Quick tip: instead of changing the inputs of the Transparent BSDF and the Diffuse BSDF to be able to increase the mix factor, just leave the inputs as they are and decrease the value.
Cool idea and not a bad tutorial. But it would be nice if you actually used rendered view of what you do, especially when you set up materials and perform finishing touches.
Nice tutorial, definitely will use this! To improve the workflow, maybe you could throw in an ambient occlusion map to get more dust on the crevices and less on the ridges?
@@EJ3D_Art I'm not sure you could do this with the default particle system. You could do it pretty easily in geonodes by referencing a texture image for the density map instead of the vertex weights (you could also just implement ambient occlusion in geonodes as well fairly easily if you didn't want an external reference). This would let you use any shader-/texture-based workflow for the AO. I would just bake the ambient occlusion from the cycles node onto the texture. Edit: the other benefit with a texture image is that you don't have to deal with the jankiness of vertex painting on a low-density mesh.
@@EJ3D_Art make sure you use a named attribute node referencing the UVMap attribute as the vector input for the image. I can’t tell you how many times I’ve forgotten to do that and been confused about why the texture is not lining up by default like it does in the shader editor.
@@EJ3D_Art It would be great to use a new fur system to make plumage for birds, in this system the length of the particles is very conveniently adjusted and if they are replaced with feathers, then an ideal coating will turn out.
Quick tip: instead of changing the inputs of the Transparent BSDF and the Diffuse BSDF to be able to increase the mix factor, just leave the inputs as they are and decrease the value.
Yea I should have done that but for some reason I didn’t, haha thanks for pointing it out.
finding this video again proved to be too hard ... why ... its so damn useful
Thanks!
always wanted to know how to do this, thank you
Nice, simple and effective setup, i need to play with particles more
Cool idea and not a bad tutorial. But it would be nice if you actually used rendered view of what you do, especially when you set up materials and perform finishing touches.
Love the professionalism Ethan, so sick 🙌🏽
Great Video! Great explained in short time but still enough in depth to follow. Its so great how much realism this adds
Yea it’s a neat trick
Great stuff thanx
Dude, i was watching that dude some time ago, and thought of making it in blender too. This is amazing xD
Sick stuff man!
woah thanks
Excellent video
great video and those renders look so super duper realistic i thought the pen was real for some seconds :P
Thanks man, awesome to know that the pen looks realistic!
You got on my recommended and you deserve it x100
The fun thing is that you can also bake it in the normal map
Thanks man, good to know you liked it!
:)
give the man 1 million subs already. Quality editing Ethan.
super useful!! looks really hyperreal, I'll definitely use this, thanks!!
hi lego me
Thanks so much! I just watched your presentation at the blender conference and thought it was awesome! Your work is really inspiring.
Thanks
All good man, hopefully it helps!
Nice tutorial, definitely will use this!
To improve the workflow, maybe you could throw in an ambient occlusion map to get more dust on the crevices and less on the ridges?
Yea I was thinking that but not sure how to use it in a particle system
@@EJ3D_Art I'm not sure you could do this with the default particle system. You could do it pretty easily in geonodes by referencing a texture image for the density map instead of the vertex weights (you could also just implement ambient occlusion in geonodes as well fairly easily if you didn't want an external reference). This would let you use any shader-/texture-based workflow for the AO. I would just bake the ambient occlusion from the cycles node onto the texture.
Edit: the other benefit with a texture image is that you don't have to deal with the jankiness of vertex painting on a low-density mesh.
Good idea, I’ll definitely try this.
@@EJ3D_Art make sure you use a named attribute node referencing the UVMap attribute as the vector input for the image. I can’t tell you how many times I’ve forgotten to do that and been confused about why the texture is not lining up by default like it does in the shader editor.
Haha, yea I’ll make sure to. Thanks for letting me know
Good tutorial.
Very useful tips, explained the process in an easy way. Thanks for creating this tutorial. You deserve more subscribers and likes. Keep going :)
Awesome!🤘
I'm only 4 seconds in, renders look great, is also named Ethan and does 3d? subbed.
😉 thanks man
Legend. Absolutely needed this for close up character portrait for skin flakes.
sick
Looks really awesome thank you
Now do another one with geometry nodes instead of particles :)
working on it now!
@@EJ3D_Art really? Awesome!
Boss 🙌
Is it possible to do this in geometry nodes using a new hair system?
I’m not sure, but maybe? If there was a way it might have more control over the scattering.
absolutely. You can use vertex groups and more in geonodes as well.
@@EJ3D_Art It would be great to use a new fur system to make plumage for birds, in this system the length of the particles is very conveniently adjusted and if they are replaced with feathers, then an ideal coating will turn out.
Whack'em pen 😂🤣
Awesome video btw ✨
*subscribed
Dirty! I like it! 😁
but what about the fall off
wouldn't that be easier to do in geometry nodes ?
Maybe? I’m not sure, I tried it but it just seemed a lot easier to teach and recreate using a particle system.
my dude, scale your UI. Not all of us have a 20k resolution screen.
Haha, scaling it up now!
imagine still using the particle system for scattering lol
dude, your pen is filthy