🦜Stunning Real-Time Fur Effects in Marmoset 4: A Character Shader Tutorial
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- Опубліковано 7 лют 2025
- Transform your character designs with a realistic fur shader in Marmoset Toolbag 4. This tutorial teaches you how to create stunning real-time fur effects in just a few steps.
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this method is really old, but yeah it holds up well for short / fluffy fur, if you want longer fur for games then it starts getting more complicated...
This is... Surprinsingly simple. Absolutely fantastic tutorial!
Hey man! I'm absolutely loving this tutorial! As a fellow Character Artist, it's incredibly awesome to see our community thriving on UA-cam. Keep up the fantastic work!
Hey, thanks for your positivity. :)
If you're a fellow artist and love your industry. It would be great to have you in our Discord!
bit.ly/3DM_Discord
I've always wondered how they did that. It surprisingly simple. Thanks for the explanation!
My pleasure, wait until it moves :D. Then it starts to get difficult. Especially for animators. We'd use parallax inside the shader for that.
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anyone else not getting any depth regardless of how much they push the geomtry? I can see the opacity is working cause i can see the layers beneath the top one, but it still looks like im working with a single mesh and not 3.
hello! in case anyone has the same problem, add another layer underneath all your others and set the opacity to 0. this fixed it for me.
@@daviddytham4523 I was trying to figure it out for the last hour, thanks!
Good method! How would you go about mitigating the stepping effect you can see in some places, especially around the silhouette? Would you add more layers or maybe space them out differently? Could anything else be done to mask the outlines in a more realistic way?
You can use more layers. Although 3+ is excessive.
In Unreal Engine you could mask via a Fresnel. This would get rid of the "side view" of planes.
Damn man, I just discovered the channel yesterday and I'm so happy I did. Really good stuff. I'm just gonna eat all your videos asap haha.
Jokes apart, I think you're adding a lot of valuable content in character art stuff, thanks for your work 🤍🤍
Thanks, appreciate your comment.
I hope to share everything I know with people that love making characters : )
This is awesome man, great stuff
Thanks, appreciate it
hey itried this method and mine is really not giving any kind of illlusion plus the white part is not getting transparent what can i do to get a result like this will be waiting for reply really great tip
Always wanted to try this method. So simpel and cool
Pretty easy huh. Tell me how you get on with it or have any issues.
Wow, that's cool.
Great tutorial! Very simple but still effective technique. Thanks for sharing
A little for a lot!
Awesome! Wich "shader/render engine" do you selected in Substance?
PBR with Alpha Test
@@3dmutiny thank you
I watched the video and followed along, but when I actually tried it, it didn't work properly when the opacity value was set to 1, but it worked properly when I set it to 0. Why is that so?
Check all your layers. there may be somthing hidden. For example, you can look at the opacity channel using B hotkey. See if it's all white or all black.
Great tutorial! I've only got Blender experience, but that looks pretty much entirely reproducable.
It is!
Thank you so much for the tutorial !!
You're welcome. Happy to help
how would u use this for a mesh, that requires both fur and non fur materials?
I really like the 3D layer taknic
I have find fur sheder for my unity put use with code not with shader graph
If find how to make this shader with sheder graph I will able to make modifietion and make my own shaders
Awesome. I've not used this in Unity before. You'll have to come onto the Discord and show us if it works. Interesting.
cool tutorial but is there a way to recreat this in blender?
I'll see what I can do for you :)
(The Lazy Method) Depends on Geometry... But you could use a Solidify Modifier...
Settings that you must Change...
-Solidify
Thickness 0.015m
Rim > Fill (Check off)
Materials > Material Offset > 1
-Solidify.001
Thicknes 0.005m
Rim > Fill (Check off)
Materials > Offset 2
Note:
Every Material > Offset - you do will Ask Blender for a New material...
So if you are Using One... just set all of them to the Same #
PS: Make Sure in the Material Tab (Red Ball), you organize it by The Order...
Note: Google Search Material Alpha...
in the Material Tab (Red Ball)
Make Sure you have These Setting Enable
Setting > Blend Mode > Alpha Blend or Hashed (i like Blend).
Alpha > 0 (was 1)
if you are Working with Textures (like in the Video...)
All Textures Must be Connected to the Alpha and Base Color
in Shading Tab
Image Texture > Base Color
Image Texture > Alpha
OR
Image Texture > Base Color and Alpha.
i Recommend Seperated them and have one Image Texture set ti bi color alpha)... and the other one to Color....
Incase Solidify Modifier Doesn't work Search about "Transform Pivot Points"
and "Snapping" and "Transform Orientations"
as a Combination of the 3 Will Result in "better" Results...
great tutorial thank you very much, how do you think they did the rachet fur in the rift apart game?
I love that game. They often have separate meshes for cinematics and game. For the game they will use many hair cards.
For the cinematic, they will use many many cards combined with custom shaders or graphics card proprietary tech
This method is great but how would it handle patterns like that of a cheetah or snow leopard?
Same concept, you could colour each layer with the pattern.
Although the resolution would have to be quite large to eliminate repetition.
Can this work be used in Unreal Engine practice as well?
Certainly can! More options in unreal
how did you make an overlap on one UV or copy coordinate i not understand
When you duplicate an object the uvs are copied automatically. Come to our discord and we can show you. :)
Thank you
You're welcome
I know this is a render but can you bake it back in zbrush for 3d printing?
As this is flat plane geometry, you wouldn't be able to print it in ZBrush
The print would have to be one solid block.
@@3dmutiny thanks for the reply! I’m guessing I’d need a height map for texture. But I’m struggling to create something like this for highpoly 😣
ok i made
ua-cam.com/video/lWyQNud3KFI/v-deo.html right? i not know how separate UV in blender 1/4 need more time for expiremental
Cool tutorial, but the shader itself doesn't look good.
Thank you. Are you familiar with the limitations of game meshes?
@@3dmutiny Of course. But Toolbag is not a game engine. People who are presenting their work within Toolbag generally try to get the best out of it.
@exodstt He tried to imitate parallax occlusion mapping, which is already a cheap operation for any graphics card, by using multiple alpha passes and layers. That just makes the situation worse :)
not work ty
Need help with any section?
@@3dmutiny u flip normal any layer mesh ?
are these 4 separate meshes? I work in blender and don’t fully understand what you are doing ^^@@3dmutiny
or is it an object that you extruded inside@@3dmutiny