that's probably fine but it's important to know.
Yeeeaaahh, indepth tutorial, thats the stuff👍🏻
amazing work! thank you for sharing!
Awesome!
Perfect timing
Excellent video.
Thank you for the lesson
thank you Max
Amazing video as usual
man youre the greatest!!!
in case you are having trouble finding the effects of the shader work you are doing, switch the viewport mode to Render View, Material view won't show you the affects.
(this had me confused for a good 20 minutes).
te amo TE AMO ME SALVAS LA VIDA
Thank you so much man...
Great video dude!
Thanks man 😃
thank U
i would like to watch more cyberpunk if it's possiblle, ty for content
thanks!
Have you ever thought about using UE5 to use Lumen and nanite for your style? Just curious on what you think about the difference between the two programs in your workflow.
11:25 Max is telling us to go outside and touch some grass
Who did not visible shadows
1) change the evee to cycles in render settings
2)and the top right viewport options change to last ball(render type),thats it.
pretty cool, but still requires UV right??
Amazing. What's that Blender theme you're on?
Nice!
When I add the ambient Oclusion it doesn't seem to do anything. i don't see shadows like you have. Any ideas?
For some reason, Blender 4.0.2 crashes for me when I switch to Render Mode and have the Ambient Occlusion node on one of my materials. Do you know how to fix this?
if i may ask something, id like to know why you had to put the color ramp brithest color to above 1 value to make the multiply work instead of using overlay or lighten - something to use the white values.
Great video! Does textures something to do with not seeing my renders the same way in my phone? I've been changing color management but it doesn't work. What do you do so yours look so amazing in social media? D:
The ambiant occlusion node make my pillar totally white whatver the setting i use on it. Is there is a subtility i missed?
hey when im doing the texture i am getting some stretched results, please let me know why???
max wtf is that color choise for the blender hud
Using multiply to brighten just feels wrong :D
What's going on with the Jarvis, Tony Stark, Iron Man looking ass UI 😂😂😂
😂 I like to feel like I’m doing something extremely important while I work
@@maxhayart Valid argument. Keep it up my man. Ur a gem to the community
❤
where can i get your theme?
cannot open your file,
it's always crash on my side
That colour scheme is so hard to read lol
I recently tried using the AO node for grunge but I found that in the scene I'm working on my volumes erased the AO effect where they intersected with the object. Is this something you've ran into or might I just be doing something wrong here?
Obviously I can bake it, but I'd rather do it procedurally ofc
Yeah if you press the “Only Local” checkbox in the AO node it shouldn’t interact with any other objects
@@maxhayart Ah, the only thing is I do want the AO from other objects as this is for the grunge that builds up the in corners/crevices where objects interact. I just wish there was a way to stop specific objects interacting with the AO I guess
first
Pinterest is fine 😂
can i just buy it, too busy to copy
Then bake the wear into the textures and get all these nodes out of your game.
Love it Max! I’m trying to achieve the same effect in UE5 but there is no ambient occlusion node🥲
@@misanthrope_01i wouldn’t have commented if i found it💀
If you can’t do it there, you may want to try something like substance painter or quixel mixer! I don’t know much about these programs but I’ve seen some incredible results.
You'll only find AO where you have raytracing rendering - So UE does not have AO. What you can do is bake AO maps out from Blender and import that into UE as a texture on your model.
@@VPFX thank you brudda! I’ve decided to switch to Blender ending all my problems 🤙🏼