Awesome tutorial! Something I added was a normal map being driven by the voronoi of the blue material. I masked it with the light grey grid (which I made higher contrast and expanded a bit with a color ramp) and then vector math added the normal map to the bump map. That way each fleck reflects in a slightly different direction. I don't know how realistic it is, but I like the look of it.
🙏I have been watching your videos for a few days...you explain very well...understand everything very well... It would be nice if I could show you how my works are going... It would be nice if you could see the things I learned from you... Thank you a lot 😊☺️
This looks pretty cool, but I wonder if pipeline can be optimized for ue5 nanite. Which means I'd rather use more geometry, but simpler shader for fast and realistic real time rendering. There's two ways: make a single modular mesh that can be stacked to form different sized panels and use specialized material with metal mask, - which is more like traditional pre-nanite way. But it necessitates creating metal mask and one-purpose material that can't be used anywhere else. Or make solar cell out of two meshes - one just using generic metal material for grid forms and another just flat plane pieces behind the grid with solar cell - probably a better way for nanite, especially since solar cells material can be repurposed with different colors for something else in the game and metal can always be reused.
Great tutorial, another great one to add to the collection. Just a quick question, what do you need to change to get it to apply correctly to a sphere? just for the sake of renders. Thanks
Love this tutorial, and I decided to try and give the material more dimension. I added displacement on the larger grid and made sure I was running the color data through the proper conversion, but it kept giving me really weird results for some reason. Do you know of some way I could add displacement without it messing up?
This is great stuff and I have been using these tutorials a lot to better understand the nodes and procedural textures. Do you think you will ever get into grouping and making the textures easier to adjust using that process?
What is the matter of switching black and white colors in the color ramp? Is it just preference? I think you could also work for the same final result with non switched colors, right? You just have to adapt you nodes to it?
Hello Ryan! I'm a total noob and followed this tutorial and ran into an issue; in my model I have objects that are rotated 45° and have that rotation applied, and that messes up the texture... Do you know any fix to that? It'd be a great help!
*Purchase the project files and support the channel:*
Gumroad: ryankingart.gumroad.com/l/solar
Patreon: www.patreon.com/posts/70743464
You gotta be the most consistent blender educator 😂
Thank you!
you are the emperor of creating materials from scratch, no kidding.
lol thanks!
Awesome, It really looks very good
Thank you very much!
Looks pretty nice.
Thanks
Glad you like it!
Incredibly great tutorial.
glad you like it
keep doing ur procedural tutorial dude, i like it
thanks!
Amazing tutorial!
glad you like it. Thanks for watching!
This is my new favorite video form you! Nice Shader!
glad you like it!
Greetings from Brasil. This tutorial is incredible, very well explained in details. Thank´s a lot.
Glad you like it!!
Danke!
Thank you for your super thanks!!
The sun is a deadly lazer!
Lol yeah I guess so 😄
Excellent tutorial, as usual. Thank you !
Glad you liked it!
Awesome tutorial! Something I added was a normal map being driven by the voronoi of the blue material. I masked it with the light grey grid (which I made higher contrast and expanded a bit with a color ramp) and then vector math added the normal map to the bump map. That way each fleck reflects in a slightly different direction. I don't know how realistic it is, but I like the look of it.
Cool! thanks for sharing! 👍
your tutorial is amazing, thx alot
You're welcome!
Thank you
You're welcome!
Thank you! This is very useful for space and scifi renders!
glad you like it!
Amazing 🤩🤩
Thank you!
🙏I have been watching your videos for a few days...you explain very well...understand everything very well...
It would be nice if I could show you how my works are going... It would be nice if you could see the things I learned from you...
Thank you a lot 😊☺️
Brilliant
thanks!!
Thanks a lot!!
You're welcome!
great video!
Thanks!
This looks pretty cool, but I wonder if pipeline can be optimized for ue5 nanite. Which means I'd rather use more geometry, but simpler shader for fast and realistic real time rendering.
There's two ways: make a single modular mesh that can be stacked to form different sized panels and use specialized material with metal mask, - which is more like traditional pre-nanite way. But it necessitates creating metal mask and one-purpose material that can't be used anywhere else.
Or make solar cell out of two meshes - one just using generic metal material for grid forms and another just flat plane pieces behind the grid with solar cell - probably a better way for nanite, especially since solar cells material can be repurposed with different colors for something else in the game and metal can always be reused.
Thank
you're welcome!
That's osm man!!
what does osm stand for?
Awesome man
😃
@@BTWtraken oh OSM: Awesome. I get it now. Thanks!
😀👍
Great tutorial, another great one to add to the collection. Just a quick question, what do you need to change to get it to apply correctly to a sphere? just for the sake of renders. Thanks
to add it to a sphere, I changed the texture coordinate to UV. then I UV unwrapped the sphere, project from view, from the front view.
Love this tutorial, and I decided to try and give the material more dimension. I added displacement on the larger grid and made sure I was running the color data through the proper conversion, but it kept giving me really weird results for some reason. Do you know of some way I could add displacement without it messing up?
Nice video.
Thanks!
This is great stuff and I have been using these tutorials a lot to better understand the nodes and procedural textures.
Do you think you will ever get into grouping and making the textures easier to adjust using that process?
yes, I'd like to make a tutorial on how to do that with procedural materials sometime.
wow... I'm never going to use this!
Oh ok.
What is the matter of switching black and white colors in the color ramp? Is it just preference? I think you could also work for the same final result with non switched colors, right? You just have to adapt you nodes to it?
yeah, you'd just adapt the nodes to it. either way will work.
Sun Tutorial Next? (nice tutorial btw)
thanks for the idea. 👍
Great :):):)
thanks!
How do you work so fast ..🥶
I'm trying to grow my business fast so that It can fully support me financially, so I work for like 10 hours per day every day. 🙂
@@RyanKingArt wow ...that is hardworking ..i hope youll get there soon ❤️
@@mr.lunatic3157 thanks!
Hello Ryan! I'm a total noob and followed this tutorial and ran into an issue; in my model I have objects that are rotated 45° and have that rotation applied, and that messes up the texture... Do you know any fix to that? It'd be a great help!
I managed to fix it myself :) instead of using the texture coordinate object node, I used the UV node. Works like a charm and looks awesome. :)